pede RoC ELI;
'G BY JULIE DILLON.
(@ BY ROBLAZZARETTI,
ANY SETTING , LOW-LEVEL (IST-STH) , DUNGEON CRAWL.
16 DUNGEON. serTewaee 2007 oshe renegade magicaser Bargle
] is wanted, dead or alive, After
the murder ofa fecal town cleric
seamed Aleens,the ruling council put ase
ableLbounty on hishead. Most speak ofthe
‘wizard in hushed tones, and rumor holds
hat he dwells in th earby
abandoned keep, performing all soris of
foul sorcery. Orly the truly brave, o¥ per-
lously Golish, would daze to challenge
‘Bangle in his own domain,
"Rill Bargle” is 2 DAD ac
designed for four 3rd-level characters,
‘Though many of the names and themes
used here trace theirzoots back to one of
the or-ginal D&D cam 2
Known World of Myszana, this adven-
hte is self-contained and cua take place
In any campaign setting, This adventure
originally appeared in the Duggeens &
Dragons Basic Dungeon Masters’ Raleboo,
ADVENTURE BACKGROUND.
‘Mary years ago, a wizard named Gygan
mysterious powers,
ruled this part of the Realms of Man fom
hhis mighty castle Mistamere, located 4
the foot of the mountains to the north
Gygar died aera long and peaceful rule,
but no suceessor was named. Orer the
LUsnto ruins
ne of the
een for
Centuries later, the o
broken towers can still
hhe town of Thresh
eckoning
10 seckers of da and fortune,
Rumors hold that monsters lurk within
che ruins,
The local town council bas
adventurers to
reward of 1,000 gold pieces for Ba
capture. Recently blemed fr the death
of Alena, a well-known cleric, Bargle is
wanted by the council, dead oralive
Preferably dead,
arding rich treasures
led for
ave the keep, offering a
ADVENTURE SYNOPSIS
the PCs arrive at castle Mistamere, the
Suppased hideout of Bargle, After dea
b the carrion crawler that Lives
ide and the kobolds that contro!
the
the keep and the two dungeon levels
beneath it. Inside they face a tribe of
kobolds, hungry scavengers, and deadiy
*h Bargle’s inner
they mast combat
, the chazacters must brave
sanctuna. Once there
cunning doppcleangers charmed ogres,
deadly traps and the magic-user himself!
f they hope to bring an end to Rargle’s
deadly reign
ADVENTURE HOOKS
The adventure begins wit
the town of Mazeshold,st
he pasty in
ingal the Gold
ost in the ina bears a
wanted poster for Bexple’s cepture,
The town itself full of wild rumors
4 the castle, which
ragon Ian. A sign
is wild speculation and hearsay, a DC
15 Gather Information check reveals
thet Ba
rtly after Alcenia’s death, inquiring
about the keep, a similar check reveals
thal itis said to he the lair ofall sorts of
le was last seen near the castle
SEPTEMBER2007 DUNGEON 17Lees
-ionsters, particularly a tribe of kebolés
‘hat Lives in the uppermost dungeons,
THE SURFACE RUINS:
‘The journey to Case Mistamere ts
shorl one, with the tail to the ruins
leading through pleasant farm fields.
‘the only encounter along the way is
ith a firmer, who sits atop his wagon
watching his worlzers til she fields. He
is a filendly man who gladly volunteers
‘that he has seen: monsters go in and out
of the keep over the past few months.
Although he does not iow their name,
he desetibes them as small lizard
creatures who walk about ke men,
The firmer has never seen Bangle, and
is glad for i.
When the PCs reach
paraphrase the follow
he castle, ead oF
fe
fhe Walls of Castle Mistameve are jagged
and fil of sail holes where stone blocks
Have tiimbled to th
around the ruins. A gaewav in the cente
18 OUNGEON sePTeNse2 2007
BY JASON BULMAHN
if
of the front wall stands empty and the
maszive outer doors lie rotting nearby on
‘the ground, although an Inner gateway
stil stands, This gateway seems to be the
easiest entrance through thewall, although
4 gaping hale offto left of the gate could
provide another. Peeking ove
wall in places are the ruine of the castle
IF of the
the outer
itself, backed ogainst the sheer
beyond
Inside the keep, all of the Moors,
ceilings, and walls are made of stone,
Unless otherwise noted, the chambers
are unlit and have 16-foot-high ceilings,
‘There were once floats above the Sr
bled
but they have long since cru
1, RUINED DOORS (EL. 4)
These rotting doors were once the outer
‘gates to castle Mistamere
Creature: Lurking in a shallow den
undernesth the carrion
raver: Anyone approaching within 20
feet of the doors receives a D
check to notice it
Phen climbs out to attack, surprishag
anyane who fails thelr Spot check Tt
10 Spot
the earrion crawler
attacks until slain,
Carrion Grawler: hp 16; Monster Mar
wal 30.
Treasure: Anyone investigating the
lair underneath the daors disco
the skeleton of a kobold covered in
reasure, All old there are coz sp, 986
ep and (we sinall gazuets worth 100 gp
each, Cluiched in the kobold’s skeletal
hand isa small leather bag containing
anadditional 15 ep anda plain brass key
this opens the chest in aren 19),
2, KOBOLD COURTYARD iEL3)
Theze are three ways to enter the
courtyard ftom outside the wall. The
first is throug the main gate, although
the kobolds in the courtyard attempt io
lose the gates before the PCs can cut
‘The second is via a hole offto the right
of the doors, but this route is treated as
sietema, Fnaly, te wall othe
sourtyardare quite ruined and elatively
sy te scale They are ily fect all and
climbed with a DG 15 Climb
“check. Numerous small holesin the wall
Gilew any character peecing through
hema DC 15 Spot check to notice the
Psi icstiding ithe courtyard
D ioeden Gateway: Hardness 5 hp 3
DC 2s
Greatares: Ten kabolds are stationed
“in the courtyard, tasked by their chieltain
‘to keep watch for trouble, When the PCs
“appeoich the Kobolds lose the doors
“singin the ccimjantand drops heary
wooden bat This task dane, the bobolds
squad out and train ther slings on the
seuthwst opening in the wall nating or
the characters to din through,
Kobolds (so): hp 4 each: Monster
Bini
"Tact The courtyard i itered with
rubble, giving the Kobolds cover from
fe opaning in the wal They fre ling
Stones tthe PCs ie moment
the courtyard and continue te do
until engiged in melee. Any remaining
robots atteinpt to lee mice the ken
ists oftheir number are slain.
