Page 25 - Tales from the Yawning Portal
P. 25
makes little sense, even to most dwarves, the case and
the parchment can fetch up to 100 gp if sold in a dwar-
ven community.
38. GOBLIN PANTRY
The north and south walls of this chamber are stacked
halfway to the ceiling with ill-made barrels, boxes, and
crates. A clear path allows easy access between the west
and east doors.
The goblins store water, wine, and food, none of which
is of good quality, in a pantry accessible through two
doors. The stockpile includes five pints of oil, along with
a few small barrels labeled "Elf Pudding" in Goblin.
39. DRAGON HAZE
Several torches mounted in crude sconces burn fitfully
around this chamber, filling the air with a haze. A double
row of marble columns carved with entwining dragons
runs the length of the hall.
As long as the torches burn, the hall is lighted, but the
haze makes the area lightly obscured. The haze never
builds to suffocating levels, thanks to natural ventilation.
Any loud noise in the chamber attracts the attention
of goblins in the area 36 to the south, as well as in area
40. The goblins in area 40 prepare for danger but don't
leave their stations, while those in area 36 come to in-
vestigate within 2 rounds.
40. GOBLINVILLE
Anyone who stands within 10 feet of a door leading to
the goblins' main living area can hear the voices of the
goblins inside, unless they have been alerted to danger.
What might once have been a cathedral is now a goblin
lair, thick with the filth of years of goblin life. Scores of
wall- and floor-mounted sconces filled with violet-glow-
ing fungi provide illumination. Dozens of goblins go
about their daily business, which involves a lot of rude-
ness and violence. Along the southern wall is a heaping
pile of assorted items, including wagon wheels, broken
armor and rusted arms, chests, small statues, antique
furniture, and artwork.
Creatures. Thirty-four goblins are at home when the
characters arrive, but only four of the goblins are war-
riors. Ten of the other goblins are commoners, but with
3 hit points each and a - 1 reduction to hit and damage
compared to the Monster Manual statistics. The other
twenty creatures are noncombatants, too feeble or too
fearful to defend themselves; they try to flee through the
northernmost or the eastern exit. This stampede should
dominate the first moments of battle, and even the gob-

