34. ARMORY.

This irregularly-shaped room is designed to
house the arms supply of the stronghold. It is mostly empty
NOW, however, since many of the arms were taken along on
the last foray of the inhabitants of the hideaway.

When the room is entered, a slight whistling sound can be
heard if the adventurers stand quietly. If the door is closed
(unless spiked open it will close automatically 1 round after
everyone has entered, and even if so secured, there is a
50% chance that it will close anyway) and the 2nd exit is
likewise closed, a howling wind will immediately result, with
an 80% chance of putting out any torch carried by the adventurers,
or a 50% chance to extinguish each lantern carried.
The wind will cease whenever either or both of the exits
is opened. Upon examination of the ceiling of the room
(which is a full 20' from the floor), 2 sizable vents will be noticeable
(neither providing usable access) to show that this is
a natural, rather than magical, phenomenon.

The rock walls of this room are mostly smooth, and there are
carved ledges within several of them. Wooden pegs also
abound, and there are some items still left in place on the
wall: a number of battered shields (several broken and in <small wooden shield, medium shield>
otherwise poor repair), bits and pieces of body armor (in uniformly
poor condition), several crude bows (-2 "to hit" if <composite long bow, composite short bow>
used), a quiver of <20> normal arrows, 2 swords (1 in good <long sword, BROAD SWORD>
condition), 12 spears, 2 hand axes (one with a split <4 spears, 4 ox-tongue spears, 4 ash spears>
handle), a <horseman's> flail, a 2-handed sword with broken blade, and
a dagger. None of the items appears remarkable, although
the flail, the dagger, 1 one of the swords seem to be usable
and of normal value for such an item.

In the extreme SouthWest corner of the room are 2 locked
chests, but they are empty. Both are large and bulky, as well
as heavy.
 

Monster: --
 
Treasure:  --

Trick:  --

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