<note: if fighting breaks out, see area 220>
4 bugbears are quartered here, as part of
the guard of the Water Temple. They cannot
hear fighting elsewhere, and must be summoned to leave this AREA. Each
wears a
sleeveless overshirt of green and carries
4-16
cp, 4-16 ep, and 4-16
gp. Their chieftain is
quartered in the small room (10' square)
immediately to the north, and carries 6 ep,
16 gp, 10 pp, and 4 hematites
worth 10 gp
each.
<39 cp(39+6),
47(39+6) ep, 59(43+16)
gp,
10 pp, hematites: 10 gp, 1 gp, 5 gp, 20 gp>
(Total 2e treasure XP: 168)
The bugbear chieftain is secretly treating
with the bugbears who serve the Air
Temple
(those in areas 223-224-225-226)
because he and his <alt>
fellows know of the offer regarding the
trolls (203
and 218-219), and plan to defect
en masse to the Air Temple if the Water
Temple should win the service of the troll chieftain. If he sees
a party in the company of a
troll, he executes his defection plan. (Naturally, the whole thing
is encouraged by
Kelno — area 225 — who is promising more
pay, more food, and less work. )
If adventurers attempt to parley with the
bugbears, the chieftain will most certainly
defect from the Water Temple forces if
offered sufficient reward — coins, coins,
other treasure, spared lives.... All of the
bugbears know of the secret door in the passage to the west, and reveals
it if given sufficient reason to do so.
Bugbear guards (4): AC 5, MV 9 ", HD
3 + 1,
hp 18, 15, 13, 9, #AT 1, THACO 16, D 2-8 (glaive-guisarme),
SA surprise on 1-3; XP 207,
195, 187, 171
Bugbear chieftain: AC 4, MV 9", HD
4, hp
25, #AT 1, THACO 14, D 2-8 (morning
star), SA + 1
bonus "to hit" and damage, surprise on
1-3; XP 235 <note: these stats are technically for a bugbear leader
or sub-chieftan, not chieftan>
(Total monster XP: 788) (852)
An unlocked normal door here leads to a small
landing, from which descends a dusty stairway
leading directly to area 312 (Dungeon
Level
Three), a dangerous area. Review
that AREA
description before you continue.
RECRUITS: