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-
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