Page 134 - Tales from the Yawning Portal
P. 134

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.




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