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@ -1,6 +1,10 @@
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Title: Dungeon23 - Floor 01
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Description: The first floor of Dungeon23.
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Footer: <a href="legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
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Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
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trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
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characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
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Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
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Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
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<div markdown=1 class="dungeon">
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# Dungeon23 - Floor 01 {: .dungeon }
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@ -24,12 +28,13 @@ the east and west.
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> --- the stairs open into a room, where there are signs that small humanoids use it as a staging area of some sort.
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Crude furniture, weapons, and the like, suitable for small humanoids, are strewn about the room. PCs may discover 30 gp
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with a DC 15 skill check; mundane weapons are clearly available.
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and 1d3 usable weapons (use e.g. the *Godforsaken* random weapon table) (difficulty 2).
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**KOBOLD GUARD:** there is a 50% chance that a kobold is patrolling the room as the PCs enter. It is certainly
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outmatched alone, and will attempt to flee to the east, yelling and barking as it runs. One attempt at a DC 20 skill
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check will convince the kobold to stay and provide information about the rooms known to the kobolds, though it is still
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wary of the PCs. Use the [kobold warrior](#kobold-warrior) stat block if necessary.
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**GM INTRUSION: KOBOLD GUARD:** A kobold is patrolling the room as the PCs enter. It is certainly outmatched alone, and
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will attempt to flee to the east, yelling and barking as it runs. A difficulty 3 task may convince the kobold to stay
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and provide information about the rooms known to the kobolds, though it is still wary of the PCs.
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* **KOBOLD:** level 2, Speed defense as level 3.
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**EXITS:** A passage to the east leads to the [Barracks](#02-barracks) and beyond. A passage to the west leads to [Lake
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in the Cave](#04-lake-in-the-cave).
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@ -47,13 +52,17 @@ if the guard in the foyer alerted them, or if the PCs triggered the alarm traps
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intentions clear, or are accompanied by said kobold, they are willing to stand down and explain their origins. They are
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the remnants of a larger clan which moved in to the dungeon recently. Dungeon monsters treated them as prey, which is
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why they sealed off the north, but they are still keen to find a way to find treasures deeper within. If instead of
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sharing information, combat is enjoined, a [kobold hero](#kobold-hero) leads three [kobold warriors](#kobold-warrior)
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and five [kobold archers](#kobold-archer).
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sharing information, combat is enjoined, a kobold hero, well armed, leads eight kobolds armed with short swords and
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bows.
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**SEALED ROOM:** The door leading deeper into the dungeon has been fairly well barred by the kobolds. They can be
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convinced to hack at the planks and furniture to let the PCs through with a DC 25 check, but there's little need as they
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won't stop the PCs' attempts. Either way, wary of the monsters deeper within, they do not mention that the room ahead is
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trapped. The passage, opened, leads to [Snare Room](#03-snare-room).
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* **KOBOLD HERO:** level 3, Speed defense as level 4; Armor 1; other kobolds attacking the same target as the kobold
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hero deal an extra point of damage.
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* **KOBOLDS:** level 2, Speed defense as level 3.
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**SEALED ROOM:** The door leading deeper into the dungeon has been fairly well barred by the kobolds. It takes little
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effort, just time, to hack at the planks and furniture, though a task may speed things up. Unless convinced to join the
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PCs (difficulty 4), wary of the monsters deeper within, they do not mention that the room ahead is trapped. The passage,
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opened, leads to [Snare Room](#03-snare-room).
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## 03. Snare Room:
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@ -61,14 +70,14 @@ trapped. The passage, opened, leads to [Snare Room](#03-snare-room).
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> south shows evidence that it has been barred and secured on the other end, while the north end of the room features a
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> doorless frame, and only darkness can be seen beyond.
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The kobolds have set a snare trap in this room to keep monsters of dungeon from reaching the rooms they inhabit. A DC 20
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skill check will make the existence of the trap evident, be it by noticing the fine threads that can entrap the PCs, or
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by realizing the debris draws visitors down a certain path, or whatever other solution the PCs may come up with. It is
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easily to disarm the trap, once it is known. Barring that, the first PC to venture into the room triggers the trap,
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risking getting snapped up and tangled in a web of fine razor-sharp threads.
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The kobolds have set a snare trap made of fine razor-sharp threads in this room to keep monsters of dungeon from
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reaching the rooms they inhabit, and have arranged the room to draw visitors down one specific path. Barring detection,
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the first PC to venture into the middle of the room triggers the trap, risking getting snapped up and tangled in a web
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of fine razor-sharp threads.
