At one time, this was probably an opulent bedroom. Now it is burned, but not by fire. An alchemist will recognize acidic action on the ancient furniture and the walls. Holes eaten through the paneling let light pour in. But at the center of the room lies a pool of shadow. As you enter the room, two slimy worms, each over a meter in length, crawl out of this darkness and flail toward you.
You are at B on the board; two worms are adjacent to “column” Y, which is the pool of shadow. A is north. Every five turns, if the worms live, two more sewer-worms emerge from the pool. If you survive, you may search the room 3/IQ ~(008) or depart to the east (025).
• Sewer-worms (2): ST6 DX11 IQ3; Acidic Bite 2 damage (no armor); Hide 1/0. Missile weapons are -2 to hit these writhing worms.
The Sorcerer’s Manor Copyright © 2011 Dark City Games