This courtyard is a large
open area. For
the most part it is bare dirt, but tall, rank weeds grow up in the corners. @ the North end is a large gatehouse to the outside. This way is blocked by 2 heavy portcullises. There is a wooden door on either side ov this gate. Opposite the gatehouse is a pair of huge double doors leading to the temple proper. In the courtyard are 2 tables, 1 near the <round table, low table> gate && the other near the temple doors, && an unusual looking pushcart. 3 orcs stand near each table, and 4 humans |or| half-orcs are standing around the pushcart. |
If NOT surprised,
the orcs immediately
push the tables over and take cover behind
them. These tables give them 50% cover,
rendering them AC 2 && adding +4
to any
saving throws
from physical attack forms
(lightning
bolts, fireballs, etc.). From
behind these tables, the orcs fire their
light
crossbows
and defend with their <ox tongue> spears.
Simultaneously, the half-orcs
TURN the
pushcart so that it faces the intruders.
This
cart is a primitive flamethrowing device.
The front of it has been fixed with a mantlet,
giving the half-orcs 90% cover (AC -4),
+10 on all frontal saves, 1/2 |or| no
damage if SAVE is successful). Protruding
from this mantlet is a nozzle with a slow-burning
torch
mounted on a bracket in front
of it. Behind the mantlet is a barrel containing
a volatile oil mixture which is sprayed
out the nozzle by a bellows arrangement.
This cart may be worked to flame 3
times before the fuel is exhausted. The
flame
has a range of 30 feet and is 5 feet wide
at the
end of its range. This flame causes 4-24
points of <fire>
damage to the 1st person struck.
If others are behind this person, they
suffer
1/2 damage from the flame. A successful
SAVE vs. dragon's
breath reduces
the damage by 1/2 for the 1st person and
indicates that no damage has been suffered
by those characters behind him or her.
The cart is able to MOVE 6 feet per
turn. If <per round>
attacked by a fire-based
spell, the cart must
undergo a separate SAVE, regardless
ov the success of the half-orcs. A 10 or
better
indicates that the cart has saved; failure
to
SAVE indicates that the cart caught fire
&&
will explode the next round. There is a
25%
chance that the half-orcs will remain &&
attempt to put the flames out. A roll of
1-2
on a d6 is required for the half-orcs to
be
successful @ this. Failure to put out the
flames results in an explosion doing 3-18
points of <fire>
damage to all within 10 feet of the
cart (no SAVE).
Unless in danger ov being flanked, neither
the half-orcs nor the orcs ADVANCE from
behind their respective cover.
They attempt
to slay the party with arrows
and USE the <quarrels>
cart to force them into a corner.
The operation of the cart is not as simple
as it seems, due to the valves controlling
the
oil flow,
nozzle adjustments, && other controls.
Characters will NOT be able to manage
the operation ov this device without lengthy
Study && Practice. Likewise, it
requires a
special oil mixture to operate this device,
one that is NOT readily available.
The orcs && half-orcs carry no treasure.
6 Orcs: AC
6; MV 9"; HD 1; hp 4 each; #AT
1; D light
crossbows, <ox tongue> spears.
THACO 19
XP 14 x 6 = 84
4 Half-orcs:
AC 6; MV 9"; HD 1; hp 7; #AT 1;
D light
crossbows, <ox tongue> spears.
THACO 19
XP 17x4 = 68
This room is cluttered with ropes,
wooden blocks && stools. In the main section is a <low> table, a <wax> candle && a bowl of gruel on it. In the alcove @ the back ov the room is the winch for raising the outside portcullis. Sitting at the table is a man eating dinner. Sullenly staring at him from the far wall are 3 slaves, apparently unchained. |
The man is a half-orc
Hero dressed in
chain mail.
On the table beside him rests a
dagger
(D 1-4) and a longsword (D 1-8).
If
attacked he attempts to escape from the
room.
On his finger he wears a +1 ring
ov protection.
The slaves
are actually chained to the
wall by neck collars and so cannot MOVE
about freely. Should the half-orc ever
ventue
within 5 feet of them, they attempt to
grapple
&& overpower him, provided that
he does
NOT have his weapon
at READY. In the pockets
of the fighter's
clothes are the key to release <trousers, robe, linen (undershirt),
wrapper>
these slaves and a gem worth 1,000 gp.
<star
ruby, 500 gp>
Half-orc
Hero: AC 3; MV 9"; Lvl 4; hp 32;
#AT 1; D dagger
(D 1-4) and a longsword (D 1-8).
THACO 17
XP 250
This small room is
almost featureless. A
small window looks into the space between the 2 portcullises, a large winch dominates the center of the room, and 2 humanoids are sitting on stools facing each other at the other end of the room. One, an obvious half-orc, is hold- ing a <bastard> sword && pointing it at the other. |
The half-orc
has realized that he is sitting
in the same room with a doppleganger
and
is trying to hold him at bay with his <bastard>
sword.
If the doppleganger is NOT surprised
by the
entrance of the party, it shapes itself
into the
likeness of a slave.
When the party enters
they see the half-orc holding his sword
on a
slave. If the doppleganger is surprised,
the
party sees a half-orc holding a sword on
his
perfect double. Given the circumstances,
the doppleganger will either try to JOIN
the
party |or| convince them that the half-orc
is
really the doppleganger. The doppleganger
has 20 gp
&& the half-orc carries 5 ep.
Half-orc:
AC 4; MV 9", HD 1; hp 8, #AT 1;
D by <bastard>
sword
THACO 19
XP 18
Doppleganger:
AC 5; MV 9"; HD 4; hp 13;
#AT 1; D 1-12; surprise
on 1-3; immune
to sleep
&& charm spells, save as 10th
level fighter
THACO 15
XP 382
Room 16: +4 for casting slow
spell.
Room 16: +4 for casting wall
of fog.
Room 16: +4 for casting paralyzation.
>>17.