Page 209 - Tales from the Yawning Portal
P. 209
Treasure. Brazzemal's hoard is an enormous heap, away in normal conditions). The pool's edge is lined by a
most of its volume consisting of loose coins. All the best hu e patch of gray ooze, and another lies along a ledge
treasures are buried, and a thorough search through the 11 feet high in the southeast of the place.
pile will take a very long time. It contains:
Stin king CAVERNS (AREAS 11-13)
• 69,830 cp The large spaces along the southern side of this level
, 34,600 sp
are inhabited by troll servants of King Snurre. The stink
, 1,870 ep
that comes from these creatures, their nests, and the
, 9,240 gp
offal and remnants of rotted meat they leave about is no-
200 pp in a malachite box that is itself worth 100 gp ticeable from as far away as the head of the corridor that
• Twenty-three loose gems worth 10 gp each leads southwest from near area 9.
• Five gems worth 100 gp each in a gold-chased
These caverns are very dangerous. If the trolls hear
silver egg (the two halves unscrew) that is itself suspicious noises, or if any of them are assaulted, they
worth 100 gp
split up to use the multiple passages in these areas to
, Twelve pieces of assorted jewelry worth 100 gp each surprise and surround their attackers, leaping out of the
Five jeweled weapons, human-sized, worth darkness to tear them to shreds. An assault from nine
200 gp each trolls is nothing to sneeze at, even for a high-level party.
Two silver mirrors worth 50 gp each)
Treasure. Each troll's nest holds about 1,000 gp
A ten-piece gold service worth 150 gp per piece
worth of mixed coins. The nest of the large troll in area
Ten ivory statues with inlays of gems and precious
1 3 also contains fifteen gems worth 100 gp each and a
metals worth 200 gp each
jeweled mace worth 500 gp.
, Four jade carvings and figurines worth 500 gp each
11. TroJJ Annex. Three trolls lounge herein, each with
inside a small chest
the typical messy mound of sticks and bones and other
, An idol carved of bloodstone worth 200 gp
noisome things.
, Seven spell scrolls of wizard spells (DM's choice) in a
12. TroJJ Central. Two trolls. This room, and its in-
crystal casket worth 500 gp
habitants, are much the same as those in area 11.
• A dragon slayer (DM's choice of sword type) in a jew-
13. TroJJ Heaven. Four trolls, including a dominant
eled scabbard worth 500 gp
one that is particularly large (120 hit points), reside
, A brazier of commanding fire elementals
here. Conditions are similar to those in areas 11 and 12,
Four potions of resistance (fire) in a coffer
except even more noisome.
Eight jars of rare unguents and perfumes worth
100 gp each 14. NARROW CAVERN
A suit of +2 armor, sized for a human (DM's choice of The corridor leading north from the troll dens is striated
armor type) with layers of blue and green and greenish-blue depos-
In addition, Brazzemal has six hundred sixty-six gems its and streaks. Patches of green slime (see "Dungeon
(worth 1 gp each) pressed into his stomach to protect Hazards" in chapter 5 of the Dungeon Master's Guide)
it. Destructive magical attacks against the dragon will grow on the roof of the passage and in the pool of water
certainly destroy from 60 percent to 90 percent of at its end. The slime on the ceiling covers an area about
these gems as well as wreaking havoc with the hoard 40 feet wide just south of the pool. The pool holds thir-
as a whole. ty-six agates (worth 10 gp each), which sparkle in the
presence of any light-source. Any creature that reaches
8. CAVE in to get these stones is 50 percent likely to blunder
This is a drow guardroom, currently housing three into the slime in the pool, which blends in with the
drow elite warriors and six drow. All are clothed in greenish rock.
black capes, shod with soft boots of black hide, and wear
hoods over their helmets. Two sentries are on duty at all 15. GRAY CAVERN
times near the entrance. The room holds only bedrolls This dark-walled place is the drow strong point, and a
and some miscellaneous gear. drow watches each of the six routes that meet at this
Treasure. Each elite warrior carries 40 pp, and each cavern. Four more drow are stationed in the chamber
other drow carries 5 pp. itself, for a total of ten.
In addition, the eastern alcove serves as a field head-
9. WIDE PASSAGE quarters for two drow elite warriors (the female is in
Twelve piercers make their home in a cul de sac, where command) and a drow mage. Near this alcove, a nar-
they patiently await unwary prey. The floor of the place row passage leads east and then south, ending at a set
is strewn with shattered skulls and bones. of rough-hewn stairs that ascend to the second level,
Treasure. Amid the gleaming white remains lies a emerging near area 8 on map 6.6.
gold necklace set with five gems (worth 250 gp in total). Treasure. The warriors and the mage carry 40 pp
apiece, and each drow has 5 pp.
10. SINGING CHAMBER
This small place has excellent acoustics, and the drops 16. SMALL CAVERN
of water falling into the pool along the southern portion The arrows to the north of the entry passage on the map
of the wall make a faint, pleasant musical sound that mark the location of a trap. A character must succeed
can be heard for 120 feet in silence (or from 60 feet on a DC 20 Wisdom (Perception) check to spot a trip-
CHAPTER 6 I AGAINST THE GIANTS
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