Page 178 - Tales from the Yawning Portal
P. 178

of carrion crawlers lurk. They come up  o         potency and quality, it has a market value of 500 gp per
                time to time to breed or to devour prey th        cask if characters can transport it safely out of the dun-
                tures have dragged here to consume at             geon and back to civilization.
                of bones, human and otherwise. are heaped a
                here and there. Seldom does any other~ o  o  -eature   26.  GALLERY UNDER CLEARANCE
                venture into the place, for any that do u_ually end up by   The north face of this area is being cleared, and a few
                adding their bones to the litter.                 tools are scattered about. The place is otherwise unre-
                  Two carrion crawlers are in the nonhea;;  -nger of   markable and empty.
                the cavern when the characters first enter. E\·ery 10
                                                                  27.  CHAMBER UNDER CLEARANCE
                minutes, there is a 30 percent chance thar  ld3 more
                                                                  Another unlit and unremarkable place with a few tools
                of these monsters appear from either the northern or
                                                                  left lying around.
                southern sinkhole.
                  Treasure. Significant treasure has accumulated in
                                                                  28.  QUARTERS  FOR STONE  GIANT MINERS
                 the creatures' lair over the centuries, but it can be hard
                                                                  The chamber at the end of the corridor holds piles of
                 to find among all the bones and other debris. It takes
                                                                  skins, five cots, several stools, two tables, and several
                 three persons 30 minutes to thoroughly search the
                                                                  chests and sacks containing personal gear (including
                 entire area. If  such a search is conducted. refer to the
                                                                  several huge, thin books on mining techniques written
                 Treasure Hoard: Challenge 5- 10 table in Chapter 7 of
                                                                  in Giant, with many illustrations).
                 the Dungeon Master's Guide. Roll once for each type of
                                                                    Two stone giants, subordinates of the one currently in
                 coin, then roll dlOO to determine whether any gems, art
                                                                  the great hall, make this room their abode. These giants
                 objects, or magic items are also found.
                                                                  are the master miners and engineers for all work in the
                                                                  dungeon. They are not interested in fighting for the hill
                 24.  STORAGE ROOM
                                                                  giants and politely decline combat with intruders unless
                The chamber at the end of the corridor leading north-  they are attacked or extorted.
                 west contains various tools for digging and stone   Treasure. If  characters search through the personal
                 masonry-shovels, pickaxes, hammers, drills, chisels,   gear, the third chest opened contains the giants' accu-
                 baskets, and so forth, many sized for giants but some for   mulated pay, amounting to 4,800 gp.
                 smaller creatures.
                  The door to the north is locked with a huge padlock.   29.  FALSE TREASURE
                 Unlocking it requires thieves' tools and a successful   If  the characters descend the stairs in area lOA and
                 DC 15 Dexterity check. The door can be forced open by   follow the obvious route, they come to a large chamber
                 someone who succeeds on a DC 25 Strength (Athlet-  in which a faint glint of light shines from the far western
                 ics) check.                                      wall. A collection of coffers can be found in that area,
                                                                  one tipped so that some of the gems it held are strewn
                 25. WINE  CELLAR                                 before it. (The gems are worthless rocks, and the un-
                 A padlocked door identical to the one at area 24 blocks   opened coffers hold more of the same.)
                 entry to the wine cellar. Inside, in addition to several   To the south, thick iron bars separate this room from
                 large barrels, and various kegs, thirteen casks of ex-  another chamber that is shrouded in darkness.
                 ceptional wine, holding 5 gallons each, are stored here.   If  a character touches one of the coffers or the spilled
                 Each of the casks has a bung seal with a blob of black   contents, thick iron bars drop from above the entrance.
                 wax impressed with a death's head.               This portcullis can be lifted by someone who makes
                  The wine is black, has a slightly earthy smell, tastes   a successful DC 25 Strength (Athletics) check. At the
                 like no other drink, and is of such excellence that it is   same time, the bars that block entry into the adjacent
                 difficult to stop drinking it. A character who tastes the   room (area 30) lift into the ceiling, allowing the crea-
                 wine must succeed on a DC 15 Constitution or Wisdom   tures therein to emerge and attack.
                 saving throw (drinker's choice) to keep from becoming
                 intoxicated. (One quart is enough to make a giant reel,   30. IMPRISONED  GUARDS
                 while a pint will make a human drunk.) On a failed save,   Four manticores are confined here by Nosnra to serve
                 the drinker becomes drunk (poisoned) for 1 hour, and   as guards for his treasure. Fed kitchen garbage dumped
                 must then repeat the saving throw.               down a chute from above, these monsters are wild with
                  On a successful save after 1 hour, a character stops   rage at their captivity and attack any creature if the op-
                 drinking and is no longer drunk. On a failed save after   portunity presents itself. The manticores can fire their
                 1 hour, the character continues to drink until falling un-  tail spikes through the gaps in the bars but cannot at-
                 conscious for several hours, then awakens and remains   tack through the bars with bites or claws.
                 drunk for 1 hour thereafter.                       If  the bars across the entrance are down, they can
                  Once a character's drunken state ends. whether after   be lifted by someone who makes a successful DC 25
                 1 hour or several hours, the drinker suffers one level of   Strength (Athletics) check. A separate check is required
                 exhaustion.                                      for each 10-foot section.
                  Treasure. This wine is a gift to Chief , T o  nra. in re-
                 turn for his good services, from the creatures that are   31.  MINOR TREASURE ROOM
                 masterminding the attacks by the giant  . although at   The place that the manticores are supposed to guard is
                 best the characters can only guess at thi  fact. Due to its   the storage area for the chief's excess coinage.


                                                                                     CHAPTER  6  j  .\GAIN~ f  THE GIANTS
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