Page 149 - Tales from the Yawning Portal
P. 149
CHAPTER 5 I DEAD IN THAY
spawn pits in area 81.
just above the surface of the contents of the spawn pit.
round of combat and retreat to draw characters into the
Secret Door. The secret door in the north wall is built
81. They open the southern doors during the fourth
zone are immune to this effect.
the activity draws the attention of the creatures in area
until the start of its next turn. Creatures that live in this
Development. If combat lasts longer than 3 rounds,
on a DC 10 Constitution saving throw or be poisoned
the bottom of the pool.
disgusting pile, which is difficult terrain, must succeed
Black Gate. This zone's black gate is underwater at
Debris Pile. Any creature that starts its turn in this
no such request.
deep down in the Sea of Fallen Stars.
pass through this area. They attack anyone who makes
circle allows teleportation to the sea floor off Bezantur,
loyal to Thay and expect to be asked to escort those who
magic. The character then becomes aware that the
are sleeping on the bottom of the pool. All of them are
(Arcana) checks can reactivate the circle's conjuration
Creatures. Five kuo-toa are on guard. Another four
spellcaster who succeeds on three DC 20 Intelligence
and teleportation circle, but it's currently dormant. A
of the north pool. It's a combination summoning circle
the west.
North Pool. A magic circle is scribed on the bottom
enormous globe of blue liquid is suspended in the air to
them not to.
pool flow into one-foot-diameter tubes in the wall. An
round of combat and attack unless Tanjus orders
luminous pool is shrouded in shadow. Trenches from the
81. They open the southern doors during the fourth
ples romantically entwined, the bottom of a slimy, dimly
the activity draws the attention of the creatures in area
Beneath walls set with relief carvings of humanoid cou-
Development. If combat lasts longer than 3 rounds,
through this zone once the naga is disposed of.
sector. She also says that the characters can move freely
80. BLACK GATE POOL
and promises that none of her creatures will leave this
portion of the dungeon. The hag offers two pieces of lore
piercing damage from the attacks of these fish.
because Tanjus wants to be the dominant force in this
time on a turn, or starts its turn there, takes 2 (ld4)
porary truce. She asks them to find and kill Ihanvas,
predatory fish. A creature that enters a pit for the first
During combat, Tanjus offers the characters a tem-
filled with spawning essence. Each pit holds juvenile
Pools and their monsters.
Spawn Pits. Rectangular 5-foot-deep spawn pits are
overthrow Ihanvas (area 76) for control of the Predator
are filled with spawning essence.
oversees the spawning pools in this zone and yearns to
feet deep into the surrounding stone floor. Spawn pools
of the north pool with her pets, six giant crabs. She
Spawn Pools. The round pools in this zone are cut 10
A sea hag named Tanjus luxuriates under the surface
successful save.
Creatures. Two male merrow dwell in the south pool.
end of each of its turns, ending the effect on itself on a
minute. The creature can repeat the saving throw at the
throw or suffer the effects of a confusion spell for 1
stands in the opposite corner of the chamber.
benefit and must succeed on a DC 15 Wisdom saving
the walls from one corner. A foul pile of debris and bones
If a creature drinks again within that time, it gains no
Water from the pools flows into pits that spread along
manoid can safely gain this benefit only once per tenday.
with reliefs of humanoids frolicking with cherubic angels.
essence gains the benefit of finishing a short rest. A hu-
Two large pools fill a chamber whose walls are carved
predatory nature. A creature that drinks spawning
causes spawn to grow quickly and strengthens their
is spawning essence, the transmutation magic of which
82. SEA HAG LAIR
Spawning Essence. Blue glowing water in this zone
pervision of a sea hag.
to this zone.
deadly pools to spawn aquatic creatures under the su-
Glyph Key. The dread warrior has a glyph key attuned
The Red Wizards refocused the magic of these once-
suing such interlopers to any area of the zone.
anyone who isn't escorted by kuo-toa or the sea hag, pur-
SPAWN POOLS
wights, and four zombies guard this area. They attack
Creatures. A dread warrior (see appendix B), two
leads south to the Spawn Pools.
White Gate. A white gate stands in the corridor that
damage only once per turn.
of these pools on a rough wall is a contact stone.
zier takes 3 (ld6) fire damage. A creature can take this
pits cut into the floor are filled with glowing water. South
room and can't be moved. A creature that touches a bra-
Braziers. The magic stone braziers are built into the
of demons and humanoids engaged in debauchery. Five
cult terrain.
Relief carvings along this arch-roofed hall show scenes
across the floor, but a few 1-foot-high piles are diffi-
Bones. Pig bones and humanoid bones are scattered
81. SPAWN HALL
throw or be poisoned until the start of its next turn.
the pool must succeed on a DC 10 Constitution saving
leads north to the Warrior Pools.
is filthy. Any non-undead creature that starts its turn in
White Gate. A white gate stands in the corridor that
Pool. The magic of the pool has failed, and the water

