243. ROOM, 20' x 30'

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,
over which part of a sheep is cooking on
a spit. A flowing water fountain in the
east wall spills into a basin below it.

Rush mats cover the floor, and a few ragged tapestries adorn the walls. 

2 small kegs (of beer, by their aroma) are on the
table; numerous drinking vessels and
dishes are on wall shelves.

<2 small kegs: 7 gallons, 68#>

RECRUITS:

Level 2.

243a. COMMANDER'S QUARTERS

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>

Level 2.

243b. LIEUTENANT'S QUARTERS

<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)

Level 2.
>>244.>>