Page 140 - Tales from the Yawning Portal
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MAI'  5.7:  FORESTS  OF  SLAUGHTER

                                                                    Creatures. A helmed horror and a wight guard this
                -1-8.  GORGON LAIR                                area. The wight has orders to confront anyone who
                  At the pool's edge is  a lifelike statue of a hook horror.  I   comes through the gate without pig carcasses or other

                                                                  items to feed to the zone's monsters. If  such interlopers
                                                                  can't provide credible reasons for their presence, the
                                                                  wight orders the helmed horror to attack.
                  Creatures. Two adult gorgons attack intruders on
                                                                    Glyph Key. The wight has a glyph key attuned to
                - ight, pursuing those who flee into area 46. Any hook   this zone.
                 horrors there attack only if the intruders slay or drive off
                 the gorgons.                                     50. BARGHEST RANGE
                  White Gate. A white gate is situated in the opening in
                 the rock wall that leads to the Forest of Recovery.   I                                      I
                                                                    The grassy turf grows high in this large cavern.
                 FOREST OF RECOVERY
                 Powerful conjuration magic suffuses the trees in this   Creatures. Two barghests (see appendix B) lurk in
                 zone. When an intruder ends its turn in an area of trees,   the tall grass. A character who succeeds on a DC 20
                 the creature must make a DC 15 Wisdom saving throw.   Wisdom (Perception) check spots one or more of them.
                 On a failed save, any damage the creature deals for 1   These creatures hesitate to attack only if the characters
                 minute instead causes the target to gain 5 (ldlO) tem-  seem to be Thayans.
                 porary hit points per successful attack. The creature
                                                                    The barghests want to take revenge on the Red Wiz-
                 repeats the saving throw at the end of each of its turns,
                                                                  ards and then escape the Doomvault. If  the characters
                 ending the effect on itself on a successful save.   offer to free them and succeed on a DC 20 Charisma
                                                                  check (any appropriate Charisma skill can apply), the
                 49.  GATE CAVERN
                                                                  fiends stand down. They want any glyph keys the char-
                                                                  acters have. If  they are defied, the barghests are likely to
                '  Trees crowd the walls of  this turfed cavern. To the south-  renew their attacks.
                                                                    Development. If  the barghests are freed and given
                  west the turf gives way to a stone floor, where shadows
                                                                  a glyph key, they stalk the dungeon for any prey
                  curl  up like smoke from  a black gate. West of  e gate ,s a
                                                                  they can find.
                  contact stone.                                    White Gate. A white gate is located in the opening in
                                                                  the rock wall that leads to the Forest of Illusion.


                                                                                          CHAPTER<; I DEAD  IN THAY
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