Page 148 - Tales from the Yawning Portal
P. 148
Chains. Magic infuses the chains. whic a. 77. S CRAG POOL
enough to allow the dragon turtle free ru
ber. When the dragon turtle moves, any crea
10 feet of its path must succeed on a DC 1] D A circular pool in this chamber has foul slime filled with I
aving throw or be knocked prone. bits of bone along its edge. To the west is a black gate.
The dragon turtle can't harm or break rhe binding
chains. The characters can open each of rhe cwo pin
locks with a separate successful DC 20 Dexterity check. Creatures. Two trolls, a male and a larger female,
White Gate. Behind the doors to the south i a white lurk in the pool. These trolls are of an aquatic variety
gate that connects with the Warrior Pools. known as scrags. In addition to the statistics of a normal
troll, each has a swim speed of 30 feet and can breathe
-6. NAGA'S DEN underwater.
If the spirit naga occupies this area, anyone who listens Pool. The floor within 5 feet of the pool is crusted
ac the entry doors hears a scream of pain. with the remains of the scrags' meals. If a creature
makes a Dexterity saving throw while on the floor in
this area and the saving throw fails, the creature falls
The magical light shimmers off two circular pools in this prone. If the save fails by 5 or more, the creature then
chamber. A glowing glyph covers a broad area of the floor slides into the pool.
White Gate. The corridor leading north has a white
in the south. On the eastern wall is a contact stone.
gate that separates this area from the Pools of Devotion.
Creatures. Ihanvas, the spirit naga overseer of this 78. UNDEAD POOL
zone, is eating a prisoner. The naga attacks any in-
iruders. Ten commoners also linger in the pools here. The stench of death is overwhelming here. The pool at
:hanvas's Charisma, combined with the magic water,
has turned them into the naga's willing devotees. They the center of this chamber is a blackened sea of floating
defend their master in any battle. corpses. Three enormous globes of blue liquid are sus-
Southern Interior Door. The southern door to area pended in the air to the east.
-7 is locked. West of the pool, just south of a set of double doors, is
Curse Glyph. Ihanvas wants to block direct access to a contact stone.
her lair from area 77, so a magic glyph has been placed
in the area marked on the map. Any creature that enters
the marked area must succeed on a DC 15 Wisdom sav- Creatures. Eight ghouls here float like corpses in
ing throw or have disadvantage on attack rolls against the water until they catch the scent of non-undead crea-
rhe naga, while the naga has advantage on saving tures. These ghouls are of an aquatic variety known as
throws against the creature's capabilities. The effect is a lacedons. In addition to the statistics of a normal ghoul,
curse that lasts until Ihanvas dies. each has a swim speed of 30 feet.
Pools. A lip around the interior edge of each pool Pool. The necromancy magic in this pool is intended
-orms a 5-foot shelf where the water is only 3 feet deep. not to keep it clean but to kill intruders. Any creature
Further, a tunnel connects each pool to the other at the that makes an attack dealing radiant damage in this
bottom, so the two pools are really one U-shaped struc- area must succeed on a DC 15 Wisdom saving throw or
ture, which Ihanvas can use to move through the room. move to the pool and jump in as soon as it can. A crea-
Treasure. The naga wears a platinum circlet set with ture that enters the pool for the first time on a turn, or
apphires (worth 1,000 gp) and matching earrings (500 starts its turn there, takes 9 (2d8) necrotic damage.
gp for the pair). Development. Any combat that lasts more than 3
Hidden at the bottom of the pools' connecting tunnel, rounds attracts the scrags in area 77. They enter the fray
Ihanvas's treasure includes 200 pp, five tourmaline jew- here at the start of the fifth round.
els (100 gp each), + l plate and a sealed ivory case that White Gates. The corridor leading north has a white
holds seven spell scrolls (two each of detect magic, iden- gate that separates this area from the Pools of Devotion.
cify, and lesser restoration, and one of remove curse). To the south, a white gate stands in the corridor that
Glyph Key. Ihanvas carries a glyph key attuned to leads to the Flesh Golem Mortuaries.
this zone, the Warrior Pools, the Spawn Pools, and the
Blood Pools. 79. BONE POOL
White Gate. Behind the doors to the south is a white
gate that connects with the Warrior Pools.
The floor of this sweltering chamber and its pool are
WARRIOR POOLS spread with a fine layer of shattered bone. The faint illu-
mination from a pair of low-burning braziers reveals piles
This gruesome zone is packed with the foulest of the
of animal skulls set around the edge of the water.
aquatic soldiers.
Light. Unless otherwise noted, this zone has no
light sources.
Creatures. Four merrow entertain themselves by dec-
orating their lair and chewing bones.
CHAPTER 5 I DEAD IN THAY
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