Page 136 - Tales from the Yawning Portal
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Dungeon State. If the characters free t
                wanders the dungeon and attacks anyone i
                  White Gate. A white gate lies in the ea  -
                dor between this area and the Warren of E_ es.
                37.  COMPELLING LIGHT
                  Light. The dim light that fills the chamber can be  een
                 before the room can  .
                •
                  Dim  light dances in the air,  shimmering through t  ecol-
                  ors of the rainbow, gently lighting the walls of th s ca  ern.
                  A few  piles of bones and scraps of gear litter the floor  .
                •

                  Creatures. The shimmering light here has affected
                 two wights, two dread warriors (see appendix B),
                 and six zombies. They attack if the trap's effect on
                 them ends.
                  CompeJJing Light Trap. Any creature that sees the
                 magical light while within this area must succeed on
                 a DC 13 Wisdom saving throw or enter the cavern and
                 rand there while ignoring all other stimuli. When an
                 affected creature takes damage, the creature can repeat
                 he saving throw, ending the effect on itself on a suc-
                 cessful save. Any non-undead creature that ends its turn
                 in the lighted room takes 10 (3d6) necrotic damage.
                  A dispel magic spell suppresses the light's effect for 10
                 minutes. Any spell that overwhelms or blocks the light
                 also suppresses it in the spell's area for the duration of
                 he spell.
                  Glyph Key. One of the dread warriors has a glyph key
                 attuned to the Forest of Death.
                  White Gate. A white gate lies at the foot of the stairs
                 leading west toward the Forest of Death.
                 \VARREN  OF EYES
                 Thaxalia, a beholder, has been summoned and im-
                 prisoned here.
                  Light. This zone is bathed in a weird green glow that
                 provides dim illumination.
                                                                               MAP  5.G:  FAR  REALM  CYSTS
                 38.  SINKHOLE  CAVERN
                                                                  and a Small creature has advantage on this check. It's
                                                             I      White Gate. The passage that leads west has a white
                  This  rough cavern has an  uneven floor with open holes in   then an easy matter to climb out of the sinkhole.
                  ·t.  In  the east, on a spar of rock,  is  a contact stone.   gate that connects with the Lake of Madness.

                                                                  39.  BEHOLDER'S DOMAIN
                 If the characters come from the north, add the following.

                                                             I      long walls of glistening green stone. The floor of this
                  Southwest of the doors is  an  alcove that contains a   Hundreds of unblinking eyes stare into this room from
                  black gate.                                       chamber is  covered with viscous slime that drips from

                                                                    four stalagmites.
                  Creatures. Eight zombies and two ogre zombies
                 attack any intruders. Any combat warns Thaxalia (area
                 39) of the approach of intruders.                  Beholder. Thaxalia, a reduced-threat beholder (see
                  Sinkholes. These open sinkholes are 5 feet across   "Reduced-Threat Monsters," page 113) crippled by
                 and 10 feet deep. A creature that falls into a sinkhole is   Thayan magic, floats near the ceiling, trying to remain
                 restrained in the narrow bottom. It takes a successful   unnoticed while intruders enter. Thaxalia's central eye
                 DC 13 Strength check or Dexterity check to work free,   and two of its eyestalks have been maimed by the Red


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