Treasure Descriptions:
T01 - Among various peculiar vials, you find some containing a milky white potion.
T02 - An amulet of gold. [50sp]
T03 - An amulet of silver. [25sp]
T04 - An amulet of brass. [5sp]
T05 - Amazing! It's actually a fine gold needle! [1sp]
T06 - Evidently you were hungrier than you though, and this bit of stale bread looked the least old. [+1 Constitution]
T07 - What a haul: a silver candelabra, two silver chains, a diamond goblet with traces of a reddish liquid inside, 13 platinum pieces, 128 gold pieces, and 666 silver pieces! [7246sp]
T08 - This rough robe can't be worth much and probably belongs to someone, anyway. Put it back.
T09 - From the rich earth you pick several large, white mushrooms.
T10 - A candle.
T11 - These herbs look unfamiliar but promising.
T12 - Another candle.
T13 - Some greasy, grungy pots and pans. Unless you're planning to become a door-to-door salesman or to volunteer for dishwashing duty, put them back and get out of there.
T14 - Apparently the Apshaians were not the only ones to know the secret of growing these lilies. Amazed by your good fortune, you pick a few of the healthful plants.
T15 - A crock of ale.
T16 - It is a book called The Secrets of St. Gulik.
T17 - An empty hand, that's what you are offered. [+1 Intuition]
T18 - As far as you can tell at a glance, the sword looks well made. There is also lots of other stuff here, if you could take the time to get it. Unfortunately, you seem to be occupied...
T19 - Some nice red, ripe tomatoes.
T20 - At first the stones look valuable, but you soon realize that they are only worthless gravel from the courtyard polished up a bit.
Trap Descriptions:
MOLD - As you rummage about, your hands and arms become covered with disgusting rot and mold.
DUST - A strong breeze blows up a whirlwind around you; the dust stings your eyes.
PIT - You fall into an open grave. Be more careful when walking through a cemetery.
NEEDLE - Some of these plants have prickly thorns and needles.
FLAME - It is only a minor burn, but you should not be so careless when handling a lit candle.
CAVE-IN - Everything comes crashing down with a noise loud enough to wake the dead. The monks are not likely to be pleased, and you're just lucky nothing hit you on the head.
Room Descriptions:
Rooms 1-4 - A large, walled courtyard covered with loose dirt and strange, glittering gravel. To the right of the arched entrance, there is a large stack of hay for travelers' weary animals. In the center of the court there is an immense, beautifully carved statue of a bearded man; he's smiling beatifically and appears to be offering you something in his outstretched hand.
Rooms 5-12 - A long arched corridor running along the west side of the courtyard. Many doors, both open and closed, line the corridor, but the only light comes from the barred arches fronting the courtyard. The stone walls are thick, and the air is cool.
Rooms 13-20 - Small cubicles or cells that serve as bedchambers for the Gebite monks. Each has a thin straw pallet on a stone platform, a small shelf holding various personal items (some interesting, some not), and a very little else. Some are occupied; so, if you are going to investigate, do so quietly and cautiously.
Rooms 21-28 - A large, walled garden divided into long aisles. You are surprised by the amazing variety and abundance of plants, and at times you must cut your way through the shrubs and vines to walk the narrow paths.
Room 29 - A kitchen. The counters are covered with grease and dust, and what must be a month's worth of pots, dishes, and utensils are precariously piled halfway to the ceiling. A terrible stench is coming from somewhere.
Room 30 - A small pantry. The foul odor originates here. The pantry is filled with old, stale, stinking - no, reeking food. Would anyone really eat this stuff?
Room 31 - The dining room is as much of a mess as the kitchen - or nearly so. Its sole inhabitant, the singing monk, is surrounded by crockery and an almost tangible alcoholic cloud. Falling off a bench without spillng a drop from the jug he's holding, he staggers happily toward you. Want a swig?
Room 32 - This obscurely placed room must be an infirmary or embalming chamber. Bandages and bottles of strange liquids litter the tables and shelves. There is a sign:
OUT ON A HOUSE CALL. HELP YOURSELF TO WHATEVER YOU NEED, AND DON'T GET BLOOD ON THE CARPET. - Welbius, Monk
For some reason you have a vision of a fatherly, white-haired man, compassionate and concerned but cheerful, and sense that there have been many miraculous healings here. Although the room is dark, you feel uplifted as you leave.
Rooms 33-44 - A long, narrow, winding spiral staircase taking you far underground. The footing is treacherous, the lighting bad, and the railing separating you from a fall into the abyss is cracked or broken. Near the bottom, you hear clicking noises and detect a faint smell of vanilla.
Room 45 - The stairs level off into a narrow, dank passage. Although the room is uninhabited, you sense great danger near. You can barely see the close walls, but you discern a very particular arrangement of bricks along the south wall. The masonry swings aside at your touch.
Room 46 - A large chamber of earth and stone. The smell of vanilla and the sense of impending doom are now overwhelming. Perhaps that tricky door has kept the native Apshaians from discovering the way into the monastery. You are not the first to find this room, however, for several skeletal corpses in ripped and smashed remnants of armor lie about. Near one is a particularly interesting sword, but unfortunately moving shapes can be seen moving in a dark hole in the floor. It looks like trouble in River City.
Room 47 - A long, dark earthen chamber with a heavy sarcophagus at one end.
Rooms 48-49 - A large cemetery adjoining the monastery. An eery rattling and moaning seem to come from t he very ground. Many of the tombstones are ornate and finely carved, but some graves are open, as if the process of burial had been interrupted. One casket is adorned with familiar, glittering stones.
Room 50 - A large chapel or meditation room. Although there is ample space for all the monks to assemble, only one is in the room. He offers you a book on which to meditate.
Rooms 51-52 - Smaller rooms evidently intended for solitary meditation, these are ablaze with candlelight. A monk suggests you might feel better with a candle or two to dispel the darkness.
Rooms 53-56 - Narrow, enclosed hallways, dark but still peaceful.
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