Showing posts with label Inner Ward Third Floor. Show all posts
Showing posts with label Inner Ward Third Floor. Show all posts

Monday, June 15, 2015

INNER WARD THIRD FLOOR 106 SOUTHWEST TOWER.

106 SOUTHWEST TOWER.  This room can be reached by going up the stairs located in Room 53 or Area 57 of the Second Floor. This place is inexplicably lit by a dull red glow and the floor is red sand. This room is actually about 20 feet above the rest of the Third Floor, to accommodate the sandy floor, therefore the adventurers will probably note this as a long climb. The adventurers will notice that the ceiling is ridiculously high, about 80 feet. The walls are dressed stone and there are no windows.

The sand goes down all 20 feet, and buried just beneath the surface are twenty three skeletons armed with scimitars and round metal shields. Each skeleton is painted rust red and has a metal spike sticking out of its forehead. The skeletons will only animate and attack if the party steps into the room and they are scattered unevenly about. The skeletons can attack the same round they emerge and surprise on a 1-4.

23 Skeletons (AC 7; MV 12"; HD 1; hp 7 each; #AT 1; D 1-6; SA Surprise on a 1-4; SD Sharp weapons score half damage only, limited spell immunity; XP 21 each)

Sunday, June 14, 2015

INNER WARD THIRD FLOOR 105 BATH.

105 BATH. This luxurious bath has with hot and cold running water, a huge bathtub, a toilet, and brass furnishings resembling dolphins and sea serpents with lolling tongues. Two continual light globes on the ceiling provide illumination.

The secret door in the north wall will swing open when one of the sea serpents tongues is pulled. Desdemona used it to have secret lovers visit her.

Saturday, June 13, 2015

INNER WARD THIRD FLOOR 104 DESDEMONA'S BEDROOM.

104 DESDEMONA'S BEDROOM. The door to this room is capable of being locked, but is not.

A stage III creeper and 3 stage II creepers are here.

Stage III Creeper (AC 4; MV 12”//9”; HD 4; hp 23; #AT 1 bite or 1 weapon; D 1-8 or black iron trident; SA Gaze slows; SD Regenerate 1 hit point each round; XP 282)

3 Stage II Creepers (AC 5; MV 15”; HD 2+1; hp 10, 12, 11; #AT 2 claws and 1 bite; D 1-4/1-4/1-6; SA Spit acid; XP 80, 86, 83)

A strangely organic appearing oversized vat is near the southwest wall. Two barrels of vat media are adjacent. The room is otherwise furnished as a deluxe bedroom fit for a lady, with a grand bed, wardrobes, chairs, and tables. There are large glass windows and a fireplace in the south wall. There are several paintings on the papered walls.

The stage III created the vat by molding the flesh of several less fortunate creepers. Inside are 6 nearly ready stage I creepers. The stage III or one of the stage IIs will release them to join the battle, if they can.

6 Stage I Creepers (AC 7; MV 6”//9”; HD 1; hp 7, 2, 1, 4, 1, 2; #AT 2 claws and 1 bite; D 1-3/1-3/1-4; XP 17, 12, 11, 14, 11, 12)

On one of the tables is an essence extractor. The wardrobes hold fine clothing and shoes valued at 3600 gold crescents. The dozen or so paintings all feature Desdemona in some way. They are worth about 200 gold crescents altogether.

One dresser contains female undergarments and a jewelry box holding an emerald necklace (1500 gold crescents) and a pair of matching earrings (300 gold crescents total). If sold together as a set, they could fetch 2000 gold crescents.

Friday, June 12, 2015

INNER WARD THIRD FLOOR 103 DESDEMONA'S LADY'S MAID'S ROOM.

103 DESDEMONA'S LADY'S MAID'S ROOM. As noted in the description to Room 102, the door to this room is barricaded. Under orders from the stage III in Room 104, the lesser creepers have done this to keep the room's current occupant from causing trouble.

Mutated Creeper (AC 3; MV 18”; HD 5+3; hp 25; #AT 2 claws and 1 bite; D 2-7/2-7/1-12; Size L; XP 300)

The stage III creeper in Room 104 has been experimenting with the stage Is and IIs, trying to create a powerful army. The creeper in this room is an uncontrollable failed experiment. There has been a profound change in its appearance. It is something like a stage II but much larger, stronger, and less intelligent. Bone like spikes have penetrated through its flesh from underneath and its mouth, eyes, nose, and ears drip foul slime. It is mad with hunger and will attack any life forms indiscriminately.

