This is the residence of the canon Belsornig,
chief cleric of the nearby Water Temple,
a
vile person filled with hubris and wicked
ness. He uses guile to dupe anyone, strikes
whenever he has an advantage, and never
admits anyone to be his better unless his life
is at stake. He is set on becoming chief cleric
of the whole Temple when it once more
sets
forth upon a course of open warfare against
the land above.
Belsornig is working to subvert the
humanoids of the Air Temple while threatening
their cleric (Kelno, in area 225) — not
with harm from the Water Temple forces,
but rather with the machinations of Alrrem
and the Fire Temple. If captured and questioned,
he reveals that a Greater Temple is
2 levels deeper, and guides adventurers to
bring harm to its priests, as he sees an
advantage therein. Of course, he bargains
to have his own Water Temple sparedMdD,
and
never personally accompanies any expedition to the Greater Temple,
except at
swords' point.
Belsornig is exceptional, having 16
Strength ( + 1 damage bonus), <alt: 16>
18 Dexterity (-4 AC bonus and
two-handed combat ability), and 16 Wisdom
( + 2 saving throw
bonus vs. mind attacks, and spell bonuses
included below). In a critical melee
he can
use a mace in his right hand and his rod
of
smiting (see below) in his
left, thus attacking
twice per round. He wears plate mail
+1
and a ring of free action, but does not use a
shield. If Belsornig hears fighting, he investigates carefully. If
time
permits, he places
resist fire on himself before appearing,
and
may use prayer if his allies are engaged;
he
might prefer to silence an
obviously dangerous spell caster. He knows, of course, that
dispel magic can be quite useful
against
opponents obviously enjoying magickal benefits. If things look bad,
he seeks shelter in
the Water Temple (area
216).
Rod of smiting: Note that this + 3
weapon (base damage 1d8) inflicts 8-22
points of damage to a golem (including
a
juggernaut). It has 14 charges left. Any
hit
on a golem drains a charge, and a "to hit"
roll of 20 drains a charge but produces triple
damage (or destroys the golem or juggernaut TARGET, using a total of
2 charges for
the blow).
Canon Belsornig: AC -2 (plate mail +1),
(XP: 800)
MV 12", Level 6 Cleric, hp 48, #AT
1 or
2, THACO 18 (16 with rod), D 3-8 (<footman's>
mace) or d6+2/d8+4 (mace and rod), (XP: 1120)
SA rod and spells, SD ring
of free action; XP 988 (XP: 1000)
1st level: command, cure
light wounds, darkness, light,
sanctuary
2nd level: hold person (x2),
know
alignment, resist fire, silence
15' radius
3rd level: dispel magic, prayer
<small silver mirror,
unholy symbol, small straight piece
of iron>
<A tube of silvery fluid (quicksilver,
10 gp weight, worth 100 gp): T1-4.59>
Belsornig wears a robe of plain green velvet,
with a gold belt set with lapis
and malachite
(jewelry value 750 gp). In his purse hanging <a purse only holds
25 gp!>
from this belt are 21 gp and 14 pp, along
with an iron key upon which the word
"D'LYSS" is inscribed with runes. This word
is the command to stop the juggernaut
in
area 213, and the key opens his personal
chest. He wears a gold ring with a peridot
bezel (jewelry value 1, 000 gp).
(Total treasure XP: 1941*)
(Total magick item XP: 2920)
(Total XP: 5849)
* incl. quicksilver
This place is swathed in rich green, even
the ceiling being obscured by gossamer green hangings. Tapestries on the walls show scenes of undersea cruelty and death. A large bronze brazier stands in the middle of the floor, sending off curls of sweetish fishy-smelling smoke, flanked by hanging bronze lamps which shed a green glow throughout the room. 6 plush armchairs are here, each with a matching footstool and low table. On each table is a small decanter, a bowl of nuts and fruits, and a stemmed cup of serpentine. In the center of the west wall is a couch of green velvet piled with pillows. A round table before it holds an ivory tray, upon which are heaped many seashells. An armoire stands to each side of the west door. |
<5 tapestries, 3 square yards each, 45# each: 74 gp, 94 gp, 77 gp, 101 gp, 70 gp>
The ivory tray is worth 50 gp, but the
seashells have no value. Each decanter, bowl,
and stemmed cup is worth 2 gp. The hanging lamps contain cheap green
quartz
treated with continual light
(worth 1 gp
each for the gems, but each lamp worth 25
gp). The brass brazier is worth 30 gp.
The northern armoire contains a suit of
plate mail, a shield, a mace, <buckler,
footman's
mace>
and a green cloak.
The southern one holds various nondescript garments, plus a
robe of watered
green silk upon which a
ten-armed octopoid
creature, stitched in gold thread, writhes
from back to front. Where the tentacles
reach the breast is a gold circle set
with 12
peridots — four
small (each worth 100 gp), <100, 80, 10, 200>
four medium-sized (each 500 gp), and <4 x 500>
four large (each 1, 000 gp). <1300, 1000, 1100, 1000>
<total robe value: 6790 gp>
A hook on one side of
the cabinet interior supports a censer of
bronze, coated with verdigris. On the
floor
are 20 blocks of non-magical incense (each
worth 10 gp).
<surcoat (bearing the symbol of the Water
Temple), coif, purse, belt, smock, linen (drawers)>
(Total treasure XP: 7194)
The south door opens into another green-covered
room, 10' wide and 30' long. It
holds 2 chairs flanking a table with 32 gold
dishes upon it (worth 1, 900 gp for all, total weight 800 gp). <small
table>
A desk stands near the
table, and upon it are writing materials and
a small tome. This volume deals with the
secret rituals of Water Evil, but is of
no
value. A bookstand nearby holds 6 other
similar works. At the south end of the
chamber are a large bed, a small
stand, and
a locked bronze chest; <small
chest>
a large mirror and a trident
hang from the wall beside the bed.
(Total treasure XP: 1,900)
The lock of the chest contains a poisoned
needle trap. Inside are items of normal
clothing, a coral box (worth 100 gp) which
contains 100 tiny seed pearls (worth 10 gp each),
<10 x 100>
<10 x 20>
<10 x 11>
<50 x 10>
<10 x 9>
<10 x 10>
<Total value: 2000 gp>
and a cloak of the manta
ray. (XP: 2,000)
The trident is a magical trident
of yearning; in its handle are a huge aquamarine
(worth 5, 000 gp) and (XP: --)
a scroll of four cleric spells
(purify food & drink, flame
strike, part water, control
weather). (XP: 1,900) <wood scroll case>
<hat, low hard boots, wallet, woollen tunic, belt>
(Total treasure XP: 7,100)
(Total magic item XP: 3,900)
(Total room XP: 25,898 -- not incl. tapestries)