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AD&D - WGA1 - Falcon's Revenge (2e) (lvl 5-7)

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Published by Capn_Ragnar, 2023-01-10 01:32:38

AD&D - WGA1 - Falcon's Revenge (2e) (lvl 5-7)

AD&D - WGA1 - Falcon's Revenge (2e) (lvl 5-7)

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

IhonrsRevenge

Credits Table of Contents

Design: Richard W. and Anne Brown Introduction ............................... 2
Editing: Timothy €3. Brown Chapter 1: Interesting Company . . . . . . . . . . . . . . 4
Cover Art: Ken Frank Chapter 2: Something Rotten in Greyhawk . . . . . 9
Interior Art: Ken Frank Chapter 3: The Plot Thickens . . . . . . . . . . . . . . . . 16
Cartography Supvr./Designer: Chapter 4: Shacktown ...................... 19
Chapter 5: The Great Burn . . . . . . . . . . . . . . . . . . 23
Dave Sutherland/Dennis Kauth Chapter 6: The Diary ....................... 30
Building Fold-ups: Frey Graphics Chapter 7: Where Evil Lurks . . . . . . . . . . . . . . . . . 35
Typography: Gaye O'Keefe Chapter 8: The Spurned Cult of Iuz . . . . . . . . . . . 46
Graphic Design: Stephanie Tabat Chapter 9: The Falcon Freed . . . . . . . . . . . . . . . . . 52
Appendixl: NPCs ......................... 57
'%990 TSR Inc. All Rights Reserved.
Printed in the U.S.A. Appendix 2: New Magic .................... 59
Appendix 3: New Monsters . . . . . . . . . . . . . . . . . . 61
ADVANCED DUNGEONS & DRAGONS, Appendix 4: Rumors ....................... 64
AD&D, GREYHAWK,
PRODUCTS OF YOUR IMAGINATION, and the
TSR logo are trademarks owned by TSR, Inc.

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by Random House, Inc., and in Canada by
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Distributed in the United Kingdom by TSR 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.

TSR, Inc. TSR Ltd.
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ISBN 0-88038-830-7 United Kingdom

Falcon ’sRevenge is the first in a The conrenr 01 rnis moauie is Yums
trilogy of modules that take place meant for the DM’s eyes only. The Large l2mple
in the Free City of Greyhawk. The DM is free to give portions of the Several city gates
modules are designed to flow to- text or maps to the players to ease
gether smoothly. However, each play, but for the most part, the in- Locating References
module is also equipped with an formation is directed to the DM.
appropriate alternate ending When information from another
which brings the module to a satis- Any text that appears in a box is source is required, the page num-
factory conclusion for DMs who do meant to be read aloud (orsumma- ber of the reference is given along
not wish to play the entire trilogy. rized) to the players. with an abbreviation of the book in
Thus, any of the modules will be which it is found. PH refers to the
equally enjoyable regardless of The Setting AD&D@2nd Edition Player’s Hand-
whether the others are played. book. DMG refers to the AD&D
The City of Greyhawkboxed set 2nd Edition Dungeon Master’s
If possible, the DM should deter- is recommended, but not required Guide. GA refers to the
mine whether he plans to use more to play this adventure. The adven- GREYHAWK@Adventures hard-
than one module a t the beginning ture is designed to take place in bound book. %o references are
of the adventure. However, the Greyhawk, but it would work from The City of Greyhawk boxed
modules are designed so the alter- nearly as well in another large city set: GoF, indicating the “Gem of
nate endings only affect the last with some additonal work from the Flanaess” booklet, and FFF, in-
few pages of the module. If the DM the DM. dicating the “Folk, Feuds, and
changes his mind near the conclu- Factions” 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. ?b assist the DM, the followingis
Should the DM decide to end the Other locations that are described a brief summary of the events of
adventure with the first module in the boxed set are referred to the this module.
and later decide that he wishes to description in the box, but are ac-
proceed with subsequent modules companied by staging notes so a Many years ago, the City of
in the trilogy, advice is offerred for DM may generate an appropriate Greyhawk was infiltrated by an
circumventing this earlier deci- setting. For example, when the DM evil cult whose members desired
sion in order to keep the story isreferred to the description in The to destroy the government and
going. City of Greyhawkboxed set for the drive away the citizens. They
dungeons beneath the Grand Cita- hoped to establish Greyhawk as a
How the Module del, the DM who is not using the city of evil life, devoted to the cult.
is Laid Out box set is advised to create an ap-
propriate setting for a small sec- The followers of St. Cuthbert dis-
The events of this adventure are tion of the dungeon of a large city. covered the secret, and a battle
presented chronologically. Certain The sections that a DM might need was declared against the members
events must happen in a specified to generate are generally more ge- of the cult. A speciallychosen force
order. Other events may occur as neric settings (such as a jail cell) of four-a cleric, a paladin, and
the PCs choose. The DM should that should be easy to design. two mages fought to save their
read the adventure thoroughly be- city.
fore play to help ensure that the If the DM is using a city other
adventure will run smoothly. The than Greyhawk, he should make The forces of good eventually
DM is encouraged to add to the certain that the city has the follow- overcame the forces of evil. Rather
events listed here to enhance the ing features: than put the evil cult leader to
atmosphere of the adventure and death, the heroes decided to im-
to adapt it to his own campaign Burned section prison her, alone, for all eternity. A
and his players’ styles. Sewer system special dimension was opened for
Wealthy neighborhood her, and she was cast inside. The
Marketplace portal was finally sealed, and the

