6. Barracks

The quarry’s human guards live here. The chamber has no door,
just a heavy curtain drawn across the entry.
 
 
The chamber beyond the curtain has an L shape that bends to the
right. There are 2 pairs of narrow windows on the wall opposite
the entry and to the left. Tiers of bunks rise along the walls with the
windows. Two plain, scarred tables with hard chairs stand against
the inner corner of the L. A smoky oil lamp burns above each table.
A thin layer of soiled rushes covers the stone floor.

This room has 24 bunks, 1 for each guard who lives here. However,
only 6 guards are present at any given time.

Human Guards (6): AC 4 or 5; MV 9”; HD 1; hp 4 each; #AT
1; D 2–8 (broadsword) or 1–6 (shortbow). Each guard carries a
<medium> shield (AC 4) but cannot use it while wielding a shortbow (AC
drops to 5).

During daylight hours, the guards spend time sitting at the tables,
gambling, swapping tall tales, and occasionally wrestling
or brawling among themselves. They keep their weapons within
easy reach at all times. They know that visitors have no business
in here, and they attack anyone who enters unaccompanied by
Brubgrok or Glyrthiel.

The guards fight to the death. The archers shoot at lightly armored
or unarmored foes; their comrades try to keep foes away from the
archers. <specialization: short bow>

Each guard has a small locked chest that holds a few coins and
personal possessions. The guards carry the keys on their persons.
The chests are stored under the bunks and tables. Collectively, the
24 chests contain 3,000 sp and 7 100-gp jewels (wrought silver
rings or armbands decorated with ornamental stones), along
<silver rings: tiger eye, hematite, blue quartz, malachite> <silver armbands: azurite (1000 gp), tiger eye, obsidian>
with various common items, such as dice, knives, and spare clothes <normal girdle, cloak>
of negligible value.

Most denizens of the guardhouse are accustomed to raucous
sounds from this area and do not respond to a fight here. However,
the sergeant in area 10 knows his troops and responds to
the sounds of a battle here, arriving in 2 rounds. Likewise, the
guards here notice any fight in area 10 and rush to the sergeant’s
aid in 2 rounds.

If an alarm is raised in area 1, 2 guards move from here to reinforce
area 17, and 1 guard goes to summon the sergeant from
area 10.

>>7.