Ruby searches the room. She finds no trap doors. She does find a sling bullet pouch that has a metallic jingle, on investigating, it contains 100 sp and 10 gp. Most of the weapons are trash. She finds a useable 2-handed sword and a morningstar.
"Keep the pouch on you Ruby. I'm sure your share will allow you to get a new dress" says Orofer. "Those weapons are too big for me, but feel free to take them along if they have value. Let's check out Ruby's door now."
Cpt John "Jack" Hammer 6A84A6 Age 22 male Rifle-1 SMG-1 Grav Vehicle-1 Tracked Vehicle-1 Gambling-1 Leader-1
The team of Fitz, Orofer, and Ruby shove the Southern secret door open. It opens into an 80' long East/West corridor, 10' from the East end. The last 10' of the Southern wall has bars blocking what appears to be a 10' East/West but 20' North/South cell. Just a few feet west (20' from the East end) there is a similar set of bars on the North wall, again 50' from the East wall on the South, and then in the final 10' on the North. The passage also turns South at the West end.
And now you must rest a turn. Close the secret door again? Rest in the passage?
On the Southern wall of the corridor, one of the gates is almost across from the secret door (the secret door comes out about 8' from the East end, note also that the East/West passage is just 80' long, not 90' (I'm never quite sure how to properly describe turning passages. I will strive to give the length to the far wall when the passage turns. And doors/side passages I will give the distance to the beginning of the door/passage. I think the map is coming out well enough that after this, I will only offer corrections for pretty gross errors (like the location of the gate being East end rather than West end).
As people concur on the resting spot, might as well chime in on next step after.
You rest peacefully behind the secret door. You open the secret door to explore the corridor with the gates and are shocked to see a trio of men armed with swords and leather armor. They are equally surprised (surprise rolls: PCs 1, monsters 2).