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84

The Cool Cellar

RoomSanctuary2 exits
Illustration: Room 84 — The Cool Cellar

The air changes before the room does — colder, and wet, and smelling of brine and cheese rind instead of dust. Down five steps there is a low vaulted cellar with jars along both walls, sunk to their shoulders in the floor, and a slow drip somewhere out of sight keeping time.

The door at the bottom of the steps is oak faced with bronze, and it has a drop-bar on the inside. Nothing has broken it. Nothing has tried.

DM summary. The second of the deck's two long-rest rooms, and the only one that is genuinely defensible: a food cellar with a door the party can bar from their side. There is no catch. Give them the rest, take their lamp oil, and let them decide when to open the door again.

Terrain & Features

Battle map: custom map. A 35 × 20 ft vaulted cellar of sunken jars — sketch the jar circles and the door; the terrain is a pantry. Browse the book if a page half fits your table better.

Traps / Puzzles / Checks

There is no trap here. The checks in this room are all for how much the party gets, not whether they survive it.

Element Value
Barring the doorNo check. Anyone can lift the bar
Finding the honey and the barleyAutomatic. They are in the open
Finding the good jarInvestigation DC 13 — one pithos was somebody's private stash and it is not food
Reading the talliesInvestigation DC 12 for the count, Survival DC 14 to work out that the strokes are days and the hands are four different people, none of whom left together
Judging the waterNature or Medicine DC 10. It is fine. Let a paranoid party spend the check and get a real answer

The rest. A party that bars the door may take a long rest here, one per session, and it is not interrupted. No wandering roll, no dream, no twist. Rooms that say they are safe must be safe or the deck's other 99 rooms stop meaning anything.

Resupply. Rations for six for three days, oil for cooking, salt, and as much clean water as anyone can carry. Not lamp oil. Not torches. Not arrows.

Exits

AObviousBack up the five steps to the door you came in by, which is the barred door once you have barred it. No check.Rider: you leave rested, provisioned, and unhurried — the party sets its marching order and its light discipline before you describe the next room, rather than after.
BHiddenThe drain slot the cold seep runs into widens into a crawl behind the last pithos on the north side, and it carries a draught. Investigation DC 14, or automatic for anyone who follows the water.Rider: you arrive soaked to the waist and cold — disadvantage on your first Constitution save in the next room, and no chance whatsoever of anything hearing you coming.
Loot

One roll on the loot table. The private stash: a small crock buried in the barley pithos, found with Investigation DC 13. Somebody hid it from the other three sets of tally marks, which tells you something about how the month went.

The food itself is not the roll. Rations are rations, they are free, and a party that carries out forty pounds of olives has earned the right to describe how.

Scaling — APL 6 / 12 / 15
APL Adjustment
6The stash is in the open — no check — and the tallies are recent enough that the last occupant left a note naming which exit they took. DCs −2
9As written
12The seep has slowed and the water needs boiling: fuel becomes the constraint as well as light. DCs +1
15Something has been at the door from the outside, recently and patiently: four inches of the bronze facing is scored through to the oak. Nothing comes tonight. DCs +3, and the party will not sleep well, which is free and costs you nothing to run
DM Notes
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