Page 151 - Tales from the Yawning Portal
P. 151
CHAPTER 5 / DEAD IN THAY
triggered.
attacked or when the teleportation magic of the pillars is
takes a successful DC 25 Strength (Athletics) check to
effect to become fully empowered. They come to life if
doors open is removed, they magically slam shut. It
lars. The golem hopes to draw on the pillars' lightning
Doors. If the 800-pound stone block holding these
Monsters," page 113) stand inactive here in front of pil-
remains in the cage.
a reduced-threat flesh golem (see "Reduced-Threat
amount of necrotic damage at the end of each minute it
Creatures. Two reduced-threat helmed horrors and
a cage. A non-undead creature in a cage takes the same
restores 20 hit points per hour to an undead creature in
feet above the floor. Necromancy magic on the cages
pillars rise to the ceiling.
Cages. The bottoms of these unlocked cages hang 3
other finery, while servants bow at their feet. Huge white
dix B) and two wights rest in the cages.
humanoid monarchs adorned with jeweled crowns and
recover in the cages. One deathlock wight (see appen-
The walls of this massive hall are carved with reliefs of
guard this chamber while some members of their squad
Creatures. A wight commands eight zombies who
86. HALL OF TELEPORTATION
ner is a black gate.
these halls.
ceiling of this dark-walled chamber. In the northeast cor-
Red Wizards bind and reanimate dead flesh and bone in
rusted black iron cages hang by heavy chains from the
FLESH GOLEM MORTUARIES
double doors prevents them from fully closing. Within,
A large stone block on the floor between the room's
bers and to the Spawn Pools.
corridor to the west, leading to the Augmentation Cham-
White Gate. A white gate stands at the junction in the
88. BLACK PRISON
be expected.
such, the value of the treasure is less than what might
that leads to the Clay Golem Kilns.
terials and tools used in the creation of the golems. As
White Gate. The eastern corridor holds a white gate
Treasure. The treasure in this sector consists of ma-
to this zone.
activated thereafter.
Glyph Key. The Red Wizard has a glyph key attuned
golems that remained inactive become inert and can't be
are worth 1,500 gp.
Dungeon State. When these areas are cleared, any
realizes that these materials, which weigh 10 pounds,
because the construct is incomplete.
who succeeds on a DC 15 Intelligence (Arcana) check
golem is listed as being a reduced-threat monster, it is
bindings used in the creation of the golems. A character
Go/ems. If a golem is inactive, it is unconscious. If a
Treasure. One table contains special unguents and
on map 5.10.
in this area can't be activated and are no threat.
Locations in the Golem Laboratories are identified
ners, while a ghoul mops gore from the floors. Golems
Red Wizards create golems.
lecting parts. Four skeletons keep watch from the cor-
In these formerly cursed temples and workshops, the
are in this area, moving among the tables working or se-
dix B) and two Thayan apprentices (see appendix B)
GOLEM LABORATORIES
Creatures. A Red Wizard necromancer (see appen-
to this zone.
Glyph Key. The dread warrior has a glyph key attuned
1 southern wall.
from area 84.
A contact stone is set in the midpoint of the
Ledge. A 10-foot-high rough ledge separates this area
only prepared body parts and bones.
covers in 1 minute.
assembly are on a few of the tables. Other tables contain
becomes paralyzed. A character who leaves the area re-
affected score is reduced to 2 or lower, the character
hint of rot. Flesh golems in their first gruesome stages of
A creature can be affected only once per round. If any
a stark counterpoint to the stench of preservatives with a
Charisma scores by ld6 each (roll once for all three).
Relief-carved walls showing nobles at a great feast make
shrine lowers the creature's Intelligence, Wisdom, and
throw. On a failed save, the necromancy magic of the
such a location must make a DC 15 Intelligence saving
87. GOLEM VAULT
to within 20 feet of the black shrine or ends its turn in
gate that connects with the Clay Golem Kilns.
Black Shrine. Any non-undead creature that moves
White Gate. The corridor that leads east has a white
commoners standing around it in a catatonic state.
the creature takes double damage.
horrid meals. The magic of the black shrine keeps ten
If the destination pillar is the same as the origin pillar,
huagin involves providing prisoners for dark rites and
d20). The creature also takes 5 (2d4) lightning damage.
Part of the deal the Red Wizards struck with the sa-
ported to a random space next to another pillar (roll a
ers in tow.
ucceed on a DC 17 Wisdom saving throw or be tele-
from the east without fighting, even with the prison-
within 5 feet of a pillar on its turn, the creature must
magic gate. The characters can enter and leave this area
Teleporting Pillars. The first time a creature moves
creatures moving toward or appearing from either

