Page 130 - Tales from the Yawning Portal
P. 130
Dungeon State. IfThuria survive an m11a encoun-
er with the player characters, he and any: ~ ~ng
allies go on patrol, attacking any intruder int e
Doomvault.
Garden Beds. Enchantment magic imbue- e ;;,arden
beds. Any living humanoid that spends more than 1 min-
ute here must succeed on a DC 12 Wisdom a\;ng throw
or fall unconscious. The creature can repeat the a\·ing
hrow at the end of each of its turns, ending the effect on
.t elf on a successful save. On any successful a\·e. the
creature is immune to the effect for 24 hours. The crea-
ures here are already immune to this effect.
Thuria's Repose. The middle garden bed among the
three southernmost beds is full of plants shaped like
pieces of furniture. A circular shrub is a resting couch.
an angular one is solid enough to use as a desk. and oth-
ers nearby serve as small chairs.
Contact Stone. On the southern wall near Thuria's
place of repose is a circle of glowing glyphs that serves
a a contact stone.
Treasure. Thuria wears a gold circlet set with rubies
worth 1,000 gp) and a gold cuff (100 gp). He carries a
-pell scroll of fly and a potion of greater healing.
One dread warrior has a +J longsword, and each has a
gold cuff that matches Thuria's.
In Thuria's "desk" are mundane records of important
: ·unctions in the Blood Pens. Also within are oil of ethe-
:-ealness and a potion of poison disguised as a potion
of healing. A bundle of entwined branches opens like a
coffer to reveal 100 pp and a diamond (worth 1,000 gp).
Glyph Key. Thuria has a glyph key attuned to this
zone, the Vermin Halls, the Swine Run, the Hatchery,
and the Temples of Turmoil (in the Temples of Ex-
·raction sector).
White Gate. Beyond the exit to the south, a white gate
.ies in the corridor that leads to the Hall of Necromancy.
11:ASTERS' DOMAIN
'!'his sector is the central sanctum of the Red Wizards in
charge of the Doomvault.
Locations in the Masters' Domain are identified
on map 5.5.
MAP 5.5: MASTERS' DOMAIN
TEMPLES OF DESPAIR
Although the chambers in this zone are referred to as Advance Notice. Characters who enter this area feel
-temples," they are essentially security rooms designed tranquility despite the gargoyles. If a player expresses
·o destroy the unwary. doubt about the impression, that player's character can
Doors. All the doors in this zone are locked. make a DC 15 Wisdom (Insight) check. On a successful
Aura. Divine Sense and detect evil and good reveal check, the character realizes that the emotion is artifi-
that this zone is thoroughly desecrated. cial and illusory.
Creatures. When the characters first enter this area,
26. TEMPLE OF LIGHT the eight four-armed gargoyles are true statues. After
a door other than a secret door is opened in this area,
four four-armed gargoyles (as normal gargoyles with 63
Glowing pillars brightly light this chamber of white hit points and one extra claw attack, for a total of three
marble. Each pillar is carved in the likeness of a sm1 ,ng attacks, with Multiattack) animate and attack. Another
figure with its hands held out, as if ready to accept an four-armed gargoyle animates whenever another such
door is opened. This process continues for as long as
offering.
any gargoyles remain in the alcoves. The gargoyles don't
In contrast to the beatific pillars, alcoves around t e
leave the room.
room contain statues of four-armed gargoyles
Pillars of Light. Seeming to offer a measure of
protective power, the pillars have magic designed to
CHAPTER 5 DEAD IN THAY
129

