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AD&D - WGA2 - Falconmaster (2e) (lvl 5-7)

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Published by Capn_Ragnar, 2023-01-11 00:13:26

AD&D - WGA2 - Falconmaster (2e) (lvl 5-7)

AD&D - WGA2 - Falconmaster (2e) (lvl 5-7)

Keywords: Dungeons & Dragons,DnD,AD&D,TTRPG,TSR,Greyhawk

Credits Table of Contents

Design: Richard W. and Anne Brown Introduction ................................ .2
Editing: C. Terry Phillips
Cover Art: Ken Frank chapter 1: The Game is Afoot . . . . . . . . . . . . . . . . . .4
Interior Art: Ken Frank I
Cartography: Dave Sutherland
Fold-ups:Dave Sutherland Chapter 2 : An Ancient Mystery . . . . . . . . . . . . . . . ..9
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
Chapter 7 :Finale . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
ADVANCED DUNGEONS & DRAGONS,
AD&D, WORLD OF GREYHAWK and Non-Player Characters ....................... .56
New Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
GREYHAWK are registered trademarks owned by New Monster ............................. .61
TSR, Inc. New Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
New Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
PRODUCTS OF YOUR IMAGINATION and the
TSR logo are trademarks owned by TSR, Inc.

Distributed to the book trade in the United States
by Random House, Inc., and in Canada by
Random House of Canada, Ltd. Distributed to the
toy and hobby trade by regional distributors.
Distributed in the United Kingdom by TSR UK

Ltd.

This material is protected under the copyright laws

of the United States of America. Any

reproduction or other unauthorized use of the

material or artwork contained herein is prohibited

without the express written permission of TSR,

Inc.
FaTMTSR, Inc.
TSR Ltd.
TSR, h e . 120 Church End,
POB 756

Lake Geneva, Cherry Hinton

WI 53147 Cambridge CB1 3LB

USA United Kingdom

9289

ISBN 0-88038-852-8

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

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 finallysealed, and the cit- the sense of suspense and mystery
izens of Greyhawk were able to go push in the right direction, feel free that is so important to this adven-
about their normal lives, never real- to read rumors as necessary. ture. I t can also give players a
izing the evil that threatened them. These can provide helpful hints in sense that the adventure will un-
times of need without spoiling the fold as planned regardless of their
Most of the cult members were plot for the players. actions and decisions. A good DM
killed. The youthful members, can ration the clues he gives so the
however, were spared. They be- Ability Checks players maintain a sense of con-
came determined to bring their trol, discovery, progress, and ulti-
cult to power. They have been Throughout the adventure, there mate success.
careful over the years to keep their will be times when the players are
plot a secret. Recently (in the pre- asked to make Ability Checks. The A Note about AD&D@
vious module, Falcon’s Revenge), DM should roll ld20 and compare
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
roll is greater than the ability is still easily playable by those who
The PCs stumbled onto this plot score, the action fails. are using the original game mate-
in the last adventure. Now they rials:
must locate the cult’s leader and General Advice
put an end to the cult activities. Some of the more obvious differ-
The leader has disappeared, how- If the PCs begin to stray off course, ences are changes in name only.
ever, and the PCs are watched at there are several ways to nudge The term “magic-user” has been
every turn by spies of the cult. them back on track. replaced by “mage” (or, in a few
places, the more general designa-
Using the RumorsTable 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 called “warriors” and “thieves”
throughout the module, the num- 2. Use t l a s e k (aNPC whom the are now called “rogues.”
ber of a rumor will be listed. Read DM will meet shortly) to offer sug-
the players the indicated rumor at gestions for finding information. Another significant change is
that time. At other points in the For example, if the PCs are able to the presentation of monsters. The
module, random rumors are indi- find clues in Greyhawk’s market- descriptions of the new monsters
cated. Roll 1d10and read the appro- place, but none of the players designed for this adventure are
priate rumor from the table. Check think to investigate the market, let identical in format to those pre-
off the rumors as they are used. t l a s e k suggest it. He can be used sented in the new Monstrous Com-
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 ently and has been somewhat ex-
designated “confirmed as true” 3. Ask the PCs to make an intelli- panded, nothing from the original
are true; the rest are only tall tales. gence check. PCs who make the format has been omitted; every-
When rolling for random rumors, check have a sudden burst of inspi- thing that “Original Edition” DMs
read the false rumors only once. If ration that never occurred to the are accustomed to seeing will be
the number of a false rumor is players. Simply inform the players found in the new descriptive for-
rolled a second time, ignore that of the idea the character has. For ex- mat. The pages on which the new
roll and reroll for another rumor. ample, using the market example monsters for this adventure ap-
Rumors that are true may be read above, the PC who makes an intelli- pear can be photocopied and in-
any number of times. Following gence check might suggest a trip to serted in a Monstrous
these guidelines should help to the market rather than talasek Compendium binder if the DM so
keep the PCs on track and avoid desires.
Use caution not to give out too

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

4

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

5

shrine for the next Godsday. from one solid block of a rare ing a small, green book. The
The white tile paths eventu- wood. It is accented with gold and cleric says, “I will let the others
silver. The chairs used by the know that you are here. They
ally lead to the enormous dou- priests at the front of the shrine are will be along momentarily.”
ble doors of the shrine. The carved of the same rare wood and
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
ceiling throughout the room. The cleric will return shortly, The furnishings and draper-
Paintings of scenes from St. saying “Master Thraydin will see ies in this room are simple but of
Cuthbert’s life line the side you. Please follow me.” excellent quality. Two ornate
walls. The ceiling is painted to holy symbols hang on the walls
represent a heavenly blue sky He leads you out the double at opposite ends of the room.
filled with white clouds and a doors and around the side of the The most striking features here,
blazing sun. Underfoot, the floor shrine. From your observations however, are the twelve life-size
is built of polished tiles of deep inside, and now outside, the paintings which fill the long
green marble. building, you guess that it holds walls of the room. Each portrait
only the shrine and no addi- hangs in its own intricately
I t should be obvious to the PCs tional rooms. carved frame.
that this temple was constructed
at great expense. Despite this You follow another white tile Of the twelve portraits, five
show of wealth, there are no tem- path around the shrine. Ahead, can be recognized as paladins
ple guards visible. you see white marble building and seven as clerics. The men
that lies at a right angle to the are attired in their best cos-
After the PCs have looked about Temple. This building is also tumes: the paladins in plate ar-
the shrine for a few moments, a rectangular, but appears to have mor, bearing sword and shield,
brown-robed cleric approaches. In three floors. You notice double and the clerics in fine velvet
a soft voice, he asks if he may help doors on the front and side of the robes.
them. When the PCs respond that building. The windows are
they are looking for ’Eilasek, he small but numerous. The cleric Blasek notices you observing
says, “And who may I say is in- leads you through the doors in the paintings, and begins to ex-
quiring?” Once the PCs introduce the narrow front of the building. plain. “These are men who de-
themselves and show the notice These doors appear identical to voted their lives to St. Cuthbert
from Derider, he replies, “One mo- those at the front of the temple. and performed noble deeds in
ment, please. I shall learn if Tmla- his name. The priests you see
sek is accepting visitors.” With You enter through these doors are the former heads of this tem-
that, he exits through the double and find yourselves in a large ple. The paladins, each in their
doors. foyer. The floor is pink marble, own way, performed some out-
and the room is furnished com- standing service that required
The PCs are again left alone. fortably. An enormous staircase bravery and selflessness in the
They have some time to examine of pink marble rises to the sec- superlative.”
the temple further before the cleric ond floor. The cleric leads you
returns. down a pink marble corridor to a “The man you see here”-
meeting room. You enter the ’Eilasek approaches one of the
As they look around, the PCs will large meeting room, which paintings-“is my grandfather,
learn that no expense has been holds a long, oval table. The Tmlamar Thraydin. I never knew
spared in decorating or outfitting cleric who led you here intro- him, but the legends say that he
the church. Every candlestick and duces you to ’Eilasek Thraydin, fought and defeated a n evil cult
sconce is made of gold and deco- who is seated at the table read- in the city. I t somehow seems
rated with silver. The pulpit ap- appropriate that we are here to-
pears to have been hand-carved day to discuss a similar evil.”

6

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

Blasek’s grandfather kept a
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 thejournal only recently after original inn. trate the tunnels, the result should
noticing.thejournal in the painting be serious injury and possibly
in the meeting room of the temple. 'hlasek can show the PCs any death to at least one PC. The area
pertinent locations in the city. is extremely unstable and danger-
The PCs should be advised of all Since the potential danger of the ous. Even the use of spells (suchas
this information. talasek knows cult has become so great, Blasek dig)should result in disaster.
and can answer all information has given up his room at the board-
about the cult that has been re- ing house and moved into the l2m- If the PCs feel the need to explore
vealed up to this point. However, ple lodgings. He now occupies a the city and ask questions of local
from this point on, 'hlasek will be room on the third floor of the rear residents, allow them to do so, but
learning about the cult right along building. His concern was not for provide them with no clues. None
with the PCs. his personal safety, but for the of the citizens were aware of the
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-
vide a false rumor from the
For the DM 'hlasek can show the PCs the Rumors table
underground tunnels and sewers
If the party completed Falcon's Re- that led to the cult's lair, but they Proceed to the next chapter
venge and kept their lodgings at have been completely caved in and when the PCs have exhausted all
the Whistling Fish, they may con- are inaccessible. The tunnels are leads, are sufficiently settled into
tinue to room there. Otherwise, now patrolled by members of the the city, and are knowledgeable of
the DM may choose another appro- City Watch who stroll by approxi- the available information regard-
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
1. The City of Greyhawk has strict laws forbidding attempted to enter the premises. (Can be
the existence of evil cults in the city. Cults that confirmed as true.)
are discovered are dealt with swiftly and
mercilessly: leaders are put to death and 6. ounding the city are filled with
followers are banished from the city forever. mines, lairs, and castle ruins filled with
(Easily confirmed as true.) treasure, just waiting to be discovered.

2. The northern hills are home to a race of magical 7. The people of Old City are so superstitious that
creatures who steal children and teach them they are afraid of their own shadows.
magical spells.
8. Within the past few months, several parties of
3 . If a person stands in the center of the Stone adventurers left the city in search of wealth in
Ring outside the Druid's Gate, he can think, the hills, but none have returned.
speak, and act without being observed by any
magical means. (The PCs can test this 9. s held a deep hatred for Greyhawk
themselves: it is true!) hing better than to destroy
it for his own.(True)
4. The city is home to
that masquerades a ults never leave their ho
believes this rumor they only come out at ni
prove it.)

