Pub Falconmaster Adampd 2nd Ed Fantasy Roleplaying Greyhawk Module Wga2

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Credits Table of Contents

Design: Richard W. and Anne Brown


Editing: C. Terry Phillips
Introduction ................................ .2
Cover Art: Ken Frank chapter 1: The Game is Afoot . . . . . . . . . . . . . . . . . .4
I
Interior Art: Ken Frank
Cartography: Dave Sutherland Chapter 2 : An Ancient Mystery . . . . . . . . . . . . . . . ..9
Fold-ups: Dave Sutherland
Typography: Gaye O'Keefe
Chapter 3: Into the Wilderness. . . . . . . . . . . . . . . ..19
Keylining: Paul Hanchette Chapter 4: Anybody Home? . . . . . . . . . . . . . . . . . ..27
"1990 TSR Inc. All Rights Reserved. Chapter 5 : "Master" Falcon? . . . . . . . . . . . . . . . . ..43
Printed in the U.S.A.
Chapter 6: The Counterattack. . . . . . . . . . . . . . . . ..49
ADVANCED DUNGEONS & DRAGONS,
AD&D, WORLD OF GREYHAWK and
GREYHAWK are registered trademarks owned by
Chapter 7 : Finale . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
TSR, Inc.
Non-Player Characters ....................... .56
PRODUCTS OF YOUR IMAGINATION and the
TSR logo are trademarks owned by TSR, Inc. New Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Distributed to the book trade in the United States New Monster ............................. .61
by Random House, Inc., and in Canada by
Random House of Canada, Ltd. Distributed to the New Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
toy and hobby trade by regional distributors.
Distributed in the United Kingdom by TSR UK New Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
Ltd.

This material is protected under the copyright laws


of the United States of America. Any
reproduction or other unauthorized use of the
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ISBN 0-88038-852-8
phere of the adventure and to Wealthy neighborhood
Notes for the Dungeon adapt it to his own campaign and Marketplace
Master his players’ styles. Slums
The contents of this module are Large temple
Falconmaster is the second in a meant for the DM’s eyes only. Tk veral city gates
trilogy of modules that take place DM is free to give portions of tl:
in the Free City of Greyhawk. The text or maps to the players to ea: 1 References
modules are designed to flow to- play, but for the most part, the in-
gether smoothly. However, each formation is directed to the DM. When information from another
module is also equipped with an Any text that appears in a box is ADVANCED DUNGEONS &
appropriate alternate ending meant to be read aloud (or summa- DRAGONS@game accessory is re-
which brings the module to a satis- rized) to the players. quired, the page number of the
factory conclusion for DMs who do reference is given along with a n
not wish to play the entire trilogy.
Thus, any of the modules will be The Setting abbreviation of the book in which
it is found. PHrefers to the AD&D@
equally enjoyable regardless of 2nd Edition Player’s Handbook.
whether the others are played. The City of Greyhawk boxed set is
recommended but not required to DMG refers to the AD&D 2nd Edi-
If possible, the DM should deter- tion Dungeon Master’s Guide. GA
mine whether he plans to use more play this adventure. The adven-
ture is designed to take place in refers to the GREYHAWK@Adven-
than one module at the beginning tures hardbound book. l k o refer-
of the adventure. However, the Greyhawk, but it would work
nearly as well in another large city ences are from T h e City of
modules are designed so the alter- Greyhawk boxed set: GoF, indica-
nate endings only affect the last with some additional work from
the DM. ting the “Gem of the Flanaess”
few pages of the module. If the DM booklet, and FFF, indicating the
changes his mind near the conclu- Most of the locations are de-
scribed in detail in this adventure; “Folk, Feuds, and Factions”
sion of the adventure, he will have booklet.
little difficulty “changing gears” to the DM would need only to locate
accommodate either ending. them somewhere in his own city.
Should the DM decide to end the Other locations are referred to in Overview
adventure with the first module the box description, but are ac-
and later decide that he wishes to companied by staging notes so a To assist the DM, the following is a
proceed with subsequent mod- DM may generate an appropriate brief summary of the events of this
ules, advice is offered for circum- setting. For example, when the DM module.
venting the earlier decision in is referred to in The C i t y of Many years ago, the City of
order to keep the story going. Greyhawk boxed set for the Greyhawk was infiltrated by an
dungeons beneath the Grand Cita- evil cult whose members desired
del, the DM who is not using the to destroy the government and
How The Module is boxed set is advised to create an drive away the citizens. They
Laid Out appropriate setting for a small sec- hoped to establish Greyhawk as a
tion of the dungeon of a large city. city of evil life, devoted to the cult.
The events of this adventure are The sections that a DM might need The followers of St. Cuthbert dis-
presented chronologically. Certain to generate are usually generic set- covered the secret, and war was
events must happen in a specified tings (such as a jail cell) that declared against the cult mem-
order. Other events may occur as should be easy to design. bers. A specially chosen force of
the Player Characters (PCs) If the DM is using a city other four-a cleric, a paladin, and two
choose. The DM should read the than Greyhawk, he should make mages-fought to save their city.
adventure thoroughly before play certain that the city has the follow- The forces of good eventually
to help ensure that the adventure ing features: overcame the forces af evil. Rather
will run smoothly. The DM is en- than put the evil cult leader to
couraged to add to the events Burned section death, the heroes decided to im-
listed here t o enhance the atmos- Sewer system prison her, alone, for all eternity. A

2
special dimension was opened for “wild goose chases.” much information. Overexplain-
her, and she was cast inside. The If the PCs are confused or need a ing can spoil the fun and reduce
portal was finally sealed, and the cit- push in the right direction, feel free the sense of suspense and mystery
izens of Greyhawk were able to go to read rumors as necessary. that is so important to this adven-
about their normal lives, never real- These can provide helpful hints in ture. I t can also give players a
izing the evil that threatened them. times of need without spoiling the sense that the adventure will un-
Most of the cult members were plot for the players. fold as planned regardless of their
killed. The youthful members, actions and decisions. A good DM
however, were spared. They be- Ability Checks can ration the clues he gives so the
came determined to bring their players maintain a sense of con-
cult to power. They have been Throughout the adventure, there trol, discovery, progress, and ulti-
careful over the years to keep their will be times when the players are mate success.
plot a secret. Recently (in the pre- asked to make Ability Checks. The
vious module, Falcon’s Revenge), DM should roll ld20 and compare A Note about AD&D@
the cult performed the magic that the result with the appropriate 2nd Edition Rules
freed their imprisoned leader. Cult ability score (Strength, Dexterity,
members have infiltrated many Intelligence, etc.) for the character This adventure is written using
levels of the city government in or- in question. If the roll is equal to or the terminology and rules of the
der to keep their secret from the less than the character’s ability ADVANCED DUNGEONS &
higher officials. score, the action succeeds. If the DRAGONS@2nd Edition game, but
The PCs stumbled onto this plot roll is greater than the ability is still easily playable by those who
in the last adventure. Now they score, the action fails. are using the original game mate-
must locate the cult’s leader and rials:
put an end to the cult activities. Some of the more obvious differ-
The leader has disappeared, how- General Advice ences are changes in name only.
ever, and the PCs are watched at The term “magic-user” has been
every turn by spies of the cult. If the PCs begin to stray off course,
there are several ways to nudge replaced by “mage” (or, in a few
them back on track. places, the more general designa-
Using the Rumors Table 1. Provide them with one or tion of “wizard”). The “cleric”
more appropriate rumors from the character class is now the “priest”
Page 8 of this module lists rumors rumors table at the end of this ad- class, although members of that
that the Player Characters will venture. This may give them the class are still usually referred to as
encounter at some time during this clue they need to get back on track. “clerics.” “Fighters” are now
adventure. At certain points 2. Use t l a s e k (aNPC whom the called “warriors” and “thieves”
throughout the module, the num- DM will meet shortly) to offer sug- are now called “rogues.”
ber of a rumor will be listed. Read gestions for finding information. Another significant change is
the players the indicated rumor at For example, if the PCs are able to the presentation of monsters. The
that time. At other points in the find clues in Greyhawk’s market- descriptions of the new monsters
module, random rumors are indi- place, but none of the players designed for this adventure are
cated. Roll 1d10and read the appro- think to investigate the market, let identical in format to those pre-
priate rumor from the table. Check t l a s e k suggest it. He can be used sented in the new Monstrous Com-
off the rumors as they are used. very effectively to guide the play- pendium series. Although the
Some rumors are true; others ers in the right direction. information is organized differ-
are not. Only the rumors that are 3. Ask the PCs to make an intelli- ently and has been somewhat ex-
designated “confirmed as true” gence check. PCs who make the panded, nothing from the original
are true; the rest are only tall tales. check have a sudden burst of inspi- format has been omitted; every-
When rolling for random rumors, ration that never occurred to the thing that “Original Edition” DMs
read the false rumors only once. If players. Simply inform the players are accustomed to seeing will be
the number of a false rumor is of the idea the character has. For ex- found in the new descriptive for-
rolled a second time, ignore that ample, using the market example mat. The pages on which the new
roll and reroll for another rumor. above, the PC who makes an intelli- monsters for this adventure ap-
Rumors that are true may be read gence check might suggest a trip to pear can be photocopied and in-
any number of times. Following the market rather than talasek serted in a Monstrous
these guidelines should help to Use caution not to give out too Compendium binder if the DM so
keep the PCs on track and avoid desires.

3
Getting Started Freesword tax of three gp. (See of the time of day, the PCs will have
page 44, GoF, for more detail on audience with Derider almost as
This adventure will begin differ- these customs.) If the adventure is soon as they arrive.
ently depending on whether the not taking place in Greyhawk,
DM used Falcon’s Revenge, the these activities may be omitted or Strange Secrets
first module in this trilogy. The DM enhanced at the DM’s discretion.
should choose the appropriate When the PCs approach the Cita-
start-up listed below. The Hook del, read the following:

Continuing the Adventure A s the adventurers prepare to pass


through the city gate, they will be You follow the directions pro-
handed a notice by one of the gate- vided by the guards at the gate
If the party completed the first ad- and find yourselves following a
venture in this trilogy, they will keepers. These notices are given
only to persons who look like ad- long road through town. Even-
have learned about the cult and tually, you arrive a t the Battle
the Falcon in that adventure. They venturers, not to merchants,
farmers, or ordinary citizens. Gate. The guards there are re-
will also know that the cult was luctant to open the gate, for it is
able to free its imprisoned leader Read the following aloud to the
players: not opened unless on the regu-
and that she is now at large some- lar schedule. When they see the
where in the city. They should be notice calling for adventurers,
allowed to search the city and ask The parchment that was however, they open the gate im-
questions for up to one week be- thrust into your hand bears a mediately. One of the guards
fore they feel that they are at a brief, handwritten message. It is will escort your party inside the
dead end. They will find no sign of a plea for help. Citadel and through the Entry
the cult or the Falcon. “Derider Fanshen, Constable Hall to the Office of the Chief
When the adventurers have ex- of Greyhawk, see1is the assist- Constable.
hausted themselves and their ance of any able-bodied men
leads, they will be called to a meet- and women who IMould endan-
ing at the Temple of St. Cuthbert. ,
- ._ The DM should consult the de-
ger themselves in return lor the cription and map on pages 48 and
Begin the adventure with the safety of our city and a hand-
meeting at the temple. 56, GoF, or devise an appropriate
some reward. Appear at the Cit- setting if not using The City of
adel at your earliest Greyhawk boxed set.
Starting Fresh convenience, bearing this no- If the PCs arrive at the Citadel
tice, for an immediate audience during daylight hours, Derider is
If the party did not play the first ad- with the Constable.” present and will speak to the PCs
venture in this trilogy, begin with in a matter of minutes. If the PCs
their arrival in the City of If the PCs ask the guards at the arrive after dark, she will have left
Greyhawk. They should arrive in city gate about the notice, they for the day, and the Citadel will dis-
the city with no immediate plans, know nothing except that the Con- patch a messenger to her home to
perhaps passing through the area stable herself distributed the pa- summon her. The guard on duty
on their way home from an adven- pers to the gates with orders for the will politely request that the PCs
ture, or perhaps on a holiday with guards to offer them to anyone wait for her arrival so this matter
nothing more than plans for fun who appeared to be an adventurer. may be addressed as quickly as
and sightseeing. The guards can provide directions possible.
When the party approaches any to the Citadel. When Derider is ready to speak
of the city gates, they will be asked Allow the PCs to decide their to the PCs, she will invite them
to sign the roster. This is custom- own course of action. They may into her office and ask that they
ary for all persons entering wish to find lodging before head- make themselves comfortable.
Greyhawk. Those carrying swords ing for the Citadel, or they may Then she will begin to explain the
will also be asked to pay the proceed directly there. Regardless situation to the PCs.

4
hire a group of adventurers like
The Temple Meeting
“You must first understand
that this is a situation that yourselves to track down this
cult and its leader and bring If the PCs are familiar with the
needs the utmost secrecy. We Temple of St. Cuthbert through the
could face widespread panic if them to justice. We will pay
previous adventure, the DM may
news of this problem reaches handsomely, of course: a portion
omit the following section, which
our citizens. Greyhawk has not of the money will be paid now to describes the temple, or he may
faced a problem of this magni- cover your expenses, and the
use it to reacquaint the PCs with
tude in several decades. That is rest will be paid when you re-
their surroundings.
the reason that our notice did turn the perpetrators to us.” Located in one of the wealthiest
not offer much information. quarters of the city, this is the busi-
You may know that evil cults The DM should offer his players est temple in Greyhawk. St.
and religions are strictly forbid- a sum that is attractive but fits into Cuthbert boasts more followers
den in this city. This has not the scheme of his campaign. Deri- than any other deity worshipped
stopped some followers of Iuz der will be willing to pay approxi- in this area. The temple is large
from forming a cult and plotting mately 20 percent of this fee “up and beautiful and is never at a loss
against the city. front.” for monetary support. The many
“Approximately one week When the financial arrange- clerics of this temple are strong
ago, these cult members were ments have been made, Derider and unified.
successful in resurrecting their will instruct the PCs to visit the The temple is built of white mar-
former leader. She had been im- Temple of St. Cuthbert in order to ble and is topped by a roof of pol-
prisoned many years ago by an speak with t a l s e k Thraydin, a ished copper, whose gleam can be
elite, secret force of four men. paladin who was involved in the nearly blinding on sunny days.
They battled the cult and unsuccessful attempt to stop the The combination of the shine from
trapped her in a magical prison cult’s resurrection of their leader. the roof and the white marble give
rather than put her to death. Ev- She cites him as the expert in mat- the temple a visage of holy power
eryone involved had thought ters involving the cult of Iuz. and strength. I t is a n awesome
the prison impenetrable and Derider knows little of the details sight even for non-believers.
permanent, but the cult found a regarding the cult. She explains Read the following section aloud
way to break it. that talasek has followed the cult’s to the players.
“Their leader is now on the activities for a long time, and that
loose, and we cannot find her, the City Watch is cooperating with
nor can we find any of the cult the clerics of St. Cuthbert in this A wide courtyard spreads in
members. They all seem to have matter. The collective effort is nec- front of the temple. Paths of
vanished into thin air. essary due to the limited amount white tile lead through well-kept
“The underground complex of information that is available re- gardens of roses, exotic flower-
that was formerly their home garding this cult. Derider oversees ing plants, and evergreen
and temple was thoroughly the case but allows the clerics shrubbery. Mistletoe and holly
searched and then destroyed. great freedom in resolving the grow profusely.
We spent a good deal of money matter. Since the clerics pursued The paths lead to a circular
paying the mages to cave in the cult with great zeal, she felt fountain. In the center of the
those underground rooms in that their enthusiasm might pro- fountain, on a pedestal high
such a way that they could vide a quicker solution than her above the water, stands a n
never be penetrated again. own men. eight-foot statue of St. Cuthbert,
“We are now concerned that If the PCs ask further questions carved of white marble. The en-
we have not actually stopped regarding the cult, Derider will in- tire garden is one of the loveliest
the cult, but that they are hiding struct them to inquire at the Tem- you have ever seen.
somewhere, waiting to strike. ple. She admits that her Several clerics dressed in
We must find them before they knowledge of the cult is limited reddish-brown robes tend the
have a chance to strike us. We and that the clerics know far more. plants, pruning and watering
have run out of leads and have The DM should proceed with the them. l k o clerics stand in front
no information as to their next section when the adventurers of a rose bush, discussing which
whereabouts. are ready. blossoms should be cut to make
“Therefore, we are hoping to up a n arrangement for the

5
from one solid block of a rare
shrine for the next Godsday. wood. It is accented with gold and ing a small, green book. The
The white tile paths eventu- silver. The chairs used by the cleric says, “I will let the others
ally lead to the enormous dou- priests at the front of the shrine are know that you are here. They
ble doors of the shrine. The carved of the same rare wood and will be along momentarily.”
doors are built of a pale, dense bear white velvet cushions. Fine Tmlasek shakes hands warmly
wood and are bound with brass tapestries as high as the ceiling with each member of the party.
scrollwork. The doors are open and ten feet wide decorate the He is instantly likeable and
and lead directly into an enor- front of the shrine, depicting vari- nothing less than sincere and
mous worship room capable of ous scenes from nature. One of the Honest. He asks that you make
seating 600 persons. Many rows tapestries depicts the courtyard in yourselves comfortable while
of straight-backed benches face front of the shrine. Every inch of you await the arrival of the Tem-
the front of the rectangular the shrine is tastefully decorated, ple’s leaders. He will chat pleas-
room. Huge white marble using only the finest materials. antly until the others arrive.
columns support the 50’-high The cleric will return shortly, The furnishings and draper-
ceiling throughout the room. saying “Master Thraydin will see ies in this room are simple but of
Paintings of scenes from St. you. Please follow me.” excellent quality. Two ornate
Cuthbert’s life line the side holy symbols hang on the walls
walls. The ceiling is painted to at opposite ends of the room.
represent a heavenly blue sky He leads you out the double The most striking features here,
filled with white clouds and a doors and around the side of the however, are the twelve life-size
blazing sun. Underfoot, the floor shrine. From your observations paintings which fill the long
is built of polished tiles of deep inside, and now outside, the walls of the room. Each portrait
green marble. building, you guess that it holds hangs in its own intricately
only the shrine and no addi- carved frame.
tional rooms. Of the twelve portraits, five
I t should be obvious to the PCs can be recognized as paladins
that this temple was constructed You follow another white tile
path around the shrine. Ahead, and seven as clerics. The men
at great expense. Despite this are attired in their best cos-
show of wealth, there are no tem- you see white marble building
that lies at a right angle to the tumes: the paladins in plate ar-
ple guards visible. mor, bearing sword and shield,
After the PCs have looked about Temple. This building is also
rectangular, but appears to have and the clerics in fine velvet
the shrine for a few moments, a robes.
brown-robed cleric approaches. In three floors. You notice double
doors on the front and side of the Blasek notices you observing
a soft voice, he asks if he may help the paintings, and begins to ex-
them. When the PCs respond that building. The windows are
small but numerous. The cleric plain. “These are men who de-
they are looking for ’Eilasek, he voted their lives to St. Cuthbert
says, “And who may I say is in- leads you through the doors in
the narrow front of the building. and performed noble deeds in
quiring?” Once the PCs introduce his name. The priests you see
themselves and show the notice These doors appear identical to
those at the front of the temple. are the former heads of this tem-
from Derider, he replies, “One mo- ple. The paladins, each in their
ment, please. I shall learn if Tmla- You enter through these doors
and find yourselves in a large own way, performed some out-
sek is accepting visitors.” With standing service that required
that, he exits through the double foyer. The floor is pink marble,
and the room is furnished com- bravery and selflessness in the
doors. superlative.”
The PCs are again left alone. fortably. An enormous staircase
of pink marble rises to the sec- “The man you see here”-
They have some time to examine ’Eilasek approaches one of the
the temple further before the cleric ond floor. The cleric leads you
down a pink marble corridor to a paintings-“is my grandfather,
returns. Tmlamar Thraydin. I never knew
As they look around, the PCs will meeting room. You enter the
large meeting room, which him, but the legends say that he
learn that no expense has been fought and defeated a n evil cult
spared in decorating or outfitting holds a long, oval table. The
cleric who led you here intro- in the city. I t somehow seems
the church. Every candlestick and appropriate that we are here to-
sconce is made of gold and deco- duces you to ’Eilasek Thraydin,
who is seated at the table read- day to discuss a similar evil.”
rated with silver. The pulpit ap-
pears to have been hand-carved

6
~

Blasek and the clerics will dis-


The painting of Talamar nearby. The scribe then pulls a cuss the matter with the PCs as
Tharaydin portrays a tall man high stool and a tall, narrow long as necessary. They will an-
wearing beautiful plate armor. writing table from against the swer any questions the PCs may
you cah see the resemblance to wall over to a position behind have and will make themselves
talasek in his strong features Eritai’s left elbow. From his available for future discussions.
and green eyes. He cradles a perch, he can see and hear ev- Following is a list of information
small, green book in one arm: eryone at the table and he im- that is available about the cult.
n i s other hand rests on the hilt mediately begins to write. This may be provided to the PCs
3f his sword, which stands on through the meeting with the cler-
end the tip pointing into the ics or through talasek I t is also
ground. His shield stands Still waters Run Deep
provided to condense this informa-
propped up next to his feet. A tion for the players’ and DM’s con-
gold holy symbol of St. Cuthbert Eritai begins the meeting with
some formal notations for the re- venience.
hangs from a woven silver and
gold chain around his neck. cord regarding the purpose of the
meeting. She then asks Blasek to This cult, which worships Iuz,
“This is the book that Grand- was founded approximately 60
father holds in the painting,” %- tell his story.
years ago by a woman known only
lasek tells you. “ I t was his as the Falcon.
personal journal describing his “ N o doubt Derider has told Iuz and St. Cuthbert have had
many adventures and adversar- you that we are concerned a long-standing rivalry which pre-
ies. I’ve been studying it in about a cult of Iuz that threatens dates the cult.
hopes of finding more clues to our city. Until a few weeks ago, . Blasek’s grandfather, along
this cult, but so far, I’ve found we were not aware of the cult’s with two mages, Mizaab Zalen and
nothing. I guess I should tell you existence, although we were Quevell Maxem, and a cleric, Elli-
that my Grandfather was in the suspicious for a long time. They man, defeated the cult many years
original party of men who im- have freed their leader and have ago and trapped the Falcon in a
prisoned the cult’s leader so disappeared. This concerns us, magical prison which was believed
many years ago. I t was this di- for we know nothing of their in- to have been permanent and im-
ary that led to the discovery of tentions. The city has been penetrable.
the cult several weeks ago, and searched thoroughly and not a The surviving members of the
I’m hoping that it can help shred of the cult remains. We old cult banded together to rees-
now.” must find their leader before she tablish the cult, free their leader,
Blasek pauses as the door has a chance to rally her fol- and win the favor of Iuz.
opens. Four clerics enter the lowers. In the years since the cult was
room: two men, followed by a “We have had long discus- believed to have been destroyed,
woman, followed by a scribe. sions about their leader, the Fal- the new cult kept their activities a
The scribe wears the reddish- con. We have concluded that, secret, infiltrated high city offices,
brown robes you have seen the after such a long imprisonment, and searched for ways to free their
other clerics wear, but the she must be in need of rest and leader. They also built a n exten-
woman and two men are garbed recuperation in order to regain sive underground headquarters.
in green. They greet Talasek her strength. We can only hope During the last few weeks, the
warmly, then talasek introduces that this will take many weeks cult performed the rituals which
you to Eritai Kaan-Ipzirel, head and that we can locate her in the broke the magical prison holding
of the Temple, and her assist- meantime. the Falcon. She was freed b u t
ants, Latmin Doru and Figril “We know that she is danger- quickly disappeared and she and
Himman. They all seem genu- ous and that she has many the cult have not been seen since
inely pleased to meet you. spies. This will be a dangerous that night.
Eritai walks to the far end of undertaking for all involved. We The cult’s headquarters were
the great oval table and takes at the temple consider ourselves located under the burned section
her seat. The other men take to be at risk because she knows of Greyhawk. They have since
seats to the left and right of her. of our opposition to her. We ask been destroyed by the order of the
talasek sits next to Latmin and for your help, but we will under- city officials.
motions for you to take seats stand if you turn down our Blasek’s grandfather kept a
plea.” journal of his adventures which

7
provided key information in de- priate inn from The City of burrow into the destroyed lair. If
feating the cult. Blasek discov- Greyhawk boxed set or invent an the PCs are intent on trying to infil-
ered the journal only recently after original inn. trate the tunnels, the result should
noticing.the journal in the painting 'hlasek can show the PCs any be serious injury and possibly
in the meeting room of the temple. pertinent locations in the city. death to at least one PC. The area
Since the potential danger of the is extremely unstable and danger-
The PCs should be advised of all cult has become so great, Blasek ous. Even the use of spells (such as
this information. talasek knows has given up his room at the board- dig) should result in disaster.
and can answer all information ing house and moved into the l2m- If the PCs feel the need to explore
about the cult that has been re- ple lodgings. He now occupies a the city and ask questions of local
vealed up to this point. However, room on the third floor of the rear residents, allow them to do so, but
from this point on, 'hlasek will be building. His concern was not for provide them with no clues. None
learning about the cult right along his personal safety, but for the of the citizens were aware of the
with the PCs. safety of the clerics. He also cult when it was active, and none
Once the PCs have been advised wanted ready access to the library are aware of it now. Of those who
of all information and have settled of the temple which he hoped were in the cult or had relatives in
into the city, their adventures will would hold some answers to the the cult, none will provide any in-
begin. problem of the cult. formation, though they might pro-
'hlasek can show the PCs the vide a false rumor from the
For the DM underground tunnels and sewers Rumors ta ble
that led to the cult's lair, but they Proceed to the next chapter
If the party completed Falcon's Re- have been completely caved in and when the PCs have exhausted all
venge and kept their lodgings at are inaccessible. The tunnels are leads, are sufficiently settled into
the Whistling Fish, they may con- now patrolled by members of the the city, and are knowledgeable of
tinue to room there. Otherwise, City Watch who stroll by approxi- the available information regard-
the DM may choose another appro- mately once per hour. There is no ing the cult.
possible way that the PCs could