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**RAZOR SNARE TRAP:** +10 vs. PD; 3d6 damage and the target is stunned, save ends. Once the trap is sprung, it must be
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reset before it can make another attack.
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**RAZOR SNARE TRAP:** level 4; deals damage in addition to entanglement, otherwise as net.
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**PROGRESSING:** a simple wooden door to the north yields a passage to ???.
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## 04. Lake in the Cave:
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@ -90,17 +99,14 @@ way deeper into the dungeon. They may, however, entice the PCs to go this way in
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Traversing the islands brings the PCs [Beyond the Lake](#05-beyond-the-lake).
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**GHOULS:** Ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (DC 10 skill check, only
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necessary in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. Two
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[lake ghouls](#lake-ghoul) and eight [ghoulranhas](#ghoulranha) attack the party once the *second* PC reaches the middle
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of the lake.
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**GHOULS:** Two ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (difficulty 2 in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. As core book.
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**DROWNING:** +5 vs. PD; 2d6 damage; attacks every round at the start of the PC's turn while the PC is underwater; DC 15
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skill check to avoid taking damage, with the option to return to the surface, assuming the PC is not engaged in combat,
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or to hold their breath and stay submerged.
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**DROWNING:** The PC must make a difficulty 4 Might task to hold their breath or take 5 damage at the start of every
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turn they are underwater.
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**LAKE TREASURE:** At the bottom of the lake rests the remnants of devoured adventurers. Among the bones is 120 gp, two
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*potions of healing*, some ruined tomes of unknown importance, and a ruby that is always warm to the touch.
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cyphers, some ruined tomes of unknown importance, and a ruby that is always warm to the touch. [This is *not* one of the
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four elemental totems. It's just interesting.]
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## 05. Beyond the Lake:
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@ -122,9 +128,8 @@ cave walls themselves were lamenting something lost. The cause is unknown.
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It seems as if the pedestal at one point had an inscription, but it has been lost to time. [I haven't decided why this
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is here yet.]
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**GREAT GOLD WYRM, DIABOLIST:** The lynx may represent Marrowmaw, the fabled companion of a great ranger demon hunter.
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(*Effect:* +1 inspiration bonus to attack and damage against demons if the PC makes a small appeal to Marrowmaw after a
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full heal-up.)
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The lynx may represent Marrowmaw, the fabled companion of a great ranger demon hunter. PCs who appeal to Marrowmaw gain
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a subtle cypher.
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**BEYOND:** The cave passage continues through this room to the various chambers that make up the [Hell-touched
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Colony](#07-hell-touched-colony).
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@ -135,73 +140,129 @@ Colony](#07-hell-touched-colony).
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> Light casts odd shadows from the varying stalagmites and short walls, making it difficult to immediately discern the
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> size and depth of the chamber. The rock gives off a slight warmth.
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Portions of this section of the dungeon have been touched by the Diabolist's influence. Also by the hellbugs. The
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corruption tears through floors of the dungeon, though the depths are not reachable from this area of the first floor.
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Portions of this section of the dungeon have been touched by a demonic influence. The corruption tears through floors of
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the dungeon, though the depths are not reachable from this area of the first floor. It continues on to an [Empty
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Room](#08-empty-room).
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**HELLBUGS:** Two hook scuttlers and three giant scorpions prawl the cavern walls and ceilings. They can be spotted with
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a DC 20 skill check, or a DC 15 skill check with ample lighting or dungeonsense or similar extraordinary ability. Adept
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hunters, they will strike if the party splits itself up investigating the cavern, or if it seems their prey is about to
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leave. [Give the giant scorpions a hellish ability, or maybe just fire damage?]
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**SHADOWS:** Sixteen or so shadows lurk the chambers, waiting for intelligent prey hopefully carrying light sources. As
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*Godforsaken*.
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**GM INTRUSION:** Any shadows surviving the encounter stalk the PCs, waiting for them to make camp.
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**TREASURE:** The PCs need to take some time before or after the battle to find it, but one of the chambers contains the
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skeletal remains of a long-since passed adventurer. Resting on the bones is a *+1 cloak of adroit avoidance* and a
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nonmagical ring bearing a family crest. [This should be some kind of nod or hook for something later in the dungeon.]
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skeletal remains of a long-since passed adventurer. Resting on the bones is a cypher and a nonmagical ring bearing a
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family crest. [This should be some kind of nod or hook for something later in the dungeon.]
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# Stat Blocks
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## 08. Empty Room
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## Ghoulranha
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> This room shows signs of a prior combat, years in the past, but nothing remains except bone shards and dungeon rubble.