2:

When the party has run out of ists, we may go to our graves his time had come. talamar Mi-
leads as to the whereabouts of the without ever finding it. Only St. zaab, and Elliman were all at his
Falcon,and the cult, they are ready Cuthbert knows what horrors side when he passed on. talamar
to begin this section. may exist in such a place. also records that Quevell be-
queathed all his money to the tem-
A great portion of this adventure The mages have proposed a ple of St. Cuthbert and all his
will involve the PCs leaving the journey into the wilds to explore worldly possessions to Mizaab.
city and exploring the Falcon’s an area that they feel may yield
lair. The following information some clues. We set out tomor- Several years later, the diary re-
about the diary will start the PCs row on ajourney whose mission cords the installation of Elliman as
on the quest to locate the lair. may put our fears-or our head of the Temple of St. Cuthbert.
souls-to rest. talamar noted that Elliman’s posi-
The PCs may have the following tion was likely to be short-lived,
discussion at any convenient loca- The next entry in the diary is since Elliman had gotten on in
tion: talaske’s room, the meeting written in a feeble hand, possibly years and was nearly eighty years
room a t the temple, or their own by a man who was exhausted. old.
lodgings. When they are ready to
investigate, allow the adventure to Seven days we trekked and This entry also notes that Elli-
follow its natural course through hunted in the wilds, but to no man, who had remained a bache-
the city until they have learned avail. Despite the best efforts of lor, had found a “family” (of sorts)
everything necessary to leave in the mages and their pets at to comfort him in his advanced
search of the lair. The DM should searching from every possible years. A young girl, only about ten
provide the PCs with as many as angle, we still found nothing. years old, had arrived at the tem-
five rumors as they conduct their Mizaab is convinced that her lair ple one day in search of shelter.
investigations. must exist and has vowed to She was an orphan and offered her
find it if it requires the rest of his services as a cleaning girl in ex-
Clues From the Past days. And that could be a long change for a home and a future
quest, since I expect that Mi- with the church. She and Elliman
talasek has been pondering a zaab will outlive all of us. The were drawn to one another almost
strange passage in his grandfa- rest of us-Quevell, Elliman immediately and became their
ther’s diary. From its place in the Neshir, and myself-have sworn own small family.
diary, it appears to have been writ- to assist him if we can, although
ten approximately one year after our faith in the lair’sexistence is The young girl’s name was Eri-
the Falcon was imprisoned. less than firm. tai. (If the PCs investigate this
point, they will learn that she is in-
We had always suspected that The diary contains similar en deed the current head of the tem-
the Falcon had a secret lair tries discussing numerous trips ple.) She and Elliman remained
somewhere outside the city into the wilds that yielded nothing. close until Elliman’s death eight
walls. We had frequently seen a The diary continually cites Mi- years later.
falcon leaving the site of the zaab’s unwavering desire to find
cult’s temple, but were never the lair. An Heir to Carry On
able to track it. We were also
suspicious when the raid on the In an entry that appears to have Throughout the years docu-
cult’s underground rooms been written approximately 15 mented by the diary, several more
yielded few personal belong- years after the Falcon’s imprison- outings into the wilds were made
ings. With the Falcon gone, we ment, talamar records the death of in search of the suspected lair, but
were left without a trail to fol- Quevell. He describes it as the nothing was ever found. These
low. Quevell and Mizaab have peaceful passing of a man who outings continued even after the
flown many missions (using spent many good days on Oerth. deaths of Quevell and Elliman. Fi-
their spells) searching for her Quevell had grown very old, and nally, talamar in his late sixties,
lair. I fear that, if such a lair ex- admits in his diary that he no
longer has the endurance neces-
sary for such excursions and must

9

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

10

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

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, and
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
to be as powerful or famous as
When the PCs begin searching The PCs have a 5%cumulative some of the better-known mages
in the library, the DM should roll chance per turn of finding the such as Tenser or Zagyg, but he is
secretly for each wing to deter- clues about Mizaab. The DM listed as an expert on magical
mine the number of books in that should roll secretly for each turn flight. The books report him to be
wing and, thus, the length of time that the PCs search. If the entire slightly reclusive and erratic, fac-
required to locate clues about Mi- wing is searched and the DM has tors which may have impaired his
zaab. In sections without any in- not rolled successfully, the PCs credibility. The books agree that
formation regarding Mizaab, the have simply overlooked the clues his theories and experiments with
PCs can search as long as they and will need to backtrack (con- flight were remarkable and may
wish, but will not find a single clue. tinue searching until the DM have been better received among
The DM is free to give hints to the makes a successful die roll). If the his peers had he been a more reli-
PCs that a section may not hold PCs search an entire wing that able individual.
any clues (if the PCs persist in pe- holds no clues, the DM might con-
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
missed. This will prevent the PCs rest give no clues as to his resi-
One PC will need to search one from wasting time searching in a dency.
hour for every 1.000 books per place where no clue exists.
wing. If more PCs search a single Geography Wing: A few maps
wing simultaneously, this time is History Wing: Mizaab’s name
reduced accordingly (i.e., a wing is mentioned in several books dis- can be found in this wing that are
holding 6,000 books can be com- cussing the history of magic in credited to being drawn by Mi-
pletely searched in one hour by six 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- at a time. He was known to fol-
tors. Listed are many of his inven- graphs or as much as one page in
tions, both magical and some of the volumes. low these extended studies with
non-magical. Some of the non-
magical items could be repro- A volume entitled Luminary extended disappearances, last-
duced from the plans in the books, Wizards of Greyhawk, written
but nothing is said regarding the about 10 years earlier by a n ap- ing up to a month. He always
construction of the magical items. prentice of the Wizards’ School,
contains the most complete entry vanished without warning or
Mizaab’s inventions included about Mizaab.
various sorts of wings, flying car- word to anyone, and more than
pets, mechanical birds large Mizaab Zalen was a reclusive
enough to carry two men, rings, mage of uncertain reputation once he was given up for dead,
and potions. The scientific books who lived in or around
scoff at many of these inventions Greyhawk for approximately 40 only to return to the Guildhall as
as being simply absurd and add years. He made significant con-
that “those who believe in magical tributions to the study of magi- suddenly as he departed. His re-
properties will no doubt attempt to cal flight, mapmaking, and the
prove these things to be viable.” anatomy of dragons. A t one turns were always marked by
time, he produced drawings of
WonderfulFlying Inven tions is a dragons based on what he had good health, and he appeared as
chronological history of flying de- claimed were actual observa-
vices invented in and around tions of live dragons. Although a man invigorated and rested,
Greyhawk. It lists the inventors the drawings appeared to be au-
and their gadgets without passing thentic (no flaws, obvious or not the victim of foul play or ill-
judgement as to the viability or minute, were ever detected in
practicality of the inventions. I t is the drawings), their authentic- ness as was sometimes specu-
a somewhat whimsical look at the ity has never been acknowl-
various methods employed by edged due to Mizaab’s eccentric lated.
man to allow him to take to the habits and lifestyle which cast a
sky. Mizaab’s inventions occupy shadow upon his reliability and His sudden, lengthy, and un-
roughly one-quarter of the vol- dependability. Nevertheless, his
ume, and Mizaab is praised as be- sketches revealed previously explained disappearances ac-
ing a most imaginative inventor. unknown details of dragon anat-
omy, such as scale patterns, count for his unreliable
The books in the science section wing construction, and details
impart that Mizaab’s ideas were about talons, horns, and spiny reputation. When queried about
“interesting notions,” but ones plates.
that would never see daylight. such disappearances, his an-
Mizaab’s origin is unknown,
General Wing: This wing con- but those who knew him swer was always the same:mag-
tains works of fiction, religion, her- guessed that he was from some-
aldry, archaeology, foreign studies, where near Greyhawk, based on ical research. He never provided
biographies, and miscellaneous his familiarity with both the city
subjects that do not fall under the and the surrounding country- details of his journeys to any-
categories of the other wings. This side. He was acquainted with
wing will require twice the amount every nook and cranny, a sur- one, nor did he share details of
of time to search ( 5%cumulative prising ability for someone so
chance of finding a clue every eccentric. his research until he was quite
other round) as the other wings
due to the diversity of subjects. Mizaab’s wizardly training is certain that his methods were
also a mystery, since the Wiz-
Information about Mizaab is ards’ School has no record of on the right course.
scattered and skimpy. Most of him studying there at any level.
what the PCs find here will appear He frequented the Guildhall, Among Mizaab’s achieve-
in biographies about the impor- however, and became a fixture
tant mages in Greyhawk. While in its library for days and weeks ments are improvements to the
not recognized as one of the city’s
major wizards, Mizaab was impor- various flying spells that are

known around Greyhawk, ena-

bling better stability and ma-

neuverability, and enabling

greater heights to be reached;

various magical rings and po-

tions that enabled flight: and

various articles of clothing that

also allowed either flight or levi-

tation. He was also known as a n

expert mapper and made many

excellent contributions to the

available information about the

countryside surrounding

Greyhawk. He designed his

maps from the air, allowing

them to be rendered accurately

and in great detail. Mizaab even

devised his own extremely prac-

tical system for identifying the

variations in slope on different

types of terrain.

Apparently Mizaab also had a

great passion for the study of

clragons. He was known to have

13

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

14

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

15

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

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
“The vaultmaster and his as- to their superior ability to poly- Maxem, a fellow mage. These four
sistants have been combing the morph self five times per day. men had many adventures to-
vaults for days, and the librari- gether, and when the time came to
ans have searched every vol- A Friend in High Places face the Falcon, none questioned
ume in the library. Finally, a that the four of them would stand
plain scroll tube was turned up, The Greyhawk dragon assumes a together.
holding the map before you. I’m variety of disguises in order to hide
certain that it’s the map to the his identity. He chooses these iden- Thus, Mizaab’smagic was partly
Falcon’s lair. You may keep it for tities as necessary to interact responsible for the Falcon’s de-
your journey. I’ve had one of the within the city and to have some mise. The magical void he spoke of
scribes draw a detailed and ac- fun. What no one knows is that Mi- at the Guildhall was not idle chat-
curate copy so we will have a re- zaab was one of the dragon’s iden- ter, but very real and very power-
cord of your mission.’’ tities! ful. Mizaab’s reputation as a n
eccentric simply made his claim
The map is hand-drawn and de- The dragon invented Mizaab as unbelievable, a fact that greatly
picts the territory to the north of a way to mingle with the magical amused the dragon.
the city of Greyhawk. From what community. Having natural magi-
the party has learned of Mizaab’s cal abilities, he was curious about Eritai knows how to contact the
mapping ability, they can be confi- the development of magic among dragon, but will not reveal this to
dent in its accuracy. humans. He loved to observe hu- the PCs. She will try not to lie
man thinking, research, and in- about what she knows, but will be
If the PCs ask Eritai how she lo- vention. Sometimes he presented intentionally vague about her in-
cated the map, her only response problems to his fellow mages formation (“I don’t know what
will be, “I only had to ask the right merely to observe the heated dis- happened to the mage known as
person. After that, the map was cussions that would arise. Mizaab” does not qualify as a lie,
easy to locate.” She will not be spe- only an evasion of the issue).Eritai
cific about who the “right person” Mizaab was a favorite identity of needs only to inform the dragon of
was, but the PCs should assume the dragon’s. He created numer- the need for the map and he will lo-
that she means the librarian or the ous personality traits for Mizaab cate it for her quickly.
vaultmaster. They will have no simply for enjoyment. The dragon
reason to suspect otherwise. enjoyed Mizaab as an identity and A description of the Greyhawk
continued to develop this charac- dragon appears in the NPC appen-
For the DM ter for many years. dix that follows this adventure.
The DM must NOT reveal the drag-
The PCs should not learn the infor- After more than 40 years of mas- on’s identity to the PCs until the
mation in this passage until the querading as Mizaab, the dragon end of this adventure, but should
very end of this adventure. It is realized that he would be forced to refer to this description as an aid to
presented here to assist the DM in give up the identity of the mage. role-playing.
role-playing. DO NOT REVEAL Because of the relatively short li-
THE FOLLOWING INFORMATION fespans of humans, the dragon’s Once the PCs have the map, they
until it is presented to the PCs at foray as Mizaab would have to end will be able to begin making plans
the end of this adventure! after a reasonable time. Since the for their journey to the Falcon’s
dragon would not be able to have lair. Chapter 3 provides the infor-
The PCs have a very powerful witnesses to Mizaab’s “death,”and mation the PCs need to begin that
and very anonymous benefactor. because he did not care for so final journey and arrive at the lair.
This individual has been watching a n ending to Mizaab’s life, the
their progress at a discreet dis- dragon simply decided to discon-
tance in order to maintain his ano- tinue his masquerade as Mizaab
nymity. Assuming that the PCs and let the community draw their
have been reasonably successful, own conclusions.
he has seen no need to reveal him-
self or to otherwise assist the PCs. During the course of his career
as a mage, Mizaab made the ac-
Their mysterious benefactor is a quaintance of Tilamar, Tilasek’s
grandfather. They became good
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-
horseback. ple matter of goodwill. Those passing the party on the
trail (approximately one group
The PCs may estimate that the Health Insurance every two hours) will be mostly
journey on foot will take at least farmers or merchants, or a n occa-
three days, based on walking ten Before their departure, Eritai will sional family comprising a mother
hours per day, and not including present each PC and Blasek with and father and 2d4 children. The
any encounters, ambushes, or un- one vial. Each vial contains two DM is free to create encounters
foreseeable delays. The terrain in doses of potion of extra healing. with any of these NPCs, but the
the Cairn Hills is rocky, and there Eritai will wish the party good luck party is on a mission that requires
is no trail or path to take the party and offer prayers to St.Cuthbert in a speedy conclusion. They should
to their destination. They will need their behalf. not be ambushed or distracted in
to forge their own trail and depend such a way that will require a great
on their outdoor skills to find the Packed and Ready? deal of time.
lair.
When the PCs have purchased all Once the north fork is reached,
If the PCs choose to go on horse- necessary supplies and are ready the path will deteriorate severely.
back, they should be aware that to leave, they should begin by Where the tributary enters the
the horses will not be able to travel crossing the Selintan river with river, a ferry barge is set up to tra-
at maximum speed. The terrain the help of the Rhennee barges or verse the two branches of the river.
will slow the horses to a walk in another suitable transport at the It is run by a man named Sorgil.
most locations along the way. wharf (see Chapter 4, GoF, and
Travelling on horseback will, how- Chapter 3,FFF). If not using The Ferry, Anyone?
ever, cut their travel time by 25%. City of Greyhawk boxed set, find a
suitable method of transport to get The barge operates on a simple
If the PCs travel on foot but take the party and their gear across the system of pulleys and ropes, and
a donkey or mule to carry gear, river. can accommodate two large ani-
they will increase their travel time mals and four human-size crea-
only slightly from their time on Down by the Riverside tures or eight humans. The barge
foot since they will not exhaust operator, a middle-aged man with
themselves as quickly. Once across the river, the journey thick grey hair, will greet the PCs
will be easy. Following the map, cheerfully, expecting them to need
Finally, the party should also re- they will need to travel along the his services. He will be most sur-
alize that, since the lair is under- river until they reach the first trib- prised that the party is planning to
ground, their animals will need to utary that enters the Selintan travel away from civilization and
be left out in the open while they River from the north. They then into the wilderness. He will warn
explore. The animals will be sub- must follow this stream to its end them that they “best be careful”
ject to the dangers of weather, wild and strike out into the wilderness. because of the “beasties, lotsa
animals, and thieves. beasties” that stalk the woods. If
A well-marked trail follows the asked for details of what type of
All these factors should influ- Selintan river until it forks. On this “beasties” he means, he will have
ence the decision of the PCs, but path, the party may encounter no knowledge of any specific ani-
the DM should allow them to make other groups of travellers, includ- mals or monsters, but has heard
their own choice. ing bands of gnomes. The trail is innumerable stories of the “crit-
ters that stalk the woods.”
If the PCs choose to go on horse-
back, Blasek will pick up his horse Should the PCs ask Sorgil about
from the Temple’s stables and ar-
range mounts for the PCs, if neces-
sary. The priests will not even think

