Page 161 - Tales from the Yawning Portal
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CHAPTER 5 I DEAD IN THAY
on a sepulcher is opened, each door on that sepulcher
Strength check to burst it). If either of the two doors
to know before proceeding.)
Dexterity check to pick the lock or a successful DC 20
opportunity to give out information you want the players
pyramids are locked (requiring a successful DC 17
knows only a little more than they do. (You can use this
Sepulchers. The double doors to these tetrahedral
The characters can ask questions, but at best Syranna
cult terrain.
as it crosses to the adjacent floor. This rubble is diffi-
gate in the Temples of Extraction when you are ready."
loose chunks of black marble rises to a height of 3 feet
Rubble Piles. Along the edge of each floor, a pile of
disrupt the magic there. You can enter through any black
(2d10) radiant damage.
"You must enter the vault, defeat its guardians, and
succeed on a DC 13 Charisma saving throw or take 11
many of Szass Tam's high-ranking lich servants.
its turn within 5 feet of a pedestal, the creature must
the Phylactery Vault because it houses the phylacteries of
truders. If an undead creature other than Kazit Gui end
Doomvault. Accessible only by magic, this room is called
energy, which is released in the presence of undead in-
Pedestals. The 3-foot-high pedestals store radiant
rupted, allowing entry into a chamber deep beneath the
can't regain hit points.
and the liches ofThay. The black gates have been dis-
takes 9 (2d8) necrotic damage. A creature in a dark pool
"You have a chance to deal a heavy blow to Szass Tam
terrain. Any creature that starts its turn in a dark pool
not yet complete.
Dark Pools. A dark pool is 1 foot deep and difficult
cantly disrupted activity in the Doomvault. But the task is
ing features.
how well you have persevered. Your actions have signifi-
Each floor inside the Phylactery Vault has the follow-
"Hello again," she says. "I confess that I'm surprised at
GENERAL FEATURES
Syranna's image appears before you and speaks.
2 by traveling northeast.
by traveling south, floor 1 by going northwest, and floor
final task. Syranna interacts with the party as follows:
If the characters are on floor 4, they can reach floor 3
characters back to the gatehouse and brief them on their
1 by traveling southeast.
make that journey, Syranna uses sending to call the
by traveling north, floor 4 by going southwest, and floor
Extraction to travel to the Phylactery Vault. Before they
If the characters are on floor 3, they can reach floor 1
the dungeon, they can use the gates in the Temples of
floors 1 and 2.
Once the characters disrupt six black gates throughout
other floors in the vault are indicated on the map for
Adjacent Floors. The directions that lead to
THE PHYLACTERYVAULT
each floor.
Make sure the players understand the relative gravity of
this zone.
as well as a skeleton key that unlocks all the doors in
Keys. Aduna has a glyph key attuned to this zone,
has its own gravity.
appendix A).
each side stay in place. It seems apparent that each side
Treasure. Aduna wears a robe of summer (see
ble of black rock scattered near the wall and the pool on
characters.
If freed, she screams an oath to Auril and attacks the
Each other surface of the vault is nearly identical. Rub-
Hedrun is now a deathlock wight (see appendix B).
ter of the floor.
frosts come and curse her name during blizzards.
poised to attack. A pooi of dark liquid churns in the cen-
propitiate Auril with offerings or prayers when the first
each sepulcher's double doors is a four-armed gargoyle,
lous and cold-hearted bringer of winter. Most humans
amid that mirrors the shape of the vault. Engraved into
female human named Hedrun Arnsfirth. Auril is a cal-
Chosen of Auril. The Chosen of Auril is a chaotic evil
stand sepulchers of white marble, each a three-sided pyr-
checks, and saving throws until the start of its next turn.
of the same material. At the three corners of the floor
on Strength- and Dexterity-based attack rolls, ability
rough-hewn white marble set with low circular pedestals
throw fails by 5 or more, the creature has disadvantage
The vast, four-sided pyramidal space has a floor of
of its turns or take 5 (2d4) cold damage. If the saving
a DC 13 Constitution saving throw at the start of each
metal weapon or wearing metal armor must succeed on
Begin by describing the area:
zier ignores this effect. Any other creature wielding a
other surfaces. The characters arrive on floor 1.
Chill Metal Aura. A creature within 10 feet of a bra-
\'ault and indicate how those floors connect with the
zier for the first time on a turn takes 3 (ld6) fire damage.
~faps 5.12 and 5.13 depict the inside of the Phylactery
room and can't be moved. A creature that touches a bra-
the "Gravity" section for more details.
Braziers. The magic stone braziers are built into the
has its own gravity. In effect, every surface is a floor. See
the braziers.
inside that space when they arrive. Each face of the vault
Red Wizard, and her apprentice prefer to stand near
ing inside a hollow pyramid- and the characters are
with three trained yetis as bodyguards. Aduna, the
The Phylactery Vault is a tetrahedral space- like stand-
and a Thayan apprentice (see appendix B) work here,
E.l TERING THE VAULT
Creatures. A Red Wizard evoker (see appendix B)