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**1st level mook [undead]**
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The north wall has a stone door, behind which is a passage going further north, eventually branching to the [Flooded
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Room](#10-flooded-room) and the [Alcoves](#09-alcoves).
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* **AC 17; PD 12; MD 10; HP 5;** Init +2; Vulnerability: holy
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* **Claw as cold as the deep +5 vs. AC** --- 3 damage, or 6 damage if the target is vulnerable
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* *Natural 18+, or natural 12+ if the target is stunned:* the ghoulranha grabs the target and plunges with them into
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the lake, see rules on DROWNING.
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* *Aquatic predators from beyond:* The ghoulranha does not need to breathe, and is as mobile in water as on land.
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**GM INTRUSION:** Six or so wraiths strike out at the PCs. As *Godforsaken*.
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## Kobold Archer
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## 09. Alcoves
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**1st level mook [humanoid]**
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If approaching or exiting this room from/to the west (e.g. the [Empty Room](#08-empty-room) after the shadows' lair),
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the corridor is trapped with a collapsing ceiling, which, if triggered, blocks the corridor.
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* **AC 16; PD 14; MD 10; HP 6;** Init +4
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* **Simple knife +6 vs. AC** --- 3 damage
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* **R: Tiny crossbow or javelin +7 vs. AC** --- 3 damage
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* *Evasive:* Kobolds take no damage from missed attacks.
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* *Split off:* When one of the kobold's allies engages a creature engaged with the kobold, the kobold can pop free as a
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free action.
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* **COLLAPSING CEILING TRAP:** level 4, stealth as level 5; in addition to dealing damage (4), the corridor fills with
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sand, blocking passage.
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## Kobold Hero
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> Small alcoves are cut into the walls of this room, many of them seem to have been disturbed, yet it appears some may
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> still hold treasures. It appears that his room was once used for interment.
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**2nd level leader [humanoid]**
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This room has exits to the west (the corridor which leads to [Empty Room](#08-empty-room), north (???), and east (???).
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* **AC 18; PD 16; MD 12; HP 34;** Init +3
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* **Shortsword +7 vs. AC** --- 6 damage, and each nearby non-leader kobold deals +3 damage with its next attack this
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battle that hits.
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* *Natural even miss:* 3 damage.
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* *Evasive:* Kobolds take no damage from missed attacks.
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**TREASURE:** Successfully searching (difficulty 2) the alcoves yields a small sack of gems worth 35 gp, and two
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cyphers.
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## Kobold Warrior
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## 10. Flooded Room
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**1st level troop [humanoid]**
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When a PC first opens the heavy stone door to this room, a rush of water blasts out of the room, risking knocking the
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party off their feet (though this only matters if they're somehow in the middle of combat or otherwise under time
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pressure, in which case, make this a difficulty 3 Speed task to stay upright). All the PCs hear a sound of muffled stone
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scraping stone as the water rushes out --- this is the stone door sliding closed, after the pressure plate at the bottom
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of the pool depresses.
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* **AC 18; PD 15; MD 12; HP 22;** Init +4
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* **Spear +8 vs. AC** --- 4 damage
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* *Natural even hit or miss:* The kobold warrior can pop free from the target.
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* *Evasive:* Kobolds take no damage from missed attacks.
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* *Not brave:* Kobold warriors with single digit hit points will run away the first chance they get.
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> As the rush of water subsides and begins pooling around you, you see that the room ahead of you is little more than a
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> pit 30' deep, still filled with water. There is room to walk single-file along all of the square room's walls. The
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> sound of stone scraping against stone subsides, though you do not know where it came from.
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## Lake Ghoul
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The puzzle in this room guards a key to part of the dungeon's deeper floors. [I'm thinking there's a door somewhere
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deeper that requires totems for the four classical elements, this is one of them.] At the bottom of the room, behind the
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stone door that is now shut, is the totem of water.
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**3rd level spoiler [undead]**
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A door to the north yields a short corridor that leads to an [Empty Room](#11-empty-room).
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* **AC 18; PD 15; MD 12; HP 36;** Init +8; Vulnerability: holy
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* **Claws and bite like a shark +8 vs. AC** --- 8 damage
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* *Natural even hit:* The target is vulnerable to attacks by undead until the end of the lake ghoul's next turn.
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* *Natural 18+, or natural 12+ if the target is stunned:* the lake ghoul grabs the target and plunges with them into
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the lake, see rules on DROWNING.
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* *Pound of flesh:* The lake ghoul's *claws and bite like a shark* attack deals +4 damage against vulnerable targets.