2

citizens of Greyhawk were able to If the PCs are confused or need a Use caution not to give out too
return to their normal lives with- push in the right direction,feel free much information. Overexplain-
out even realizing the evil that to read rumors as necessary. ing can spoil the fun and reduce
threatened them. These can provide helpful hints in the sense of suspense and mystery
times of need without spoiling the that is so important to this adven-
All of the cult members were plot for the players. ture. It can also give players a
killed. The youthful members, sense that the adventure will un-
however, were spared. They be- General Advice fold as planned regardless of their
came determined to bring their actions and decisions. A good DM
cult to power. They have been This adventure is somewhat un- can ration the clues he gives so the
careful over the years to keep their usual. Before the players can ac- players maintain a sense of con-
plot a secret. Now, they are prepar- complish their mission, they must trol, discovery, progress, and ulti-
ing to work the magic that will free first figure out what their mission mate success.
their imprisoned leader. Cult is. The PCs stumble into this ad-
members have infiltrated many venture quite by accident, and re- A Note About AD&D@
levels of the city government in or- alize that something funny is 2nd Edition Rules
der to keep their secret from the going on long before they unravel
higher officials. the entire problem. Pieces of the This adventure is written using
puzzle fall into their laps; at first, the terminology and rules of the
The PCs will unknowingly stum- to arouse their suspicions, and AD&D@2nd Edition game, but is
ble onto this plot. They must not later, to help them discover the still easily playable by those who
only stop the cult’s activities, but plot. are using the original game mate-
they must first unravel the secrets rials.
of the cult and learn what they are Once the PCs have learned the
up against. whole story, they can begin to de- Some of the more noticeable dif-
feat the evil that threatens the city. ferencesare changes in name only.
Using the The term “magic-user’’has been
If the PCs begin to stray off replaced by “mage” (or, in a few
Rumors Table course, there are several ways to places, the more general designa-
nudge them back on track. tion of “wizard”). The “cleric”
The final page of this module character class is now the “priest”
lists many rumors that the PCs 1. Provide them with one or class, although members of that
will encounter at some time dur- more appropriate rumors from the class are still usually referred to as
ing this adventure. At certain rumors table at the end of this ad- “clerics.” “Fighters” are now
points throughout the module, the venture. This may give them the called “warriors” and “thieves”
number of a rumor will be indi- clue they need to get back on are now called “rogues.”
cated. Read the players that rumor track.
at that time. At other points in the Another significant change is
module, random rumors are indi- 2. Use ’hlasek to offer sugges- the presentation of monsters. The
cated. Roll ld20 and read the ap- tions for finding information. For descriptions of the new monsters
propriate rumor from the table. example, if the PCs are able to find designed for this adventure are
Check off the rumors as they are clues in Greyhawk’smarketplace, identicalin format to the presenta-
used. but none of the players think to in- tion of monsters in the new Mon-
vestigate the market, let Blasek strous Compendium series.
Some rumors are true; others suggest it. He can be used very ef- Although the information is orga-
are not. Only the rumors that are fectively to guide the players in the nized differently and has been
designated “confirmed as true” right direction. somewhat expanded, nothing
are true: the rest are only tall tales. from the original format has been
When rolling for random rumors, 3. Ask the PCs to make an intelli- omitted; everything that “1st Edi-
read the false rumors only once. If gence check. PCs who make the tion” DMs are accustomed to see-
the number of a false rumor is check have a sudden burst of in- ing is still provided in the new
rolled a second time, ignore that spiration that never occurred to descriptive format. The pages on
roll and reroll for another rumor. the players. Simply inform the which the new monsters for this
Rumors that are true may be read players of the idea the character adventure appear can be photo-
any number of times. Following has. For example, using the mar- copied and inserted in a Monstrous
these guidelines should help to ket example above, the PC who Compendium binder if the DM so
keep the PCs on track and avoid makes an intelligencecheck might desires.
“wild goose chases.” suggest a trip to the market rather
than Thlasek.

