Page 198 - Tales from the Yawning Portal
P. 198
him-a prince of his people-capch·e for cution saving throw, taking 10 (3d6) poison damage on
trying to trick information out of him o o, a failed save, or half as much damage on a successful
loyalty to dwarfdom when torture failed. e f: one). The arrows strike the south wall and shatter if they
claims that several humans in black robe- ad ,,,i- miss interposing creatures.
ants in their questioning. Finally. he a" · _ to be al o \·ed The holes for the arrows are sealed with a thin crust
his armor and weapons in order to gain ·\\ee -e :e ge of mortar. A character who examines the wall spots
upon Snurre, and he claims to know exact)) " ere he them with a successful DC 20 Wisdom (Perception)
king will be. check. Someone who looks carefully at the base of the
While in his study, Obmi has only a cudded lea her chest can spot the pressure plate with a successful
jacket and a long knife (the equivalenc of a hon5word. DC 20 Wisdom (Perception) check. The holes can be
coated with one dose of the poison noced in che a sa sin blocked by hammering iron pitons or similar objects
statistics). If worst comes to worst, he bolt for room into them. The pressure plate can be wedged in place
12B and bars the door once he is inside. with the use of at least two such objects. In either case,
Treasure. Obmi uses a plain wooden box a a foot- a character attempting to disarm the trap must succeed
stool. It seemingly holds only old clothes of his-but on a DC 10 Strength check. On a failed check, the trap
beneath a false bottom, which requires a successful operates anyway when the attempt to block it fails.
DC 15 Wisdom (Perception) check to find, some gems Treasure. A map of the area around the stronghold
are hidden: two worth 500 gp each, eight worth 100 gp hangs on the western wall. Two locked chests rest
each, twenty-three worth 50 gp each, forty-one worth 10 against the north and south walls- the northern one
gp each, and eighteen worth 5 gp each. filled with 850 sp, the southern one holding 500 gp and
six bone batons with Dwarvish runes upon them.
12B. 0BMI'S BEDCHAMBER Each of the batons is a token of free passage whose
In a larger chamber adjacent to his study, the renegade runes read, in Giant, "Official Business on Behalf of
dwarf has a soft bed, a small stand, a table and chair, King Snurre the Fearsome." Any individuals or groups
a cabinet, two iron chests, and an arming rack. His that display one of these items are safe from attacks by
dwarven plate and +1 shield (AC 20, or AC 23 with his the giants or the giants' allies as long as they take no
shield) are laid on the rack near the door, and his +1 bat- aggressive action.
tleaxe and + 1 warhammer (each deals ld8 + 4 damage
in Obmi's hands) hang on the wall above. Underneath 13B. SOUTH ALCOVE
the armor are his gauntlets of ogre power (giving him Four extra chairs for the council table are stored in the
an additional +l to attack and damage rolls with melee alcove to the south, and a huge cabinet holds eighty-
weapons). His ring of invisibility is on a small stand three scrolls and three hundred sixty-seven pieces of
near his bed. paper or parchment.
Upon entering the room Obmi will palm the ring, don Most of the cabinet's contents are worthless and of
the armor, put on the gauntlets, thong the axe to his belt. no import, but the sixty-eighth scroll tube contains in-
heft the hammer, and grab the shield. At the first good structions for King Snurre, telling him to gather forces
opportunity he will attack the party and raise a cry for of hill, stone, frost, and fire giants, along with whatever
help, but he will do so only when he knows help will be strength he can raise in ogres, oni, cloud giants, and any
able to come. He knows a bit about the drow, and he will other creatures for an all-out attack on humankind. The
bargain with that information, or anything else, to save message further promises powerful help from the dark
his life. If offered no quarter, he will fight to the very end. elves. It is signed "Eclavdra."
Treasure. In addition to Obmi's magical gear, both of The papers are copies of messages to and replies from
the iron chests contain valuables. One chest holds 900 various types of giants and giant-kin. One, in Dwarvish,
gp. The other holds 100 pp and a bejeweled silver ewer reads, "The fire giant of stone left and left elbow."
and silver bowl (each item worth 500 gp).
14. DOOR GUARD
13. COUNCIL ROOM A fire giant stands guard at all times outside the doors
The king and his council meet in this large chamber, to the council chambers.
but the place is now empty. A long table near the center
of the room has five great chairs around it. Hides cover 15. KITCHEN
parts of the polished black floor. Rude tapestries adorn Benches, counters, a table, several stools, three
the walls and are also hung across the openings around cupboards, various bins and barrels, and miscellaneous
the perimeter of the room. There are several torches in kitchen gear are scattered around the kitchen. The area
the place, but none are lit. to the west is a natural firepit, where flaming gases are
used to roast whole creatures.
13A. WEST ALCOVE The place is typically occupied by busy workers: a fire
Within the alcove to the west is a table with a flat chest giant matron, two fire giant servants (use the hill giant
on it, locked and full of stones (weighing 200 pounds). If statistics, plus immunity to fire damage), and seven
the chest is lifted or moved, a pressure plate underneath gnoll thralls. The servants and the gnolls fight only un-
it shifts, causing six poisoned arrows to hoot out from der the direction of the matron, fleeing or surrendering
the north wall. Each arrow has a range of 100 feet and if she falls.
a +11 bonus to hit; it deals 5 (ldlO) piercing damage on Slippery Exit. The chute to the northwest goes down
a hit, and the target struck must make a DC 11 Consti- to the lava pool on the second level (area 6 on map 6.6).
CHAPTER 6 AGAIN'if THE GIANTS
197

