Torture
Chamber -
By
the flickering light of your lantern, you can just make out a small rough-hewn
room.
The
Torture Chamber will always trigger an event card, unless the Adventure Book
states otherwise.
1)
The room is relatively small but an upright torture rack rests against one
wall. At the center of the room dangle rusted chains and ropes that are
attached to eyehooks and pulleys in the ceiling. Pulling on these ropes or
chains will cause a pattering of rust to fall and a hard pull will cause the
metal ring to snap and bring the chains down with a chance of damage to any
beneath and a loud noise that will increase the chance of a wandering monster
encounter.
The
south wall also contains rusted manacles, but no rack. In the corner is a
wooden bucket, a small table and three-legged chair. All are warped and rotten,
though they would make good kindling for a fire (as would the torture rack).
Beneath
the debris a small cloth wrapped bundle is in the corner containing a thieve's
picks and tools in an oiled cloth (which has protected them from rust).
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