3

1: Interesting Company

The adventure opens as the PCs Greyhawk. Those carrying swords Street. Since this is a fairly major
arrive in the City of Greyhawk. will also be asked to pay the street, the PCs should not have dif-
They should arrive with no imme- Freesword 7h.x of three gp. (See ficulty finding it. Refer to the map
diate plans, perhaps passing page 44,GoF, for more detail on on the inside cover of this module
through the area on their way these customs.) If the adventure is 3r its exact location.
home from an adventure, or per- not taking place in Greyhawk,
haps on a holiday with nothing these activities may be omitted or The road on which you travel
more than plans for fun and sight- enhanced at the DM’s discretion. soon branches into a four- way
seeing. crossroads, forming an elon-
Once the party has made its way gated x-shape. Various shops
The party will stumble onto the through the gate, they will witness and stores line these streets,but
plot of this adventure completely a bustling, busy city. Shops and your attention is drawn to a
on their own. When they arrive in homes line the streets, tended by large, well-keptinn on one of the
Greyhawk, they will have no in- merchants and housewives. Chil- triangular parcels of land
kling that anything iswrong. They dren play and tend to their chores, formedby these roads. A freshly
have not been hired to investigate, and animals are led by farmers painted sign in the shape of a
nor have they heard any rumors of and butchers. The sounds and plump fish bears the name of
evildoings. smellsof supper being prepared fill this interesting establishment:
the air, enhancing the hunger and The Whistling Fish, Potentate of
Adventure Around weariness of the PCs. Potations.

Every Corner Arrange for the party to visit one The inn is built of the half-
or two inns in an attempt to find timber construction common to
The pzirty should arrive in lodging, only to be turned away. Greyhawk. Its size, however,
Adventurers are having difficulty makes it unique. From the posi-
lGornegydhaawykocf-ttirraevdea.l.nT_dh_deyussth.yofurol_ dr_ral ra- finding lodging lately, as they will tions of the inn’s windows, the
soon learn. Some innkeepers building appears to have two
rive in the late afternoon orjust be- openly refuse to rent rooms to ad- floors, but the structure looks
fore nightfall, eager to find lodging venturers, while others offer weak far too tall to be an average two-
and a hot meal. Route the party so excuses and seem nervous just story inn. Its roof, made of wood
that they enter the city through having adventurer-types on the shakes, towers above the other
the Marsh Gate, if possible. The premises. Adventurers seem to at- buildings in the neighborhood.
Druid’s Gate would be a good sec- tract trouble to their lodgings, al- Even the front door seems un-
ond choice if the party has a prob- though this phenomenon seems to usually tall.
lem reaching the Marsh Gate. have manifested itself only within
Since the gates of Greyhawk are the last six to eight months. A few By now, the adventurers should
frequently under repair, this is a of the innkeepers find this odd, have been turned away from at
good excuse to have a closed gate, and many of them don’t remem- least one or two inns, and they
forcing the party to find another ber ever having this kind of trouble should approach The Whistling
entrance (the men working on the renting to adventurers. Other inn. Fish somewhat eagerly. If they do
gate will suggest the Marsh or keepers are too dull to have no- not wish to visit The Whistling
Druid’s gates). ticed this unusual trend. Fish, encourage them to enter.
Their adventures will begin soon
If the adventure is being played The whistling Fish after they take up lodging here.
in a city other than Greyhawk,
make sure to coordinate the ar- This inn is important to the ad- inn. The grass is a color peculiar
rival of the party with a location venture. The DM should refuse the to Greyhawk: the blades are a
convenient for them to find The PCs lodging (in the form of dis- deep green along the edges but
Whistling Fish. traught innkeepers) until they are dark red down the centers.
reach the Whistling Fish.
When the party approaches any
of the city gates, they will be asked The Whistling Fish is located in
to sign the roster. This is custom- the River Quarter along Marsh
ary for all persons entering

