Page 132 - Tales from the Yawning Portal
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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
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