The Isle of Mordol: Map ED: ed A Church

  1. Flanking towers
  2. Map ED
  3. Wandering monsters on plateau
ED (2).jpg

Still holy after all these years.

1. Entrance room. Empty.

2. Temple. Living light: AC5, HD4+1, hp 22, At touch (vs. AC9-magic adjustments) or blindness, save E3, L. It will only attack if an evil person is in the party. The blindness will affect one person, who must save vs. spells at -2. The living light takes no damage from normal weapons, and half damage from magic weapons. The colored glass (8 foot diameter, 400 gold pieces) shows Zeus and his lightning. While in the church it will not break. The rug is gold thread inlaid in red (400 gold pieces). The altar and statues (Zeus, Hera, Heracles, Mercury, seven feet tall on a three-foot pedestal) are of marble.

ed A Church: Basement

1. A black pudding, 15 feet diameter, only hit by fire. AC6, HD10, hp 52, At 1, D 3-24 (dissolves armor in one turn), save F5, N.

2. Head cleric’s chambers. Empty. In the desk, one drawer-middle, is powder of darkness, 3 pinches; a clerical scroll of resist cold, a clerical scroll of striking, continual light, detect evil, raise dead, and purify food and water, and a cursed scroll of -2 ‘to hit’.

3. Church storeroom. 52 copper pieces, 19 silver pieces, 897 electrum pieces, and 287 gold pieces.

4. Acolyte’s room. The acolyte is now a shadow: AC7, HD2+2, hp 8, At 1, D1-4+1 point of strength, save F2, C. The shadow can only be hit by magic weapons. In the drawer of this desk is 17 platinum pieces, and a scroll of protection from magic.

5. Empty. In the drawer of the desk is 25 copper pieces.

6. Food storeroom. Empty except for crumbs.

  1. Flanking towers
  2. Map ED
  3. Wandering monsters on plateau