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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