" The stone is local yes taken from a quarry a few miles from here. It's some three centuries old though and the quarry no longer operates. "
Kara leads you to a large oaken door which groans as she pushes it open. Beyond is a dim hallway lined with ornate tapestries depicting strange creatures and ancient battles. Kara removes a torch from its sconce and beckons you to follow her into the depths of the keep. She seems happy to chat and you find out that she has lived in the castle all her life having been born here. She answers as many questions about the tapestries and art as she can but it's clear she doesn't know much.
By the time the hallway turns eastward and continues past several doors before coming to a spiraling stone stairway she seems quite friendly. “ Now I'd better tell you what you need to know about the competition. You are expected to compete twice a day, once at noon and again at eight in the grand hall, which lies east of the courtyard.” She says, looking back as she leads you up the stairs. “The clocktower in the courtyard chimes on each hour, and can be heard throughout the entire keep, so you should have no trouble keeping track of time. If you are not at the tournament at the scheduled time, I shall fetch you. But it would be better if your there on time...” The stairwell opens to another tapestry-lined hallway, and Kara leads you past several more doors before stopping at one. She opens the door and hands you the key. “This shall be your chamber during your stay at the castle. You are free to wander the grounds, although there are some areas that are off limits. Such areas are locked, and if you have any questions as to where you are allowed, feel free to ask the guards. Don't go anywhere your not supposed to. Lord Kent is not generally a patient man, and it is rare and quite generous of him to open his home to strangers.” Kara curtsies and turns to take her leave. " Bye Katrina "
You step through the door. A large four-poster bed draped with red silk curtains dominates this chamber. Besides the bed, the room boasts a fireplace, an armoire, and a small oaken table, atop which is a tray of food and carafe of wine. Beside the fireplace in the south wall is a window that looks out upon the courtyard, decorated with red curtains. A cool draft from the window adds to the chill of the stone room.
You make the search of the room and find a long forgotten panel in the stone above the fireplace. It conceals an ancient silver and moonstone pendant, a potion of cure light wounds, and a stack of passionate love letters from days of old addressed to “Aloria of the Emerald Eyes.” Additionally, there is a silver poker near the fireplace.
There don't seem to be any peep holes or traps.
You don't see any of the towns missing items on your walk though the keep.