Treasure: Aside ftom their poorly
iatalued gear each Kobold carsiesa
small lather pouch containing 406 cp.
Im addition, the kobolds have a small
iron bos hidden nent the ruins of the
2st tower Te box ean be found with
4°DG 25 Search check or revealed by a
hold prisoner. The box contzins 100
gp and a Back onyx gemstone worth
Pees
3. ENTRANCE
‘The unlocked doozs leading into the
‘Keep are made from rotting wood.
cetrance hall is well-teaveled and
littered with debris ftom outside-A C5
Survival skill check reveals that most of
‘the tracks in this room lead to the north
"door, and ftom there on to areas 115 12,
and 43 before leading down to the first
level ofthe dungeon.
4. WESTHALL (9)
Ts musty chamber contains aio ofancient
Iweoden ches and a pale of sill tables. A
cold fireplace sis Inthe center of the noth
wall near a ragged hole in theexling,
Greature: This chamber is the lair oF
a dire bat that lives in the ruins of the
iloar above. Ik the fireplace is disturbed
‘m any way, the bat shrieks and dambers
down throguh the hole in the eciling
to attack Once crapped to below ball
its hit points, the bat dies otf to area 5
fo roost atop tle chest im that soora. 1F
confronted there, it fights to the death.
Dire Bat: hp 40; Monsier Manual 62.
‘Treasure: ADCs Search check ofthe
100m uncovers three old silver teaspoons
worth gp exch, Italse uncovers a small
‘bag of dried peas that, while worthless,
are usefil 20 anyone who falls prey to
the ctemnal Slumber trap in area a2
S.STORAGE,
This room ie filed with boxes and crates of
many shapes and cizes,
‘The boxes are covered with a thick
layer of dust. IPany of the boxes are
disturbed, a deep voice comes frori
a chest in the comes, asking, “Who's
there?” Regardless of the response, the
voice then calls out, “Is Bargle with
you? Again, no matter the response,
the voice calls out one last time,
saying, “Ob, well then, never mind.”
The voice does not speak ayzin. The
chest radiates faint illusion magic. All
oF the boxes and crates in this room
are empty,
6. CLOSET
‘This dusty closet is ment to serve area
42, but also opens into area 5. It is
empty save for a round hathox lying
on the floor in the northwest corner.
‘The hatbox is tied with a simple string
that is coated in sassone leaf resi¢ue,
a dangerous contact poison (contact,
Fortitude DC 16, 246 hp/ido Con)
Cutting the string and allowing it
to fall away untouched can open the
hatox safely,
‘Treasure: The hathox containsa musty
red woman's hat. While this is of no
value,a platinum hetpin worth 106 gp is
bidden underneath,
7 EASTHALL
Four sickety wooden chairs sitin this oom,
bie. In the center of the
north walls frepiace.
‘The chimney in this room i¢ choked
‘with slting ners fam the mained sec~
ond iloct Anyone searching the chimney
mist make a DC 10 Dexterity check to
avoid disturbing the rubble. sihure causes
the timbers to fll dealing sd6 points of
damage tothe searching character. ADC
15 Reflex save nepetes this damage,
‘Treasure: C5 Search check of the
chamber uncovers 1a old feathers uted
pillon. A DC 10 Search check of the
chimney uncovers a loose brick, behind
which hides an ote silver dagger
worth 7 gp
8 STORAGE (EL 1/20R 3)
This 0
exception: aTarge crate at the bottom of
the pile holds an angry zombie,
(Creature The zombie remains perfoty
still until its erate is opened, at which
point it rises to atta, Any fight in this
room draws the zombies fom area 9m.
ound.’The zombie fights to the death
Human Zombie: bp 16; Monster Man=
ual 266.
iy identical to area 5 with one
9. CLOSET (EL 3)
This small closet is cronded with dust
and mubble,
Greatures: Four zombies wait for yisi=
tors in this chamber, attacking anyone
‘who enters. ‘They move to investigate any
disturbance in areas 8 oF 10 and ight to
the death,
‘Human Zombies (4 hp 16 each; Mon-
‘ster Manual 266,
‘Treasure: A DG20 Search check of the
trash-strewn chamber uncovers a brace:
lst worth 500 gp
10, BEDROOM
This chamber may have once been’a'fine
bedroom, but its furnishings ere now tate
ied and mold
ai
aie)
|
SEETENAER2507 DUNGEON 19[mares
“transmutation magic. Any
ereature placed on the bed is
Tom any magical sleep effet
(eta \e sleep effect ftom the bed
rea 12) Th addition, anyone placed
thie bed gains a s10 bonus on their
saving throw to resist the elfects
"and sneezing for one ound, kicking ap
“a rremendinss loud nf dust. Angee in
the roomn during this dust cloud must
sake a DCs Foetitude save orspend ad6
"round dioking and coughing, unable to
take any other ation.
11, HALLWAY
“This chamber contains a large amount
“of trash, but nothing else. A DC 15 8
‘vival check made bya character with the
"Teack feat reveals a trail that leads from
‘the door to area 3 to area 12,
ee
18. BEDROOM
“This chamber is identical n-appestance
wares so/Thehed here radiates morerate
‘enchantment magic. Anyone who touches
it must make 3 DC 15 Wil save or be
compelled tolie dav upon those who
ido.o must make mother DC, Will save
~ exch round or fll asleep for ida years.
“Phoxe who fall acleep cannot be reused
‘norenally ato net suffer from starvation
or thirst wh le on the bed. They can be
Woken up in one of theee ways. A dispel
‘agi cast on the victim (C1. sth) rouses
them. Placing a pea under the mattress
- does so as well, but causes the character
te become fatigued. Finally, placing the
eharacter on the bed in area 10 causes
~ them to wake in ane round.
‘ADC 15 Survival skill check in this
"chamber rescas a trail that leads Foor
"the door to area ur to area.
