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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 />

40

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