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A search of their packs and pockets reveals the following items which may be of some use during your mission:
- 3 Arrows
- 2 Swords
- 1 Axe
- 1 Dagger
- Rope
- Tinderbox
- Copper Key
- Torch
If you wish to keep any of the above items, remember to adjust your Action Chart accordingly.
Having hidden the bodies beneath the rubble, you turn your attention once again to the secret panel in the alcove. Your attempt to prise it open triggered the release of the explosive spell that blinded you, but now you detect that the magic has dissipated and the alcove is safe.
You examine the rune-carved wall and discover a hollow which contains a shiny black amulet engraved with the spider-and-blazing-sun emblem of Darklord Chlanzor. It feels unusually cold to the touch, as if this item has been kept packed in ice. (If you wish to keep this Black Amulet, record it on your Action Chart as a Special Item which you carry in the pocket of your tunic.)
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There are no other items secreted in the hollow and so you leave the alcove and approach the open iron door.