Page 174 - Tales from the Yawning Portal
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above the door.
                  The Keeper wears a thick chain mail  hir  (accounting
                for his AC), and he fights with a giant- ized -I bacrleaxe
                that gives him a +10 bonus to hit. He ha  a reach of 1-
                feet with the weapon, which deals 20 (3d  - 7)  la  hing
                damage on a hit.
                  Treasure. Beneath a loose stone in the floor i
                a hole that contains 1,250 gp, three 250 gp gems.
                two 100 gp gems, and a large earthenware jug that
                holds four potions of  water breathing.

                3.  CELL BLOCK
                In the outer guard room are two bugbears, initially
                located in the eastern end of the area. If  not engaged
                immediately, they will raise an alarm by striking a
                large brass gong that hangs near the door. If  they are
                prevented from doing so and are faced by an obviously
                superior enemy, the bugbears feign surrender and direct
                the characters' attention to the fourth cell (see below),
                where-so they say-treasure is to be had. Then, when
                the characters are occupied fighting the monsters that
                await within that cell, the bugbears will strike the alarm
                and flee. In addition to the alarm gong, the guard room
                contains a table, two stools, torches, and a ring of keys   already been tortured to death and eaten, so they will be
                that open four of the five cell doors.            very willing to help any creature promising them escape
                  The cells, from left to right, have the following
                                                                  from the toils of the giants. These ores can lead the
                occupants:                                        characters south and east to the rebels' hideout (area
                  First Cell. A human merchant (noble), taken prisoner   19) and will see them safely past the guards behind the
                some time ago and now quite insane from mistreatment,   barricade to the south (at the location marked B) if the
                is in the cell nearest the door.                  characters can handle the bugbear at the watch post
                  Second Cell. A second human prisoner, an engineer   (W) to the west of that place.
                (commoner), is kept alive to help with the excavation of
                new areas of the dungeon. He cannot aid his rescuers,   BUGBEAR COMPLEX (AREAS 4-8)
                but he will repay them with service.              Each of the five areas of the bugbear community has a
                  Third Cell. An elf knight is chained to the wall. He is   few torches and braziers burning. Hides and skins deco-
                wounded from torture (currently down to 14 hit points).   rate walls and floors, while mounds of straw and similar
                He gladly takes up arms to aid his rescuers and is will-  litter serve for bedding. Rounding out the furnishings
                ing to serve his rescuers for one year without pay in   are a few stools and small crates, boxes, and the like, a
                gratitude for his freedom.                        scattering of (worthless) personal belongings, and tables
                  Fourth Cell. The bugbear guards will say that they   with scraps of food and odds and ends of eating utensils
                have been instructed to keep three "magical skeletons"   upon them.
                in one of the cells safe from would-be thieves. To back   4. Outpost. This room holds eight bugbears, alert
                up their tale, they point out- quite truthfully-that they   and ready for trouble. They carry 2d4 gp each.
                have no key to this cell. Indeed, there are three skeletal   5. Barracks. This small barracks holds nine sleep-
                creatures lying on the floor, each one wearing a shiny   ing bugbears.
                ring set with a large gemstone.                     6. Barracks. This small barracks is similar to area 5,
                  The lock on the door can be opened by a character   with eight sleeping bugbears.
                who succeeds on a DC 10 Dexterity check while using   7.  Chamber of  the Bugbear Captain. Currently, five
                thieves' tools, or the door can be forced by someone who   bugbears-the captain (a bugbear chief) and four lieu-
                makes a successful DC 15 Strength [Athletics] check.   tenants (bugbears)- are sitting around a crude table
                  The three creatures are wights that spring to attack   drinking ale and discussing a plan to wipe out the rebel
                anyone who enters the cell. The rings they wear are   ores in area 19. All these bugbears have longswords that
                nothing but brass, and the gems gem  tone (gla  s).   deal 11 (2d8 + 2) slashing damage on a hit. All five are
                  Fifth Cell. Five captured ore rebel  are crammed into   carrying 50 gp each. The captain also has thirty-one 10
                the easternmost cell. Three other  of their number have   gp gems hidden in a pouch under his armor.


                                                                                    CHAPTER 6   A(,AI  Sr THE  GIANTS
                                                                                                                     1 7'3
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