13, STAIRS (EL 1)
“This small chamber leads to-a set of
ssi that descend to the dungeon Delon,
cling toarea22.A sinal fireplace in the
~ nottbrest corner of'the room is empty
and unlit, \ DG 15 Survival skill check
n this chamber ceveals tral that leads
‘fom the door to ares x20 the stairs
20 DUNGEON. serTeHE=R 2007
EEN
Creatures: Eour kobolés Turk on the
stairs leading down. ‘They spring forth
to attack snyone approaching. their
position. Rach kobold Tas 5 ep tucked
avy in its belt
Kobold (4 hp « cack; Monsier Ma
al s63.
44, TRAP ROOM,
Inthe center af the foam, 2 large log rests
with one end on the floor and the other
held in the ais, suspended directly aboye
a simple wooden chest by & rope that ru
thraugh hooks in the ceiling and wall
before disappesring into the floor
Ifthe ropeis cut, thelog ills smashing
the chestand scattering itcontents. ADCs
Search check identifies ateapin his toon,
Inut a DC a5 Search check reveals there is
‘no mechanism to drop thelog Should the
Iogcomchow ill onto a character anyay,
‘deals 3d points of damnage,with aDC:0
‘Reflex save halving the d2mage
‘Treasure: The chest Is not Jocked and
conizins 50 gp, soo sp, and one citrine
‘worth a6 ga.
15, STATUE ROOM (EL 9)
‘A -emall statue of a kobold stands In the
center of tls room, holding cut a ciude
stone sword.
‘Trap: The statue in the center of
this roam is trepped and if touched, it
sruddenly spins around, its heavy stone
sword attacking everyone adjacent to it.
Spinning Kobold Trap: CR 2
‘mechanical; touch trigger, automatic
reset; ATK Ho melee (idG+s) multiple
targets (everyone adjacent to the statue
Search DC 17, Disable Device DC 20.
16, STAIRS
‘This ubble-strenn sizirease leads down.
to.area 39,
if. KOBOLDS (EL 1)
‘This chamber contains rubbleand trashy,
Dut Little else of interest
Creatures: Fixe Lobolds live in this
room, having been chased here by
‘the zombies, Their job Is 10 scare off
inteuders, and if they see anyone, they
attack witha howl
Kobold (9:4 eh; Monster Mama
161 =
1g, STATUE ROOM
‘This chamber is dentieal to that area 3
‘except the Kobold statue isnot trapped.
19. DINING HALL (E16)
4 long wooden table occupies the center
of this room, surrounded by a dozen plain
‘wooden chars. Human skeletons, wearing.
the rage of fine dinner ate, occury four
cof the chars: Onthe table in front of each
chair sits a golden dinner plate, accompa
ne by a dusty glass goblet and dull si
verware. A large stone fireplace looms in
the north val
‘This chamber contains beth a deadly
hazard and dangerous guardians andthe
Kobolds avoid it a! all costs
Hach of the gold dinner plates are
22 DUNGEON scPravorR 200?
BY JASON BULMAHN
easily surprise the kobalds (who only
‘watch the west).
Kobolds (4): hp 4 each; Monster Man-
al v6
Eure Kosoup Bopyauarps (2) CR2
Kobold wartior 4
LE Smal humanoid (cptlier)
Init «2; Senses darkvsion 69 fe Liston +3,
Spot of
Languages Devonic
ACT, touch 13, atfooted 15
bhp 224 H0)
Fort+5, Ref +3, Will42
Weaknesses light sensitivity
Sp208.
‘Melee longsword +7 (1d641/19-20)
Ranged sing «7 (63)
Base Ath +4 Grp +1
Combat Gear alchemists fre
ABlliies Str 12, Des 15, Con 12, M40, Wis
12,Cha8
Feats Alertness, Weapon Focus (longsaord)
Skills CoA (rapmaking) +2, Hide +5, Listen
433, Mave Slerty 43, Profession mine)
33, Search +2, 5p0t=4
5 E
BSG af ZB |
Possessions combat gear, studded [eather
armor, buchlar longeworg, sling with
1 stones
25. WELL
‘This chamber contains a stone well it
one corner. The well extends for ae feel
before ending in a pool of cleat water
4 rope dangles into the well, tied to
aan iron spike driven into the wall and
connected to a wooden bucket, The
ater in the well is safe to drink,
26, KOBOLD BARRACKS (EL 2)
garbage, mainly ald bones and ruined
Grestures: This room is one of the
barracks for the Kobold tribe, Since the
lepbolds sleep in shifts, this zooms alvays
occupied When the PCs enter, wo of the
Kobolds in the ronm are playing dice
in the middle, while the other four aresound asleep, With a shrick, the garning
Kcbolds draw their weapons and attack,
waking the other four
Kobolds (6): hp 4 «2
Manual x63
Treasure: One of the kobolds found a
bag of devouring duzing his exploration
and, mistaking i for a magical ba
Put all of his loot inside, Carrentiy all
that remains is 7 gp and a small amber
gemistome worth 1c6 gp. The bag ean be
found with a DG 10 Search check.
