The smith is a very powerful man, with a
bushy beard and large hands
forever working
some piece of iron.
He is assisted by a
dull-witted stable 'boy' and a rat-faced
young apprentice. Though the smith's main
skill is shoeing horses
and similar work, he
can mend armor and do minor weapons
work, and so is kept quite busy. He is
usually
seen drinking quietly (though he brawls
on occasion) at the Waterside
Tavern.
Chon, Smith's boy: Level 0 local
man, AC
10 (no armor); hp 3; AL NG; XP 8
S 16 I 6 W 8 D 12 Co 14 Ch 10, <Com
12>
<hedonist. friendly introvert,
hot tempered, soft-hearted, greedy, deceitful, foolhardy, miserly, zealot,
interest: drugs>
Carried: dagger,
purse with
10 cp, 10
sp, 2
ep, 1 gp
Sammy, Apprentice Smith: a Veteran
(Level
1 Fighter),
AC 4 (chain & <medium> shield);
hp 8;
AL N; XP 18
S 17 I 13 D 8 W 9 Co 15 Ch 10, <Com=x>
<capricious. rude extrovert,
morose dreamer, soft-hearted, covetous, scrupulous, foolhardy, spendthrift,
martyr, interest: horticulture>
Carried: dagger,
purse with
6 cp, 6 sp,
4 ep,
3 gp
Smith: Otis, a
man-at-arms ex-mercenary,
AC 7 (no armor) or better (see below);
hp 100; AL NG; XP 5000
S 18/07 I 15 W 15 D 17 Co 18 Ch 13, <Com:
13>
<precise. aloof, cheerful, brilliant,
soft-hearted aesthetic, energetic spendthrift, virtuous martyr>
Carried: dagger
(and hammer in smithy),
purse with 1 cp,
4
sp, 7 ep, 2 gp.
Languages: Common, Alignment, Olvish,
Gnomish,
Ogrish, Sprite.
Spells
(druidical)—detect
magick, speak with
animals,
affect
normal fires.
In a secret place beneath the old anvil
at
the rear of his shop, Otis has a suit of
chain
mail +
2, longsword + 2, and a pouch
with
25 gems (a mix of amethysts,
chrysoberyls,
pearls,
and tourmalines, each worth 100
gp). Nearby are his pallet, a chest (containing
<chest=x>
clothing and adventuring gear suited to
<robe, smock, slippers, surcoat>
his level), a small table and chair, and
an <chair=x>
assortment of old but serviceable weapons
(including normal longbow,
a quiver of 20
arrows with cold-wrought
iron heads,
shortsword,
and cold iron battle
axe).
The smith is secretly a ranger knight <ranger
lord>
(Level 10),
an agent of the King of
Furyondy,
a Knight Bachelor of Veluna, and
formerly a watcher of activity in Hommlet.
Otis claims to be an ex-mercenary. His
apprentice and "boy" believe this to be
true,
though the former (an alert snoop) knows
where Otis hides his special equipment.
Otis will accompany adventurers to the
Temple of Elemental
Evil if the opportunity
arises. He slays or misleads evil creatures
and
helps those of Good while not unduly risking
his life. After 1 or 2 such expeditions,
however, he decides that even a Good
party
must go it alone, as he does not wish to
reveal
his true identity and purposes—to be certain
that some powerful Evil
character does not
loose the prisoner (as, in the Greyhawk
Campaign,
did Lord
Robilar).
This ranger further assists Good characters
if in great need. In his guise as a man-at-arms,
he asks for a suit of chain
mail and a longsword,
and then substitutes his own magickal
counterparts. His sword glows only upon
his
utterance of a secret rune, so the magick
upon it
may be kept hidden for some Time. His "fee"
is
1 equal share of treasure gained. Otis
is
Neutral
Good, and cooperates with Y'dey and
Murfles (see area 3,
7 special followers— <>
Murfles (area 3), 2 giant
owls, and 4
sprites.
The owls conceal themselves amidst
the thick foliage of a mighty oak nearby.
By
night, they watch for and report to Otis
any
activity around the Temple.
The sprites are
from the nearby AREA, and are thus very
familiar
with their surroundings. They make a temporary
home in a hollow high up the huge
trunk of a nearby Ipp
tree (quite near the owls'
oak), in the small woods
to the north of the
track between Nulb
and the Temple. They
watch by day, reporting to Otis on activity
around the Temple.
Owls, <Giant>
(2): AC 6; MV 3"/18"; HD 4; hp 27; 2
#AT 3; Dmg 2-8/2-8/2-5; SA surprise
on <THACO 15>
1-5; SZ M; XP 258; 238
Sprites
(4): AC 6; MV 9"/18"; HD 1; hp 7, 6,
5, 5, #AT 1 or 2; D dagger
(1-4) or arrow
(1-3); SA surprise
75%, and arrow (victim
must save vs.
poison or sleep 10-60 turns),
SD move silently, invisible
at will (-4 AC
bonus), SZ S; XP 87, 86, 85, 85
>> 3.