Page 132 - Tales from the Yawning Portal
P. 132
Silver PiJJars. Exuding enchantment ma~·
·.\·ill and perception, the silver pillars cause an_ c ea-
ure in the courtyard to have disadvanta<'e o _ om
checks and saving throws. Being chained o he pillar
causes hypnotic dreams that, after a period o.- wee: or
months, improve combat skill and imbue mo crearure
.vith strong devotion to the Red Wizard .
Four Thayan warriors chained to the pillar are in an
advanced state of entrancement. They can be treated
a unconscious. If they are slain, a gong sound in the
chamber, alerting the inhabitants of the cells.
Cells. Several of the cells are quarters for Thayans
,·ho train and work here. Unless otherwise noted. each
ell contains rough cots and footlockers that hold worth-
less personal possessions.
Any commotion in the area, or the sounding of the
~ong, alerts those in the cells. The Red Wizard emerges
• round later, and the Thayan apprentice comes out
during the following round. The residents of the other
ells take ld4 + 1 rounds to respond (roll separately
for each).
The occupants of the cells are as follows:
Cell A. A Red Wizard illusionist dwells in this fine
chamber with one Thayan apprentice (see appendix
B for both stat blocks). The wizard is half asleep. Both
have glyph keys attuned to the zone, as well as keys to
the C cells. In combat, the apprentice uses an action
to open the occupied C cell if able to do so without
significant risk.
LAHN IS, RED Wi"IARO
Cell B. Two Thayan warriors (see appendix B) sleep in
each of four small rooms. The B cells marked with an His allegiance to Szass Tam has been flagging. He leans
asterisk are empty. toward supporting the Thayan rebels, but he has not
Cell C. The doors to these two cells are locked. Four formally joined their ranks. He worries that some of his
Thayan warriors (see appendix B) are held in one of peers who are loyal to Szass Tam might suspect him.
them when it's not their turn to be shackled to the sil- Aware of Szass Tam's cunning, Lahnis first assumes
ver pillars. The other C cell is empty. the characters are testing his allegiance. Around the
Cell D. This cell contains bunks but is empty. second round of combat, or if reduced to half his hit
Black Gate. The space beyond the secret door in the points or fewer, Lahnis directly asks the characters their
-outheast corner contains a black gate. purpose and admits a willingness to join the rebels. The
White Gates. The corridors that exit this area to the characters can sway him with convincing talk and proof
north and the east have white gates that connect with that they have overcome other parts of the dungeon.
the Temples of Despair and the Hall of Necromancy. If the characters earn his trust, Lahnis turns against
Szass Tam, having become convinced that the regent's
30. TRAINING FLOOR plots will be the undoing of Thay.
He then turns on the Thayans here, whom he knows
won't stand down, and helps the characters fight. After-
An arsenal of weapons and armor hangs from the walls ward, Lahnis provides two pieces of lore and the attune-
n this broad chamber, the floor of which is stained with ments on his glyph key, as well as his physical keys. He
blood and black ichor. On the wall between two weapon goes to the gatehouse through the black gate in area 29.
racks to the east is a contact stone. Treasure. Among the weapons here are a +l bat-
tleaxe, a +l greatsword, and a +1 shortbow. A heavily
scarred suit of plate armor here is armor of vulnerability
Creatures. Lahnis, a Red Wizard evoker (see ap- (your choice of type). In addition, Lahnis wears a ring of
pendix B), directs the brutal combat training here. Six protection.
Thayan warriors engage a dread warrior (see appen- Keys. Lahnis carries a glyph key attuned to this zone,
dix B for both stat blocks) and seven skeletons. Lahnis the Hall of Necromancy, and the Temples of Despair. He
orders the whole lot to attack intruders. Because they also carries a key that safely opens all the doors in the
have been engaged in combat, each creature aside from Temples of Despair, as well as a key to open the C cells
Lahnis starts with current hit points equal to half its hit in area 29.
point maximum. Development. If Lahn is joins the rebels, he pro-
Lahnis initially stays back in combat. u ing lower-level vides information that decreases the Doomvault's alert
pells and trying to assess the character · motivations. level by 1.
CHAPTER 5 DEAD 11' THAY

