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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

Note to the DM ship St. Cuthbert will be called Eritai has instructed all her
upon to magically fortify the tem- troops to keep the battle outdoors.
When all events leading up to the ple’s buildings, first placing wiz- She does not want to put the tem-
battle have taken place, the DM ard locks on all windows (which ple at risk, and she needs to keep
may initiate the battle at any time. are already protected with glas- the temple safe for the infirmary.
steel spells). The wizards will also She also feels that, by keeping the
The fold-up buildings provided gather to discuss defense strategy battle outdoors, the enemy troops
with this adventure represent the so that when the battle begins, will be more scattered and less ef-
Temple of St. Cuthbert. The DM they will be prepared with an arse- fective at holding ground.
should assemble these for use in nal of spells that will work to their
playing the assault against the best advantage. The City Watch
Temple. The use of miniatures or
markers is highly recommended Eritai will also arrange for a First, Eritai will dispatch two invis-
as an aid to keeping track of the guard to be posted at the temple ible messengers to the Citadel to
large number of people involved in around the clock: she will post alert Derider Fanshen. The mes-
the battle. guards on the roofs of both build- sengers both take different routes
ings as well. All of the preparatory to the Citadel to insure that one of
The Temple’s activities at the temple will be held them will arrive safely.
in the utmost secrecy: Eritai does
Resources not wish to alarm the citizens of Derider has provided a password
Greyhawk, and she certainly does to the messengers that will in-
As the most powerful temple in the not wish her enemies to be aware stantly alert her to the situation by
city, the Temple of St. Cuthbert is of her preparations. the simple mention of the word.
not without some very sophisti- She has not told her guards the
cated defenses. Due to their strong The Temple’s Defenses meaning of the message, but has
faith in their powerful god of truth, given them strict orders to relay
the temple priests are always alert At the first sign of the assault, Eri- the message to her immediately
to any plot hatched against them tai will set in motion a chain of upon hearing it. This leaves the
in the city. Therefore, they will be events that prepares the temple for messengers free to return to the
preparing their defenses and will battle. The guards that have been Temple.
not be taken by surprise when the posted around the temple build-
assault comes. Eritai will have no- ings and the temple’s allies in the Derider will sound the alarm at
tified Derider personally about her city will provide an alarm system the Citadel, raising her troops to
suspicions, and Derider will be that will give the temple’s de- arms. They can be ready for battle
able to send guards to the cleric’s and will appear at the Temple one
aid on short notice. fenders enough notice (oneturn + turn after receiving the message.

The Temple has its own inform- ldlO rounds) to mobilize their de- Combat Infirmary
ants throughout the city who will fense systems.
be on constant watch for the mobi- At the same time as these messen-
lization of the Falcon and her fol- Call To Arms gers depart from the temple, two
lowers. Although they will more invisible messengers will de-
discover little about the cult’s loca- When word of the attack reaches part for Shacktown to eskort Ni-
tion and their battle plan, they will Eritai, all defenders will prepare choli Nortoi back to the temple. He
provide the early warning that will themselves and rush to their ap- has been recruited to oversee the
save the Temple from a surprise at- pointed posts. Most will hide in the wounded and will be ready to oper-
tack. shadows of the Temple’s cross- ate a full-scale infirmary in the
shaped walls. All have been in- temple itself. Cots, blankets, fresh
Even before the PCs depart for structed to take care not to reveal water, bandages, and other sup-
the lair, Eritai will be mobilizing their positions; Eritai does not plies have been placed in the tem-
the temple’s residents to gather want the Falcon to discover the ple to be ready when needed, Four
medical supplies, holy water, and Temple’s preparations until it is 1st-level clerics will begin setting
items of healing. Wizards who wor- too late.

