8 bandits (Level 0) are here with 2
serjeants (Level 2 Fighters). Their leaders are
in the small adjacent rooms (A and B).
4
bandits in chain mail are seated at a central
trestle table, drinking beer, their shields set <small
beer>
beside them. 2 others in scale mail are
lounging by the west doors, and 2 more
in simple leather are seated on stools by the <stools=x>
fireplace
in the south wall, cradling their
trusty crossbows. (They can fire quickly at
intruders. ) The serjeants are at ease on their
beds in the south corners of the room.
Each crossbowman has a case of 20 bolts. <Quiver,
1 score bolts cap.>
All the bandits wear black, and each carries
2-8 gp. Each serjeant carries 21-30
gp.
<total: 92 gp>
(Total treasure XP: 92)
Noise of attack most certainly rouses the
leaders from their private rooms. Commander Feldrin (see room
243a) fights along
with his troops as long as they seem to have
a good chance of winning, but tries to
escape if defeat seems imminent. However,
Lieutenant Brunk, a half-orc, hates Feldrin
and desires his command. If the commander
is imperiled, Brunk does not aid him, and
may actually assist in his demise if this can
be accomplished without revealing his acts
to the troops.
Bandits (4 at table): AC 4 (chain
& shield), <1 large
shield, 2 small
shields, 1 small
wooden shield>
MV 9", Level 0, hp 6, 4, 4, 4, #AT 1, THACO 20n, D1-8
(longsword); XP 16, 14 (x3)
<practical joker, hedonist, altruist, practical
joker>
Bandits (2 at doors): AC 6 (scale
mail), MV 9",
Level 0, hp 6, 5, #AT 1, THACO 20n, D 1-10
(halberd); XP 16, 15
<servile, malevolent>
Bandits (2 on stools): AC 8 (leather
armor),
MV 12", Level 0, hp 7, 4, #AT 1, THACO 20n, D 1-6
(shortsword) or 2-5 (light
crossbow);
XP 16, 15
<cruel, violent>
<stools=x>
Serjeants (2 on beds): AC 4 (chain &
shield), <large shield,
small
shield>
MV 9", Level 2 Fighter (Warrior),
hp 15, 12, (17, 14),
#AT 3/2, THACO 19, D 1-8 (longsword);
XP 21, 18 <XP value for the serjeants should be higher>
<cautious, violent>
<long sword specialists: #AT 3/2, +1 hit, +2 damage>
(Total XP: 159) (171) (adjusted: 228)
Under duress, the serjeants admit that
their masters often use disguises to spy in
Nulb, Hommlet, and
other towns.
This 20' x 30' room is lit by 4
torches in wall sconces. This place contains a pair of beds, a trestle table, 2 benches, 2 chairs, a writing table, a wardrobe, and 4 stools. At the foot of each bed is a large chest. <1 solid iron, 1 wooden> <stools=x> <chairs=x> A small fire burns
in the fireplace in the south wall,
Rush mats cover the floor, and a few ragged tapestries adorn the walls. 2 small kegs (of beer, by their aroma) are on the
|
<2 small kegs: 7 gallons, 68#>
RECRUITS:
Commander Feldrin, a sharper (Level 7
thief), lives here. Horned red skulls
are
worked on the chest and back of his cloak
of protection +2 and leather
armor + 1, and
he wears a similar symbol on a silver neck
chain (worth 5,030 gp). His belt pouch
is
a <exceptional stone>
small bag of holding
(1, 000 gp capacity)
containing 2-12 of each coin type.
<7 cp, 5 sp,
8
ep,
11
gp, 7 pp>
Feldrin: AC 1 (leather +1), MV 12", Level
7 Thief,
hp 33 (35);
XP 989 (1009);
S 15, I
13, W 9, D
18, Co 15, Ch
17, Com 13;
#AT 1, THACO 19, D 4-10 (broadsword
+ 2)
<malevolent>
If captured, Feldrin does not speak unless
forced, but he might tell of the Greater Temple
2 levels below and the fearsome things
therein. (He has been there only a few times and
cannot guide adventurers beyond the stairs to
Dungeon Level 3—the flight just north
of
area 204. ) He does speak of the rivalries of
the
various minor Temples, laughing at them, for
he knows that there are ettins, demons,
and
other horrible creatures serving the Great
Priests below. He will always attempt to bargain for his life, or to
escape (as opportunity
presents).
This small 10 ' square side room is lit by a
hanging lamp of dull metal. It contains a bed, stand, chair, wardrobe, and chest. <medium wooden chest> A small rug is on the floor near the bed. A cup, ewer, and box are on the stand. In the southwest corner is a black candelabrum with 4 unlit candles. <wax candles> <A lit brazier is in the center of this room.> |
The lamp is unpolished silver, worth 120
gp.
The rug is of quite fine manufacture, worth 260 gp.
<4 square yards? 5# per square yard?>
The cup, ewer,
and box are wrought gold, worth 200 gp, 275
gp, and 150 gp respectively;
the last contains sweetmeats, the others
wine. <good wine>
The chest is locked and doubly trapped with a poisoned needle
in the lock and poison gas inside, which fills
the whole room unless the trap is removed
(save or die).
The chest contains clothing <black cape,
trousers, cap>
and the like, a sack (containing 112 pp
and 74 gp), <large sack>
a silver bracelet set with much fine jade
(jewelry value 1, 700 gp),
a small lumpy velvet bag (which holds 6 zircons
worth 50 gp each), <55, 100, 100, 50, 100, 75>
2 potion vials (one healing,
one invisibility),
and a bone scrollcase (with an illusionist
spell, misdirection).
(Total magic item XP: 8,650)
(Total treasure XP: 7,201) <check>
<A lit brazier is in the center of this room.>
Brunk, a half-orc Fighter/Assassin,
<Sniper: Heroic Murderer>
dwells here. As previously noted, he hates
Feldrin and covets his command. Brunk
dresses in black leather armor and wears
a
short black cape as well. His black
shield,
adorned with the device of the red horned
skull, is specially designed to hold six
darts,
each of which is treated with deadly poison
(though the victim gains a + 2 bonus to the saving throw).
He also wears a ring of
protection + 2, and (XP: 2400)
a gold earring (100 gp) inset with a
tiny ruby worth 1, 000 gp.
His purse holds 8 ep
and 16 gp.
Brunk knows little of the Greater Temple
—only what Feldrin has told him. In case of
attack he alerts those in area 243 or 244
(as
appropriate) before emerging for battle. He
tries to use his darts (fire rate 3 per round,
with + 1 "to hit" bonus due to 16
Dexterity)
before engaging, and of course uses his
assassin skills if possible.
Brunk: AC 4 (leather & shield),
<large shield>
MV 12", Level 4/4 Fighter/Assassin,
hp 28,
#AT 1, THACO 17 (16 with darts), D 1-8 (longsword)
or 2-5 (dagger + 1), (XP: 200)
SA 6 poisoned darts, class abilities;
XP 868 (892)
(HP: 30, LP: 7)
<optimist>
(Total treasure XP: 1,120)
(Total magick item XP: 2,600)