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
nearest town. Sorgil is very super- Four of the orcs are armed with When the PCs reach the head of
stitious and set in his ways. halberds (Dmg ldlO), three carry the stream, they will notice that
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 (If the PCs ventured away from the
able to hear him muttering to him- The orcs will be discovered in water at any time earlier, they
self about the “critters and beast- the brush arguing over some would have noticed this at that
ies” and how “no sane person nearly worthless trinket. Their time.)
would ever wander that far from shouting and commotion will be
civilization.” sufficiently loud for them to miss If the PCs keep up a steady pace,
hearing the approach of the PCs. If they should arrive at this point by
“NOOne Goes That the PCs choose to attack them, and the end of the first day (assuming
win the fight, they will find noth- 10hours of travelling). If they took
way” ing of value on the orcs except for time to explore or had more
12 silver pieces. Their studded encounters than are detailed here,
The path that follows the northern leather armor is smelly and crum- they will fall short of this point be-
tributary is rough and obviously bling, and their weapons are rusty fore nightfall. The DM should pace
not well-travelled. It is wide and nicked, but could serve as the journey accordingly.
enough for only one horse and emergency replacements in a
rider or two men on foot. In many pinch. During the night, there is a 50%
places, trees overhang the trail in chance of a random encounter. If
such a way that the PCs must dis- Random Encounters the die roll indicates an encounter,
mount in order to pass. the DM should first use the follow-
D8 roll Encounter ing encounter in which the PCs
An assortment of wildlife can be will be attacked by a band of hob-
seen along this trail, including a ld3 Hill Giants goblins. If subsequent evenings in-
variety of small birds, great water ld8 ?kolls dicate random encounters, the DM
birds such as herons, squirrels, 1Manticore may refer to the random encoun-
rabbits, mice, and typical forest 2d8 Bandits ters table above.
creatures. Also present are the 2d6 Gnome Miners
grey hawks from which the region 1-2 ROCS Hobgoblins (8):AC 5; MV 9; HD
derives its name. These small but ld4 Human Hunters l+l;hp9,9,8,7,7,6,6,5;#ATl;
fierce hawks can be seen only from 3d6 Dwarves (survey- Dmg by weapon type: AL LE;
a distance or flying high overhead. ing) THACO 19.

A breed of small deer also inhabits The narrow path will continue to Five hobgoblins are armed with
this area; if the PCs wish to make a wind northward along the river. As morningstars (Dmg 2d4), and the
the PCs travel farther, they will be other three are armed with long
meal of such an animal, they will forced to dismount more and more swords (Dmg ld8). Their weapons
have little trouble snaring one or often because of the heavy tree are in excellent condition. Each
shooting it with bows and arrows. cover. hobgoblin carries 2-6 gp and 1-2
10-gp gems. They carry nothing
DM Notes: Begin checking for Wildlife will also become more else of value.
plentiful farther to the north. The
random encounters after the PCs PCs will notice more birds and After the hobgoblin attack, the
have begun travelling north along- small mammals along their path. night will pass uneventfully.
side the stream. Checks should be If they get close to the river, they
made four times per day, but the DM will also observe a great number of Are We There Yet?
needs to check only twice after the large fish. The forest in this area is
PCs turn to the north until they unspoiled and unaffected by any The party can get underway in the
encroachment of civilization. morning without incident. They
make camp for that evening. A roll will need to pay close attention to
of 5or 6on l d 6 indicates an encoun- If the PCs are on foot, the jour- the map to avoid getting lost. The
ney north to the head of the stream DM should check the PCs’ success
ter. Following are statistics for an at following the map after each
encounter with orcs; once this
encounter has been used, the DM
should refer to the table that follows.

20

landmark they pass; there is a secretly every turn to determine main. The rocks appear to be loose
whether the PCs pick up their own in many places, making a climb
15% chance that the party will trail. There is a 5% cumulative that much more dangerous.
lose its way each time it passes a chance per turn that the PCs find
landmark. The DM should roll per- their way again. If the PCs left any The bottom of the gorge is
centile dice each time the PCs set sort of trail markers (broken tree muddy and littered with rounded
out from a landmark to determine branches, slashes in tree bark, boulders and stones. Shallow pud-
whether they will find the next painted signs reading ‘We were dles of water are visible from the
landmark without becoming lost. here’),their chances of reorienting top of the gorge. It would appear to
themselves correctly are doubled. collect a great deal of water during
If the adventurers have the capa- heavy rains, accounting for the
bility for flight or levitation and The Gorge large amount of mud. At the bot-
take advantage of these abilities to tom of the gorge walls, the ground
gain a bird’s-eye view of the coun- After five hours of travel (assum- is littered with jagged rocks that
tryside, they have a 75% chance of ing that the PCs do not get lost), have fallen from the walls.
correctly reorienting themselves. the party finds the first landmark
They may attempt this as many on the map. It is a gorge about 50 Fortunately for the PCs, a stone
times as they have the capability yards across and 40 feet deep. It bridge spans the gorge. I t appears
to take to the air. If they attempt looks as if a river wound through
this before becoming lost or use a here many years ago, but has been to be old, but also appears to be of
wizard’s familiar to guide them, dry for many years since that time. sturdy dwarven construction. All
their chances of losing their way examinations reveal nothing sus-
are simply a 10%chance per day. The sides of the gorge are very picious or unsafe about the bridge.
steep and are impossible to climb It is built of huge blocks of rock
If the PCs are unable to get off down without the correct tools. taken from the surrounding area,
the ground, they must wander un- Even if a character reached the and is wide enough for three
til they find a landmark on the bottom safely, the problem of scal- human-size creatures to walk
map or a point they had been pre- ing the other side would still re- abreast. The sides of the bridge are
viously. Only then can they pick approximately 30” high. The PCs
u p their trail. The DM should roll 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
or 4-24 with boulder: S A spell, ani- other activity will cause the at-
The DM should be cautious not mate boulders as treants animate tacks to resume.
to arouse suspicion in the PCs with trees (AC0;MV 3;HD 9;Dmg 4d6);
respect to the bridge. The bridge is SD disappears into ground, MR If the party has no means to
completely ordinary in all re- 20%, immune to lightning and scale the gorge walls, they will be
spects. normal fire; AL N; THACO 11. forced to walk out of the gorge, fol-
Spells: (as 20th-level mages, once lowing the path that the river once
“They’reOnly Rocks” per day) move earth, passwall, made. It will require a minimum of
transmute rock to mud, and wall two hours to walk the three miles
Once the PCs have started across of stone. They can cast stone out of the gorge, regardless of the
the bridge, however, they will shape at will. direction of travel. Thejourney out
quickly change their minds about of the gorge will be difficult due to
its safety. The galeb duhr will wait until the rough terrain and the mud. All
the optimum number of PCs are on characters will be slowed to 50%of
The DM should wait until the the bridge, then will cast trans- their normal movement rate.
greatest number of PCs are on the mute rock to mud on the bridge.
bridge. If one character is sent The PCs will fall 30’to the muddy If the PCs travel toward the galeb
across as a scout and the rest of the bottom of the gorge. The DM duhr, the creatures will immedi-
party follows, wait until as many should roll 4d6 to determine fall- ately hide in their surroundings,
characters as possible are on the ing damage, but should assign watching the activities of the PCs.
bridge. If the PCs will cross the only half this number as damage
bridge in smaller groups, the DM to the PCs, thanks to the relatively Once the PCs have made their
should roll randomly to determine soft landing in the mud. way out of the gorge, it will be easy
which group of PCs is on the bridge to resume their journey simply by
when it dissolves! The DM should remember to roll travelling to the other side of the
falling damage for any animals gorge at the place where the bridge
The bridge is the work of two ga- that accompany the party. They once stood.
will suffer from the fall, but will not
leb duhr that live in the gorge be- be attacked in any other way. Once the PCs are ready to pro-
low. They have devised this trick ceed beyond the gorge, the DM
as a means to scare off miners and Once the PCs have landed, the should roll percentile dice to deter-
others who might defile their galeb duhr will each animate two mine whether the PCs will become
gorge. Galeb duhr feel, by nature, boulders and send them hurling lost on their way to the next land-
a sense of responsibility toward toward the PCs. The intention is mark (10%chance).
the safety of the rocks, boulders, not to kill the PCs, but to scare
and earth that make up their habi- them away from the gorge. These encounters are likely to
tat. When miners and treasure cause enough delay to prevent the
seekers began coming to this area The PCs will have no way of de- party from locating the lair by the
and disturbing the gorge, the galeb termining where the boulders are end of the third day of travel. Un-
duhr struck upon this plan to pre- less they are moving very quickly
e at or travel more than ten hours per
S€ will day, the PCs will be forced to camp
the out an additional night or two (pos-
hc ing sibly more) before reaching the
nc ne- lair. The DM should roll for a ran-
tk dom encounter as outlined previ-
llS0 ously for each night that the PCs
tk ove spend in the wilderness.
T ‘CS.
3 to Stone Faces
fli -to-
dis- The second landmark on the map
C( is a mountain pass marked by
ieir rocks that form two faces. Judging
te from the map, the PCs may esti-
in VaY mate that it lies about two hours
tl- the from the galeb duhrs’ gorge. If the
it gorge, tne gaierJ aunr will resume PCs pass between the correct two
tc their attacks. A s long as the PCs
tl-