This room was once used as a bedroom by Lady Desdemona's maids. There are four beds, several candelabras, and a large wardrobe. The wardrobe still holds numerous dresses and sleepwear suitable for maidens. There are four silver chain necklaces with tiny pendants worth 100 gold crescents each.

Thursday, June 11, 2015

INNER WARD THIRD FLOOR 102 DESDEMONA'S ANTECHAMBER.

102 DESDEMONA'S ANTECHAMBER. The door to this room is capable of being locked, but is not. Two stage II creepers and five stage I creepers are here.

2 Stage II Creepers (AC 5; MV 15”; HD 2+1; hp 14, 9; #AT 2 claws and 1 bite; D 1-4/1-4/1-6; SA Spit acid; XP 92, 77)

5 Stage I Creepers (AC 7; MV 6”//9”; HD 1; hp 6, 7, 5, 1, 3; #AT 2 claws and 1 bite; D 1-3/1-3/1-4; XP 16, 17, 15, 11, 13)

Once this room was well-furnished, but the tables, chairs, and other pieces of furniture have been upended and pushed against the walls. Two of the couches and a heavy cabinet have been pushed against the door to Room 103. There are four plain glass windows to the south.

Wednesday, June 10, 2015

INNER WARD THIRD FLOOR 101 CRESCENZO'S BEDROOM.

101 CRESCENZO'S BEDROOM. When the adventurers enter this room from Room 100, the magic mouths will stop singing and they will instead hear the sound of the Empyrean harp playing. The magic mouths will welcome and resume singing when the characters return to Room 100.

A table is near the north wall. Beside it is a hamper holding dirty linen. A wardrobe to the west holds clothing sized to fit a man of slender build. Four huge candelabra with tall gray beeswax candles are here. A fireplace is against the south wall and a bed is against the east wall. The walls are hung with paintings of Crescenzo Triskelion in black and white formal wear. Crescenzo appears as a middle aged man with thin brown hair. There are three stained glass windows in the southeastern wall. The first window is decorated with a harp, the second a silver horn, and the third with a small three stringed lute. 

On the table are seven metal flutes, three wooden recorders, a sack-but, several drums, a Fochlucan bandore, a silver horn of Valhalla, and the Empyrean harp.

Tuesday, June 9, 2015

INNER WARD THIRD FLOOR 100 CRESCENZO'S ANTECHAMBER.

100 CRESCENZO'S ANTECHAMBER. The door is capable of being locked, but is not. This was the antechamber of Crescenzo Triskelion the composer, and when entered the adventurers will be greeted by three permanent magic mouths. Each of these spells will sing “welcome” in ascending pitches, creating a mildly pleasing musical effect. Thereafter, the magic mouths will gently sing to the adventurers as long as they remain in the room.

In the south wall is a fireplace and a metal tub of firewood. There are four large stained glass windows, each describing a musical score. Four candelabras are also present, each with lavender scented candles. Against the north wall is a drafting table. Numerous partially completed musical works are shelved nearby. The walls are paneled in fine cherry wood and the crown moulding is decorated with carved musical notes. Hanging from one of the rafters near the windows is a set of seven wind chimes.

On the drafting table are paper, ink pots, and a single silver spoon. It is decorated with a musical half note and is worth 2 silver spanners.

The wind chimes are each engraved with a tiny letter: A, B, C, D, E, F, and G.

The secret door in the east wall is actually fairly obvious as a bricked in outline of an arched door. The capstone is decorated with a relief of an open mouthed goblin-like face with exaggerated features that are truly grotesque. It has its hands next to its ears with a mocking gesture and the tongue is sticking out of the open mouth. Above the relief is engraved the words “GAG ME WITH A SPOON”. If the spoon is stuck in the mouth it will cause a mild but unpleasant shock and the face will briefly animate and say “What did you do that for?” If the spoon is used to play the notes “G”, “A”, “G” in order on the wind chimes, the bricks in the doorway will fade away and allow entry into Room 101. The doorway will remain open until the adventurers leave Rooms 100 and 101.

Monday, June 8, 2015

INNER WARD THIRD FLOOR 99 LABORATORY.

