17. BARRACKS

A giant lizard is in the south end of the
room, near an intact chest. The monster
attacks anyone invading its lair. It has previously
swallowed a <large> shield + 1, easily found if
appropriate actions are taken after the battle.
The chest holds 33 cp, a scale mail tunic,
a light crossbow, and a case of 24 quarrels.
In this partially collapsed chamber, the
remains of cots and plain wooden chests indicate
that this was once a barracks room for castle
guards—undoubtedly the human sort. If the
overhead rubble is forcibly moved, it may fall
further (50% chance), inflicting 1-6 points of
damage to each victim in the place. Check for
each round of disturbance.

Giant Lizard: AC 5; HD 3 +1; hp 16; MV
15"; #AT; D 1-8; SA double damage if
"to hit" roll is 20; XP 189

>> 18.