Monster
has
AUDIENCE CHAMBER (EL 5)
Five doors enter this large chamber from
ious ditections. In the center of one
wall i a dais, atop which is 2 stone chair
bedecked with tiny jewels
This is the audience chamber of the
Kobold chieftain, He rarely leaves this
out of fear that Bargle might
come to issue him ordecs and mista
cueofhis minions Zar the chieftain,
dethioning him,
Creatures: Sitting in this chair is
ficrce kobold wearing a necklace of
silver bones. The kebold chieftain
probably aware of the PCs by the
lime they reach this chamber, aad
thus ansurprised. As such, he has a
pair of Kobold bodyguards and tour
other kobolds here to protect him
ne kobolds attack the moment the
PCs enter the room,
Kozo. Cuterrain. crt
Kobold warrior a/rogue 3
LE Smal hurmanoid(eptiian)
Init +8; Senses darfuision 60 fs Listen +6
Languages Commen
AE 20,104
hp 35(7 HD)
Fort 15, ReF +3, Will «2; evasion
Weaknesses light sensenity
Spd 30. ==
Melee mivksborisword 12/+7(1d4-1/19-20)
Ranged sing +11/+6 (1d3)
Base Atk 6; Grp (1
AK Options sneak stack «26
thay
Combat Gear pation ofcure mole wounds)
ja 18, Con 12, int 12, Wis
10, cha
SQtrap Finding trap sense st
Feats Dodge, Impraved Initia
‘Shils Balance +5; Call (eaprnating) +3,
Disable Device +7, Escape Arist 110, Hide
+414 Jump +1, Listen 6, Move Silently
10, Open Lock
$2, Search 49, Spot46, humble +10, Use
Rope +t
Profession (miner)
bindings)
Possessions combat gear, +! stud ienther
armor, masterwork shortsword, sing with
stor
ace of slvr bones worth
150 gp, gold key worth 10 gp
Kobolds (4): hp 4 exch; Monster Mon
Flite Kobold Bodyguards (2): bp 22
cach; see page
‘Treasure: Aside fhom the gear carried
by the kobolds, the thrones covered ia
what appear to be tiny jewels, While
most of these are worthless bits of
glass, two are actually topazes worth
5c0 gp each
cating DAD ft storia rong Fae”
SEPTENGER2007 DUNGEON 23a faint singing noise coming
| the other side. Once the pailding
wed, the singing is antornatically
‘This chamber contains # magic
hve lullaby. ‘The um is worth 200 gp
Bayne camp itakes aio pen-
Jay 69 Move Silently checks The urn
fag the ability w pl che ue in area
gto seep A lel agi causes the urn
| Acie singing fonda rounds
+99, CHIEETAIN’S BEDROOM (EL 3)
“The door io this room is locked, requie-
Baga Dee Open to beck nope
old key possessed by the kohold
chieftain fn area 28 opens this door,
This small chamber contains a simple bed
ee See peieariates
RE tia ite be
“This is the bedchamber ofthe kobold
‘chieftain, slchough he rarely uses it
far sleep, le docs Keep sone valuable
etre bas chee protected by
“tap. A DG 20 Search check ofthe room
tancoyctsa copper key hidden under the
bed. This key opens the chest without
Selling off the trap.
“rap: Anyone attempting fo open the
chest is attacked by 2 pokoned nelle
‘hat springs out ofthe lid
Poisoned Needle Trap: GR 2
_inechasical; touch trigger sepair reset;
Teck bypass (Open Lock DC 305 Atk 15
melee (x plas poison, needle} poison
{greenblood oil, DC 33 Fortitude save
_ esists (poison only). 1 Confida Con)
Search B22, Diszble Device DC 7
“Treasure: aside the Chest is8e05p.150
ere \icisaie anole om taerge
‘omlesing the kobold chieftain to beonthe
lookout foradventurers and to make sure
‘nat to allow therm to proceed tothe lower
30. GUARD ROOM (EL 4)
This chamber is identical to area 24,
except that one of the kobold body-
guards carties a porton 9f gaseous form
"The Kobald does noi know the function
ofthe potion, and dares not drink it.
31. KITCHEN (EL 1/2)
‘Alrge fieplace stands inthe north wall of
this room, with a spit over the open fla
The carcass on the spt looks suspiciously
(ike that of dog
‘This is the hitchen for the tribe of
kkobolds. There are fev provisions here,
wwith the tribe instead relying on what
food their scouts on the surface can
find, ‘The rusted pots snd pans in this
chamber are of Lite value
Creatures: A pair of Koboldls tends
the fire in this chamber. preparing
meals for the rest of the tribe, While
one wields a long cooking knife
instead of a spear (dealing 1dg-1
points of damage), the other grabs the
hhot spit off the fire and attacks with
it (dealing 1dy-1 points of damage
plus 1d4 points of fire damage). They
‘change any intruders,
Kobolds (2): hp 4 each Monster Man-
ual 6.
32, MESS HALL (EL 5)
Two tong tables dominate this chamber,
around which sit a dozen broken and
battered chalrs. Scaps of old meat, bioken
bones. and rotting lelovers litter the floor,
‘This chamber is the mess hall, used
by the kobolds to eat thetr meals: The
floor in this room is covered in greasy,
rotting leflovers, inereasing all Balance
and Tiare Des by +2
Creatures: Right hobolds are having
a meal in this Ghamber when the BCs
acre. They stat the combat by throw-
ing their food platters at the intradens
{ranged-a, 144-1 nonlethal) before draw
ing spears to attack,
‘Kobolds (8): bp 4 each; Monster Mian-
‘ual 36%
‘Treasure: One of tte tarnished sets of
silverware in this tom is actually made
of pure silver and is worth 20 gp id
covered with a DC 15 Search check,
"This Giaiber is identical to area x6)
cacept that there are only two | ee
beds here instead of three. Directly
south of this chamber is a set of stairs
that descends to the second level
dungeon, ending in atea 57
lepine
‘Kobolds (2): ip «each; Monster Men
al 61
Flite Kobold Bodyguards (2) hp 22
each; see aren 24
‘Treasure: The wager between th
oboldsamounts to 27 gp anda picce of
Due quastz worth 20 ep.
34, WARNING
other refuse, A message 5
south wall
the'kobolds, Any character who spends
‘more than 1 round in this room must
‘make a DC 16 Fortitude save of be sick
ened for 1dg minutes The wetirg on th
souh wall isin Draconie. tt reads, OH
Inags this way—keep cut”
While the southern door is aot locked,
it leads only to a small chamber and_
another doos That door it locked zequie
ing a DC yo Open Lock checkto open
35 PILLAGED STATUE (EL 4)
This ruined chamber fas a cached ond
at look he wizard,
broken stat
The statue ia the southwest comer
is similar to the one in area 22, but its
contents were looted Jong go-when the
statue erumbled. The top half of the
statue lies fn rn arent
slone orb used to open
be found,Who enter. These 3-foot-long red-and-
Dlack beetles bear strange tubelike
stalks on their backs
snapping mandibles.
