149. GUARDROOM

The pit trap outside each southern door to this
room activates when stepped upon, dropping
1 victim 10 feet (for 1-6 points of damage).
The pit walls are smooth and not climbable by
anyone in heavy armor without assistance.
Anyone aware of the pits (such as the residents
herein) can walk carefully around their sides,
avoiding problems.

18 guards (Level 0 men-at-arms) are
quartered at this key point, with 3 leaders
(Level 3 Fighters). Guards defeated in random
encounters (maximum of 6 in a patrol party,
plus 1 Level 3 leader) came from this spot,
and casualties must be deducted from the original numbers given here.

All of the guards are armed and ready,
and all have missile weapons (1/2 with light
crossbows, 1/2 with javelins). If alerted by
noise to the south of the room (such as the
operation of a pit trap), they observe by
using spy holes in the doors, and may TURN
valves at the wall basin (location X on the
map) to flood the pits. They stay ready to
attack intruders not destroyed by the pits.
If appropriate, 1 leader takes 1/2 of the
troops to circle around to attack intruders
from the rear, using the secret door to circle
north or the longer route through the normal door (at the end of the southwest diagonal corridor) to circle south. <Check the map, this doesn't make sense to me>

In any engagement, guards try to dis-
charge 1 missile volley, drop their crossbows, and close to melee with swords
drawn. Leaders hold back to throw their
spare javelins, and may replace casualties in
the front line, flank intruders, or pick up
and use dropped crossbows.

Guards (12-18): AC 4, MV 9", Level 0, hp 4
each, #AT 1, THACO 20n, D 1-8 (longsword), SA half
with javelins (D 1-6, ranges 2"/4"/6"),
half with light crossbows (D 2-5); XP 18
each
<3 large shields>
<9 medium shield>
<2 small shields>
<2 small wooden shields>
<2 bucklers>
<suspicious, cautious, warlike, moody, optimist, trusting>
<mischievous, hedonist, loquacious, opinionated, hedonist, contrary>
<loquacious, optimist, loquacious, prankster, altruist, moody>
(Total XP, for 12: 216)
(Total XP, for 18: 324)

Leader (2-3): AC 4, MV 9", Swordsman (F3),
24, 21, 20, #AT 3/2, THACO 16, D1-8+3 (longsword), SA
2 javelins each (D 1-6, ranges 2 "/4 "/6 "),
each with Strength 17 (+ 1 "to hit"/ + 1
damage); each leader commands six
guards; XP 122, 113, 110
<Long sword specialists>
<1 medium shield>
<1 small wooden shield>
<1 spiked buckler>
<violent, warlike, capricious>
(Total XP, for 2: 235)
(Total XP, for 3: 345)

Each guard wears chain mail armor and carries a shield.
The shield and the normal garb
are adorned with the brown and black triangle of the Earth Temple. Each leader is
armored in like fashion, and wears a necklace from which hangs a bronze medallion
with a raised triangle (worth 20 gp).
Each guard carries 1-6 sp and 1-6 ep.
Each leader has 2-12 ep, 2-12 gp, and 2-12 pp.

(Total treasure, for 12: 38 sp, 49 ep)
(Total treasure XP, for 12: 25)
(Total treasure, for 18: 62 sp , 73 ep)
(Total  treasure XP, for 18: 29)

(Total treasure, for 2: 7 ep, 18 gp, 8 pp)
(Total treasure XP, for 2: 61)
(Total treasure, for 3 : 14 ep, 24 gp, 14 pp)
(Total treasure XP, for 3: 101)
 
The light in this 30' square room comes
from 4 torches, 1 on each wall, and
several large candles standing on long <wax candles>
trestle tables. Also on the tables, which
are flanked by benches, are food, drink, <fowl (roast goose), apples, peaches>
and knucklebones. The dishes and vessels are ordinary pottery. 
Narrow 3-tiered bunks line the north, east, and
west walls. The unadorned walls and
weapons racks indicate that this room
was originally allocated as a place for
guards. The racks are full of various
weapons and shields. A fountain in the
south wall flows into a wall basin, under
which are four large knobs.

<A lit brazier is in the center of the room.>

The weapons racks hold 12 spears,
<3 spears>
<3 ox-tongue spears>
<6 ash spears>
6 javelins, 4 shortswords, 3 hand axes,
and 8 shields.
<1 small shields>
<1 small wooden shields>
<1 bucklers>
<1 spiked buckler>
<1 medium shield>
<3 large shields>

The large knobs under the basin are
the controls for flooding the pit traps.

<note: determine how long it takes for the water to fill the pits>
<note: see Holding One's Breath, for those that are caught in the pit traps...>

RECRUITS:

Level 1.
>>150.>>