49


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

50


the outcome UI LIIC auvC1ILu1t: III 2; MV 12; HD 6; hp 38, 35; Str 14, farmers and shopkeepers (treat as
the direction he chooses it to take. Int 13, Wis 16, Dex 16, Con 12, 1st-level fighters dealing only l d 3
Cha 8;#AT 1;Dmg ld6 +2;AL LG; damage with clubs, pitchforks, or
Eritai, Human Priestess, 11th- THACO 18. other appropriate weapons) to
level: AC 2; MV 12; HD 11;hp 70; housewives (causing distraction
Str 10,Dex 13,Con 15,Int 16,Wis Equipment: chain mail, shield, and confusion but dealing no dam-
18, Cha 16; #AT 1; Dmg ld6+1; age). The DM may choose to add
AL LN; THACO 14. mace + 1 (each);wand of fear (24 other, more skilled infantry as he
sees fit.
Equipment: chain mail + 1 , ring charges) (Latmin), ring of spell
turning (Figril). Elite Forces
of protection +2, mace, war-
hammer, ring o f air elemental Spells: command (XZ), cure light When the Temple became aware of
command, rod of resurrection (28 wounds, entangle, sanctuary; the Falcon’s plot against it, Eritai
charges). barkskin, chant, heat metal, hold immediately sent word to all
person, trip; call lightning, magi- churches of St. Cuthbert, asking
Spells: bless, command, cure cal vestment. for reinforcements. Many of the
light wounds (x2),protection from paladins were far afield, but Eritai
evil (x2), shillelagh; heat metal, 1st-level Priests (8):AC 8;MV was fortunate to have one of her
hold person (x2), obscurement, 12; HD 1; hp 8, 7, 7, 6, 6, 5, 5, 4; strongest fighters, Torval Mishkar,
slow poison, spiritual hammer; #AT 1; Dmg 2d4; AL LG; THACO and his traveling companion,
20; age 22. Bartholomew, arrive in time to be
cure disease, dispel magic, magi- prepared for the battle.
Equipment: padded armor,
cal vest ment, prayer, spike morning star. Torval Mishkar, Human Pala-
growth;cloak of bravery, cure seri- din 9th-level: AC -6; MV 12;HD 9;
ous wounds (x2),neutralize poi- Temple Congregation
son; cure critical wounds, true
seeing; blade barrier. The DM can introduce as many
temple members as necessary to
Latmin Doru and Figril Him- fight the battle, depending on the
man, Human Priests 6th-level: AC intended outcome of the assault.
These members can range from

51


hp 102;Str 18/94,Dex 15, Con 18, City Guards Last, but Not Least
Int 16, Wis 17, Cha 17; #AT 3/2;
Dmg by weapon type; AL LG; Derider Fanshen, Constable The Temple has one other defense
THACO 10. (12th-levelcleric):AC 3; MV 6; HD mechanism that has not been dis-
12; hp 58; Str 13,Dex 4, Con 16, cussed previously. It is one of the
Equipment: fullplate armor +2, Int 10,Wis 17,Cha 16;#AT 1;Dmg Temple’s secret weapons that will
by weapon type; AL NG; THACO take the Falcon’s troops by com-
shield +3,ring of sustenance, po- 13. plete surprise.

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

52


defeat the Falcon’stroops. The DM pushed to one end of the room. to tell you much about him-
should allow the PCs to attack the The draperies have been drawn you already know him, in a
Falcon, leaving the NPCs on both and the windows completely way.”
sides to battle each other. After an covered. Eritai and a grey-
exciting, raging battle, the PCs cloaked man stand before the The man steps forward and
should be successful in destroying painting of talasek’s grandfa- greets all of you warmly, shak-
the Falcon and destroying or rout- ther, talamar They look up as ing hands with a n iron grip. Al-
ing her troops. With this accom- you enter the room. You do not though on the surface he
plished, the PCs will have a recognize the man, but you feel appears somewhat giddy, you
glorious victory and will be certain that somehow you should know sense an inner strength about
of their rewards. who he is. this unusual man.

Rewards The stranger is dressed in The DM should expect a barrage
black trousers, a pale grey shirt, of questions from shocked PCs. Mi-
The day after the battle, Eritai will and a charcoal grey cloak. He zaab will answer these questions
summon the PCs to the Temple for looks to be around 50 years old, in one fell swoop.
a private meeting. The PCs will be with streaks of grey in his
shown to the same meeting room reddish-brown hair and a short, Mizaab tells you that he will
that they have seen before (see greying beard. His eyes are a make everything clear in just a
Chapter 1). deep golden color. A large meer- moment. He goes to each win-
schaum pipe in the shape of a dow, checking that the drapes
Everything in the room is the dragon is clenched in his teeth. are drawn closely. Eritai leads
same as it has been for other your party to one of the far ends
meetings, but the table, chairs, Eritai turns to you, smiling. of the room, then latches the
and all furniture have been “There’s someone here who door and stands before it.
would like to meet you. Meet Mi-
zaab Zalen. I don’t think I need

54


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

55


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

56


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

sincere, and Falcon worshipped
Iuz only for selfish reasons. Gradu-
ally, she came to appreciate the

forces Iuz was able to command,
and she found herself growing in

admiration for Iuz and wishing to
gain his favor. She began to focus
her attention on ways to attract
Iuz’s attention.