22

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

23

gry look on its face softening, and booming message and return to its sound advice and should be an in-
it will deliver a message to the pal- hard, stony composition. teresting moment for the PCs.
adin. The deep, vibrating voice,
which makes the earth and rocks The message was indeed left by The rest of the journey through
rumble in the wake of the bass Mizaab via a magic mouth spell de- the gorge will pass uneventfully.
words, will shake the PCs off their signed to speak only for a paladin When the PCs emerge on the other
feet and upset the animals, seem- of St. Cuthbert. Mizaab had side of the mountains, the DM
ing. guessed that if the Falcon’s lair should again roll for the PCs
was sought, a paladin would be chances of getting lost.
“Mizaab sends you who have among the adventurers. He also
travelled long and hard a mes- made the message general enough PCStake a Swim
sage. All the animals of the so as not to arouse suspicion if a
woods and streams, of the for- paladin passed through who knew The third landmark the PCs will
ests and hills know this advice: nothing of the Falcon. need to find is a small creek that
Never follow a snake into her eventually joins a river that leads
lair, for only she knows the The message works only if a pal- to Lake Nyr Dyv. The DM should
twists and turns that it takes; adin of St. Cuthbert passes continue to roll for random
and only she knows where a through the gorge travelling from encounters as the PCs try to locate
trap may be laid and sprung. south to north. If talasek walks the creek.
travel safely and wisely, my back through the heads, nothing
friend, and heed this advice on will happen. But if he walks What looks like a creek on the
your journey to conquer evil.” through again in a northerly direc- map has had 60-odd years to grow
tion, the message will be repeated. into a rushing stream. The banks
When the message has con- are about 20’ high and the water
cluded, the giant face will return to If ’Ihlasek is not with the party varies in width between 30 and 50
the expression it wore before its yards. The PCs will need to find
for some reason, the DM should in- some way to get themselves and
vent a suitable reason for the any animals across the strong cur-
magic mouth to be activated. rent.
While the message is not integral
to the location of the lair, it is If the PCs walk up or down the
stream more than 100yards, 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 an
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!
SO Close, Yet SO Far 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 Once the PCs have made their way Wild blueberries and raspberries
considered to be anchor enough to across the stream, they will need grow in thickets in the woods and
keep the PC from being washed to find the next landmark in order at the base of the hills.
away. As soon as the PC makes a to orient themselves correctly with
subsequent Dexterity check (one the map. Since the terrain has Once past the hills, the PCs need
attempt per round), he is back on changed significantly in the years only wind past three more moun-
his feet thanks to the animal’s sta- since Mizaab drew the map, the tains before reaching the valley
bility. PCs will need to spend some time that holds the Falcon’s lair. The
determining where Mizaab in- terrain through the mountains is
When they are about halfway tended them to emerge from the nearly identical to the terrain past
across the stream, the PCs will stream. the Dragonback Hills. Large
encounter a swarm of water bee- stands of aspen and some pine
tles. The map indicates a ridge of low trees give way to wide, open mead-
hills which, according to Mizaab, ows, allowing for easy travel.
Water B e e t l e s (1-12):AC 3;MV 3 resemble the scales on a dragon’s
Sw 9; HD 4; #AT 1; Dmg 3-18;AL back. These hills will be visible to The Last Leg
Nil; THACO 17. any PC who makes an Intelligence
check to combine creative think- Read the following aloud to the
These six-foot-long insects hunt ing with visual acuity. The hills lie players:
food by scent and vibration and to the north and east of the stream.
will appear in hopes of an easy The map indicates that the PCs You enter a quiet, wooded val-
meal. They will show no prefer- must travel past the other side of ley tucked between a mountain
ence for the PCs over any animals these hills, then wind through and a high hill. I t almost seems
that may be present. three more mountains before ar- too peaceful and beautiful to be
riving at a valley between a deso- home to a vile creature like the
If a horse or mule is bitten, it will late mountain and a high hill. Falcon.
immediately bolt for the opposite
shore. If talasek’e horse is present, The DM should continue to roll A s you wind through the val-
it will be the only animal with a for random encounters until the ley, you observe many birds and
chance of being controlled (35% PCs reach the lair. The party will small mammals, as well as a few
chance if talasek attempts to calm have no other specific encounters deer and elk. Wildflowers and
it, but only a 5% chance if one of until they reach the mountain val- blueberry bushes grow thickly
the PCs tries to calm it).An animal ley. at the base of the slopes and up
that bolts will drag any PCs who the sides.
are roped to it through the water Dragonback Hills
with them. A successful Dexterity The map indicates that the
check will allow a dragged PC to As the PCs head north, they will lair entrance is on the northwest
maintain a grasp on his posses- need to turn east on the other side side of the hill. A s you round the
sions and avoid losing them in the of this string of hills, then continue hill, the scenery changes drasti-
current. PCs cannot attack while northeast along the base of their cally.
tied to a bolting animal. slope. travelling through here will
be relatively easy thanks to the The fertile, colorful scenery
If two PCs are roped to a horse, level, grassy ground and the lack gives way to a dreary, desolate
the horse will move at its normal of heavy woods. Large stands of landscape. The ground is damp
rate less the water resistance. If birch and aspen trees are scattered and soggy, and the wildflowers
three PCs are roped to a horse, the up the hillsides and across the val- are replaced by mosses and li-
horse will be slowed 50%.If four or ley, but are not thick enough to im- chens. You realize that that the
more PCs are tied to a horse, the pede movement. The PCs can sun never touches this part of
horse will feel the pull of this easily navigate around the wooded the hill, due to its own move-
weight and rear repeatedly in an areas. The woods will make good ment and the shadow cast by
attempt to flee and fight the cover, however, should the PCs the neighboring mountain.
weight.
At the top of the hill, trees and
PCs who make it to shore will
have escaped the beetles. Due to

25

brush cover the slope where the A Nice Place to Visit? The DM should allow the PCs
mountain’s shadow cannot time to decide what their strategy
reach. But below this, all is a Once the PCs have completed their will be. If they examine the foot-
wasteland. Water trickles down search and are sufficiently misera- prints, they will find the tracks of
the slope, forming ruts and gul- ble, read them the following pas- rats and moles, and a variety of
lies. Puddles and pools form un- sage: prints that they cannot identify.
der rocks and boulders and
anywhere the ground is level You suddenly notice a large If the PCs search for other en-
enough to catch moisture. crevice in the side of the hill. At trances, they will find none except
Frogs, toads, and salamanders first, it appears to be another for a few rat holes and animal bur-
hop and slither from puddle to gully caused by the running wa- rows that litter the entire side of
puddle. Clouds of gnats and ter. But as you investigate, you the hill. The PCs should surmise
mosquitos can be seek rising realize that the crevice cuts that most of these are unlikely to
from some of the larger puddles. deep into the hillside. connect with the lair, especially
those farthest away.
The PCs will need to search for The opening is overgrown
the lair entrance for one hour plus with mosses and trailing vines. N o clues or other indications of
l d 6 turns. The DM should make Footprints from a variety of ani- the types of life in the lair will be
this effort as uncomfortable as pos- mals can be detected in the mud found. The PCs must venture in
sible, including encounters with in front of the opening. It ap- and discover this for themselves.
various small reptiles and amphib- pears that a certain amount of
ians, and Dexterity checks from animal traffic passes through Once the PCs are ready to enter
the PCs to avoid slipping on the here on a regular basis. How- the lair, the DM should proceed
soggy ground or sinking ankle- ever, the fast-growing mosses with Chapter 4.
deep into the mud. manage to replenish themselves
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 nel are packed earth, but the
In order to be aware of the activi- lair originally, she carved out the floor is muddy and quite slip-
ties that take place in the city main entrance asa decoy,realizing pery. Mosses and fungi cling to
while the PCs are away, the DM that an assortment of monsters the walls and ceiling in some
should read Chapter 5 before guid- would probably move in. This places. Some spots are notice-
ing the PCs through the Falcon’s suited her plans well, knowing ably bare as a result of someone
lair. He should reread Chapter 5 that the monsters would serve as or something tearing the fungus
when the PCs return to the city in excellent sentries for keeping out 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- The tunnel winds inward for
and in order to most effectively sters, but only to let them know about 60‘. About every ten feet,
role-play the situation. who was boss and to ensure her small holes appear in the tunnel
own safe passage when it was wall, varying in height between six
The Falcon has two secret en- needed. and fourteen inches. All the holes
trances to the lair that the PCs will are dirty and some are covered
not discover. These were her per- This also worked to her advan- with cobwebs; they appear to be
sonal escape routes and were also tage during her imprisonment, rat holes that burrow farther into
used in situations when she was since the monsters who had the hillside.
weak or unable to change form moved in effectively served as
(i.e., she had used up her ability to guards while she was gone. Her 2 The Foyer: The tunnel fi-
shapechange for the day) but personal areas of the lair have nally opens into a rocky chamber.
needed to enter her lair. been untouched throughout her The walls and ceiling are slimy
absence. and slippery-looking,and the floor
Both these entrances are far up is nothing more than a sea of mud
the hillside, out of the desolate ar- The lair is divided into two lay- with a few rank puddles. There are
eas. They are on the part of the hill ers. The top layer is the decoy, and no detectable footprints in the
that grows as a normal hardwood the bottom layer contains the Fal- slimy mud.
forest, out of the shadow of the con’s personal rooms. The en-
mountain. trances to these rooms are so The cave is roughly 60’ across,
well-concealed that they have not 30’ high, and 50’ wide, forming a
One of the Falcon’s first tasks been disturbed. The PCs’ adven- fat oval. l k o openings are visible
upon returning to her lair will be to tures will begin at the tunnel en- on the opposite wall across the
check and repair these secret en- trance. cave: one leading to the right and
trances. She is careful to give her- another to the left. Eight more of
self a n escape route, even though 1. Tunnel Entrance: Read the the small “rat holes” are visible
she cannot imagine anyone find- followingto the PCs when they are around the perimeter of the cave.
ing her out here. Her paranoia ready to enter the crevice:
sometimes gets the better of her. Welcoming Committee
You part the vines and tear
The first entrance is a huge, hol- down some mosses to reveal a Before the PCs have a chance to
low oak tree farther up the moun- five-foot-high opening in the traverse the sea of mud and choose
tain from the main crevice. hillside. Roots trail down from the right or left tunnel, two oty-
Beneath the oak, a long tunnel the top of the opening, and ughs will lumber out of the left tun-
winds through the earth and into slimy grey mushrooms grow on nel to attack the PCs.
her private quarters. This en- the sides and floor of the gaping
trance allowed her to enter the lair hole. Otyughs (2):AC 3;MV 6;HD 8;hp
in her falcon form without arous- 60,56;#AT3;Dmg 1-8/1-8/2-5;S A
ing suspicion. You step into a tunnel en- grab, disease; SD never surprised;
trance that smells like a fetid AL N; THACO 13.
The second entrance is a large swamp. Even the sewers of
hole in the midst of a briar patch. Greyhawk smelled better than
This allowed the Falcon to enter this place!
the lair in her natural naga form.

