By Mark Kibbe
Room #1 The door to this room is laying open on its hinges. Within the 20 x 20 foot room are several kegs and wooden crates. The containers are obviously rotted and empty. Small patches of moss grow upon the dank floor. The moss is a most likely a normal variety. Room #2 The door to this room is infested with ants, termites, or nastier things (e.g.. Rust Bugs or Tenant). Within the octagonal room are 15 wooden cots, several small dressers, and an iron brazier. The room was obviously a barracks for the tower guards. A wooden weapon rack stands against the southern wall. There may be one or two weapon within its hooks, though most likely they are rusted and unusable. Room #3 The door to this room is Stuck. The interior walls have begun to leak during harsh rainstorms, causing the floor to flood. Although there are several piles of ropes, sacks, kegs, and crates, all the supplies in the room are rotted, warped, and useless. Room #4 This room was another barracks. There are several cots, dressers, footlockers, and an iron brazier in the room. Inspection of the footlockers will reveal 7 iron medals that date back to a time before the Banishment. Because of their age, the medals can be sold to a collector of rare antiques for 3-5 gold coins apiece. Room #5 The door to this room is laying open on its hinges. The floor of the chamber is covered with a thick moss that seems to be feeding on the damp water that is leaking through the stone mortar. This room could be inhabited by a monster (e.g. Gray Mold or Bloodrils) or it may have some have interesting variety of plant life for the Characters to discover. The room was used as a storage area for the Tower's records. There are hundreds of parchments and books that contain information on the keep. The majority of the paperwork has been destroyed by leaking water, but roughly 1/5 of the material is still good. The records are written in the Juravian language and they may or may not hold some value to historians. Anyone reading the material will discover inventory lists, personnel charts, and other mundane data. Room #6 The door to this room is open, revealing a small bedchamber. There is a bed, desk, dresser, table, chair, and iron brazier. The floor is covered with a tattered, dust covered carpet. There is also a cluttered shelf against the northern wall. This room belonged to one of the Tower's healers. The shelf contains various wood carvings, crystal carvings, and other mundane items. There is also a small wooden box (12" long x 6" wide x 4" deep). The box is nice quality and contains a false bottom. Inside is an Iron Key that opens the lock to Room #8. Room #7 This room contains several kegs of arrows, some spears, and a few quivers filled with bolts. The missile weapons are badly warped and hold no value. Room #8 The door to this room is iron reinforced and is locked with a level 0 lock. Characters attempting to use the Open Locks skill suffer a -10% to their skill attempt. Inside is a small shrine dedicated to Shalmar. There use to be 15 Binding Kits in the room, but they have become unusable over time. Searching the wooden cabinets and shelves in the room, the Characters may also find a copper stopped vial. Inside the container is a Magical Salve. When rubbed upon the wounds of a creature, the salve stops any bleeding and cures 1d4 Hit Points. There are 3 applications of the salve. MapThe Tower of Maas Introduction Back to The Dungeon Architect List of Issues Back to MagWeb Master Magazine List © Copyright 2000 by Basement Games Unlimited, LLC This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |