6
THE CLOSETS. This stretch of corridor is marked by eight flimsy
wooden doors, each with a rusty iron handle.
6A
CLOSET. Within this closet is a skeleton holding a silver key and a
silver dagger. If either is reached for it will attack.
Skeleton
(AC 7; MV 12"; HD 1; hp 5; #AT 1; D Silver dagger; SD Sharp
weapons score half damage only, limited spell immunity; XP 19)
The silver key has an intrinsic value of ten gold crescents. It will open the cage in Room 28.
6B
CLOSET. The walls of this closet are covered with innocuous but
foul-looking shelf fungus. It is permanently animated with the
equivalent to a druid's speak with plants spell, and very
talkative.
6C
CLOSET. Though the closet is empty, a hole in the north wall leads
to the Inner Ward Rat Warrens Area H.
6D
CLOSET. Fourteen normal spears. One has its shaft hollowed out,
within is a tightly wrapped cleric scroll
of cure light wounds.
6E
CLOSET. Two xvarts are hiding out here. They were part of a
scouting party that was decimated by monsters. They are resting
before they make the trip back to Room 21.
2
Xvarts (AC 7; MV 6”; HD 1-1; hp 4, 3; #AT 1; D Small sword for
1d4+1; XP 14, 13)
Each
xvart has 0-9 (1d10-1) copper pieces and 0-5 (1d6-1) silver
crescents.
6F
CLOSET. When opened a cloud of flies will burst from behind the
door. They are disgusting, but harmless.
6G
CLOSET. When opened a flood of salt water will swamp the characters,
putting out a torch, but not a lantern, and leaving the party soaked
and uncomfortable.
6H
CLOSET. The ground is not stone but earth. There is a a pile of
dirt, a small hole, and a spade.
6I
CLOSET. This small room is equipped with a heavy crossbow trap.
When the door is opened, it will fire as if shot by a fourth level
fighter.
6J
CLOSET. When this door is opened, it will reveal a glass wall.
Behind the glass is water and dozens of small colorful fish are
swimming about.
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