She rarely used the main crev-

27

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

will attempt to “store” their vic- an opponent to impale himself on begins to handle them, they will
9 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-ropesim- 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
rimeters and on both ends. PCs jermlaine, this will present an in- The jermlaine’s tunnels are
struck by the end of a log suffer teresting role-playingopportunity. quite complex and twisting. Many
l d 8 points of damage from the The jermlaine will strip the PCs of of the tunnels double back or turn
force of the log and an additional numerous corners, connecting to
l d 4 points from the spikes. all possessions and bind and gag other tunnels before reaching any
sort of living area. The PCs will
Characters who miss their Dex- them, leaving them until they can need to remember that, if they
terity checks take damage as de- be consumed at a later time. The penetrate the tunnel network, not
scribed above. If a character rolls PCs will have no more than 2d4 only will they run the risk of get-
his Dexterity check successfully, turns in which to escape their ting lost, but they will be forced to
that character suffers l d 6 grazing bonds before the jermlaine will re- fight lying on their stomachs un-
damage from the spikes on the turn to select a PC for their next
logs slashing past him. meal. The PCs will also be faced less they have some way of reduc-
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 DM should select a 20-foot to retrieve their possessions. Any The jermlaine have also devised
band across the width of the cave food that the PCs may have carried a clever concealment for their tun-
as the paths of the two logs) must will not be found. nels. In each tunnel leading from
the main caves, thejermlaine 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 sage to the personal sections of
from the mouths of tunnels open- and game are delivered following a each jermlaine and also as another
ing onto caves 1,2, and 22. hunting trip. Food is divided, ani- area for work or socializing. I t is al-
mals are butchered, and the refuse ways occupied during the day, but
These curtains are constructed of is separated in this room. From is only occupied 10%of the eve-
heavy fabric “borrowed” from pre- here, everything is carried off to its ning hours.
vious victims. The curtains are appropriate destination; some
smeared with mud in order for food goes to the rats and the jerm- 7-17. Jermlaine dwellings:
them to match the surrounding laine, and the trash is delivered to These are the personal living quar-
stone walls. The jermlaine have the otyughs. ters of jermlaine. Each family has
sewn a strip of cloth along the bot- its own chamber where its mem-
tom edge of each curtain to form a This cave is almost always occu- bers sleep and store personal
casing, and have filled these with pied in the early morning and eve- items.
sand or dirt. This helps to ensure ning, while it is usually empty
that the curtains will not blow in a during the middle of the The living quarters are cluttered
breeze and aids in the camouflage day. It is always empty at night. and filthy. Dirty, baggy jermlaine
effort. clothing is strewn about, and rem-
4. Rats’ Stable: This cave nants of recent meals and dung are
Pets serves as a stable for the rats that not uncommon in these areas.
live with the jermlaine. Piles of
The jermlaine share their minia- weeds, rags, dung, and other filth Each family will have its trea-
ture tunnels with 3d6 giant rats lie about the cave to serve as beds sure stashed somewhere in the
that they cooperate with in all pur- (of a sort) for the rats. The area cave, generally hidden in a crack
poses: hunting, defense, carrying probably would never be cleaned in the wall or floor, in a concealed
goods, and daily life-sustaining were it not for the need to feed the hole in the floor, under a heap of
needs. otyughs. If the jermlaine need rubbish, or some other inconspic-
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.
tunnels, but if needed, the jerm- SP.
laine will release the rats into the N o treasure will be found in the Nothing else of value will be
battle. Since they are dependent stable; the jermlaine cleverly sort
on each other for survival, both the this out when they clean the cave. found in these family chambers.
rats and the jermlaine will do their The crude jermlaine furniture and
best to defend each other and pull If anyone other than a “normal” clothing have no value due to their
the wounded from the fray. resident of this tunnel system en- small size and poor condition.
ters the entry tunnel, the rats will
Giant Rats (3d6):AC 7; MV 12 be instantly aware of their pres- At night, there are always jerm-
Sw 6; HD 1-4hp; #AT 1;Dmg 1-3; ence. They will begin to squeak laine in their dwellings. During the
S A Disease; S D Nil; AL N; THACO faintly in order to alert or awaken day, there is a 75% chance of en-
20. the jermlaine, but will do so qui- countering jermlaine in these
etly enough so as not to alert the chambers.
Jermlaine Manor intruders. The otyughs’ limited
telepathic abilities will also allow 18. Storage Area: This cave
3. Staging Area: This area is them to sense the squeaking and holds all kinds of tools, junk, and
where the jermlaine gather prior to prepare for an attack. foodstuffs. Anything that a jerm-
hunting and gathering trips. They laine could consider useful may be
are extremely organized, and a 5. Gathering Area: The jerm- found here: old bones, rusty weap-
chief or elder will lead each expedi- laine use this cave for meetings to ons taken from victims but too
tion. I t is here that they check discuss hunting, battles, and the large for the jermlaine to wield,
weapons before going out and take lair. It is also used for food prepara- rusty and battered armor, various
a head count of the party. Thejerm- tion and various other daily activi- tools taken from victims, back-
laine have prevented many losses ties. This cave is occupied at all packs, sacks, torn clothing, ani-
hours of the day, but is empty at mal pelts, feathers, teeth (both
night. animal and humanoid), and a
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
daylight hours. nothing more than a page of orga- potion of fire resistance; potion
nized doodles to anyone other ofinvisibility; oil ofslipperiness;
19. Treasure Vault: The clan than a jermlaine. potion of speed; potion of rain-
of jermlaine keep this well- bow hues.
guarded cave to protect a variety of The contents of the vault are as
money and treasure. A large por- follows: Three wands, two rings (gp
tion of the spoils from a battle are value 500 each), and one staff that
stored here, since the jermlaine 1,500 cp are drained of all magical energy
sometimes need to barter for items 800 sp can also be found here. From their
with the outside world. design, a mage might guess that
50 PP they held magical properties at
The twists, turns, and tight 18 gems (gp values: 500 (x2), one time, but no longer. Since
squeezes that lead to this vault are 400 (x4),300 (x2),250 (x3),200 many magical items are destroyed
unlikely to be penetrated by hu- (x2),100 (x 5) when all charges are used, the
manoids. Only the smallest of the mage might infer that some other
adult jermlaine are able to navi- Three scrolls bt:aring the follow- event drained the magic from
gate this passage; sometimes the these items. Some jermlaine pos-
younger jermlaine are required to .ing spells: sess the natural ability to drain the
wriggle down the tunnel to the whispering wind,1 magical energy from magical
treasure room. items, and this is what has hap-
I. pened to these'items.
The elders keep a written record 1:-1-1Av"l:l3.:1l:u+-l-l l L y ,
of every item that is added to or
taken from the vault. The record is haste
generally accurate, but will be un-
2. water breathing, mass-

morph, polymorph self,remove

curse

3. aid, cure disease, cure seri-

ous wounds, neutralize poison

31

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

32

22. GatheringArea: 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
through, the trolls carry some of All these areas smell as bad as Yet Another Ambush
their garbage out to the otyughs, #22,thanks to the lack of fresh air,
dumping it into room 2. The jerm- damp, dripping walls, and the When the trolls become aware of
laine sometimes pick through this large amounts of garbage. Fortu- the PCs’ presence, they will wait
trash for anything they might per- nately, there are no rats in these until the PCs enter their caves. Al-
ceive as useful. caves; the trolls keep the rodent though trolls are not very intelli-
population down with their fre- gent, they have worked out a plan
Any treasure that the jermlaine quent meals. for dealing with trespassers in
may have scavenged from the their lair. Any trolls in area E will
trolls appears in the description of Throughout these caves is scat- hide in the farthest corner until the
the jermlaine’s lair. treasure be- tered the trolls’ treasure. PCs will PCs approach. When the PCs
longing to the trolls is listed in the need to search all of the caves in or- reach the point between caves D
descriptions of the following areas. der to find the treasures described and E, the trolls in caves A, B, and
here. If they do not, the DM should C will rush toward the PCs’ backs
If PCs choose to pick through the reduce the amounts proportion- so that they are trapped between
trash in search of treasure, they will ately to reflect the PCs’ efforts in two groups of trolls. If no trolls are
find nothing more than rusty tools searching for treasure. in cave E, the remaining trolls will
and weapons, filthy,worn-out cloth-
ing, bones, and rotting garbage.

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
cave C before room E, the same ba- AL NE: THACO 20.
sic plan will take place, but the PCs
will be ambushed in the center of You’ve splashed into a strange The yphoz will attack only those
cave C.
underground cave. The walls, PCs who are in the water. Since
The jermlaine have several tun-
nels connecting to these caves, but ceiling, and floors are all wet their movement is slowed on land,
take care not to be discovered due to water seeping from the these creatures only attack if pro-
when snooping in the trolls’ be-
longings. If the PCs did not investi- surface. voked while they are on land.
gate the jermlaine lair, the
jermlaine will try to attack the PCs Some of you have landed in a The yphoz will cease their at-
throughout the lair. If the DM de-
sires, he can surprise the PCs at pool of putrid water. The pool is tacks on any creatures who are
any time with an attack of the
jermlaine through their miniature roughly 30’ across, 35’ wide, pulled from the water. Any yphoz
tunnels.
and is at least 40’deep. (PCswill that are attached to a PC, however,
24. “Unwanted Bath”: The
entrance to the tunnel leading to not know the exact depth unless will continue to attack until pried
this area is wet and muddy, but ap-
pears passable. PCs will be forced they swim or sink to the bot- from their victim.
to make a Dexterity Check (at half
normal ability) about ten feet into tom.) You can hear the water
the tunnel at the first hairpin turn
(seemap). At this point, the tunnel dripping occasionally into the Anyone who landed in the water
floor becomes extremely slippery
due to surface water seeping into pool, but the cave is otherwise will need help to crawl over the
the earth and along these walls.
The walls are also slippery and silent. slippery side of the pool and onto
slimy, contributing to the lowered
chances of passing a Dexterity It may be silent, but it is not “dry” land. The DM should con-
check.
without odor. The smell of stag- sider the encumbrance of armor
Any PCs who miss their checks
will slip down the tunnel, which nant, putrid water assaults your carefully: any characters wearing
descends steeply into the cave be-
low. Any PC who is in front of a PC nostrils. You don’t think you’ve plate mail or plate armor will need
who misses the check will be
swept along by the character be- ever smelled anything worse. the help of at least two persons and
hind him (no chance to avoid).
The walls of the cave look may need to remove some armor
At the bottom of the “slide,” the
PCs will find themselves in a wet, strange. You can see that this is in order to escape the pool.
dripping, slimy cave. A s PCs hit
bottom, they should make another a natural cave cut into the same Escaping this room is another
Dexterity check to avoid being!
swept into the pool of water before rock as in other parts of the matter. The tunnel sloping into the
them.
cave. But something is peculiar room runs at approximately a 45
Lanterns or torches carried by
any character swept into the poolI about the way it reflects degree angle. The walls are cov-
will be immediately extinguished.
PCs may maintain their grip on torchlight-the light seems to ered with gummy slime and the
held items with another Dexterity
check. penetrate the outer layer of floor is too slippery to walk on nor-

rock, causing the walls to virtu- mally. The DM should use his best

ally glow. judgement at determining the

PCs’ success at escaping the yphoz

If anyone touches the walls, read room.

the following. 25. Jungle tunnel This long

tunnel winds into the mountain

The walls feel strangely and seems to go on forever into the
gummy, almost rubbery. You’ve darkness. The air is cool and damp
never seen rock like this in here, but the walls are relatively
before-but the gumminess dry. Smalltunnels belonging to the
isn’t part of the rock. It’s a layer jermlaine pepper the sides of the
of dried goo that covers all the tunnel wall.
Finally, the main tunnel
walls in this cave. It can be
branches into two identical tun-
Iscraped off easily with only a fin nels. There is no indication which
gernail. .- route the PCs should take.

..-The PCs will have three rouncd s The right tunnel twists to the
“ ~ r -learntn t r x r tn right into a tight loop and stops in
uavhvunciit tcIshblleir a i .
LA, Lv luulII a dead end after about eighty feet.
The PCs will find nothing in this
roundings before the yphoz at- tunnel.

tack. Consult the “New Monsters” The left tunnel continues to
twist, then the ceiling begins to
section at the end of this adventure

for a complete description.

