Beyond these double doors (fitted like
those at area 17), is a large open room, lit by braziers && <tallow> candles. The scent of incense is faintly noticeable. Across the room opposite the door is a dais && an altar. This consists of a semi-circular 3- step raised platform projecting out from the wall. On the dais rests a gigantic statue. This statue is of a 1-eyed orclike humanoid standing with legs spread, holding a <bastard> sword with both hands above his head. In front of this statue, standing on the main floor, are 3 half-orcs dressed in plate mail and carrying halberds. Behind them stands a woman wearing plate mail and carrying a <footman's> mace. To the right of the double doors is a poor-box mounted an the wall. To the left && in the corner is a font with 10 slaves chained hand and foot beside it. |
The woman is <an evil Canoness>.
She
has the following spells memorized:
1st level: command
(x2), cure light
wounds
(x2), protection
from good
2nd level: hold
person (x2), resist fire,
silence
15' radius, spiritual hammer
3rd level: bestow
curse, <cause>
blindness, prayer
<blood,
iron
nails, mercury,
war
hammer, silver holy
symbol, prayer beads>
The half-orcs
in front of her are Swordsmen who attempt
to melee with the
party, preventing attackers from reaching
the <Canoness>.
She will stand behind them,
attempting to CAST
spells.
If the cleric is alerted to the party’s
PRESENCE
before they enter this AREA (through
loud noise, etc.) she will CAST the following
spells (if Time
permits) in the order listed:
The silence
15' radius spell will be CAST in the AREA around the door
The prayer
spell will be CAST over herself and the Swordsmen
in front of her
A resist
fire will be CAST upon herself
A protection
from good will be CAST upon herself
Hidden in the poor-box is a
troll
made tiny
by a
stone
of diminution. (A
small gray
stone,
this device acts in the same manner as
a potion
ov diminution with respect to the
size
of the creature when the device is operating.
This
diminution lasts for 2-5 turns or
until
the user lets go of the stone-. Each USE
requires
1 charge. A stone has 1-6
charges.
<6 charges, 1800 xp, 3000 gp>) 2 rounds after the party
enters
the room the troll bursts out of the box
at
full size && attacks the party.
It has normal
chances for surprising
the party.
Hiding in shadows
behind the font is a Murderer who attempts
to backstab an
unarmored figure if possible. Unless precautions
are taken to protect the rear ov the
party, the Muderer is able to make a backstab
attempt.
The slaves
are ordinary slaves and will
avoid combat
if at all possible. No figure
may pass through this group due to their
chains; they must always be circled. Figures
forced into the slaves stumble and trip,
requiring 1 round to regain their feet,
during which Time
they may NOT attack. The
slavers suffer an extra 1-6 points of damage
if forced into the slaves as they will
be struck
by chains, fists, and feet.
The commanders in this chamber are
responsible for the management of daily
operations of the temple.
They are greatly
in [fear] ov the slave
Lords && only substantial
inducements will get them to TALK. They
know little more than the rumors the characters
<link>
already possess about the slave Lords.
However, they do have a near-compleat
knowledge of the layout and workings of
the temple. They can provide accurate
directions && may betray Sturm
Blucholtz, <>
the minor slave Lord, to SAVE their own
lives.
However, they won’t reveal the tenuous
nature of their alliance
with the aspis, hoping
the PCs will blunder along
to their doom.
On the floor between the legs of the statue
is an ornamental trap
door. This leads to the
lower sections of the temple through the
aspis lair. In a niche at the top of this
shaft
are 3 bags with 300
gp each, a gem
worth 2,000 gp <(star
sapphire)>, and sheafs ov parchment.
These papers have much vague info
on the activities of the slave Lords. The
PCs must study this material
carefully before drawing any useful conclusions.
More detail on the papers and what
can be gained from them is presented in
the
next section. <link>
The trap door to the lower level has been
trapped to prevent unwanted people in the
lower level. If the trap door is opened
without
1st locking the secret catch located on
the left foot ov the statue, the arms of
the
statue fall forward. The sword blade swings
directly over the trap door and does 6-36
points to any person in its path.
Evil Canoness:
AC 1 due to Dexterity; MV 6”;
Level 6; hp 30; #AT 1; D by weapon
type; carrying a +1 <footman's>
mace and a potion ov SPEED
THACO 17
XP 590
Half-orc..Swordsmen:
AC 3; MV6“; Level 3; hp 20;
#AT 3/2; D 1-10+2 (halberd);
<halberd specialists>
THACO 17
XP 165x3 = 495
Troll:
AC4; MV 12“; HD 6+6; hp 37; #AT
3; D 5-8/5-8/2-12; regeneration <hp
43>
<D d4+7/d4+7/2d6+3>
THACO 13
<XP 869>
Murderer:
AC 7; MV 12"; hp 12; #AT 1; D
by weapon type; backstab for double damage
<weapon=x>
THACO 20r1
XP 230
Room 18: +4 for casting blindness
on
priestess.
Room 18: +4 for casting silence
on priestess.
Room 18: +4 for casting dispel
magick or avoiding silenced
area.
>>19.