First level of Castle Barkon

  1. Castle Barkon
  2. Second level of Castle Barkon
First Level.jpg

Wandering monsters

Every two turns an encounter occurs on 1 on 1d6.

1 doppleganger (1, room 5)
2-6 Wights (1-4, room 9)
7-11 Giant rats (2-5, room 12)
12-14 Driver Ants (1-4, room 14)
15 Gargoyle (1, room 15)
16-18 Sprites (2-8, room 17)
19-20 Spectre (1, room 26)

Description

1. Five NPC’s (see sheet) line the south wall. They are in magical suspended animation (as stasor beam*). Only smoke from burning the remains of the logs in the great hall (room 14) can wake them.

2. There are 5 leg bones in the northeast corner. Anyone touching one must save vs. spells or go to an empty room and guard it as if they were a monster.

3. Empty.

4. Empty.

5. Two dopplegangers inhabit this room. AC5, HD4, hp 26, 10, At two-handed sword, D1-12, save F10, C. They are here 95% of the time.

6. Dead medium: just a skeleton in a tattered robe. In the robe is a normal dagger, and a book in an unknown language (her spell book).

7. Empty.

8. A gelatinous cube. AC8, HD4, hp 7, At 1, D2-8+paralysis, save F2, N.

9. Six wights. AC5, HD3, hp 11, 10, 17, 11, 12, 12, At 1, D1 level, save F3, C. They are here 69% of the time.

10. Upon entering it will look as though some rocks are falling. Each person must save vs. spells or be unconscious for 1-4 turns. Actually, there are no rocks.

11. It looks as though this room is bustling with activity. It used to be the kitchen, and the illusions are preparing a great feast.

12. A lot of rotted old food. 2-5 Giant Rats every turn: AC7, HD1/2, At 1, D1-3+disease, save F1, N. There are a total of 127 rats.

13. On each side of the tables, from longest to shortest, there are 10, 9, and then 7 chairs. Blood drips from a point above the king’s chair, and falls in a small pool on the floor. Occasionally (when they least expect it, 50% when walking in) the party may see the wounded king also. Any putting their hands through the ‘body’ of the king must save vs. death ray or gain that wound (lower back). Nothing will stop it (bandages won’t even get bloody!) and the person will not be able to heal in any way until this has been dispelled, as a curse. The curse is allowed a save vs. spells as a 6th level fighter. The tables have rotted, and are falling apart, as are the chairs.

14. There are 8 chairs on the north side of the small tables, and 12 on the north of the large ones. Six driver ants inhabit, 65% of the time. AC3, HD4, hp 32, 30, 28, 26, 24, 22, At 1, D2-12, save F2, N.

15. One gargoyle lives here, and is here 90% of the time. AC5, HD4+4, hp 22, At 2 claws/1 bite/1 horn, D1-3/1-3/1-6/1-4, save F8, C.

16. Eight chairs, all rotting, on each side of the tables.

17. Ten sprites here, 90% of the time. AC5, HD1/2, hp 3, 3, 3, 3, 4, 4, 4, 4, 2, 2, At curse, D nil, save E1, N.

18. Six chairs on each side of the tables. On the two large tables are fruits of many kinds, all appearing fresh. Anyone eating them must save vs. poison or die.

19. A shrieker: AC7, HD3, hp 18, At noise, D monster, save F1, N. It will shriek 1-3 rounds when they enter. Each round there is a 50% chance for a wondering monster to be attracted by the noise. It will arrive in 2-12 rounds.

20. Empty except for hay.

21. Empty except for hay.

22. Empty except for hay.

23. Empty except for hay.

24. Empty except for hay.

25. There is a two-handed sword in a stone here. When the sword is pulled out, the stone becomes a blob monster: AC4, HD4+1, hp 16, At 2, D 1-6/1-6, save F8, C. Only the sword can hit it. Once it dies, or the wielder of the sword dies, both the sword and the stone return to normal, the sword in the stone.

26. One spectre is here 95% of the time: AC2, HD6, hp 28, At 1, D1-8+2 levels, save F6, C. Treasure, in the far corner4, under hay: 5,000 silver pieces, 300 gold pieces, 40 platinum pieces, a dark green nephrite gem (50 gold pieces), a purple amethyst bracelet (120 gold pieces), and an emerald brooch (50 gold pieces).

27. An empty treasure chest, locked (weight: 1,000 coins, 500 coins*). When opened, a flash of light will blind all in the room who do not save vs. spells, for 1-4 turns.

28. Any entering this room must save vs. spells or have a nature call. There is a 40% chance that a wandering monster will come after they’re done but before they have their armor back on.

  1. Castle Barkon
  2. Second level of Castle Barkon