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
forced to crawl on their hands and size and strength after about two nels to investigate before the
knees. The ceilingreaches a height weeks. strangleweed blocked the tunnels,
of only four feet and then levels off. and discovered the doors (andwith
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
five feet into the vines. through a scrap of cloth or cover Once the PCs pass the swinging
their heads with a cloak or other doors, they reach a dead end. A se-
While the vines appear ordi- wrap. cret door is concealed at the end of
nary (thoughtheir odor is repul- the tunnel.
sive), the floor throughout this This tunnel slopes downward,
low tunnel is littered with the although the PCs may not notice Beyond the secret door is an-
bones of animals, humanoids, the slope due to the change in ceil- other long tunnel that travels in
and jermlaine. The vines hang ing height. It slopes down a total of opposite directions. The tunnel to
limply overhead, growing 40 feet to the Falcon’s lower level. the right contains two more swing-
strangelv despite the lack of nat- ing doors (both with fire trap
ural light Which way? spells) and leads to the Falcon’s
laboratory.
vine-filled cave, the first person Beyond the tunnel that is home to
into the tunnel will be attacked by the strangleweed, the ceiling again 26. Laboratory: The Falcon
the strangleweed (see “New Mon- rises to 15 feet. After 120 feet, the constructed this laboratory for
sters’’ in the appendix following tunnel branches into five pas- magical research and work on poi-
this adventure for a more detailed sages. sons, as well as experimentation
description). on her victims. The stench in this
Allow the PCs to choose the room is potent and nauseating,
Strangleweed: AC Special: MV 0; branch that they wish to follow. and any PCs who enter must make
HD 1: #AT 1; Dmg Special: S A poi- Through trial and error, they will a saving throw vs. poison or suc-
son, grapple: AL N; THACO spe- eventually find branch B (see cumb to nausea. A PC who exits
cial. map). None of the other tunnels the lab and stays clear of the
here-A, C, D, & E- are anything stench will recover from the nau-
The strangleweed will not attack more than tunnels that will con- sea in ld4 rounds, but must make
until a PC is five feet into the tun- fuse the PCs or hinder their prog- another saving throw to enter the
nel. It will then begin to thrash and ress (though the DM is invited to lab again.
attempt to grapple the PC. make these areas more dangerous
if the PCs appear to be “breezing” A wizard-locked door leads to a
Other adventurers who attempt through the adventure). lab containing an amazing variety
to pull the trapped PC to freedom of beakers, bottles, tubes, pipettes,
also run the risk of being pulled Approximately 50 feet into tun- burners, and elaborate stills on iron
nel B, the PCs will find a pair of stands. At one time, this must have
into the strangleweed. two PCs swinging doors. The doors are been a busy laboratory filled with
working together have a 50% mounted on opposite sides of the bubbling experiments. Now the
tunnel and swing both forward glassware stands empty, with the
chance of pulling a character to and backward. The doors are ordi- dried and crusted remains of its
freedom, but take damage them- nary and offer the PCs no resist- former work lining the bottoms of
selves in the process. ance. the containers.

If the PCs attempt to burn the Every ten feet down this tunnel All the glassware is in usable but
is another pair of doors. The first filthy condition. I t could be sold a t
weed out of the tunnel, they can ig- five pairs are ordinary and present a price equal to 75% of the value of
no problem for the PCs. similar new equipment if scrubbed
nite it in l d 6 rounds. They will be thoroughly.
driven out of the tunnel for ld 6 The five remaining pairs of doors
turns until the acrid, stinging will provide the PCs with a sur- A few of the Falcon’s books re-
smoke clears. Although the weed prise: each pair of doors is mained intact, but she did not take
will appear to be dead, it will only equipped with a fire trap, placed them since they would not benefit

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
some things behind and return found in any of these drawers ex- three tunnels. two of these, tun-
later to put things in order and sal- cept for a single gold ring, stored in
vage the remainder of her belong- the only drawer protected by a fire nels F and H, are dead ends, in-
ings. trap. The ring is fashioned to re- tended to confuse any would-be
semble a snake biting its tail, and intruders. tunnel H contains six
The four remaining books de- its eyes are set with two tiny black more of the swinging doors with
scribe spell components, herbs, in- stones. It is not magical, but is fire traps When the PCs choose
cantations, and laboratory worth 1,000gp. A successful intel- branch G, it will appear be a dead
techniques. They are musty, but ligence check by any mage will end as well. However, it has a se-
still serviceable. Although they suggest that the ring was intended cret door leading to the Falcon's
would not demand top values for to be enchanted at some future private quarters.
resale, any mage in the party date, based on its high quality.
should find use for them. Through the secret door is yet
Nothing in this room detects as another tunnel that travels in op-
All spell components and potion magical. The Falcon was not suc- posing directions. The branch to
ingredients have deteriorated and cessful at creating more than a few the right goes through two more
are useless. A row of small cages potions and scrolls, and she has al- trapped (firetrap)doors to the Nest
along one wall contains the car- ready removed those. She lacked Room (see description below). The
the patience to maintain her re- tunnel to the left leads to another
casses and remains of small ani- search for very long. Coupled with dead end, to the Naga Room, and
mals that the Falcon had captured her inexperience, she was never to the Falcon's favorite private
for her experiments. chamber (where she resides when
in human form).
A large cabinet on one wall holds

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 PCs reach this point. She has side is lined with brittle, crum- The Falcon uses this room the
had time to rest, regain her spells, bling feathers. least, preferring her other forms
and gather some belongings that over her natural form. Nonethe-
survived her absence. Her The nest is in poor condition. less, it is furnished and appointed
spellbooks also survived intact, as The PCs may notice that even the to the last detail.
well as a few other minor items. weight of the intended occupant
would probably crush the brittle The front portion of this cham-
She has been aware of the PCs’ twigs and cause the nest to col- ber is something of a sitting room.
presence, but has not concerned lapse. The ceilings here are 15’high, and
herself with chasing them from the floors are polished to a glass-
the lair or attacking them. She The entire room is filthy and has like smoothness. The walls are
knew that the monsters on the obviously not been entered in chiseled in a randomly faceted pat-
higher level of the lair would keep many years. Cobwebs cover most tern that reflects light, causing it
the PCs busy, and, if threatened, of the walls and ceiling, and some to sparkle about the room. Five or-
she could rely on her escape routes large spiderwebs weave along the nate but damaged tapestries hang
to ensure her safety. floor and up the walls and the side from the walls. At one time, they
of the pedestal. would have been worth thousands
The falcon’sChambers of gold pieces. Now, they are dam-
The PCs will notice, however, aged and rotted by years of damp-
The Falcon has designed three that a portion of the ceiling has ness and dripping walls.
separate private quarters for been wiped clean of webs and dirt,
herself-one for each of her favor- revealing the star field. The Falcon If the PCs examine the tapestries,
ite forms. Each is designed down has indeed been here and wiped they will notice that they depict
to the last detail for her maximum away some of the dirt to see the scenes involving snakes. In all the
comfort and convenience. condition of the paint. Eventually, images, the snakes are conquering
she plans to bring slaves or cult or in control of humans; in one, a
27. The Nest: The first of the Fal- members to the lair to tend to her
con’s rooms is a circular, 10‘wide, chambers. snake holds court surrounded by
30’tall chamber containing a giant human slaves; in another, an army
bird’s nest. The room and its door- The PCs will also notice a hole in of snakes takes over a village of tem-
way are sufficiently large to admit the ceiling that leads to a long tun- fied humans and elves; in a third, a
a human, b u t the nest is con- nel. Inside the tunnel is a small giant snake winds through a village,
structed to accommodate a large ledge, so placed to allow the Falcon jaws open, devouring anyone in his
falcon. I t sits about ten feet off the to fly up to the ledge, then take path. The fourth tapestry depicts a
floor, atop a cylindrical pedestal flight (or shapechange into her court of human-size snakes passing
the same width as the nest, in the naga form and slither) up to the judgement on a party of human ad-
center of the room. The cylinder tunnel and through the hollow oak
appears to have been hewn di- escape route described earlier in venturers. In the fifth tapestry, a gi-
rectly from the stone that makes this chapter.
up the entire cavern. ant snake oversees thousands of
Nothing of value will be found in human slaves who work at building
The domed ceiling above is this room. In her avian form, the an enormous palace.
flecked with white spots, which Falcon had little use for posses-
the PCs may correctly assume are sions and consequently kept noth- The Falcon took great delight in
meant to represent stars. Al- ing nearby. these tapestries: in her mind,
though the Falcon is far from ro- these depicted the way life. should
mantic, she enjoys the sense of 28. The N a g a Room: This be. She often used this room for
power she gains from her shape- chamber is where the Falcon lives comfort and motivation in times of
changing abilities and seeks ways in her natural naga form. A nar- frustration.
to enjoy those powers whenever row, 3’wide passage is the only en-
possible. This room allowed her to try to this room, twisting and At the middle of this room, about
fully experience her falcon form. turning through the rock. The 30’ from the passageway entry,
walls in this passage have been stands a large stone table. Eight
chiseled nearly smooth. A t the end normal chairs surround the table.
of the passage leading to this At one end of the oval table is a low
platform topped with a wide, black
leather pillow. This is the Falcon’s
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
chairs are rickety and will collapse kept an assortment of robes, night- Nothing else of value will be
under the weight of anyone who gowns, scarves, and shawls. All found in this room. The Falcon
sits on them. The pillow is crum- these are made of silk, satin, and never stored money or treasure
bling and mildewed, but the plat- linen, but have no value and can- here since her naga form did not al-
form beneath it, a stone cylinder, is not even be worn due to the deteri- low her to easily use such items.
in excellent condition. oration they have suffered. Across
the top of the dresser are a dozen If the PCs move the giant pillow
Although the Falcon rarely (if bottles of perfumes and aromatic that serves as the naga’s bed, they
ever) had visitors to her lair, she will discover a round slab of stone
nonetheless created rooms such as oils. The contents have gone ran- beneath the bed. The stone, about
this in the event of secret meetings cid or evaporated, but the bottles one inch in thickness, conceals a
or visitors she needed to impress are intact and six of them are fine secret tunnel that winds through
with her powers and her “empire.” crystal (worth about 100 gp each). the earth and exits onto the hill-
The others are ordinary glass, per- side. This served as as escape
Beyond the table, around the fectly functional, and worth only 5 route in the event the Falcon ever
curve in the room, a black curtain gp altogether. needed a quick exit. It also served
divides the chamber into two sec- as a secret entrance when the Fal-
tions. The rear portion holds the Also on the dresser are an assort- con did not (or could not) shape-
Falcon’ssleeping chamber. The di- ment of combs, brushes, hand ‘change and enter the caves
viding curtain is also mildewed mirrors, cosmetics, and hair pins. normally.
and crumbling, now more a row of These are of a variety of materials
hanging shreds of cloth than a ranging from fine silver to tortoise The tunnel is no more than 18
satin curtain. shell and wood. Only one set (mir- inches in diameter, sufficient for
ror, comb, and brush) is in saleable the naga to easily crawl into or out
Behind the curtain lie the Fal- condition, and might bring about of the lair in either direction. The
con’s bed and some personal be- tunnel is remarkably clean for its
longings. Nothing in these rooms 75 gP. many years of disuse; one of the
has been touched in almost 60 Falcon’s first tasks upon her re-
years, since the Falcon never ex- On the wall opposite the dresser turn was to cast a fireball spell
pected to be imprisoned. All her is a curved sofa made of black down the tunnel to clean it out in
possessions are exactly as she left leather and measuring 20’ in case she needed to escape. By
them on her last visit except for length. The sofa is so large that the dropping the stone cover over the
any items she may have taken be- entire party of PCs will be able to hole after casting the spell, she
fore the PCs’ arrival at the lair. sit on it at one time if they desire. prevented flames from shooting
There is nothing unusual about back into her chamber.
The sleeping quarters of the the sofa, nothing is hidden or lost
naga are spacious, and one can in its cushions, and it is in poor If the PCs attempt to enter this
easily guess that the owner of this condition like most of the other hole, they will be forced to crawl on
room craved opulence, although their stomachs and will risk a 50%
her taste in decor was question- items in these rooms. If all the PCs chance of getting stuck for each
able. The bed, a fifteen-footdiame- decide to sit on the sofa at one round that they attemptsto tra-
ter black satin pillow, lies next to time, it will promptly collapse be- verse the tunnel. The DM should
the opposite wall. A ceiling-high neath them. adjust this percentage for the sizes
mirror hangs on the wall behind of PCs larger or smaller than an av-
the round bed, matching the bed’s Next to the sofa is a stone table erage human.
width. Another mirror, its ornate bearing a metal tray and six crys-
frame carved like twisting snakes, tal goblets. The tray has rusted The tunnel, with all its twists
hangs just inside the dividing cur- and is worthless, but the goblets and turns, is roughly 100 yards
tain. This mirror measures 4‘wide are in good condition (despite a long and opens onto the hillside far
and 10‘high. Both mirrors are in- heavy layer of grime) and are to the north of the main entrance
tact but are dirty and covered with worth 25 gp each. and high up the mountain (see de-
cobwebs. The mirrors are both or- scription earlier in this chapter).
dinary and should give the PCs Everything in these rooms is
some idea of the extent of the Fal- covered in the grime of 60 years of
con’s vanity. neglect, and all fabrics have mil-
dewed or rotted to the point of use-
lessness. The only things that
have retained their quality are

