Page 170 - Tales from the Yawning Portal
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a pearl (total value 200 gp). The che r co cp. 7. CHAMBER OF THE CHIEF'S WIFE
320 sp, and 400 gp. Grutha, the chief's wife, is at feast in the great hall (area
11), while her pet cave bear (use the cave bear variant
3. DORMITORY
with the polar bear statistics) stays in her room. The
Here twelve young hill giants (use rhe ore s a 5 cs are
creature acts as a guard and immediately attacks any in-
rollicking; beefy smacks, and shout . laugh e~ ca ea ily
truder, for it can smell the person at the door. The bear
be heard through the corridor outside. All thes _·oung-
makes no noise until it attacks.
sters have weapons and will readily arrack any in ruders
The room has a bed, a small table, a chair, a stool, two
they spot. Noise coming from here, even shrieks and
chests, and a coffer, plus rugs, hides, and the like. The
swords clashing, will be regarded by orher a the ·-·ds
chests contain only clothing, since she is wearing her
simply having fun.
jewelry at the banquet.
Treasure. Hidden in the bed's straw mattress is a
4.BARRACKS
leather pouch with twenty-nine gems in it: one worth
Two soundly sleeping, loudly snoring hill giants occupy
1,000 gp, three 500 gp each, four 250 gp each, eight 50
two of the ten beds in the barracks. Typical giant cloth-
gp each, and thirteen of 10 gp value.
ing hangs from the walls, and a couple of torches smol-
der in wall-mounted cressets. A wooden chest stands
8. CHIEF'S CHAMBER
near the western wall.
The room where the chief sleeps is hung with rugs and
Treasure. A small pouch in the chest contains 40 pp.
skins, and there are hides on the floor. It holds a bed,
two chairs, a small table with a tun of cheap wine on it, a
5. MAIDS' CHAMBER
chest for clothing, and other clothing hanging on pegs. A
Three hill giant servants (use the ogre statistics) are in
thick chain (for the chief's cave bear) is set into one wall.
this room, along with the usual furnishings. Only the
An old shield and some of the chief's well-used weapons
nasty old matron, a normal hill giant, is inclined to fight,
lie on the floor near one of the corners.
but she dominates the others and orders them to attack
if necessary. If the matron is slain, the three others
9. ARMS ROOM
cease hostilities and cooperate with the characters by
The chief's best personal armor, shields, and weapons
describing Chief Nosnra's sanctum (areas 8, 9, and 10)
are stored in a chamber that can be accessed only by
and telling how to get there safely-if they are allowed to
going through the dining room (area 10). There are also
have the matron's hoard.
four huge fur capes among the dozen or so items in
Treasure. The matron's valuables are stashed in a
the place.
locked iron chest under the matron's bed. The matron
Treasure. Ajavelin of lightning is wrapped in an old
carries the key to the chest; it can also be unlocked by
rag, which is stuffed under a cloak thrown into a far cor-
a character who succeeds on a DC 15 Dexterity check
ner and shielded from sight by three spears and a club
using thieves' tools. The chest holds 800 gp, three plat-
leaned against the wall in front of it. One of the capes,
inum bracelets (worth 1,000 gp each), and four potions:
made of a giant otter pelt, is worth 400 gp.
healing, superior healing, poison, and mind control (hill
giant) (see appendix A). The maids can be persuaded to 10. SMALL DINING ROOM
part with the potions. The room beyond the double doors is used for meals
and also the council meetings of the chief. It contains a
6. HALL OF THE CHIEF
long table, a great chair, a lesser chair, and six stools.
umerous interesting things fill this place, which is
A rough map of the area drawn on a large animal skin,
dominated by an enormous fireplace. The mantel of the
showing past and planned raids, hangs on the wall
fireplace holds a few items, including a shiny brass jar
opposite the fireplace. Several shelves, a smaller table
and a humanoid skull. The room has two tables, several
and chair, and some miscellaneous items (a mug, some
chairs, and two stools, as well as rugs, hides, and skins
paper scraps, an old knife, a rock paperweight) round
on the floors and walls.
out the furnishings. There are hides on the walls and
The tables have pottery flagons and platters on them;
the floor.
pots and kegs are all about the place. The walls display
Hidden Door. Near the southwest corner is a door
various trophies: heads of humanoids and other crea-
concealed behind a manticore hide hung on the wall.
tures, skulls, skins, and some arms and armor. Directly
Someone looking around the room can notice the shape
across from the fireplace, eight shields are mounted
of the door behind the hide with a successful DC 20
on the wall.
Wisdom (Perception) check. Someone who handles or
Treasure. One of the shields on the wall is a +l shield.
looks behind the manticore skin finds the door without
The brass jar on the mantel of the fireplace might catch
needing to make a check.
the characters' eye, but it has no value. The skull on
the mantel is also valueless, but inside it is a large gem lOA. SECRET STAIRS
worth 500 gp-one of the kids was playing with this Several scroll tubes are concealed in this room under
bauble and stuck it inside the skull, where it has lain for- a stack of logs in the alcove to the northwest. Someone
gotten ever since. who glances at the logs notices the bone tubes with a
successful DC 15 Wisdom (Perception) check, and any
search of the pile reveals them.
CHAPTER 6 AGAINST THE GIANTS
169

