Page 138 - Tales from the Yawning Portal
P. 138
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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