Page 134 - Tales from the Yawning Portal
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northern leg of the corridor to the east 1s a He
gate that leads to the Dark Gardens.
32. WIZARDS' COURT
A stepped monument of gray marble shot
red dominates an open courtyard surroundea D c osec
doors. Blue light shines from the top of the mon er:t.
The air around it hums with power, its vibration o er-
whelming other sensations. Red Wizards and other
Thayans kneel on the lower two tiers, eyes fixed on the
monument.
Stepped Monument. The monument amplifies magic
· n the courtyard, but those in the area have trouble with
physical sensations and tasks, and they have disad-
;antage on Strength and Dexterity checks and saving
·hrows. Meditating on the monument causes hypnotic
dreams that, after a period of weeks or months, improve
spellcasting capabilities and imbue most creatures with
strong devotion to the Red Wizards.
Each tier of the monument is 5 feet high, and clamber-
ng onto it requires 5 extra feet of movement.
Creatures. Three Thayan apprentices (see appendix
B) kneel on the lower tier of the monument. The Thay-
ans attack intruders.
CeJJs. The cells around the perimeter of the court
rooms labeled A through D on the map) are quarters KELSON 0ARKTREADER
·or Thayans who train and work here. Unless otherwise
noted, each cell contains rough cots and footlockers
DREAD LEGION OUTPOST
olding worthless personal possessions. Cells marked
~·ith an asterisk on the map are empty. The Dread Legion, Thay's army, maintains a full com-
Combat in the courtyard alerts the inhabitants of pany in the Doomvault.
'he cells. They take ld4 + 1 rounds to respond (roll for
each one): 33. CAVERN GUARD POST
Cell A. Lahnis (see area 30) uses these quarters, which
contain a fine bed, a footlocker, and a desk. Searching Glowing crystals set into the walls and floors light a ]
the area uncovers one written piece of lore, as well l
rough stone cavern. To the south is a black gate.
as a tome of the stilled tongue and six spell scrolls
(two each of detect magic, identify, and remove curse).
Lahnis also has a scroll describing the ritual used to Blue Crystals. The blue crystals brightly
turn soul-bound undead back into non-undead crea- light the area.
tures in area 31. Creatures. One Thayan warrior (see appendix B),
Cell B. One Red Wizard evoker (see appendix B) five gnolls, and five ores attack intruders on sight.
sleeps here. Glyph Key. The Thayan warrior has a glyph key at-
Cell C. One Thayan apprentice (see appendix B) tuned to this zone.
sleeps here.
Cell D. Each of these two rooms is a library. An hour 34. SHARD CAVERN
spent examining a library's contents turns up two This cavern has no light.
pieces of lore.
Contact Stone. Atop the monument is a circle of glow- The walls and ceiling of this rough cavern are a mass of
ing glyphs that serves as a contact stone. rock spines, the floor covered with rock dust and shards.
Glyph Key. The Red Wizard in cell B has a glyph key
A path has been worn through the rubble, winding be-
attuned to this zone.
White Gates. Two white gates separate area 32 from tween double doors to the west and a rough flight of
other zones. The gate in the corridor to the west leads to stairs rising to the larger and lit open space to the east.
the Hall of Obedience. Beyond the doors to the outh is
a gate that connects with the Dread Legion Outpo t.
CHAPTER r. I 9EA.D IN THAY
1 33

