Page 137 - Tales from the Yawning Portal
P. 137
CHAPTER 5 I DEAD IN THAY
this area. While Thaxalia is free in the Doomvault, it
Thaxalia allows the characters free passage through
they witness other skeletons under attack.
their previous fate, so they attack only if attacked or if
Dungeon State. If freed and given a glyph key,
being destroyed. Restored skeletons have no memory of
cult to climb.
age, the skeletons here reassemble within 1 minute of
worldly slime. Their sides are slick and smooth, diffi-
Dungeon State. Unless destroyed with radiant dam-
rock rise 20 feet above the floor and exude the other-
touches them.
Stalagmites. These 10-foot-diameter spires of
causes them to open if an animate skeleton
out of the sinkhole.
Doors. Abjuration magic on these locked doors
then takes a successful DC 10 Strength check to climb
through area 42.
and a Small creature has advantage on this check. It
The otyughs are distracted while the skeletons move
DC 15 Strength check or Dexterity check to work free,
quickly seize the object and carry it into area 42.
merged in slime, unable to breathe. It takes a successful
a sinkhole is restrained in the narrow bottom and sub-
front of the skeletons, as many of them as needed
flow of slime in and around it. A creature that falls into
If a character drops any moderate-sized object in
through the black gate. They attack only if attacked.
DC 20 Perception check notices the hazard due to the
moving near a sinkhole, a character who succeeds on a
waiting to cart refuse that arrives from other areas
Creatures. Twenty unarmed skeletons stand here,
and 10 feet deep, and they are filled with slime. While
Sinkholes. These open sinkholes are 5 feet across
or submerged in the slime takes 4 (ld8) poison damage.
is a contact stone.
den sinkholes. Any creature that starts its turn prone in
east, similar shadows whirl around a black gate. East of it
slime, which is difficult terrain and covers several hid-
Slime. Covering the rough floor is 1 foot of thick
Shadows curl like smoke from the walls. To the north-
make it stink of filth and rot as it does.
its next turn.
8
This rough-walled cavern contains nothing that should
Sleep. The target falls unconscious until the start of
rolls against the target with advantage.
speed is reduced by 15 feet, and others make attack
41. GARBAGE TRANSFER
6- 7 Slow. Until the start of its next turn, the target's
direction and falls prone.
half as many.
4-5 Telekinesis. The target is pushed 5 feet in a random
creatures regain hit points in this zone, they regain only
target can't check for danger as it moves.
area has an aura of necromancy. When non-undead
Necrotic Essence. Viewed with detect magic, the
est ally and attacks with a weapon or a cantrip. The
Light. None.
2- 3
Charm. For its turn, the target moves toward its near-
duce in the filth.
2d4
Eye Ray
A pack of otyughs has been imprisoned here to repro-
or suffer one of the following effects, rolled randomly.
PRISON OF FILTH
cavern must succeed on a DC 12 Wisdom saving throw
each of its turns, any creature other than Thaxalia in the
west, leading into the Prison of Filth.
eye rays that function as an area hazard. At the start of
White Gate. A white gate lies in the corridor to the
aren't independent creatures, but they can project weak
to this zone.
the manifestations of beholder spawn. These spawn
Giyph Key. One wight corpse has a giyph key attuned
h11nr1rP.r1s. hP.tWP.P.n this worlr1 :rnr1 thP. F::ir RP.::i lm; ::irP.
slime takes 4 (ld8) poison damage.
Beholder Spawn. Clinging to the cavern walls by the
slime. Any creature that starts its turn prone in the
more attunements.
Slime. Covering the rough floor is 1 foot of thick
and uses its powers to compel the characters to give it
Thayan warriors.
it with more attunements. If refused, it becomes hostile
the slime are five bodies: two of wights and three of
the wight in area 40 and asks the characters to provide
tion. It has been picking off Thayan patrols here. Amid
prohibition. The beholder then takes a glyph key from
If Thaxalia left area 39, the beholder is in this loca-
the solution, but a remove curse spell can eliminate the
the inability to use glyph keys. Thaxalia doesn't know
this zone, the Red Wizards cursed the beholder with
lead up and out.
Fearing Thaxalia's ability to wreak havoc if it escapes
Viscous slime covers this chamber. Rough stone steps
for revenge.
the beholder suggests an alliance, extolling its plans
ters' purpose in the dungeon. If they reveal their goals,
-!O. SLIME SLAVES
Wizards inspires the beholder to question the charac-
After only 2 rounds, Thaxalia's hatred for the Red
the beholder spawn here disappear.
to those who freed Thaxalia. If Thaxalia is destroyed,
its spawn to deal with the threat.
50 hit points or fewer, it withdraws to area 40, leaving
The beholder spawn in this area are no longer a threat
tegration) powerless. If it has warning or is reduced to
holder might help the characters, given incentives.
Wizards, rendering those eye rays (death ray and disin-
pre -ers to attack Thayans. If encountered again, the be-