The following rumors are indicated as to their truth or 5. mple of St. Cuthbert cannot be
verification. If no indication is given, the rumor is only ose who have tried have found
a rumor-no evidence can be found to support it. scores of clerics waiting for them as they
attempted to enter the premises. (Can be
1. The City of Greyhawk has strict laws forbidding confirmed as true.)
the existence of evil cults in the city. Cults that
are discovered are dealt with swiftly and 6. ounding the city are filled with
mercilessly: leaders are put to death and mines, lairs, and castle ruins filled with
followers are banished from the city forever. treasure, just waiting to be discovered.
(Easily confirmed as true.)
7. The people of Old City are so superstitious that
2. The northern hills are home to a race of magical they are afraid of their own shadows.
creatures who steal children and teach them
magical spells. 8. Within the past few months, several parties of
adventurers left the city in search of wealth in
3 . If a person stands in the center of the Stone the hills, but none have returned.
Ring outside the Druid's Gate, he can think,
speak, and act without being observed by any 9. s held a deep hatred for Greyhawk
magical means. (The PCs can test this hing better than to destroy
themselves: it is true!) it for his own.(True)
4. The city is home to ults never leave their ho
that masquerades a they only come out a t ni
believes this rumor
prove it.)
2:
When the party has run out of his time had come. talamar Mi-
leads as to the whereabouts of the ists, we may go to our graves zaab, and Elliman were all at his
Falcon,and the cult, they are ready without ever finding it. Only St. side when he passed on. talamar
to begin this section. Cuthbert knows what horrors also records that Quevell be-
A great portion of this adventure may exist in such a place. queathed all his money to the tem-
will involve the PCs leaving the The mages have proposed a ple of St. Cuthbert and all his
city and exploring the Falcon’s journey into the wilds to explore worldly possessions to Mizaab.
lair. The following information an area that they feel may yield Several years later, the diary re-
about the diary will start the PCs some clues. We set out tomor- cords the installation of Elliman as
on the quest to locate the lair. row on a journey whose mission head of the Temple of St. Cuthbert.
The PCs may have the following may put our fears-or our talamar noted that Elliman’s posi-
discussion at any convenient loca- souls-to rest. tion was likely to be short-lived,
tion: talaske’s room, the meeting since Elliman had gotten on in
room a t the temple, or their own The next entry in the diary is years and was nearly eighty years
lodgings. When they are ready to written in a feeble hand, possibly old.
investigate, allow the adventure to by a man who was exhausted. This entry also notes that Elli-
follow its natural course through man, who had remained a bache-
the city until they have learned lor, had found a “family” (of sorts)
everything necessary to leave in Seven days we trekked and to comfort him in his advanced
search of the lair. The DM should hunted in the wilds, but to no years. A young girl, only about ten
provide the PCs with as many as avail. Despite the best efforts of years old, had arrived at the tem-
five rumors as they conduct their the mages and their pets a t ple one day in search of shelter.
investigations. searching from every possible She was an orphan and offered her
angle, we still found nothing. services as a cleaning girl in ex-
Mizaab is convinced that her lair change for a home and a future
Clues From the Past must exist and has vowed to with the church. She and Elliman
find it if it requires the rest of his were drawn to one another almost
talasek has been pondering a days. And that could be a long
strange passage in his grandfa- immediately and became their
quest, since I expect that Mi- own small family.
ther’s diary. From its place in the zaab will outlive all of us. The
diary, it appears to have been writ- The young girl’s name was Eri-
rest of us-Quevell, Elliman tai. (If the PCs investigate this
ten approximately one year after Neshir, and myself-have sworn
the Falcon was imprisoned. point, they will learn that she is in-
to assist him if we can, although deed the current head of the tem-
our faith in the lair’s existence is ple.) She and Elliman remained
We had always suspected that less than firm. close until Elliman’s death eight
the Falcon had a secret lair years later.
somewhere outside the city The diary contains similar en
walls. We had frequently seen a tries discussing numerous trips An Heir to Carry On
falcon leaving the site of the into the wilds that yielded nothing.
cult’s temple, but were never The diary continually cites Mi- Throughout the years docu-
able to track it. We were also zaab’s unwavering desire to find mented by the diary, several more
suspicious when the raid on the the lair. outings into the wilds were made
cult’s underground rooms In an entry that appears to have in search of the suspected lair, but
yielded few personal belong- been written approximately 15 nothing was ever found. These
ings. With the Falcon gone, we years after the Falcon’s imprison- outings continued even after the
were left without a trail to fol- ment, talamar records the death of deaths of Quevell and Elliman. Fi-
low. Quevell and Mizaab have Quevell. He describes it as the nally, talamar in his late sixties,
flown many missions (using peaceful passing of a man who admits in his diary that he no
their spells) searching for her spent many good days on Oerth. longer has the endurance neces-
lair. I fear that, if such a lair ex- Quevell had grown very old, and sary for such excursions and must

9
decline Mizaab’sjourneys. But his cord without the PCs intervention,
son, Edgar, had taken up the quest necessary step to ensure safety they will feel that the adventure
with Mizaab and continued the to Greyhawk. will follow its course regardless of
search for the lair. Mizaab and Edgar will set out their actions. Therefore, dispense
The diary records a happy event in three days to explore the lair. clues carefully and only when the
in talamar’s life: the birth of Tala- They both agreed that it looked PCs have earned them. If they hit a
sek, his grandson. At this point, small and simple, and they do dead end, allow them an Intelli-
thirty years had passed since the not expect any problems, but gence check or have Talasek sug-
Falcon’s imprisonment. Also re- will go prepared for the worst. gest a new course of action that
corded are more attempts by Mi- A s for me, I feel that my time will lead them back on track. The
zaab and Edgar to find the lair. is drawing near. I am an old man DM may also select (or invent) ap-
Mizaab is described as using every and have seen much in my propriate rumors to “inspire” the
type of spell known to him to lo- days. I can now rest easy, know- PCS.
cate the lair; again, to no avail. ing that the last trace of that
Finally, thirty-four years after menace which we have called
the Falcon has been discovered Eritai
the Falcon was imprisoned, Mi-
zaab uncovered a clue. He would and will be rendered safe.
Mizaab will visit tomorrow to If none of the PCs think to question
not tell talamar’sthe meaning of the Eritai, allow them an Intelligence
clue until he and Edgar show the work he has done on
the map. I am eager to see what check or have %lasek suggest it.
had returned from a mission into They should question her at some
the wilds. Mizaab wanted to be cer- he has described, and I am espe-
cially eager to learn what he time to learn whether she has any
tain before sharing the entire story useful information about Elliman.
with talamar’s meant when he said that we had
been hunting from the wrong Eritai is almost always available
Although talamar’s health was to assist the PCs. If they question
in decline, he helped Mizaab and point of view for all these years.
He said today that we were all her about Elliman, she will tell
Edgar make preparations for their them the following information.
journey. They had agreed only to thinking like birds when we
authenticate the lair as belonging should have been thinking like
to the Falcon, and would later re- snakes. I have a suspicion that I
turn with additional men to ex- understand his meaning, but I
plore it. They felt it important to will wait until tomorrow before I “I first met Elliman when I ar-
return and document the find be- set forth my own guesses. rived at the Temple over 40
fore risking their lives in its explo- The time draws late and today years ago. I was completely
ration. has held more than enough ex- alone, and he had never had a
citement for an old man. I will family. I think his grandfatherly
rest now, eager for the news that nature and my loneliness des-
The Quest of a Lifetime tomorrow will bring. tined us to become close. We
both became the family that nei-
The final entry in the journal fol- ther of us had.
lows soon after Mizaab’s discovery. The diary contains no more en-
tries. The PCs and Talasek are now “We remained close until the
on their own to discover Mizaab day he died, about eight years
My excitement is so great that and his mysterious map. later. Although I still miss him,
I can hardly write! Mizaab and he gave me wisdom and cour-
Edgar have returned from the age, and that has made all the
wilds and have located, after all A New Quarry difference in my life.
these years, the former lair of “I did hear him speak of Mi-
the Falcon. Mizaab has headed The next section will list all the zaab from time to time. Al-
for home in order to rest and be- possible sources of information though I never met his friend
gin work on the map which will that may yield clues for the PCs. until after Elliman’s death, I
show the route to the lair. We Allow them to investigate these in knew that this was a man who
have decided to make only one any order they choose. had shared a great many experi-
map and that Mizaab will guard I t is important that the DM allow ences with Elliman. Mizaab was
it for the rest of his days. We the PCs to feel that they are in con- away on a journey when Elli-
hope that we will never have trol of the investigation. If informa- man died, or I’m certain that we
need for it, but feel that this is a tion comes to them too easily, or would have met at Elliman’s fu-
the events unfold of their own ac-

10
neral. When I asked the elder The Library support the scribes in defending
the vaults.
clerics about notifying Mizaab, Each vault holds a different type
they told me that talamar had If you are using The City of
Greyhawk boxed set, refer to of valuable. One vault contains
volunteered to convey the news only rare artworks. The second
to Mizaab upon his return. Chapter 8, GoF, for a complete de-
scription of the library. A partial vault is home to rare magical
“Elliman always said that Mi- tomes and spellbooks. The third
zaab was a friend who could be description is provided here to as-
sist the DM and for those playing in contains the official records of the
trusted, someone who could be city, including financial and mili-
turned to in time of need. He a city other than Greyhawk.
When the PCs enter the library, tary records, property deeds and
told me that he had mentioned treaties, and the rosters from the
me to Mizaab and that any time they will find themselves in a great
entry hall. Just inside the door, past five years.
I needed him, all I had to do was There are no clues about Mizaab
ask. But he also warned me that they will find Gratius Saghast, the
head librarian, seated at his desk. in any of the three vaults. The PCs
Mizaab had an occasional ten- will have no way of even entering
dency to be reclusive. Elliman He is an extremely old sage and
shares his knowledge only reluc- the vaults unless they strike upon
told me not to be intimidated by the idea of becoming Contributing
Mizaab’s desire for privacy. tantly. However, he weakens
quickly to the flattery of pretty Members-at a cost of 100 gp each.
Among his close friends, Mizaab They will not be allowed into the
was open and relaxed, but was women. He will provide informa-
tion and directions to the contents vaults even if accompanied by De-
secretive among strangers. rider or Eritai. If the PCs are insis-
“I haven’t heard his name of the library, but little else. If he
knows anything about Mizaab, he tent upon researching the
spoken in a great number of materials in the vaults, Eritai will
years. I wonder what ever be- will not reveal it.
The entry hall opens onto six consent to assigning one of her as-
came of the mage who called sistants to do the research. Re-
himself Mizaab . . . wings. Each is accessed through a
wide arch, and each arch bears the gardless of the amount of effort the
“I do recall that he lived in the PCs may invest in accessing these
city, but I have no idea where name of the category of books
found within: History, Geography, materials, no clues will be found in
that might have been. Elliman any of the vaults.
visited him on occasion, but Mi- Artistic Studies, Poetry, Science,
and General. There are 3d6 x 1000 With the exception of the three
zaab was frequently off on ad- vaults, the library is open to any-
ventures. books in each wing. Listed below
(see “Needles in a Haystack” sec- one who cares to use it. Research-
“I wish I could tell you how to ers may come and go as they
find Mizaab, but I don’t know tion) is the information about Mi-
zaab that can be found in each please in any of the six wings. Bor-
what happened to him myself. rowing of books, however, is re-
I’ll look into it and ask the elders wing.
Behind Gratius’ desk is a n iron stricted to Contributing Members,
and anyone else who might who are allowed to borrow up to
have an idea what became of door that leads to a long hallway.
This hallway leads to the library’s three books at one time. The PCs
him.” should be able to acquire the infor-
Eritai knows little of Mizaab’s three vaults that hold valuable
special collections. Only Contrib- mation they need within the li-
appearance, age, preferred brary; however, should they feel it
dress, or habits. She can recall uting Members are allowed access
to these vaults; none of the con- necessary to borrow a book, Eritai
that he preferred grey clothing will arrange for them to borrow
and enjoyed smoking a great tents ever leave the vaults.
The vaults are well-protected, books using her membership
meerschaum pipe that was
carved in the shape of a dragon. and several scribes serve as sen-
The pipe was carved in such a tries to monitor the comings and Needles in a Haystack
way that the tobacco smoke goings of library members. The
rolled out of the dragon’s scribes can send word (via homing In searching for books, the PCs will
mouth. She will also tell the PCs pigeon) to the Wizards’ School and be forced to scan the shelves and
that Elliman told her to locate the Guildhall at a moment’s notice thumb through volumes to find
Mizaab through the Guildhall if in the event of trouble. This send- clues. The library has no catalog-
she needed him, and that he ing will result in the teleportation ing system other than Gratius and
would be able to prove his iden- of an accomplished mage in no the library’s other assistants.
tity to her. more than eight rounds. The mage Since the PCs will have no specific
who appears will be prepared to book titles, the assistants will be

11
able to direct them to general areas PCs). The DM should carefully Greyhawk: Magic in the Flanaess,
and make suggestions for topics. keep track of the time PCs spend Mages of Greyhawk, a n d
But, beyond narrowing down the searching each wing to determine Greyhawk’s Contributions to the
field, the assistants will not be able how quickly they locate the clues World of Magic. The authors seem
to offer much help. about Mizaab. to agree that he was not regarded
When the PCs begin searching The PCs have a 5% cumulative to be as powerful or famous as
in the library, the DM should roll chance per turn of finding the some of the better-known mages
secretly for each wing to deter- clues about Mizaab. The DM such as Tenser or Zagyg, but he is
mine the number of books in that should roll secretly for each turn listed as an expert on magical
wing and, thus, the length of time that the PCs search. If the entire flight. The books report him to be
required to locate clues about Mi- wing is searched and the DM has slightly reclusive and erratic, fac-
zaab. In sections without any in- not rolled successfully, the PCs tors which may have impaired his
formation regarding Mizaab, the have simply overlooked the clues credibility. The books agree that
PCs can search as long as they and will need to backtrack (con- his theories and experiments with
wish, but will not find a single clue. tinue searching until the DM flight were remarkable and may
The DM is free to give hints to the makes a successful die roll). If the have been better received among
PCs that a section may not hold PCs search an entire wing that his peers had he been a more reli-
any clues (if the PCs persist in pe- holds no clues, the DM might con- able individual.
rusing every volume in a clueless sider telling the PCs that they are One of the books identifies him
wing). quite certain that nothing was as a resident of the city, while the
One PC will need to search one missed. This will prevent the PCs rest give no clues as to his resi-
hour for every 1.000 books per from wasting time searching in a dency.
wing. If more PCs search a single place where no clue exists.
wing simultaneously, this time is Geography Wing: A few maps
reduced accordingly (i.e., a wing History Wing: Mizaab’s name can be found in this wing that are
holding 6,000 books can be com- is mentioned in several books dis- credited to being drawn by Mi-
pletely searched in one hour by six cussing the history of magic in zaab. The maps are completely or-
dinary and give no indication that
they are maps to the lair. In a vol-
ume entitled Cartography in the
Flanaess, Mizaab is credited as be-
ing extremely accurate because
his maps were drawn based on air
reconnaissance.
Nothing in the geography wing
offers any personal information
about Mizaab. The maps are ac-
companied by notes praising his
work for its accuracy and citing
Mizaab’s maps as valuable contri-
butions to Greyhawk’s body of
knowledge.

Artistic Studies Wing:. No in-


formation is found in this wing
with regard to Mizaab.

Poetry Wing: No information


about Mizaab can be found in this
wing.

Science Wing: Mizaab’s name


can be found in several books deal-
ing with flight, including Wonder-
ful Flying Inventions, Wings for

12
Mankind, and Greyhawk’s inven tant enough to warrant a few para-
tors. Listed are many of his inven- graphs or as much as one page in at a time. He was known to fol-
tions, both magical and some of the volumes. low these extended studies with
non-magical. Some of the non- A volume entitled Luminary extended disappearances, last-
magical items could be repro- Wizards o f Greyhawk, written ing up to a month. He always
duced from the plans in the books, about 10 years earlier by a n ap- vanished without warning or
but nothing is said regarding the prentice of the Wizards’ School, word to anyone, and more than
construction of the magical items. contains the most complete entry once he was given up for dead,
Mizaab’s inventions included about Mizaab. only to return to the Guildhall as
various sorts of wings, flying car- suddenly as he departed. His re-
pets, mechanical birds large turns were always marked by
enough to carry two men, rings, Mizaab Zalen was a reclusive good health, and he appeared as
and potions. The scientific books mage of uncertain reputation a man invigorated and rested,
scoff at many of these inventions who lived in or around not the victim of foul play or ill-
as being simply absurd and add Greyhawk for approximately 40 ness as was sometimes specu-
that “those who believe in magical years. He made significant con- lated.
properties will no doubt attempt to tributions to the study of magi- His sudden, lengthy, and un-
prove these things to be viable.” cal flight, mapmaking, and the explained disappearances ac-
Wonderful Flying Inven tions is a anatomy of dragons. A t one count for his unreliable
chronological history of flying de- time, he produced drawings of reputation. When queried about
vices invented in and around dragons based on what he had such disappearances, his an-
Greyhawk. It lists the inventors claimed were actual observa- swer was always the same: mag-
and their gadgets without passing tions of live dragons. Although ical research. He never provided
judgement as to the viability or the drawings appeared to be au- details of his journeys to any-
practicality of the inventions. I t is thentic (no flaws, obvious or one, nor did he share details of
a somewhat whimsical look at the minute, were ever detected in his research until he was quite
various methods employed by the drawings), their authentic- certain that his methods were
man to allow him to take to the ity has never been acknowl- on the right course.
sky. Mizaab’s inventions occupy edged due to Mizaab’s eccentric Among Mizaab’s achieve-
roughly one-quarter of the vol- habits and lifestyle which cast a ments are improvements to the
ume, and Mizaab is praised as be- shadow upon his reliability and various flying spells that are
ing a most imaginative inventor. dependability. Nevertheless, his known around Greyhawk, ena-
The books in the science section sketches revealed previously bling better stability and ma-
impart that Mizaab’s ideas were unknown details of dragon anat- neuverability, and enabling
“interesting notions,” but ones omy, such as scale patterns, greater heights to be reached;
that would never see daylight. wing construction, and details various magical rings and po-
about talons, horns, and spiny tions that enabled flight: and
General Wing: This wing con- plates. various articles of clothing that
tains works of fiction, religion, her- Mizaab’s origin is unknown, also allowed either flight or levi-
aldry, archaeology, foreign studies, but those who knew him tation. He was also known as a n
biographies, and miscellaneous guessed that he was from some- expert mapper and made many
subjects that do not fall under the where near Greyhawk, based on excellent contributions to the
categories of the other wings. This his familiarity with both the city available information about the
wing will require twice the amount and the surrounding country- countryside surrounding
of time to search (5 %cumulative side. He was acquainted with Greyhawk. He designed his
chance of finding a clue every every nook and cranny, a sur- maps from the air, allowing
other round) as the other wings prising ability for someone so them to be rendered accurately
due to the diversity of subjects. eccentric. and in great detail. Mizaab even
Information about Mizaab is Mizaab’s wizardly training is devised his own extremely prac-
scattered and skimpy. Most of also a mystery, since the Wiz- tical system for identifying the
what the PCs find here will appear ards’ School has no record of variations in slope on different
in biographies about the impor- him studying there at any level. types of terrain.
tant mages in Greyhawk. While He frequented the Guildhall, Apparently Mizaab also had a
not recognized as one of the city’s however, and became a fixture great passion for the study of
major wizards, Mizaab was impor- in its library for days and weeks clragons. He was known to have

13
For the DM pable of overpowering and trap-
lengthy discussions at the
Guildhall with anyone who If the DM is not familiar with the ping another being. Since com-
would discuss the great wyrms. Greyhawk dragons, he should re- bined spellcasting has rarely
He was as interested in legends fer to GA, page 26, and FFF, page been attempted (and has never
and myths about dragons as he 75. Briefly, the Greyhawk dragons been successful), the idea was
was in facts. He seemed to enjoy are highly magical beasts who love dismissed as folly by the mages
listening to old yarns about the company of humans. They of the Guild. Unfortunately for
dragons, and encouraged the have an innate polymorph ability Mizaab, this “flight of fancy”
telling of even the crustiest an- that allows them to live as hu- only served to further damage
cient stories. His dream was to mans. Typically, the dragons live his reputation.
get close enough to a dragon in as wealthy persons, and are fre- Mizaab’s last appearance in
order to study it, and, toward quently fond of the arts. They are Greyhawk, as of the time of this
the end of his last days in often benefactors of theatres and writing, was approximately 10
Greyhawk, Mizaab claimed that museums. years ago. Those who knew him
he had done just that. He pro- Greyhawk dragons have one life- have speculated that he either
duced drawings and sketches of threatening concern: their human suffered a fatal accident while
the wyrm he had observed, and form does not allow them to con- flying, or fulfilled his lifelong
although the sketches were sume enough nutrition to support dream of encountering a
never accepted as authentic their great bulk. Consequently, dragon, thus precipitating his
renderings, as of the time of this they must make frequent trips to demise.
writing, they have never been the wilds in order to feed. Despite his eccentricities, Mi-
proven as counterfeit. Greyhawk dragons will disappear zaab made significant contribu-
The legends and rumors of about once per month (feigning a tions to the magical world. He is
Greyhawk dragons have long business trip or holiday) in order to presumed dead, but no one
permeated this community, nourish themselves. would be surprised if he were to
and, while learned men believe The entry on Mizaab continues: one day appear in the streets of
in their existence, wise men dis- Greyhawk, none the worse for
count claims of recognizing the his lengthy absence.
dragons in their human forms Mizaab’s credibility was fur-
as hysterical. Mizaab, on the ther harmed when he began The passages in the remaining
other hand, professed to recog- speaking of a new magic that al- books echo the same information.
nize these highly magical crea- lowed a mage to permanently Mizaab’s eccentricity is frequently
tures of fantasy. Persons who imprison another being in an in- illustrated by his belief in seeing
claimed knowledge of visible, dimensional void. He the Greyhawk dragons and the
Greyhawk dragons in the past brought up this question in a spell that he believed could trap
had a strange tendency to disap- discussion at the Guildhall, but another being in an invisible void.
pear. Naturally, Mizaab had no most mages agreed that the lo- PCs should realize that this was
proof of who these beasts were. gistics of such a spell were sim- not idle chatter on Mizaab’s part:
He nonetheless claimed that he ply too difficult. Many felt that after all, it was his magic that en-
could pick out the dragons who such a spell would be impos- trapped the Falcon!
masqueraded as humans, lived sible without some sort of device Astute PCs may deduce that if
in community with the com- in which to trap a victim. Others Mizaab’s spell was genuine and
monfolk, and walked the streets felt that, even if such a spell simply disbelieved by the other
of this great city. For all Mizaab’s were devised, the chances of mages of Greyhawk, perhaps
talents, his unusual behavior failure would be simply too high some of his other claims and ideas
and insistent beliefs about the to warrant its casting if it meant were not as outlandish as some of
Greyhawk dragons only the mage would be leaving him- the books suggest.
harmed his credibility and repu- self open to attack. No other clues are available in
tation. He might have become Mizaab, on the other hand, be- the library, and none of the librari-
one of the great mages of lieved that such a spell was pos- ans will be able to provide further
Greyhawk had it not been for his sible if two mages worked in information.
conspicuous eccentricities. conjunction. He felt that their
combined powers would be ca-

14
The University of Magical Audiences are generally not wait there until the mage arrives
Arts granted to outsiders. Those com- and dismisses them.
ing to the guildhall to meet with a The conference room is large,
The University is inaccessible to member are almost always invited but stuffy and musty-smelling. A
outsiders (see its description in guests. Therefore, PCs who wish to few small windows at the top of the
Chapter 8, GoF). Its pyramid- question the guildmembers about room appear to have been closed
shaped building has no windows Mizaab will not be able to simply for years, judging from the
or doors, and is entered magically appear at the door and gain admit- amount of dust and cobwebs on
by its students and teachers. At- tance. They will have to find a them. Some of the older mages will
tempts to approach the building, more clever way to meet one of the maintain that there are more im-
shout to its inhabitants, or search mages and strike up a conversa- portant things in a mage’s life than
the exterior will produce no results tion at a local pub or make some letting fresh air into a conference
(unless the PCs become too aggres- valuable offer to the guild. room.
sive, which may result in a warn- The DM can devise any suitable The rest of the room is reasona-
ing or a spell tossed by an irritated encounter for the PCs to meet one bly clean, cared for by the porters.
mage). of the mages around town. This The dwarves are not overly con-
The building is impenetrable ex- should involve considerably more cerned about air quality, either.
cept by magical means. Anyone than merely bumping into a mage But the furniture is dusted and the
successfully entering the pyramid while ordering ale; perhaps a high- floor is swept clean of debris and
will find himself confronted by nu- speed chase of a mage on a flying dirt, with the exception of some
merous mages of varying levels carpet would be more appropriate dribbled candle wax under the
and will then most likely find him- or entertaining. wall sconces.
self dumped out on the street be- If the PCs fall completely flat in An unusual, S-shaped table oc-
fore having a chance to get very meeting a mage, use Eritai or Deri- cupies the center of the room. ?all,
far. der to intervene. Either of these straight-backed chairs, whose
women should be able to contact backs echo the shape of the table,
the guild and request an audience line the walls of the room.
The Wizards’ Guildhall for the PCs via a letter of introduc- The chamber walls are painted a
tion. deep blue, and the room is rather
This four-sided pyramid is nearly The DM may set up an encoun- dim as a result of the dark color
as inaccessible as its cousin, the ter with any mage of his choosing. and lack of natural lighting. Book-
University of Magical Arts. Unlike If the DM has no personal favorite, shelves line one of the shorter
the University, however, it does he may opt to use Connery, de- walls, but no books of value will be
have a gate which allows entry by scribed later in this section. Once found here. Most of these volumes
normal means. For a detailed de- the initial introductions and for- are records of the Guild’s mem-
scription, see Chapter 3 , FFF. malities have been made, any bers, finances, meetings, and in-
Entry is prohibited to all but mage can provide or obtain the teractions with other guilds.
guildmembers and persons with necessary information that the Nothing of value is kept in this
previously arranged appoint- PCs seek. room. The conference room is in-
ments. The guildhall is main- The mage who meets with the tentionally bare to eliminate dis-
tained by the dwarven porters, PCs should not immediately di- traction and to avoid possible loss
who serve as gatekeepers and cus- vulge to them everything he in the event that some less-than-
todians. These dwarves keep long knows of Mizaab. Rather, he honest persons made their way
lists of guildmembers and main- should be somewhat elusive, an- into the Hall (something that has
tain the appointment schedule; swering only the questions put to not happened in more than 30
anyone without an appointment is him and volunteering very little. years, but the mages are cautious,
not admitted. The dwarves cannot The PCs should be forced to ask nevertheless).
be bribed or magically induced many probing questions, often re- The walls of this chamber are
into admitting trespassers, but stating their queries in order to get also bare (except for a dozen wall
will admit those who wish to sell what they want. sconces) since the room is some-
magical items. Such persons are When the PCs arrive for their times used for spell demonstra-
escorted directly to the Mage of Ex- hard-earned appointment, two tions; artwork would not survive
change by two porters. The dwarven porters will show them to long. The only element of orna-
dwarves are unwavering in their a conference room on the first floor mentation in this room is this
strict observation of these rules. of the Guildhall. The dwarves will handpainted message that circles

