Page 138 - Tales from the Yawning Portal
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42. 0TYUGH LAIR                                   Intelligence saving throw or suffer a severe break with
                                                                  reality. On a failed save, a creature has disadvantage on
                •                                                 all Intelligence checks, Wisdom checks, and Charisma
                  Pools and piles of rotting garbage, offal, a"C =   checks. In addition, the creature has disadvantage when
                  the rough stone floor of  this cavern. The a·r  s   rolling initiative and can't maintain concentration. Re-
                                                                  move curse, greater restoration, or equivalent magic
                  an unbearable stench.  Four stalagmites t
                                                                  restores the creature to normal, as does finishing a
                  the floor.
                                                                  long rest.
                •
                                                                    White Gate. A white gate stands in the passage that
                  Creatures. Two otyughs and two reduced-threat   leads to the Forest of Weakness.
                 otyugh young (see "Reduced-Threat Monsters  ...  page
                 113) hide in the trash here. The reduced-threat mon-  CAVERNS  OF  CHAOS
                 ters can't restrain with tentacles or use Tentacle Slam.   The creatures and forces of the Far Realm are held in
                 The otyughs attack right away unless the otyugh from   these unlit caverns.
                 area 20 is here, in which case it may convince them to
                 delay or even negotiate with the characters (depending   44.  CHAOS LAIR
                 on how the previous encounter went).
                  The otyughs use their telepathy to demand food like
                 peevish children. If  the characters offer to feed them,   Twisting ledges divide this chamber into multiple sec-
                 he otyughs stop fighting to see if the party is telling the   tions, creating a series of increasingly deep tiers. Stalag-
                 ruth (unless the party has slain one of the young). If  the   mites dot the floor.
                  haracters have killed one of the young, it takes a suc-
                 cessful DC 20 Charisma (Intimidation or Persuasion)
                 check to get the otyughs to stand down.            Advance Notice. Those entering this area can hear
                  Stench. At the start of each of its turns in this area,   the babble of the gibbering mouthers. A successful DC
                 any non-undead creature that isn't an otyugh must suc-  10 Intelligence check confirms that the speech is gibber-
                  eed on a DC 10 Constitution saving throw or be over-  ish in various languages.
                 powered by the stench. On a failed save, a creature is   Ceiling. Although the cavern floor steps down to the
                 poisoned until the start of its next turn. On a successful   east as shown on the map, the ceiling stays level.
                 -ave, the creature is immune to this stench for 1 hour.   Creatures. Four gricks climb and wander on the
                  Trash. The waste in the area is difficult terrain.   top two steps, while two gibbering mouthers lurk on
                  Stalagmites. These IO-foot-diameter spires of rock   the third. One grell starts out flying above area 45. Six
                 rise 20 feet above the floor.                    prisoners hide among the ledges, trying to avoid the ab-
                  Dungeon State. If the otyughs are freed and given a   errant monsters.
                 glyph key, they go rampaging through the dungeon, de-  Aberrant Magic Field. Weird transmutation magic
                 ·.·ouring anything in their path, including Red Wizards.   radiates from the entire cavern. Whenever a character
                   White Gates. The open passages that lead away from   gets a failure on an attack roll, a saving throw, or a
                 area 42 both contain white gates. The northern route   check in this area, all the character's ongoing spells and
                 leads to the Warren of Eyes, and the southern path goes   magic items are suppressed until the end of the charac-
                 o the Caverns of Chaos.                           ter's next turn. During this time, spells provide no effect
                                                                   and items don't impart their properties or powers.
                 -l-3. SUMMONING CHAMBER                            Ledges. Each rough ledge is 10 feet high and
                                                                   easy to scale  .
                 •                                                  Stalagmites. These IO-foot-diameter spires of rock
                  A blood-red circle is  scribed on the floor of  this cavern,
                                                                   rise 20 feet above the floor.
                  the twisted runes around its edge pulsing with sickly   Black Gate. A black gate is set into the western al-
                  purple light.                                    cove, not immediately visible from the entrance.
                                                                    White Gate. The exit from this area contains a white
                                                                   gate that connects with the Prison of Filth  .
                 .-\ successful DC 15 Intelligence (Arcana) check al-
                 _ows a character to recognize the runes as symbols of   45.  ELDRITCH ALTAR
                 dangerous magic that can be manipulated to call forth
                 creatures of the Far Realm. The character further
                 ·nows that using the summoning circle is impossible   A slab of jet-black stone sits at the center of  this cavern
                 without the proper rituals, and that it can be disabled by   alcove.  Its sides show relief carvings of familiar human-
                 defacing particular runes. The character is also aware   oid faces-your own.
                 •hat the process could unleash weird forces. Defacing   On the wall east of the altar is  a contact stone.
                 ·he runes requires the use of a weapon or tools. such as
                  hieves' tools, and a successful DC 20 Intelligence (Ar-
                 cana) check.                                       Altar. This ancient altar to chaos is imbued with
                   Each time a character tries to disable the circle and   transmutation magic that reshapes its sides to show
                 fails, the circle unleashes a pulse of magical power that   the faces of the most recent sentient humanoids to en-
                 ~orces each creature in the area to succeed on a DC 15   ter area 44.

                                                                                           CHAPTER  5  I DEAD  IN THAY
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