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50

The Quiet Kitchen

RoomSanctuary4 exits
Illustration: Room 50 — The Quiet Kitchen

Warm. Not hot — warm, the way a room is warm four hours after somebody banked the fire. There is a hearth at the far wall with grey coals in it, a long scarred table, copper pots on hooks in size order, a water jar the height of your waist, and a stone sink with a drain that works.

On the table, in a patch of nothing in particular, a grey cat is sitting with its paws together. It looks at you for a while. Then it goes back to washing.

DM summary. A kitchen that somebody kept well and left recently, and there is nothing wrong with it. One short rest, a full resupply, a whetstone, and a cat that is only a cat.

Terrain & Features

Battle-map thumbnail: The Back Yard

Battle map: The Back Yard — page 38, 55 × 75 ft (one half of The Roadhouse)

The roadhouse's back rooms are the kitchen: use the hearth-corner room at 35 × 25 ft, keep the printed back passage as the second door, and mark the table, sink, and smoke-shelf. Wall off the yard.

Traps / Puzzles / Checks

There is no trap in this room. There is no catch in this room. This is one of the eight Sanctuary rooms and its entire function is to be true.

The only checks here are for extras:

Check What it gets
Perception DC 12 on the hearth wallA loose brick, and behind it the cook's private cache: a purse and something better. This is the room's second loot roll
Animal Handling DC 10, or a scrap of the salt fishThe cat allows itself to be carried, and will follow the party for exactly one room. See the cat rules below
Investigation DC 13 on the pantry inventory slateA running list of meals sent out, and where they were sent, kept in the same hand as the tally in R043

What a short rest here gives. One short rest is available, and it counts against the session's cap of two.

The cat rules, because your players will ask:

Exits

AObviousThe wide service door in the east wall the food went out through, propped with a wedge. No check.
BObviousThe pantry stair at the north-west, four steps up, where the deliveries came in. No check.Rider: you leave carrying food, and it shows — advantage on the first Persuasion or Animal Handling check made in the next room, because you have something everything down here wants.
CHiddenA dumbwaiter shaft beside the hearth, 2 ft square, rope intact, counterweighted well enough to take a person at a time. Investigation DC 12.Rider: the party arrives one at a time and quietly, and may take one free Perception check before anything reacts to them.
DConditionalThe cat's door: a hand-cut hole in the plaster behind the flour bin, opening into a crawl. Requires shifting the bin (Athletics DC 12, and it takes two people and makes a mess).Rider: you come out where the cat comes and goes — which is a route no built thing in this maze patrols. The next room's occupants, if any, do not get a surprise round on you.
Loot

Two rolls on the loot table.

Beyond the rolls, hand out for free and without a check: eleven candles, a tinderbox, a good knife, a full waterskin each, and three days of rations per character. A Sanctuary that makes the party pass a check for rations is not a Sanctuary. The pantry is the point.

Scaling — APL 6 / 12 / 15
APL Adjustment
6DCs −2, and the cache is behind an obviously loose brick. The hot meal heals 1d10 + Constitution modifier, because a level 6 party needs it more
9As written
12DCs +1. The pantry has been raided once already — one loot roll instead of two, and the fire has been out for a day, which means twenty minutes to get it going
15DCs +3, one loot roll, and the kitchen is in use: a pot on the coals, a knife out of the roll, and whoever is coming back will be back within the hour. Still no fight. The clock is the whole change
DM Notes
← Room 49 Deck tables Room 51 → Room 50 of 100