99 LABORATORY. Pelleas Triskelion and 2 koalinth assistants are performing experiments here.

Pelleas Triskelion, Lawful Evil male human sage (AC 10; MV 12”; HD 8 (4 sided dice); hp 20; #AT 1; D Dagger +1, +3 vs humans; SA Spell use; S 10, I 18, W 13, D 10, C 10, CH 13; XP 840)
 
First Level Druid Spells:
Detect Magic

Second Level Druid Spells:
Obscurement

Third Level Druid Spells:
Water Breathing

Fourth Level Druid Spells:
Cure Serious Wounds

Major Field: Fauna

Special Categories: Ichthyoids, Amphibians, Crustaceans & Mollusks

Minor Fields: Physical Universe, Supernatural & Unusual

Pelleas wears a dark brown robe with a hood and keeps an essence extractor. A pouch holds a special sea weed he has figured out how to use as a spell component instead of mistletoe, the keys to his Room 96, and the key to the drawer in his desk in Room 95. He has a gold tooth worth 1 gold crescent. He casts spells as though he were a fifth level druid, but uses the saving throw table and attack matrix of an eighth level druid.

2 Koalinths (AC 5; MV 9”//9”; HD 1+1; hp 4, 6; #AT 1; D Black iron trident; XP 28, 32)

Each has 3d8 copper pieces and 2d4 gold crescents.

In the center of the room are four very large horizontal glass tubes, each containing an aquatic occupant.

Tube
Contents
A
Locathah (AC 6; MV 12”; HD 2; hp 14; #AT 1; D By weapon type; XP 48)
B
Sahuagin (AC 5; MV 12”//24”; HD 2+2; hp 17; #AT 2 claws and 1 bite or 1 weapon; D 1-2/1-2/1-4 or by weapon type; SA Rake for 1-4/1-4; SD Keen senses in water terrain only; XP 86)
C
Mermaid (AC 7; MV 1”//18”; HD 1+1; hp 7; #AT 1; D By weapon type; XP 34)
D
Fangtooth Fish Man (AC 4; MV 9”//18”; HD 4+4; hp 25; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/2-12 or by weapon +2 to damage due to strength; XP 215)

These creatures are being held in stasis. Each tube holds salt water and is supported by a metal base which supplies oxygen gas, nutrients, and a soporific to gently bubble into the tubes. If any of the tubes are ruptured by a weapon or spell, the contents will spill out releasing the monsters, who will become sensible the next round. The locathah and mermaid will have no effective attacks and will try to avoid combat or secure a weapon. The sahuagin will attack its tormentor Pelleas preferentially before turning on the adventurers.

Against the south wall is a huge workbench. The place is lit by four continual light globes hanging from the ceiling and there are four large glass windows in the north wall.

The workbench contains dissecting equipment such as scalpels, pincers, scissors, probes, and so on. Several normal fish and amphibians, as well as a giant pike, are being dissected. There are also three glass potion bottles. The first contains cod liver oil (light yellow syrupy fluid, tastes fishy). The second holds a potion of fish control (dark gray-red, tastes like butter). The last holds a potion of water breathing (four doses, green, tastes like sugar water).

A one way secret door is also here, activated by an iron rung on the wall at waist height. As noted, there are small eye-holes that Pelleas sometimes uses to gaze into the corridor. In the case that combat is going against Pelleas, he will attempt to cast obscurement and rupture the tubes with his magic dagger, then escape through the secret door into the hallway.

Note that an encounter with Pelleas need not result in combat. Pelleas is insane, true, but he also realizes that the creepers are gaining an advantage and that his koalinths are becoming less and less capable of dealing with the more powerful stages. If he can use the party to his advantage, he certainly will do so to get rid of the free creepers roaming the level.

Sunday, June 7, 2015

INNER WARD THIRD FLOOR 98 RECREATION AND SUPPLY ROOM.

98 RECREATION AND SUPPLY ROOM. Three strong koalinth warriors are here.

Koalinth Captain (AC 3; MV 9”//9”; HD 3; hp 16; #AT 1; D Black iron trident or black iron dagger +2 damage due to strength; XP 83) 27 gold crescents, 14 silver spanners, 3 copper pieces

Koalinth Sergeant 1 (AC 5; MV 9”//9”; HD 1+1; hp 9; #AT 1; D Black iron trident or black iron dagger; XP 38) 14 gold crescents, 9 silver spanners, 7 copper pieces

Koalinth Sergeant 2 ( AC 5; MV 9”//9”; HD 1+1; hp 9; #AT 1; D Black iron trident or black iron dagger; XP 38) 10 gold crescents, 11 silver spanners, 5 copper pieces

The room holds several tables. Three huge kegs and five heavy barrels are against the south wall. Smoked fish are strung up on lines.

