336. NORTH ROOM

Herein dwells Smigmal Redhand, a half-orc Fighter/Assassin. She is the leman of
Falrinth (in area 337) and leader of the band
of brigands in the outer ruins (Tower). Upon
hearing noise in the basilisk area, she dons
her ring of spell storing (of 5 invisibility spells) (XP: 2,500)
and carefully opens the door a crack
to see what is happening. If opportunity
presents itself, she uses one of the ring's
charges, creeps out and tries to assassinate
the most powerful-appearing of the
intruders, attacking from behind the victim.
Smigmal is disguised as an elf, and if captured when appearing (due to her attack)
will try to dupe the party into believing that
she is charmed or otherwise forced to
attack, believing intruders to be nasty
invaders. If this also seems to fail, she tries
to use invisibility to escape, climbs a wall,
and hides in overhead shadows.

Smigmal Redhand: AC 4 (leather +1) & shield +2), (XP: 300) (XP: 500) <large shield>
MV 12",
Level 7/7 Fighter/Assassin (Sniper: Champion Cutthroat),
hp 41, XP 4924
S 17 I 15 W 7 D 16 Co 17 Ch 14
#AT 3/2, THACO 12, D 3-8 (d6+2),
SA poison on sword (insinuative type B, + 3 bonus to saving throw, Dmg 25 in 2 rounds),
SD ring of invisibility;
Thief Abilities: PP 45, OL 52, F/RT 45, MS 40,
HS 31, HN 25, CW 95, RL 15
<Luck Points: 7>
<callous>

Smigmal wears leather armor + 1, uses a
shield + 2, and wields a shortsword +1 in (XP: 400)
normal combat (or a non-glowing normal
shortsword in assassination attempts). She
is thoroughly evil, and loves her work. She
hungers for power to make humans suffer,
and hates her human ancestry. She sees
Falrinth as her tool, the one who will best
aid her in gaining her power. She will FIGHT
to protect Falrinth if such action appears
worthwhile, but will certainly try to save
herself from certain death. Smigmal wears
two earrings (each worth 400 gp) and a jeweled belt (3, 200 gp), and carries 7 gp and 12
ep in a purse. She knows how most creatures react favorably to bloodstones, and
has been trading for and accumulating such
for future purposes (see chest, below).

(Total treasure XP: 3,613)
 
This plainly furnished 20' square room
is obviously the residence of someone
interested in weapons of unusual sorts.

Hanging on the wall are a man-catcher
and several sorts of punching daggers
(sprouting from metal gauntlets, double-bladed with sharkskin crossgrip, and
others). Here are wavy-bladed knives,
double-pointed knives, center-hilted
knives, falchions, and a semicircle of
seven matched throwing knives around a
buckler with a wicked center spike.
Barbed javelins, a short spear with a
very broad leaf-shaped blade (capable of
dealing an axe-like blow), an array of
maces with oddly shaped heads (a wolf
with an open mouth, a clenched draconian forepaw, and others) are also here. 
<5 footman's maces, 1 horseman's mace>

A light crossbow with a double track, for
firing a pair of bolts simultaneously,
hangs on one wall. 

Furnishings include a
narrow cot, a small stand, a table, <long table>
two chairs, a bench, a stool, a bucket with
lid, a wardrobe, and 
a heavy chest with iron hasp and padlock. <large solid iron chest>
Dishes and foodstuffs are on the table and on a nearby
shelf. Several bottles are also on the
shelf.

<A lit brazier is in the center of the room.>

<pudding (black pudding?), water, jelly (ochre jelly? HP: 22), tea, beer (heavy beer), fish (poached salmon)>

No weapons here are magical.

The crossbow has only half normal range, but a single
"to hit" roll is made for both bolts. It loads
as if a heavy crossbow.

Details on the garrot, mancatcher, spiked
buckler, and falchion sword can be found in
the AD&D® UNEARTHED ARCANA
book. Details of other new weapons can be
extrapolated from existing similar types.

The wardrobe holds normal clothing of
various sorts (merchant's, laborer's, and others). <incl. scarf, linen (drawers), hose, shift, sandals, coif>

The chest contains more such garments, <incl. apron, pinafore, tunic, girdle (broad)>
garrots, a vial of acid (standard 8
ounces, D 2-8 as a hurled missile),
a potion of polymorphing, and (XP: 200)
a leather case of six small bottles—4 of ingestive poisons
(types A, B, C, D) and 2 of insinuative
(types B and C). The chest has a false top; its
catch is protected by a needle trap coated
with insinuative poison type D (save or die).
In the secret compartment are 30 gems
worth 50 gp each (26 bloodstones and four zircons),
two pieces of jewelry (base value 1, 000-4, 000 gp each), and
a belt with hidden pockets (containing 50 pp).
    <bloodstones (): 100, 50, 50, 50, 50, 50, 55, 50, 45, 50>
    <bloodstones  (): 50, 100, 100, 50, 50, 50, 50, 50, 40, 100>
    <bloodstones  (): 30, 50, 50, 50, 50, 60>
    <zircons  (): 60, 50, 50, 50>
    <total gem value: 1690 gp>
    <statuette (platinum with gems): 3000>
    <pin (silver with gems): 7000>

(Total treasure XP: 11,940)

<provide stats for the weapons>

Level 3.
>>337.>>