Ou Berrie
1N Small vermin
Init=2; Senses dari
‘ramarcence 60 Listen +0, Saat sO
neo,
bp 16GHO
Spd VF, burrow 10
Melee bite +4 (246
Ranged oil spray
ose Atk 12 Grp
Special Actions ils
Abies St- 12, Dex 15,
10, che 9
SQ vermin traits
Sails ume
Gi Spray (Ase sandra acon, ava
beele can spray a jet of eustc uid
‘ouch
through 2 epecil nozzle on
This requires 2 ranged touch attack
Aryoni hit by the fluid must make a DC
14 Fortitude save or become sickened
with painful blisters. The vierin
receives 2 new Fortitude save each day
to overcome the infection, which ean
be trested using the Heal still. The
blisters ean alsa be cured with 2 remove
disease or similar effec The
Constitution: haced
36, TRAP ROOM (EL 3)
Thiee daate lead out of this chamber to
the north, east, and west. In front of the
western door are the smesred remains of
scme gigantic bug, ts pulverized carcass
rounded by a slippery stain of ol
Trap: Directly in front of the western
yressure plate that
stone piston to descend from the ceil
ing and crush anything underneatl
it. The trap is triggered
tempting to 0
itself swi
Stone Piston Tr
Iocation trigger
melee (45, stone piston} Search DC 20,
Disable Device DC 20,
the door (which
inward toward are 3p)
van ical
BEETLELAIR (EL 6)
‘Mounds of earth and stone are piled about
this room, partially abscuring.a stone chast
Creatures: This is the primarily lair
of the oil bectios, Four of the dangerous
vermin are in this chamber stall times,
keeping watch over a cluster of eggs in
the corner. They attack any who enter
this room, Due to the upturned earth
and stone:all ofthe squares in this soon
are considered difficult terratt
Oil Beetles hp 16 cach, see paseas,
Treasure:
ner must be unburied bet
opened. This requires a total of
of work without tools (balt
Inside the chest
he steme chest in the oor
eit can be
nites worth
tat time with then
i500 gp, stone orb (used to open the
slatue in area a2) and a patr of boots of
lvenkind.
38, GALLERY
son the south wall of
Afaded tapest
his rulned chamber, depicting Castle Mis
rengit
and orde!
Treasure: Once cleane
worth 200 gp and weighs 50 pounds.
39, BEETLE CHAMBER (LL 4)
The Set of stats leading up to the ru
aboye is this room's only noteable feature
The stairs in this room lead up toarca
16 in the ruins above,
Creatures? pair of oil beetles attacks
any who enter this room.
Oil Beetles (2) hp 1 each see page a5
40, PIT TRAP EL.3)
Trap: This catize room is one gigantic
pil trap, placed here by the kobelds to
keep the vermin to the north outof their
area, Any creature walking through the
center ofthe chamber sets off the trap.
Spiked Pit Trap: GR 3; mechanical;
location trigger, manual reset; DC 26
6, fal
targets (al targets in the room}:
Rellex save avoids; 26 ft deep
raultiple
PU tae Le
Pc ya
ippin;
ee
Ree ey co nn
Dn ad
Booster packs and cases from
ey
bed Pen Giants
Ceca erry s
ae)
2 & chatcm
y/trade list
Later Silp ny on och
na
Pe me)E
i
ERT?
i
f
_pitspikes (Atk 410 melee, 1c, spikes per
target for ide42 each) Search DC20, ise
"able Device DC 20.
‘Treasure: A kobold skeleton lies at the
“hotiom ofthe pit witha Small +1 worden
_ Shield x6 strapped to its arm.
| STAIRS,
A single set of states descends from
this chamber to the second level of the
dugton, ending just north of area 55
Scrawled on the wall in Draconic is the
‘crude kobold phrase, "tise the other stairs!
Barglesorders! Although thersis nothing
angerous about these staizs, Bargle
‘prefers thal the kobolds come to meet him
hy using the stairs near 2eea 47.
42, GELATINOUS CUBE EL 3)
+ of this room a number
of glittering gold coins can be seen, appar
entiy lotirg in the air
OFF to one cor
(Creatures: A gelatinous cube ales inthis
mort. The coins are actually suspended
fside of i, and anyone who alterapts to
grab them without noticing the cube with
a DC 26 Spot checkis engulfed
Golatinous Cube: hp 54, Monsler Man
ual 203.
“Treasure: Once the cube is slain, the
fewcoins inside it eanhe retrieved. There
area folel oF18 gpand 12 sp inside i
48, HIDDEN TREASURY (EL)
‘The door lesding into this chamber is
hhidéen and can only be found with a DG
‘ap Search check
With 2 fow grinding notes, the ancient
stone door slides open, revealing 2 poe
sagenay choked with dust and cobstcbs,
clearly unused for quite some time. Just
Tpside the door, a number of musical notes
are carved into the wall
Thee
eontainsoneof ygar's hidden trewsuties,
eft untouched all these years. His riches
‘were at left unprotected, though,
Trap: A status of Gygar standing in
the chamber is actually a magieal trap
that can be deactivated by playiag the
tune inscribed on the w:
her atthe end of the hallway
Sine
1G DUNGEON scPreMaER 2007
ENS A= 1 NN
this tune requires a DG 20 Perform
check Alternatively, the singing ur
from area 28 sings the same tune and
kes the heck automatically. 1f
the correct tune is played, the slatue
is deactivated for 1d6 minutes. If an
incorrect tune is played, or ro music
is played at all, the statue attacks the
closest intruder with fiery rays one
round after they enter the room, ‘rhe
statue rontinues to fire one ray each
round until
played or the intruders finally leave
the room.
Scorching Ray Trap: CR 3; magical;
location trigger; automatic reset; Atk 93
ranged touch; spel effect (sor
gedblevel wisard, 46 fe Search DC 27,
Disable Device DC 27
Treasure: Doth of the iron chesisin
this room are locked and bolted to the
floor. They can be opened with a DC
a0 Open Loc
tains ancient leather bags full of coins,
fone with 1,000 ep, two xith 100 sp, two
With 160 gp, and one with 50 pp. The
other chest contains a Small + ehuin
sist, 2 potions of eure light wounds, a
scroll of fireball, and a scroll of proiec~
tien from evi
Hie correct melody ts
ing ray,
k, One chest con
44, SPIDER DEN (BL 4)
Thick webs are strung between the
and celling ofthis smal chamber,
the camers ofthe room,
The webs in this chamber hamper
movement, Anyone wishing to mi
through them must make 3
Strength check or aT
De 36)
to move at balf speed. The
rove freely through their webs
Creatures: This zoom is home fo a
umber of monstrous spiders: While
they normally hunt the koholds and
beetles, they are always on the To
out for a fresh meal. They attack ange
cone who enters this chamber and are
1 to investigate any distuzbances
in the hallveay
‘Medium Monstrous Spidees (3: hp 12
ech Monster Manual 288,
45. HANGING FOOD
Thick strands of webbing hang from the
er, some of which
support small attered
armor, rating flesh, ard: yellowed bones
can be seen protruding from some of
these bundles
ocoons of sil
This is where the spiders store their
meals allowing them to ripen until hey
are ready to be eater
from this room to area 44, alectine the
spiders there to any intrusion bere,
‘Treasure: A DC 20 Search of the
corpses here reveals 4 pair of small belt
potiches One pouch contains 29 ep,
while the other contains 4 ep anda tiny
gecen quarts worth 10 gp.