One of the tables holds a dead boar that the koalinths got by trading with the hobgoblins on the Ground Level. The others hold various diversions (bone dice, playing cards made from stone or metal, etc.).

The kegs hold a foamy beer that the koalinths have become fond of. The barrels hold salted fish and kelp that the koalinths enjoy for food.

Saturday, June 6, 2015

INNER WARD THIRD FLOOR 97 VAT ROOM.

97 VAT ROOM. The first thing that the adventurers will notice when entering this room are the five vats occupying the center. In the northwest angle there are seven large metal barrels which hold vat media. There are about two dozen small glass windows high on the walls and there are also several skylights.

Each vat is labeled and has a metal lid. Pipes and tubes extend from the backs of the vats into the wall and floor. 

Vat 1 “Echinomorph”: If opened, the vat holds vat media and an immature vat creature resembling a very large starfish.

Echinomorph (AC 4; MV 3”; HD 2; hp 10; #AT 0 ; D Nil; XP -)

It will visibly lose vitality and die if the vat is not closed back up within 5 segments (30 seconds). If allowed to mature it will reach a point of viability and be born in four more days. 

Vat 2 “Piscomorph”: This holds vat media and a stage I creeper.

Stage I Creeper (AC 7; MV 6”//9”; HD 1; hp 3; #AT 2 claws and 1 bite; D 1-3/1-3/1-4; XP 13) 

Vat 3 “Chondromorph”: This vat holds a large amount of vat media and several small slipper-shaped vat creatures. These creatures are too amorphous to determine what their mature form will look like. They will die if removed from the vat media. 

Vat 4 “Isomorph”: This vat is completely empty and doesn't appear to have been used for some time. 

Vat 5: “Octomorph”: This vat holds a nearly mature octopoid creature and a small amount of vat media. 

Octomorph (AC 8; MV 3”; HD 5; hp 23; #AT 8 tentacles; D 1-4 (X 8); SA Grab; Size M; XP 245)

This beast is colored purple and green and covered with a large number of small black eye pores over its body. It can target up to three different opponents with its tentacles, and can have up to four tentacles attack one individual. If it hits one man-sized or larger opponent with at least two tentacles in one round, it has grabbed hold and can make an automatic bite attack for 1d8 points of damage each subsequent round on the held creature. While performing its bite, it can continue to use tentacles that are not holding its prey to attack other targets.

Friday, June 5, 2015

INNER WARD THIRD FLOOR 96 PELLEAS'S BEDROOM.

96 PELLEAS'S BEDROOM. Each of the doors is locked. This room is furnished as would be expected of the room title. There are two plain glass windows and a fireplace to the east. Carved into wooden panels on the walls are examples of aquatic life including fish, amphibians, mollusks, crustaceans, reptiles, and mammals. There is a wardrobe near the south wall and a table near the west wall. The bed is unremarkable except that it is messy.

The wardrobe holds normal clothing suitable for a mad scientist (white lab coats, heavy black gloves, etc).

Upon the table rests a large jug of water, nine earthen mugs, thirty three bottles of alcohol, and three books.

The three books are Pelleas's research into druid spells. These books are written in strange green ink and can be used as though they were a scroll by a druid. They contain the following spells:

Book Contents
1 detect magic, water breathing, create water
2
obscurement, chill metal, protection from lightning
3
cure serious wounds, purify water

Note that the chill metal is a reversed spell, it cannot be used to cast heat metal. 

The alcohol is suitable either for drinking or as a preservative of dead tissue.

Thursday, June 4, 2015

INNER WARD THIRD FLOOR 95 PELLEAS'S LIBRARY.

95 PELLEAS'S LIBRARY. Two koalinths are here, fruitlessly looking for a cookbook on how to cook a boar.

2 Koalinths (AC 5; MV 9”//9”; HD 1+1; hp 9, 3; #AT 1; D Black iron trident; XP 38, 26)

Each has 3d8 copper pieces and 2d4 gold crescents.

The room is the personal library of Pelleas Triskelion. The east walls contain windows and a fireplace, while the other walls are lined by book shelves. A large desk and sturdy chair are near the south wall.

