Monday, June 8, 2015


99 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)
First Level Druid Spells:
Detect Magic

Second Level Druid Spells:

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.

Locathah (AC 6; MV 12”; HD 2; hp 14; #AT 1; D By weapon type; XP 48)
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)
Mermaid (AC 7; MV 1”//18”; HD 1+1; hp 7; #AT 1; D By weapon type; XP 34)
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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