Page 172 - Tales from the Yawning Portal
P. 172
12. ARSENAL ROOM vants (use the ore statistics) also run, but they call loudly
Thirty helmets, twenty-six shields. rwen _ - ;-o spears. for help as they flee.
nine clubs, and three great axes are rored i a:-se-
18. KITCHEN WORKROOM
nal, scattered around the place. All are gian -size
The storage area north of the kitchen doubles as an
13. WEAPONS ROOM eating place for servants. It includes three tables, a long
Spears, shields, clubs, and axes are abundan ere-no counter, stools, benches, and an assortment of kitchen
fewer than a dozen of each, all sized for giant . There gear. Numerous sacks, boxes, and barrels contain flour,
are four great swords (two-handed with respect ro hu- dried meat, dried fruit, honey, and other foodstuffs. Var-
man-sized creatures), two huge iron mace rrength ious cheeses, smoked meats, and sausages hang from
17 required to lift), and a sheaf of 6-foot-long spears that the rafters. Several casks and tuns hold a wide variety
the giants use for javelins. All the shields are leaning of potables-ale, beer, mead, and wine-all of giant
against the walls. strength. Loaves of bread, still warm from the ovens,
Treasure. Behind the seventh shield that the charac- are stacked on one table.
ters check is a +1 warhammer. Another hammer is out
18A. PANTRY
of sight in a corner and only seen on close inspection of
the room. Under the scrutiny of a detect magic spell, it The room to the south contains more provisions of the
radiates an aura of illusion magic due to a magic mouth same types found in the kitchen workroom (area 18), as
spell placed on it. If picked up by a dwarf it barks out, well as stairs that lead to the dungeon level.
·'Here's a kiss for you, runt!"
19. SERVANTS'QUARTERS
14. MAIN GUEST CHAMBER A large common room in the extreme north end of the
The cloud giant ambassador and the stone giant visitor stronghold has various cots, tables, chairs, stools, and
(currently in the great hall, area 11) are lodged here. In the like. It is cluttered with old clothing and junk. Six
hill giant servants (use the ogre statistics) are here, and
all, the room holds seven beds and various small fur-
nishings including chairs, nightstands, and chests. One a few are flirting with a handsome male hill giant. The
torch burns at the west end of the room in a sconce; on giant enters combat to show off for his admirers. He will
the opposite wall is a sconce holding a large, unlit torch. not call for help unless his current hit points drop to less
Various skins and hides cover the floors. Several others than half of his hit point maximum. On the round when
hang on the walls alongside giant garments on pegs. All this happens, he begins to shout. Some of the servants
are worthless, as are the contents of all the chests and aid him if he starts to cry out, but others prefer to avoid
the bags tucked under four of the beds. Still, a valuable direct conflict, perhaps taking the opportunity to hurt or
reward waits for those who can find it. disadvantage a character from the blind side.
Treasure. The unlit torch is an illusion, and making The giant warrior is the keeper of the wolves in area
physical contact with it reveals it as such. Someone who 22. His whip is hanging beside the door in the southeast
examines the image without touching it can determine corner of this room; this whip need only be shown to the
that it is an illusion by making a successful DC 15 Intel- wolves to make them whimper, cower, and fall back.
ligence (Investigation) check. The sconce is actually the
20. 0RC SLAVE QUARTERS
sheath for a weapon that belongs to the cloud giant: a
This hall is a messy and smelly place filled with pallets
sentient greatsword named Waythe (see appendix A).
and junk. The two ore slaves (commoners) currently
15. COMMON ROOM in this place are too injured to work (since giants' kicks
The place contains several cots, boxes, and stools, a ta- break bones). All the other slaves are elsewhere, helping
ble, two benches, and various odds and ends. with the feast.
The two slaves will happily aid the characters if al-
16. COMMON ROOM lowed to do so. These ores know about the rebellion
This place is almost identical to the matching room in the dungeons, and they tell the party that any ores
across the hall (area 15), with the addition of a few they see down there should be hailed as friends. Aside
cloaks plus some hides on the floors and walls. from that, they are familiar with only the servants' quar-
Treasure. A small chest on a stool in the northeast ters (area 19), the kitchen (area 17), and the great hall
corner contains some dwarf and elf ears, and one of (area 11).
them has an earring still attached with a gem in it
(worth 50 gp). 21. OGRE QUARTERS
The hill giants employ ogres as scouts, messengers, ser-
17. KITCHEN vants, and the like, for the ogres are trusty flunkies as
This is a typical giant kitchen with counters along the well as hard workers and fighters. In addition to those
walls, several tables, benches, a stool or two. and vari- in the great hall (area 11) and the youngsters at work in
ous items for cooking and baking (pots. kettles. bowls, the kitchen (area 17), five more ogres are in their quar-
knives, forks, spoons, ladles, spits, and so forth). ters playing at knucklebones and drinking beer. Ogres
Twenty-nine ore slaves (commoners work about the are a rowdy lot; hence, noise from this place attracts no
place, but they run away from conflict. Fi\·e hill giant attention. Scattered on the floor of the room are nearly
servants (use the ogre statistics) and ix youna ogre ser- a dozen heaps of skins on which the ogres sleep, and a
locked iron chest is tucked into one corner.
CHAPTER 6 AGAINST THE GIANTS