On the desk are twelve sheets of fine vellum worth 8 gold crescents each, forty six sheets of parchment worth 4 gold crescents each, and several inkpots and quills. A locked drawer holds three special vials of green ink which are useful in scribing druidic scrolls and a bag of holding (weight 35 pounds, weight limit 1000 pounds, volume limit 150 cubic feet) containing 2269 gold crescents, 84 silver spanners, and 99 copper pieces.

The book shelves are not near full, but there are fifty six books. One is a technical journal which is written in code and is incomprehensible. A comprehend languages will allow the journal to be read, however, and it describes Pelleas's bizarre scientific experiments with marine lifeforms. It is not particularly useful but would be worth up to 2000 gold crescents to a sage with a specialization similar to Pelleas's. Five of the books are detailed scientific studies on marine and aquatic life. These are rare and expensive, valued at 21 to 40 (1d20+20) gold crescents each. The next fifty one books are concerned with more general physical phenomena, such as geology, physics, and oceanography, and are each worth between 2 and 5 (1d4+1) gold crescents.

Wednesday, June 3, 2015

INNER WARD THIRD FLOOR 94 KOALINTH BARRACKS.

94 KOALINTH BARRACKS. The entire east portion of the room is actually a raised pool. It is five feet high at its tallest and filled with warm seawater. Inside are five koalinths.

5 Koalinths (AC 5 or -2 (see below); MV 9”//9”; HD 1+1; hp 8, 7, 9, 5, 5; #AT 1; D Black iron javelin or black iron trident; XP 36, 34, 38, 30, 30)

Each keeps 3 black iron javelins, and each will have 3d8 copper pieces and 2d4 gold crescents of personal treasure.

The pool is made of sturdy wooden slats and will give the koalinths 75% cover, which improves their armor class by 7. The koalinths are capable of jumping out of the water with no movement penalties should they wish to close to melee.

Tuesday, June 2, 2015

INNER WARD THIRD FLOOR 93A WATER CLOSET.

93A WATER CLOSET. This room is unremarkable, save that all the fixtures (walls, floor, toilet, towels, etc.) are in some shade of green or blue-green.

 The medicine cabinet holds a razor, a bar of soap, and a labeled vial of oil of ooze resistance.

Monday, June 1, 2015

INNER WARD THIRD FLOOR 93 JADE ROOM.

93 JADE ROOM. Two koalinths guard this area. They work for Pelleas Triskelion and are used to strange visitors, so they are not necessarily immediately hostile.

2 Koalinth Sergeants (AC 5; MV 9”; HD 1+1; hp 9 each; #AT 1; D Black iron trident or black iron dagger; XP 38 each)

The first has 12 gold crescents, 4 silver spanners, and 11 copper pieces. The second has 6 gold crescents, 13 silver spanners, and 8 copper pieces. Each koalinth has both a trident and a dagger.

The doors to each hallway are each decorated with a carved piece of jade in the shape of a carp worth 250 gold crescents each. The door to the water closet is decorated by a jade crescent worth 75 gold crescents. The wood paneling on the walls has been painted green.


Sunday, May 31, 2015

INNER WARD THIRD FLOOR 92 BEDROOM.

92 BEDROOM. Four stage II creepers are here.

4 Stage II Creepers (AC 5; MV 15”; HD 2+1; hp 9, 14, 15, 15; #AT 2 claws and 1 bite; D 1-4/1-4/1-6; SA Spit acid; XP 77, 92, 95, 95)

The creepers must have been wandering, for they managed to kill a Red Leg bandit and drag his body back here. The corpse is that of a man with leather armor. There are 17 silver spanners, 12 copper pieces, and a small silver statue of a tripartite Triskelion (worth 245 gold crescents) in his pouch.

This room was in use as a guest bedroom awaiting a family member to claim it. It is furnished as such. There are two large windows in the east wall.

Saturday, May 30, 2015

INNER WARD THIRD FLOOR 91 PORTRAIT OF DESDEMONA TRISKELION.

91 PORTRAIT OF DESDEMONA TRISKELION. This is another full-size portrait, this one showing Desdemona Triskelion, a tall blonde woman whose great beauty has only faded a trifle with middle age. The artist has captured her cold eyes and disdainful expression perfectly. It is titled with the subject's name and signed, as is usual, by Patrizio Triskelion.

Friday, May 29, 2015

INNER WARD THIRD FLOOR 90 STORAGE ROOM.

