Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.
For the DM: This quiet room is the abode of Barkinar
and Deggum, the commanders of the Temple
Troops and Guards (respectively). They
are usually elsewhere except at night.
Two normal beds stand along the north
and south walls, nestled tightly into the
western corners. Beside each is a wardrobe
and a small table, the latter bearing a crystal
ewer and cup (each set worth 250 gp).
The east wall of the room is dominated by
a great brick fireplace with marble mantle,
upon which are various knicknacks collected
by the two clerics -- shrunken human
heads, religious paraphernalia, carved figurines,
and other interesting items, with a
total value of 3,500 gp (averaging 350 gp per
item).
Decorative tapestries flank the fireplace
on the east wall. The southern conceals an
open doorway leading to a neat closet, in
which the clothing of the two clerics is kept
hanging to either side. A full-length mirror
is mounted on the east closet wall. Four
pieces of gold jewelry (each worth 1,000 gp)
lie on a small shelf attached to the mirror's
left edge. Another identical but empty shelf
is at the right edge; if twisted clockwise, it
opens the secret door entrance to a corridor
to the mages' room.
Barkinar worked his way up through the
ranks over the last six years. He came to the
Temple ruins to scavenge treasure, and
stayed to serve and earn even greater
wealth. Once a lowly cleric of the Earth
Temple, he became its leader through a
series of treacherous and bloody maneuvers.
Knowing talent when he saw it,
Supreme Commander Hedrack brought the
mature and experienced Barkinar to the
lower levels of the dungeons. Barkinar
expects, but does not covet, Hedrack's
exalted position. He bides his time, working
earnestly for the good of Zuggtmoy and the
Temple in any way demanded. He is patient,
cruel, scheming, and utterly evil -- a perfect
officer for this milieu.
Deggum is a half-elf, a renegade and runaway
from his people in Welkwood. Drawn
by rumors of the resurrection of evil might,
and by the promises of Lareth (from the
Hommlet moathouse ruin) and others like
him, Deggum has found success and a fast
rise in power through his Temple position.
He is personally tutored by Hedrack and
Senshock both, and is seen as a great future
leader. He carries his spellbook in a pack at
all times, and studies his craft in his spare
moments. The book contains most of the
same first and second level spells as those of
his tutur, Senshock.
Each cleric carries a black scarab
inscribed with the letters TZGY, which is
used to control the curtain behind the main
altar. Barkinar owns potions of
extra healing and speed, and Deggum owns
potions of healing and growth. They will
use them as needed to combat invaders.
Barkinar: AC -1 (plate + 1, shield +2), MV 12",
Level 7 Cleric, hp 60, #AT 1, D by weapon (staff of striking)
or spell, SA wears boots of levitation, SD spells; XP 1680
S 11 I 16 W 17 D 10 Co 16 Ch 8
Spells memorized:
First level: command, cure light wounds (x2), remove fear, sanctuary
Second level: hold person (x2), resist fire, silence 15' radius, slow poison
Third level: dispel magic, prayer, bestow curse
Fourth level: cure serious wounds
Deggum: AC 2 (chain & shield), MV 12",
Level 5/4 Cleric/Magic-User, hp 21, #AT 1, D by weapon
or spell, SA spells, SD ring of fire resistance; XP 1118
S 12 I 15 W 18 D 7 Co 10 Ch 11
Cleric spells memorized:
First level: bless, cure light wounds, detect magic, sanctuary (x2)
Second level: augury, chant, hold person, poison, spiritual hammer
Third level: continual darkness, animate dead
Magic-user spells memorized:
First level: magic missile (x3)
Second level: invisibility (x2)
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