242. CROOKED CORRIDOR

This area is a cramped barracks for 20
guards, quarters of those in area 241. 4
are herein, with their leader, a swordsman
(Level 3 Fighter); the others are out on a
raiding expedition. All are clad in black.
Each guardsman carries 2-8 gp;
the leader wears a gold chain (worth 150 gp) set with a large jet gem (worth 100 gp), <800 gp>
and carries 27 gp in a belt pouch.
<total gp: 43>

(Total treasure XP: 993)

If combat goes badly, the leader pulls a
torch on the south wall (which opens a
secret door to area 243) and get help from
the bandits therein while stepping out of the
fray himself. As he is rather arrogant, feeling his abilities to be equal to nearly any
test, he does not get the bandits unless
invaders are obviously winning.

The guards and their leader all wear chain mail armor and carry shields.
The leader gains a -3 AC bonus due to his 17 Dexterity,
and a + 1 damage bonus (Strength 16), but <alt>
does not normally USE a shield. <large shield>

Guards (4): AC 4 (chain & shield), MV 9", <3 medium shields, 1 small shield>
Level 0, hp 7, 5, 5, 4, #AT 1, THACO 20n, D 1-8 (longsword); XP 17, 15, 15, 14
<kindly, trusting, curious, pessimist>

Leader: AC 2 (chain mail), MV 9",
Level 3 Fighter, hp 19 (21),
#AT 3/2, THACO 17, D 5-11 (2d8+3) (bastard sword);
XP 92
<arrogant>
<bastard sword specialist>

(Total guard XP: 153) (161)
 
This passage is lined with double bunks,
10 in all. Each has a straw mattress, and
2 small boxes are tucked underneath, <Box, iron, small - 9 gp>
head and foot. 3 torches are
mounted in wall sconces, but only 1,
on the south wall, is lit.

A not-very-secret door is in the west
wall at the bend in the corridor. Above
it, positioned horizontally, is a large
beam, studded with sharp spikes. It
seems to be fastened to a hinge at the
west end, and supported by a cord at the
east, which connects to a fastening on
the door. None of the bunks block the
door or stand below the beam.

<A lit brazier is in the center of this room.>

Many small but worthless items, such as
clothing, footwear, sacks, rope, et al. are
under the bunks and in the boxes, but no
treasure is here.
<trousers, black cape, black frock>
<3 large sacks, 1 small sack>
<150' rope, 30#>

The south torch is the one
which, if pulled down, opens a 3-foot-wide, 4-foot-tall secret door leading to
area 243.

The spiked beam is a trap on the secret
door leading to area 245 (q.v.). An attempt
to disconnect (remove) it, if unsuccessful,
inflicts 2-12 points of damage to the person
making the attempt, as the beam swings
down and smashes the secret door open
with a crash.

<A lit brazier is in the center of this room.>

RECRUITS:

Level 2.
>>243.>>