Quasqueton Room #13 - Implement Room Building / Landmark in The Realm of Ard'Vanwa | World Anvil
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Quasqueton Room #13 - Implement Room

Purpose / Function

The room is used to store various tools and materials.

Design

The stone room is roughly 70ft by 10ft long.

Entries

The only enterance is to the northern door.

Sensory & Appearance

The room is dusty and not in use. The supplies stored in here have not been gone through yet, or have just been dismissed by previous looters.

Contents & Furnishings


  • A box of wooden pegs
  • A coil of light rope, 50'
  • A coil of heavy chain, 70'
  • A coil of fine copper wire. 20'
  • Mining picks (32), all unusable and in poor repair
  • Chisels (15)
  • Shovels (13)
  • Empty barrels (11)
  • Mallets (8)
  • Iron bars (29. each measuring 1" in diameter, 8' in length)
  • An iron vise (12" jaws)
  • Mining jacks (2), broken
  • Crosscut saws (2, 2-man)
  • Hacksaw (4)
  • A mason's toolbox (containing trowel, stone chisel, plumbline, etc.)
  • A cobbler's toolbox (containing small hammer. knife, heavy needles, etc.)
  • A small barrel of unfletched arrows (60, all normal)
  • An empty wooden bench, 10' long

Hazards & Traps

 
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On the north wall, fairly well concealed considering its size, is a counterweight mechanism for the portcullis trap in the corridor just outside the room. as well as a lever to raise the barrier once it has been tripped. No more than two men/dwarves/ elves, etc. at a time can attempt to use the lever to raise the portcullis, and their combined strength ratings must total at least 30. This gives them a 20% chance to raise the impediment, with an additional 5% chance for each point of the total beyond 30 (for example, two men with strengths of 15 and 18 trying together would have a 35% chance to raise the portcullis). Each combination of characters (including 13 henchmen/hirelings) can attempt to raise the barrier but once, although different attempts can be made with different combinations of two persons making the try.

The trap itself is in the corridor outside the door of the room and just beyond it to the east. The trap will be sprung when one or more adventurers reach a point 1 O' in front of the dead end wall, in which case the portcullis is noisily dropped 20' to the rear of that point. Thieves in the front of the party will have a chance for their percentage chance on.the "remove trap" category, in which case they discover the trap and alert the party without triggering it-provided the thief is the first one to reach the trigger point, of course.

The bars of the portcullis are rusty and weak. There are twelve vertical bars and several crossmembers. Persons who are very strong may attempt to escape the trap; however, each person has but one attempt, and if the attempt fails, that person will never be able to do so with that barrier. Adventurers with a strength rating of 13. 14, or 15 have a 5% chance to bend bars or lift the gate, those with a strength of 16 have a 10% chance of doing so and those with a 17 or 18 have a 15% chance of success.

If some way can be employed to use the hacksaws to cut through the portcullis, there will be a time delay of 24 hours if one saw is used, 18 if two are used, 12 hours if three are employed, and 6 hours if all four are utilized (no more than one saw per person). The sawing will make noise of some sort, and this may attract wandering monsters at the Dungeon Master's discretion beyond normal chances.

Additionally, each saw has 20% of its blade breaking in any 6 hour period and there are no extra blades.

If all attempts to escape fail, the persons trapped will be doomed to their fate.

Architecture

This room is an elongated 70ft by 10ft. It's roughly hewn from the stone walls the entire structure is carved from.

RUINED STRUCTURE
958
Founding Date
968
Alternative Names
Supply Room, Storage Room, Tool Room
Type
Room, Storage, Other
Parent Location
Ruling/Owning Rank
Owning Organization

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