135. LOUNGE

8 guards are off-duty here. Action in
area 134 or 136 alerts them, but they do not
participate until they have donned their
armor and taken up their arms (requiring
5 full rounds). Each has 2 javelins to
hurl before closing to melee; each is dressed
as those in 134 and elsewhere.

<Each wears
chain mail armor, a brown surcoat with a
black triangle sewn upon it, and a shield
covered in brown leather, whose boss is also
a triangular metal device.>

<round 2: bring in the 2 fighters from 136>

In desperate straits, the guards use flaming oil missiles, taking empty bottles from a
cabinet on the east wall, filling them with
fuel oil from a cask by the north door, and
stoppering them with rags.
    <1. take bottles>
    <2. fill with oil>
    <3. stopper with rags>
    <4. ignite & throw>
    <See GRENADE-LIKE MISSILES>

If truly imperiled, they roll the whole cask of oil to a point
near intruders, smash the end closest to
their foes (creating an oil spill), and ignite it.
    <Basically, requires 3 rounds. 1 to roll, 1 to smash, 1 to ignite.>
    <2 rounds (1: roll & smash, 2. ignite) if the DM allows MOVE & attack, as per FRUA.>
    <details for breaking open a cask or barrel may be found in A1...>
    <cask = ?>
    <if a flask covers a 3' diameter, they should be able to cover at least half of The Lounge...>
    <in fact, this could cover a 168' diameter area, more than enough to cover 1/2 of 135, and all of 134 and 133...>

Combat in this AREA alerts the fighters in
area 136, but these reinforcements will
ignore more distant noises (such as skirmishing in area 134).

Guards (8): AC 4, MV 9", Level 0, hp 6L, 5L,
5M, 5M, 5M, 4M, 4M, 4SW, #AT 1, THACO 20n, D 1-8 (longsword),
SA 2 javelins each (D1-6, ranges 2 "/4"/6"); XP 20, 19 (x4), 18 (x3)
<careless, perceptive, altruist, malevolent, cruel, pessimist, careless, loquacious>
(Total XP: 150)


 
4 wall cressets send smoky light
through this room. The place is plastered, the floor covered with mosaic
tiles. The paintings on the walls display
scenes indicating that this room was
meant for drinking and debauching
(though whether for the clerics of the Temple or its guests remains uncertain).
8 double bunks are here. A long and
well-made table in the middle of the
room is flanked by long benches, plus a
chair at each end. Cloaks on pegs are
apparent, as are chests under the bunks.
3 barrels stand just inside the south door, <entrance> 
2 containing liquids and the other some lumpy objects. 
Several large smoked sausages hang from a rope tossed over a ceiling truss. 
A small cabinet between the bunks on the east wall
holds dishes.

<There is a lit brazier in the center of the room.>

If not used in defense, a cask containing
7 gallons of fuel oil also stands near the
north door, and 3 empty bottles accompany the dishes in the cabinet. Fuel oil can
be sold for 1 ep per pint (16 gp per gallon).
<barrel: 26.25 gallons, 210#>
<contains 56 pints of oil (7 gallons)>
<cask = ?>

Of the barrels by the south door, 1 holds 50 gallons of water, the center one
about 25 gallons of beer (worth 15 gp), and
the 3rd, hard biscuits.
<1. hogshead, 48 gallon capacity, 384#>
<2. barrel of beer: 26.25 gallons, 210#>
<3. barrel of hard biscuits>

The chests under
the bunks, similar to those in area 134, hold
nothing of value save a dozen torches and a
pair of normal lanterns.
<chests: small wooden chests, 9+d16# each>
<2 bullseye lanterns, 6# each>

Each guard carries
1-4 cp, 1-4 sp, 1-4 ep, and 1-4 gp.
(18 cp, 18 sp, 21 ep, 18 gp)

(Total coin XP: 28)

RECRUITS:

Level 1.
>>136.>>