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TSR 9360 - WGR2 - Free

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The Adventure<br />

This adventure takes place entirely within<br />

the home of Bigby, a now-deceased member of<br />

the Circle of Eight. It is located on the outskirts<br />

of Scant, at 68 Green Leaf Avenue, and<br />

is surrounded on either side by similar houses<br />

belonging to certain very wealthy merchants<br />

of the town. None of his neighbors will be able<br />

to tell the PCs any useful information about<br />

the house, as they all believed that Bigby was<br />

a merchant like themselves. In this area,<br />

Bigby went by the name of Fraznier. It has<br />

been rumored that there is a labyrinth of caverns<br />

under Bigby’s house where he hid all his<br />

treasures, but once these rumors got back to<br />

Bigby himself, he sealed up the tunnels and<br />

devised a new place to keep for his treasure.<br />

Outside the House<br />

Bigby’s house looks like every other one on<br />

its block: it is a two-story structure with<br />

chimneys on its west and north sides. There<br />

is an enclosed porch on the north side of the<br />

house, and an adjoining stable to the east.<br />

There are quite a few windows on both the<br />

ground floor and the upper floor, but looking<br />

in these windows will not help the PCs, since<br />

there are illusions cast on each of them. The<br />

illusions are designed to make it look as<br />

though there is a perfectly ordinary merchant<br />

family living in the house. The best the party<br />

can hope for is to catch a glimpse of a typical<br />

merchant family.<br />

Any attempt to cast a spell within 100‘ of<br />

the house will be foiled by a previously-cast<br />

silencing hand, which will clamp onto the<br />

spell caster’s mouth as soon as he attempts to<br />

begin his spell. Only spells with no verbal<br />

component or a casting time of less than 2 are<br />

immune to this effect.<br />

The Doors: Behind all of the doors into the<br />

house, there are illusionary wall spells that<br />

make it appear as if the door has opened onto<br />

a brick wall. Although completely convincing,<br />

the illusion is visual only and the PCs need<br />

only to walk right through it to get into the<br />

house. Getting the doors open will not be an<br />

easy task, however, as each one is boobytrapped<br />

with magic. All traps in the house will<br />

reset after 24 hours.<br />

Front Door: The front door is locked, and<br />

any attempt to force the door or pick the lock<br />

causes the activation of a pugnacious pugilist<br />

spell. A pair of clenched fists appears in the air<br />

and attempts to pummel the character who<br />

was trying to open the door into unconsciousness.<br />

The fists have the following abilities: AC<br />

0; hp 54; THACO 12: S 18/50 (pummels as 9th<br />

level fighter); SD dispelled only when their hit<br />

points reach 0. The pugnacious pugilist spell<br />

will continue for 36 rounds or until it is destroyed,<br />

whichever comes first, picking fights<br />

with characters randomly after its initial target<br />

is knocked out.<br />

If the PCs flee to any spot more than 100’<br />

from the house, the fists will break off their<br />

attack and fade away, ready to return to action<br />

the next time anyone messes with the front<br />

door.<br />

Stable Door (front): These large double<br />

doors are closed with a latch and secured with<br />

a large padlock. Attempts to break through or<br />

unlock this door cause the appearance of 6<br />

fantastic fencers, disembodied hands wielding<br />

long swords. Each fencer has the following<br />

statistics: AC 2; hp 15; THACO 12; Dmg 1-8/<br />

1-12 (long sword): SA disarms opponent on a<br />

roll four greater than needed to hit. The<br />

fencers can be disarmed in the same fashion<br />

that they disarm opponents, upon which the<br />

individual fencer is dispelled. The fencers will<br />

otherwise last for up to 18 rounds.<br />

Stable Door (back): The lock and latch on<br />

this door have a shocking grasp that attacks<br />

any character who touches them. It will do<br />

ld8 + 18 hit points of damage to anyone foolish<br />

enough to try to get in this way.<br />

If the PCs manage to get into the stable, they<br />

find a very ordinary looking barn interior, with<br />

two stalls and an overhead hayloft. Riding<br />

gear and tack are hung on the west wall, along<br />

with an assortment of pitchforks, shovels, and<br />

brooms. The door leading from the stable into<br />

the house proper has no traps or spells on it.<br />

Porch: The door to the porch is unlocked<br />

and has no traps on it. However, once the intruders<br />

have entered, a forceful hand appears<br />

between the door to the house and the PCs<br />

and tries to force them out the porch door and<br />

away from the house. The hand’s abilities are:<br />

34

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