Temple Arcade
Room 4: Hall of Vestments
Poor visibility (dim light, many obstructions), musty smell
(o) A maze of hanging gowns, once white, now browning and moth-eaten.
(!) Save vs. becoming lost when exploring the closets. Open flames invite fires & suffocation.
(??) A princely robe of white silk and brocade, worth 100 coins.
Room 5: Barracks
Poor visibility (dim light), musty smell
(!) Lair of a death knight and 2d6 ghoul soldiers, aligned to the Purifying Flame.
(o) A cold barracks with stone beds and tables.
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