57


will be a surprise, but when the Alignment: Lawful Neutral cessfully duplicated.
PCs get too close, the Falcon will Armor Class: 0 (71charges) The dragon has kept his dis-
escape before allowing herself to Equipment: wand ofparalyzation,
become endangered. ring of air elemental command, tance from the PCs throughout
broom of flying, carpet of flying, these adventures, but has re-
Falcon’s Spellbooks winged boots,gem of seeing, brac- mained apprised of the situation
The Falcon has collected (or ers of defense AC 4, ring ofprotec- through Eritai. The dragon has
stolen, to be precise) three tion +2. also passed along suggestions to
spellbooks that she left in her lair Eritai to help the PCs. Eritai also
when she was trapped. Upon their Mizaab appears as an eccentric, received the map to the Falcon’s
recovery, she will have access to middle-aged wizard. He looks to be lair from the dragon.
the following spells. about 55 years old, with a short,
greying beard and reddish brown Roleplaying the dragon: The
Book 1 hair. He is in good health for a man Greyhawk dragon may be eccen-
Level 1: chill touch, color spray, of his age, appearing sturdy, tric when playing a mage, but his
detect magic, enlarge, magic mis- though not very strong. real nature is quite serious and
sile, read magic, shocking grasp, highly intelligent. He leans toward
unseen servant, wall offog. Mizaab’s favorite color is grey good alignment, and is usually
Level 2: blindness, blur, darkness (any shade from dove to charcoal), willing to help a worthy cause. His
15’ radius, detect invisibility, fog and he has never been seen with- current identity for the general
cloud, invisibility, Melfs acid ar- out wearing some article of grey population of Greyhawk is that of a
row, stinking cloud, strength, wiz- clothing. wealthy, retired merchant who is a
ard lock. patron of the libraries and art mu-
Mizaab gained a reputation as an seums. The dragon is suave, so-
Book 2 intelligent but eccentric mage. His phisticated, charming, and wise.
Level 3: clairaudience, delude, dis- habit of disappearing frequently People who encounter him (in his
pel magic, explosive runes, fire- for several weeks always caused human form only) find him fasci-
ball, lightning bolt, sepia snake rumors to surface, and some of his nating and compelling. When the
sigil. proposals about magic, while ad- PCs meet him in dragon form, they
Level 4: dimension door, Evard’s mittedly intriguing to other
black tentacles, firetrap,ice storm, mages, were viewed as absurd and
magic mirror,minorglobe ofinvul- simply impossible. Those who
nerability, wrote about Mizaab theorized that
Mizaab could have been one of the
Book 3 great mages of Greyhawk had it
Level 5: animate dead, cloudkill, not been for his eccentric tenden-
conjure elemental, summon cies.
shadow, wall ofiron.
Mizaab is actually only a dis-
The DM should select an appropri- guise for a very cunning
ate assortment of spells for the bat- Greyhawk dragon. Note: The sta-
tle at the Temple. The Falcon will tisticsgiven previously are the sta-
also be prepared with the foll wing tistics that the dragon adheres to
priest spells. when masquerading as Mizaab.
Priest Spells: command, cure light His actual statistics are given later
wounds, entangle, shillelagh; in this description.
barkskin, heat metal.
The dragon used Mizaab as a
MIZAAB ZALEN means to freely interact in the city
for many years. Eventually, the
Str 11 dragon felt that Mizaab’s time had
Dex 16 come, and stopped masquerading
Con 13 in that manner.
Int 19
Wis 15 The dragon, as Mizaab, was one
Cha 13 of the persons involved in trapping
the Falcon. The success in trap-
ping her was due in part to the
magic of the dragon. The spell that
trapped her has never been suc-

