Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.
For the DM: Here dwells Supreme Commander
Hedrack, High Priest and Most Honorable
Emissary of luz Himself. Though he is often
elsewhere, his two comely female servants
remain in this room at all times.
Though only 20 by 30 feet in size,
Hedrack's abode is impressive. The floor is
covered by thick rugs, one atop the other.
The walls are covered by tapestries of
ornate geometric designs, involving circles,
squares, triangles, and the eight-pointed fire
symbol.
Two engraved brass braziers shed light and
heat from the western corners of the room,
and a large fireplace in the east wall adds its
radiance. By the latter are brass andirons and
matching fireplace tools. Atop a marble mantelpiece
are several knicknacks, and hanging
on the wall above them is an excellent painting.
The latter depicts the united forces of the
Greater Temple in full battle garb standing
before the great altar, with their human leaders
before them (Hedrack clearly visible in the
center position).
Along the north wall are two bookshelves,
one including a desk in its lower
portion. A plush chair before the desk is
flanked by a small wooden table. The
shelves are filled with books of all sizes and
colors, most bound in leather. A wooden
bed, with carved gargoyle heads on all four
posts and piled with silvery furs, stands by
the center of the west wall. Upon another
small table by the head of the bed are a
metal pitcher and a large basin. To the left of
the entrance stands a wardrobe, and an
ornate unholy symbol hangs on the wall
between it and the door.
The furniture comprises a matched set of
prime sablewood, all decorated by fine marquetry
and worth at least 700-1400 gp
apiece. (All can be easily disassembled for
removal.) The braziers are worth 300 gp
each. The set of brass andirons and fireplace
tools is worth 750 gp. Each of the ten rugs is
worth 600-1000 gp and weighs 30-33
pounds. Each of the 8 tapestries weighs half
that, but is worth 400-1400 gp.
Central on the mantel is a four-inch tall
ebony carving of a grinning horned skull.
This item is magical; if touched, luz immediately
sees this room and its current occupants,
wherever he may be. He might (25%
chance) decide to come to investigate the
disturbance, or will probably do so (75%
chance) if his name is uttered while the figurine
is touched. If possible, Hedrack will use
this item to summon luz if cornered here in
his lair.
Other items on the mantel include two
ceramic plates, hand-painted but poorly
done (by Hedrack, and worthless), a twoinch
tall miniature dragon made of deep red
crystal (actually of carved ruby, worth
7,500 gp), four dinner knives with scrimshaw
handles carved with scenes of sea
monsters attacking vessels (each knife
worth 100 gp), a lavender and green elipsoid
stone (identical to an ioun stone but nonmagical,
worth 500 gp), and a small chunk
of lava in which are embedded several tiny
gemstones (5 very rare volcanic tourmalines,
the whole worth 5,000 gp). The painting
is worth 250 gp.
The desk is closed and locked, but the key
lies nearby on a shelf, and is easily found by
any search. Within the desk are various
parchments and record-books, showing the
numbers and types of creatures recruited by
all the dungeon temples in the last year,
troop pay records, disciplinary notes, and
the like. In one small volume, details about
humans and humanoids are sorted into four
sections labeled A, E, F, W -- this being a
record of sacrifices sent to the nodes.
Among those prominently mentioned are
Ashrem, Jaer, and Sargen (who now wander
the Nodes). In a bottom drawer is a scroll of
five spells, recently completed by Hedrack;
on it are silence 15' radius, dispel magic,
cure critical wounds, flame strike, and slay
living. (Hedrack will recover and use this
item against intruders if possible.)
The bookshelves are crammed with reference
works on various subjects, with an
emphasis on battle strategy and tactics, personal
improvement, leadership, and management.
Most appear little-used. Each of
the 150 books is worth 1-10 gp. One work,
entitled 'Laws of the Temple', is a hollowedout
cache for 15 gems -- 3 amethysts, 6 citrines,
2 diamonds, 3 opals, and a huge black
sapphire. (The total value is 22,300 gp, the
last item being worth 7,500 gp and the others
500, 50, 5,000, and 1,000 gp respectively.)
One tome is magical, a book of vile
darkness that Hedrack plans to study within
the next few months.
The four silvery furs on the bed are
ermine, each worth 4,000 gp and weighing
10 pounds. The pitcher and basin are a platinum
alloy, the set worth 500 gp. The unholy
symbol on the wall is a spare, inset with several
paste gems and worth only 50 gp.
In the wardrobe are five silk robes, one
for each ceremony -- brown, black, gray,
green, and red. Upon the breast of each is an
embroidered symbol of the golden skull,
with the horned skull symbol of luz on the
back. Five matching pairs of slippers lie on
the floor of the wardrobe. Also here is a suit
of black leather armor and matching face
mask, occasionally worn by Hedrack when
he tours this and other dungeon levels
incognito to gather information.
Hedrack's position herein as the Mouth of
luz (among his other titles) commands the
fear and respect of all the troops. A dark
glance from him causes even the boldest
giant to cringe, in deference to the dire
powers at his command as much as his personal
power. He dresses in bejeweled silks,
and stalks about with an air of utter confidence.
Hedrack wears bracers of defense AC 4
during normal operations, but dons his
shining black plate mail + 3 and shield +3
if trouble is expected (i.e. during alerts). He
wears a ring of free action and carries a
wand of fear at all times, and often brings
his rod of smiting and hammer + 2 as well.
A small magic cube and black scarab never
leave their black velvet pouch at his belt; the
latter controls the curtain behind the main
altar (419 A), and the latter is a Daern's
instant fortress, used on the infrequent
occasions when invaders have posed severe
threats. Hedrack's favorite tactic with this
device is to block the exit with it, at any convenient
place in corridors 401 or 418,
though he will erect it in the Temple itself if
necessary. He mans it with a dozen or more
ogres, bugbears, and gargoyles if possible.
Hedrack also keeps several potions in his
quarters, and selects a few for each jaunt.
He commonly carries those of extra healing,
flying, and polymorph, and also has
potions of climbing, invisibility, and speed.
Hedrack makes scrolls as well, and has
recently completed one of five spells: silence
15' radius, dispel magic, cure critical
wounds, flame strike, and slay living.
Commander Hedrack: AC -4, Cleric L9, hp 66, #AT 1,
D 5-8 (hammer +2) or by spell, AL CE, XP 4392
S 15 I 10 W 18 D 15 Co 12 Ch 16
Spells memorized:
First level: command (x3), cause light wounds, detect magic, protection from good
Second level: detect charm (x2), find traps, hold person (x2), silence 15' radius
Third level: animate dead, continual darkness, dispel magic, bestow curse
Fourth level: detect lie, poison, tongues
Fifth level: dispel good
Servants (2): AC 10, MV 15", Level 0, hp 6, 4, #AT 1 bite, D 1-2; XP 16, 14
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