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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