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
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