Page 90 - Tales from the Yawning Portal
P. 90
The two paths are free of magical effect . If cha.-a er
\·eer off the paths, either unwittingly or wi h · e i ·en of
exploring, apply the effects described belo \. ace ~ding
o the areas they enter. Unless otherwise no ed. crea-
ures can leave an area whenever they de ire. by either
moving onto one of the paths or into an adjacen area.
Hill. A magical force pushes those who climb to the
op of the hill in a random direction. A creature that
ends its turn on top of the hill must succeed on a DC 15
trength saving throw or be pushed 5 feet off the top of
·he hill and knocked prone. If a creature slips. roll a d4
:o see which direction it rolls off the hill.
Burning Sands. Any creature that ends its turn in this
region must succeed on a DC 15 Constitution saving
·hrow or start to bleed profusely from the nose. This
hemorrhaging causes a loss of 1 hit point at the end of
each of the creature's turns thereafter. If the creature
.eaves the area, the bleeding stops at the end of its
next turn.
Grassy Plain. Any creature that enters this region
must succeed on a DC 15 Charisma saving throw or
:-efuse to leave it. A creature affected by the magic is
allowed another Wisdom saving throw every 24 hours
. -bile the magic persists. A creature can repeat the
saving throw every time it takes damage. If companions
outside the area try to talk the creature into leaving, you
can decide to allow the victim another saving throw. In
any case, each time the saving throw is repeated, the DC
ncreases by 1.
Flames. Creatures that enter this section are affected
a if by a heat metal spell cast at 3rd level (save DC 15). Creature. When any character starts into this room
Jee. Creatures that enter this area are affected as if by the pile of earth, which is a gibbering mouther, opens
3rd-level heat metal spell (save DC 15), but the damage one eye, and then another and another, until many
- cold instead of fire, and the creature has no chance of eyes of different shapes and sizes stare at the party. All
ropping a chilled object. about the eyes are fanged, drooling mouths that begin
M~arshes. Any creature that enters this area feels a a cacophony of babbling. The creature attacks until de-
:hortness of breath after 3 rounds and begins to suffo- stroyed but doesn't leave the room.
:ate after 3 more rounds. Treasure. The flask contains a dried potion of hill
River. Those who enter the river for the first time on a giant strength. The stone cylinder is a +J rod of the
· .irn must succeed on a DC 15 Intelligence saving throw pact keeper.
r forget how they came to be here and why they are The urn holds the dried heart of a mighty yuan-ti that
ere. A spellcaster also forgets how to cast one level of radiates transmutation magic if detect magic is used
~pells for each point by which the saving throw is failed, on it. Any character who eats the entire thing gains the
-·arting with the highest level the character knows. permanent ability to understand the speech of snakes
Forgotten spells can be prepared again. Dispel magic and yuan-ti.
oesn't remove this effect, but remove curse or greater
47. SPIDER IN HIDING
--estoration can.
Creature. In a web-covered opening in the wall of the
Pit of the Worms. Any character who enters this re-
steeply inclined chute, 30 feet above the where the lower
;ion must succeed on a DC 15 Wisdom saving throw or
end meets the ceiling of area 45, lurks a giant spider.
e affected as if by a fear spell.
The spider's lair is 10 feet long, 4 feet wide, and 4 feet
-:-6.TLAZOTEOTL tall. A character must succeed on a DC 17 Wisdom (Per-
:laz-ohl-TAH-oh-tel, mother goddess of the earth) ception) check to notice the tunnel or its occupant before
the spider attacks. If the spider paralyzes its prey, it re-
treats into its lair with the prey to feed.
Beyond the door is a modest-sized room with a lumpy In the Chute. The cramped quarters of the tunnel im-
pose disadvantage on weapon attack rolls.
:,1 e of earthy material in the middle of the floor. Across
Also, a creature in the chute struck by the spider must
'rom the door in the southeast corner, a glazed flask
succeed on a DC 11 Dexterity or Strength saving throw
,ests on a small shelf. In the northwest and northeast (player's choice). On a failed save, the creature slips
corners are two more shelves on which rest a smal urn down the chute 5 feet for every point by which the saving
and a thin stone cylinder. throw failed. If a creature falls 30 feet, it plummets out
of the chute, taking falling damage accordingly and roll-
CHAPTER 3 THE HIDDEN SHRINE OF rAMOACHAN
89

