Door 28)
CE touch or Knock by 5th level M-URoom JJ) approximately 160’ x approximately 110’ × 30’
the walls within this room are 2’ thick and go to the ceiling 30’ up.If this room is attacked, and they are still alive, the following will return from Sraa Keep Cleric 12, Magic-User 10, Cleric 9, Illusionist 9, 6 Fighters level zero, 6 long bowmen level zero
Barracks:
45 Men-at-Arms level zero, Chain mail, long bow, long sword, dagger, 30 arrows each
5 Serjeants level 1, banded mail, shield, long sword, 5 monster burn oil flasks, 1 vial of Unholy water
2 Leut level 3, plate mail, shield, two-handed sword, foot soldier’s flail, 5 monster burn oil flasks, 7 Unholy water flasks
3 Magic-Users level 5, robe, 3 monster burn oil flasks, spells: 3 level 1, 2 level 2, 1 level 4
a number of double and single bunks. 10 water and 10 food barrels. 2,000 arrows, 160 monster burn oil flasks, 100 ballista bolts, 20 vials of UNholy water.
Room KK) 40’ × 20’ × 20’ ( 16,000) store room
food and water barrelsRoom LL) 30’ × 40’ × 20’ – 10’ × 70’ × 20’ ( 38,000)
store room: 30 barrels water and foodRoom MM) 150’ × 20’ × 20’ ( 60,000) store room
barrels, weapon racks, spare clothes, spare armor.Door 26)
cleric or magic-user touchDoor 27)
cleric of 7th level or higherRoom NN) 10’ × 10’ × 10’ shelves/store room
jars of spell materials for a clericDoor 25)
magic-user of 7th level or higher touchRoom OO) 10’ × 10’ × 10’
jars of material components for a magic-userRoom PP) 20’ × 20’ × 10’ Cleric 10 quarters
water, bed, shelf, clothes closet, oil lamps, side table, toilet, table, chairsRoom QQ) 10’ × 10’ × 10’ bribe money
chest:3,000 gp ; 6,000 sp
The adventure up to this point is much easier for the characters to win out.
Going past door 29 increases the danger. Drastically.
Door 29)
rubble blocking the door and walls is grey-whitethe walls, etc. are dark gray.
When this door is opened, the beings below awaken from their suspended animation.
Detect Evil: intense
Detect Magic: intense ( alteration)