A smoky oil lamp casts a feeble glow over
this irregular chamber.
A natural basin of clear water fills most of the floor. The water gently bubbles and churns. The chamber has 3 visible exits: a passage
to the west, a
|
The oil lamp here is identical to the lamps in the guardhouse.
The doors are kept locked to prevent access into or out of the caverns.
The <evil priests> in areas
42, 44, and 65 have keys.
In each door,
2 of the 3 keyholes are fakes; sticking
a key in one of them
turns a dummy lock that activates a chime.
Ringing a chime risks
drawing attention but otherwise has no
ill effects. On the north
door, the real lock is in the middle keyhole.
On the east door, the
real lock is at the bottom.
A door can be unlocked with the proper key
or by picking the lock
(although picking a fake lock triggers
the door’s chime, as noted
above). A knock
spell opens a door. A character can force the
door with an Open
Doors roll, but reduce the chance for success
by 1. A successful Bend
Bars/Lift Gates roll also forces the door.
The party can beat the door down with weapon
attacks; the door
can withstand 40 points of damage
before splintering.
The pool
contains a natural spring that keeps the water
in motion.
A tiny natural channel
drains the water into area 56. The pool is
home to a water weird,
which attacks any creature that lingers in
the chamber for more
than 1 round. Any delay, such as searching
the pool or fiddling
with the doors, triggers an attack.
Water
Weird: AC 4; MV 12”; HD 3+3; hp 16 <19>; #AT 1; D nil; SA
attacks as a 6 HD
monster, a hit forces a save vs. paralyzation
to
avoid being pulled
underwater; SD being reduced to 0 hit points
or fewer causes the
weird to dissolve and reform in 2 rounds,
only blunt weapons
deal full damage (other weapons deal 1
point
of damage), slowed
by cold, fire deals half or no damage,
purify
water
slays, other energy or magical attacks are ineffective.
<THACO 13>
<XP 438>
>>56.