Page 135 - Tales from the Yawning Portal
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CHAPTER 5 I DEAD IN THAY
trapped creature can't contest for control of the globe.
that originate outside the globe. While inside a globe, a
A creature inside a globe has half cover against effects
on map 5.6.
creature with a successful DC 10 Intelligence check.
Locations in the Far Realm Cysts are identified
as an action, a globe's controller can release a trapped
erns are dark.
itself with a successful DC 15 Intelligence check. Also
glistening walls. Unless otherwise noted, these cav-
its boundary. As an action, a trapped creature can free
have been turned into a weird mix of worked stone and
drawn into the globe and unable to pass back through
of the Doomvault, where several star-shaped chambers
must succeed on a DC 15 Strength saving throw or be
The influence of the Far Realm has warped a portion
A creature that touches a globe but isn't its controller
current controller.
FAR REALM CYSTS
by winning a contest of Intelligence checks against the
Hall of Necromancy.
that qualifies as a controller can gain control of a globe
the globe while within 100 feet of it. Another creature
gate is in the passage to the north that connects with the
the south, leading to the Warren of Eyes. Another white
the globe at will. The controller can maintain control of
White Gates. A white gate is located in the corridor to
of the controller. A globe's controller can enter and leave
key attuned to this zone.
direct the globe to move with it, remaining within 5 feet
tuned to every zone in this sector. The troll has a glyph
successful DC 10 Intelligence check, the controller can
Glyph Keys. The Thayan warrior has a glyph key at-
Intelligence check. As part of its movement and with a
slain, an identical squad arrives here within 1 hour.
take control of the globe by succeeding on a DC 10
out the Doomvault. If a squad resting in the barracks is
globe and has an Intelligence score of 10 or higher can
As an action, a creature that is within 5 feet of a
Dungeon State. The Dread Legion patrols through-
the black gates.
Stone Wall. See area 34.
use them to hold aquatic creatures for transport through
here to keep the other legionnaires in line.
magic water globes are 15 feet in diameter. Red Wizards
made up of five ores and five gnolls. A troll is on post
warrior (see appendix B) and a Dread Legion squad
Water Globes. Floating 5 feet above the floor, these
heavily obscured.
Creatures. Resting in this chamber are a Thayan
starts its turn in a fire, takes 3 (ld6) fire damage.
surface is a lightly obscured area, and deeper water is
ture that enters a bonfire for the first time on a turn, or
that drop to its bottom. The water within 10 feet of the
Pool. Over 350 feet deep, this pool has sheer sides
Bonfires. Large fires brightly light this area. A crea-
demands to be freed and given a glyph key.
ate. In exchange for sparing the characters, the aboleth
rolls, is a contact stone.
ter can convince the aboleth to stand down and negoti-
In the east, on the wall between two oversized bed-
or another successful and appropriate check, a charac-
With a successful DC 20 Charisma (Persuasion) check,
many creatures might dwell here.
of the Red Wizards makes the aboleth a potential ally.
and the stench of unwashed humanoids suggest that
it, making it a reduced threat. In addition, its hatred
to vent through cracks in the ceiling. Scattered bedding
The aboleth's ordeal in the Doomvault has weakened
Three bonfires light this vast chamber, their smoke rising
globes (see "Water Globes" below) to move around.
pool. Within this room, the aboleth can use the water
duced-Threat Monsters," page 113) dwells deep in the
talking loudly.
Creatures. One reduced-threat aboleth (see "Re-
the creatures here have a reason to be quiet, they are
The light in this room can be seen from area 34. Unless
35. DREAD LEGION BARRACKS
1
wall near it is a contact stone.
In the west side of the room is a black gate, and on the
area 35. The wall is 15 feet high.
in the air.
cavern of area 34 from the higher finished chamber of
Stone Wall. A rough stone wall separates the lower
coves hold enormous globes of blue liquid suspended
guards have warning that intruders are in the area.
been recently disturbed. Around the cavern, narrow al-
tures in areas 33 and 35 can hear the trap go off, the
Ripples spread across the surface as if the water has
The path becomes difficult terrain, and if the crea-
blue as the pool of water that fills the center of the area.
when the trap resets.
The walls of this cavern are the same dark shade of
This effect repeats every round until the room is empty,
save, or only half as much damage on a successful one.
14 (4d6) piercing damage from flying shards on a failed
characters arrive.
form must make a DC 15 Dexterity saving throw, taking
Water can be heard rippling in this dark area before the
creature in the room who isn't wearing a Thayan uni-
36. D ARK WATER
this area triggers the trap. When the trap triggers, each
room. Any creature that spends more than 1 round in
imprisonment and hungry to enslave the living.
Shard Storm Trap. Transmutation magic infuses the
.-\n aboleth dwells in a watery crevasse, seething at its
difficult terrain.
L A KE OF MADNESS
Path. Except on the path, the ground in the room is

