Page 143 - Tales from the Yawning Portal
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CHAPTER 5 I DEAD IN THAY
4-6 Ochre jelly
Gray ooze
gate that leads to the Spawning Pools.
3
White Gate. The corridor to the east contains a white
1-2 Black pudding
floor. It has sides of smooth stone.
Ooze
d6
Raised Altar. This raised altar is 10 feet above the
escapes and tries to attack the nearest creatures.
their boots.
of every round. If the indicated ooze is still in a vat, it
(ld8) acid damage. The wights aren't affected, thanks to
the wights are engaged in combat, roll a d6 at the end
that ends its turn in the area of the spilled ooze takes 4
wights use ooze prods to keep the oozes in the vats. If
area around the benches difficult terrain. Any creature
ooze (G), and three contain ochre jellies (0). Usually,
Spilled Ooze. The spilled ooze essence makes the
black puddings (marked B on the map), one has a gray
pooled near the benches.
"Reduced-Threat Monsters," page 113). Two vats hold
sentient ochre jellies and two sentient gray oozes are
of them reduced-threat versions of the creatures (see
skeletons. They pour steaming ooze over the bones. Two
Six of the eight square vats each contain one ooze, all
with buckets and stone boots move among dozens of
its next turn.
Creatures. Two deathlock wights (see appendix B)
tion saving throw or become paralyzed until the start of
necrotic damage and must succeed on a DC 11 Constitu-
forum. Skeletons are arrayed across the benches.
first time on a turn, or starts its turn there, takes 5 (2d4)
A creature that enters the necrotic essence for the
altar, all suggesting it might have once been a temple or
ing to undead.
This chamber has stone benches, columns, and a raised
contains necrotic essence that prepares oozes for bind-
deep, connect the fountain to the vats. The whole system
62. OOZE TEMPLE
high square vats. Trenches, each 2 feet wide and 1 foot
forms the center of a vat system. Around it are 3-foot-
and to the Blood Pools.
Vat System. A 10-foot-high, circular magic fountain
corridor to the northeast, leading to the Spawn Pools
til killed.
White Gate. A white gate stands at the junction in the
area 64. Sarkalla otherwise attacks again and fights un-
age. A creature can take this damage only once per turn.
characters accept, they are allowed to leave and go to
enters or starts its turn in a pile takes 4 (ld8) acid dam-
bodyguards to the Ooze Master (see area 65). If the
movement to move 5 feet across a pile. A creature that
promises the characters positions as assistants and
intelligence. The piles are 3 feet high. It costs 15 feet of
the sentient oozes that will wreak havoc for Thay. She
ies destroyed in attempts to infuse oozes with humanoid
she calls for a break in hostilities. She proudly talks of
Bone Piles. Here lie fragments of bone left from bod-
upper hand in combat, or if all the wights are destroyed,
"the perfect assassins." If she and her wights have the
working to imbue with intelligence in order to create
MAP 5.8: Oou GROTTOS
and her "precious children"- the oozes that she is
Quite mad, Sarkalla cares only for her experiments
while she does so.
on a DC 20 Wisdom (Perception) check notices Sarkalla
order the lead wight to attack. A character who succeeds
in response to the wights' challenge. She whispers to
is working behind the black curtain, but she peeks out
Sarkalla, a Red Wizard transmuter (see appendix B),
(see "Vat System" below).
ers. If the undead become distracted, oozes might attack
prods to poke the mixtures. They challenge any intrud-
and four skeletons move among the vats, using ooze
Creatures. Two deathlock wights (see appendix B)
of the chamber is partly covered by a long black curtain.
run from the fountain bowl to the vats. The eastern wall
lands in a wide stone pool. Trenches cut into the floor
the chamber, a great fountain spews black liquid that
square vats made of the same material. At the center of
T s enormous chamber of gray stone is filled with
the northern hallway leading to this chamber.
The ound of flowing and bubbling liquid is audible from
63. PAWN VATS

