103. PILLARED HALL

One hundred pounds of pressure on the floor
at a point five feet in from the entry triggers a
delayed-action mechanism. The pressure
point limit is shown by X marks on the map.
One round after this is triggered, a heavy
barred grate drops and seals the doorway.
Two harpies roost atop the two central
eastern pillars, having special niches cut
into the eastern faces 34 feet above the floor.
When the grate crashes down, the harpies
start singing. After one round, they cease
their song and fly around, attacking any
creature that makes a hostile gesture. If
sounds of fighting occur here, the occupants
of area 104 arrive 1 round later. If there is no
such turmoil, these creatures arrive 5 full
rounds after the grate's noisy descent.

Harpies (2): AC 7, MV 6"/15", HD 3, hp 16,
12, #AT 3, THACO 15, D 1-3/1-3/1-6, SA singing +
charm; XP 193, 181 (Total: 374)
 
This 70 'x 30' chamber appears deserted.
It has probably served as a privy, for the
place has a foul fecal odor and filth is
scattered here and there on the floor. The
columns which support the ceiling 40'
overhead are thick, four or five feet in
diameter. A few skulls and bones lie
around the pillar bases.

The secret door in the northern portion of
the west wall cannot be opened from this
area except by the use of appropriate magic.

RECRUITS: 579 (June 20)

Level 1.
>>104.>>