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LABORATORY. Pelleas Triskelion and 2 koalinth assistants are
performing experiments here.
Pelleas Triskelion, Lawful Evil male human sage (AC 10; MV 12”; HD 8 (4 sided dice); hp 20; #AT 1; D Dagger +1, +3 vs humans; SA Spell use; S 10, I 18, W 13, D 10, C 10, CH 13; XP 840)
Pelleas Triskelion, Lawful Evil male human sage (AC 10; MV 12”; HD 8 (4 sided dice); hp 20; #AT 1; D Dagger +1, +3 vs humans; SA Spell use; S 10, I 18, W 13, D 10, C 10, CH 13; XP 840)
First
Level Druid Spells:
Detect
Magic
Second
Level Druid Spells:
Obscurement
Third
Level Druid Spells:
Water
Breathing
Fourth
Level Druid Spells:
Cure
Serious Wounds
Major
Field: Fauna
Special
Categories: Ichthyoids, Amphibians, Crustaceans & Mollusks
Minor
Fields: Physical Universe, Supernatural & Unusual
Pelleas
wears a dark brown robe with a hood and keeps an essence extractor.
A pouch holds a special sea weed he has figured out how to use as a
spell component instead of mistletoe, the keys to his Room 96, and
the key to the drawer in his desk in Room 95. He has a gold tooth
worth 1 gold crescent. He casts spells as though he were a fifth
level druid, but uses the saving throw table and attack matrix of an
eighth level druid.
2
Koalinths (AC 5; MV 9”//9”; HD 1+1; hp 4, 6; #AT 1; D Black iron
trident; XP 28, 32)
Each
has 3d8 copper pieces and 2d4 gold crescents.
In
the center of the room are four very large horizontal glass tubes,
each containing an aquatic occupant.
Tube |
Contents |
A |
Locathah
(AC 6; MV 12”; HD 2; hp 14; #AT 1; D By weapon type; XP 48) |
B |
Sahuagin
(AC 5; MV 12”//24”; HD 2+2; hp 17; #AT 2 claws and 1 bite or 1
weapon; D 1-2/1-2/1-4 or by weapon type; SA Rake for 1-4/1-4; SD
Keen senses in water terrain only; XP 86) |
C |
Mermaid
(AC 7; MV 1”//18”; HD 1+1; hp 7; #AT 1; D By weapon type; XP
34) |
D |
Fangtooth
Fish Man (AC 4; MV 9”//18”; HD 4+4; hp 25; #AT 2 claws and 1
bite or 1 weapon; D 1-6/1-6/2-12 or by weapon +2 to damage due to
strength; XP 215) |
These
creatures are being held in stasis. Each tube holds salt water and
is supported by a metal base which supplies oxygen gas, nutrients,
and a soporific to gently bubble into the tubes. If any of the tubes
are ruptured by a weapon or spell, the contents will spill out
releasing the monsters, who will become sensible the next round. The
locathah and mermaid will have no effective attacks and will try to
avoid combat or secure a weapon. The sahuagin will attack its
tormentor Pelleas preferentially before turning on the adventurers.
Against
the south wall is a huge workbench. The place is lit by four
continual light globes
hanging from the ceiling and there are four large glass windows in
the north wall.
The
workbench contains dissecting equipment such as scalpels, pincers,
scissors, probes, and so on. Several normal fish and amphibians, as
well as a giant pike, are being dissected. There are also three
glass potion bottles. The first contains cod liver oil (light
yellow syrupy fluid, tastes fishy). The second holds a potion of
fish control (dark gray-red,
tastes like butter). The last holds a potion of water
breathing (four doses, green,
tastes like sugar water).
A
one way secret door is also here, activated by an iron rung on the
wall at waist height. As noted, there are small eye-holes that
Pelleas sometimes uses to gaze into the corridor. In the case that
combat is going against Pelleas, he will attempt to cast obscurement
and rupture the tubes with his magic dagger, then escape through the
secret door into the hallway.
Note
that an encounter with Pelleas need not result in combat. Pelleas is
insane, true, but he also realizes that the creepers are gaining an
advantage and that his koalinths are becoming less and less capable
of dealing with the more powerful stages. If he can use the party to
his advantage, he certainly will do so to get rid of the free
creepers roaming the level.
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