Night 12: The Sea of Dust
More rooms are opened up by the explorers as the rest of the group focusses on finding a safe way to enter the room with the four locked chests. Raven, Dregz, Riza and Bulldust all try to figure it out but in the end it is left to Bulldust to try to wedge a bedframe between the floor and the section of ceiling with holes in. He nearly manages to get it into position but as soon as he starts to straighten it up to vertical position it presses down on the floor, which turns out to be a pressure plate that releases the heavy trapdoor from the ceiling. The trapdoor swings down in an arc to slam against the open doorway sending row after row of 6-inch long metal spikes to protrude out of the holes in the wood and skewer anyone caught inside the room by the swinging trapdoor. Fortunately Bully was far enough back and protected by the bedframe, so he is just pushed back from the door as the trapdoor swings down.
However, the spiked trapdoor was then wedged in place and required some considerable muscle to push it back up into position. Luckily Bully and Minmorc are big enough and strong enough to manage that and finally the trapdoor can be propped up in position on the ceiling again with a solid beam of wood from the broken bedframe braced diagonally down from one of the holes to the corner of the room just beside the doorway. As long as no one is careless enough to dislodge that beam the trapdoor is now secured and it is safe to enter the room.
Cat the bat flutters around the room and Moffdust tells Raven to open the chest to the right of the doorway first. Raven quickly picks the lock and lifts the lid of the chest to reveal its contents. It looks like a decent collection of gold and silver temple ornaments, all bearing a holy symbol that consists of a crescent moon in front of a new moon surrounded by about 14 stars.
Eventually all of the other rooms along these northern corridors are opened without finding any more monsters lurking inside. The previously unopened western and central rooms (#5 to #8 and #20 to #25) are all storerooms of various kinds, holding spare furniture, clothing, bedding, camping supplies, cooking, cleaning and gardening equipment, etc. The eastern rooms are
#13: Armory (various non-masterwork weapons and armour up to chainmail and banded mail in human and halfling sizes (no half-plate or full-plate armour) – leather items are dried and brittle; steel is rusty but still serviceable)
#14-#15: Craftsmen's workshops – carpenter, leatherworker, tinker, tailor, candle-maker (tools and supplies are still there)
#16-#17: Laundry.
OOC: Main game map updated.