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)

