Room 61 - A Cautious Little Greenhouse
This somewhat hidden 10'x10' room is the home of the fey couple Nite Sock and Tuáille Te and their corgi Toirneach. During the day they are often in the Laundry (see room #62, also containing their stats), but they never got a lock for this door because ruffians might ruin it and get in a bad and destructive mood because of it. When they are in it they can securely bar the heavily banded door fairly securely from the inside (STR 22 to open).
The room has four continual flame spells cast on the ceiling (so no one can steal them). They cover the lighted areas with blankets hanging from hooks when they are trying to sleep. They can also pull the strings and drop the blankets on anyone who happens to break into the room while they are there.
The floor has nearly a score of various metal pieces (chamber pots, helmets, buckets, lanterns) and small wooden pieces (drawers, crates, half barrels) filled with dirt for growing plants. They are growing tomatoes, cherry tomatoes, green peppers, hot peppers, green beans, and strawberries. None of them are currently ripe (although some seem to have been recently picked and some soon will be). There is also a small bed with a secret compartment under the mattress near its foot where the ripe ones are stashed (undetectable without either lifting the mattress or going underneath the bed and then tapping at that end - DC 15 in that case). Reaching in it to lift the sheet covering the vegetables risks running afoul of a bear trap (DC 14 to notice something is off, DC 18 DEX save if it isn't noticed - resulting in d10 damage. It can easily be set off by poking it with an expendable stick if it is seen, or if time is taken the off mechanism can be found). The rest of their food (delivered by Berghildr) is unhidden in the bottom drawer of a topless dresser (marked with the x) that has cherry tomatoes growing in the top drawer.
When they are in the room there is also a bottle of oil with self lighting sticks perched above the door to fall as it's opened (DEX 15 save to avoid d4 fire damage) and a heavy crossbow and two light crossbows aimed at the door to be triggered by strings (DEX 18 to save if someone just opens the door uncautiously, DEX 12 if they are cautious). Once they've played that all out they will turn invisible and mentally mark down who needs to be punished later.
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