On this floor you can find the research related to Bargle's quest to develop the owlbear. This adventure sort of became like Genesis of the Daleks but with owlbears. The party was able to get jobs working for Bargle along with the charmed ogres. Bargle was drunk enough to hire them. Eventually the party betrayed Bargle when the all went to town to get drunk and harass the villagers at the inn. Bargle died in brutal barfight. It was very Roadhouse.
Room Key
1. Empty
cleaner room.
2. Statue
of a serpent man. Ogre guard: AC 5 hp24 xp 125. Dressed nice.
3. Mechanical
Band: Suits of armor play harpsichord, a dulcimer, and panpipes. Turn a crank
to get band to play. There are chairs facing the suits.
4. Fake
Bargle lair. Crystal statue of Bargle putters around in icely appointed room.
Attacks if you talk to it. Crystal Statue AC4 hp 18 xp35. Pearl necklace on
table 100gp. Golden candle sticks 25gp each. Room Magically lit.
5. Fossilized
serpent man eggs.
6. Green
glass filled with owl and bear parts. Weird tools and chemicals. Notebook
filled with list of failed creations. Owl with bear’s head in cage.
7. Bargle’s
room: Bargle is here or in one of his labs. There is also a crystal replica of
Bargle AC 4 hp 13. Treasure 1100sp in an urn, 24gp.
8. This
room is loud. Bedroom for charmed ogres. 4 charmed ogres, dressed nice, practicing
diction. 5 beds. Ogres are carrying gold.
9. Food
storage.
10. Kitchen
11. This
is where Bargle brews beer. Brewing equipment. Gnome Brewer: Plodo (prisoner)
12. On
map.
13. On
map.
14. On
map.
15. On
map.
16. And 17. Ghouls in temple ghoul looted
sarcophagi.
17. In
Pile on floor. 3,000cp 3,000sp, 2 gems: 500gp Pearl & 10gp quartz. Narrow
ghoul dug tunnels, lead to crypts and surface behind graveyard.
18. More
specimens. Weird equipment. List of failed experiments read = 4 int checks each
for 200xp take 1 week to read. Magic users only. 1 potion of healing between
poison and embalming fluid, numbered in ledger as 17.
19. empty
20. Giant
ants. 5 of them AC 3 hp 8, 8, 6, 8
21. Illusion
of blank empty room. Really has chairs desk and altar. And 2 crystal statues. On
the altar: golden dagger with ruby in hilt 436gp. Here altar can be moved and
hides Bargle’s spellbooks: book of 1st level spells all Bargle’s memorized
spells + ventriloquism and magic missile. 2nd level book: all his spells + web.
3rd all his spells + feign death. 4th his spells + fear.
22. 7 skeletons 200sp. 200gp
23. 4
ghouls. 200cp 500gp. Burrow hole in corner.
24. 6
Zombies. 300sp, 100gp, +1 sword.
31. Triangle room
Serpent men reliefs.
32. Bandits
resting here
33. Trap. If you
rest here 1 turn teleported someplace random roll 1d12 places you in rooms
22-34.
34. Empty.
35. Serpent man
grave site. Room contains a tombstone here surrounded by candelabras. There is
a dead bandit with his head smashed in. There is a gold snake statuette with
ruby eyes. Anyone who tries to take treasure is assaulted by the treasure
flying through the air telekinetically. 1d4dmg. Must dig up and destroy the
serpent man corpse to stop the telekinetic onslaught.
36. Empty.
37. special (I
have no idea what this means now.)
38. nest of
beetles.
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