This large
cavern smells of soot and fish. A few smoky oil lamps
set in the walls here and there cast feeble light over the chamber, revealing a wide pool that is more or less centrally located. A long-handled net, a few oars, and a very long pole with a clawlike hook on one end lean against a wall just south of the pool. |
The <evil priests>
keep mudtigers in the pool,
which currently holds
1very big specimen.
2 troglodytes always work in here, tending
the mudtiger. They
use the net to scoop fish from the small pool
in area
66 to feed to the mudtiger. The oars and hooked pole are
for the boat in area
56.
Troglodytes
(2): AC 5; MV 12”; HD 2; hp 9; #AT 1; D 2–5 and 1–8
(battle
axe) or 1–6 (javelin); SA revulsion
odor; SD camouflage,
surprise
on a 1–4 on 1d6.
<THACO 16>
<XP 108>
The troglodytes notice
any combat or disturbances in areas
57,
61,
63, and 66. They also spot
any artificial light used in adjacent
caverns
or passages. Once alerted, they warn the <evil priest> in
area
65, then prepare to ambush the intruders here.
The troglodytes try
to keep their distance from the pool to avoid
shocks from the mudtiger.
Mudtiger:
AC 6; MV 6”//12” (3”); HD 5; hp 20; #AT 1; D 2–8;
SA electric
shock (D 2–12), magnetize; SD immune to electricity.
The mudtiger is particularly
big and nasty. It leaps from the pool
and attacks at the
first sign of trouble. It uses its shock power as
often as it can and
bites when it cannot shock. The troglodytes’
stench power has
no effect on it.
The <evil priest>
in area 65 quickly notices any combat in here even
if
the troglodytes do
not warn him. For details on his tactics, see the
area
65 description.
>>65.