56 — Adepts' Chamber

ADEPTS’ CHAMBER: There are 4 adepts (2nd level clerics) here, each clad in a black robe with a maroon colored cowl [statistics 1]. They have plate mail beneath their garments, and each bears a mace. Their waists are circled with copper chains (worth 40 g.p. each) with skull-shaped clasps fashioned of bone. Each carries a purse with 20 gold and 5 platinum pieces, and each wears an amulet of protection from good (#54.), which makes their effective armor class 2 vs. good creatures. The first and second have cause light wounds (does 2-7 points of damage to creature touched; normal “to hit” roll must be made to touch victim) spells, the third a light spell, the fourth a cause fear (those who fail to save vs. Spells must flee in terror for 1 turn. A normal “to hit” roll must be made to affect creature) spell. They will use their spells first, if possible, before engaging in combat with weapons. In the room are four beds, four small stands, a table, four chairs, four chests for clothing, and various books and scrolls of evil nature - nothing of value. However, on the table are copper dishes and vessels (total weight 300 coins) of exceptional craftsmanship which are worth 175 gold pieces. (If the party opts destroy the evil writings, they should receive an additional 600 experience points for the act, unless they are themselves evil, in which case they should receive points for keeping and reading these works.) If hard pressed, these evil clerics will attempt to flee and warn their master by striking the great bell (58.).

Original B2 statistics 1

AC 3, C 2, hp 8 each, #AT 1, D 1-6, ML 8

Source: B2, PDF page 27. Original mechanics retained.