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
141

