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8. Prison
bf1-room-cave-of--l1-8 • bf1-room-cave-of--l1-8 • Morgansfort: The Western Lands Campaign
If the player characters arrive here as subdued or sleeping victims, they will awaken in the southwest cell as described in room 6 above. If this is the case, one torch will be lit, in the sconce on the west side of the double doors. Read this text in this case: You awaken in a small cell. The only light comes from a torch outside your cell. You can't see the entire space outside the cell, but you can see that there is another cell across from yours. In this case, if they begin talking among themselves, the serving girl Saril will call out to them (see below). If they search for secret doors, someone in the party will find it (it doesn't close quite right, much like the one in room 5). It opens if a loose stone in the upper right-hand corner is pressed. Alternately, the rusty bars can be bent on a roll of 1 on 1d12; add the character's Strength bonus to the range (so 13 Strength would be 1-2 on 1d12, 16 would be 1-3, and 18 would be 1-4). If room 8 is entered normally, there will be no light at all (other than that brought by the player characters). If it is before midnight, Gwelayn will be in the northwestern cell, and Saril in the northeastern one. If it is
BF1 Cave of the Unknown Level 1, room 8.
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Saril
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