15
the walls of the room just below “You have worked long and hard to about his disappearances. His
the ceiling: “We who enter this arrange this meeting. To what do trips were never announced: he
room have dedicated ourselves to you attribute this motivation and would frequent the guildhall for
the pursuit of magic. Let no man determination?” Connery will lis- weeks without missing a day,
enter who desires only personal ten attentively while the PCs state then, suddenly, would not appear
gain, for we seek only the brethren their case. If the PCs try to lie or de- for two or more weeks. He was
of our cause. Woe to he who de- ceive him in any way, Connery will given up for dead more than once.
ceives us, for the spirits of a thou- raise his eyebrows in an intelligent Mizaab also had a fascination
sand mages, both living and dead, gaze of disbelief and ask the PCs, with legends and stories about
will pursue his soul.” “Are you sure that’s the right dragons. He probably read every
A few moments after the PCs ar- story?” Connery is nearly impos- volume about dragons in the
rive, a mage will arrive to answer sible to deceive thanks to his high Guildhall’s library at least three
their questions. If the DM does not intelligence and many years of hu- times.
have a favorite mage to conduct man interaction.
the meeting, use Connery. If the PCs have missed any inter-
Connery, 9th level Wizard: AC - 1 More Answers-More esting clues up to this point, the
(bracers of defense AC 2, Dex 17); Questions DM may opt to have Connery slip
MV 12; hp 30; Str 12, Dex 17, Con in a few vital facts. However, he
13, Int 19, Wis 12, Cha 18: #AT 1: Connery will tell the PCs what he will not admit to offering the
Dmg dagger or spell; AL NG; knew of Mizaab, answering their information-if the PCs question
THACO 18. questions truthfully, but volun- him about something he may have
Spells: Burning hands, charm teering nothing. let slip, Connery will smile and say,
person, magic missile, phantas- Mizaab name appears on the “Did I say that? I’m sorry, I was
mal force; bind, ESP levitate; dis- books as a member of the guild. mistaken. I must have been think-
pel magic, hold person, lightning Mizaab’s last appearance at ing of someone else.” The PCs will
bolt: minor globe of invulnerabil- the guildhall was over 20 years then be forced to draw their own
ity polymorph selfl.telekinesis. ago. conclusions about Connery ’s in-
No one knew Mizaab’s exact formation. Although none of his
Connery is a handsome man in age, but he is remembered as “slips” will be untruths, the PCs
his early sixties. He keeps his sil- wearing a short, graying beard. will have no way of knowing this.
ver hair cut short and wears a His reddish-brown hair was also When the PCs have exhausted
neatly trimmed grey beard. From turning gray. Estimates are that he their questions about Mizaab and
his powerful gait, one can easily was at least 50 years old, but no his whereabouts, Connery will bid
tell that he is in excellent physical one can furnish a more precise es- them a pleasant farewell, wishing
condition. Connery wears indigo timate. them luck in their endeavors. He
trousers, a flowing shirt, and wire- Mizaab was very fond of spells will escort them to the front door,
rimmed spectacles. His speech and magical items dealing with where the porters will sign them
clearly illustrates his high intelli- flight. He was constantly research- out in the ledger. If any PC mages
gence, but he has a twinkle in his ing such items; this was always his have not yet joined the Guild, Con-
eyes that suggests a mischievous favorite topic of conversation nery will cheerfully inform them
and youthful nature. around the guildhall. He often ex- that this would be a n excellent
Connery will greet each PC with perimented with spells and items time to do so. He will not, however,
a strong handshake and will offer and was an expert at talking the be rude or pushy about encourag-
information about joining the Wiz- apprentices into testing his inven- ing the PCs to join.
ards’ Guild to the mages in the tions.
party. He will encourage them to Mizaab was always seen in A Dead End?
join if they have the resources (100 grey clothing. He sometimes wore
gp per year) to do so. He will claim items of other colors, but was When the PCs have exhausted all
that the camaraderie and lively never seen without wearing some possible sources of information
discussions of magic are well article of grey clothing. about Mizaab, Eritai will call them
worth the membership fee. Mizaab had a habit of disap- to a meeting at the Temple. She
After dismissing the dwarves, pearing for stretches of several will have new information for
Connery will take a seat at the ta- weeks. He never took anyone with them regarding Mizaab. After set-
ble and invite the PCs to be seated. him and was always vague an- tling everyone into the conference
swering questions put to him room, she will hand the party a n

16
aged map drawn on a large piece of Greyhawk dragon. These crea- vealed his true identity to lhlamar.
vellum. tures of legend indeed exist and Mizaab also revealed himself to El-
live undetected in the city thanks liman the cleric, and to Quevell
to their superior ability to poly- Maxem, a fellow mage. These four
“The vaultmaster and his as- morph self five times per day. men had many adventures to-
sistants have been combing the gether, and when the time came to
vaults for days, and the librari-
ans have searched every vol- A Friend in High Places face the Falcon, none questioned
that the four of them would stand
ume in the library. Finally, a together.
plain scroll tube was turned up, The Greyhawk dragon assumes a
variety of disguises in order to hide Thus, Mizaab’s magic was partly
holding the map before you. I’m responsible for the Falcon’s de-
certain that it’s the map to the his identity. He chooses these iden-
tities as necessary to interact mise. The magical void he spoke of
Falcon’s lair. You may keep it for at the Guildhall was not idle chat-
your journey. I’ve had one of the within the city and to have some
fun. What no one knows is that Mi- ter, but very real and very power-
scribes draw a detailed and ac- ful. Mizaab’s reputation as a n
curate copy so we will have a re- zaab was one of the dragon’s iden-
tities! eccentric simply made his claim
cord of your mission.’’ unbelievable, a fact that greatly
The dragon invented Mizaab as
a way to mingle with the magical amused the dragon.
The map is hand-drawn and de- community. Having natural magi- Eritai knows how to contact the
picts the territory to the north of cal abilities, he was curious about dragon, but will not reveal this to
the city of Greyhawk. From what the development of magic among the PCs. She will try not to lie
the party has learned of Mizaab’s humans. He loved to observe hu- about what she knows, but will be
mapping ability, they can be confi- man thinking, research, and in- intentionally vague about her in-
dent in its accuracy. vention. Sometimes he presented formation (“I don’t know what
If the PCs ask Eritai how she lo- problems to his fellow mages happened to the mage known as
cated the map, her only response merely to observe the heated dis- Mizaab” does not qualify as a lie,
will be, “I only had to ask the right cussions that would arise. only an evasion of the issue). Eritai
person. After that, the map was Mizaab was a favorite identity of needs only to inform the dragon of
easy to locate.” She will not be spe- the dragon’s. He created numer- the need for the map and he will lo-
cific about who the “right person” ous personality traits for Mizaab cate it for her quickly.
was, but the PCs should assume simply for enjoyment. The dragon A description of the Greyhawk
that she means the librarian or the enjoyed Mizaab as an identity and dragon appears in the NPC appen-
vaultmaster. They will have no continued to develop this charac- dix that follows this adventure.
reason to suspect otherwise. ter for many years. The DM must NOT reveal the drag-
After more than 40 years of mas- on’s identity to the PCs until the
For the DM querading as Mizaab, the dragon end of this adventure, but should
realized that he would be forced to refer to this description as a n aid to
The PCs should not learn the infor- give up the identity of the mage. role-playing.
mation in this passage until the Because of the relatively short li-
very end of this adventure. It is fespans of humans, the dragon’s Once the PCs have the map, they
presented here to assist the DM in foray as Mizaab would have to end will be able to begin making plans
role-playing. DO NOT REVEAL after a reasonable time. Since the for their journey to the Falcon’s
THE FOLLOWING INFORMATION dragon would not be able to have lair. Chapter 3 provides the infor-
until it is presented to the PCs at witnesses to Mizaab’s “death,” and mation the PCs need to begin that
the end of this adventure! because he did not care for so final journey and arrive at the lair.
The PCs have a very powerful a n ending to Mizaab’s life, the
and very anonymous benefactor. dragon simply decided to discon-
This individual has been watching tinue his masquerade as Mizaab
their progress at a discreet dis- and let the community draw their
tance in order to maintain his ano- own conclusions.
nymity. Assuming that the PCs During the course of his career
have been reasonably successful, as a mage, Mizaab made the ac-
he has seen no need to reveal him- quaintance of Tilamar, Tilasek’s
self or to otherwise assist the PCs. grandfather. They became good
Their mysterious benefactor is a friends, and eventually Mizaab re-

18
Shopping List twice about loaning him the ani- wide enough for horses to travel
mals; he is trusted implicitly. But two abreast, and, although there is
The PCs will need to make many he will advise the PCs that, should evidence that wagons and carts
preparations before departing on something happen to the animals, have come this way, the ruts are
their journey to the lair. One of they should be prepared to make not deep enough to create prob-
their first decisions should be some offer of at least partial reim- lems or to cause a horse to stumble.
whether to proceed on foot or on bursement to the church as a sim- Those passing the party on the
horseback. ple matter of goodwill. trail (approximately one group
The PCs may estimate that the every two hours) will be mostly
journey on foot will take at least Health Insurance farmers or merchants, or a n occa-
three days, based on walking ten sional family comprising a mother
hours per day, and not including Before their departure, Eritai will and father and 2d4 children. The
any encounters, ambushes, or un- present each PC and Blasek with DM is free to create encounters
foreseeable delays. The terrain in one vial. Each vial contains two with any of these NPCs, but the
the Cairn Hills is rocky, and there doses of potion of extra healing. party is on a mission that requires
is no trail or path to take the party Eritai will wish the party good luck a speedy conclusion. They should
to their destination. They will need and offer prayers to St. Cuthbert in not be ambushed or distracted in
to forge their own trail and depend their behalf. such a way that will require a great
on their outdoor skills to find the deal of time.
Once the north fork is reached,
lair. Packed and Ready? the path will deteriorate severely.
If the PCs choose to go on horse-
back, they should be aware that Where the tributary enters the
When the PCs have purchased all river, a ferry barge is set up to tra-
the horses will not be able to travel necessary supplies and are ready
at maximum speed. The terrain verse the two branches of the river.
to leave, they should begin by It is run by a man named Sorgil.
will slow the horses to a walk in crossing the Selintan river with
most locations along the way. the help of the Rhennee barges or
Travelling on horseback will, how- another suitable transport at the
Ferry, Anyone?
ever, cut their travel time by 25 %. wharf (see Chapter 4, GoF, and
If the PCs travel on foot but take Chapter 3, FFF). If not using The The barge operates on a simple
a donkey or mule to carry gear, City of Greyhawk boxed set, find a system of pulleys and ropes, and
they will increase their travel time suitable method of transport to get can accommodate two large ani-
only slightly from their time on the party and their gear across the mals and four human-size crea-
foot since they will not exhaust river. tures or eight humans. The barge
themselves as quickly. operator, a middle-aged man with
Finally, the party should also re- thick grey hair, will greet the PCs
alize that, since the lair is under- Down by the Riverside cheerfully, expecting them to need
ground, their animals will need to his services. He will be most sur-
be left out in the open while they Once across the river, the journey prised that the party is planning to
explore. The animals will be sub- will be easy. Following the map, travel away from civilization and
ject to the dangers of weather, wild they will need to travel along the into the wilderness. He will warn
animals, and thieves. river until they reach the first trib- them that they “best be careful”
All these factors should influ- utary that enters the Selintan because of the “beasties, lotsa
ence the decision of the PCs, but River from the north. They then beasties” that stalk the woods. If
the DM should allow them to make must follow this stream to its end asked for details of what type of
their own choice. and strike out into the wilderness. “beasties” he means, he will have
If the PCs choose to go on horse- A well-marked trail follows the no knowledge of any specific ani-
back, Blasek will pick up his horse Selintan river until it forks. On this mals or monsters, but has heard
from the Temple’s stables and ar- path, the party may encounter innumerable stories of the “crit-
range mounts for the PCs, if neces- other groups of travellers, includ- ters that stalk the woods.”
sary. The priests will not even think ing bands of gnomes. The trail is Should the PCs ask Sorgil about

19
their destination, he will have no Orcs (10):AC 6; MV 9; HD 1;hp 8, will take approximately three
information for them. He lives up 8, 7, 7, 6, 6, 5, 5, 5, 4; #AT 1; Dmg hours. If they are on horseback,
the river, about one mile to the by weapon type; AL LE; THACO they will require two hours due to
north, and never ventures farther 19. the need to dismount frequently.
than this part of the river or to the Four of the orcs are armed with When the PCs reach the head of
nearest town. Sorgil is very super- halberds (Dmg ldlO), three carry the stream, they will notice that
stitious and set in his ways. axes (Dmg ld8) and three fight the trees will begin to thin out as
Sorgil will wish the PCs luck, with short swords (Dmg ld6). they travel farther from the water.
and as they travel off, they will be The orcs will be discovered in (If the PCs ventured away from the
able to hear him muttering to him- the brush arguing over some water a t any time earlier, they
self about the “critters and beast- nearly worthless trinket. Their would have noticed this at that
ies” and how “no sane person shouting and commotion will be time.)
would ever wander that far from sufficiently loud for them to miss If the PCs keep up a steady pace,
civilization.” hearing the approach of the PCs. If they should arrive at this point by
the PCs choose to attack them, and the end of the first day (assuming
“NOOne Goes That win the fight, they will find noth-
ing of value on the orcs except for
10 hours of travelling). If they took
time to explore or had more
way” 12 silver pieces. Their studded encounters than are detailed here,
leather armor is smelly and crum- they will fall short of this point be-
The path that follows the northern bling, and their weapons are rusty fore nightfall. The DM should pace
tributary is rough and obviously and nicked, but could serve as the journey accordingly.
not well-travelled. It is wide emergency replacements in a During the night, there is a 50%
enough for only one horse and pinch. chance of a random encounter. If
rider or two men on foot. In many the die roll indicates an encounter,
places, trees overhang the trail in Random Encounters the DM should first use the follow-
such a way that the PCs must dis- ing encounter in which the PCs
mount in order to pass. D8 roll Encounter will be attacked by a band of hob-
An assortment of wildlife can be goblins. If subsequent evenings in-
seen along this trail, including a ld3 Hill Giants dicate random encounters, the DM
variety of small birds, great water ld8 ?kolls may refer to the random encoun-
birds such as herons, squirrels, 1 Manticore ters table above.
rabbits, mice, and typical forest 2d8 Bandits
creatures. Also present are the 2d6 Gnome Miners Hobgoblins (8):AC 5; MV 9; HD
grey hawks from which the region 1-2 ROCS l+l;hp9,9,8,7,7,6,6,5;#ATl;
derives its name. These small but ld4 Human Hunters Dmg by weapon type: AL LE;
fierce hawks can be seen only from 3d6 Dwarves (survey- THACO 19.
a distance or flying high overhead. ing) Five hobgoblins are armed with
A breed of small deer also inhabits morningstars (Dmg 2d4), and the
this area; if the PCs wish to make a The narrow path will continue to other three are armed with long
meal of such an animal, they will wind northward along the river. As swords (Dmg ld8). Their weapons
have little trouble snaring one or the PCs travel farther, they will be are in excellent condition. Each
shooting it with bows and arrows. forced to dismount more and more hobgoblin carries 2-6 gp and 1-2
DM Notes: Begin checking for often because of the heavy tree 10-gp gems. They carry nothing
random encounters after the PCs cover. else of value.
have begun travelling north along- Wildlife will also become more After the hobgoblin attack, the
side the stream. Checks should be plentiful farther to the north. The night will pass uneventfully.
made four times per day, but the DM PCs will notice more birds and
needs to check only twice after the small mammals along their path.
PCs turn to the north until they If they get close to the river, they Are We There Yet?
make camp for that evening. A roll will also observe a great number of
of 5 or 6 on l d 6 indicates an encoun- large fish. The forest in this area is The party can get underway in the
ter. Following are statistics for an unspoiled and unaffected by any morning without incident. They
encounter with orcs; once this encroachment of civilization. will need to pay close attention to
encounter has been used, the DM If the PCs are on foot, the jour- the map to avoid getting lost. The
should refer to the table that follows. ney north to the head of the stream DM should check the PCs’ success
at following the map after each

20
landmark they pass; there is a secretly every turn to determine main. The rocks appear to be loose
15% chance that the party will whether the PCs pick up their own in many places, making a climb
lose its way each time it passes a trail. There is a 5% cumulative that much more dangerous.
landmark. The DM should roll per- chance per turn that the PCs find The bottom of the gorge is
centile dice each time the PCs set their way again. If the PCs left any muddy and littered with rounded
out from a landmark to determine sort of trail markers (broken tree boulders and stones. Shallow pud-
whether they will find the next branches, slashes in tree bark, dles of water are visible from the
landmark without becoming lost. painted signs reading ‘We were top of the gorge. It would appear to
If the adventurers have the capa- here’),their chances of reorienting collect a great deal of water during
bility for flight or levitation and themselves correctly are doubled. heavy rains, accounting for the
take advantage of these abilities to large amount of mud. At the bot-
gain a bird’s-eye view of the coun- The Gorge tom of the gorge walls, the ground
tryside, they have a 75% chance of is littered with jagged rocks that
correctly reorienting themselves. After five hours of travel (assum- have fallen from the walls.
They may attempt this as many ing that the PCs do not get lost), Fortunately for the PCs, a stone
times as they have the capability the party finds the first landmark bridge spans the gorge. I t appears
to take to the air. If they attempt on the map. It is a gorge about 50 to be old, but also appears to be of
this before becoming lost or use a yards across and 40 feet deep. It sturdy dwarven construction. All
wizard’s familiar to guide them, looks as if a river wound through examinations reveal nothing sus-
their chances of losing their way here many years ago, but has been picious or unsafe about the bridge.
are simply a 10%chance per day. dry for many years since that time. It is built of huge blocks of rock
If the PCs are unable to get off The sides of the gorge are very taken from the surrounding area,
the ground, they must wander un- steep and are impossible to climb and is wide enough for three
til they find a landmark on the down without the correct tools. human-size creatures to walk
map or a point they had been pre- Even if a character reached the abreast. The sides of the bridge are
viously. Only then can they pick bottom safely, the problem of scal- approximately 30” high. The PCs
u p their trail. The DM should roll ing the other side would still re- should have no doubt that the

21
bridge can support all their weight Galeb duhr (2): AC - 2; MV 6; HD are trying to get out, the galeb
at once. 9, 10; hp 70, 79; #AT 2; Dmg 3-18, duhr will cease attacking. Any
The DM should be cautious not or 4-24 with boulder: S A spell, ani- other activity will cause the at-
to arouse suspicion in the PCs with mate boulders as treants animate tacks to resume.
respect to the bridge. The bridge is trees (AC 0; MV 3; HD 9; Dmg 4d6); If the party has no means to
completely ordinary in all re- SD disappears into ground, MR scale the gorge walls, they will be
spects. 20%, immune to lightning and forced to walk out of the gorge, fol-
normal fire; AL N; THACO 11. lowing the path that the river once
“They’re Only Rocks” Spells: (as 20th-level mages, once made. It will require a minimum of
per day) move earth, passwall, two hours to walk the three miles
Once the PCs have started across transmute rock to mud, and wall out of the gorge, regardless of the
the bridge, however, they will of stone. They can cast stone direction of travel. The journey out
quickly change their minds about shape at will. of the gorge will be difficult due to
its safety. the rough terrain and the mud. All
The galeb duhr will wait until characters will be slowed to 50%of
The DM should wait until the the optimum number of PCs are on
greatest number of PCs are on the their normal movement rate.
the bridge, then will cast trans- If the PCs travel toward the galeb
bridge. If one character is sent mute rock to mud on the bridge.
across as a scout and the rest of the duhr, the creatures will immedi-
The PCs will fall 30’ to the muddy ately hide in their surroundings,
party follows, wait until as many bottom of the gorge. The DM
characters as possible are on the watching the activities of the PCs.
should roll 4d6 to determine fall- Once the PCs have made their
bridge. If the PCs will cross the ing damage, but should assign
bridge in smaller groups, the DM way out of the gorge, it will be easy
only half this number as damage to resume their journey simply by
should roll randomly to determine to the PCs, thanks to the relatively
which group of PCs is on the bridge travelling to the other side of the
soft landing in the mud. gorge at the place where the bridge
when it dissolves! The DM should remember to roll
The bridge is the work of two ga- once stood.
falling damage for any animals Once the PCs are ready to pro-
leb duhr that live in the gorge be- that accompany the party. They
low. They have devised this trick ceed beyond the gorge, the DM
will suffer from the fall, but will not should roll percentile dice to deter-
as a means to scare off miners and be attacked in any other way.
others who might defile their mine whether the PCs will become
Once the PCs have landed, the lost on their way to the next land-
gorge. Galeb duhr feel, by nature, galeb duhr will each animate two
a sense of responsibility toward mark (10% chance).
boulders and send them hurling These encounters are likely to
the safety of the rocks, boulders, toward the PCs. The intention is
and earth that make u p their habi- cause enough delay to prevent the
not to kill the PCs, but to scare party from locating the lair by the
tat. When miners and treasure them away from the gorge.
seekers began coming to this area end of the third day of travel. Un-
The PCs will have no way of de- less they are moving very quickly
and disturbing the gorge, the galeb termining where the boulders are
duhr struck upon this plan to pre- or travel more than ten hours per
e at day, the PCs will be forced to camp
S€ will
hc out an additional night or two (pos-
the sibly more) before reaching the
nc ing
tk lair. The DM should roll for a ran-
ne- dom encounter as outlined previ-
tk ously for each night that the PCs
llS0 spend in the wilderness.
T ove
fli
‘CS.
C(
3 to Stone Faces
te -to-
in dis- The second landmark on the map
tl- is a mountain pass marked by
it ieir rocks that form two faces. Judging
tc from the map, the PCs may esti-
tl- VaY
the mate that it lies about two hours
gorge, tne gaierJ aunr will resume from the galeb duhrs’ gorge. If the
their attacks. A s long as the PCs PCs pass between the correct two

22
mountains, they will travel into a this type of rock, but the PCs may
steep gorge marked by numerous make this assumption nonethe- From a distance of about 50
rock formations. These formations less.) yards, the rock formations ap-
are the result of natural erosion on pear to be two gargantuan faces
Despite the danger of the gorge, turned toward each other,
the exposed rock, thanks in part to it is a breathtaking sight. Ragged
the tremendous winds that whip scowling. They look like two gi-
quartzite walls 100’ high rise on ants involved in some serious
through the gorge. both sides of the PCs. The deep-
If the PCs are on horseback, they argument, and the nearer giant,
purplish colored rock juts at the right side of the passage,
will be forced to dismount and out at incredible angles in some
guide their animals over the is situated next to a smaller rock
places, while it looks worn down that looks like a fist raised in an-
rough, rocky ground. Movement by the rain and windblown parti-
will be slowed 50%due to the slow ger. Were it not for the eerie si-
cles in others. Several places are lence of this scene, the weak of
progress of the horses. If the PCs marked by enormous balancing
are on foot or are accompanied by heart might be forced to turn
slabs of quartzite that look as if and flee in fright.
mules, donkeys, or burros, their they could be knocked down by
movement will be slowed only Both giant faces have broad,
the slightest breeze, but have actu- sloping bald heads and deep
25%. ally survived in these positions for
This rocky gorge is approxi- eyes. The striations in the rock
centuries. are perfectly situated to provide
mately one mile long. The DM An erratic, vicious wind tor-
should keep careful track of the mammoth wrinkles to the an-
ments this gorge. At times, the air gry faces. The face on the right
PCs’ movement rate and progress will be completely still, while at
in order to correctly calculate their wears his mouth set in a sneer,
others, the wind may rush down while the face on the left holds
travel time. the gorge at 20-30 miles per hour,
The PCs will have no encounters his mouth open in a shout, re-
with gusts up to 60 m.p.h. The vealing broken, snaggled teeth.
in the gorge other than sighting wind will always be in the PCs’
large birds nesting high in the Both have large, bumpy noses
faces (at their backs on the return that have been smoothed
rocks or an occasional snake or liz- trip), and when the wind is espe-
ard at the PCs feet. The PCs may slightly by the eolian erosion.
cially strong (more than 40 The image is completed by
be forced to deal with a horse m.p.h.), the PCs will hear its eerie
spooked by a snake, if the DM de- the coloring of the purplish
roar a few moments before it de- rock. The giants’ faces appear
sires. The DM should make the scends upon them. The DM should
area as spooky and forbidding as flushed in anger as if this argu-
play up the difficulty of travelling ment had gone on for centuries
possible. The gorge walls will pro- in this gorge so the PCs feel ex-
vide a terrific echo, so the DM and will continue long after the
tremely lucky when they emerge. PCs have departed this Oerth.
should use this to his advantage. A s the PCs pass through the
Allow the PCs to deduce the follow- rock formations, they will detect
ing facts about the gorge: various shapes and images in the The PCs can pass between the
1. The PCs’ voices will carry far rocks, including pyramids, giant giant heads one by one. Mules or
down the gorge, possibly alerting hands, animal shapes, and lone donkeys will have little trouble
unfriendly natives to the PCs’ runes. All of these shapes formed rounding the curves, b u t the
presence. naturally as a result of erosion by horses will need coaxing at the
2. The noise caused by their the wind. The DM may liken this to very least-they simply won’t care
own feet on the rocks might pre- seeing images in cumulus clouds, for squeezing through such a tight
vent them from hearing an am- except that most of the shapes in spot without seeing the other side.
bush. Blasek’s horse (if present) will be
3 . If attacked from both ends, lar ratht suade through
the PCs will have no means of es-
cape; the walls are far too danger-
ous to try to scale. Past
in this
4. Excessive noise could cause ter. Th
enough vibration to start a rock :n to the PCs or
to bloc y pass between
slide. The PCs may wish to ob- proach
serve silence until they are out of it when Blasek
wind 1 e “giant” on the
the gorge. (A rock slide is actually single :
quite unlikely due to the nature of nimate, the an-

