213. HALL OF VERDIGRIS
 
This huge hall, 40 'x 90', has an arched
ceiling some 30 feet overhead. The many
buttresses and arches form a tracery of
shadowy dimness; the ceiling's exact
height is not discernible. The floor and
walls are covered in slabs of polished
stone, apparently azurite-malachite <calculate the GP/XP value for the floor & walls>
from the swirls of blue intermingled with
the deep green. Some magick has evidently been placed here, for a soft cloudy
greenish luminosity seeps from the walls
and floor, seemingly floating in the air,
making the whole chamber appear as if
deep underwater. This impression is
enhanced by the bronze doors, fountain,
and other work; all are covered with verdigris. Even the damp air seems to smell
of the sea. Several weird things in this
place come to your immediate attention.

(A) In the middle of the west wall is a great sheet of bronze
a bas relief of an underwater vista — 
seaweed, shells, and various forms of marine life. The head of a
fish-like thing projects from this, a most
hideous visage. Its ghastly maw emits a
stream of water, which falls into a tiered
series of 4 basins. The 4th and
largest never overflows, so it must have
a drain system somewhere.

(B) Near the mid-portion of the hall, some
40 feet distant from the east wall and 30
feet from the north wall, is a bronze altar
with many marine creatures sculpted in
bas relief upon its sides. It is about 4
feet high and round, with a 10-foot
diameter. Its top is concave, and a shallow basin apparently about 2 feet
deep is filled with water. The bottom of
the basin is filled with coins, a sprinkling
of gems, and many small seashells.

(*) In the mouth of a 20' wide alcove
south of the altar basin stands an idol or
statue of serpentine stone, expertly
sculpted to depict a writhing, amorphous agglomeration of fish, eels,
octopi, and other marine monsters. This
horrid thing is about 8 feet high and
nearly as broad, the whole forming a
globular mass standing about 4 feet
from the altar basin. The alcove to its
rear is 10 feet deep, the back wall of
which is covered by a drapery apparently fashioned from seaweed and water!

Each corner of the hall is filled by a triangular plinth, filling it and extending 
about 20 feet upwards. Atop each of these
columns is a gargoyle-like statue made of
bronze and coated with verdigris.

<note: if fighting breaks out, see area 220>

The whole place radiates a dim magick and is
pervaded with evil. In USE, offerings are
brought to the fountain and dipped in each
basin, highest to lowest, before being placed
on/in the altar. If this procedure is not followed, the gargoyles on the plinths give
chase (see below).

The altar basin (B) is filled with salt
water, of course. The treasure therein consists of 42 cp, 37 sp, 60 ep, 51 gp, 23 pp, and
39 gems worth a total of 1, 920 gp
(17 varied agates worth 10 gp each,
<banded agates: 10, 10, 20, 9, 50, 5>
<eye agates: 10, 10, 10, 20, 10, 9>
<moss agates: 5, 10, 10, 20, 10>
<total: 228>
3 bloodstones and <10, 50, 10>
6 zircons worth 50 gp each, and <5 x 50, 100>
4 amethysts, <3 x 50, 45>
3 red garnets, and <500, 100, 60>
6 tourmalines <500, 1000, 140, 100, 100, 100>
worth 100 gp each).
<total gem value: 3443 gp>
If the altar is defiled or
damaged, or if anything is removed from it,
the guardian idol animates to pursue and
punish the offenders (see below).

(Total 2e treasure XP: 3643)

If a sacrifice or donation is properly prepared with the fountain (A) and placed in the
altar basin (B), a magick mouth on the idol in the
alcove makes a hooting noise, summoning the
occupants of area 214 to receive the worshippers. If the altar is improperly handled, the
idol starts to roll slowly toward the offender,
issuing forth hissing and hooting noises which
likewise alert the occupants of area 214. In
either case they appear in 2-5 rounds.

The idol is actually a juggernaut (*). It
can roll over victims (inflicting 10d10 points
of damage) or reach out in any direction
with eel heads, tentacles, pincers, and other
attack forms to 6 foot range, doing so 4
times each round and inflicting 2-12 points
of damage in each such attack. This thing is
not able to turn sharply or reverse directions unless it first comes to a complete halt.
For every 10 feet it travels it can TURN about
3 feet; it must travel 30 feet to make a 90
degree turn. It is also slow to START; in the
1st round of animation it can MOVE but 10
feet per round, but gains 1" additional
movement each round thereafter until its
maximum 12" rate is achieved. (For example, in the ninth round of animation it
moves at 9" rate.)

Juggernaut: AC 2, MV 1" to 12", HD 10, hp
66, #AT 4 and 1, THACO 10, D 2-12 (x4) and 10-100;
XP 3924

Each of the gargoyles atop the triangular
columns is actually a zombie wearing a magical gargoyle cloak. (XP: 4 x 1000 = 4000)
This garment gives the  wearer all the characteristics of a gargoyle,
and even the mentality in this case; thus —

Gargoyles (4): AC 5, MV 9"/15", HD 4 + 4,
hp 28 each, #AT 4, THACO 15, D 1-3/1-3/1-6/1-4,
SA + 1 bonus "to hit" and damage when
1st swooping to attack, SD hit only by
+ 1 or better magic weapons; XP 305
each (as if gargoyles)

(Total monster XP: 5144)

Note that the zombies may be Turned normally by a cleric. If one takes 20 or more
points of damage from edged weapons or
fire, consider the cloak destroyed. If the
creatures are slain without damage to the
cloaks, subsequent examination shows each
to be a green-colored zombie. Any character donning a gargoyle cloak is able to fly,
attack, etc. as if a gargoyle, just as did the
zombies. However, if a wearer keeps a cloak
on for longer than 1 turn, apply a 10%
chance per turn (cumulative) that the
wearer gains the mind of a gargoyle as well,
and either attacks or flies away (just as
would a real gargoyle). Only death or a
wish returns the victim to normal form.

The seaweed wall to the south is merely a
cleverly embroidered but normal drapery. It
conceals another alcove 10' deep and 20' wide,
with verdigris-covered bronze doors to the
south and normal doors to the east and west.

RECRUITS:

Level 2.
>>214.>>