Page 154 - Tales from the Yawning Portal
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emerges from a random pillar and attacks. ~
of each round thereafter, another random pt
orms until all six gargoyles have emerged.
Because the Red Wizards are drawing o he agic
n this area to create stone golems, the ceiling i: c se
o giving way. Whenever a gargoyle emer11e from a
pillar, crumbling stone falls from the ceiling above ha
pillar, making the area around the pillar difficult terrain.
Any creature next to the pillar must succeed on a DC
2 Dexterity saving throw or take 10 (3d6) bludgeon-
·ng damage.
Deva Statue. Anyone who succeeds on a DC 15 Imel-
. igence (Religion) check recognizes the statue as that
of a deva.
The last gargoyle to appear uses its initial action to
·ouch the statue, which ends the curse that holds the
-reature in stasis. This deva's name is Lumalia. After
·he is freed, the walls shed bright light instead of dim.
:-he deva shrieks, unable to act until her turn, at which
point she attacks the nearest creatures. (The gargoyles
a·,oid her.)
A character who succeeds on a DC 13 Wisdom (In-
sight) check understands that the deva is crazed from
-aptivity. The characters can try to influence her to
direct her attacks against the gargoyles, but doing so
·akes a successful DC 15 Charisma (Persuasion) check
·o calm her and refocus her attention. Once she is lucid
and able to talk to the characters, she vows to aid them
y sowing chaos through the Doomvault on her own.
Lumalia decides that her first task will be to inflict
_ u tice upon the Thayans. She is immortal, but her
anger and regret over the time she has lost during her LUMA.LIA, DEVA
mprisonment seems very humanlike. In the thick of
combat, she can become lost in her thirst for vengeance Creatures. One stone giant operates the pulley sys-
n the current owners of the Doomvault. Lumalia was tem to haul stone out of the pit while a second giant cuts
awful good when she was imprisoned, but she is now stone away from the pit walls. Both are occupied with
haotic good. their noisy work.
Dungeon State. The magic of the Doomvault reso- The giants joined the Dread Legion willingly, but they
nates within Lumalia. She needs no glyph key to move hate their duties. Initially, they relish the chance to take
hrough the magic gates in the dungeon, although she their wrath out on the party, but they listen to offers of
-an't take others with her. If she is freed, her resonance freedom. They need a glyph key to leave the dungeon.
creates feedback in the gate system, making it harder to Pit. Filled with rubble, which is difficult terrain, the
· nd intruders in the dungeon, and the Doomvault's alert pit is 30 feet deep with rough, gently sloped sides. The
·eve! decreases by 1. ropes and pulleys above the pit are attached to a gigantic
White Gates. The corridor leading west has a white bucket used to transport the rock. It takes a successful
;;ate that connects with area 83 in the Blood Pools. In DC 15 Strength check to raise the bucket when it is
·he corridor to the south and west, a white gate leads to filled with stone.
area 84 in the Blood Pools. Rubble. The area within 10 feet of the pit is full of
rock debris, so it is difficult terrain.
93. STONE QUARRY
,f the giants occupy this area, the sounds of their la- 94. GOLEM ASSEMBLY
bor are audible from either doorway even with the If the Thayans are here, the sounds of their labor are au-
doors closed. dible from any open hallway leading into the room.
A deep pit surrounded by loose rock and rubble scars the White stones frame the four open archways that lead into
smooth marble floor of this chamber. A heavy rope de- this chamber. The four stones at the corners of each arch
scending into the pit is connected to a system of winches pulse with white light. The walls in this vast space are
and pulleys.
CHAPTER 5 DEAD IN fHAY
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