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19

The Tallow Refectory

RoomSanctuary3 exits
Illustration: Room 19 — The Tallow Refectory

A long table for forty, scrubbed pale, with benches down both sides and tallow candles burning in a line all the way to the far end. There are bowls set out. There is bread under a cloth, and the cloth is warm. There is a pot of barley and mutton on a trivet over coals that somebody banked within the hour.

Nobody is here. Nobody has been here for a while, by the dust on the benches at the far end — but the near end is clean, and the food is hot, and there are exactly enough bowls for your party.

DM summary. Food, warmth, a door that bars from the inside, and a long rest. There is no catch. There is not going to be a catch. The room's only real difficulty is convincing six paranoid adventurers of that.

Terrain & Features

Battle-map thumbnail: The Taproom

Battle map: The Taproom — page 37, 55 × 75 ft (one half of The Roadhouse)

The taproom is the refectory: push the printed tables into one 40-ft spine down the middle, keep the counter as the sideboard, and mark the hearth at the kegs' corner. Wall the room to 60 × 20 ft.

Traps / Puzzles / Checks

There is nothing to disarm. There are two things worth doing and one thing worth knowing.

Element Value
Long restAvailable here. One per session, per the attrition model. Bar the door and take it. No roll, no interruption, no wandering-threat check
Barring the doorNo check. Two people, one bar, ten seconds
The kitchen behind the hatchInvestigation DC 10 to bother climbing through, which is to say: free to anyone curious. Cold store, a bread oven with embers, a hot brick, and nobody
Searching for the catchInvestigation DC 20, and it fails. Let them roll it. Let the roll come up 22. Tell them there is nothing. This is the room
Who cooksUnanswerable. See DM Notes

Exits

AObviousThe refectory's main arch at the east end, past the barred door. No check.
BHiddenThrough the serving hatch, across the kitchen, and out its delivery door. Investigation DC 10 — you have to want to climb through a hatch.Rider: you leave with a hot brick wrapped in sacking from the bread oven. For one hour it is a genuine heat source: it will keep one person from freezing, dry a bowstring, or start a fire without flint. It will matter exactly once and you will know when.
CConditionalThe cellar stair behind the amphorae at the west end, blocked by nine full wine jars. Clearing them is ten minutes of careful work and no check — but do it before you rest, or the clatter costs you the quiet and the rest starts again.Rider: everyone leaves with a full wineskin and, if they had more than one cup, a slight and entirely mundane headache.
Loot

None, and that is not the same as nothing. There is no roll on the d100 table in this room because everything here is food, fuel, and light, and those are worth more than a roll at hour four of a session.

What the party can walk out with, for free, without a check: six days of rations for six, a full wineskin each, nineteen candles, a hot brick, a jar of honey, and a long rest.

If your Resolution is X05 and the party is carrying somebody out of this maze with two levels of exhaustion on them, this room is the answer to that problem and you should let it be, generously.

Scaling — APL 6 / 12 / 15
APL Adjustment
6As written. Sanctuaries do not scale up to punish low-level parties
9As written
12As written. If you are tempted to add something here, add another candle
15Still no catch. Resist the urge. The only concession to a high-tier table is that the food is cold — somebody banked the coals four hours ago rather than one, and whoever it was has stopped keeping to the hour
DM Notes
← Room 18 Deck tables Room 20 → Room 19 of 100