15
GUARDSMAN'S ROOM. This room does not appear to have been disturbed
in many months. The numerous glass windows are streaked with dirt
and the floor is covered with dust. There is a small round table,
two wooden chairs, two unmade bunks, an open crate, and two metal
boxes.
The
table holds playing cards and small stakes: 27 copper pieces and 4
silver spanners.
The
crate holds 79 torches.
The
first box is unlocked and holds hammers, nails, files, flint and
steel, saws, whetstones, and similar items employed by fighting men
and for basic maintenance.
The
second box is locked and trapped. The key from Room 13 will unlock
it safely. But if the key is not used, a poison needle will spring
if not disarmed. If struck, the victim will take 1d10+6 damage, with
a successful save versus poison reducing it to one half that. The
box contains 45 gold crescents and a metal flask holding an unlabeled
potion of heroism (red, smells of spicy pepper).
I love the direction you took with the dungeon when you expanded the possibilities for adventure in room 12. Especially intrigued by the potential side level you'll stat out eventually there.
ReplyDeleteAll I can say is keep up the good work.
Cheers,
Groaning Spirit