TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
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Storage Room A<br />
This storage room is under the staircase,<br />
making it cramped and awkward to move<br />
around in. The room is lined with shelves.<br />
These hold material components for nearly<br />
any imaginable spell. Some are fairly common,<br />
while others are downright exotic. The<br />
shelves seem to be organized by spell type.<br />
Spellcasting PCs may want to replenish<br />
their spell components from the materials<br />
here. The likelihood of finding the component(s)<br />
for a specific spell depends on its level,<br />
as follows: 1st 95%, 2nd 90%, 3rd 80%, 4th<br />
70%, 5th 50%, 6th 40%, 7th 20%, 8th 15%,<br />
9th 10%. There is, however, a 100% chance of<br />
finding components for any “Bigby’s-” spell.<br />
The closet across the hall from the storage<br />
room is Bigby’s modest wine cellar. It houses<br />
nearly fifty bottles of wine of various vintages,<br />
from as recent as three years ago to one bottle<br />
that is fifty years old.<br />
Storage Room B<br />
This whole area is stuffed to the ceiling with<br />
boxes, crates, and containers filled with nonmagical<br />
junk. In fact, there is so much bric-abrac<br />
that any attempt to inventory its contents<br />
here would be futile. If the players are determined<br />
to search, make up the contents as you<br />
go along, strongly hinting to the players that<br />
they are wasting their time.<br />
Aftermath<br />
Bigby’s will is very specific in its listing of<br />
magical items stored in his hidden room, so<br />
the PCs will be well-advised to resist the temptation<br />
to appropriate some of it without permission.<br />
Even if they did not find the will,<br />
Mordenkainen certainly will, and he or his<br />
agents will come looking for the PCs to retrieve<br />
any stolen property. If the adventurers<br />
bring back an accurate accounting of what<br />
they found, Mordenkainen’s agents will give<br />
each survivor 500 gp and an appropriate magical<br />
item of 500-750 XP value. If one or more of<br />
the characters ask for a specific item from<br />
Bigby’s trove, the DM needs to decide whether<br />
or not Mordenkainen gives it to them.<br />
If the PCs fail to find Bigby’s treasure trove,<br />
or worse, fail even to get into the house, then<br />
Mordenkainen will do the job himself, giving<br />
the PCs only 50 cp each for the botched effort.<br />
Of course, if the PCs don’t care about the<br />
consequences, the DM may find himself with a<br />
group of characters who have just come into<br />
possession of a lot of new magical items. . . .<br />
Library<br />
The east wall of the library is covered with<br />
wood paneling, the only wall in the basement<br />
that is not stone or brick. Three rows of bookshelves,<br />
stuffed with books, run nearly the<br />
entire length of the room. However, only one of<br />
the shelves contains spell books. The other<br />
two have volumes on magical history and theory,<br />
theology, astrology, science, and general<br />
scholastics. A disembodied hand roughly the<br />
size of a child’s floats casually around the<br />
room, and nothing the PCs do affects it. It is a<br />
permanent bookworm bane, set to protect the<br />
library against bookworms.<br />
The closet is lined with shelves that hold<br />
astrolabes, divining rods, tarot cards, crystals,<br />
miniature pyramids, drafting tools, ink pots,<br />
paper, and other essentials.<br />
The entrance to the secret room is located<br />
on the east wall, behind a chart that shows<br />
acupuncture points of the human body.<br />
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