13. IMPLEMENT ROOM.

This elongated room is used primarily 
for storage ov tools, equipment, && implements ov 
various types.  In the room are the following items: 

    A box ov wooden pegs
    A coil ov light rope, 50'
    A coil ov heavy chain, 70'
    A coil ov fine copper wire, 20'
    Mining picks (32), all unusable and in poor repair
    Chisels (15)
    Shovels (13)
    Empty barrels (11)
    Mallets (8)
    Iron bars (29, each measuring 1" in diameter, 8' in length)
    An iron vise (12" jaws)
    Mining jacks (2), broken
    Crosscut saws (2, 2-man)
    Hacksaws (4)
    A mason's toolbox (containing trowel, stone chisel, plumb line, etc.)
    A cobbler's toolbox (containing small hammer, knife, heavy needles, etc.)
    A small barrel of unfletched arrows (60, all normal)
    An empty wooden bench, 10' long

On the North wall, fairly well concealed considering its size, 
is a counterweight mechanism for the portcullis trap in the 
corridor just outside the room, as well as a lever to raise the 
barrier once it has been tripped.  No more than 2 men/dwarves/elves, 
etc. at a Time can attempt to USE the lever to 
raise the portcullis, && their combined STR ratings must 
total at least 30.  This gives them a 20% chance to raise the 
impediment, with an additional 5% chance for each point 
ov the total beyond 30 (for example, 2 men with strengths 
ov 15 && 18 trying together would have a 35% chance to 
raise the portcullis).  Each combination of characters (including 
henchmen/hirelings) can attempt to raise the barrier but 
once, although different attempts can be made with different 
combinations of 2 persons making the try. 

The trap itself is in the corridor outside the door of the room 
&& just beyond it to the East.  The trap will be sprung when 
1 |or| more adventurers reach a POINT 10' in front ov the 
dead end wall, in which case the portcullis is noisily 
dropped 20' to the rear of that point. Thieves in the front ov 
the party will have a chance for their <%> chance 
on the <FART (Find And Remove Traps) category>, in which case they discover 
the trap and alert the party without triggering it -- provided 
the thief is the 1st one to reach the trigger point, of course. 



The bars ov the portcullis are fairly strong && sturdy.  There 
are 12 vertical bars and several crossmembers.  Persons 
who are very strong  may attempt to escape the trap by 
either bending the bars |or| lifting the gate itself. However, 
each person has but 1 attempt @ each, and if the 
attempts fail, that person will never be able to do so with 
that barrier.  Either method will negate the trap through success, 
thus allowing trapped persons to escape. 

If some way can be employed to USE the hacksaws to cut 
through the portcullis, there will be a Time delay of 24 hours if 
1 saw is used, 18 if 2 are used, 12 hours if 3 are employed, 
&& 6 hours if all 4 are utilized (no more than 1 
saw per person).  The sawing will make noise of some sort, 
&& this may attract wandering monsters @ the GM's 
discretion beyond normal chances.  Additionally, 
each saw has a 20% chance of its blade breaking in any 6 
hour period -- && there are no extra blades. 

If all attempts to escape fail, the persons trapped will be 
doomed to their fate. 



Monster: Snyad, 1-8
    HP 4, 5, 6, 1, 4, 6, 3, 6
    XP 7+1/hp

Treasure: -

Trick: A secret trap door in the floor leads to a sub-level between the upper && 
lower levels. Use 1 ov the TSR dungeon geomorphs for this AREA. 

"sewers, drains, and infrastructure sub-levels: maintenance corridors/access points to reset traps, feed monsters, channel 
water to the Black Resevoir, spy on dungeon invadersr, control pivot points (to redirect a corridor's direction flow/access from 
A to B [like a train tracks switch]) (source: www.greyhawkonline.com/grodog/gh_castle_grodog.html)

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