38

Fit For a Queen will crumble from rot if moved. teriorated or succumbed to the ef-
fects of moisture and dampness.
A wide wooden door separates Upon examination, the PCs will
find that the bookcase is lined with
These are the rooms used by the these two rooms from the rear por- hammered metal panels to keep
Falcon when in her human form. It tion of the Falcon’s apartment. out moisture.
the largest and Thisis mnst elnhnrate nf-*-------I--I---_- door is also wizard locked,
but it is in poor condition like The desk in this room has three
her three persoinal chambers. drawers containing moldy paper
everything in these caves. The and parchment, some dried-up
This area of 1the Falcon’s lair is door will splinter and crumble eas- inkwells, and some crumbling
divided into rooms resembling a ily due to its rotted condition. quill pens. Some faded black can-
small apartmenit. The entrance to dles and a tinderbox and flint can
also be found in one ofthe drawers.
this area is a sec:ret door protected 29C. Private Study: This is
If any notes, journals, or re-
by a wizard loclk spell. search work were in the desk, the
These four rooms are con- the Falcon’s personal work room. PCs may correctly guess that the
structed similatrly to the naga’s It contains a desk, a long table, a Falcon took all these things with
den, with smoolth floors and chis- bookcase with locked glass doors her.
eled, reflectivc: walls. Some of (the glass is protected by a glas-
these caverns were iormed natu- steel spell; she stole the panes of 29D. Bed Chamber: Beyond
rally, but were excavated and fin- glass from another wizard), two the Falcon’s study is the bedroom
chairs, and a variety of scientific that she used when in human
ished by the Falcon’s slaves. form. The most striking feature in
equipment. Like the other rooms, this room is the enormous
wrought iron four-poster bed.
29A. Living Area: The first this one is grimy and musty.
The most interesting items in The Falcon had this bed spe-
room beyond the door is a comfort- this room are the books inside the cially created by a blacksmith who
ably furnished (but sorely deterio- glass case. The PCs will notice that was a member of the cult. The
rated) living room. I t contains a the grime on the glass and the lock posts resemble long, slender tree
sofa similar to the one in the naga’s branches and are circled with two
have been disturbed recently, and snakes entwined about each
room as well as four stuffed chairs they may correctly surmise that branch. The bed is large enough
and an assortment of large pillows the Falcon has been here. for four humans to sleep comfort-
stacked against the walls. A 15‘ ably. The stuffed mattress is crum-
snake carved of wood hangs on the The Falcon has placed another bling, its contents spilling onto the
wall over the sofa. Everything in firetrap on the bookcase. The lock floor.

this room is mildewed and rotted on the bookcase is functional, but An eight-foot-long dresser sits
slightly rusted, reducing the against one wall of this room.
beyond use. Above the dresser, hanging on the
chance to pick the lock by 15%. wall, is a mirror, eight feet long and
five feet high. The mirror is ordi-
29B. Gathering Area: Behind The keys to the lock are nowhere nary and is covered with grime,
in the room. but it has been wiped clean in a
the living room is an area that large area (presumably by the Fal-
could double as a dining room and The books are all ordinary and con).
meeting room. I t contains a long range in subject from the history of
table constructed of a wooden the City of Greyhawk to scientific An assortment of bottles and
framework of legs topped with a manuals about snakes, reptiles, groomingaidsclutter the top of the
thin, black stone slab. Ten chairs and plants. One tome is a collec- dresser. In human form, the Fal-
surround the table. The slightest tion of essays about dragons. Sev- con chooses to wear black hair that
jostle will cause the rotted table eral books describe the worship of hangs down to her waist. A variety
legs to collapse under the weight of Iuz, and another is propaganda of brushes (mostly deteriorated)
the tabletop, sending everything about the “evil” of St. Cuthbert. and hair pins and combs cover
crashing to the floor and cracking more of the dresser top. ’Aventy
the stone top. The chairs are also An obvious bare space in the bottles that once held perfumes
fragile and will not support the bookcase will tip off the PCs that and scented oils are also on the
weight of anyone who sits on something is missing. Any mages
them. in the party may correctly guess,
judging from the size of the space,
’Avo wooden snakes similar to the Falcon’s spellbookswere prob-
that in the living room hang on op- ably stored here. It is impossible to
posite walls of this room, and a tell, however, how many books
carved wooden statue of a cobra, were once stored here.
poised to strike with its hood
The DM should allow the PCs an
spread, occupies the center of the intelligence check to notice that
large table. All of the snake statues the books in this case have not de-

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
about 30 gp. Like her clerics, the Falcon has her All the plaques have suffered
own collection of “trophies”- from the effects of moisture and
Inside the dresser’snine drawers skulls of her victims that now are cracked and rotted. The skulls
are an assortment of dresses, slips, serve as decoration for her walls. are in fair condition, some display-
nightgowns, underclothes, and DMs who played Falcon’s Revenge ing the wounds that caused them
“adventuring” garb. The Falcon will recall that the three cult lead- to be here.
naturally needed clothing in her ers each had similar collections in
human form and spared no ex- their private quarters. For DMs This bedroom also contains
pense in outfitting herself. The who did not use Falcon’s Revenge, three stuffed chairs, a small writ-
dresses are trimmed with fine lace talasek will explain to the PCs that ing table and wooden chair, and a
and beadwork, the undergar- this is a custom among the priests night table. All these are in poor
ments are made of silks and satins, of Iuz. They mount the skulls of condition. An oil lamp stands on
and even the outdoor wear is made their victims as a display of force, the night table, its oil long ago
of fine wools and linens. Most of talent, and success. evaporated.

the clothing is in shades of black The Falcon has collected and In addition to the skulls, the
and grey, and a few garments are mounted a total of 15 skulls. These walls in this room are decorated
red and deep purple. They are all are all preserved on a wooden with a large tapestry depicting a
mildewed beyond use, crumbling plaque, with each victim’s name snake kingdom ruled by a giant
with age and dry rot. carved below his skull. Of this col- snake, and a life-size portrait of the
lection, four skulls appear to be el- Falcon in human form. She wears
The dresser itself is also in poor ven, three are dwarven, one robes, a cloak, and a tiara that por-
condition; if the PCs attempt to tray her as royalty; she stands in
search the drawers, the dresser’s 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
Return to Greyhawk PCs simply did not notice earlier. if on horseback (provided any of
the animals survived the trip).
When the PCs have nearly finished Regardless of which tunnel the
exploring the Falcon’s lair, the DM Exodus
should alert them to the presence Falcon uses for her escape, it will
of another creature. The Falcon be too small for the PCs to navi- When the PCs reach the Selintan
will have finished her prepara- gate. Their only hope is to exit the River on their return trip, they will
tions, and, having loaded her pos- lair by the same route they en- begin to notice families and groups
tered. By the time they make their of people traveling away from the
sessions into a bag of holding, she way to the surface, they will be in city. This would not be unusual or-
time to spot a falcon far in the dis- dinarily, but these folks are accom-
will depart in falcon form. tance, clutching a sack in its tal- panied by animals and wagons
The PCs should hear fluttering ons, heading in the general and are loaded down with all their
direction of Greyhawk. worldly possessions. Some of
or scuffling in the hallways be- them will call to the PCs, telling
tween her chambers. Anyone in- This ought to give the PCs the them to stay away from “the evil in
vestigating will see a falcon idea that they should return to the the city.” Many of these people will
grasping a sack in its talons flying city as quickly as possible. Tmlasek refuse to stop to talk, but a few
toward the nest room. The first PC will urge them to return immedi-
to pursue will arrive at the nest ately, once they have had a chance
to gather their belongings. If they

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.
The situation would have to be se- Eritai will confirm that the ru-
The DM should parcel informa- rious for them to abandon their mors the PCs heard on their way
tion to the PCs from one out of homes. into Greyhawk are unfortunately
every six persons that they try to true. The numbers of people leav-
question. From these terrified ref- Vouble in the City ing the city have grown daily, and
ugees, the PCs will learn the fol- city officials fear that the cult’s
lowing. When the PCs reach the city gates, campaign of terror will soon leave
they will encounter a backlog of no one to oppose the cult. Eritai is
An evil cult is trying to recruit people trying to sign the rosters anxious to end this cult activity
and check out of the city. The soon.
members from the general popula- guards will be trying to maintain
tion of the city. Some of the people order but with little success. They Although disappointed that the
who have refused to join or have will also be trying to convince peo- party was not able to capture the
told the authorities about the cult ple not to leave, claiming that the Falcon, Eritai will wisely predict
have met with dire consequences, City Watch will apprehend the ter- that the anticipated onslaught will
some being killed, some losing a rorists soon. However, the guards happen quickly. The Falcon’s
family member, and some having do not even sound convinced of knowledge that she is being pur-
their homes burned. this themselves. sued will be likely to spur her to
quick action.
Strange, horrifying appari- Once inside the city walls, Tmla-
tions have been appearing in the sek will insist that the party go di- Eritai will also advise the PCs of
city for nearly a week. These rectly to the temple to learn more her battle plan and all prepara-
started as small incidents, but about the situation. tions that are underway. She will
they have grown in size and welcome their assistance, but will
strength. Buildings have appeared The Temple’sWorries also recommend that the PCs see
to burn only to stop suddenly, with to any wounds and get some rest
no apparent damage; monsters Upon their arrival at the temple, after their journey. She anticipates
have been seen in the streets only the PCs will witness a bustling that the attack could come at any
to disappear; and people have awo- whirl of activity. From the outside, moment and wishes the PCs to be
ken to the sounds of threats being everything appears normal, but in- rested and prepared for battle.
issued by an evil voice in the dark- side, preparations are being made
ness, only to find no one nearby. for the expected attack. Battle Cry

Public notices have been Eritai will make herself available On the first evening of the PCs’ re-
posted around town by some un- to meet with the PCs within mo- turn to Greyhawk, the Falcon will
known cult claiming that resi- ments of their arrival. She will ex- strike. The DM should read Chap-
dents will learn that they can plain that their connections in the ters 5, 6 , and 7 carefully and
either join the new Master of city indicate an impending attack. launch the attack as described
Greyhawk, leave the city, or they The temple is trying to prepare therein.
will be forced out or killed. while maintaining the appearance
of calm. Eritai emphasizes her be-
All the people the PCs speak to
will be genuinely terrified. Tmlasek
will recognize some of the refu-

42

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

would be freed. But when released,

she knew she would exact full

vengeance upon the city.

