Page 144 - Tales from the Yawning Portal
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Black Curtain. Beyond a heavy blac - ctr a- 65. RED MASTER
lla has her quarters, which contain a bed. a a
with writing implements and books. and ,
with bound volumes and scrolls. An enormous pillar of thick red liquid stretches from
Contact Stone. A circle of glowing glyph above floor to ceiling in this cavern. Embedded within the pillar
Sarkalla's southern table is a contact tone. 1s a whispering, crimson-robed humanoid form.
Treasure. Sarkalla's table and shelve con a· two To the northeast is a black gate. East of the gate is a
pieces of lore, four spell scrolls (two each of di pel 1 contact stone.
magic and greater restoration), a potion of greacer
healing, a potion of heroism, and six valuable tome on
underground exploration and natural history (worth Creature. A Red Wizard known only as the Ooze
120 gp each). Master (see appendix B) has melded with the pillar of
Glyph Key. Sarkalla has a glyph key attuned to this red ooze. He uses his powers to make sure the red pillar
zone, the Immortal Caverns, the Spawning Pools. consumes those who come here.
and the Temples of Nature (in the Temples of Ex- The Ooze Master is the result of a failed experiment
traction sector). to blend a Red Wizard with ooze. When the characters
White Gate. The passage to the south has a white gate arrive, the Ooze Master assumes they are Thayan ap-
that connects with the Immortal Caverns. prentices come to join him "in immortality." He greets
them and honors their "great sacrifice." The Ooze Mas-
IMMORTAL CAVERNS ter knows if White Maw has been killed (though not who
Horrifying by-products of the Red Wizards' dark ooze did it), and vows to use the characters' power, once it is
consumed, to seek out and punish those responsible. He
experiments are found here.
also speaks of "the great transformation," when all Red
64. WHITE MAW Wizards will be joined with oozes.
This area is unlit. Red Pillar. The red pillar flows like viscous fluid.
When a creature moves within 10 feet of the pillar, the
creature feels its body soften. Whenever a creature
The cavern walls here are dry white stone, as is the clean starts its turn within 10 feet of the pillar, the creature
floor. Toward the center, a massive, cracked black pillar must succeed on a DC 15 Constitution saving throw or
rises to the dark ceiling. take 7 (2d6) acid damage. A creature that drops to O hit
points due to this effect dies and collapses into a puddle
of gooey red liquid. The fluid then flows into the pillar.
Creature. The cavern is occupied by White Maw (see Dungeon State. The Ooze Master is a sort of lich. If
appendix B), a gray ooze so enormous that it covers destroyed, he remains in the red pillar but doesn't re-
the entire floor and much of the walls. Unlike the other gain consciousness. His unconscious form whispers as
entient oozes, this one is quite intelligent (Intelligence if dreaming. The Ooze Master dies only if the Phylactery
12) and has the ability to communicate telepathically to Vault is disabled at the end of the adventure.
creatures within 50 feet of it. White Gate. In the passage to the southeast is a white
As soon as the last character enters, solid white gate that leads to the Forest of Illusion.
·stone" closes over each exit as White Maw seals the
characters within itself. The ooze is insane and displays 66. BLACK ELDER
multiple personalities of the creatures that were sacri- In the brilliant light shed by the white pillar at the center I
ficed to imbue it with sentience. Although it might com-
with pseudopods that manifest from the floor or walls. I
municate briefly with the characters, eventually mad-
of this cavern, a pool of mottled black liquid gleams.
ness takes hold and it attacks, slamming the characters
The characters attack it by targeting the floor or walls of
Light. The white pillar fills this area with bright light.
the cavern.
When White Maw drops to O hit points, cracks shoot Pool. Silvery calm water forms this highly reflective,
hrough the smooth white stone, which collapses to 1-foot-deep pool. Until a character looks into the pool
white dust, exposing the exits and dropping the charac- and notices its mirrorlike nature, it takes a successful
ters 1 foot to the actual floor of dark stone. DC 20 Wisdom (Perception) check to notice that quality.
Black Pillar. The black pillar is infused with psionic Creature. An elder black pudding (Huge size; 130 hit
energy. Any creature that touches it for the first points) lurks on the ceiling here, reflected in the pool.
time on a turn takes 9 (2d8) psychic damage and is Unless a character looks up and sees the ooze, it quickly
slides down the pillar and attacks with surprise.
knocked prone.
White Gates. The opening to the north contains a White Pillar. A creature that starts its turn within 20
white gate that connects with the Augmentation Cham- feet of the pillar regains ld6 hit points. If this effect re-
bers. To the northeast is another white gate that leads to stores a wounded creature to its hit point maximum, the
creature must succeed on a DC 15 Constitution saving
the Spawning Pools.
throw or become blinded until it finishes a short rest.
CHAPTER 5 1 DEAD IN THAY

