26. Spring Room

The door leading into this chamber is always kept locked from the
east side. Uzgrod (area 24) and Wartslag (area 27) have keys.
The lock can be picked with an Open Locks roll. A knock spell
opens the door. A successful Bend Bars/Lift Gates roll forces the
door. A character can also force the door with an Open Doors
roll, but reduce the chance for success by 1. The party can beat
the door down with weapon attacks; the door can withstand 30
points of damage before splintering.
This chamber has a musty but not unpleasant smell, like grass
after a rain. The sound of dripping water echoes loudly. The
space seems utterly black and cold, without the faintest gleam
of light or heat. <what is the effective temperature?>

The room has 2 oil lamps that are just like those on the upper
levels. 1 lamp is placed near the bottom of the ladder leading
to area 13, and the other lies at the foot of the stairs leading to
area 27. Both lamps are usually kept unlit.

When the guardhouse was built, Brubgrok had a basin chiseled
into the rock here to hold the water from a natural spring. The
whole chamber is flooded to a depth of about 2 feet. Brubgrok’s
servants keep the walls clear of fungi, but some mold still grows on
the walls and in the shaft leading up. Water flows silently from the
spring, but condensation from the walls creates a steady drip into
the basin.

>>27.