As soon as you turn the bend in the passage, you see what appears to
be a sunlit
AREA to the northwest. The corridor is only dimly illuminated at the bend, due to a shimmering haze, but the light grows brighter towards the area ahead. |
Continue if the room is approached.
Just before entering the place, you see
small dim shapes moving about. Though the haze distorts them, they appear to be giant rats and foxes. The AREA is a 20' x 30' room, the ceiling (if there is one) is impossible to see, due to the bright light. Blue sky and a hot sun seem to be overhead, but the sky appears close — only 20 feet up, or thereabouts. In each of 4 alcoves in the northern
To tantalize the captives, several items
notice your presence and cry out for aid!
|
Most of this area radiates magic.
<use detect illusion, instead of detect magick>
The harpies are actually gargoyles; the prisoners are
actually jackalweres. The rats and foxes are
illusory, but the jackals and items are real.
The deceptions are from a permanent
illusion, other elements of which are the captives' wounds and chains.
A few jackals were waiting at the bend in
the passage, and ran back when intruders
were sighted to warn their masters, the jackalweres, of the approaching
food....
The initial attack by the gargoyles is prefaced by their squawking,
slightly similar
but in no way as effective as that of real harpies. As these monsters
squawk and fly in to
attack, the normal jackals also turn to
devour intruders. While these attacks occur,
the jackalweres (still playing prisoner) add
their sleep gazes to disable intruders. If this
is noticed or if the gargoyles start losing the
fight, the jackalweres "break" their illusory
chains, grab their very real weapons, and
MOVE in for the attack while exclaiming
their intent to aid the party. The male uses
the longsword; the female, the mace (which
appeared to be a rod) and the dagger (gaining 2 attacks per round).
If grappled,
they drop their weapons and shift form to
jackal-headed guise, resorting to bite
attacks.
Gargoyles (4): AC 5, MV 9"/15", HD
4 + 4,
hp 27, 25, 24, 20, #AT 4, THACO 15, D 1-3/1-3/1-6/1-
4, SD hit only by + 1 or better weapon; XP
300, 290, 285, 265
Jackalweres (2): AC 4, MV 12", HD
4, hp 27,
22, #AT 1, THACO 15, D 2-8, <longsword:
THACO 15, d8> <footman's mace:
THACO 17, d6+1> <dagger: THACO
19, d4> <alt>
SA gaze = sleep (save vs. spells), weapon use,
SD hit only by iron or + 1 or better weapon;
XP 908, 888
Jackals (20): AC 7, MV 12", HD 1/2,
hp 4, 3,
2, 1 (5 of each), #AT 1, THACO 20n, D 1-2; XP 9 (x5), 8
(x5), 7 (x5), 6 (x5)
(Total monster XP: 3,086)
In a concealed space under the rock slab
are the monsters' treasures, garnered from
victims since Zuggtmoy no longer
takes
such from them. The loot includes 104 cp,
171 sp, 223 ep,
410
gp, 67 pp,
9 gems (roll for random value),
<(100 gp chrysoberyl,
50 gp
sardonyx, 500 gp spinel,
500 gp peridot, 2000 gp emerald,
45 gp zircon, 100 gp jet,
10 gp tiger eye, 10 gp azurite)>
2 pieces of jewelry (random value),
<(wrought gold box -- 1000 gp, wrought
gold buckle --1700 gp)>
a potion of plant control,
and (XP: 250)
a scroll of 4 magic-user spells
(spider climb, levitate,
infravision,
extension
I). (XP: 1000) <leather case>
(Total magic item XP: 1000)
(Total 2e treasure XP: 6,890)
RECRUITS: