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.