4

- The proportions of the stable a nice place to work. He knows the
are on a normal scale. The sta- food is good and the rooms are
Natives of Greyhawk can tell ble is built of wide wooden clean. He knows no rumors about
you that although the color is planking and has a sod roof. The Greyhawk and does not seem too
unusual, this grass has one dis- roof is nearly flat, but is bright.
tinct adventage: it has a bitter mounded in the center and
taste that only goats can toler- slopes gently toward the sides. Your Host, the Hill Giant
ate. This prevents the grass 'Avo goats are grazing on the
from being chewed away to roof. The doors to the stable are The Whistling Fish is owned by
nothing by other animals. open, and a boy of about four- Gruenab, a hill giant of small stat-
teen is inside brushing one of ure by giant standards. Although
Gravel paths lead to the front the horses. There are four small for a hill giant, he still towers
door and to the adjoiningstable. horses inside, and they appear at a height of nine feet.
A long hitching rail runs along to be permanent residents,
the front of the building. Al- since their names appear above Gruenab, hill giant: AC 3; MV
though seven horses are teth- their stalls: Sharna, Myrna,
ered here, there is room for at Gabe, and Gus. A wagon and a 12;HD 11+ 1;hp 78; Str 19;Int 10;
least another dozen animals. cart stand at the front of the sta-
ble, tack hangs on the walls,and Wis 8;Dex 12;Con 17;Cha 8;#AT
The PCs can freely walk around four saddles rest near the
wagon. Twelve other stalls 1; Dmg 2d4 (sword)+7 (strength);
the inn or investigate the stable if stand empty.
AL CG; THACO 8;age 77.
they wish. They find nothing unu- If the party tries to question the Gruenab is truly an anomaly.
boy, he tells them very little. He
sual, but they notice a cottage be- lives nearby, and considersthe inn His giantish appearance belies his
actual nature. He was the victim of
hind the inn of the same unusual 5 a curse put upon his father, Boz-
bob, by a witch over 100years ago.
proportions as the inn. The de- His father was arrogant and boast-
ful beyond measure, and in order
scription of the cottage follows to shame him, he was cursed by a
witch whom he had annoyed once
later. -.

