1. Entry Tunnel: The entry tunnel is unchanged, except that the doors are in excellent condition (AC 3, 100 hp). Four guards watch the entrance, stationed in 3a and 3b. They will open fire if the PCs approach the doors (see below).
2. Staircase Room: This chamber is normally unoccupied. Exits lead northwest, northeast, southeast, southwest, and due west to the entry tunnel. There is a staircase leading up to the second floor, and another leading downwards. The latter staircase appears to have been carved by hand.
3a. Guard Room: The cramped chamber is occupied by two frogman archers, who are ready to rain death on any intruders (AC 6, HD 2, hp 11 each, MV 90' (30'), #AT 1 weapon, D 1d6, Save F2, ML 7, AL C). The archers will shoot for five rounds, or until the party is about to break the door down, after which one of them will run to room 4 for reinforcements – this will take three rounds. They have nothing of value except their shortbows.
3b. Guard Room: This room is occupied by two frogman archers (AC 6, HD 2, hp 11 each, MV 90' (30'), #AT 1 weapon, D 1d6, Save F2, ML 7, AL C), armed with shortbows. As with their colleagues in room 3a, they will open fire as soon as any intruder approaches the doors. They have nothing of value.
3c. Storage Room: This room used to be a guard room, but the frogmen have turned it into a storage room. Clay water jugs line the far wall, and several sacks of dried insects (iron rations) are piled on a wooden table. A small wooden box in the corner contains ten bundles of dried herbs which, if chewed, act as a stimulant (+2 to initiative for two hours, after which the user feels fatigued (-1 to initiative and attacks for four hours).
3d. Living Quarters: This room is where the archers sleep, but all of them are on duty because of the ceremony downstairs. Four pallets are lined along the far wall, and a brazier has been set up in the middle of the room. There is nothing of value here.
The metal plate that was designed to seal off the ground floor during a siege is undamaged (AC 2, 100 hit points), and fully movable (a total Strength of 30 is required to move it).
4. Staircase Room: Two stairways dominate this circular room – one goes down to (2), and the other goes up to (9). Normally this room is empty, but if an archer from the lower floor makes it here, he will sound a general alarm. All of the guards on this floor will gather here in two rounds, and head downstairs to meet the attackers.
5-8. Barracks: Each of these rooms houses two frogman warriors (AC 6, HD 2, hp 11 each, MV 90' (30'), #AT 1 weapon, D 1d6, Save F2, ML 7, AL C), armed with short swords or spears. In addition to two sleeping pallets and a brazier, each room has a 50% chance of containing 1d6 dokhol. The moment combat starts on this floor, all of the remaining warriors will converge and attack the PCs.
Room 6 also contains a slightly dusty falcata in one corner. This is the same weapon that the PCs may have found in their own time period.
9. Staircase Room: This room is normally empty. Stairways lead up to (14) and down to (4).
10. Study: This room has been thoroughly ransacked by the frogmen, and the smashed desk, chair, and shelves have been piled in one corner. If the PCs search the debris, they can find a cherry-sized sphere made of polished blue crystal. When held or worn, the sphere glows softly whenever another living thing is less than 20 feet away. This was one of the sorcerer’s experiments, which could be very useful to a hermit, but less so for an adventurer. The sphere would be worth 100 gp, mainly as a curiosity.
11-12. Storage: The sorcerer and his apprentice used these rooms to store magical ingredients and other supplies, but the frogmen have long since taken anything of value. Aside from the rotting remains of canvas sacks, smashed shelves and clay pots, and other debris, there is nothing here.
13. Apprentice Quarters: This room once belonged to the sorcerer’s apprentice, but he was murdered by the frogfolk when they took over the tower – but not before killing many of his attackers. The floor and walls are scorched in many places, and the apprentice’s remains are mixed among the smashed fragments of his wooden bed. A successful search of the debris will reveal a stoppered brass tube, which contains a spell scroll with the following spells:
Level 1: light, magic missile (x2)
Level 2: locate object, mirror image
Level 3: dispel magic
14. Staircase Room: This room is normally empty. Stairs go down to (9) and up to (18).
15. Sorcerer’s Chamber: This room once held the sorcerer’s bed and personal effects, but the frogfolk looted it after they took over the tower. This is now a garbage room, and one corner has a huge mound of debris. If the PCs search the pile, they may find a two inch thick steel disk, measuring a foot wide, with three small dials on it. Each dial has the numbers 0-9 etched on it. The frogfolk tried to open it, but grew frustrated and tossed it into the pile. A thief may unlock the disk with a successful Open Lock roll, but the mechanism is very complex (-70% modifier to skill), and each attempt takes two turns. Alternatively, the disk can be smashed open (AC 3, 200 hp), but there is a 90% chance that the contents will be destroyed.
If the PCs open the disk, they will find a folded piece of parchment, which measures three feet square when unfolded, depicting the device that transported them to Mogreth. Numerous smaller diagrams appear in the margins, as well as extensive notes. Antonius will recognise this immediately as a schematic for the device, and he will claim to be able to operate it perfectly if he has time to study it. The schematic would be worth 5,000 gp to a spellcaster.
The alcove (a) contains the time-travel device itself, which was the sorcerer’s secret project. Even the PCs will notice that it is fully intact; although the metal tablets are missing.
16. Dining Room: This room is where the sorcerer and his apprentice took their meals. A six foot long ebony table, with two matching chairs, dominates the room. One chair is noticeably more ornate than the other. The current inhabitants eat here on occasion, but most of them either squat on the floor, or sit on the crude bench lined up against the far wall. The table would be worth 1,000 gp, but weighing 600 lbs. it would be a challenge to move. The chairs are worth 200 gp and 100 gp, respectively, and each weighs 50 lbs. The values given would be tripled if sold to a scholar familiar with Mogreth and its culture. Enterprising PCs who can figure out a way of removing this furniture and bringing it back to their own time period deserve an experience point bonus.
17. Servants’ Quarters: This room housed the sorcerer’s servants, and also served as a kitchen. A hearth, containing a huge iron cauldron, is built into one wall, and next to it is a stone table that was used for food preparation. A door in the corner leads to a pantry (b), whose shelves once held dried meats, herbs, roots, and other ingredients. The frogfolk now use it to store their own foods – cuts of robber fly pickled in vinegar, preserved grubs and worms, and dried swamp tubers – all kept in stone jugs sealed with wax. A cupboard under the table still holds the original crockery and eating utensils.
Three pallets line the wall opposite the hearth. There is a 50% chance that the frogfolk cooks will be working here (use stats given above). Otherwise, they will be out gathering ingredients.
18. Observatory: The fifth floor is a single domed room, measuring X feet across. The lizard man sorcerer was an avid astronomer and astrologer, and spent most of his time up here. The domed ceiling looks opaque from the outside, but is enchanted to be transparent on the inside. From up here, the PCs can see for miles in all directions, and the lights of Urrug’gash will be faintly visible. The only furniture here is a battered wooden desk and chair. The desk is covered with old ink stains, and several scrawled notes (when the sorcerer forgot parchment). Antonius, after studying the notes, will refuse to leave this room until he can copy them. If pressed, he will claim that the scholar who wrote them was a genius.
There are two frogman guards here at all times (AC 6, HD 2, hp 11 each, MV 90' (30'), #AT 1 weapon, D 1d6, Save F2, ML 7, AL C). They are armed with short swords, and will shout for help as soon as the PCs enter the room. Each of them has 1d6 dokhol on their persons.
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