Page 152 - Tales from the Yawning Portal
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force the doors open. A knock spell disrup -  agic
                briefly, lowering the check DC to 15 for  1 min
                  Glyph Keys. The wight and the deathloc  "  ,,
                each have a glyph key attuned to this zone. The death-
                ·ock wight's key is also attuned to all the zone  in the
                Ooze Grottos.
                  White Gate. The exit to the north has a white gate that
                 onnects with the Warrior Pools.

                C LAY GOLEM KILNS
                Red Wizards have twisted this zone's magic toward the
                 reation of clay golems.

                89.  TRANSMUTATION PITS
                •
                  Two sides of this chamber have collapsed to form  shal-
                  ow,  rough-walled  pits filled with clay.  Near the northern
                  and southern corners are circles of sigils that glow with
                  red  light.
                   In  the eastern corner is a small array of urns and
                  ooxes. Above them on the wall  is  a contact stone.


                  Creatures. A Red Wizard transmuter (see appendix            MAP  5.10:  GoLEM  LABORATORIES
                B  works here with a dwarf cleric of Grumbar, a deity
                a  sociated with caverns and earth. The dwarf assists   the golems, along with some empty containers. A char-
                 n the creation of clay golems, which require divine   acter who succeeds on a DC 15 Intelligence (Arcana)
                :pellcasting. The dwarf priest, whose name is Gorvan   check realizes that these materials, which weigh 15
                 ronheart, was recruited by the Red Wizards and offered   pounds, are worth 3,000 gp.
                a substantial sum of money for assistance in crafting the   Glyph Key. The Red Wizard has a glyph key attuned
                ::olems. If  he is questioned, he lies, claiming to be a pris-  to this zone.
                =ner of the Red Wizards. If  the characters spare him,   White Gate. The corridor leading west contains a
                 e accompanies the party until he sees an opportunity   white gate, which leads to the Flesh Golem Mortuaries.
                -o escape.
                  Also present is a reduced-threat clay golem (see   90.  GOLEM PEN
                 Reduced-Threat Monsters," page 113). The wizard or
                :.he cleric can activate the golem by using an action and
                -ucceeding on a DC 15 Intelligence check.          Pillars of white marble glow with  an intense white light
                  Clay Pits. These 3-foot-deep pits channel powerful   that brightly illuminates the area. The  light is so bright
                -ransmutation magic that converts rock walls and floor   that it almost obscures the arcane glyphs carved in the
                •o clay for use in golem construction. The soft clay is dif-  archways that lead  into the room.
                 -cult terrain.
                  A creature that starts its turn in a clay pit must suc-
                 eed on a DC 13 Strength or Dexterity saving throw   Pillars of  Light. The intense bright light, created by
                 creature's choice) or take 5 (2d4) bludgeoning damage   evocation magic in the pillars, causes disadvantage on
                and become restrained in the clay until the start of   ranged attack rolls and ability checks made to search or
                   next turn. A creature can escape the clay by suc-  see in this area. In addition, whenever a creature starts
                 eeding on the saving throw or by taking an action to   its turn in the chamber proper (not in an entryway next
                make a successful DC 15 Strength check or Dexterity   to the glyphs), it must succeed on a DC 13 Constitution
                 heck. Another creature can try to pull a restrained   saving throw or become blinded until the start of its
                -reature free by taking an action to do so and succeed-  next turn.
                 ng on a DC 15 Strength check. A creature that dies   Arcane Glyphs. In the entryways, arcane glyphs
                 ·hile trapped in the clay is transformed into a rough   on the wall can be used to control the pillars. When
                 lay statue.                                      someone touches the glyphs, the pillars flicker. It takes
                  Teleportation Circles. Set into the floor, these magic   a successful DC 10 Intelligence (Arcana) check to under-
                -eleportation circles have been partially disabled. A   stand exactly how the glyphs function. A detect magic
                -reature that enters a circle's area is pushed back 10   spell shows that the abjuration aura of the glyphs is
                feet and knocked prone. The first time a creature does   connected to the evocation magic of the pillars, thereby
                :o on a turn, the creature takes 5 (2d4) force damage.   revealing the function of the glyphs without a check.
                  Treasure. In the eastern corner are a few jars of rare   A character who understands how the glyphs work
                oils and boxes of rare powders used in the creation of   can take an action to touch the glyphs and subdue the


                                                                                          CHAPTER  5  I DEAD  IN  THAY
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