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.