23
gry look on its face softening, and booming message and return to its sound advice and should be a n in-
it will deliver a message to the pal- hard, stony composition. teresting moment for the PCs.
adin. The deep, vibrating voice, The message was indeed left by The rest of the journey through
which makes the earth and rocks Mizaab via a magic mouth spell de- the gorge will pass uneventfully.
rumble in the wake of the bass signed to speak only for a paladin When the PCs emerge on the other
words, will shake the PCs off their of St. Cuthbert. Mizaab had side of the mountains, the DM
feet and upset the animals, seem- guessed that if the Falcon’s lair should again roll for the PCs
ing. was sought, a paladin would be chances of getting lost.
among the adventurers. He also
made the message general enough PCS take a Swim
“Mizaab sends you who have so as not to arouse suspicion if a
travelled long and hard a mes- paladin passed through who knew The third landmark the PCs will
sage. All the animals of the nothing of the Falcon. need to find is a small creek that
woods and streams, of the for- The message works only if a pal- eventually joins a river that leads
ests and hills know this advice: adin of St. Cuthbert passes to Lake Nyr Dyv. The DM should
Never follow a snake into her through the gorge travelling from continue to roll for random
lair, for only she knows the south to north. If talasek walks encounters as the PCs try to locate
twists and turns that it takes; back through the heads, nothing the creek.
and only she knows where a will happen. But if he walks What looks like a creek on the
trap may be laid and sprung. through again in a northerly direc- map has had 60-odd years to grow
travel safely and wisely, my tion, the message will be repeated. into a rushing stream. The banks
friend, and heed this advice on If ’Ihlasek is not with the party are about 20’ high and the water
your journey to conquer evil.” for some reason, the DM should in- varies in width between 30 and 50
vent a suitable reason for the yards. The PCs will need to find
When the message h as con- magic mouth to be activated. some way to get themselves and
cluded, the giant face will return to While the message is not integral any animals across the strong cur-
the expression it wore before its to the location of the lair, it is rent.
If the PCs walk up or down the
stream more than 100 yards, they
can find a place where the water is
more calm and less dangerous.
They will still need to take precau-
tions against being swept down-
stream. If they are careful enough
to lash themselves together and
secure their gear, they should have
little trouble. However, if they
forge carelessly into the water, the
DM should cause losses in supplies
or damage to PCs or animals ap-
propriate to their actions.
At the calmer parts of the river,
PCs will need to make two Dexter-
ity checks in order to cross the
stream without falling. At the
faster sections of the stream, four
Dexterity checks will be needed. A
failed Dexterity check means that
a character has fallen into the wa-
ter and will be swept downstream
unless tied to another PC or a n ani-
mal. If a PC falls, the next PC tied
to that character must make a n
additional Dexterity check to
avoid being dragged down. If all

24
PCs fail their checks, it is possible their slow movement rate on land, wish to make camp.
for the entire party to be washed the beetles will not pursue the PCs. All varieties of wildflowers and
downstream! animals can be found on the hills
If a PC falls in the water but is and in the meadow beneath them.
tied to an animal, the animal is SO Close, Yet SO Far Wild blueberries and raspberries
considered to be anchor enough to grow in thickets in the woods and
keep the PC from being washed Once the PCs have made their way at the base of the hills.
away. As soon as the PC makes a across the stream, they will need Once past the hills, the PCs need
subsequent Dexterity check (one to find the next landmark in order only wind past three more moun-
attempt per round), he is back on to orient themselves correctly with tains before reaching the valley
his feet thanks to the animal’s sta- the map. Since the terrain has that holds the Falcon’s lair. The
bility. changed significantly in the years terrain through the mountains is
When they are about halfway since Mizaab drew the map, the nearly identical to the terrain past
across the stream, the PCs will PCs will need to spend some time the Dragonback Hills. Large
encounter a swarm of water bee- determining where Mizaab in- stands of aspen and some pine
tles. tended them to emerge from the trees give way to wide, open mead-
stream. ows, allowing for easy travel.
Water B e e t l e s (1-12):AC 3; MV 3 The map indicates a ridge of low
Sw 9; HD 4; #AT 1; Dmg 3-18; AL hills which, according to Mizaab,
Nil; THACO 17. resemble the scales on a dragon’s The Last Leg
back. These hills will be visible to
These six-foot-long insects hunt any PC who makes an Intelligence Read the following aloud to the
food by scent and vibration and check to combine creative think- players:
will appear in hopes of an easy ing with visual acuity. The hills lie
meal. They will show no prefer- to the north and east of the stream. You enter a quiet, wooded val-
ence for the PCs over any animals The map indicates that the PCs ley tucked between a mountain
that may be present. must travel past the other side of and a high hill. I t almost seems
If a horse or mule is bitten, it will these hills, then wind through too peaceful and beautiful to be
immediately bolt for the opposite three more mountains before ar- home to a vile creature like the
shore. If talasek’e horse is present, riving at a valley between a deso- Falcon.
it will be the only animal with a late mountain and a high hill. A s you wind through the val-
chance of being controlled (35% The DM should continue to roll ley, you observe many birds and
chance if talasek attempts to calm for random encounters until the small mammals, as well as a few
it, but only a 5% chance if one of PCs reach the lair. The party will deer and elk. Wildflowers and
the PCs tries to calm it).An animal have no other specific encounters blueberry bushes grow thickly
that bolts will drag any PCs who until they reach the mountain val- at the base of the slopes and up
are roped to it through the water ley. the sides.
with them. A successful Dexterity The map indicates that the
check will allow a dragged PC to Dragonback Hills lair entrance is on the northwest
maintain a grasp on his posses- side of the hill. A s you round the
sions and avoid losing them in the As the PCs head north, they will hill, the scenery changes drasti-
current. PCs cannot attack while need to turn east on the other side cally.
tied to a bolting animal. of this string of hills, then continue The fertile, colorful scenery
If two PCs are roped to a horse, northeast along the base of their gives way to a dreary, desolate
the horse will move at its normal slope. travelling through here will landscape. The ground is damp
rate less the water resistance. If be relatively easy thanks to the and soggy, and the wildflowers
three PCs are roped to a horse, the level, grassy ground and the lack are replaced by mosses and li-
horse will be slowed 50%.If four or of heavy woods. Large stands of chens. You realize that that the
more PCs are tied to a horse, the birch and aspen trees are scattered sun never touches this part of
horse will feel the pull of this up the hillsides and across the val- the hill, due to its own move-
weight and rear repeatedly in an ley, but are not thick enough to im- ment and the shadow cast by
attempt to flee and fight the pede movement. The PCs can the neighboring mountain.
weight. easily navigate around the wooded At the top of the hill, trees and
PCs who make it to shore will areas. The woods will make good
have escaped the beetles. Due to cover, however, should the PCs

25
brush cover the slope where the A Nice Place to Visit? The DM should allow the PCs
time to decide what their strategy
mountain’s shadow cannot will be. If they examine the foot-
reach. But below this, all is a Once the PCs have completed their
search and are sufficiently misera- prints, they will find the tracks of
wasteland. Water trickles down rats and moles, and a variety of
the slope, forming ruts and gul- ble, read them the following pas-
sage: prints that they cannot identify.
lies. Puddles and pools form un- If the PCs search for other en-
der rocks and boulders and trances, they will find none except
anywhere the ground is level You suddenly notice a large for a few rat holes and animal bur-
enough to catch moisture. crevice in the side of the hill. At rows that litter the entire side of
Frogs, toads, and salamanders first, it appears to be another the hill. The PCs should surmise
hop and slither from puddle to gully caused by the running wa- that most of these are unlikely to
puddle. Clouds of gnats and ter. But as you investigate, you connect with the lair, especially
mosquitos can be seek rising realize that the crevice cuts those farthest away.
from some of the larger puddles. deep into the hillside. N o clues or other indications of
The opening is overgrown the types of life in the lair will be
The PCs will need to search for with mosses and trailing vines. found. The PCs must venture in
the lair entrance for one hour plus Footprints from a variety of ani- and discover this for themselves.
l d 6 turns. The DM should make mals can be detected in the mud Once the PCs are ready to enter
this effort as uncomfortable as pos- in front of the opening. It ap- the lair, the DM should proceed
sible, including encounters with pears that a certain amount of with Chapter 4.
various small reptiles and amphib- animal traffic passes through
ians, and Dexterity checks from here on a regular basis. How-
the PCs to avoid slipping on the ever, the fast-growing mosses
soggy ground or sinking ankle- manage to replenish themselves
deep into the mud. quickly despite the disruption.

26
e?
For the DM ice, preferring to use the secret en-
The floor and walls of the tun-
trances. When she established this
lair originally, she carved out the nel are packed earth, but the
In order to be aware of the activi- floor is muddy and quite slip-
ties that take place in the city main entrance as a decoy, realizing
that an assortment of monsters pery. Mosses and fungi cling to
while the PCs are away, the DM the walls and ceiling in some
should read Chapter 5 before guid- would probably move in. This
suited her plans well, knowing places. Some spots are notice-
ing the PCs through the Falcon’s ably bare as a result of someone
lair. He should reread Chapter 5 that the monsters would serve as
excellent sentries for keeping out or something tearing the fungus
when the PCs return to the city in from the walls.
order to have a thorough under- intruders. She periodically used
standing of the Falcon’s scheme this entrance to terrorize the mon-
and in order to most effectively sters, but only to let them know The tunnel winds inward for
role-play the situation. who was boss and to ensure her about 60‘. About every ten feet,
own safe passage when it was small holes appear in the tunnel
The Falcon has two secret en- needed. wall, varying in height between six
trances to the lair that the PCs will This also worked to her advan- and fourteen inches. All the holes
not discover. These were her per- tage during her imprisonment, are dirty and some are covered
sonal escape routes and were also since the monsters who had with cobwebs; they appear to be
used in situations when she was moved in effectively served as rat holes that burrow farther into
weak or unable to change form guards while she was gone. Her the hillside.
(i.e., she had used up her ability to personal areas of the lair have
shapechange for the day) but been untouched throughout her 2 The Foyer: The tunnel fi-
needed to enter her lair. absence. nally opens into a rocky chamber.
Both these entrances are far up The lair is divided into two lay- The walls and ceiling are slimy
the hillside, out of the desolate ar- ers. The top layer is the decoy, and and slippery-looking, and the floor
eas. They are on the part of the hill the bottom layer contains the Fal- is nothing more than a sea of mud
that grows as a normal hardwood con’s personal rooms. The en- with a few rank puddles. There are
forest, out of the shadow of the trances to these rooms are so no detectable footprints in the
mountain. well-concealed that they have not slimy mud.
One of the Falcon’s first tasks been disturbed. The PCs’ adven- The cave is roughly 60’ across,
upon returning to her lair will be to tures will begin at the tunnel en- 30’ high, and 50’ wide, forming a
check and repair these secret en- trance. fat oval. l k o openings are visible
trances. She is careful to give her- on the opposite wall across the
self a n escape route, even though 1. Tunnel Entrance: Read the cave: one leading to the right and
she cannot imagine anyone find- following to the PCs when they are another to the left. Eight more of
ing her out here. Her paranoia ready to enter the crevice: the small “rat holes” are visible
sometimes gets the better of her. around the perimeter of the cave.
The first entrance is a huge, hol- You part the vines and tear
low oak tree farther up the moun-
tain from the main crevice.
down some mosses to reveal a Welcoming Committee
five-foot-high opening in the
Beneath the oak, a long tunnel hillside. Roots trail down from
winds through the earth and into Before the PCs have a chance to
the top of the opening, and traverse the sea of mud and choose
her private quarters. This en- slimy grey mushrooms grow on
trance allowed her to enter the lair the right or left tunnel, two oty-
the sides and floor of the gaping ughs will lumber out of the left tun-
in her falcon form without arous- hole.
ing suspicion. nel to attack the PCs.
You step into a tunnel en-
The second entrance is a large trance that smells like a fetid
hole in the midst of a briar patch. Otyughs (2):AC 3; MV 6; HD 8; hp
swamp. Even the sewers of 60,56; #AT 3; Dmg 1-8/1-8/2-5;S A
This allowed the Falcon to enter Greyhawk smelled better than
the lair in her natural naga form. grab, disease; SD never surprised;
this place! AL N; THACO 13.
She rarely used the main crev-

27
The otyughs live here as part of Miniature Menaces one from each of the eight holes
a n arrangement with a large clan around the cave.
of jermlaine that also live in a por- The otyughs have the natural abil-
tion of this cave system. The intel- ity to sense prey, so when the PCs Jermlaine (88):AC 7: MV 15;HD
ligent jermlaine have struck a deal entered the cave, the otyughs were 1-4 hp; #AT 1; Dmg by weapon
with the otyughs in which the oty- almost immediately aware of their type (dart 1-2 or miniature pike 1-
ughs get all the trash and dung presence. As the otyughs move to 4);SA victims suffer - 5 to surprise
they can consume in exchange for attack, the PCs will hear some roll: SD treated as 4HD monsters
not harming the jermlaine. The shrill squeaking and shrieking as for saving throws and magical at-
jermlaine see this as a n excellent the jermlaine appear in some of tacks, escape all damage from
business deal: free garbage dis- the holes to watch the battle. The spells which save for half-damage:
posal and two large monsters to jermlaine are so well-camouflaged, AL NE; THACO 20.
serve as defense for their home. however, that the PCs will not de- (Only half this number of
PCs may notice that the tunnel tect their presence in the holes un- jermlaine-44-will be present to
they entered is too small for the less they shine a light source attack at any time; this accounts
otyughs to use as an exit. The directly at a hole. There is a 50% for females, children, and those
jermlaine have not bothered to chance that a jermlaine will be who are outside the lair gathering
widen the tunnel as the otyughs able to duck out of the path of the or hunting for food.
grew in size; after all, they do not light before the PCs see it.
want to lose their “garbage men.” A s the PCs begin to battle The jermlaine also have a net
The otyughs seem reasonably con- against the otyughs, the jermlaine cleverly concealed on the ceiling of
tent to the jermlaine, so they have will begin hurling darts at the PCs the cave. The net is slimy and wet
seen no reason to allow the oty- from their positions inside the to blend in with the ceiling, and a
ughs access to the outside world. holes. Each jermlaine can fire one rope runs across the ceiling and in-
dart per round, and eight jerm- side a groove down the wall next to
laine will be able to throw darts, the small hole nearest the oty-

28
ughs’ entrance. Any jermlaine in make a Dexterity check to avoid Elder jermlaine have a magical
that hole can yank the rope and being struck. He must also make a ability to drain the magic from
send the net crashing down on two second successful check at one- many types of magical items. The
PCs (THACO 10). half his normal ability to avoid DM should secretly roll for every
If any PCs are successfully net- rushing into the path of the other magical item carried by the party.
ted, 12 + l d 6 jermlaine will rush log. As the logs rush past each This does not include potions,
out of the holes and begin pum- other, they will swing up toward scrolls, or articles of clothing. Arti-
meling and tying up the netted vic- the ceiling, then will swing down facts and relics also cannot be
tims. The pummeling attacks again purely from the force of mo- drained.
have a 2% cumulative chance per mentum. Characters in the paths There is a 25% chance that the
blow of causing the victim to lapse of the logs’ second pass must make elder jermlaine will attempt to
into unconsciousness; 25% of the Dexterity checks again in the drain the item. This requires 1-4
attacking jermlaine will work on same manner. This time the rounds per item. Beginning 3
tying up the fallen PCs while the checks are made at +3 due to the turns after the PCs’ items have
remaining 75% will pummel their slower motion of the logs and the been confiscated, the elder jerm-
victims. Victims wearing banded, PCs’ awareness of them. laine will begin examining these
plate, or splint mail are immune to After a few more swings, the logs items. The DM should determine
these pummeling attacks. will slow to a stop in the center of in what order the items will be ex-
Any PC who falls has a 50% the room. If the battle continues, it amined, then allow one turn per
chance of being tied up by more will have to happen around the item being drained. If the PCs save
jermlaine. Since jermlaine con- logs. Clever PCs may be able to use their items before or during the
sider human flesh a delicacy, they the logs to their advantage, forcing round in which the elder jermlaine
9
will attempt to “store” their vic- an opponent to impale himself on begins to handle them, they will
tims for later consumption. the spikes. (The jermlaine have ‘notlose their powers.
thought of this and will use it to
Crafty Traps their advantage.) Tiny Tunnels
The jermlaine have yet another If more than 20% of the jerm- The PCs’ major concern will be
trap set in this room that the PCs laine in the cave are killed, the en- finding a way to enter the tunnels
will not detect until it is too late. tire lot of them will flee into their that lead to the jermlaine’s living
The jermlaine have concealed two holes, attempting to drag their areas. These tunnels are never
large logs in long holes near the fallen brethren with them. The more than 18”high and are never
ceiling on opposite sides of the jermlaine will then await a later less than 12” high. They are a uni-
cave. Connected to a pull-rope sim- opportunity to seek their revenge form 14” wide to allow the jerm-
ilar to the net, a jermlaine need on the PCs. laine to travel two abreast. Based
only yank on the rope to send the on each PC’s size, the DM should
two logs crashing end-first into the Another Fine Mess consider his chances of getting
battle. The logs are embedded stuck in the tunnels.
with metal spikes around their pe- If all the PCs fall to the attack of the The jermlaine’s tunnels are
rimeters and on both ends. PCs jermlaine, this will present an in- quite complex and twisting. Many
struck by the end of a log suffer teresting role-playing opportunity. of the tunnels double back or turn
l d 8 points of damage from the The jermlaine will strip the PCs of numerous corners, connecting to
force of the log and an additional all possessions and bind and gag other tunnels before reaching any
l d 4 points from the spikes. them, leaving them until they can sort of living area. The PCs will
Characters who miss their Dex- be consumed at a later time. The need to remember that, if they
terity checks take damage as de- PCs will have no more than 2d4 penetrate the tunnel network, not
scribed above. If a character rolls turns in which to escape their only will they run the risk of get-
his Dexterity check successfully, bonds before the jermlaine will re- ting lost, but they will be forced to
that character suffers l d 6 grazing turn to select a PC for their next fight lying on their stomachs un-
damage from the spikes on the meal. The PCs will also be faced less they have some way of reduc-
logs slashing past him. with the problem of entering the ing their size.
Any character in the path of a log jermlaine’s foot-high lair in order The jermlaine have also devised
(the DM should select a 20-foot to retrieve their possessions. Any a clever concealment for their tun-
band across the width of the cave food that the PCs may have carried nels. In each tunnel leading from
as the paths of the two logs) must will not be found. the main caves, the jermlaine have

29
hung a heavy curtain to look like a by observing this precaution. 6. Hallway and Gathering
dead end to confuse observers. This is also the area where food Area: This area functions as a pas-
These curtains hang about ten feet and game are delivered following a sage to the personal sections of
from the mouths of tunnels open- hunting trip. Food is divided, ani- each jermlaine and also as another
ing onto caves 1, 2, and 22. mals are butchered, and the refuse area for work or socializing. I t is al-
These curtains are constructed of is separated in this room. From ways occupied during the day, but
heavy fabric “borrowed” from pre- here, everything is carried off to its is only occupied 10% of the eve-
vious victims. The curtains are appropriate destination; some ning hours.
smeared with mud in order for food goes to the rats and the jerm-
them to match the surrounding laine, and the trash is delivered to 7- 17. Jermlaine dwellings:
stone walls. The jermlaine have the otyughs. These are the personal living quar-
sewn a strip of cloth along the bot- This cave is almost always occu- ters of jermlaine. Each family has
tom edge of each curtain to form a pied in the early morning and eve- its own chamber where its mem-
casing, and have filled these with ning, while it is usually empty bers sleep and store personal
sand or dirt. This helps to ensure during the middle of the items.
that the curtains will not blow in a day. It is always empty at night. The living quarters are cluttered
breeze and aids in the camouflage and filthy. Dirty, baggy jermlaine
effort. 4. Rats’ Stable: This cave clothing is strewn about, and rem-
serves as a stable for the rats that nants of recent meals and dung are
Pets live with the jermlaine. Piles of not uncommon in these areas.
weeds, rags, dung, and other filth Each family will have its trea-
The jermlaine share their minia- lie about the cave to serve as beds sure stashed somewhere in the
ture tunnels with 3d6 giant rats (of a sort) for the rats. The area cave, generally hidden in a crack
that they cooperate with in all pur- probably would never be cleaned in the wall or floor, in a concealed
poses: hunting, defense, carrying were it not for the need to feed the hole in the floor, under a heap of
goods, and daily life-sustaining otyughs. If the jermlaine need rubbish, or some other inconspic-
needs. refuse for the otyughs, or if the uous place. Jermlaine family trea-
The jermlaine will always begin cave becomes too crowded to sure will consist of 1-3gems of 150
their battles by hurling darts at house the rats, the stables are gp value, ld4x10 cp, and ld3x10
their victims from the safety of the cleaned. SP.
tunnels, but if needed, the jerm- N o treasure will be found in the Nothing else of value will be
laine will release the rats into the stable; the jermlaine cleverly sort found in these family chambers.
battle. Since they are dependent this out when they clean the cave. The crude jermlaine furniture and
on each other for survival, both the If anyone other than a “normal” clothing have no value due to their
rats and the jermlaine will do their resident of this tunnel system en- small size and poor condition.
best to defend each other and pull ters the entry tunnel, the rats will At night, there are always jerm-
the wounded from the fray. be instantly aware of their pres- laine in their dwellings. During the
ence. They will begin to squeak day, there is a 75% chance of en-
Giant Rats (3d6): AC 7; MV 12 faintly in order to alert or awaken countering jermlaine in these
Sw 6; HD 1-4hp; #AT 1; Dmg 1-3; the jermlaine, but will do so qui- chambers.
S A Disease; S D Nil; AL N; THACO etly enough so as not to alert the
20. intruders. The otyughs’ limited 18. Storage Area: This cave
telepathic abilities will also allow holds all kinds of tools, junk, and
Jermlaine Manor them to sense the squeaking and foodstuffs. Anything that a jerm-
prepare for an attack. laine could consider useful may be
found here: old bones, rusty weap-
3. Staging Area: This area is 5. Gathering Area: The jerm- ons taken from victims but too
where the jermlaine gather prior to
laine use this cave for meetings to large for the jermlaine to wield,
hunting and gathering trips. They
discuss hunting, battles, and the rusty and battered armor, various
are extremely organized, and a
lair. It is also used for food prepara- tools taken from victims, back-
chief or elder will lead each expedi-
tion and various other daily activi- packs, sacks, torn clothing, ani-
tion. I t is here that they check ties. This cave is occupied at all
weapons before going out and take mal pelts, feathers, teeth (both
hours of the day, but is empty at animal and humanoid), and a
a head count of the party. The jerm- night.
laine have prevented many losses small quantity of dried meats and
harvested mushrooms and fungi.

30
The PCs will find nothing of value intelligible to humans due to the Five vials containing the follow-
here. This cave is never occupied jermlaine language and poor pen- ing:
at night and is used only 10%of manship. This record will look like potion of fire resistance; potion
daylight hours. nothing more than a page of orga- of invisibility; oil of slipperiness;
nized doodles to anyone other potion of speed; potion of rain-
19. Treasure Vault: The clan than a jermlaine. bow hues.
of jermlaine keep this well- The contents of the vault are as
guarded cave to protect a variety of follows: Three wands, two rings (gp
money and treasure. A large por- 1,500 cp value 500 each), and one staff that
tion of the spoils from a battle are 800 sp are drained of all magical energy
stored here, since the jermlaine 50 PP can also be found here. From their
sometimes need to barter for items 18 gems (gp values: 500 (x2), design, a mage might guess that
with the outside world. 400 (x4),300 (x2),250 (x3),200 they held magical properties at
The twists, turns, and tight (x2), 100 (x 5) one time, but no longer. Since
squeezes that lead to this vault are many magical items are destroyed
unlikely to be penetrated by hu- Three scrolls bt:aring the follow- when all charges are used, the
manoids. Only the smallest of the ing spells: mage might infer that some other
adult jermlaine are able to navi- 1 :--A":l.:l:+-- .
I. 111 v l 3 1 u l l l L y , whispering wind, event drained the magic from
gate this passage; sometimes the haste these items. Some jermlaine pos-
younger jermlaine are required to 2. water breathing, mass- sess the natural ability to drain the
wriggle down the tunnel to the morph, polymorph self, remove magical energy from magical
treasure room. curse items, and this is what has hap-
The elders keep a written record 3. aid, cure disease, cure seri- pened to these'items.
of every item that is added to or ous wounds, neutralize poison
taken from the vault. The record is
generally accurate, but will be un-

31
20. Detention Cave: When ropes in 6 rounds. Trollin’ Along
the jermlaine capture prisoners, If the DM feels that his players
whether inside or outside the lair, need a helping hand, he is free to The caves in this system also serve
the captives are always brought to improvise other methods of allow- as home to a clan of trolls. The
this cave to await further “dis- ing PCs to free themselves. jermlaine have been careful to
posal.” Captives are trussed and keep clear of them, for their own
tossed into this room for safekeep-
ing while the jermlaine decide
On to Bigger Things safety, and also to keep control of
their own portions of the caves.
what to do with them. 21: Otyughs: This large, empty Fortunately for the jermlaine, the
A man-size secret door in the cave is “home” to the otyughs. It is trolls are too slow, too large, and
wall leading to Area 2 provides ac- free of organic debris (the otyughs too stupid to bother with their
cess. Although the jermlaine cer- have eaten it all),but a few objects smaller, smarter neighbors. The
tainly don’t need a door this large, of non-digestible material such as trolls are aware of the jermlaines’
they realize that their prisoners daggers, spikes, and armor frag- presence, but if the trolls are
are large, and therefore con- ments lie about. None of these annoyed by the smaller creatures,
structed the door and the cave for items will have any function or they have never done anything to
this purpose. value since they are rusted and indicate displeasure.
The holding cell is actually quite damaged. When the PCs enter the caves
clean, as the jermlaine are in the The location of the otyughs will and suffer the jermlaine’s ambush,
habit of allowing the otyughs into depend on the outcome of the bat- the trolls will either be asleep (dur-
the cell after disposing of all pris- tle with the PCs. If the otyughs re- ing the daylight hours) or out
oners. Since large carcasses can treat, they will come here. If the hunting (during the dark hours). If
remain here for many weeks, the otyughs were killed, naturally it is daytime, the jermlaine will be
room can become filthy (especially they will have no more need for able to implement their entire at-
if large animals are brought here their cave and it will be empty. tack plan before the trolls are even
unconscious and are kept alive for There are no jermlaine holes in aware of the intruders. The trolls’
a time). this area since the jermlaine prefer sense of smell will be their primary
If the PCs are dragged into this to deposit the otyughs’ food closer alert system, though any noises
area, they will find nothing useful to their own lair to reduce the prob- caused by the PCs will also wake
to assist them in freeing them- lem of hauling it. them. The jermlaine have used
selves from their bonds. At best, The otyughs have been content their attack for many years and
they might find a jagged piece of to live in two caves of this cavern have perfected it to the point of car-
rock. The jermlaine will have system for many years. Since they rying it out in relative silence.
taken all possessions, leaving, at are motivated by little other than The otyughs have also struck a
most, a few skimpy articles of food (and the jermlaine keep them deal with the trolls, promising not
clothing. The jermlaines’ bonds well-fed), the otyughs have not to attack them in return for some
will be difficult to break despite the ventured outside this area for a of the trolls’ scraps and trash. This
small ropes (%”) used by these long time. relationship has been effective for
small folk. Note: If the PCs killed the oty- many years.
If the PCs free themselves, they ughs but did nnt explore the jerm
m, 10): AC 4; MV 12; HD 6 +6;
AI
27,46, 45, 44, 40, 38, 38,
do #AT 3; Dmg 5-815-81 5-12;
AI if attacking with weapon
nc atrtack multiple targets; SD
hc .atiN AL CE;
ca 13,
Id
frc
adea giant troll: AC 4; MV
10;hp 72; #AT 4; Dmg 5-81
!ll-12; SA +6 if attacking
apon, able to attack multi-
Nonents; SD regeneration;
THACO 11.

