Wednesday, October 4, 2017

3rd floor of Bargle's Lair.


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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