Page 153 - Tales from the Yawning Portal
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                                                                                                              CHAPTER 5  I DEAD  IN  THAY







                                                            claw attack, for a total of three attacks, with Multiattack)
                                                            (as a normal gargoyle with 63 hit points and one extra
                                                            area (which the Thayans avoid), a four-armed gargoyle
                                                                                                              suffers the curse's secondary effect.
                                                           Creatures. When any non-undead creature enters this
                                                                                                              alty of -5 or greater to a single ability, the character also
                                                            walls give off dim light.
                                                                                                              throws of the indicated ability. If a character has a pen-
                                                           Light. When the characters first enter this area, the
                                                                                                              lative, imposing a -ld4 penalty to checks and saving
                                                                                                              table) or suffer the skull's curse. The curses are cumu-
                                                         To the northeast is  a black gate.
                                                                                                              throw (the ability is tied to the skull's number; see the
                                                                                                            The character must then succeed on a DC 15 saving
                                                           ble a four-armed gargoyle shrieking in  rage.
                                                                                                              ing damage.
                                                           bling ceiling, each carved in  its lower portions to resem-
                                                                                                              the room, falling prone and taking 3 (ld6) bludgeon-
                                                           with  golden light. Six cracked  pillars support the crum-
                                                                                                              different skull (roll a d6) and comes tumbling back into
                                                           the center of this chamber, the walls of which glow dimly
                                                                                                              corner. The character is teleported to the mouth of a
                                                           A statue of an  angelic female stands on a raised dais in
                                                                                                              mouth, macabre laughter erupts from the northwest
                                                                                                              powerful magic. When any character steps into a skull's
                                                                                                            Fiendish Skulls. The fiendish skulls are imbued with
                                                            92. TIMELESS PRISON
                                                            enable the creation of stone golems.
                                                                                                           In the center of the chamber is  a black gate.
                                                            The Red Wizards have manipulated this zone's magic to
                                                                                                            fanged  mouth filled  with dead gray mist.
                                                            STONE  GOLEM  QUARRIES
                                                                                                            of dimly glowing green stone, and  it has a wide-open
                                                                                                            each short side. Each skull  is twenty feet high  and carved
                                                            lem Quarries, the other with the Iron Golem Foundries.
                                                                                                             vast rectangular hall, two on each  long side and one on
                                                            wall has a white gate. One connects with the Stone Go-
                                                           White Gates. Each of the corridors on the southeast
                                                                                                            Six enormous fiendish  skulls are set into the walls of  this
                                                            it also attunes the activator's glyph key to this zone.
                                                            the mouth of a fiendish skull. Once the gate reactivates,
                                                                                                            Inside the room is the following scene.
                                                            decreases by 2 each time a character in the room enters
                                                                                                              and taking 3 (ld6) bludgeoning damage.
                                                            be attuned to this zone, can reactivate the gate. The DC
                                                                                                              into it and shunted violently into area 91, falling prone
                                                            cana) check while holding a glyph key, which need not
                                                                                                              succeed on a DC 20 Strength saving throw or be pulled
                                                            A character who succeeds on a DC 20 Intelligence (Ar-
                                                                                                              Any creature that moves within 5 feet of the mist must
                                                            gate knows that it must be activated and how to do so.
                                                            energy. Any character who successfully assesses the
                                                            can be used, the black gate here doesn't exude shadowy
                                                                                                            Inside it  is  a field  of dead gray mist.
                                                           Black Gate. Because it must be activated before it
                                                                                                             Ahead is  a broad archway of  dimly glowing green stone.
                                                                  ]
                                                            one of the two circles in area 89 (determine randomly).
                                                                                                               l
                                                            A creature that steps into the circle is teleported into
                                                            the floor of a small chamber glows with a deep red light.
                                                                                                              room see the following.
                                                           Beyond the secret door, a teleportation circle set into
                                                                                                              Thayans simply avoid. Characters who approach this
                                                            places where a grappling hook might catch.
                                                                                                              Three of the skulls here connect to corridors, which the
                                                            to climb without aid, but the vaulted ceiling provides
                                                                                                              91.  HALL OF  SKULLS
                                                            30 Wisdom (Perception) check. The smooth wall is hard
                                                            possible to find from the floor, requiring a successful DC
                                                                                                              connects with the Stone Golem Quarries.
                                                            the floor, a secret door is hidden. The door is nearly im-
                                                                                                              ies. The passage heading southeast has a white gate that
                                                           Secret Door. In the northwest corner, 20 feet above
                                                                                                              gate that provides access to the Flesh Golem Mortuar-
                                                                                                            White Gates. The corridor to the west has a white
                                           Gain the Stench trait of a troglodyte
                                                          6
                                                      Charisma
                                                                                                              deactivates them, or subdues them.
                                           than 30 feet away
                                                                                                              time a character fails a saving throw against the pillars,
                                                      Wisdom
                                                          5
                                           Unable to perceive anything more
                                                                                                            Creatures. A clay golem in this area activates the first
                                           guages
                                                                                                              return to normal function.
                                                          4
                                                                                                              minute, then are subdued for another minute, and then
                                           Unable to speak or understand Ian-
                                                      Intelligence
                                                                                                              of each of their turns. Deactivated pillars go dark for 1
                                           end of the movement
                                                                                                              golems in this area regain 5 (2d4) hit points at the start
                                           Move at half speed or fall  prone at the
                                                          3
                                                      Dexterity
                                                                                                              against them becomes 8. While the pillars are subdued,
                                           three-quarters of normal
                                                                                                              intensely for 1 minute, and the DC for the saving throw
                                           Reduce hit point maximum to
                                                      Constitution
                                                          2
                                                                                                              telligence (Arcana) check. Subdued pillars shine less
                                           Fall  prone whenever hit by an attack
                                                      Strength
                                                                                                              check or deactivate them with a successful DC 15 In-
                                           Secondary Effect
                                                           Slrull  Ability
                                                                                                              pillars with a successful DC 10 Intelligence (Arcana)
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