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* *Paralyzing bite:* When the lake ghoul hits a vulnerable target with a natural even attack roll, the target is also
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stunned (save ends).
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* *Aquatic predators from beyond:* The lake ghoul does not need to breathe, and is as mobile in water as on land.
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* *Infected bite:* Any creature that is slain by a lake ghoul and not consumed will rise as a lake ghoul the next night.
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</div>
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**PRESSURE PLATE:** At the bottom of the pit is a pressure plate, pressing it, which requires significant force, opens the stone door. The water, when the room was previously filled to nearly the top with water, was placing enough pressure on
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the plate to allow free access to the totem, but with the room now partially drained, the door is closed. The party may
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devise any means to press the plate again, including convincing the homunculi in the [Trap-Worker
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Room](#15-trap-worker-room) to refill it.
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**WATER TOTEM:** The totem, a large wave breaking against the shore carved in wood, sits on a pedestal beyond the stone
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door. It always feels slightly wet.
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## 11. Empty Room
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> The smell of a fresh forest wafts through the air of this room. It is slightly mossy yet warm, as if it is inviting
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> you to rest here.
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Resting in this room adds +2 to a recovery roll, and grants one subtle cypher. The corridor continues north to the
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[Gathering Grounds](#12-gathering-grounds) and east to the ???.
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## 12. Gathering Grounds
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> Harrowed warrior kobolds turn their weapons in your direction as you open the door to the chamber. Beyond them rests a
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> surprising bounty --- the far wall has crumbled away, yielding a natural stream providing fresh water, with moss
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> growing among the rocks. The smell of earth here is stronger than in other rooms.
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The kobolds in this room are what remains of a party sent to gather more food for the kobolds holed up in the front of
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the dungeon. They have been assumed lost by the main settlement, but have survived here on the water and moss.
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**KOBOLDS:** (level 2, Speed defense as level 3). Wary as they are, they can be negotiated with and even convinced to
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leave where they have taken shelter. If communicated with, they explain that facing dangers from monsters within, they
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held here, assuming other kobolds would come to rescue them. If the kobolds are reunited with the main group, the party
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will surely be rewarded, either in form of gathered treasure, or perhaps gaining some followers for part of the dungeon.
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## 15. Trap-Worker Room
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> The scuttle of homunculi can be heard in this room filled with arcane levers, gears, and switches. The room is small
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> and overwhelmingly chaotic, as the homunculi scuttle across the implements, whatever purpose they serve.
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While some parts of the dungeon's traps are magical, many are mundane and nature, and remotely armed or rearmed via this
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room. The homunculi are creations of the dungeon itself, meant to tend to the traps and undertake similar upkeep through
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some of the dungeon floors. They do not actively target any traps, but rather just keep the dungeon running.
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**HOMUNCULI:** (level 2). The small stone homunculi ignore the PCs by default. It's entirely possible the PCs pass
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through this room, disturbing and affecting nothing. If the party messes with any of the trap controls, the homunculi
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try to push the PCs away and scurry around, resetting or undoing whatever the PCs did. They are not hostile, and attack
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only when being attacked. They can be reasoned with, or convinced to take certain actions (such as refilling the
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[Flooded Room](#10-flooded-room)), but they do not speak common, so special action will have to be taken to communicate
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with them. If destroyed, the dungeon spawns new homunculi in 1d10 hours.
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## 18. The Hall of Shadows
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If the party does not have the *shadowward*:
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> This room is pitch black, and even your brightest light sources seem to get partially engulfed by the darkness. It is
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> nearly impossible to see more than a couple feet in front of you, but you have seemingly no choice but to press
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> forward.
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If the party *does* have the *shadowward*:
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> As you enter this room, the shadows seem to shy away from you, creating an area of perfect visibility around you, and
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> you can vaguely make out misaligned floor tiles on the way to the other end of the hall. A cage of shadow rests in the
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> center of the room.
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This room tests the thoroughness of the PCs. They would do well to turn back if they cannot see, lest they almost
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certainly trigger four pit traps (as *Godforsaken*, Stealth as level 6 without the *shadowward*, Stealth as level 2 with
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it). The four pit traps cross the width of the hall, and are spread evenly across the length of the hall, making
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avoiding them difficult if not detected.
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**SHADOW CAGE:** The cage, made of material shadow, holds *bounding boots* (as *Godforsaken*). It is easily opened if
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the *shadowward* is touched against the cage. The cage is small enough to be carried, though it eminates a small amount
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of conspicuous shadow, and feels cold.
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**EXITS:** A stone door on the west end leads to ???, and an alike door on the east end to ???.
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