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
<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.>
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