This irregularly shaped room, hidden by
a
secret
door, contains quantities ov supplies which are only a
bare fraction ov its capacity. Although
the casks && barrels
storing the commodities have prevented
spoilage, the <define commodity>
contents are by no means "fresh".
Although usable |or|
edible still, they nonetheless have an
off-taste which suggests
staleness.
Approximately 60 barrels && casks
are within the room, in <define barrel && kask>
2 stacks -- 1 against the NorthWest
wall && the other
along the East wall in the Southern
portion ov the room.
These containers are each marked in some
letter code to
denote contents. If any individual
barrel |or| kask is chosen
for xamination, a d20 is rollled on the
following table
to determine its code marking, &&
if it is broken open , the
appropriate contents will be discovered.
| - | Code Letter(s) | Contents |
| 1 | TL | Whole barley |
| 2 | B | Wheat flour |
| 3 | FT | Rye flour |
| 4 | MK | Salt pork |
| 5 | GG | Dill pickles |
| 6 | HU | Raisins |
| 7 | EJ | Fish in brine |
| 8 | Y | Dried apples |
| 9 | PF | Whole peas |
| 10 | SD | Ale |
| 11 | Z | Honey |
| 12 | AW | Wine |
| 13 | OG | Water |
| 14 | XR | Soft soap |
| 15 | LC | Salt |
| 16 | VW | Lard |
| 17 | QS | Seasoning |
| 18 | RH | Sunflower seeds |
| 19 | UT | Hard candy |
| 20 | JS | Dried mushrooms |
Note that any container opened &&
left unsealed, |or| containers
whose contents have been spilled, will
(over a
period ov Time)
attract vermin &&/|or| monsters. Spilled |or| uncovered
material will also be subject to spoilage
&& rot.
This is important if more than 1 foray
into the stronghold is
made, and Time elapses between such adventures.
Monster: --
Treasure & Location: --
XA: Empty.
XA: Empty.
>>Eleven>>