Fine silk strands goim to one ofthis unacon’s umer-
s dangers, stumbling all the way to this
chamber belore he perished. Written in.
‘yen on the wall abore the adventurers
‘the pra, “oware yellow mold.”
‘Treasure: While mest of his peas has
sted anay, his masterwork lengonord
and speltbook sill remain. The spell
“book ceniains the spells detect magic
rai si, and she.
AF ALOOVE
~ -Retystal statue stands inthis alcove, bear=
ing a stking resemblance to Barge. The
‘statue glowers out at any who would pass
“ejond ito the tas lending doi
"The statue is heavy and of litle value.
“The stains descend to area 49,
48. RAT DEN (EL 3)
One comer of this smal, unvsed chamber
~sanestof tar bits of doth, old bones and
broken weaons.
-Grestures A host odie ats nestinthis
chara, scavenging from the kobolis
forfood. They nish ost fom thet nest 19
attack ifdistbed fn any way
Dire Rats (4): hp 5 each, Monster Man~
tak
“Treasures Hidden in the bottom of the
dire mt nest isafincly crafted msxstervorke
coli inn shortswort The weepon canbe
found with a DC 15 Search check
_ LOWER DUNGEON
‘Originally 2 small. subbasement of
Castle Mistamere, this level has been
greatly expanded by Bargle, All of the
“reatuces on this lve are loyal to him,
“yectited specially to guard him and his
“work, Uales othervise noted al ofthe
“Falls clings and bors of his lve!
BULMAHN
are locked, Most of the chainbers are lit
bbysputtering torches or'simple lanterns
hung fiom the ceiling,
49, GUARD ROOM (EL 3)
‘This small chamber bears 2 stone
slong the far wall. single door ents this
chamber, while 3 passageway leads to st
going up.
‘The stairs in this roem rise up to the
fisst level of the dungeon, ending in
aca 47.
Creature: 4 single ogre guards this
room and is under orders to slay
anyone otheethan the kobolds or Bargle
‘pamsell: If he detects intruders, the ogre
bellows a warning to the ogres in area 53
and attacks.
‘Ogee: hp 293 Monster Marual99:
50, OGRE BARRACKS (EL 3)
‘This chamber features a pair of gigantic
beds, ane of which 1s occupied by a large
sleeping figure
Creature: Unless the alarm has been
raised, this chamber contains a sleeping
‘ogre whose loud snares give him a5
‘penalty on Lister: checks. If warned, he
‘is instead only pretending to be asleep
and speings up foaliack the moment any
chsaracter draws within reach.
Ogre: hp a0; Monsier Manual 199.
“Treasure: The ogres keep their meager
belongings in this chamber Underneath
‘one of the beds igabearskin bag contain
ing 400 gp and a fine sliver candelabra
‘worth 50 gp.
51. OGRE DEN (EL 6)
A gigantic table sits in the middle of this
room with huge tree stumps araund it for
ait. The carcass of 3 lange boar rests in
the centerof the ible, fies buzzing merily
around it.
This room is the primary den for
Bargle’s ogres. Three of the brates axe
‘here mest of the time, cating, drinking,
‘or gambling The table in this room is
nearly 5 feet high and Medium orsmaliet
characters can duck underneath
gain cover ftom the ogres.
Creatures: 1f warned of th
in this chamber with weapons draw
not, the three are enjoying thelz m
and must stand up and dray their wea
‘ons on the frst zound of combat,
Ogres (3}: hp 29 each; Monster
wal09
“Treasures Aside ffom the 5 gp ca
by each ogre, one oF these gtes wea
silver amulet with a" inscribed on
the front, The emnulet is worth 25 gp, but
more importantly anyone wearing it ie
nol atiacked by the statues in area 53 x
area 50. /
:
Large erates sacks and barrels ave socked
in this small roam. A wooden door in the
sauitheast commer stands jt
‘This chamber is used to store all om
Dargle’s stolen provisions and contains
4 secret door requiring a DC 30 Search
check to locate, Behind it is a small
chamber hiding another secret door
‘which alo requires a DG 30 Search
Greck 10 locate, Tuside this hidden
chamber is a small sack containing 30.
gpasarusc to get intradorste tum back
before finding the second door
59, STORAGE
53, TAPESTRY ROOM (EL 2)
;
[A huge tapestry dominates the eastern
wall oF his room, all but obscuring small
passageway behind it. The tapesty depicts
Barge looming lke a gient over the rains
of Castle Mistamere with al he surround
ing lands set ablaze
‘The tapestry hangs just a fhot above
the floor, making it nearly inipossible
to bypass it without disturbing it, The
tapestry radiates modezatelusion 2nd
‘wansimatation magi.
‘Creatures Bazgle set uo this tapestry to
stop would-be intruders the tape
4s touched sathout fest saying “All Hall
Bangle” aG-foot-tll crystal statue in
eens tepen eel eae
‘tapestry and attacks while @ miagie mowihSpell placed on tt cries out, “Who dares Treasur 56 tiny gold Key used to disarm the trap in
invade my fortress? area 56.
Livine Crvstat Srarues (2) rz 56 BLADE TRAP (EL 4)
IN Medium construe a
hp a2 (SHO)
Bargle rarely has time to have
jence with all of his minis
rp to be disarmed
with a DC 20 Search ¢
be disarmed with a DC
spread around the alt in the roam; Seareh
dead at. twa hallling fing Disable Device DC 20,
55. GUARD KOOM (EL 3)
his
seta living crystal statue's appea
LOOKING FOR SOMETHING
BESIDES DRAGONS:
We bave craced many more designs,
ara we handle custonn request
LOOKING FOR A LITTLE
MORE IMPACT
FROM YOUR POSTER?
