Page 142 - Tales from the Yawning Portal
P. 142

FOREST OF WEAKNESS                                60.  0WLBEAR GROVE
                 Powerful transmutation magic suffu  e  the tree:o in ilii
                 zone. When an intruder ends its turn in an area of •ree  .   The trees grow closer together in this cavern, giving it
                 the creature must make a DC 15 Strength sa\ing ·hrow.   the look of a silent forest. A monstrous owl bear crouches
                 On a failed save, the creature become  paralyzed ·or 1   low at a pool of still water, its razor-sharp beak and bright
                 minute. The creature repeats the saving chrow a  ·he
                 end of each of its turns, ending the effect on it  elf on a   !  eyes on  display as its gaze tracks you.
                  uccessful save.
                                                                   Two adult owlbears and three reduced-threat owlbear
                 57.  LEUCROTTA LAIR
                                                                   young (see "Reduced-Threat Monsters," page 113) lurk
                                                                   among the trees here. They wait long enough to see if
                                                             I     forthcoming. The young are hidden, and they join the
                  This area resembles a tranquil meadow dotted with a   food is being handed out, and they attack if none seems
                   few trees.                                      fight from the flanks after their parents attack.
                                                                    White Gate. The passage that leads east has a white
                   Tracks. The ground seems to be covered with the   gate that connects with the Prison of Filth.
                 cracks of large deer or elk, but a successful DC 25 In-
                 celligence (Nature) check reveals that these tracks are   OOZE GROTTOS
                 chose of leucrottas.                              The Red Wizards use the magic of this sector to breed
                   Creatures. Four leucrottas (see appendix B) lurk
                                                                   and control oozes.
                 here among the trees. They make noises that sound like   Locations in the Ooze Grottos are identified
                 the calls of pained humans, which their handlers nor-  on map 5.8.
                 mally ignore. The creatures gleefully attack anyone they
                                                                    Ooze Prod. An ooze prod is a quarterstaff that deals
                  ucceed in tricking.
                                                                   ld4 force damage instead of the normal damage of that
                   White Gates. A white gate sits in the opening to the
                                                                   weapon. The prod suffers no damage from contact with
                 north that leads to the Forest of Death. Another gate lies
                                                                   oozes. In addition, an ooze hit by a prod has its speed
                 to the south, giving access to the Forest of Recovery.
                                                                   reduced to O  until the end of its next turn, and it can't
                                                                   benefit from bonuses to speed during that time. If an
                 58. POOL OF RENEWAL
                                                                   ooze prod is used as a weapon, it breaks the first time a
                                                                   natural 1 is rolled on an attack roll with it.
                   A pool  in this cavern glows with  pale yellow light.  North-  Interactions. Most living Thayans assigned to this
                   east of the pool, the turf gives way to a stone floor with a   sector hate being here. Thayans who surrender here
                                                                   hate the sector so much that they are more inclined to
                   black gate set into it.  East of the gate is  a contact stone.
                                                                   give truthful information about it.
                                                                     Sentient Oozes. One of the many experiments in the
                   Pool. The pool's magic grants creatures that drink   Doomvault is an effort to infuse oozes with intelligence.
                 from it the benefits of a greater restoration or a lesser   The Red Wizards have met with some success, though
                 restoration spell (creature's choice). A creature can   the process requires the sacrifice of many subjects.
                 drink from the pool safely only once per tenday. The   The sentient oozes that result from this process are the
                  econd time the creature drinks in a tenday, its hit point   same as normal versions of such monsters, except that
                 maximum is halved for one tenday (remove curse ne-  they have Intelligence 5, can understand basic commu-
                 gates this effect). The third time the creature drinks in a   nication in Common, and are no longer immune to be-
                 cenday, it suffers the effects of a harm spell (save DC 15).   ing charmed.

                  59.  CHOKER GROTTO                               AUGMENTATION  CHAMBERS
                                                                   The magic of these chambers allows Thayans to bestow
                                                              I    obedient and more capable combatants.
                   This big side chamber has a few small copses of trees   glimmers of intelligence into living oozes, making them
                   and a few  piles of bones.
                                                                   61.  BONE ROOM
                   Bones. The gnawed bones of six humans are here.   Cracked and decaying bones are piled throughout this  I
                  Each has crushed neck vertebrae, which someone
                  can discern with a successful DC 15 Wisdom (Medi-  I
                  cine) check.                                       chamber. In  the northwest corner is  a black gate.
                   Creatures. Six chokers (see appendix B) live here.
                  cwo lurking in each of the two treed areas near the   Creatures. Three sentient ochre  jellies and a wight
                  pool and two on the walls near the pool. They wait   guard this area. The wight confronts anyone who enters
                  and watch, attacking when the character  move within   but stands down if the characters look like Thayans and
                  reach, which their handlers rarely do. The chokers in   give a credible reason for being here. Otherwise, the
                  che trees try to pull victims into the treed area  .   creatures attack.


                                                                                           CHAPTER  5  I DEAD  IN THAY
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