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<blockquote data-quote="Cadence" data-source="post: 8913564" data-attributes="member: 6701124"><p>Room 69 - Picus Rubro's Workshop</p><p></p><p>This most-of-a 15'x15' room is usually entered through the ceiling of room 68, and then down the very nice ladder.</p><p></p><p>All of the woodwork in the room is equisitely crafted. The canopy bad has forest scenes for the post, and the chest at the end has ample storage as well as a slide out chamber pot, and the lid of the rest lifts straight up so that anything on it doesn't spill. There is a large work bench with fine woodworking tools of all sorts hanging from the sides. The wood racks contain both wood obviously scavenged from other furniture and doors, and also some fresh wood that must be able to be found elsewhere in the vault.</p><p></p><p>Current furniture projects in various stages of finish include a three story palace doll house filled with miniature furniture, an aquarium, two comfortable chairs, a table with four stools, and a guillotine.</p><p></p><p>Light is provided by ten permanent flames that are in wooden cases that can be shut (one in each corner of the room and two above the work bench).</p><p></p><p>The craftsman appears to be a redcap spliced with the soul of a really anal gnomish woodworker (maybe sprouted from the blood of a really unfortunate cabinet making accident?). Instead of needing to soak his hat in the blood of victims, he can instead persist by pursuing his craft until his own fingers bleed. He has found that luring or guiding people to the nearby tesseract (see room 70 for the start of it) is often effective at giving him plenty of time to work in peace (it worked with those pesky Derro). Barring that he will happily sell furniture for either more raw supplies, things he can trade for raw supplies, or blood. And if that fails he will either fight or escape through the masterfully constructed emergency exit near the south wall that goes to room 67 (DC 22 to spot visually, DC 18 if searching by hand) and then wreak vengeance later. This door is also how he gets his larger finished works out and larger raw materials in.</p><p></p><p>Picus Rubro is as a Redcap, but with AC 15 and Perception +4 (due to 15 DEX and 14 WIS), instead of a sickle he uses a hammer and chisel (damage as wicked sickle except the hammer is bludgeoning and the chisel is piercing - he takes two attacks with one and one attack with the other), and he knows the mending cantrip. His most treasured possession is a +1 All-Purpose Tool and he also currently has two doses of Dust of Sneezing and Choking (of which he can make more).</p><p></p><p>[ATTACH=full]273536[/ATTACH]</p><p></p><p>The next room created (#67) is in post #399 <a href="https://www.enworld.org/threads/dungeon23.693859/post-8914671" target="_blank">D&D General - #Dungeon23</a> .</p></blockquote><p></p>
[QUOTE="Cadence, post: 8913564, member: 6701124"] Room 69 - Picus Rubro's Workshop This most-of-a 15'x15' room is usually entered through the ceiling of room 68, and then down the very nice ladder. All of the woodwork in the room is equisitely crafted. The canopy bad has forest scenes for the post, and the chest at the end has ample storage as well as a slide out chamber pot, and the lid of the rest lifts straight up so that anything on it doesn't spill. There is a large work bench with fine woodworking tools of all sorts hanging from the sides. The wood racks contain both wood obviously scavenged from other furniture and doors, and also some fresh wood that must be able to be found elsewhere in the vault. Current furniture projects in various stages of finish include a three story palace doll house filled with miniature furniture, an aquarium, two comfortable chairs, a table with four stools, and a guillotine. Light is provided by ten permanent flames that are in wooden cases that can be shut (one in each corner of the room and two above the work bench). The craftsman appears to be a redcap spliced with the soul of a really anal gnomish woodworker (maybe sprouted from the blood of a really unfortunate cabinet making accident?). Instead of needing to soak his hat in the blood of victims, he can instead persist by pursuing his craft until his own fingers bleed. He has found that luring or guiding people to the nearby tesseract (see room 70 for the start of it) is often effective at giving him plenty of time to work in peace (it worked with those pesky Derro). Barring that he will happily sell furniture for either more raw supplies, things he can trade for raw supplies, or blood. And if that fails he will either fight or escape through the masterfully constructed emergency exit near the south wall that goes to room 67 (DC 22 to spot visually, DC 18 if searching by hand) and then wreak vengeance later. This door is also how he gets his larger finished works out and larger raw materials in. Picus Rubro is as a Redcap, but with AC 15 and Perception +4 (due to 15 DEX and 14 WIS), instead of a sickle he uses a hammer and chisel (damage as wicked sickle except the hammer is bludgeoning and the chisel is piercing - he takes two attacks with one and one attack with the other), and he knows the mending cantrip. His most treasured possession is a +1 All-Purpose Tool and he also currently has two doses of Dust of Sneezing and Choking (of which he can make more). [ATTACH type="full" alt="1674536300570.png"]273536[/ATTACH] The next room created (#67) is in post #399 [URL='https://www.enworld.org/threads/dungeon23.693859/post-8914671']D&D General - #Dungeon23[/URL] . [/QUOTE]
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