A short flight of steps leads ^up^ to a
landing
on the North end of the sewer above the sewer runoff. There is a door in the center ov the North wall. The air here has a bitter odor different from the REST ov the sewer. The torches flare && flicker as if in a breeze. |
If the door is opened, the characters see:
Beyond the door is a room, cluttered
with rags, rusting weapons, <long sword & scabbard, whip, guisarme-voulge, long bow> splintered armor, && dirt. The air is bad && stings <bronze plate mail, scale mail, splint mail> the eyes slightly, but NOT enough to cause any ill effects. Likewise, breathing the air seems to have no dangerous consequences. There is a door on the opposite wall, 5 feet from the right end. |
The entire chamber is filled with colorless,
explosive gas. Nothing will happen
until a character enters the room with
a
burning light
source. Torches will ignite the
gas instantly, but lanterns
require 1 round
before the gas explodes in a cloud of fire.
All
who are in the room |or| within 5 feet
of an
open door
must SAVE vs. dragon's breath.
Failure to do so results in 4-24 points
of
<fire>
damage && blindness for
2-5 rounds. A
successful SAVE will result in
1/2 damage && no blindness. The
gas is consumed
so quickly that the entire explosion
will last but a second. Nothing will be
set on
fire, but clothes,
hair, eyebrows, etc. will be
scorched. If 1 or both doors are left open
for 1 TURN, the gas will dissapate. If
the
doors are closed, the room will refill
in 3
turns. There is no treasure in this room.
>>18.