Page 160 - Tales from the Yawning Portal
P. 160
104. TEMPLE OF SAVAGERY the mist. A creature that makes three successful saving
throws against the mist becomes immune to its effects
• • for 4 hours.
This chamber of red marble rings with the a g sc:rea s Chosen ofYurtrus. The Chosen of Yurtrus is a neu-
of humanoids. The sounds arouse feelings o~ o e ce. tral evil male ore named Bandagh. Yurtrus is the ore
deity of disease, decay, rot, and death. Ores fear Yurtrus,
and his priests have protected status in the tribe even
Creatures. A Red Wizard evoker (see appendi.,;: B)
though they are often weak or infirm in some way. Ban-
• as command over two dread warriors (see appendi.,;:
dagh is pockmarked from years of disease, and is in no
B) here. A shadow lurks at each pillar on the shrine of
condition to pick a fight if he is freed.
binding, for a total of four.
Treasure. Thutai wears bracers of defense and has
Curse ofBJoodlust. If combat occurs in this area.
spell scrolls of remove curse and speak with dead.
a. creature takes 5 (2d4) psychic damage at the end of
Keys. Thutai has a glyph key attuned to every zone in
each of its turns when it doesn't deal damage to an-
this sector, as well as a skeleton key that unlocks all the
other creature.
doors in this zone.
Curse of Betrayal. Any creature that ends its turn in
White Gate. The doors on the western wall open onto
mis area must make a DC 15 Charisma saving throw.
a corridor that joins with two other passages. At the
• · the saving throw fails, the creature treats all other
junction is a white gate that connects with the Temples
reatures as enemies for the purpose of opportunity
of Oppression and with the Temples of Turmoil.
attacks and makes any opportunity attack available to
. with advantage on the attack roll, until the end of the 106. TEMPLE OF THE FOREST
creature's next turn. It can use no other reactions during
dlis time.
Chosen ofBhaal. This shrine contains a Chosen of Gnarled vines thrust from the rough floor of this green
Bhaal named Torlin Silvershield, who was formerly cavern, and roots dangle from the ceiling. The vines
a duke of Baldur's Gate. He has become a wight. The move as if in a breeze, though you feel no such thing.
·reature hisses an oath to Bhaal and attacks characters
·ho free it.
Bhaal is the Lord of Murder and a patron of assassins. Creatures. A wraith and three will-o'-wisps guard
White Gate. The doors on the eastern wall open onto this chamber. The wisps start out invisible.
a corridor that joins with two other passages. At the Clutching Vines. While on the ground, a creature that
_unction is a white gate that connects with the Temples moves more than half its speed or misses with a melee
of Oppression and with the Temples of Nature. attack causes the branches within 5 feet to elongate and
grasp. Each creature on the ground in the area must
TEMPLES OF NATURE succeed on a DC 13 Strength saving throw or become
restrained in the vines. The area becomes difficult ter-
:-he power of nature is stripped down to its most de-
rain. A restrained creature can take an action to make a
·tructive core in this zone.
DC 13 Strength check, freeing itself on a success.
05. TEMPLE OF PLAGUE Chosen ofRillifane Rallathil. A neutral good female
wood elf druid named Eira is the Chosen of Rillifane
Rallathil, the elven god of the woodlands and of the har-
A glowing green mist drifts around a shrine of binding mony of nature. He is seen as a calm and steady deity,
,n this white marble chamber. To the southwest is a quite unlike his more mercurial fellow elven deities.
black gate. As part of the experiments in this sector, Eira has
been infused with the essence of a Chosen of Talona
who was sacrificed. The binding process has left Eira
Creatures. A Red Wizard necromancer (see appen- at half her hit points but otherwise in good shape. She
dix B) and a deathlock wight (see appendix B) work begs to accompany the characters in the fight against
· ere, guarded by a dread warrior (see appendix B) and the Red Wizards.
our zombies. Thutai, the Red Wizard, is the overseer of If Eira joins the party, when she enters combat, the
:.his sector. He cares little for his underlings, including Talona side surfaces and contests for control. She ar-
dlem in area effects if it means harming more charac- gues out loud with herself, and half the time she acts
·ers. If the fight goes badly, he uses the black gate to flee. evilly and without concern for her saviors. While talking
Curse of Death. Characters have disadvantage on to herself, she reveals what happened to her as well as
death saving throws while in this area. one piece of lore. If Eira drops to O hit points, she disin-
Plague Mist. The shrine exudes poisonous mist that tegrates, her body turning to ash.
makes the area lightly obscured. Each creature that
starts its turn in the room must make a DC 13 Constitu- 107. TEMPLE OF WINTER
·ion saving throw. On a failed save, the creature takes 5
2d4) poison damage and spends its turn incapacitated
A blast of freezing air comes through the open doors to
and retching. If a creature accumulates three failed I I
·aves against this mist, its hit point maximum i low- this chamber, where the walls are covered with ice.
ered by the amount of poison damage it ha taken from
CHAPTER '5 I DEAD IN THAY
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