Page 146 - Tales from the Yawning Portal
P. 146
CULLING PENS 72. OOZE DUEL
Young oozes feed on each other in the grea This cavern bears minor signs of multiple combats. I
fill these caverns.
-o. BATTLE POOL
If creatures occupy this area, those that approach it can Creatures. One Red Wizard transmuter (see appen-
hear the sounds of thrashing in liquid. dix B) and two dread warriors (see appendix B) watch
from near the eastern wall as four Thayan warriors
(see appendix B) battle a gelatinous cube. Two of the
A jet-black pool that roils like a storm-tossed sea :a es four warriors have been engulfed, and all are at half hit
up half this cavern. points (as is the ooze). If the wizard notices the charac-
ters aren't Thayan, he orders the others to attack them
instead. The cube views everyone in the area as a foe.
Creatures. One Red Wizard transmuter (see appen-
dix B) and two Thayan apprentices (see appendix B) 73. JELLY PIT
are focused on the black pool with their ooze prods.
acters, a Medium reduced-threat black pudding (see I I
',\'hen the Thayans turn away to deal with the char-
A rough pit takes up half of this cavern.
·Reduced-Threat Monsters," page 113) emerges from
he ooze pool at the start of the second round. Another
such pudding emerges at the start of the fourth round, Creatures. One Red Wizard transmuter (see appen-
and another at the start of the sixth round. The Thayans dix B) and two Thayan apprentices (see appendix B)
:ry to keep the characters between themselves and the use ooze prods to keep three Medium reduced-threat
pool, since the oozes see all other creatures as prey. ochre jellies (see "Reduced-Threat Monsters," page
Ooze Pool. Filled with reduced-threat black puddings, 113) in the pit and fighting. When the Thayans start
:he pool is 2 feet deep and difficult terrain. Trans- combat with the characters, each of the three oozes
mutation magic on the pool keeps most of the puddings emerges from the pit ld4 rounds later (roll for each).
n a torpid state so that they react only to stimulation The oozes see all other creatures as prey.
'.rom a nearby source. A creature that enters the pool Jelly Pit. Filled with young, reduced-threat ochre jel-
or the first time on a turn, or starts its turn there, takes lies, living and dead, the pit is 3 feet deep and difficult
13 (3d8) acid damage. In addition, every time a creature terrain. Transmutation magic on the pit keeps most of
moves 5 feet in the pool, the creature is subject to an op- the jellies in a torpid state so they react only to stimu-
portunity attack from a black pudding. lation from a nearby source. A creature that enters the
Black Gate. A black gate is set into the western al- pool for the first time on a turn, or starts its turn there
cove, not immediately visible from the entrance. takes 9 (2d8) acid damage. ln addition, every time a '
White Gate. To the southwest, a white gate separates creature moves 5 feet in the pit, the creature is subject
-his area from the Spawning Pools. to an opportunity attack from an ochre jelly.
White Gate. The corridor that leads southeast holds a
white gate that provides access to the Forest of Death.
-1. DEAD POOL
PREDATOR POOLS
A reeking, acrid pool of slime and sludge fills most of this
The Red Wizards' plans involve the disruption and con-
cavern, leaving only a rocky ledge to both sides.
trol of the Sword Coast's trade. To that end, the Thayans
East of the pool is a contact stone. are spawning an aquatic army.
Locations in the Predator Pools are identified
on map 5.9.
Noise. Unless areas 72 and 73 have been cleared,
combat noise in those areas can be heard here. Pools. The saltwater pools in this sector are 50 feet
Acidic Vapor. The air contains acidic vapors. A crea- deep, and the surface of each pool is 1 foot below the
ure that starts its turn here must succeed on a DC 10 surrounding floor. lt takes 5 extra feet of movement to
Constitution saving throw or take 2 (ld4) acid damage. move from a pool onto the floor. Unless otherwise noted,
A creature that holds its breath or doesn't need to transmutation magic in each pool keeps the water clean.
breathe has advantage on the saving throw. The pools also exude enchantment magic. Living in
Ooze Pool. Filled with the remains of dead oozes, the the water causes hypnotic dreams that, after weeks or
pool is 2 feet deep and difficult terrain. A creature that months of exposure, improve combat skill and imbue
enters the pool for the first time on a turn, or starts its most creatures with strong devotion to the Red Wizards.
turn there, takes 9 (2d8) acid damage and 9 (2d8) poi- Reactions. Creatures in this sector usually hesitate
-on damage. to attack those who seem to be Thayan but quickly over-
Development. Any noise in this area alerts creatures come this reticence if the characters linger and fail to
in areas 72 and 73. act according to type. Most aquatic monsters prefer to
White Gate. The exit to the south ha a white gate drag foes into the water.
chat connects with the Forest of Reco\'ery. Water Globes. Floating 5 feet above the floor, these
magic water globes are 15 feet in diameter. Red Wizards
CHAPTER 5 DEAD IN THAY
145