Although she would like to tear

into the city immediately, the Fal-

con realizes that much about the

city has changed in the sixty-odd

years she hac rill

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. During the Falcon’s trip to her lair, The cult will also begin using
the cult will have one other task: charm and mass charm as much
A t the ‘Lair they will begin manipulating as possible to turn the population
events within Greyhawk designed toward submission. By the time
The Falcon and the PCs cross to garner support for the Falcon’s the Falcon returns, the assault will
paths at the lair, but the Falcon cause, drive the citizens out of be ready.
will make her escape before the town, or affect them mentally to
PCs have a chance to attack her. reduce their opposition. When the PCs have finished
Her lead time at the lair will allow their investigation of the lair and
her to finish her business and es- The cult will begin a series of bi- have discovered the Falcon’s es-
cape before the PCs are aware of zarre incidents around town; mys- cape, the DM should begin them
her presence. When the PCs wit- terious fires, apparitions, on their journey home. The battle
ness her escape,however, they will disappearances, threats, and ru- will begin the night they return to
be tipped off to her return to the mors will surface. All this will be the city.
city and will be aware of the need done in utmost secrecy, but the in-
to return to Greyhawk immedi- cidents will begin gradually - The Falcon’sFlaws
ately. small fires at first, then larger ones
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 When the Falcon returns from her opens onto the grassy bluff to the
her. lair, she will begin mobilizing her northwest of the Temple.
followers. The DM should initiate
As a result of this flaw, the Fal- the battle at a time appropriate to These assaults will surround the
con also suffers from feelings of the PCs’ return to Greyhawk. Re- Temple on all sides. The Falcon
paranoia. She finds it difficult to fer to Chapter 7 for notes on the has created an excellent battle
trust anyone, even her closest timing of the assault. plan, but her plan will suffer as a
aides. She will probably destroy result of the secret preparations
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
network. Approximately three
Falcon has grown to prefer the turns will be required to send forth The attack should take place after
company of women. When faced the secret battle cry and have all midnight or in the wee hours of the
with a difficultdecision, she will al- the cult members in position. At a morning. The Falcon will assume
most always take the advice of a signal from the Falcon, all cult that this will offer her the best
woman over the advice of a man. members will pour forth to assault chance of surprise. She would be
She is more trusting of women the temple, arriving for the most correct, were it not for the R m -
ever since her imprisonment by part, via the sewers and under- ple’s early warning systems.
four men. ground tunnels, as well as the city
streets. They will divide them- The DM should announce the as-
The Falcon’s arrogance will be selves equally, according to a pre- sault as he sees fit. The lkmple will
her downfall. Even if a battle is go- set plan. When the call to stations be aware of the impending assault
ing badly, she will refuse to back is given, each attacking cult mem- one turn before the cult members
down or retreat, preferring to be- ber will head for his or her desig- are ready to attack.
lieve that her side will rally and nated point of entry into the
win. She will never compromise; temple grounds. At the signal, all The cult members will surround
she will fight to get her way regard- cult members will storm the tem- the temple and use any means of
less of the risks. ple and begin the attack. assault available. Fighters will
charge the doorways of the temple
The Oldest Enemyr Divide, then Conquer and the dormitory, while the spell-
casters will remain at a distance
One reaction of the Falcon that no The Falcon will approach the R m - just within spellcasting range.
one will be able to predict is her re- ple from the Garden Gate, followed
action to seeing ’klasek. mlasek’s by one-quarter of her followers. The DM should refer to Chapter
resemblance to his grandfather is The City Guards who would nor- 7 to determine the outcome of the
so strong that the Falcon will be mally monitor this gate will have battle. The Falcon’s force is large
caught off guard and visibly been replaced by the guards who and powerful, and they will prove
shaken by his presence. She had are members of the cult (see the to be a formidable enemy.
assumed that Blamar would be description that follows).This will
dead by this time (as, indeed, he ensure easy passage through the Reinforcements
is), but the appearance of ’klasek gate.
will be too much for her. If she is at Several of Falcon’s choicest min-
the lair when she sees ’klasek for The Falcon’s three leaders will ions will be involved in the assault
the first time, she will flee immedi- each lead a portion of the remain- on the temple. If the PCs killed any
ately. If she is in the battle at the of these cult members in the pre-
temple, she will be struck dumb vious adventure, new members,
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 though only 44 years old, his face
in the same manner. If the cult 13,Cha 16;Dmg l d 8 + 1;AL CE; is deeply lined with wrinkles, mak-
leaders were assassinated by the ing him appear older than he is.
city officials, the DM may explain THACO 16;age 44. His voice is gravelly and singsong
their return as follows: Equipment: mace, shield, chain with a n almost hypnotic effect.

The cult leaders have always mail +1, scimitar +1, staff ofwith- Mara Zonin, Human Priestess,
had a n escape planned for them- Level 7: AC 1;MV 12;HD 7; hp 48;
selves for almost any circum- ering, necklace of adaptation, po- Str 18,Int 15,Wis 17,Dex 16,Con
stance. In this case, the leaders tion o fflying,oil o f slipperiness. 11, Cha 9; Dmg l d 8 ; AL CE;
had arranged to trade places with THACO 15; age 36. Equipment:
three of the acolytes who most Zembak is level-headed and cau- scimitar, flail, bronze shield bear-
closely resembled them. These ac- tious (for someone who is chaotic ing unholy symbol of Iuz, chain
olytes were charmed to follow this evil). He believes in preparation to
plan to ensure their cooperation. mail + 1, staff o f Kitsyrral, ring o f
The leaders wanted to assure that give himself the best possible ad- earth elemental command,potion
the acolytes would not turn on vantages. He loves to lure his vic- o fhealing, potion ofinvisibility
them in circumstances of distress. tims into traps and watch them
If the PCs witnessed the deaths of struggle, although the need for se- Mara is intelligent, intense, and
the leaders, the DM can explain has a bad temper (thispartially ac-
that these were merely stand-ins crecy of the cult has prevented this counts for her low charisma). She
for the cult’s real leaders. for a long time. He will take great believes in dealing the worst possi-
delight in dealing with the PCs ble blow to any follower who com-
when the time comes. His caution mits even a minor infraction (some
of the skulls in her room could
sometimes leads him to indeci- have testified to this).
sion, however, and he often has a
difficult time with choices (should

we roast the intruders, or let them
battle skeletons until they’re all
dead-hmmmm, tough choice).

Zembak is 5’ 10”tail and of aver-

46

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

lead Bessia, Human Priestess, Level Equipment: padded armor,
5: AC 4; MV 12;HD 5; hp 31;Str 9, morning star.
. He Int 15, Wis 17, Dex 12, Con 11,
Cult Members
looks Cha 15; Dmg ld6 + 1; AL CE;
seems to The DM can introduce as many
stands THACO 18;age 30. cult members as necessary to fight
Equipment: chain mail, flail, the battle, depending on the in-
. (It tended outcome of the assault.
ring of protection + 1 . These members can range from
A in farmers and shopkeepers (treat as
random Dwinnam, Human Priest, Level 1st-level fighters dealing only l d 3
4: AC 7; MV 12; HD 4; hp 28; Str damage with clubs, pitchforks, or
13,Int 14,Wis 17,Dex 11,Con 12, other appropriate weapons) to
Cha 16; Dmg ld6; AL CE; THACO housewives (causing distraction
18;age 30. and confusion but dealing no dam-
age). The DM may choose to add

47

other, more skilled cult infantry as Dmg by weapon type (longsword, black trousers and a red shirt with
he sees fit. a black half-cloak over all. Black
long sword, battle axe + 1. mace boots rise u p to his knees. He
The realWeight walks with a barely noticeable
+ 1. long sword); S A none; SD limp. If the PCs played Falcon’sRe-
Raffel, Human 8th-level Mage: none; AL NE; THACO 16. venge, they will recognize him
AC 2; MV 12; h p 20; Str 12, Int 17, from their previous adventure.
Wis 13,Dex 16;Con 8,Cha 10;#AT Equipment: chain mail + 1 and
1;Dmg by weapon type (staff, dag- Scarm Jenns, Dwenn Hyer,
shield; chain mail and shield + 1; and Finx Klimm, Members of the
ger + 1);S A spell; SD none; AL CE; City Watch: AC4; MV 9; F1; hp 7
chain mail and shield; chain mail (x3); #AT 1; Dmg 2d4; AL NE;
THACO 18. and shield; chain mail and shield. THACO 20.

Spells: burning hands, magic 3rd-level Fighters (4):AC 6; MV Equipment: chain mail, shield,
12;hp 22 (x4);#AT 1;Dmg ld8; S A broad sword.
missile(x2), shocking grasp: blur, none; S D none; AL NE; THACO 18.
spectral hand, stinking cloud:hold These men are city guards who
person, lightning bolt, vampiric Equipment: studded leather ar- Nestor relies on heavily. They re-
touch: confusion, minor globe of mor and shield; long sword. port to him of anything unusual in
invulnerability the ranks of the guards or any ru-
2nd-levelFighters (3):AC 7; MV mors about the cult.
Equipment: bracers of defense 12;hp 15(x3);#AT 1;Dmg ld6; SA
AC 4: wand of paralyzation (42 none; S D none; AL NE; THACO 19. Guildmembers
charges): potion of healing (1
Equipment: leather armor and If the DM needs more manpower
dose):ring ofinvisibility shield; short sword. for the cult, he can create extra
NPCs from the ranks of the guild-
Raffel wears a dark blue robe Nimhbell and Slick, Human 4th- members who are also cult mem-
with the hood pulled up and soft level Rogues: AC 5; MV 12; hp 16, bers.
boots. 15;Str 12, 13,Int 15, 14,Wis9, 10,
Dex 16, 17, Con 13, 12, Cha8, 12; The cult has members in each of
Barsin and Romar, Human 7th- #AT 1;Dmg by weapon type (dag- the guilds in Greyhawk. There are
ger + 1 , dagger +2);S A backstab; three members each in the Assas-
level Fighters: AC 1,- 1;MV 12;hp SD none; AL NE; THACO 18, 17. sin’s, Sewermens’, and Thieves’
Guilds, two cult members in the
63,52; Str 18,16, Int 11,14, Wis Equipment: leather armor and Gravediggers’ Guild, and one
10,13,Dex 13,15,Con 16,13, Cha ring of protection + 1; leather ar- member in each of the other
10.16; #AT 3/2 ; Dmg by weapon mor and ring ofjumping. Guilds in Greyhawk.
type (bastard sword +2, long
Secret Allies
sword +3): AL NE: THACO 1 2 , l l .
Nestor Morden is secretly a mem-
Equipment: chain mail +2, ber of the cult and will work
against his own watchmen in favor
chain mail +3:shield + 1 (each). of the Falcon.

Barsin and Romar have been Nestor Morden, Deputy Con-
partners for many years. Barsin is stable: AC 2; MV 12;F5; hp 38;#AT
the huge, brawny member of the 1; Dmg l d 8 + 4 ; Str 18/60; Int 12;
duo while Romar is the more intel- Wis 10; Dex 16; Con 17; Cha 14;
ligent, agile member. Romar nor- AL CE; THACO 13.
mally plans their attacks and
Barsin carries them out to the let- Equipment: chain mail + 1, ring
ter.
ofmind-shielding,long sword + 1.
Jaffee, Mendel, Sorum, Smy-
kal, torval Human 5th-level Nestor is a tall (6’3’’),gangly
Fighters: AC 3 , 3 , 4 , 4 , 4 ;MV 12;hp man. He has black hair and dark,
42, 40, 37, 35, 30; Str 15, 15, 17, intense, beady eyes. He wears
13, 14; Int 10,Wis 9, Dex 14, Con
14, Cha 8, 9, 10, 11, 12; #AT 1;

48


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