58


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

59


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

60


ily catch in clothing, fur, and skin. The spines cause no-damage, will escape the first 10points of damage caused by the leaves; the
but there is a 50% chance that a creature touching the vines (even leaves will cut through the fur before reaching the skin. Normal
brushing past them counts as touching) will suffer from spines clothing will suffer 6 points of damage before it is torn to shreds
embedded in skin. Only exposed skin is subject to the spines; fur, and the skin is exposed.
armor, and clothing prevent the spines from contacting the skin
and subsequently embedding. When the leaves and thorns contact skin, they impart 1-8
points of damage per round. The DM should adjust this damage
When spines embed in skin, there is a 25% chance that a victim based on the clothing of the victim. The weed will tighten its grip
will develop a red, itchy rash. If the spines are removed (a delicate on its victim in an attempt to strangle, and if the victim becomes
procedure since they are no thicker than a human hair), the rash still, the strangleweed will drop the victim in 1-6 rounds, "stor-
will clear in 24 hours, with the symptoms gradually lessening. If ing" it for later consumption.
the spines cannot be removed, cure disease will remove all ill-
effects. Cure spells will do nothing for the symptoms. Victims tangled in this weed must make a Dexterity check to
Combat: Strangleweed behaves like many carnivorous plants, maintain their holds on held items. Entangled victims may not
sensing motion as a signal that a "meal" may be present. Any cast spells and their chances to hit an enemy (including the
creature that disturbs the strangleweed vines will trigger an at- weed)are made at -4.
tack. If the vines are disturbed by breezes, they will not attack; a
solid object must contact the vines in order to initiate the attacks. Strangleweed is immune to the effects of blunt weapons. Hits

Strangleweed spends much of its time "waiting" for prey. When made by edged weapons are made at -3 due to the swaying of the
a victim brushes against the vines, the strangleweed ripples,
weed, but normal damage is caused. Each individual vine has 1
brushing into adjacent vines and sending a signal that food is HD and AC 9, and when a vine takes its maximum amount of

near. O n the round following the initial contact, the vine begins damage, it is severed and can no longer attack. Severed vines will
to entangle its prey, wrapping around its limbs and neck in an at-
tempt to prevent the escape of the victim. Once the vines have a eventually replant themselves and continue to grow.
firm hold of the victim, they begin to tighten, choking the victim Strangleweed is affected normally by all magical effects. Set-
into unconsciousness and eventual death.
ting the weeds on fire requires 1-6 rounds unless lighted by a fire-
Any creature who ventures more than two feet into a patch of ball or first doused with oil or other flammable liquid. Once in
strangleweed will automatically be grappled by the weed. If a flames, the weed creates acrid, stinging smoke that will drive PCs
character has less than two feet of weed on any side of him (tunnel at least 100 feet from the flames. The smoke will settle in 1-3
walls do not count for this purpose) and can attempt to leap to turns.
safetycan make a Dexterity check on the initial round of attack to
avoid being grappled. After the first round, a character has no Strangleweed has no treasure of its own except for any items
chance to escape the weed unless he kills enough to clear his path dropped by its victims. When encountering this weed, adventur-
or is pulled to safety by his comrades. Rescuers suffer attacks sim- ers will always find an assortment of skeletons and items on the
ilar to the person they are trying to save. ground below the weeds.
Ecology: This noxious weed is capable of growing almost any-
As the vines entangle the victim, the leaves cut into the skin or where damp conditions exist. It requires no light to live or grow,
clothing of the unfortunate prey. The leaves do not affect any which has caused heated debate among sages to its classification
articles of metal, including armor, and merely scratch leather and as plant or fungus. Strangleweed contains no chlorophyll, adding
wood. Fur-bearing creatures or creatures wearing fur clothing to the confusion of the status of this growth.


