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Screaming comes from beyond this door
&& light shines under it. When the door is opened, an enormous pillared room can be seen, in the swaying shadows, set dancing by the light of a chandelier swinging wildly back and forth. The floor is 10 feet below the landing on which the door opens and a set of stairs leads down into the room. To either side of these steps are 5-foot-ledges. The ceiling rises at least 30 feet above the door. This appears to be a torture chamber,
|
1 of the jebli
was pulling on the
chandelier rope
&& causing it to swing. He
cut the rope to send it crashing when the
party appeared. These goblins are led by
2 bugbear
overseers who watch them at
their tortures, through 2 arrow
slits, from
a secret chamber to the west of the stairs.
The goblins use their slings and attempt
to <sling stones>
keep the intruders at the top of the stairs
until the bugbears appear. The jebli fire
their slings from cover
behind pillars &&
the various racks gaining an AC of 2 (+4)
vs. missile attacks. Once the bugbears
arrive |or| the party counterattacks, the
jebli
draw their baselards
&& charge in
groups of 4. The worgs
come out of their
alcove dens and attack if intruders come
down into the room. If the battle is going
against the jebli, 1 will run to the south
end of the room && disappear, carrying
the
alarm through the IRON
MAIDEN to the troops
beyond.
In this chamber are 16 jebli.
8 of
the jebli are in the central AREA of the
torture
room entertaining 5 unfortunate
guests, while 4 are in the south end of
the
room sharpening a bed of nails. 2 jebli
are cleaning up spilled, fresh mortar in
the
eastern wing, and 2 more are giving a
man with 2 broken legs an extremely
close shave in a western alcove. The jebli
carry $6 each.
The tortured individuals are beyond help,
but any who survive the battle, if questioned,
tell the party that there must be an
entry into the room at the south end. At
the
south end of the room there are a bed of
nails, an IRON MAIDEN,
coils of chain 20 feet
long, 4-foot lengths of lumber, pieces
of
rope
20 feet long, && a keg of nails. The
secret
door is in the back of the iron maiden,
but when it is opened a skeleton will be
found impaled on the spikes. The hinge
of
the iron maiden is stiff and it tends to
spring
shut. For each spike twisted, there is
a 1 in 6
cumulative chance of opening the door.
16 Jebli
(16): AC 6; MV 6"; HD 1; hp 6 each;
#AT 1; D 1-4 by sling
stone or 1-6 by baselard
1-6
THACO 19
XP 16 each (556 total)
a. Observation Post
There are 2 bugbears
in this room.
There are also 2 benches and a
<large> table at
which 1 bugbear sits constructing a wire
face cage. The other is standing by the
arrow
slits in the south wall watching the
room below. As soon as there is a commotionin
the torture room, they both stare out
the slits to determine what is happening.
Then they grab their halberds
and rush
around through the secret tunnel to room
11, to enter the
torture chamber by the main
door in 2 rounds. They attack with surprise
if possible (1-3 on 1d6).
The bugbears
have no treasure in their
room, but one carries a scroll of cure
disease <leather scroll case>
and 60 gp
in a pouch.
Bugbears
(2): AC 5; MV 9"; HD 3+1;
hp 15, 17; #AT 1; D 1-10 by halberd
<L: +3 HP, +1 damage>
THACO 16
XP 195, 203 (398 total)
b. Walled-up Alcove
In the northeast corner of this room,
behind several casks of wine <Keoish
golden>, is a freshly
bricked-up archway. From behind the wall
is heard a rustling sound, as of someone
scratching, and the faint jingle of bells.
In
the alcove is a rabid wolf
with bells on its
collar which will attack once it is freed,
as a
4-hit-dice
monster. Anyone bitten must
save vs. Poison
or die in 4 turns. A cure disease
will prevent death.
However, the
victim will still be weak (-4 on "to hit"
and
damage)
for 4 turns.
Rabid wolf:
AC7; MV18"; HD2+2; hp15;
#AT 1; D 2-5 <S: -2 HP,
-1 damage>
THACO 15
XP 80
c. Worg Dens
A worg
lairs in each of these 3 cells in
the east wall. These worgs sleep
on piles of
straw and may have a few bones scattered
about. If intruders enter the room and
come
down to attack the jebli,
the worgs leap
forth and enter the fray.
3 Worgs:
AC 6; MV 18"; HD 4+4; hp 23, 32,
19; #AT 1; D 2-8 <L: +4
HP, +2 damage>
THACO 15
XP 205, 250, 185 (640 total)
d. Secret
Door
A stone plug
seems to have been used to
seal off this alcove as has been done with
several of the other cells in this room.
This is
really a secret
door which may be opened by
tugging on a chain hanging from the ceiling.
Beyond appears to be just another cell
with
the withered remains of its tenants hanging
from 1 of 3 pairs of manacles
cemented in each wall.
The southern wall has a secret
door which
is opened by turning the iron
ring to which
the manacles are attached and pulling.
But
the door
is wizard locked and only
Markessa
or a 9th level or higher magic-user
may open this door. A knock
or a dispel
magick
spell will open this door.
>>13.