32
22. Gathering Area: This cave 23A-E. Troll Quarters: These Troll Treasure:
serves as an area to divide recently caves serve as general living quar- 100 cp
captured food among the trolls and ters for the trolls. Stacks of rags, 150 sp
to organize hunters for outdoor ex- weeds, and straw are piled about 400 gP
peditions. This cave carries a horri- the caves, serving as beds. Other 4 gems
ble stench of rotted meat and filth filth that has not been moved into (gp value 200,150,100,25)
and a large number of bones are area 22 or given to the otyughs lies longsword + 1
scattered about. When the cave be- everywhere. ring of protection + 2
comes too crowded to move All these areas smell as bad as
through, the trolls carry some of #22, thanks to the lack of fresh air, Yet Another Ambush
their garbage out to the otyughs, damp, dripping walls, and the
dumping it into room 2. The jerm- large amounts of garbage. Fortu- When the trolls become aware of
laine sometimes pick through this nately, there are no rats in these the PCs’ presence, they will wait
trash for anything they might per- caves; the trolls keep the rodent until the PCs enter their caves. Al-
ceive as useful. population down with their fre- though trolls are not very intelli-
Any treasure that the jermlaine quent meals. gent, they have worked out a plan
may have scavenged from the Throughout these caves is scat- for dealing with trespassers in
trolls appears in the description of tered the trolls’ treasure. PCs will their lair. Any trolls in area E will
the jermlaine’s lair. treasure be- need to search all of the caves in or- hide in the farthest corner until the
longing to the trolls is listed in the der to find the treasures described PCs approach. When the PCs
descriptions of the following areas. here. If they do not, the DM should reach the point between caves D
If PCs choose to pick through the reduce the amounts proportion- and E, the trolls in caves A, B, and
trash in search of treasure, they will ately to reflect the PCs’ efforts in C will rush toward the PCs’ backs
find nothing more than rusty tools searching for treasure. so that they are trapped between
and weapons, filthy, worn-out cloth- two groups of trolls. If no trolls are
ing, bones, and rotting garbage. in cave E, the remaining trolls will

33
still rush at the PCs’ backs, cutting Read the following to the play- Yphoz, (30):AC 9; MV 6 Sw 12;
off their escape route. ers. HD 2: #AT 1; Dmg 1-6;S A poison:
If the PCs should travel toward AL NE: THACO 20.
cave C before room E, the same ba- You’ve splashed into a strange The yphoz will attack only those
sic plan will take place, but the PCs underground cave. The walls, PCs who are in the water. Since
will be ambushed in the center of ceiling, and floors are all wet their movement is slowed on land,
cave C. due to water seeping from the these creatures only attack if pro-
The jermlaine have several tun- surface. voked while they are on land.
nels connecting to these caves, but Some of you have landed in a The yphoz will cease their at-
take care not to be discovered pool of putrid water. The pool is tacks on any creatures who are
when snooping in the trolls’ be- roughly 30’ across, 35’ wide, pulled from the water. Any yphoz
longings. If the PCs did not investi- and is at least 40’ deep. (PCswill that are attached to a PC, however,
gate the jermlaine lair, the not know the exact depth unless will continue to attack until pried
jermlaine will try to attack the PCs they swim or sink to the bot- from their victim.
throughout the lair. If the DM de- tom.) You can hear the water
sires, he can surprise the PCs at dripping occasionally into the Anyone who landed in the water
any time with an attack of the pool, but the cave is otherwise will need help to crawl over the
jermlaine through their miniature silent. slippery side of the pool and onto
tunnels. It may be silent, but it is not “dry” land. The DM should con-
without odor. The smell of stag- sider the encumbrance of armor
24. “Unwanted Bath”: The nant, putrid water assaults your carefully: any characters wearing
entrance to the tunnel leading to nostrils. You don’t think you’ve plate mail or plate armor will need
this area is wet and muddy, but ap- ever smelled anything worse. the help of at least two persons and
pears passable. PCs will be forced The walls of the cave look may need to remove some armor
to make a Dexterity Check (at half strange. You can see that this is in order to escape the pool.
normal ability) about ten feet into a natural cave cut into the same Escaping this room is another
the tunnel at the first hairpin turn rock as in other parts of the matter. The tunnel sloping into the
(see map). At this point, the tunnel cave. But something is peculiar room runs at approximately a 45
floor becomes extremely slippery about the way it reflects degree angle. The walls are cov-
due to surface water seeping into torchlight-the light seems to ered with gummy slime and the
the earth and along these walls. penetrate the outer layer of floor is too slippery to walk on nor-
The walls are also slippery and rock, causing the walls to virtu- mally. The DM should use his best
slimy, contributing to the lowered ally glow. judgement at determining the
chances of passing a Dexterity PCs’ success at escaping the yphoz
check. room.
Any PCs who miss their checks If anyone touches the walls, read
will slip down the tunnel, which the following.
25. Jungle tunnel This long
descends steeply into the cave be- tunnel winds into the mountain
low. Any PC who is in front of a PC The walls feel strangely and seems to go on forever into the
who misses the check will be gummy, almost rubbery. You’ve darkness. The air is cool and damp
swept along by the character be- never seen rock like this in here, but the walls are relatively
hind him (no chance to avoid). before-but the gumminess dry. Small tunnels belonging to the
At the bottom of the “slide,” the isn’t part of the rock. It’s a layer jermlaine pepper the sides of the
PCs will find themselves in a wet, of dried goo that covers all the tunnel wall.
dripping, slimy cave. A s PCs hit walls in this cave. I t can be Finally, the main tunnel
bottom, they should make another scraped off easily with only a fin branches into two identical tun-
Dexterity check to avoid being!
swept into the pool of water before
gernail. I
.-
nels. There is no indication which
route the PCs should take.
them. The right tunnel twists to the
Lanterns or torches carried by The PCs will have three rouncd s a tight loop and stops in
any character swept into the pool I
..- t r x r tn learn ahniit their “a i .~ r - a deadinto
tn LA, Lv luulII uvvuc cIsbll
right
end after about eighty feet.
will be immediately extinguished. roundings before the yphoz at- The PCs will find nothing in this
PCs may maintain their grip on tack. Consult the “New Monsters” tunnel.
held items with another Dexterity section at the end of this adventure The left tunnel continues to
check. for a complete description. twist, then the ceiling begins to

3P
slope downward. The tunnel that be in a dormant state. The weed on them by the Falcon.
was formerly 15’ high gradually will begin to regenerate after six Thejermlaine came to these tun-
loses height until PCs will be rounds, and will grow to its former nels to investigate before the
forced to crawl on their hands and size and strength after about two strangleweed blocked the tunnels,
knees. The ceiling reaches a height weeks. and discovered the doors (and with
of only four feet and then levels off. The weed fills about a fifty foot them, the fire traps). After five
About 20 feet ahead, the PCs can length of the tunnel. If the PCs doors and numerous injuries,
see that their path is blocked by fo- pass through the tunnel, they will however, the jermlaine gave u p
liage. Black, twisting vines hang in become covered with soot from the trying to open the doors in favor of
the tunnel ahead of them. The PCs burned plants and will choke on their safety.
will not be able to see more than the smoky air unless they breathe Once the PCs pass the swinging
five feet into the vines. through a scrap of cloth or cover doors, they reach a dead end. A se-
their heads with a cloak or other cret door is concealed at the end of
wrap. the tunnel.
While the vines appear ordi- This tunnel slopes downward, Beyond the secret door is an-
nary (though their odor is repul- although the PCs may not notice other long tunnel that travels in
sive), the floor throughout this the slope due to the change in ceil- opposite directions. The tunnel to
low tunnel is littered with the ing height. It slopes down a total of the right contains two more swing-
bones of animals, humanoids, 40 feet to the Falcon’s lower level. ing doors (both with fire trap
and jermlaine. The vines hang spells) and leads to the Falcon’s
limply overhead, growing laboratory.
strangelv despite the lack of nat- Which way?
ural light 26. Laboratory: The Falcon
Beyond the tunnel that is home to
the strangleweed, the ceiling again constructed this laboratory for
rises to 15 feet. After 120 feet, the magical research and work on poi-
vine-filled cave, the first person tunnel branches into five pas- sons, as well as experimentation
into the tunnel will be attacked by sages. on her victims. The stench in this
the strangleweed (see “New Mon- Allow the PCs to choose the room is potent and nauseating,
sters’’ in the appendix following branch that they wish to follow. and any PCs who enter must make
this adventure for a more detailed Through trial and error, they will a saving throw vs. poison or suc-
description). eventually find branch B (see cumb to nausea. A PC who exits
map). None of the other tunnels the lab and stays clear of the
Strangleweed: AC Special: MV 0; stench will recover from the nau-
HD 1: #AT 1 ; Dmg Special: S A poi- here-A, C, D, & E- are anything
more than tunnels that will con- sea in ld4 rounds, but must make
son, grapple: AL N; THACO spe- another saving throw to enter the
cial. fuse the PCs or hinder their prog-
ress (though the DM is invited to lab again.
The strangleweed will not attack A wizard-locked door leads to a
until a PC is five feet into the tun- make these areas more dangerous
if the PCs appear to be “breezing” lab containing an amazing variety
nel. It will then begin to thrash and of beakers, bottles, tubes, pipettes,
attempt to grapple the PC. through the adventure).
Approximately 50 feet into tun- burners, and elaborate stills on iron
Other adventurers who attempt stands. At one time, this must have
to pull the trapped PC to freedom nel B, the PCs will find a pair of
swinging doors. The doors are been a busy laboratory filled with
also run the risk of being pulled bubbling experiments. Now the
into the strangleweed. two PCs mounted on opposite sides of the
tunnel and swing both forward glassware stands empty, with the
working together have a 50% dried and crusted remains of its
chance of pulling a character to and backward. The doors are ordi-
nary and offer the PCs no resist- former work lining the bottoms of
freedom, but take damage them- the containers.
selves in the process. ance.
Every ten feet down this tunnel All the glassware is in usable but
If the PCs attempt to burn the filthy condition. I t could be sold a t
weed out of the tunnel, they can ig- is another pair of doors. The first
five pairs are ordinary and present a price equal to 75 % of the value of
nite it in l d 6 rounds. They will be similar new equipment if scrubbed
driven out of the tunnel for ld 6 no problem for the PCs.
The five remaining pairs of doors thoroughly.
turns until the acrid, stinging A few of the Falcon’s books re-
smoke clears. Although the weed will provide the PCs with a sur-
prise: each pair of doors is mained intact, but she did not take
will appear to be dead, it will only them since they would not benefit
equipped with a fire trap, placed

35
her in the battle with the priests at 50 small drawers containing feath- successful at creating any major
the temple of St. Cuthbert. Once ers, candles, dried flower buds, magical items.
she learned of the general condi- dried insects, animal teeth, and an
tion of her lair, and realized that assortment of tiny vials that once Opposite the tunnel to the labo-
she was in control of it (no mon- held liquids of some sort that have ratory, the tunnel to the left ex-
sters had taken over her private now dried to the color of old blood. tends 45 feet and branches into
quarters), she decided to leave Nothing useful or valuable can be three tunnels. two of these, tun-
some things behind and return found in any of these drawers ex- nels F and H, are dead ends, in-
later to put things in order and sal- cept for a single gold ring, stored in tended to confuse any would-be
vage the remainder of her belong- the only drawer protected by a fire intruders. tunnel H contains six
ings. trap. The ring is fashioned to re- more of the swinging doors with
The four remaining books de- semble a snake biting its tail, and fire traps When the PCs choose
scribe spell components, herbs, in- its eyes are set with two tiny black branch G, it will appear be a dead
cantations, and laboratory stones. It is not magical, but is end as well. However, it has a se-
techniques. They are musty, but worth 1,000gp. A successful intel- cret door leading to the Falcon's
still serviceable. Although they ligence check by any mage will private quarters.
would not demand top values for suggest that the ring was intended Through the secret door is yet
resale, any mage in the party to be enchanted at some future another tunnel that travels in op-
should find use for them. date, based on its high quality. posing directions. The branch to
All spell components and potion Nothing in this room detects as the right goes through two more
ingredients have deteriorated and magical. The Falcon was not suc- trapped (fire trap) doors to the Nest
are useless. A row of small cages cessful at creating more than a few Room (see description below). The
along one wall contains the car- potions and scrolls, and she has al- tunnel to the left leads to another
casses and remains of small ani- ready removed those. She lacked dead end, to the Naga Room, and
mals that the Falcon had captured the patience to maintain her re- to the Falcon's favorite private
for her experiments. search for very long. Coupled with chamber (where she resides when
A large cabinet on one wall holds her inexperience, she was never in human form).

36
When the PCs begin to explore Examination of the nest reveals chamber, a wizard locked door
these rooms, they will become nothing out of the ordinary. It is opens into a 40’wide, expansive
aware that someone has already constructed of twigs, sticks, room that is shaped like a long,
been here. The Falcon has been at weeds, and grasses in the manner stretched “S.”
the lair for over a week by the time of a typical falcon’s nest. The in- The Falcon uses this room the
the PCs reach this point. She has side is lined with brittle, crum- least, preferring her other forms
had time to rest, regain her spells, bling feathers. over her natural form. Nonethe-
and gather some belongings that The nest is in poor condition. less, it is furnished and appointed
survived her absence. Her The PCs may notice that even the to the last detail.
spellbooks also survived intact, as weight of the intended occupant The front portion of this cham-
well as a few other minor items. would probably crush the brittle ber is something of a sitting room.
She has been aware of the PCs’ twigs and cause the nest to col- The ceilings here are 15’high, and
presence, but has not concerned lapse. the floors are polished to a glass-
herself with chasing them from The entire room is filthy and has like smoothness. The walls are
the lair or attacking them. She obviously not been entered in chiseled in a randomly faceted pat-
knew that the monsters on the many years. Cobwebs cover most tern that reflects light, causing it
higher level of the lair would keep of the walls and ceiling, and some to sparkle about the room. Five or-
the PCs busy, and, if threatened, large spiderwebs weave along the nate but damaged tapestries hang
she could rely on her escape routes floor and up the walls and the side from the walls. At one time, they
to ensure her safety. of the pedestal. would have been worth thousands
The PCs will notice, however, of gold pieces. Now, they are dam-
The falcon’sChambers that a portion of the ceiling has aged and rotted by years of damp-
been wiped clean of webs and dirt, ness and dripping walls.
The Falcon has designed three revealing the star field. The Falcon If the PCs examine the tapestries,
separate private quarters for has indeed been here and wiped they will notice that they depict
herself-one for each of her favor- away some of the dirt to see the scenes involving snakes. In all the
ite forms. Each is designed down condition of the paint. Eventually, images, the snakes are conquering
to the last detail for her maximum she plans to bring slaves or cult or in control of humans; in one, a
comfort and convenience. members to the lair to tend to her snake holds court surrounded by
chambers. human slaves; in another, an army
The PCs will also notice a hole in of snakes takes over a village of tem-
2 7. The Nest: The first of the Fal-
the ceiling that leads to a long tun- fied humans and elves; in a third, a
con’s rooms is a circular, 10‘wide,
nel. Inside the tunnel is a small giant snake winds through a village,
30’tall chamber containing a giant
ledge, so placed to allow the Falcon jaws open, devouring anyone in his
bird’s nest. The room and its door-
to fly up to the ledge, then take path. The fourth tapestry depicts a
way are sufficiently large to admit
flight (or shapechange into her court of human-size snakes passing
a human, but the nest is con- naga form and slither) up to the judgement on a party of human ad-
structed to accommodate a large
falcon. I t sits about ten feet off the
tunnel and through the hollow oak venturers. In the fifth tapestry, a gi-
escape route described earlier in ant snake oversees thousands of
floor, atop a cylindrical pedestal
this chapter. human slaves who work at building
the same width as the nest, in the
Nothing of value will be found in an enormous palace.
center of the room. The cylinder this room. In her avian form, the
appears to have been hewn di- The Falcon took great delight in
Falcon had little use for posses- these tapestries: in her mind,
rectly from the stone that makes
sions and consequently kept noth- these depicted the way life. should
up the entire cavern. ing nearby.
The domed ceiling above is be. She often used this room for
flecked with white spots, which comfort and motivation in times of
the PCs may correctly assume are 28. The N a g a Room: This frustration.
chamber is where the Falcon lives At the middle of this room, about
meant to represent stars. Al-
in her natural naga form. A nar- 30’ from the passageway entry,
though the Falcon is far from ro-
mantic, she enjoys the sense of row, 3’wide passage is the only en- stands a large stone table. Eight
power she gains from her shape- try to this room, twisting and normal chairs surround the table.
turning through the rock. The At one end of the oval table is a low
changing abilities and seeks ways
to enjoy those powers whenever walls in this passage have been platform topped with a wide, black
possible. This room allowed her to chiseled nearly smooth. A t the end leather pillow. This is the Falcon’s
fully experience her falcon form. of the passage leading to this personal seat, designed for her

37
naga form. The top of the pillow Next to the smaller mirror is a those not subject to the effects of
rises only eight inches off the floor. long dresser with six drawers. Al- decay or moisture- stone, glass
The table is in good condition due though the Falcon had no need for and the like.
to its stone construction, but the clothing in her naga form, she still Nothing else of value will be
chairs are rickety and will collapse kept an assortment of robes, night- found in this room. The Falcon
under the weight of anyone who gowns, scarves, and shawls. All never stored money or treasure
sits on them. The pillow is crum- these are made of silk, satin, and here since her naga form did not al-
bling and mildewed, but the plat- linen, but have no value and can- low her to easily use such items.
form beneath it, a stone cylinder, is not even be worn due to the deteri-
in excellent condition. oration they have suffered. Across
Although the Falcon rarely (if the top of the dresser are a dozen
ever) had visitors to her lair, she bottles of perfumes and aromatic If the PCs move the giant pillow
nonetheless created rooms such as oils. The contents have gone ran- that serves as the naga’s bed, they
this in the event of secret meetings cid or evaporated, but the bottles will discover a round slab of stone
or visitors she needed to impress are intact and six of them are fine beneath the bed. The stone, about
with her powers and her “empire.” crystal (worth about 100 gp each). one inch in thickness, conceals a
Beyond the table, around the The others are ordinary glass, per- secret tunnel that winds through
curve in the room, a black curtain fectly functional, and worth only 5 the earth and exits onto the hill-
divides the chamber into two sec- gp altogether. side. This served as as escape
tions. The rear portion holds the Also on the dresser are an assort- route in the event the Falcon ever
Falcon’s sleeping chamber. The di- ment of combs, brushes, hand needed a quick exit. It also served
viding curtain is also mildewed mirrors, cosmetics, and hair pins. as a secret entrance when the Fal-
and crumbling, now more a row of These are of a variety of materials con did not (or could not) shape-
hanging shreds of cloth than a ranging from fine silver to tortoise ‘change and enter the caves
satin curtain. shell and wood. Only one set (mir- normally.
Behind the curtain lie the Fal- ror, comb, and brush) is in saleable The tunnel is no more than 18
con’s bed and some personal be- condition, and might bring about inches in diameter, sufficient for
longings. Nothing in these rooms 75 gP. the naga to easily crawl into or out
has been touched in almost 60 On the wall opposite the dresser of the lair in either direction. The
years, since the Falcon never ex- is a curved sofa made of black tunnel is remarkably clean for its
pected to be imprisoned. All her leather and measuring 20’ in many years of disuse; one of the
possessions are exactly as she left length. The sofa is so large that the Falcon’s first tasks upon her re-
them on her last visit except for entire party of PCs will be able to turn was to cast a fireball spell
any items she may have taken be- sit on it at one time if they desire. down the tunnel to clean it out in
fore the PCs’ arrival at the lair. There is nothing unusual about case she needed to escape. By
The sleeping quarters of the the sofa, nothing is hidden or lost dropping the stone cover over the
naga are spacious, and one can in its cushions, and it is in poor hole after casting the spell, she
easily guess that the owner of this condition like most of the other prevented flames from shooting
room craved opulence, although items in these rooms. If all the PCs back into her chamber.
her taste in decor was question- decide to sit on the sofa at one If the PCs attempt to enter this
able. The bed, a fifteen-foot diame- time, it will promptly collapse be- hole, they will be forced to crawl on
ter black satin pillow, lies next to neath them. their stomachs and will risk a 50%
the opposite wall. A ceiling-high Next to the sofa is a stone table chance of getting stuck for each
mirror hangs on the wall behind bearing a metal tray and six crys- round that they attemptsto tra-
the round bed, matching the bed’s tal goblets. The tray has rusted verse the tunnel. The DM should
width. Another mirror, its ornate and is worthless, but the goblets adjust this percentage for the sizes
frame carved like twisting snakes, are in good condition (despite a of PCs larger or smaller than an av-
hangs just inside the dividing cur- heavy layer of grime) and are erage human.
tain. This mirror measures 4‘ wide worth 25 gp each. The tunnel, with all its twists
and 10‘high. Both mirrors are in- Everything in these rooms is and turns, is roughly 100 yards
tact but are dirty and covered with covered in the grime of 60 years of long and opens onto the hillside far
cobwebs. The mirrors are both or- neglect, and all fabrics have mil- to the north of the main entrance
dinary and should give the PCs dewed or rotted to the point of use- and high up the mountain (see de-
some idea of the extent of the Fal- lessness. The only things that scription earlier in this chapter).
con’s vanity. have retained their quality are

38
Fit For a Queen will crumble from rot if moved. teriorated or succumbed to the ef-
A wide wooden door separates fects of moisture and dampness.
These are the rooms used by the these two rooms from the rear por- Upon examination, the PCs will
Falcon when in her human form. It tion of the Falcon’s apartment. find that the bookcase is lined with
is the largest and mnst elnhnrate nf
---I---_-
-----I- -*
This door is also wizard locked, hammered metal panels to keep
her three persoinal chambers. but it is in poor condition like out moisture.
This area of 1the Falcon’s lair is everything in these caves. The The desk in this room has three
divided into rooms resembling a door will splinter and crumble eas- drawers containing moldy paper
small apartmenit. The entrance to ily due to its rotted condition. and parchment, some dried-up
this area is a sec:ret door protected inkwells, and some crumbling
by a wizard loclk spell. 29C. Private Study: This is quill pens. Some faded black can-
These four rooms are con- the Falcon’s personal work room. dles and a tinderbox and flint can
structed similatrly to the naga’s It contains a desk, a long table, a also be found in one of the drawers.
den, with smoolth floors and chis- bookcase with locked glass doors If any notes, journals, or re-
eled, reflectivc: walls. Some of (the glass is protected by a glas- search work were in the desk, the
these caverns were iormed natu- steel spell; she stole the panes of PCs may correctly guess that the
rally, but were excavated and fin- glass from another wizard), two Falcon took all these things with
ished by the Falcon’s slaves. chairs, and a variety of scientific her.
equipment. Like the other rooms,
2 9 A . Living Area: The first this one is grimy and musty. 29D. Bed Chamber: Beyond
room beyond the door is a comfort- The most interesting items in the Falcon’s study is the bedroom
ably furnished (but sorely deterio- this room are the books inside the that she used when in human
rated) living room. I t contains a glass case. The PCs will notice that form. The most striking feature in
sofa similar to the one in the naga’s the grime on the glass and the lock this room is the enormous
room as well as four stuffed chairs have been disturbed recently, and wrought iron four-poster bed.
and an assortment of large pillows they may correctly surmise that The Falcon had this bed spe-
stacked against the walls. A 15‘ the Falcon has been here. cially created by a blacksmith who
snake carved of wood hangs on the The Falcon has placed another was a member of the cult. The
wall over the sofa. Everything in firetrap on the bookcase. The lock posts resemble long, slender tree
this room is mildewed and rotted on the bookcase is functional, but branches and are circled with two
beyond use. slightly rusted, reducing the snakes entwined about each
chance to pick the lock by 15%. branch. The bed is large enough
29B. Gathering Area: Behind The keys to the lock are nowhere for four humans to sleep comfort-
the living room is an area that in the room. ably. The stuffed mattress is crum-
could double as a dining room and The books are all ordinary and bling, its contents spilling onto the
meeting room. I t contains a long range in subject from the history of floor.
table constructed of a wooden the City of Greyhawk to scientific An eight-foot-long dresser sits
framework of legs topped with a manuals about snakes, reptiles, against one wall of this room.
thin, black stone slab. Ten chairs and plants. One tome is a collec- Above the dresser, hanging on the
surround the table. The slightest tion of essays about dragons. Sev- wall, is a mirror, eight feet long and
jostle will cause the rotted table eral books describe the worship of five feet high. The mirror is ordi-
legs to collapse under the weight of Iuz, and another is propaganda nary and is covered with grime,
the tabletop, sending everything about the “evil” of St. Cuthbert. but it has been wiped clean in a
crashing to the floor and cracking An obvious bare space in the large area (presumably by the Fal-
the stone top. The chairs are also bookcase will tip off the PCs that con).
fragile and will not support the something is missing. Any mages An assortment of bottles and
weight of anyone who sits on in the party may correctly guess, grooming aids clutter the top of the
, them. judging from the size of the space, dresser. In human form, the Fal-
’Avo wooden snakes similar to the Falcon’s spellbooks were prob- con chooses to wear black hair that
that in the living room hang on op- ably stored here. It is impossible to hangs down to her waist. A variety
posite walls of this room, and a tell, however, how many books of brushes (mostly deteriorated)
carved wooden statue of a cobra, were once stored here. and hair pins and combs cover
poised to strike with its hood The DM should allow the PCs an more of the dresser top. ’Aventy
spread, occupies the center of the intelligence check to notice that bottles that once held perfumes
large table. All of the snake statues the books in this case have not de- and scented oils are also on the

39
dresser. The contents have either legs will collapse, dropping the appears to be giantish, and the re-
evaporated or gone rancid, but the dresser onto the floor and cracking maining seven are human. Five
bottles would be useful if cleaned. the framework. blank plaques also hang on the
All the bottles are ordinary glass wall below the “occupied”
except for seven of them that are Trophies plaques, awaiting tenants.
made of fine crystal and are worth All the plaques have suffered
about 30 gp. Like her clerics, the Falcon has her from the effects of moisture and
Inside the dresser’s nine drawers own collection of “trophies”- are cracked and rotted. The skulls
are an assortment of dresses, slips, skulls of her victims that now are in fair condition, some display-
nightgowns, underclothes, and serve as decoration for her walls. ing the wounds that caused them
“adventuring” garb. The Falcon DMs who played Falcon’s Revenge to be here.
naturally needed clothing in her will recall that the three cult lead- This bedroom also contains
human form and spared no ex- ers each had similar collections in three stuffed chairs, a small writ-
pense in outfitting herself. The their private quarters. For DMs ing table and wooden chair, and a
dresses are trimmed with fine lace who did not use Falcon’s Revenge, night table. All these are in poor
and beadwork, the undergar- talasek will explain to the PCs that condition. An oil lamp stands on
ments are made of silks and satins, this is a custom among the priests the night table, its oil long ago
and even the outdoor wear is made of Iuz. They mount the skulls of evaporated.
of fine wools and linens. Most of their victims as a display of force, In addition to the skulls, the
the clothing is in shades of black talent, and success. walls in this room are decorated
and grey, and a few garments are The Falcon has collected and with a large tapestry depicting a
red and deep purple. They are all mounted a total of 15 skulls. These snake kingdom ruled by a giant
mildewed beyond use, crumbling are all preserved on a wooden snake, and a life-size portrait of the
with age and dry rot. plaque, with each victim’s name Falcon in human form. She wears
The dresser itself is also in poor carved below his skull. Of this col- robes, a cloak, and a tiara that por-
condition; if the PCs attempt to lection, four skulls appear to be el- tray her as royalty; she stands in
search the drawers, the dresser’s ven, three are dwarven, one a n arrogant, triumphant pose.

