Page 156 - Tales from the Yawning Portal
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Cavern Walls. The extremely rough walls
possible to traverse the cavern horizomallv .. ~ .... ,_ .. TEMPLES OF EXTRACTION
touching the floor. · The so-called "Temples of Extraction" are profane
Elemental Vortex. When any creature mm·e: on o laboratories that fuel Szass Tam's schemes for ascend-
the floor at the center of the cavern, the wall ddenlv ing to godhood. Szass Tam and his closest associates
erupt in a maelstrom of elemental fire that las , for 5 · have reshaped this sector's magic to collect the divine
rounds. Any creature that starts its turn in the cavern essence of the Chosen of various deities. The Thayan
during this time must make a DC 15 Dexteritv sm·ina regent believes that this essence may be the key to be-
throw, taking 21 (6d6) fire damage on a failed a\·e. ;r coming a god.
half as much damage on a successful one. Locations in the Temples of Extraction are identified
on map 5.11.
97. GOLEM FORGE Creatures. The Thayans here are the most loyal and
fanatical servants of Szass Tam. They all know that no
•
one is authorized to be in this sector, so the characters
At the center of this fiery hall is a huge crucible that
have a hard time fooling them. Except for the cowardly
emits vapors. Dozens of molds and piles of armor plate Red Wizard Shalok (area 103), the Thayans in this sec-
are spread out before six hulking armored figures that tor are unlikely to surrender and are unwilling to help
stand along the walls. intruders even at the cost of their lives.
The Red Wizards in this sector might feign surrender
To the southwest is a black gate. North of the gate is a
to put the characters off their guard. For example, they
contact stone.
might fall to their knees and hold up their hands. Then,
when the characters close in, the wizards cast area
spells that include themselves and the party.
Creatures. A Red Wizard conjurer (see appendix B)
If a shrine of binding (see below) exudes a magical ef-
and two Thayan apprentices (see appendix B) work on
an inactive iron golem in this area. fect to which creatures in the room can become inured,
A charmed efreeti (see area 95) is at work boiling the creatures that guard the shrine are already immune
to the effect.
metal in the crucible. The efreeti fights for its Thayan
Doors. All the doors in this sector are locked.
friends. If freed of the charmed condition, it snatches up
Random Encounters. No random encounters occur
a falchion intended for the golem and attacks the Thay-
in the Temples of Extraction.
ans. If the efreeti is alive when the other foes in the area
Black Gates. Only four external glyph keys (one for
are slain, it rampages like its kin in area 95.
each zone, in areas 10, 25, 31, and 63) allow access to
Crucible. The 5-foot-high crucible contains molten
the gates in this sector. Some Red Wizards here carry
metal. As an action, a creature can attempt to spill the
glyph keys to their zones and guard them zealously.
contents by tipping the crucible over, taking 21 (6d6) fire
Contact Stones. There are no contact stones in
damage in the process. On a successful DC 15 Strength
this sector.
check, the crucible tips, and on a successful DC 20
trength check, a creature can also push the crucible
SHRINES OF BINDING
- feet before it tips. Molten metal quickly spreads from
Each chamber of this zone features an identical 3-foot-
he mouth of the crucible over an area 30 feet by 30 feet
high shrine whose arcane power extracts energy from
in size, including the crucible and the space within 5
a Chosen creature that is strapped to the shrine. This
·eet of it.
energy is what powers the Doomvault but, even more, is
Anyone caught in the molten metal takes 21 (6d6) fire
also what both creates and keeps hidden the Phylactery
damage and must succeed on a DC 15 Constitution sav-
Vault. The characters will have to examine the shrines
ing throw or fall prone. The floor of the area is covered
to determine how these abilities function.
in molten metal. For the next 5 rounds, a creature that
When the characters see a shrine of binding for the
enters the area for the first time on a turn, or starts its
first time, use the following description.
urn there, takes 10 (3d6) fire damage. For 5 rounds af-
ter that, the damage is 3 (ld6), and then it drops to none.
Fire Vent. See area 95.
A three-step stone dais is set with four pillars, all carved
Treasure. A search of the molds throughout the room
of black jet. Glowing arcane runes surround the top edge
reveals vials of rare tinctures and admixtures used
of this shrine. Between the pillars, an unconscious hu-
in the construction of iron golems. A character who
succeeds on a DC 15 Intelligence (Arcana) check real- manoid is suspended in a roiling field of golden light.
izes that these materials, which weigh 30 pounds, are
worth 5,000 gp.
Thereafter, you can shorten the description of the
Glyph Key. The Red Wizard has a glyph key attuned
shrine, but be sure to specifically describe the Chosen
to this zone.
that is bound inside it.
White Gates. At the top of the stairs to the south is a
Entering a Shrine. While there is someone trapped
white gate that connects with the Forest of Death. The
on the shrine, the whole structure is surrounded by a
corridor that leads northwest has a white gate that leads
tangible magical energy. Stepping onto the shrine re-
to the Stone Golem Quarries.
CHAPTER 5 I DEAD IN THAY
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