These doors open onto a room of great
size, over 60 feet long and 40 feet wide, dimly lit by the party's torches. The room has a 40-foot-high, vaulted ceiling with a balcony circling 3 sides on the south end of the room. There are several jebli up on the balcony and more on the main floor just in front of the door. |
This chamber appears to be a
large
workroom for an alchemist
or a physician
as there are many beakers, flasks,
and retorts on the various
<large, long, low,
small, round, trestle> tables, and
bookshelves and benches about the
room. To either side of the south doors
is
a stuffed owl
on a pedestal. In the far end
of the room are several cabinets and a
work bench around which move more
jebli.
However, what catches your
attention are the 2 tables <long, trestle>
in the center
of the room, from 1 of which rises a
strange caricature of a man--long and
thin, with a horribly deformed mouth
and a long clawed arm. It emits a brutal
croaking sound and the jebli sitting
next to it sees the party, draws its xiphos,
and cries a warning.
Markessa is
in the north end of this room
behind a work bench. She is a
small female
elf with ivory
white skin, golden hair, and
an evil slant to her amber
eyes. Markessa
has also been anticipating an attack and
has
spent her time
puttering back here to stay
out of the melee. She is a 5th level thaumaturgist
and a swashbuckler.
The creature on the table was once a
human..slave,
but is Now a crazed experiment
of Markessa.
Markessa is CE
and an agent of the slave
lords, in charge of
running this branch of the slaver operation.
Markessa
is also performing private experiments
on some of the captured slaves in
order to create the perfect slave. This
is her
laboratory where she performs surgical
operations designed to reach that end.
Unfortunately, most of her experiments
have gone awry, for she operates without
anesthesia and most of her subjects are
driven insane
by the pain.
The guards have been expecting an attack
and have been standing waiting for a warning.
If the party surprises
the jebli, the
guards grab their arrows and prepare to
fire
while others run around the balcony to
reach the lever above the south door.
If Markessa
is surprised she will duck
behind the work bench and cast the protection
from
good spell on herself. This spell
will raise her AC to -1 and give her a
+2
adjustment on all saves. Then she will
CAST
shocking
grasp on herself in the eventuality
that she will actually need to grapple
with
someone. This spell will go off the 1st
time
she strikes someone with her hand. If
Markessa is not surprised, and has
been
warned by the watchworgs,
she will already
have cast these spells and be awaiting
the
confrontation.
If the watchworgs
have had a chance to
howl their warning, the jebli
will already
have reached their positions and Markessa
will have cast her spells on herself.
Markessa will
attempt to avoid melee for
as long as possible, throwing her darts
and
looking for a chance to cast her lightning
bolt.
She will USE her magick missile upon
any spell caster who attempts to CAST a
spell
at her. She will wait to CAST the scare
until
someone moves to attack her. If things
are
going badly for her she will either CAST
her
darkness
spell and FLEE or pick up a flask
from a shelf and throw it down to smash
on
the floor. The contents of the flask form
a
blue cloud of smoke,
10 feet in radius, that
cannot be seen through. Anyone caught in
the smoke
will find that it stings his eyes and
blinds him for 1 round after he leaves
the
cloud. The cloud will last for 6 rounds.
To aid in running this battle, a map
of the
room has been included, showing the starting
locations of the monsters.
If the party entered the room through the
southern door, 2 jebli
on the balcony
above the door topple a large
tun of brine
used to store various body parts over onto
the party, extinguishing all of their torches
and lanterns.
If characters do not have
infravision,
they must FIGHT in the dark at -4
until another light
source is provided. The
rest of the jebli on the balcony fire twice
with their short
bows, while those on the
floor draw their weapons.
There are cages set into the wall to either
side of the door, each containing an
owlbear.
On the 2nd round of combat,
the jebli
above the door pull a lever opening
the cage doors and the owlbears rush
out, knocking aside the stuffed owl
pedestals
and attacking with surprise
on a roll of
1-5 on ld6. The goblin archers continue
to
fire twice, while the sword wielders hack
at
those characters not engaged by the
owlbears.