40
Since the Falcon has already room in time to see the falcon dis- follow Mizaab’s map carefully,
been through these rooms, she has appear up into the tunnel. If the they will be able to retrace their
taken anything she regards as im- PCs blocked the tunnel in any way, steps without getting lost as well
portant,. including notes, papers, the DM should choose an alternate as bypass some of the problems
her spellbooks, and information exit, first using the tunnel in the they encountered on the way to
about her cult and the other cults naga room and then a side tunnel the lair, They can return to
of Iuz. into these rooms. The DM can also Greyhawk in three days if travel-
conveniently add a tunnel that the ing on foot and less than two days
PCs simply did not notice earlier. if on horseback (provided any of
Return to Greyhawk Regardless of which tunnel the the animals survived the trip).
Falcon uses for her escape, it will
When the PCs have nearly finished
exploring the Falcon’s lair, the DM
be too small for the PCs to navi- Exodus
gate. Their only hope is to exit the
should alert them to the presence lair by the same route they en-
of another creature. The Falcon When the PCs reach the Selintan
tered. By the time they make their River on their return trip, they will
will have finished her prepara- way to the surface, they will be in
tions, and, having loaded her pos- begin to notice families and groups
time to spot a falcon far in the dis- of people traveling away from the
sessions into a bag of holding, she tance, clutching a sack in its tal-
will depart in falcon form. city. This would not be unusual or-
ons, heading in the general dinarily, but these folks are accom-
The PCs should hear fluttering direction of Greyhawk.
or scuffling in the hallways be- panied by animals and wagons
This ought to give the PCs the and are loaded down with all their
tween her chambers. Anyone in- idea that they should return to the
vestigating will see a falcon worldly possessions. Some of
city as quickly as possible. Tmlasek them will call to the PCs, telling
grasping a sack in its talons flying will urge them to return immedi-
toward the nest room. The first PC them to stay away from “the evil in
ately, once they have had a chance the city.” Many of these people will
to pursue will arrive at the nest to gather their belongings. If they refuse to stop to talk, but a few

41
scared souls will pause long gees, and will confirm that some of lief that the enemy must not be-
enough to whisper warnings to the these are sturdy people who have come aware of their preparations.
PCS. lived in Greyhawk all their lives. Eritai will confirm that the ru-
The DM should parcel informa- The situation would have to be se- mors the PCs heard on their way
tion to the PCs from one out of rious for them to abandon their into Greyhawk are unfortunately
every six persons that they try to homes. true. The numbers of people leav-
question. From these terrified ref- ing the city have grown daily, and
ugees, the PCs will learn the fol- Vouble in the City city officials fear that the cult’s
lowing. campaign of terror will soon leave
When the PCs reach the city gates, no one to oppose the cult. Eritai is
An evil cult is trying to recruit they will encounter a backlog of anxious to end this cult activity
members from the general popula- people trying to sign the rosters soon.
tion of the city. Some of the people and check out of the city. The Although disappointed that the
who have refused to join or have guards will be trying to maintain party was not able to capture the
told the authorities about the cult order but with little success. They Falcon, Eritai will wisely predict
have met with dire consequences, will also be trying to convince peo- that the anticipated onslaught will
some being killed, some losing a ple not to leave, claiming that the happen quickly. The Falcon’s
family member, and some having City Watch will apprehend the ter- knowledge that she is being pur-
their homes burned. rorists soon. However, the guards sued will be likely to spur her to
Strange, horrifying appari- do not even sound convinced of quick action.
tions have been appearing in the this themselves. Eritai will also advise the PCs of
city for nearly a week. These Once inside the city walls, Tmla- her battle plan and all prepara-
started as small incidents, but sek will insist that the party go di- tions that are underway. She will
they have grown in size and rectly to the temple to learn more welcome their assistance, but will
strength. Buildings have appeared about the situation. also recommend that the PCs see
to burn only to stop suddenly, with to any wounds and get some rest
no apparent damage; monsters after their journey. She anticipates
have been seen in the streets only
The Temple’s Worries that the attack could come at any
to disappear; and people have awo- moment and wishes the PCs to be
Upon their arrival at the temple, rested and prepared for battle.
ken to the sounds of threats being the PCs will witness a bustling
issued by an evil voice in the dark-
whirl of activity. From the outside,
ness, only to find no one nearby.
everything appears normal, but in- Battle Cry
Public notices have been side, preparations are being made
posted around town by some un- for the expected attack. On the first evening of the PCs’ re-
known cult claiming that resi- Eritai will make herself available turn to Greyhawk, the Falcon will
dents will learn that they can to meet with the PCs within mo- strike. The DM should read Chap-
either join the new Master of ments of their arrival. She will ex- ters 5, 6 , and 7 carefully and
Greyhawk, leave the city, or they plain that their connections in the launch the attack as described
will be forced out or killed. city indicate an impending attack. therein.
All the people the PCs speak to The temple is trying to prepare
will be genuinely terrified. Tmlasek while maintaining the appearance
will recognize some of the refu-
of calm. Eritai emphasizes her be-

42
Planning the Outcome need time to be apprised of the sit-
uation as well as learn about her
the desire to destroy t h e temple
that much greater.
The outcome of the assault on the followers and what kind of forces One of her first priorities, there-
temple will be the decision of the she can muster. She realized that fore, is to obtain information about
DM and depends upon whether he she might have had no followers the temple and its residents. The
plans to play the final module in left at all, but hoped that those who Falcon’s clerics will be gathering
this series. He should keep this in freed her had established a power- information for her while she is at
mind as the battle unfolds, giving base of some sort. her lair. They will be able to pro-
either the PCs or the cult the ad- vide her with a floor plan of the
vantage, but without giving the Reviving Old Powers temple property and some accu-
players the impression that the ad- rate estimates of the numbers and
venture will end as planned re- The Falcon’s first tasks were to strengths of its residents. They
gardless of their actions or rest, regain her strength, and at- will also provide the names and de-
decisions. The result of this battle tempt to retrieve her spellbooks scriptions of the temple’s leaders
will either finish the cult forever or and other possessions that were and most powerful members.
will open the door to further con- left in her lair. After a few days of
frontation, which will carry the meetings with her rescuers, she The War
PCs into the next adventure in this left the city to return to her old
trilogy. home. Cult clerics, meanwhile, The Falcon’s ultimate goal is to
This chapter is designed to as- collected the scattered cult mem- take over the entire city of
sist the DM in role-playing and bers and set up a communication Greyhawk. She plans to convert its
planning for the Falcon’s actions. network in order to keep the cult citizens to followers of Iuz or drive
Read this chapter carefully before unified. The cult members are pre- out or kill those who won’t con-
entering the final battle with the pared to wreak vengeance on vert. She expects to force great
PCS. those who destroyed their temple numbers of citizens out of their
and dispersed their community. homes and away from Greyhawk.
Secrecy is a priority for the cult. The Falcon views the assault on
The Falcon’s Scheme They will attempt to keep all their the temple as a method to drive
activities and communications se- people away from the city. As the
The Falcon is a woman who knows cret. They will not hesitate to kill largest and most powerful temple
what she wants-revenge on the former cult members who choose in the city, she feels that its down-
City of Greyhawk. Her cult was de- not to join their plan, because fall will demonstrate her power
stroyed and she was imprisoned these dissenters pose a potential and cause more citizens to either
all those years ago, and she has security risk. convert or flee.
had plenty of time to sit and brood. The Falcon and her cult could
She has also had plenty of time to easily stage a series of assassina-
plot against the city. Her most First Strike
tions on the Temple’s leaders and
elaborate plans cannot be put into clerics, systematically wiping out
action, however, until she has a One of the targets of the Falcon’s
wrath will be the Temple of St. the church. But the Falcon sees
chance to assess the current situa- this as an opportunity to demon-
tion. During all the years she plot- Cuthbert. She recognized those
who imprisoned her as members strate her power and make it clear
ted, she never knew if or when she to Greyhawk’s residents that she
would be freed. But when released, of the Temple, and she plans to
make it the victim of her first as- means business.
she knew she would exact full While the Falcon is at her lair,
vengeance upon the city. sault. Although she assumes that
the four men who trapped her are her clerics will be laying the
Although she would like to tear groundwork for her assault. They
into the city immediately, the Fal- dead, she nonetheless wants to de-
stroy those who sponsored the as- will be assembling a n arsenal and
con realizes that much about the various supplies as well as creat-
city has changed in the sixty-odd sault. Iuz, whom the Falcon
worships, has a long-standing en- ing a stockpile of magic items (es-
years she hac rill pecially items of healing). When
mity with St. Cuthbert, making

43
she returns to the city, she will The Cult a t Work A Growing Threat
need only a few days to review her
plans and mobilize her assault. The cult will also begin using
During the Falcon’s trip to her lair, charm and mass charm as much
the cult will have one other task: as possible to turn the population
A t the ‘Lair they will begin manipulating toward submission. By the time
events within Greyhawk designed the Falcon returns, the assault will
The Falcon a n d the PCs cross to garner support for the Falcon’s be ready.
paths at the lair, but the Falcon cause, drive the citizens out of When the PCs have finished
will make her escape before the town, or affect them mentally to their investigation of the lair and
PCs have a chance to attack her. reduce their opposition. have discovered the Falcon’s es-
Her lead time at the lair will allow The cult will begin a series of bi- cape, the DM should begin them
her to finish her business and es- zarre incidents around town; mys- on their journey home. The battle
cape before the PCs are aware of terious fires, apparitions, will begin the night they return to
her presence. When the PCs wit- disappearances, threats, and ru- the city.
ness her escape, however, they will mors will surface. All this will be
be tipped off to her return to the done in utmost secrecy, but the in-
city and will be aware of the need cidents will begin gradually - The Falcon’s Flaws
to return to Greyhawk immedi- small fires at first, then larger ones
ately. or minor phantasms in isolated in- All fanatical leaders have their out-
By the time the PCs return from cidents becoming large ones wit- standing character flaws, and the
the wilderness, the Falcon will nessed by hundreds of Falcon is no exception. These
have prepared her assault. She people-growing to horrific pro- weaknesses should be used to the
will try to take advantage of their portions. DM’s advantage in role-playing,
absence from the city to imple- The DM may even allow the PCs or
ment her plans. The PCs should re- the clerics to discover some of
turn to the city just hours before these flaws to advance the plot.
the battle gets underway. The Falcon’s major flaw is her

Ad
feeling of infallibility. She was for l d 3 rounds, then will direct all ing members from the following
trapped once and should have of her magical attacks at him. positions: Mara Zonin will lead her
learned a lesson from this. How- Eventually, she will realize that troops from the sewer entrance
ever, her arrogance allows her to this is not %lamar, but she will that opens onto Garden Road;
believe t‘hat she can never again be continue her assault. (After all, if Zembak Narsa will lead a patrol
conquered. The only “lesson” she she can’t get at %damar, his heir from the Cargo Gate after immobi-
learned from her imprisonment is will have to suffice). lizing the gate’s guards; and Em-
simple: destroy anyone who might bar Dessid’s unit will approach
be a potential enemy. Thus, she The Battle Plan from a secret tunnel entrance (dug
will destroy with alacrity anyone especially for this purpose) that
who appears to pose a threat to opens onto the grassy bluff to the
When the Falcon returns from her northwest of the Temple.
her. lair, she will begin mobilizing her
As a result of this flaw, the Fal- followers. The DM should initiate These assaults will surround the
con also suffers from feelings of Temple on all sides. The Falcon
the battle at a time appropriate to
paranoia. She finds it difficult to has created a n excellent battle
the PCs’ return to Greyhawk. Re- plan, but her plan will suffer as a
trust anyone, even her closest fer to Chapter 7 for notes on the
aides. She will probably destroy result of the secret preparations
timing of the assault.
some of her own people (whether The Falcon will assemble many made by the Temple (described in
guilty of plotting against her or of her followers at a hidden loca- Chapter 6).
not) simply because of these feel- tion in Old City. Others will be noti-
ings of insecurity. fied by the secret communication While They Sleep
Falcon has grown to prefer the network. Approximately three
company of women. When faced turns will be required to send forth The attack should take place after
with a difficult decision, she will al- the secret battle cry and have all midnight or in the wee hours of the
most always take the advice of a the cult members in position. At a morning. The Falcon will assume
woman over the advice of a man. signal from the Falcon, all cult that this will offer her the best
She is more trusting of women members will pour forth to assault chance of surprise. She would be
ever since her imprisonment by the temple, arriving for the most correct, were it not for the R m -
four men. part, via the sewers and under- ple’s early warning systems.
The Falcon’s arrogance will be ground tunnels, as well as the city The DM should announce the as-
her downfall. Even if a battle is go- streets. They will divide them- sault as he sees fit. The lkmple will
ing badly, she will refuse to back selves equally, according to a pre- be aware of the impending assault
down or retreat, preferring to be- set plan. When the call to stations one turn before the cult members
lieve that her side will rally and is given, each attacking cult mem- are ready to attack.
win. She will never compromise; ber will head for his or her desig- The cult members will surround
she will fight to get her way regard- nated point of entry into the the temple and use any means of
less of the risks. temple grounds. At the signal, all assault available. Fighters will
cult members will storm the tem- charge the doorways of the temple
The Oldest Enemyr ple and begin the attack. and the dormitory, while the spell-
casters will remain at a distance
One reaction of the Falcon that no Divide, then Conquer just within spellcasting range.
one will be able to predict is her re- The DM should refer to Chapter
action to seeing ’klasek. mlasek’s 7 to determine the outcome of the
The Falcon will approach the R m -
resemblance to his grandfather is battle. The Falcon’s force is large
ple from the Garden Gate, followed
so strong that the Falcon will be by one-quarter of her followers. and powerful, and they will prove
caught off guard and visibly to be a formidable enemy.
The City Guards who would nor-
shaken by his presence. She had mally monitor this gate will have
assumed that Blamar would be been replaced by the guards who Reinforcements
dead by this time (as, indeed, he are members of the cult (see the
is), but the appearance of ’klasek description that follows).This will Several of Falcon’s choicest min-
will be too much for her. If she is at ensure easy passage through the ions will be involved in the assault
the lair when she sees ’klasek for gate. on the temple. If the PCs killed any
the first time, she will flee immedi- The Falcon’s three leaders will of these cult members in the pre-
ately. If she is in the battle at the each lead a portion of the remain- vious adventure, new members,
temple, she will be struck dumb priests, and acolytes have been re-

45
cruited to take their places. If any Zembak Narsa, Human Priest, age build. He has grey hair that
of the three cult leaders were killed Level 8: AC 2; MV 12; HD 8; hp 54; flows halfway down his back. His
in the previous adventure, the DM Str 15,Int 14,Wis 18,Dex 15,Con eyes are grey and calculating. Al-
may explain their re-appearance 13, Cha 16; Dmg l d 8 + 1; AL CE; though only 44 years old, his face
in the same manner. If the cult THACO 16; age 44. is deeply lined with wrinkles, mak-
leaders were assassinated by the Equipment: mace, shield, chain ing him appear older than he is.
city officials, the DM may explain mail + 1 , scimitar + 1 , staff o f with- His voice is gravelly and singsong
their return as follows: ering, necklace of adaptation, po- with a n almost hypnotic effect.
tion o f flying, oil o f slipperiness.
The cult leaders have always Zembak is level-headed and cau- Mara Zonin, Human Priestess,
had a n escape planned for them- tious (for someone who is chaotic Level 7: AC 1;MV 12; HD 7; hp 48;
selves for almost any circum- evil). He believes in preparation to Str 18,Int 15,Wis 17, Dex 16, Con
stance. In this case, the leaders give himself the best possible ad- 11, Cha 9; Dmg l d 8 ; AL CE;
had arranged to trade places with vantages. He loves to lure his vic- THACO 15; age 36. Equipment:
three of the acolytes who most tims into traps and watch them scimitar, flail, bronze shield bear-
closely resembled them. These ac- struggle, although the need for se- ing unholy symbol of Iuz, chain
olytes were charmed to follow this crecy of the cult has prevented this mail + 1 , staff o f Kitsyrral, ring o f
plan to ensure their cooperation. for a long time. He will take great earth elemental command, potion
The leaders wanted to assure that delight in dealing with the PCs o f healing, potion o f invisibility
the acolytes would not turn on when the time comes. His caution Mara is intelligent, intense, and
them in circumstances of distress. sometimes leads him to indeci- has a bad temper (this partially ac-
If the PCs witnessed the deaths of sion, however, and he often has a counts for her low charisma). She
the leaders, the DM can explain difficult time with choices (should believes in dealing the worst possi-
that these were merely stand-ins we roast the intruders, or let them ble blow to any follower who com-
for the cult’s real leaders. battle skeletons until they’re all mits even a minor infraction (some
dead-hmmmm, tough choice). of the skulls in her room could
Zembak is 5’ 10”tail and of aver- have testified to this).

46
chops at it with a scissors when it Equipment: studded leather ar-
gets in the way.) mor, club, ring of fire resistance.
Embar’s eyes are a startling
shade of bright blue, and he al- Martin, Human Priest, Level 4:
ways seems to be grinning about AC 6; MV 12; HD 4; hp 32; Str 16,
that something. Mara and Zembak Int 12, Wis 16, Dex 15, Con 15,
e to have grown accustomed to this, Cha 8; Dmg l d 4 + 2; AL CE;
the but most people find it unnerving. THACO 18;age 29.
self The dagger + 3 that Embar carries Equipment: leather armor,
I in has a hollow blade and a reservoir shield, sickle, ring of feather fall-
in the handle. He keeps this filled ing.
uch with class L poison (after 2d4
E3.L rounds, take 10 points of poison Acolytes
and damage; save for no damage). By
Ita- means of a tiny lever near the hilt, Moltar and Fassin, Human
in- Embar can release the poison Priests, Level 3 (2): AC 6; MV 12;
Her when he chooses. He chose this HD 3; hp 17,15;Str 13,Int 14, Wis
:kle type of poison over a stronger type 16, Dex 15, Con 12, Cha 11; Dmg
mt, because he enjoys battles and likes l d 6 + 1; AL CE; THACO 20; age
rest to see his opponents suffer. 27.
iair Equipment: studded leather ar-
droops Priests mor, mace.
her
All the cult’s priests and acolytes Sealin, Parpin, Frallow, Hu-
are extremely loyal and will die be- man Priests, Level 2 (3):AC 7; MV
est, fore revealing secrets about the 12; HD 2; hp 14,12,10; Str 13, Int
56; cult. They all live in the city, keep- 12, Wis 16, Dex 14, Con 15, Cha
con ing their identities a secret, but 11; Dmg l d 6 + 1; AL CE; THACO
CE; this does not prohibit them from 20; age 25.
ent: wandering freely through Equipment: padded armor and
eld, Greyhawk. They are cautious, shield, flail.
7W), however, not to draw attention to
in- themselves or get into trouble. Gardin, Korba, Celbar, Hu-
man Priests, Level 1 (3):AC 8; MV
ten- Aldon, Human Priest, Level 6: 12; HD 1; hp 7,5,4; Str 14, Int 13,
ime AC 0; MV 12; HD 6; hp 38; Str 14, Wis 14, Dex 12, Con 11, Cha 10;
and Int 13, Wis 16, Dex 16, Con 12, Dmg 2d4; AL CE; THACO 20; age
wer Cha 8; Dmg l d 6 + 2; AL CE; 22.
WY THACO 17; age 32. Equipment: padded armor,
cing Equipment: chain mail, shield, morning star.
and mace + 1 , dagger, boots o f speed.
)me Cult Members
nbi- Bessia, Human Priestess, Level
and 5: AC 4; MV 12; HD 5; hp 31; Str 9, The DM can introduce as many
lara Int 15, Wis 17, Dex 12, Con 11, cult members as necessary to fight
ibe- Cha 15; Dmg ld6 + 1; AL CE; the battle, depending on the in-
THACO 18;age 30. tended outcome of the assault.
lead Equipment: chain mail, flail, These members can range from
. He ring of protection + 1 . farmers and shopkeepers (treat as
looks 1st-level fighters dealing only l d 3
seems to Dwinnam, Human Priest, Level damage with clubs, pitchforks, or
stands 4: AC 7; MV 12; HD 4; hp 28; Str other appropriate weapons) to
. (It 13,Int 14, Wis 17, Dex 11, Con 12, housewives (causing distraction
A in Cha 16; Dmg ld6; AL CE; THACO and confusion but dealing no dam-
random 18;age 30. age). The DM may choose to add

47
other, more skilled cult infantry as Dmg by weapon type (long sword, black trousers and a red shirt with
he sees fit. long sword, battle axe + 1. mace a black half-cloak over all. Black
+ 1. long sword); S A none; SD boots rise u p to his knees. He
The real Weight none; AL NE; THACO 16. walks with a barely noticeable
Equipment: chain mail + 1 and limp. If the PCs played Falcon’s Re-
Raffel, Human 8th-level Mage: shield; chain mail and shield + 1; venge, they will recognize him
AC 2; MV 12; hp 20; Str 12, Int 17, chain mail and shield; chain mail from their previous adventure.
Wis 13,Dex 16;Con 8, Cha 10;#AT and shield; chain mail and shield.
1;Dmg by weapon type (staff, dag- Scarm Jenns, Dwenn Hyer,
ger + 1);S A spell; SD none; AL CE; 3rd-level Fighters (4):AC 6; MV and Finx Klimm, Members of the
THACO 18. 12; hp 22 (x4);#AT 1;Dmg ld8; S A City Watch: AC4; MV 9; F1; hp 7
Spells: burning hands, magic none; S D none; AL NE; THACO 18. (x3); #AT 1; Dmg 2d4; AL NE;
missile(x2), shocking grasp: blur, Equipment: studded leather ar- THACO 20.
spectral hand, stinking cloud:hold mor and shield; long sword. Equipment: chain mail, shield,
person, lightning bolt, vampiric broad sword.
touch: confusion, minor globe of 2nd-level Fighters (3):AC 7; MV These men are city guards who
in vulnerability 12; hp 15 (x3);#AT 1;Dmg ld6; SA Nestor relies on heavily. They re-
Equipment: bracers of defense none; S D none; AL NE; THACO 19. port to him of anything unusual in
AC 4: wand of paralyzation (42 Equipment: leather armor and the ranks of the guards or any ru-
charges): potion of healing ( 1 shield; short sword. mors about the cult.
dose): ring of invisibility
Raffel wears a dark blue robe Nimhbell and Slick, Human 4th- Guildmembers
with the hood pulled up and soft level Rogues: AC 5; MV 12; hp 16,
boots. 15;Str 12, 13, Int 15, 14, Wis9, 10, If the DM needs more manpower
Dex 16, 17, Con 13, 12, Cha8, 12; for the cult, he can create extra
Barsin and Romar, Human 7th- #AT 1; Dmg by weapon type (dag- NPCs from the ranks of the guild-
level Fighters: AC 1,- 1;MV 12; hp ger + 1 , dagger +2);S A backstab; members who are also cult mem-
63,52; Str 18,16, Int 11,14, Wis SD none; AL NE; THACO 18, 17. bers.
10,13,Dex 13,15,Con 16,13, Cha Equipment: leather armor and The cult has members in each of
10.16; #AT 3/2 ; Dmg by weapon ring of protection + 1; leather ar- the guilds in Greyhawk. There are
type (bastard sword +2, long mor and ring ofjumping. three members each in the Assas-
sword + 3): AL NE: THACO 1 2 , l l . sin’s, Sewermens’, and Thieves’
Equipment: chain mail +2, Secret Allies Guilds, two cult members in the
chain mail +3:shield + 1 (each). Gravediggers’ Guild, and one
Barsin and Romar have been Nestor Morden is secretly a mem- member in each of the other
partners for many years. Barsin is ber of the cult and will work Guilds in Greyhawk.
the huge, brawny member of the against his own watchmen in favor
duo while Romar is the more intel- of the Falcon.
ligent, agile member. Romar nor-
mally plans their attacks and Nestor Morden, Deputy Con-
Barsin carries them out to the let- stable: AC 2; MV 12; F5; hp 38; #AT
ter. 1; Dmg l d 8 + 4 ; Str 18/60; Int 12;
Wis 10; Dex 16; Con 17; Cha 14;
Jaffee, Mendel, Sorum, Smy- AL CE; THACO 13.
kal, torval Human 5th-level Equipment: chain mail + 1, ring
Fighters: AC 3 , 3 , 4 , 4 , 4 ;MV 12; hp of mind-shielding, long sword + 1.
42, 40, 37, 35, 30; Str 15, 15, 17, Nestor is a tall (6’3’’),gangly
13, 14; Int 10, Wis 9, Dex 14, Con man. He has black hair and dark,
14, Cha 8, 9, 10, 11, 12; #AT 1; intense, beady eyes. He wears

