Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.
For the DM: Seven zero-level guards are barracked in the
20' square area, ready to fight whenever
necessary. These men-at-arms are the core
of the new company of Elemental Earth
Reavers. Each carries a javelin, to be hurled
before closing for melee. They, along with
their fellows in area 129, always do their
best to protect area 133 -- but if it becomes
obvious that they are losing a fight, they
might flee (25% chance, check each round).
Four fighters are quartered in the trapezoidal
area; they are the leaders of the company.
Each is clad in bronzed plate mail and carries
the brown shield with black triangular boss.
They take orders from the cleric in area 137.
Each fighter carries two javelins for use
before melee, and their leader (Level 4) carries
a javelin of lightning for use in an emergency.
(The ogres, for example, know of this
and obey accordingly. ) Each has average
Strength except for the L3 leader, who has a
17 ( + 1 to hit/ + 1 damage).
Guards (7): AC 4, MV 9", Level 0, hp 7, 5, 5, 4, 4, 4, 3;
#AT 1, D 1-8 (longsword), SA 1 javelin each (D 1-6, ranges 2"/4"/6");
XP 21, 19 (x2), 18 (x3), 17
Fighters (4): AC 2, MV 6", Levels 4, 3, 2, 2,
hp 30, 19, 13, 12, #AT 1, D 1-8 (longsword),
SA 2 javelins each (D 1-6, ranges 2 "/4 "/6 "),
L4 Fighter has javelin of lightning + 2
(ranges 3"/6"/9", D 1-6 +20 electricity in 5'x 30' bolt);
L3 Fighter gains + 1 "to hit" and damage;
XP 205, 107, 54, 52
For the players: The former purpose of this room cannot
be ascertained, but the four bunks in the
south end obviously show that it now
houses troops of some sort. Pegs on the
wall are many, and one holds a brown
cape. A bench is near the door to the
west. Two torches give light to the area.
A trapezoidal area through the archway
to the north contains four narrow
cots, four small wooden chests, and a
small wall fountain which dribbles
smelly water into its basin. A long table
with two benches and a chair at head and
foot complete the furnishings. Light
comes from a lantern, held aloft above
the table by a thin chain; two unlit
torches are mounted on the walls. An
open cupboard by the table holds various
dishes and four jugs.
For the DM: Each guard has 2-8 cp, 2-8 sp, and 2-8 ep.
Each fighter wears a bronze ring with a triangular
setting of jet (worth 50 gp). These
rings are passes to any area of this dungeon
level not commanded by a cleric (though
undead tend to ignore such niceties... ). Each
fighter carries various coins (ep, gp, and
pp), the number of each determined by rolling
2d6 per level of experience (the L4 leader
thus carrying 8-48 of each coin type).
The water in the fountain is smelly but
drinkable. The jugs in the cupboard hold
water, wine, beer, and fuel oil (three pints
worth 1 gp each), respectively. Each chest
contains nondescript items of clothing and
one leather ceremonial harness with a large,
bronze-hilted dagger (worth 15 gp with the
harness). One chest also contains a scrap of
parchment, inscribed with a message, in
Common: "Remember to check AUGURY
CHAMBER to see if Belstro was lying!"
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