AND THAT'S NOT ALL!
Car dees, shies, sod ote exiting
original tens ate avaible
“Ther ur new, contour cut viny
wall zapies ae jus he ching!
Jes: peel and apply co your val!
Castomze your dragon's size & evo
10 veate yon ory oi30
EAS
Wall this room A fintly fliceering torch
Ig the only light source here, mounted on
the north wall
‘This chamber was oace one of Bar-
lel studies, but since « pair of shad-
‘ows moved in, he no longer uses It, As
a result, the zoom has fallen into dis-
repair: The staircase to the west leads
up, ending south of area 33,
Creatures: While
on friendly terms with Bargle, they
allack any other creatures who enter
this room, pursuing them as far north
fg areas 56 or 58 if they flee.
Shadows (2) hy 19 each; Monster Man
il azi.
‘Treasure: On a table between the
two chaits is an old book, forgotten
here by Baxgle. Titled The How of Fear
tind Homie, the tome covers all sorts
of magical theories and gives a +2
1¢ shadows are
elecumstance bonus on Knowledge
(arcana) cheeks if referenced. It is
worth 400 gp.
[DUNGEON SEPTEMBER 2007
Sean
a a
eer
Pres |
Ci
Pst be
cle) g
48, PIT TRAP (EL 4)
Alaige stained rigrcovers oFthis
otherwise empty chambs
The door on the north side of this
room is locked, requiring a DC 25 Open
nck check to open. The one-nay door
im the west wall of this chamber can be
found with a DG 25 Search check, but
cannot be opened frora this sic.
‘Trap: The center of
tains a large pit trap, designed to open
when more than 200 pounds of weight
is applied to tt. The rug is affixed to
he trap dooz. ace sprung, the trap-
door closes one round later, trapping
those in the pit inside. IF open, the
piloor can be kept from clos
with a DC 3 Disable Device check,
Pit Trap: CR 4; mechanical; location
irlgger; automat DC 20 Reflex
save aveids; Go fL, deep (6d6, fal); nul
tiple targets (all targets: above the pit}
Search DG.25, Disable Device DC 26.
50, STATUE GALLERY (EL 6)
Sig statues lank this long hallway, three fo
a side, Exch one appears to be Bargle, his
hands raised as feasting 3 spel
Greaturess Foar of the statues in this
long hallway are exystal living statues.
‘They move to attack only when a char
acter reaches the middle pair 0
statues. A DC 15 Spot check notices their
movement before they stcike, avoiding
surgrise
Living Crystal Statues (gp 42 each,
see page.
0, CHAMBER OF DOORS (E15)
oors lead out of this rectangular
ch
tothe eastand west.A booming voice calls
cout fiom the center of the room, “Fools,
ber, two to the south and one each,
you have entered my inner sanctum, Gue:
y and you might live to face me:This chamber contains one af Bargle’s
more di
ous traps Thiee ofthe doors
in this room are
con be opened from
notfiom the oth
em doo!
yne-way, meaning they
nside the room, but
ide. Behind the south
‘enough te holda single Medex cn
Novhinghappens in theseneas wn the
doors leading into them axe closed
Wien the door to the east is closed
a seeret door reveals itself and opens,
leading to area 61, the lair of the dop-
pelgangers. The door leading into this
oom cinnot be opened until the secret
door is closed. The secret door can b
detected with a DC 20 Search check
Wien the door to the southeastern
room is closed, anyone inside this cham
astantly teleported to the center
of area 58, p
into the
When the door to
is closed, a secret door
bly causing them to fall
als itself
and opens, leading to area 63, th
throne of Bargle. The door le
this room cannot be opened until the
door is closed.
the ceil
a a additio
atrap
door in pens th
the secret door is closed, dropping a
human skeleton into the emall room
and making it look like the unfortunate
explorer was slain. The secre
he trap doar ean be found with aDC 25
Search check.
Creature: When the door to the
southwestern coom is closed, 4 trap
dacr opens in the ceiling, gan
ochre jelly into the room. Due to the
ight space, the ochre jelly gels 2 +
bonus on its grapple checks until the
The trap door can be
found with a DC 20 Search check,
Ochre jelly: bp Go; Monster
ith
61. DOPPLEGANGERS LAIR (EL 3)
wo €e i 3 beds, with simall
ables standing nent to them.
(Creatures: This room is the lair of
pair ofdoppelysngers When the s
doo:
Tom area 60 is opened, a small
ting
Guickly go down the hall {6 investi-
bell rings heze, al hem, They
gate, both taking on Sargle’s form,
Both speak in intimidating and con.
descending tones as they battle intrud-
ers IP they
characters, they quickly as
victims form and go to meet up with
to defeat any lone
‘only to betray them
orhen facing the real Bay
Dopplegangers (2}:hp 23 exch: Monste
Marsal 67
Treasure: Underneath one ofthe beds
‘sa small chest containing 2co gp and
‘worth aco gp (although
ch much more to
costume jevel
‘appears to be w.
be
anyone filing praise check
52 FAKE BEDROOM
top a feather bed, a deco
chest, and a finely made table
and maps.
‘This chamber is made to appecr like
Bangles bedroom. Inside the
which is unlocked, are a number af
robes sized for a busan, an extra pair
of leather boots, and a pair o
vials, While both are labeled “extr
ing,’ they in fact contam a deadly poison
farsenic, DC 43 Fortitude save resists, 1
Con/id8 Con) which can be identified
with «DC 20 Craft (alcherny) ar (poison
taking) check,
Atop the table are a number of rather
amatcur tomes concerning gardening,
skirmich wariare, and polities (none of
which interest Bargle much), The maps
are simple sketches of the region.
‘Treasure:'The only real thing of value
in this coum is the silk bedding, which
srworth 50 gp
63, FAKE THRONE ROOM (EL 3
therchambers in this d
‘On the dais stands the
ure of Bargle, who glare
with contempt and asks, "Who dares
disturh the mighty Sargle? You skall
These is a locked secret door in the
Avoid the confusion of
Poem Cea LY
Poet elas
Rater
FS ac Ue
from 1 foot to L000 feet!