48
Note to the DM ship St. Cuthbert will be called Eritai has instructed all her
upon to magically fortify the tem- troops to keep the battle outdoors.
When all events leading up to the ple’s buildings, first placing wiz- She does not want to put the tem-
battle have taken place, the DM ard locks on all windows (which ple at risk, and she needs to keep
may initiate the battle at any time. are already protected with glas- the temple safe for the infirmary.
The fold-up buildings provided steel spells). The wizards will also She also feels that, by keeping the
with this adventure represent the gather to discuss defense strategy battle outdoors, the enemy troops
Temple of St. Cuthbert. The DM so that when the battle begins, will be more scattered and less ef-
should assemble these for use in they will be prepared with an arse- fective at holding ground.
playing the assault against the nal of spells that will work to their
Temple. The use of miniatures or best advantage. The City Watch
markers is highly recommended Eritai will also arrange for a
as an aid to keeping track of the guard to be posted at the temple First, Eritai will dispatch two invis-
large number of people involved in around the clock: she will post ible messengers to the Citadel to
the battle. guards on the roofs of both build- alert Derider Fanshen. The mes-
ings as well. All of the preparatory sengers both take different routes
activities at the temple will be held to the Citadel to insure that one of
The Temple’s in the utmost secrecy: Eritai does them will arrive safely.
Resources not wish to alarm the citizens of Derider has provided a password
Greyhawk, and she certainly does to the messengers that will in-
A s the most powerful temple in the not wish her enemies to be aware stantly alert her to the situation by
city, the Temple of St. Cuthbert is of her preparations. the simple mention of the word.
not without some very sophisti- She has not told her guards the
cated defenses. Due to their strong The Temple’s Defenses meaning of the message, but has
faith in their powerful god of truth, given them strict orders to relay
the temple priests are always alert At the first sign of the assault, Eri- the message to her immediately
to any plot hatched against them tai will set in motion a chain of upon hearing it. This leaves the
in the city. Therefore, they will be events that prepares the temple for messengers free to return to the
preparing their defenses and will battle. The guards that have been Temple.
not be taken by surprise when the posted around the temple build- Derider will sound the alarm at
assault comes. Eritai will have no- ings and the temple’s allies in the the Citadel, raising her troops to
tified Derider personally about her city will provide an alarm system arms. They can be ready for battle
suspicions, and Derider will be that will give the temple’s de- and will appear at the Temple one
able to send guards to the cleric’s fenders enough notice (one turn + turn after receiving the message.
aid on short notice. ldlO rounds) to mobilize their de-
The Temple has its own inform- fense systems. Combat Infirmary
ants throughout the city who will
be on constant watch for the mobi-
lization of the Falcon and her fol- Call To Arms At the same time as these messen-
gers depart from the temple, two
lowers. Although they will more invisible messengers will de-
discover little about the cult’s loca- When word of the attack reaches
Eritai, all defenders will prepare part for Shacktown to eskort Ni-
tion and their battle plan, they will
provide the early warning that will themselves and rush to their ap- choli Nortoi back to the temple. He
pointed posts. Most will hide in the has been recruited to oversee the
save the Temple from a surprise at-
shadows of the Temple’s cross- wounded and will be ready to oper-
tack.
Even before the PCs depart for shaped walls. All have been in- ate a full-scale infirmary in the
the lair, Eritai will be mobilizing structed to take care not to reveal temple itself. Cots, blankets, fresh
the temple’s residents to gather their positions; Eritai does not water, bandages, and other sup-
medical supplies, holy water, and want the Falcon to discover the plies have been placed in the tem-
items of healing. Wizards who wor- Temple’s preparations until it is ple to be ready when needed, Four
too late. 1st-level clerics will begin setting

49
up cots and preparing supplies Spells: magic missile (x4);Melfs gloves of missile snaring, ring of
when the alarm is sounded. They acid arrow, levitate, web;lightning protection +3,dagger + 1.
will assist Nicholi with the bolt (x2), fireball; polymorph
wounded and will not enter the other, ice storm; cone of cold. The mages have worked on their
battle except to retrieve their fallen Equipment: wand of frost (38 strategy for several weeks. Aurora
comrades. charges), ring of air elemental will serve as the heavy artillery, fir-
In addition to other supplies, the command, rod of paralyzation (21 ing powerful spells at the attack-
clerics have gathered seven po- charges), potion of healing, brac- ers. The other mages will first use
tions of healing and three potions ers of defense AC 3, ring of protec- their spells to assist the fighters,
of extra healing to be reserved as tion + l . casting various protection spells.
back-up healing sources. Once the attackers begin to arrive,
Leonardo, 7th-level Human the mages will use various ob-
Nicholi Nortoi, Human Priest, Male Mage: AC 2; MV 12; HD 7; hp scurement spells to confuse and
3rd-level: AC 10; MV 12; HD 3; hp 22; #AT 1; Dmg by weapon type hinder the enemy.
13; #AT 1; Dmg by weapon type; (dagger) or spell; Str 15, Dex 17, The mages will keep their dis-
Str 13, Int 16,Wis 18, Dex 12, Con Con 14, Int 18,Wis 14, Cha 16;AL tance from the fray, preferring to
12, Cha 13;AL LG; THACO 20. CG; THACO 18. fire from long range, if possible.
Spells: cure light wounds (x4); Spells: armor, charm person, Naturally, they will move closer if
aid (x3). Nicholi will bring 8d4 magic missile, wall offog;invisibil- they are out of spell range. The
goodberries that he has been en- ity, ray of enfeeblement, strength; wizards will also try to maintain
chanting over a period of several clairvoyance, slow; Evard S black visual contact at all times. If one of
days. He will arrive at the Temple tentacles. them is endangered, the others
within one turn of the messengers Equipment: bracers of defense will come to the rescue.
arriving at his home. AC 5, wand o f lightning (51 The wizards have all agreed to
charges),ring of invisibility, boots take up residence at the temple due
nicholi’s assistants: Aleta, of elvenkind, potion of healing. to the impending battle. They real-
Bwain, Drianna, Sampson, Hu- ize the importance of quick action
man Priests, 1st-level: AC 8; MV Weston, 7th-level Human Male and being able to prepare their com-
12; HD 1; hp 7, 5 , 4 ; Str 14, Int 13, Mage: AC 5; MV 12; HD 7; hp 28; rades for battle. The time needed to
Wis 16, Dex 12, Con 11, Cha 10; #AT 1;Dmg by weapon type (staff) summon them from other parts of
AL LG; THACO 20. or spell; Str 15, Dex 14, Con 15, Int the city could mean the difference
Equipment: padded armor, 17,Wis 15,Cha 16;ALLG; THACO between victory and defeat.
mace. 18. When the mages have ex-
Spells: cure light wounds (x3). Spells: armor, enlarge, phantas- hausted their spells, they will en-
mal force, sleep; detect invisibility, ter the temple to help Nicholi care
For the DM: Note that Nicholi and fog cloud, stinking cloud; fireball, for the wounded. Without their
his assistants all receive bonus monster summoning I; stoneskin. spells, the wizards will not be of
spells for their high wisdom Equipment: ring of spell turning, much value on the battlefield due
scores. These bonus spells have wand of magic missiles (27 to their poor fighting ability.
been figured into the spell lists charges),boots of speed, ring ofpro- If any of the mages drop to only a
given here. tection +3, cloak ofprotection +2. few hit points, they will head into
the temple to be cured by Nicholi.
Wizardly Assistance Barwick, 5th-level Human Male The services of the mages are too
Mage: AC 6; MV 12; HD 5; hp 17; valuable to lose, and they know that
The temple will have the services #AT 1; Dmg by weapon type (dag- they must save themselves and
of four wizards to assist them in ger + 1 ) or spell; Str 16, Dex 16, keep fighting rather than die in the
battle. Their statistics are given Con 14, Int 16, Wis 16, Cha 13;AL effort. Nicholi will be prepared to
here; their battle plan follows. NG; THACO 19. care for them immediately.
Spells: armor, charm person,
Aurora, 9th-level Human Fe- magic missile, message; improved The Temple’s Forces
male Mage: AC - 1; MV 12; HD 9; phantasmal force, invisibility;pro-
hp 47; #AT 1; Dmg by weapon type tection from normal missiles 10‘ Following is a list of all other per-
(staff, dagger) or spell; Str 13, Dex radius. sons who will join in defending the
17, Con 16, Int 19, Wis 13, Cha 9; Equipment: cloak of elvenkind, Temple. The DM may add addi-
AL NG; THACO 18. wand of lightning (30 charges), tional personnel as needed to shift

50
the outcome UI LIIC auvC1ILu1t: III 2; MV 12; HD 6; hp 38, 35; Str 14, farmers and shopkeepers (treat as
the direction he chooses it to take. Int 13, Wis 16, Dex 16, Con 12, 1st-level fighters dealing only l d 3
Cha 8; #AT 1; Dmg ld6 +2; AL LG; damage with clubs, pitchforks, or
Eritai, Human Priestess, 11th- THACO 18. other appropriate weapons) to
level: AC 2; MV 12; HD 11; hp 70; Equipment: chain mail, shield, housewives (causing distraction
Str 10, Dex 13, Con 15,Int 16,Wis mace + 1 (each);wand of fear (24 and confusion but dealing no dam-
18, Cha 16; #AT 1; Dmg ld6+1; charges) (Latmin), ring of spell age). The DM may choose to add
AL LN; THACO 14. turning (Figril). other, more skilled infantry as he
Equipment: chain mail + 1 , ring Spells: command (XZ), cure light sees fit.
o f protection +2, mace, war- wounds, entangle, sanctuary;
hammer, ring of air elemental barkskin, chant, heat metal, hold Elite Forces
command, rod of resurrection (28 person, trip; call lightning, magi-
charges). cal vestment. When the Temple became aware of
Spells: bless, command, cure 1st-level Priests (8):AC 8; MV the Falcon’s plot against it, Eritai
light wounds (x2),protection from 12; HD 1; hp 8, 7, 7, 6, 6, 5, 5, 4; immediately sent word to all
evil (x2), shillelagh; heat metal, #AT 1; Dmg 2d4; AL LG; THACO churches of St. Cuthbert, asking
hold person (x2), obscurement, 20; age 22. for reinforcements. Many of the
slow poison, spiritual hammer; Equipment: padded armor, paladins were far afield, but Eritai
cure disease, dispel magic, magi- morning star. was fortunate to have one of her
cal ves t m en t, prayer, spike strongest fighters, Torval Mishkar,
growth; cloak of bravery, cure seri- and his traveling companion,
ous wounds (x2), neutralize poi- Temple Congregation
Bartholomew, arrive in time to be
son; cure critical wounds, true The DM can introduce as many prepared for the battle.
seeing; blade barrier. temple members as necessary to
fight the battle, depending on the Torval Mishkar, Human Pala-
Latmin Doru and Figril Him- intended outcome of the assault. din 9th-level: AC -6; MV 12; HD 9;
man, Human Priests 6th-level: AC These members can range from

51
hp 102; Str 18/94, Dex 15, Con 18, City Guards Last, but Not Least
Int 16, Wis 17, Cha 17; #AT 3/2;
Dmg by weapon type; AL LG; Derider Fanshen, Constable The Temple has one other defense
THACO 10. (12th-level cleric): AC 3; MV 6; HD mechanism that has not been dis-
Equipment: full plate armor +2, 12; hp 58; Str 13, Dex 4, Con 16, cussed previously. It is one of the
shield + 3,ring of sustenance, po- Int 10, Wis 17, Cha 16; #AT 1;Dmg Temple’s secret weapons that will
tion ofinvulnerability(x2),helm of by weapon type; AL NG; THACO take the Falcon’s troops by com-
comprehending languages a n d 13. plete surprise.
reading magic, obsidian steed, Equipment: flail, mace, staff of The DM may introduce the pres-
holy avenger + 5 ( 1 d8 + 5/1d8 + 1 0 striking (9 charges), staff sling, ence of these animals to the PCs at
against CE creatures). lasso, full plate armor, shield. any time. However, the PCs should
Spell: command. Spells: bless, command, cure not witness the dogs in action until
light wounds (x2),protection from the battle.
Bartholomew, Human Paladin, evil (x2), shillelagh (x2);good- The Temple has always kept
5th-level: AC -4; MV 12; HD 5; hp berry, heat metal (x2), obscure- many “pets”: large, white, shaggy
45; Str 17, Dex 17, Con 16, Int 14, ment, slow poison (x2), spiritual dogs. The dogs are incredibly
Wis 14, Cha 17; #AT 1; Dmg by hammer; cure disease, dispel friendly and seem to have three
weapon type; AL LG; THACO 14. magic, magical vestment, prayer, pursuits in life: eating, sleeping,
Equipment: long sword + 1 ( + 3 remove paralysis, spike growth; and begging for affection from
versus undead); shield +2, plate cloak of bravery, cure serious their human keepers. The dogs
mail, boots of striding and spring- wounds, neutralize poison; cure have the run of the temple and can
ing. critical wounds, true seeing; blade be found snoozing in any corner
Tbrval and Bartholomew have barrier, heal. that suits them. They appear to be
been partners for many years. completely harmless, since they
They consider themselves to be The numbers of the following rarely even bark at strangers.
hunters of undead, traveling the guards that will appear is solely These dogs are a special breed
countryside searching for clues so the decision of the DM. Statistics raised by Temples of St. Cuthbert.
they can wipe out these unholy are given here; the DM may multi- They have been bred as guard
and unnatural menaces. ply the statistics to reflect the de- dogs and were specially chosen be-
Both men are polite, but are not sired number of guards. cause their docile, puppy-like na-
overly friendly. They are ex- ture belies their actual talents.
tremely serious about their busi- Sergeant-at-arms: AC 3 or 2 When threatened or com-
ness and prefer to concentrate on (chain mail + 1 and Dex, some- manded, these animals grow in
the job at hand. After the battle, times shield); MV 12; F3; HD 3; hp size to that of a large tiger. They
the men will begin to relax and will 20; Str 17, Dex 15, Con 15, Int 10, are excellent attackers, and their
become more open and friendly Wis 10, Cha 10; #AT 1; Dmg by skin and fur provide them with AC
until departing for their next mis- weapon type + 1 (long sword ld8, 4. The DM should refer to the de-
sion. halberd ld10, dagger ld4, com- scription of these animals in the
Note to DM: A s is apparent, posite bow ld8); AL any Good or “New Monsters” appendix of this
these two characters are virtual Neutral: THACO 17. booklet. The DM may choose an
“supermen” by comparison to appropriate number depending on
most members of Falcon’s band. Junior Sergeant: AC 4 or 3 the outcome of the adventure, but
By wielding his holy sword, for ex- (chain mail and Dex 15, sometimes 10-12 dogs is a recommended
ample, Tbrval is immune to any shield); MV 9; F2; HD 2; hp 13; Str number.
spells Falcon’s wizards could pos- 17, Dex 15, Con 15, Int 10, Wis 10, The clerics prize and value these
sibly cast because of the circle of Cha 12; #AT 1;Dmg by weapon type animals highly; if they are injured,
power he then generates. Just the + 1 (long sword ld8, halberd ld10, the clerics will care for them and
AC on these two makes them light crossbow ld4; AL any Good or heal them as they would any of
“tanks,” (though not en tirely un- Neutral; THACO 18. their fellows.
stoppable). Use these paladins ju-
diciously (or maybe not at all, City Watch Guards: AC4; MV
depending on the strength of the 9; F1; hp 7; #AT 1; Dmg ld8; AL
Falcon’s assault). NE; THACO 20.
Equipment: chain mail, shield,
broad sword.

52
defeat the Falcon’s troops. The DM
pushed to one end of the room. to tell you much about him-
should allow the PCs to attack the you already know him, in a
Falcon, leaving the NPCs on both The draperies have been drawn
and the windows completely way.”
sides to battle each other. After an The man steps forward and
exciting, raging battle, the PCs covered. Eritai and a grey-
cloaked man stand before the greets all of you warmly, shak-
should be successful in destroying
the Falcon and destroying or rout- painting of talasek’s grandfa- ing hands with a n iron grip. Al-
ther, talamar They look up as though on the surface he
ing her troops. With this accom-
you enter the room. You do not appears somewhat giddy, you
plished, the PCs will have a
recognize the man, but you feel sense an inner strength about
glorious victory and will be certain
of their rewards. that somehow you should know this unusual man.
who he is.
The stranger is dressed in The DM should expect a barrage
Rewards black trousers, a pale grey shirt, of questions from shocked PCs. Mi-
and a charcoal grey cloak. He zaab will answer these questions
The day after the battle, Eritai will looks to be around 50 years old,
summon the PCs to the Temple for in one fell swoop.
with streaks of grey in his
a private meeting. The PCs will be reddish-brown hair and a short,
shown to the same meeting room greying beard. His eyes are a Mizaab tells you that he will
that they have seen before (see deep golden color. A large meer- make everything clear in just a
Chapter 1). schaum pipe in the shape of a moment. He goes to each win-
dragon is clenched in his teeth. dow, checking that the drapes
Everything in the room is the Eritai turns to you, smiling. are drawn closely. Eritai leads
same as it has been for other “There’s someone here who your party to one of the far ends
meetings, but the table, chairs, would like to meet you. Meet Mi- of the room, then latches the
and all furniture have been zaab Zalen. I don’t think I need door and stands before it.

54
If you thought you were Continuing the Story The next day (the assault came
in the middle of the night), Eritai
shocked a moment ago, you are will summon the PCs to a meeting.
now more surprised than ever in If the PCs will continue with the
third adventure in this series, the The DM should stage the same
your lives. The grey mage be- meeting described in the “Re-
fore you stands in the center of Falcon will manage to slip through
their fingers-again. Despite a val- wards” section above; however, in-
the room and begins to stead of a happy occasion, it will be
change-from a human t o . . . iant effort and a bloody battle, the
PCs simply will be unable to finish a meeting to discuss a way in
what? which the Falcon can be stopped.
The “human” mage slowly the Falcon. The DM should pro-
vide a strong army for the Falcon The dragon will wait to reward the
vanishes as his form begins to PCs until the end of the next ad-
grow. . . and grow, and grow. that the Temple’s forces will be un-
able to defeat conclusively (see venture.
His body is soon 55 feet long, If the PCs question why the
and you realize that he is chang- notes above).
After a few successful hits on the dragon did not assist them in bat-
ing into a great, steely-scaled tle, he will explain that he was in
dragon! Falcon, the DM should allow her to
escape, changing form if neces- the wilderness when the attack
Eritai doubles over, laughing came. He had been confident that
at the surprised looks on your sary. She will show no regard for
her followers, preferring to save the Temple’s forces could over-
faces. “You see,” she gasps come the Falcon, but had underes-
through the giggles, “Mizaab her own skin. Although she will
fight to the death in some cases, timated her strength. He is now
was simply the alter-ego used by prepared to join the fight against
this fellow-a Greyhawk this time she will make an escape.
The DM may use her shock at see- her, but he must take care not to
dragon! We weren’t sure how to reveal his identity. The DM may
explain this to you, s o we ing Tmlasek to assist in explaining
her departure. end the adventure here, picking
thought we’d let you see him for up again with the dragon’s plans in
you1 The Falcon’s escape will initiate
- a general route among her min- Flame of the Falcon.
ions, beginning with the lowest
The u i v i c a ~ ~i i o wailow me rLs level characters. A s more and Restarting the Adventure
to interact with the dragon, who more NPCs make their escapes,
will answer any questions the PCs the higher level NPCs will also If the DM has allowed the PCs to
may have. The dragon is quite “turn tail” and run. defeat the Falcon and later decides
friendly, answering their n1l-ri-c Eventually, all of the Falcon’s to continue the trilogy, he need
in the deepest, smoot troops will retreat from the con- only inform the PCs that their vic-
PCs have ever heard. flict. Although the PCs will have tory was not complete. The DM is
When the questiorls n a v e a11 won this battle, the war will be far free to use any explanation he sees
been answered, the dragon will from over; the Falcon and many of fit; if the PCs appeared to kill the
present each player with a per- her followers will still be at large. Falcon, she may have remained
sonal reward. This can take the The DM should describe the bat- alive or been resurrected. The Fal-
form of an important magic item tle scene to the PCs; damage to the con also may have changed places
or money, as the DM sees fit to suit Temple, wounded and dead bodies with a look-alike to make the play-
his campaign or reasonable, legiti- scattered about, chaos in the city ers think that they had actually
mate PC needs. The dragon will around them. The PCs and all the killed her. The DM can use what-
also warn the players that they Temple personnel will begin “clean- ever device is necessary to ration-
must never reveal his identity to ing up” the battlefield as soon as the alize the presence and the threat of
anyone. attackers have left the scene. the Falcon in Greyhawk.
When the meeting has con- Once all the wounded have been
cluded, the dragon will transform delivered to Nicholi and the bodies
into the likeness of Mizaab once of the fallen moved indoors, Eritai
again. He will bid a warm farewell will post guards around the Tem-
to everyone and ple and invite everyone indoors to
the temple. rest and recover.

55
shield, long sword, lance, morning in need of help, whom he usually
star (he has weapon specialization escorts to the temple (the priests
in each of these). have convinced him to bring the
needy to the temple, since he has a
talasek is a tall (6’3”), solid man tendency to run out of money by
who takes great care in maintain- giving it away).
ing his physical condition. He A s a trusted servant of St.
practices and exercises daily, Cuthbert, talasek has the same
working out with friends and in- privileges and access to the temple
structing some local youths. that the priests are allowed. Al-
Blasek’s wavy brown hair falls though not allowed access to areas
just below his shoulders, where it such as the vault and the private
gradually ends in a peak. He has quarters of the temple leaders, he
bluish-grey eyes and sharply de- is allowed to come and go as he
fined facial features. He never pleases. He keeps his valuables in
seems to notice the heads that the temple’s vault, and may re-
turn his way or the girls who gaze quest them whenever he chooses.
at him dreamily. talasek lived in a boardinghouse
talasek is a third-generation pal- in Clerksburg, near the wall that
adin who was raised by his mother separates the High Quarter from
after his father was killed in a fire, New City. He was an ideal tenant,
attempting a rescue. talasek was but a somewhat disorganized
six years old at the time, and there- housekeeper. With the recent up-
fore has faded but heroic memo- rising of the cult of Iuz, Blasek’s
ries of his father. His childhood knowledge of the cult put him (and
was filled with stories of battles, those around him) in danger. He
noble deeds, and holy causes. now resides in relative safety at the
This section provides information talasek was instilled with a de- Temple of St. Cuthbert.
a nd statistics about the major sire to live his life as a champion of A s a paladin, Blasek owns few
NPCs who appear throughout this good and combatant of evil and its possessions. He buys only what he
trilogy. Their intervention and vices. needs, and donates the rest of his
guidance is essential to the ad- His lineage, however, is a mixed money to the Temple or to Nicholi.
vancement of the plot. blessing. Blasek is obsessed with The few valuables that talasek
proving himself in the manner of does own are his armor and weap-
TALASEK THRAYDIN his father and grandfather. He will ons, a ring that belonged to his
Human Paladin, Level 7 take on almost any cause, and mother, and a portrait of his par-
sometimes acts without consider- ents. He keeps the ring and por-
ing the consequences of his trait in his room, but his armor
Str 17 actions. The result is Blasek’s and weapons are stored in the
Int 14 vault in the temple. The armor,
Wis 15 greatest weakness: he might easily
be duped into misguided activites shield, and long sword are family
Dex 11 heirlooms: talasek inherited them
because, in his eagerness to prove
Con 16 himself, he might accept a mission from his father and grandfather.
Cha 18 t a l a s e k shield bears his family
hp 60 without fully considering or com-
prehending it. talasek is too trust- crest. The shield is divided into
Alignment: Lawful Good
ing of others and must learn to be three wedges, each depicting a dif-
Worhips: St. Cuthbert ferent goal. Where the three lines
Armor Class: - 3 more cautious.
t a l a s e k good looks and charm that divide the shield come to-
Equipment: Plate armor + 3 (an
instill instant trust in those he gether, a symbol of St. Cuthbert
inheritance from his grandfather (the starburst) unites them.
meets. He seems to attract people
a nd father), great helm, large