90 STORAGE ROOM. Six stage I creepers are here.

6 Stage I Creepers (AC 7; MV 6”//9”; HD 1; hp 2, 4, 1, 2, 5, 8; #AT 2 claws and 1 bite; D 1-3/1-3/1-4; XP 12, 14, 11, 12, 15, 18)

The walls are lined with shelves that hold towels , blankets, and bed sheets. Three large wooden chests are near the west wall.


Chest Contents
1
Elegant silk children's clothing, valued at 50 gold crescents
2
Three dozen small carved wooden statues of woodland animals, each worth maybe a copper piece or two
3
Sea shell collection, thousands, mostly in good condition

Thursday, May 28, 2015

INNER WARD THIRD FLOOR 89 ELEGANT BATHING CHAMBER.

89 ELEGANT BATHING CHAMBER. This deluxe bathing room has a glossy black tiled floor and walls. There are three unlit candelabras with scented candles, a hamper, a small chest with towels and scented soap, and an antique style tub with hot and cold water faucets. A huge ornate fountain is in the center of the room, bubbling with boiling hot water. Coins and gems can be seen under the surface.

A water weird is in the pool, but it will take two rounds (120 seconds) for it to form. In the mean time, the party might be figuring out how to get the treasure from the pool. Because of the great heat of the water, anyone immersing a limb in the fountain will take 1 hit point of damage per round from its intense heat. Merely touching the water causes no damage if the limb is immediately withdrawn, but this will also prevent one from merely scooping up the treasure.

Water Weird (AC 4; MV 12”; HD 3+3; hp 14; #AT 0; D Nil; SA Drowning, strike as 6 hit die monster; SD Sharp weapons cause only one point of damage, general immunity to most magic, if disrupted will reform in 2 rounds; XP 426)

The water weird can strike out at 1 character per melee round, attacking as if it were a 6 hit die monster. If the water weird hits, the victim must save versus paralyzation, or he or she has been pulled into the pool with the monster and begins drowning.

At this point, a character may hold his or her breath for a number of segments equal to his or her constitution score. After that, the character will begin to drown. This takes 3-18 additional drowning segments, in which the character cannot aid in helping himself or herself. Each segment spent in this fashion costs a hit point of damage, even if the character is later rescued. In addition, as described before, the great heat of the water causes additional damage. Immersion of only a single limb is only 1 hit point per round, but when the water weird has the character in its clutches, the damage rises to 1d6+1 per round.

If not rescued within that time the character is dead, but can be revived by any cure wound spell if cast within 5 minutes. This will bring the individual to the 1 hit point level. At this point additional curing is required to cover the amount of heat damage sustained by the boiling water or the character will succumb to this damage and perish again.

The water is not hot enough to disturb the water weird. Water weirds are just about impossible to kill, but can be disrupted. They take only a single point of damage from sharp weapons but blunt weapons do full damage. Cold based attacks slow them. Against fire based attacks they take half damage or no damage if they make their saving throw. Other magic either does not affect them or does disruption damage only, based on the Dungeon Master's ruling. Even if it loses all its hit points, the water weird will reform with all hit points restored in another two rounds. A purify water spell will destroy it.

Within the fountain are 1,124 silver spanners, 568 gold crescents, 3 gems, and 4 pieces of jewelery. The gems are a 500 gold crescent topaz, a 60 gold crescent amethyst, and a 10 gold crescent turquoise. The jewelery includes a wrought platinum cape clasp (500 gold crescents), a gold scepter decorated with tourmaline gemstones (3000 gold crescents), a silver necklace decorated with spinels (2500 gold crescents), and a silver chain with pearl fob (750 gold crescents).

Wednesday, May 27, 2015

INNER WARD THIRD FLOOR 88 NICOLA'S BEDROOM.

88 NICOLA'S BEDROOM. This room is furnished as a bedroom, although it is decorated as one more fit for a woodsman than a noble born lady. A large bed is against the west wall, a wardrobe and book shelf are against the south wall, and three large glass windows are in the north wall. Four large candelabras are here, although none are lit.

The bed is decorated with animal skins. There is a nearby nightstand with a candlestick, a silver candle sniffer worth 2 silver spanners, and a onyx dog type figurine of wondrous power.

The huge antique wardrobe holds white blouses, various dresses, trousers, leather coats, boots, and eighteen sashes in different colors.

The book shelf holds a book describing dog breeds, a pair of gold dog bookends worth 50 gold crescents each, and a scroll of protection from werewolves.