98
SPARRING ROOM. Nine murmillones are practicing combat here. They
are very careful to stay at least five feet away from the central
pool, which is somewhat unpleasant smelling with rotting vegetation.
9
Murmillones (AC 7; MV 12”; F2; hp 12 each; #AT 1; D Short sword +1
due to strength; XP 71 each)
Each
gladiator has 2d10 gold crescents. If the murmillones hear the bell
from Room 95, seven will go there to help repel invaders, while the
other two will alert other murnillones in other rooms.
Central
Pool.
The
reason the gladiators avoid this pool is because it houses a
shambling mound, which will form itself and attack anyone who comes
within five feet of the pool edge.
Shambling
Mound (AC 0; MV 6”; HD 9; hp 41; #AT 2; D 2-16/2-16; SA
Suffocation; SD Partial magic and spell immunity; XP 2092)
The
pool is ten feet deep and the water is very murky and choked with
vegetation. At the bottom are 2673 copper pieces, 764 silver
spanners, 964 gold crescents, and a chime
of opening.
A
reasonable supply of weapons found in the Player's Handbook can be
found here, along with wooden mockups used for practice.
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