56
The top wedge on the shield de- will follow any means to gain
picts a dove perched atop the sym- power or remove those who stand
bol of the City of Greyhawk. This in her way of more power.
represents the desire for peace in As a creature of limited magical
the city and a life free from evil. abilities, Iysix correctly guessed
The right wedge is an image of the that she could improve her magic if
initials of mlasek’s grandfather, she could transform into a human.
Tmlamar Thraydin. The green let- She searched for way to transform
ters against a white field represent herself, and located a mage who was
Tmlamar’s desire to raise sons who working on a magical shapechang-
would fight for the causes of St. ing ring. Iysix stole the ring and
Cuthbert. The left wedge is an im- learned that it worked: she could
age of a n open book, symbolic of change into a human and use all the
knowledge and history. Tmlamar spell abilities of a human. (The ring
had strong beliefs in the power of functions under the same rules as
knowledge and the lessons that the druid’s shapechanging ability
could be taught by history. described on p. 37 of the DMG, ex-
After surviving the previous ad- cept that it does not bestow the heal-
venture in this trilogy, Blasek is ing property. The mage wasn’t
Greyhawk’s resident expert on the finished with the ring when it was
cult of Iuz that threatens the city. stolen.)
The DM may use Blasek to dis- Iysix tricked another mage into
seminate any information the PCs bestowing the ring with an enlarge
may need. and a permanancy spell. This en-
ables her to wear the ring as a col-
FALCON lar and benefit from its effects.
Spirit Naga (Real name: Iysix Iysix functions as a 9th-level
Ssloll) mage when she is in human form. Iuz had long had designs on
While in any other form, she m-ay Greyhawk. It had always been his
Str 16 only use verbal spells, due to the wish to take over Greyhawk and
Int 14 limitations caused by lack of convert it to a city of evil. When the
Wis 13 hands. She may memorize spells Falcon learned of this, she devised
Dex 12 while in any form as long as she is a plot to take over Greyhawk. In
Con 16 able to manipulate her spellbook. the process, she hoped to become a
Cha 7 Iysix may appear in almost any favorite of Iuz.
hp 63 form she desires, but her favorites In her impatience, she made sev-
Alignment: Chaotic Evil are the forms of a human female eral mistakes in establishing a cult
Worships: Iuz and a falcon. When in human in Greyhawk. Her cult was de-
AC 4; MV 12; HD 9; #AT 1; Dmg 1- form, she always wears a great stroyed and she was placed in a
3; SA spell: THACO 11. amount of heavy perfume to mask magical prison. Surviving cult
Equipment: Collar of Shapechang- the foul odor of her naga form. members made plans to free her
ing (all other possessions were lost The Falcon also functions as a and reestablish their position in
when she was trapped). She also 4th-level cleric of Iuz. Falcon’s loy- Greyhawk.
owns an opal of olfactory illusion, alty to Iuz evolved because she When freed, the Falcon has one
which was left in the lair when she viewed Iuz as a means to gain thing in mind: revenge.
was trapped. The Falcon will re- power. At first, her loyalty was in- One of her first activities will be
gain her spellcasting ability after sincere, and Falcon worshipped to return to her former lair in the
she retrieves her spellbooks from Iuz only for selfish reasons. Gradu- hope of retrieving her spellbooks.
her lair. ally, she came to appreciate the After leaving instructions with her
forces Iuz was able to command, clerics for making attack prepara-
A creature of ultimate evil, greed, and she found herself growing in tions against the Temple of St.
and vice, the Falcon is exception- admiration for Iuz and wishing to Cuthbert, she will depart for her
ally dangerous due to her clever- gain his favor. She began to focus lair. While there, she will rest, re-
ness and persistence. Her her attention on ways to attract trieve some possessions, and
motivation in life is power, and she Iuz’s attention. memorize spells. The PCs’ arrival

57
will be a surprise, but when the Alignment: Lawful Neutral cessfully duplicated.
PCs get too close, the Falcon will Armor Class: 0 (7 1 charges) The dragon has kept his dis-
escape before allowing herself to Equipment: wand ofparalyzation, tance from the PCs throughout
become endangered. ring of air elemental command, these adventures, but has re-
broom of flying, carpet of flying, mained apprised of the situation
Falcon’s Spellbooks winged boots, gem of seeing, brac- through Eritai. The dragon has
The Falcon has collected (or ers of defense AC 4 , ring ofprotec- also passed along suggestions to
stolen, to be precise) three tion +2. Eritai to help the PCs. Eritai also
spellbooks that she left in her lair received the map to the Falcon’s
when she was trapped. Upon their Mizaab appears as an eccentric, lair from the dragon.
recovery, she will have access to middle-aged wizard. He looks to be
the following spells. about 55 years old, with a short, Roleplaying the dragon: The
greying beard and reddish brown Greyhawk dragon may be eccen-
Book 1 hair. He is in good health for a man tric when playing a mage, but his
Level 1: chill touch, color spray, of his age, appearing sturdy, real nature is quite serious and
detect magic, enlarge, magic mis- though not very strong. highly intelligent. He leans toward
sile, read magic, shocking grasp, Mizaab’s favorite color is grey good alignment, and is usually
unseen servant, wall of fog. (any shade from dove to charcoal), willing to help a worthy cause. His
Level 2: blindness, blur, darkness and he has never been seen with- current identity for the general
15’ radius, detect invisibility, fog out wearing some article of grey population of Greyhawk is that of a
cloud, invisibility, Melfs acid ar- clothing. wealthy, retired merchant who is a
row, stinking cloud, strength, wiz- Mizaab gained a reputation as an patron of the libraries and art mu-
ard lock. intelligent but eccentric mage. His seums. The dragon is suave, so-
habit of disappearing frequently phisticated, charming, and wise.
Book 2 for several weeks always caused People who encounter him (in his
Level 3: clairaudience, delude, dis- rumors to surface, and some of his human form only) find him fasci-
pel magic, explosive runes, fire- proposals about magic, while ad- nating and compelling. When the
ball, lightning bolt, sepia snake mittedly intriguing to other PCs meet him in dragon form, they
sigil. mages, were viewed as absurd and
Level 4: dimension door, Evard’s simply impossible. Those who
black tentacles, firetrap, ice storm, wrote about Mizaab theorized that
magic mirror, minorglobe ofinvul- Mizaab could have been one of the
n erability, great mages of Greyhawk had it
not been for his eccentric tenden-
Book 3 cies.
Level 5: animate dead, cloudkill, Mizaab is actually only a dis-
conjure elemental, summon guise for a very cunning
shadow, wall of iron. Greyhawk dragon. Note: The sta-
tistics given previously are the sta-
The DM should select an appropri- tistics that the dragon adheres to
ate assortment of spells for the bat- when masquerading as Mizaab.
tle at the Temple. The Falcon will His actual statistics are given later
also be prepared with the foll wing in this description.
priest spells. The dragon used Mizaab as a
Priest Spells: command, cure light means to freely interact in the city
wounds, entangle, shillelagh; for many years. Eventually, the
barkskin, heat metal. dragon felt that Mizaab’s time had
come, and stopped masquerading
MIZAAB ZALEN in that manner.
Str 11 The dragon, as Mizaab, was one
Dex 16 of the persons involved in trapping
Con 13 the Falcon. The success in trap-
Int 19 ping her was due in part to the
Wis 15 magic of the dragon. The spell that
Cha 13 trapped her has never been suc-

58
will find themselves hanging on tivities and all information about In combat, the dragon prefers to
his every word. the cult. However, he will not have use its spells or breath weapon,
The Greyhawk dragon lives in a any new information that talasek fighting with its claws and bite
mansion in the High Quarter near is not yet aware of. only if necessary. When masquer-
the city ‘wall. I t is heavily fortified ading as Mizaab, the dragon will
with magical defenses, and it is ex- Dragon Abilities fight as a mage as long as possible
quisitely decorated inside. No one The statistics given previously are in order to preserve his identity. In
knows that the occupant of this those that the dragon uses while in mage form (or any other disguise)
mansion is a dragon; the obvious the facade of Mizaab. His actual the dragon maintains his natural
occupant changes from time to abilities are given here. He has an number of hit points. If close to
time, but this is merely part of the intelligence score of 20 and Wis- death while in disguise, the dragon
dragon’s masquerade. dom score of 22. will not hesitate to change form in
The dragon’s long lifespan has Greyhawk Dragon: AC-5; MV 9 order to escape, but will reveal his
allowed him to amass an amazing F130 (D); HD 16; hp 145; #AT 3; true form only if necessary.
collection of artworks and cultural Dmg 1-10/1-10/3-30; S A breath,
artifacts. His home resembles spell; SD spell immunity; MR 65% ; Dragon Allies
more a museum than a humble AL LN; THACO 5. The dragon has revealed his iden-
abode. Greyhawk dragons have the natu- tity to only a few persons in his life-
In this adventure, the Greyhawk ral ability to polymorph self five time. Talasek’s grandfather,
dragon will not become involved times per day with unlimited dura- Elliman Neshir, and Quevell
with the PCs until after the battle tion. They are immune to all mage Maxem, his colleagues in trapping
at the Temple has been fought. The spells of levels 1-4,and have magic the Falcon, knew his true identity.
dragon will attempt to preserve his resistance of 65 % against all other Eritai was introduced to the
identity at all costs. magical effects. dragon through Elliman, at the
After the battle, the dragon will The dragon’s age gives him four dragon’s suggestion. Strangers
reward the party for their efforts if spells per day from each level up to who have learned of the dragon’s
they are successful, and will join level 6. He prefers spells which al- identity have met with unusual
forces with them if the Falcon has low him to gather information circumstances: some have suf-
not been defeated, setting the (ESE k n o w alignment, etc.), but if fered amnesia due to forget spells,
stage for the next adventure in this preparing for battle, he will stock some have disappeared
trilogy. up on offensive spells. (Greyhawk dragons will some-
The dragon has access to a great The Greyhawk dragon is able to times capture these people and
amount of treasure and magical use its breath weapon three times “trade” them to other Greyhawk
items. If desired, the DM can intro- per day. It exhales a highly toxic dragons, who charm them and use
duce magical items into a cam- gas that requires victims to make a them as servants), and some (usu-
paign through the dragon-but saving throw vs. poison at -2 or ally unsavory characters of evil
the dragon will not give up more die. The gas affects any creature alignments) have been mysteri-
than one item per PC, and then who inhales it or contacts the gas ously killed. The Greyhawk
only as a reward for heroic efforts. with exposed skin (it absorbs dragon is not malicious, and will
If the resources at the temple are quickly through the skin). The gas usually seek a simple, gentle solu-
not sufficient to heal or restore lingers only two rounds, after tion to deal with this problem, but
wounded PCs, the dragon may be which time it becomes inert. The must preserve his identity at all
generous enough to see to these dragon can precisely meter the costs.
needs. amount of gas it expels to a maxi-
When the PCs meet the dragon, mum area of a cube 55 feet on each
he will be aware of all the PCs’ ac- side.

59
Staff ofkitsyrall She may choose any form, managed to purchase a n item
XP value: 3500 whether humanoid, monster, or a plundered from the “Mad Arch-
form she creates herself. She is mage’s” castle northeast of
This staff enables a priest to store able to combine any elements to Greyhawk, discovered by a thief
spell levels in the staff. The staff create new appearances at will, in- and offered for sale by his execu-
can hold 10 charges: each charge cluding bizarre creatures such as tor.
is equal to one spell level. feathered frogs or giant furry The opal o f olfactoryillusion was
By casting his spells on the staff, earthworms. another of Zagyg’s experiments, a
he imbues it with spell energy. The complete transformation re- magical item of limited utility. It
This charges it and later allows the quires one round and the Falcon forms a n orb of 40’ diameter
priest to draw upon the stored en- may not perform any action while around its user. All odors within
ergy. Any level of spells may be the transformation is in progress. that sphere are completely under
cast on the staff, but the total Once the transformation is com- the control of the user. She may
levels stored will never exceed ten. lete, the Falcon receives all the nat- edit, alter, or eliminate any odors
Excess spell levels are lost. ural abilities of the creature she within the sphere instantaneously.
The priest may cast any spells resembles, but none of the magical The Falcon uses the opal to re-
on the staff. Since they are stored abilities. For example, in the form move her own stench from the
as energy and not as spells, he may of a dragon, the Falcon would re- area of effect, but leaves all other
later cast any spell from the staff, ceive the claw and bite attacks of a odors in their places. When mov-
regardless of whether it was stored dragon as well as the abilities for ing; however, her smell trails be-
originally. flight, but she would not have the hind her. Once her odors pass out
Spell levels may be stored or cast spell abilities or breath weapon of a of the area of effect, they are again
in any combination. dragon. noticeable. This tends to confuse
The priest may expend charges If the Falcon is rendered uncon- those in her wake, but never leads
at will, using them in any combi- scious or is killed while in an alter- to her discovery.
nation (i.e., he may cast any four nate form, she immediately The opal can also be used to cre-
2nd-and two 1st-levelspells, or ten reverts to her natural spirit naga ate illusory odors that may deter
1st-level spells, or any combina- form. enemies due to nausea. When she
tion totalling 10 charges). He may The collar may be used only by exudes a scent that is repulsive to
not cast spells that are above his members of the wizard and priest a n enemy, the creature must must
level of spell ability. classes. save vs. poison or be incapacitated
Spells cast from the staff take ef- due to nausea for 1-4 rounds.
fect in half the time of normal cast- Opal of Olfactory Illusion Those who save successfully suf-
ing. XP Value: 1,000 fer no ill effect.
The opal is an unobtrusive gem
Collar of Change The Falcon maintains an illusion of high quality, which is indistin-
XP Value: 4,000 through magical means, fooling guishable form similar ordinary
her followers by polymorphing stones. The Falcon has her opal set
The collar that the Falcon uses herself out of her spirit naga form. into an anklet that can double as a
to perform her shapechanging is a However, her ruse would not be bracelet.
rare, possibly unique magical complete without masking an-
item. I t was created as a ring by an other of her characteristics: the
unknown mage and was stolen by smell of rotting flesh that follows
the Falcon before its enchantment her everywhere.
was completed. Whether the mage The Falcon uses perfumes and
created another such ring (the Fal- exotic oils to keep her aroma under
con had the ring enlarged to fit her control, but she determined that
neck) is unknown. these were not sufficient. She de-
The collar allows the Falcon to sired some magical means to cover
change shape three times per day. her nauseating odor. The Falcon

60
ily catch in clothing, fur, and skin. The spines cause no-damage,
but there is a 50% chance that a creature touching the vines (even will escape the first 10 points of damage caused by the leaves; the
brushing past them counts as touching) will suffer from spines leaves will cut through the fur before reaching the skin. Normal
embedded in skin. Only exposed skin is subject to the spines; fur, clothing will suffer 6 points of damage before it is torn to shreds
armor, and clothing prevent the spines from contacting the skin and the skin is exposed.
and subsequently embedding. When the leaves and thorns contact skin, they impart 1-8
When spines embed in skin, there is a 25% chance that a victim points of damage per round. The DM should adjust this damage
will develop a red, itchy rash. If the spines are removed (a delicate based on the clothing of the victim. The weed will tighten its grip
procedure since they are no thicker than a human hair), the rash on its victim in an attempt to strangle, and if the victim becomes
will clear in 24 hours, with the symptoms gradually lessening. If still, the strangleweed will drop the victim in 1-6 rounds, "stor-
the spines cannot be removed, cure disease will remove all ill- ing" it for later consumption.
effects. Cure spells will do nothing for the symptoms. Victims tangled in this weed must make a Dexterity check to
Combat: Strangleweed behaves like many carnivorous plants, maintain their holds on held items. Entangled victims may not
sensing motion as a signal that a "meal" may be present. Any cast spells and their chances to hit an enemy (including the
creature that disturbs the strangleweed vines will trigger an at- weed)are made at -4.
tack. If the vines are disturbed by breezes, they will not attack; a Strangleweed is immune to the effects of blunt weapons. Hits
solid object must contact the vines in order to initiate the attacks. made by edged weapons are made at - 3 due to the swaying of the
Strangleweed spends much of its time "waiting" for prey. When weed, but normal damage is caused. Each individual vine has 1
a victim brushes against the vines, the strangleweed ripples, HD and AC 9, and when a vine takes its maximum amount of
brushing into adjacent vines and sending a signal that food is damage, it is severed and can no longer attack. Severed vines will
near. O n the round following the initial contact, the vine begins eventually replant themselves and continue to grow.
to entangle its prey, wrapping around its limbs and neck in an at- Strangleweed is affected normally by all magical effects. Set-
tempt to prevent the escape of the victim. Once the vines have a ting the weeds on fire requires 1-6 rounds unless lighted by a fire-
firm hold of the victim, they begin to tighten, choking the victim ball or first doused with oil or other flammable liquid. Once in
into unconsciousness and eventual death. flames, the weed creates acrid, stinging smoke that will drive PCs
Any creature who ventures more than two feet into a patch of at least 100 feet from the flames. The smoke will settle in 1-3
strangleweed will automatically be grappled by the weed. If a turns.
character has less than two feet of weed on any side of him (tunnel Strangleweed has no treasure of its own except for any items
walls do not count for this purpose) and can attempt to leap to dropped by its victims. When encountering this weed, adventur-
safety can make a Dexterity check on the initial round of attack to ers will always find an assortment of skeletons and items on the
avoid being grappled. After the first round, a character has no ground below the weeds.
chance to escape the weed unless he kills enough to clear his path Ecology: This noxious weed is capable of growing almost any-
or is pulled to safety by his comrades. Rescuers suffer attacks sim- where damp conditions exist. It requires no light to live or grow,
ilar to the person they are trying to save. which has caused heated debate among sages to its classification
As the vines entangle the victim, the leaves cut into the skin or as plant or fungus. Strangleweed contains no chlorophyll, adding
clothing of the unfortunate prey. The leaves do not affect any to the confusion of the status of this growth.
articles of metal, including armor, and merely scratch leather and
wood. Fur-bearing creatures or creatures wearing fur clothing
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivorous
INTELLIGENCE: Average (10)
TREASURE: Nil
ALIGNMENT: Neutral good

NO.APPEARING: Variable I

DAMAGE/ATTACK: 3-8/3-8/3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: Variable (see below)
MORALE: Champion (15-16)
XP VALUE: 650

of St. Cuthbert. They are the result of centuries of breeding and


training by specialized clerics of St. Cuthbert.
Weisshund appear as beautiful dogs with thick white fur. They
have heavy, loose skin which provides protection and agility.
Even when grappled by an opponent or by another animal's jaws, 7 or greater on Idlo to avoid being surprised by the transforma-
their loose skin allows them to twist and turn toward an oppo- tion. Those who are surprised may not attack during that round.
nent in order to continue the attack. Their thick fur makes it diffi- The weisshund is not any easier or more difficult to hit during its
cult for other animals to hold them with their jaws. transformation.
Weisshund stand approximately 2'high at the shoulder. They A weisshund attacks with its front paws and its bite. Its paws
are agile, lean, and strong, although their appearance belies this. have dull claws, but damage from the paws is due to the size and
Their thick skin and fur makes them appear chubby and harm- force that the paws exert. This damage compares to a victim be-
less. They sleep most of the time, enhancing their facade of harm- ing struck by a 10-pound rock: the sheer force and impact cause
lessness. Weisshund appear to be completely docile lapdogs until the injury.
they are provoked into a fight. A weisshunds bite is similar to that of any other large dog, but
Combat: Weisshund have a limited empathic sense that allows it will attempt to knock its opponent to the ground and hold the
them to recognize evil and hostility. They can sense these elements victim's neck in its jaws, pinning him to the ground. It may also
at a range of 60'. A sleeping weisshund will awaken if an evil or sit on its victim in order to subdue him. If the victim ceases its
hostile creature comes within 60' of it. When a weisshund senses struggle, it will simply hold him, but if the victim attempts to con-
evil or hostility, it becomes extremely agitated, growls at its sus- tinue his attack, the weisshund will attack in whatever manner is
pect, and will attempt to alert one of its masters. It will not allow necessary to hold or subdue him. The weisshund is so finely
the suspect out of its sight. If a master is not within range (if the trained that if a pinned victim offers no struggle, it can hold the
weisshund would be forced to leave its suspect in order to locate a victim without so much as a toothmark.
master) it will always opt to guard its prey rather than find a mas- If more than one target is encountered, a weisshund will alter-
ter. It will bark until a master arrives or will attack if necessary. nate between victims in an attempt to scare them into submission.
A weisshund is always cautious about whom it attacks. It will The weisshund will not attempt to pin a victim if more than one
not attack merely because it senses evil or hostility, but will guard attacker is present. Weisshund work well in teams and under-
such persons, maintaining a distance of roughly 20', while growl- stand their own fighting techniques so well that even two unfa-
ing at its captive. As long as its captive does not threaten or attack miliar weisshund can work together as a well-orchestrated team.
the weisshund, its masters, or persons whom it has been trained Habitat/Society: Weisshund are found only in temples of St.
to protect, the weisshund will not attack. As soon as the suspect Cuthbert. They are bred by the clerics in a secret location. Most
makes an agressive move, however, the weisshund will begin its weisshund that are encounterd in temples are males, although fe-
transformation into temple guardian. males are encountered 5 % of the time. Females are generally kept
Upon viewing an act of agression by a suspect or upon com- for breeding purposes, and pregnant females are especially pro-
mand by a recognized master, a weisshund will grow in size until tected. Females that become pregnant outside the sanctuary are
it is approximately 4' high at the shoulder and 6' long. Its skin and immediately sent to the sanctuary for their protection and care.
fur maintain their thickness and protective qualities, and an en- Females are able to become pregnant only twice per year, and
larged weisshund looks exactly the same as it did in its smaller litters are never larger than two puppies.
form. Ecology: Weisshund live as any normal house dog. When a
This transformation requires five segments, after which the puppy becomes six months old, it enters training for its future as a
weisshund may attack with full force. The weisshund may not at- temple guardian.
tack during the transformation, and those attacking it must roll a
,

CLIMATE/TERRAIN: Subterranean
FREQUENCY: Uncommon
ORGANIZATION: Swarm
ACTIVITY CYCLE: Any
DIET: Scavenger
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral Evil

NO.APPEARING: 4-32
ARMOR CLASS: 9
MOVEMENT: 6. Sw 12
HIT DICE: 2
THACO 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T (1'-2' long)
MORALE: Unreliable (2-4)
XP VALUE: 65
_ .. r . . . -. . . .
Yphoz appear in a variety ot shapes and sizes. Wld adult yphoz
.
may reach a length of 2'. Newborn young are typically 2-3" in di-
ameter. They are composed of a gelatinous substance that
matches the color of the water in which they live, ranging from
black to varying shades of brown to varying shades of green or
yellow. They may even be colorless. This feature makes them al- When a yphoz hits a victim, the DM should roll Id6 to deter-
most impossible to detect in their home pool (PCs in yphoz- mine which part of the victim's body was hit: 1-head, 2-right arm,
infested water rolling 4 or less on l d 6 are surprised). 3-left arm, 4-torso, 5-right leg, 5-left leg.
A yphoz is typically shaped like a short, broad cone with a low Habitat/Society:A yphoz will never venture farther than 100
dorsal fin, but its gelatinous composition allows it to vary this as yards from its water source unless fleeing an attack or seeking a
necessary. They are not amorphous, but their bodies can change new habitat. It can survive no longer than 24 hours if isolated
shape to allow for movement over almost any kind of surface, in- from water under damp conditions, and will die sooner if condi-
cluding traveling on land, up cave walls, and across ceilings. tions are dry. A yphoz would probably survive no more than one
They also possess two long, whip-like tentacles. Their bodies ex- hour in a desert setting.
crete a sticky slime that helps them adhere to walls and ceilings. Yphozs feed by absorbing organic matter, insects, and small
This slime will dry to a gummy substance on walls, floors, and worms. They also feed in the manner of a leech, attaching them-
ceilings, and a cave inhabited by a large number of yphoz will selves to a victim and sucking blood directly through the victim's
. aquire a build-up of this elastic, gummy substance over time. skin. If a potential meal is too large to be absorbed, the yphoz will
Combat: When a yphoz is in water and another creature swims feed in this manner. A yphoz will feed on cold- and warm-
within 20', the disturbance of the water will alert the yphoz to the blooded creatures alike, but cannot attach to animals with fur
presence of a potential meal. It will swim toward its victim and thicker than that of a rabbit. The yphoz also cannot feed on ani-
use its tentacles as "feelers" to locate its prey. Once it contacts mals with hard scales (fish and snakes are in the yphoz's diet, but
something solid, it will swim in that direction and begin wrapping turtles are not).
its tentacles around the victim. Should the victim start to swim in Ecology: These slimy, filthy creatures make their homes in wet
another direction, the yphoz can follow, towing itself on its un- caves and pools of stagnant water. Their survival depends on a
suspecting meal. source of water, whether fresh or putrid.
The yphoz have no teeth, but are able to suck blood directly
through a victim's skin, draining a victim of hit points. The
gummy substance excreted by the yphoz will adhere to a victim
even underwater, and contains a numbing contact poison. While
the poison will not kill a victim, the numbness can cause a victim
to lose muscle control, and if swimming, the victim could poten-
tially drown. One yphoz can cause one limb or torso to become
numb and useless in 3 rounds. Three yphoz can cause one limb to
become numb and useless in one round. A victim may make a
saving throw vs. poison to avoid these effects. The victim must
save once per round for each yphoz it contacts. Once all yphoz
are removed from the victim, the poison will wear off and the
limb will function normally after 4-6 turns. If a victim's head is
touched by a yphoz, the victim will fall unconscious after six un-
successful saves (e.g. six yphoz contact it in one round, or one
yphoz contacts it for six rounds, etc.).
assembl;y Instructions Glue both tabs before assembling. Make sure the pieces align at the edges.

The fold-up buildings in this product _-


have been die-cut and scored for your
convenience. On the white side of each
building piece is a number from 17 to 25;
these help you locate the pieces that fit
together. Carefully punch out the build-
ing pieces and organize them by their
numbers.

Scored Folds Put the building on a table and use the


Match up the corners at the bottom of the pencil to press down on the inside of the
buildings. tab. Watch the aligned edges, being care-
Certain pieces are pre-scored to help you
ful not to let them slip out of place. If you
fold them. Some folds create two tabs for
used only a thin layer of glue, the pieces
gluing. Fold these tabs before you apply
should stick quickly, and with light pres-
the glue. Other folds are used to collapse --\ sure they should bond and not separate.
the buildings after they have been con-
structed. This collapsing feature makes
for easier storage in minimal space. All
these buildings should fit inside a 9" x
12 'I manila envelope.

Pinch the corners together for a moment.

The mausoleums can be joined.

Glue

A bottle of white glue and a pencil are all


you need to assemble these buildings.
White glue works best and dries quickly
when you use only a thin layer. Apply the
glue to a tab, using the bottle cap to
spread it into a thin layer and to brush off TEMPLE LOWER FLOOR TEMPLE UPPER FLOOR
any extra glue. There should be enough
glue on the tab to make it shiny; if there
are globs of glue, wipe them off.

TEMPLE ENTRANCE

64
falcon’s lair level 2 boon
swinging boons
0

0
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/
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.~ .:;
,. . .. -. . .
4

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