CLIMATE/TERRAIN: Any I
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE:
DIET: Any
INTELLIGENCE: Omnivorous
TREASURE: Average (10)
ALIGNMENT: Nil
Neutral good
NO.APPEARING:
Variable

DAMAGE/ATTACK: 3-8/3-8/3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Nil
SIZE: Variable (see below)
MORALE: Champion (15-16)
XP VALUE: 650

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

This transformation requires five segments, after which the
weisshund may attack with full force. The weisshund may not at-
tack during the transformation, and those attacking it must roll a


,

CLIMATE/TERRAIN: Subterranean
FREQUENCY: Uncommon
ORGANIZATION: Swarm

ACTIVITY CYCLE: Any
DIET: Scavenger
INTELLIGENCE: Animal (1)

TREASURE: Nil
ALIGNMENT: Neutral Evil

NO.APPEARING: 4-32
ARMOR CLASS: 9
MOVEMENT: 6. Sw 12

HIT DICE: 2
THACO 19
NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Nil
SIZE: T (1'-2' long)
MORALE: Unreliable (2-4)
XP VALUE: 65

_Yp..hoz appear in a variety otr s.hapes and.si.zes. -. . . . yph.oz

Wld adult

may reach a length of 2'. Newborn young are typically 2-3" in di-

ameter. They are composed of a gelatinous substance that

matches the color of the water in which they live, ranging from

black to varying shades of brown to varying shades of green or

yellow. They may even be colorless. This feature makes them al- When a yphoz hits a victim, the DM should roll Id6 to deter-
mine which part of the victim's body was hit: 1-head, 2-right arm,
most impossible to detect in their home pool (PCs in yphoz- 3-left arm, 4-torso, 5-right leg, 5-left leg.
Habitat/Society:A yphoz will never venture farther than 100
infested water rolling 4 or less on l d 6 are surprised). yards from its water source unless fleeing an attack or seeking a
new habitat. It can survive no longer than 24 hours if isolated
A yphoz is typically shaped like a short, broad cone with a low from water under damp conditions, and will die sooner if condi-
tions are dry. A yphoz would probably survive no more than one
dorsal fin, but its gelatinous composition allows it to vary this as hour in a desert setting.

necessary. They are not amorphous, but their bodies can change Yphozs feed by absorbing organic matter, insects, and small
worms. They also feed in the manner of a leech, attaching them-
shape to allow for movement over almost any kind of surface, in- selves to a victim and sucking blood directly through the victim's
skin. If a potential meal is too large to be absorbed, the yphoz will
cluding traveling on land, up cave walls, and across ceilings. feed in this manner. A yphoz will feed on cold- and warm-
blooded creatures alike, but cannot attach to animals with fur
They also possess two long, whip-like tentacles. Their bodies ex- thicker than that of a rabbit. The yphoz also cannot feed on ani-

crete a sticky slime that helps them adhere to walls and ceilings. mals with hard scales (fish and snakes are in the yphoz's diet, but
turtles are not).
This slime will dry to a gummy substance on walls, floors, and Ecology: These slimy, filthy creatures make their homes in wet
caves and pools of stagnant water. Their survival depends on a
. ceilings, and a cave inhabited by a large number of yphoz will source of water, whether fresh or putrid.
aquire a build-up of this elastic, gummy substance over time.

Combat: When a yphoz is in water and another creature swims

within 20', the disturbance of the water will alert the yphoz to the

presence of a potential meal. It will swim toward its victim and

use its tentacles as "feelers" to locate its prey. Once it contacts

something solid, it will swim in that direction and begin wrapping

its tentacles around the victim. Should the victim start to swim in

another direction, the yphoz can follow, towing itself on its un-

suspecting meal.

The yphoz have no teeth, but are able to suck blood directly

through a victim's skin, draining a victim of hit points. The

gummy substance excreted by the yphoz will adhere to a victim

even underwater, and contains a numbing contact poison. While

the poison will not kill a victim, the numbness can cause a victim

to lose muscle control, and if swimming, the victim could poten-

tially drown. One yphoz can cause one limb or torso to become

numb and useless in 3 rounds. Three yphoz can cause one limb to

become numb and useless in one round. A victim may make a

saving throw vs. poison to avoid these effects. The victim must

save once per round for each yphoz it contacts. Once all yphoz

are removed from the victim, the poison will wear off and the

limb will function normally after 4-6 turns. If a victim's head is

touched by a yphoz, the victim will fall unconscious after six un-

successful saves (e.g. six yphoz contact it in one round, or one

yphoz contacts it for six rounds, etc.).


assembl;y Instructions Glue both tabs before assembling. Make sure the pieces align at the edges.

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

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

Pinch the corners together for a moment.

Glue The mausoleums can be joined.

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

TEMPLE ENTRANCE

64


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0


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, . . ..-. . .


falcon’slair level2 boon
swinging boons


4


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