150. CELLS
 
This seems to be a line of gaol cells. Each
door has a small barred window, and a
large lock and bar as well.

Use the following general description for
each cell, adding prisoner notes (below).
Note that the doors on the east walls of cells
a, b, and c cannot be seen or opened from
inside a cell. Careful inspection reveals a
tiny opening in each, and probing gives a
metallic sound (when the probe meets the
cover of the spy hole; see further notes for
area 151).
 
The cell is 10' square, with closely set
stone blocks in wall and floor; the ceiling
is actually hewn from living rock. Straw
litters the floor, and chains hang from the
far wall. A small drain is in the center of
the floor.

When a door is opened, the inside is found
to be covered with a sheet of rusty iron. No
cell contains any treasure.

Eastern Rooms:
The doors of cells a, b, and c are neither
locked nor barred, but as long as they
remain shut, their "ragged human" occupants (3 zombies in each) stay huddled
in their straw, appearing as captives and (of
course) not speaking. All 3 zombies of a
cell attack if their door is opened.

Zombies (9, 3 per cell): AC 8, MV 6 ", HD 2,
hp 10 each, #AT 1, THACO 16, D 1-8, SD 1/2 damage from stabbing weapons; automatically lose initiative; XP 40 each
(Total XP: 270)

Western Rooms:
The doors to cells d, e, and f are locked and
barred. Cells d and f are empty. Cell e contains one gnome, bound and gagged and
chained to the far wall. The turnkey (see
area 152) is not positive that this character
isn't able to USE some form of magic, and so
keeps him gagged except during feeding
times (once per day).

The gnome's name is Wonnilon. He came
to this place to get treasure, of course, since
he was __flat broke__. He is Neutral, and claims
to be a fighter (but is also a thief). If freed,
equipped, and well treated, he considers
staying with the party, as the characters
seem powerful (they have, after all, penetrated this far) and therefore promise plenty
in the way of treasure. If not given a fair
share of the proceeds, Wonillon steals to
make up the difference. If badly treated, he
waits his chance for a good opportunity,
steals as much treasure and magick as possible, and sneaks away to leave the Nulb AREA
entirely.

Wonillon, Level 4/4 Fighter/Thief, hp 23 S 17 I 12 W 9 D 17 Co 16 Ch 10 AC 7 (no
armor), #AT 1, D 0 (no weapons), SA by
professions, SD by race; XP 363
<hp 22>
<Skirmisher: Robber Hero>
<LP: 6>
<Comeliness = Ugly: 5 (6 to gnomes)>
<THACO: 16 base>
<Saves: d13, p12, r14, b16, s15>
<XP: 8,001 / 8,001>
<pick gnoses50, ol52, fart45, ms43, hs35, hn25, cw73, rl20>
<practical joker. friendly, easy going, brilliant, soft-hearted, energetic, miserly, irreverent pervert, interest: husbandry>

Level 1.
>>151.>>