Add a 2nd set of indicator
or
ome se
Also usable as an
Perr ey
Oren
eenThis is the real throne room of wargle,
The pool in the center of the 100m is
ten feet deep and quite cold. Burgles
ttrone is carefully weighted on tracks
that allow it to slide amay with the touch:
of one gemstone on the throne’: left
arm (g move action), This reveals 2 long,
dark, winding passageway that ends in
the mountainsbehind castle Mistamere
Just inside this tunnel isa pressure plate
that causes the throne to slide back into
place insmediately
Greature: Sitting an the throne is Ba
gle the Infumons, hishand genily stroke
ing his long black beard. By now, he bias
probably been warned multiple times of
he BGs’ approach, and a'smail bell rings
whenever the secret door leading into
ares 63 i opened, ale
Whe Ceo exis acer re
Nase ali peed moog sal tl
Tack aie l eam
Bargle ane oto ea le he ed fa
Barcue cr7.
south wall ofthis room which can only 6. PAKE TREASURY Je humor wizard?
i pelganger starts combat by pretending ———_ hp 19 (7H)
to cast a protective spell on himself Treasure: Each chest contains 5000 Fort -2,Ref 4, Wil~4
(using Blufl) before moving in to eppainted to look like gold coins. Any-
attack sith bis dagger(Atk «5 melee, one handling the coins can attempt
1djia) If the doppelaanger manages a DG 35 Appraise check to notice the Base Atk; Grp +2
to detest one of the PCs alone, he forgery. Close inspection of the loot Combat Gear poten of ure moverat
assumes the corpse’s form and hides reveals the fraud with 2 DC 20 Search weurds, potion of gaszous erm, scroll oF
the body with the real Dargle in area check as well. Ato
G5, Ihe is about to perish, the dop- are & pair of erys!
pelganger drinks « potion of imvisibility gp each, « dozen gl
and flees the room, beading back out ing colored water, and a gold-painted
through area 60. helm. Despite theirappearance, none prsen(0C 47
i Mane of ah
| wands worth 10 Spells Propared (CL 7th) |
s vials contain. «th—woll off
dispel agi reel (OC 1), holt
Doppelganger: hp 22» Non
al 6),
‘Treasure: The fake Bargle’s robes 65. BARGLE'S THRONE (EL 7) 9) regi nse
k and gearare eheap copies, but Bis dag-—§ Gh shiele, ep
geris masterwork. He also carries 1 Theheawstoredoorswlagscpentoreveal 1 magi age
[> potion a iii nts he already charber more opulent than the Hist. On
drank it he farsideof the oom across plac pool *Aeady cast !
le
ie
32° OUNGEON. SezrevatK 2007ABilfiee Si®, Dey 14, Con 10, nh 17 Ws
8,cha 1a
SQ sir
Feats De
famliargnone)
ful, Cra Wondrous tem,
be
eral, Spel Focus fenchant nent)
Skills Blut 9, Concentration +10,
Diplomacy +4, Dis
Intimidste +6, Knowledge (reine) 113,
jocal)
fee 46, Forgery 5,
Knowledge (history 6, know!
46, Spelleaft15
Possessions bores farmer, +41 dagger
Tactics: In combat, Bargle uses his
Scroll af summon: monster V to call a
Medium water elemental {o the pool
to protect him. He then ecsts his meat
powerfil spells frst starting with wal
offre to divide the group and following
itup with f
his das, levitating once the PCs draw
Dall, He moves about on
his throne. If dropped Lo
oe Less
yhrone's left arma and steps snto the
funnel (cansing the throne ta slide back
into place). If prevented from doing so,
he drinks h
seeps throw
behind the
Development:
Bit points
he button on the
from
potion of gaseous form and
into the tunnel
Should Bargle
escape through the secret tunnel,
the Pcs migh 9 follow
Finding the right gemstone to trigger
the throne requires a DC 30 Search
cheeky although trial and error finds
it in ad6 minutes. The tunnel leads
THE PORTENT
to the lair of a young red drag
named Venthavaxus that Bargle has
The beaten magic-user
might try to get the dragon to fight
the PGs fox him, or he might simply
fly away, only to seek his vengeance
another day, but farther exploration is
beyond the scope of this adventure
‘Treasure: Aside from Bazgle’s gear,
his throne is spotted with various
befriended
small jewels, including 20 red quartzs
worth x0 gp exch, 16 pieces of onyx
orth so gp each, 5 red garnets worth
too gp eich, and a single ruby worth
66, BARGLE'S BEDUHAMBER
Wsinale ft
This chamber is Bargle' personal bod
voom, He spends much of his time
dreaming of future conquests and even
greater power
fe: The farnishings
Treas n this
chamb
gp. The chest conta
itis locked and ean be opened with a
‘ey hanging from Hargie’s belt or with a
De go Open Lorkesiil) check, Inside is a
\er-are quite fine and worth 300
tr
staining 2ce pp,a larger bog
with sco gp, and a tiny coffer holding a
trio of pearls worth ico gp each. These
sit atop spaze robes, bools, and other
clothes. The chest has false bottom that
can be found with « DC 20 Search check
once the chest is empty. Inside is a pair
of gauntle's of ogre poner a rep of liming,
wma of had person (22-charges) and two.
potions of cure moderate wows
CONCLUSION
After the PGs handle Barale, the coun-
cil of the town of Threshold is much
relieved. The group is paid the
gp if they kill or cap-
fount
ure Bargle, ut only halrthat
ifthey simply drive him awey. Unless
slain, Bargle soon escapes from his
prison cell, only to plot hi
Cs at a later date. Bargle is aot
ne-user to be trilled with, and if
allowed to live, he goes tomo end to see
his enemies punished.
Jason Bulmahn says: “This adver
holds @ special place for mie ay the first
one 1 ever played, My first character, aa
elf named Thalk 9
fall while inspecting a tin plate covered
‘in yellow mold offer nearly succumbing 19
the arples' song. In almast all-cases, this
items, and treasure from the original Basic
Game, with a fav pulled from the Expert
Rulebook and more modern sources, She
to Gary Gygax, Dave
I Frank Mentzer for ma:
rulehooks so fi
died in the di
ture only asters, spells, malt
Arneson, 4}
fniraraing, and adit
by Peter Bergting
DUNGEON
2007
33