There are 13 elite jebli
guards here; 6
are on the main floor and 7 are on the
balcony. If, on the 2nd round of combat,
the party is using a light
spell to see,
Markessa
will CAST her darkness to negate
the light.
The door to the west opens into the room.
If the party enters the lab from the west
the
door
will conceal Markessa long enough for
her to hide behind the work bench. The
jebli
guards spot the party and shout
"Intruders!," and Markessa hurls her flask
to
blind
the party. The battle will then proceed
as described.
The jebli
continue to fire for 1 more
round, exhausting their arrow supply.
Those on the balcony then swing down to
the floor on ropes
&& JOIN their brothers in
melee with
xiphosa.
The jebli have
been directed to fire at and attack those
characters who start to TALK in battle,
these
presumably being the leaders or spell casters.
The owlbears
always attack the closest
TARGET or the most powerful fighters. Neither
the jebli nor the owlbears will surrender.
This room has many shelves and cabinets
of the various types of equipment used
by
Markessa.
There are canisters, decanters,
and flasks of various herbs
and compounds;
<caraway, blackberry (dewberry), birch
(white birch), watercress,
hartstongue>
there are tables <2 trestle tables,
long table> full of glassware and the different
knives,
needles, and thread she uses.
None of these items should be of particular
value to a party of adventurers, but on
the
open market to an alchemist
they have a
total value of 5,000 gp
Items the party might be interested in are
the flask of smoke
(to be thrown by
Markessa)
and a quart of acid in a thick
glass decanter. Many of the compounds are
poisonous but only when swallowed in
large quantities.
There are also a variety of
casks and tubs of brine with body parts
from various creatures floating in them.
In a
locked drawer behind her workbench is a
<Open Locks, PH)
pair of artificial claws made of adamantite
worth 2,000 gp, wrapped in linen.
The jebli
are each carrying 1-6 gp. <6,
4, 1, 5, 4, 3, 3, 3, 2, 2, 5, 4, 1 = 44 gp>
Markessa
is wearing a set of electrum
bracers
worth 560 gp, and a neckguard of electrum
engraved with the image of a crested
hawk worth
1,400 gp. Shoved behind some
books and papers on the top ov 1 cabinet
is a roll of parchment. There are 3 sheets
of parchment. The 1st one lists various
Names, being the Names of the slave..merchants
Markessa normally does business
with. The 2nd sheet is a tally of the slaves
most recently received divided by general
description and where they are from. The
last is a crude map of the caravan routes
and
may be useful when the characters prepare
for chapter 7.
Markessa (swashbuckler/thaumaturgist):
AC 2(0); MV 12"; hp 35; #AT 2 with
katzbalger
or 3 with darts; D sword 2-7 or
dart 1-3; S 14, 116, W 12, D 18, Con 17,
Cha 14, Com 10
Spells: magic
missile, protection
from good,
shocking
grasp, darkness 15' r., scare,
lightning
bolt
<blood,
bat fur, pitch,
mummybone,
glass rod>
THACO (dart): 13
THACO (sword): 15
Saves 11, 12, 11, 13, 12
XP 1075
Markessa wears
studded
leather armor
+1 with protection
from normal missiles, <1400 XP at the least>
which gives her immunity to all non-magickal
missiles and adjusts damage caused
by magickal missiles by -1 per die of damage.
Her magickal armor and Dexterity
adjustment
give her an AC of 1.
She carries a katzbalger
of speed +1 which allows her to <800
XP?>
attack twice per round, gaining automatic
initiative
on the 1st attack and normal initiative
on the 2nd attack. Markessa is
also armed with 12 darts;
she can throw
3 per round, with a Dexterity bonus of
+3 to hit.
Elite goblin
guards (13): AC 5; MV 6";
HD 1+1; hp 8 each; #AT 1 with xiphos
or 2 with
<short>
bow; D 1-6
THACO 18
XP 44 each (572 total)
Owlbears
(2): AC 5; MV 12"; HD 5 + 2; hp 27,
25; #AT 3: D 1-6/1-6/2-12, plus 2-16 hug
if either paw hits with a score of 18 or
better
THACO 15
XP 441 each
>>23.