The Yellow Zone is the ghommid settlement's saferoom, appearing externally as a crumbling gothic crypt but opening into a full medieval pub.
Donut detects the saferoom deep inside the settlement and uses Puddle Jump to place the surrounded party just outside it. A small neon sign reading The Yellow Zone hangs on the crypt façade.
The interior is far larger than the exterior and resembles a normal medieval tavern staffed by a bopca. Combat ends and the Royal Court's deck resets once the group enters.
The level-130 straw-headdressed figure waits directly outside as though preparing to knock, then crosses the supposedly safe threshold while still marked hostile.
A decaying marble crypt with a tiny neon sign, concealing a spacious medieval pub and staffed bar.
The Yellow Zone offers temporary refuge but immediately fails to exclude the apparent corruption boss.