too often. The witch declared that The inn is staffed by Gruenab, a table with four chairs. The wooden
Bozbob’s sons would be stunted cook named Fedden, three wait- plank floor is covered by several
and have the tendencies and na- resses, two cleaning girls, two rugs that appear to be animal
tures of the humans. This was the stablehands, a human female skins.
ultimate shame for Bozbob, who named Harsi, and her 12-year-old
considered himself superior in son, Willy. Harsi is Gruenab’sright The room contains the typical
every way to humans and most gi- hand, and they have the affection clothing and personal articles that
ants. He did not believe the witch’s of a brother and sister for one an- a bachelor might possess. The
curse, but when Gruenab was other. Harsi was widowed when room is clean and neat, but noth-
born, Bozbob exiled his wife and Willy was five years old. W o years ing unusual or valuable can be
infant son. later, Gruenab saved her from a vi- found with the exception of a
cious attack. She was walking large, flat chest stored under the
Gruenab’s mother, Garna, found bed.
refuge with another settlement of home late one evening when she
giants, and Gruenab was raised in was attacked and dragged into an The chest is unusually sturdy
the ways of the hill giants. When alley. Gruenab heard her screams and is made of wood reinforced
he reached adulthood, he took and came to her aid. Her attackers with metal bands. The chest is 8’
leave of his village and eventually by 4‘ by 10”.A large, ordinary pad-
settled in Greyhawk. He never felt were dealt the fullwrath of a hill gi- lock is always kept in place on the
as though he belonged with the gi- chest.
ants, for he was taunted as a child ant’s anger and Gruenab carried
and shunned as an adolescent. His Harsi to the inn to care for her inju- The chest holds Gruenab’s chain
puny size and sickly appearance ries. They became friends in- mail armor and sword from his
(bygiant standards)made him the days as a bodyguard. These were
object of much ridicule by the stantly, and Harsi and Gruenab purchased by his former em-
other giants. When he reached struck upon a plan which pleased ployer. Gruenab’s size is intimidat-
Greyhawk, however, he found an them both. Harsi moved into the ing in itself, but his employer
entirely different attitude. Here, he inn with Willy, and the two of them decided to enhance the image by
was respected for his mass and outfitting him in chain mail and
strength. He was hired immedi- helped Gruenab run The Whis- providing him with a two-handed
ately as a bodyguard for a wealthy tling Fish. Gruenab never ex- sword. The sword is two-handed
merchant. Upon the merchant’s pected to have a family, but he size by human standards, but
death, Gruenab inherited a minor plans to leave the inn to Willy Gruenab wields it easily with one.
fortune in reward for his loyalty when the time comes.
and effectiveness. He used this in- The chest holds no other items.
come to build The Whistling Fish. The cottage behind the inn is
home to Gruenab, the inn’s owner. All the Comforts of Home
Gruenab’s human tendencies The cottage is divided into five
give him a pleasant, benevolent You enter the inn through the
disposition. Despite the cruelties rooms: four bedrooms and one ten-foot-tall door to find a spa-
of his childhood, he always re- large sitting room. It is designed to cious barroom. You feel dwarfed
mained friendly and trustworthy. be home to Gruenab, his assistant by the large proportions of the
Although his appearance is intimi- Harsi and her son, and other em- entire establishment; the ceil-
dating, most people take a quick ings here are twelve feet high.
liking to Gruenab once they get to ployees of the inn who may wish to
know him even slightly. live there. Gruenab occupies the The perimeter of the room is
largest bedroom, Harsi and her divided into small alcoves, each
Gruenab is outgoing, friendly, son share a room, and the other of which has its own table and
and exceedingly loyal to his friends two rooms may be occupied by benches. The bar forms a three-
and to the city of Greyhawk. After other employees at the DM’s dis- sided rectangle, beginning at
all, this city has provided him with cretion. the right wall and making two
a comfortable lifestyle, good square corners until it eventu-
friends, and security. He is a ready Although the PCs might never ally ends at the same wall from
source of information about which it began. A doorway and a
Greyhawk and directions around encounter Gruenab’s room, its de- window to the kitchen are visi-
the city. He does not discuss gossip scription is provided here for con- ble behind the bar.
or rumors unless he feels the infor- venience in the event that nosy
mation is accurate. PCs break in or sneak a look Round and rectangular tables
through the windows. with stools and chairs fill the

The scale of Gruenab’s bedroom
is almost comical. All the furniture

was custom-builtto accommodate
his large proportions. The room
contains a bed, nightstand, chest
of drawers, wardrobe, and a round

6

rest of the room. To the right of might be expected. Gruenab is A Friendly Native
the bar, a wide wooden staircase able to provide lodging for the
leads upstairs. l k o fireplaces party at a slightly higher rate than At an appropriate point in the
and two round wood-burning they might hope to pay. Adjust the evening, the party should be ap-
stovesare strategically placed to lodging rate to be appropriate to proached by Tmlasek, a paladin of
provide heat to the entire room. the financial condition of the party. St. Cuthbert. He is a friendly local,
looking for some company. He also
The tavern will become increas- The Whistling Fish has a total of likes to greet strangers and offer
ingly active as the dinner hour eight guest rooms. The largest advice on the customs and flavor
draws near. It is busy during mid- of Greyhawk. He is willing to guide
day, nearly deserted throughout room holds six beds, three rooms visitors around town, point out
the afternoon, and reaches have four beds, and the remaining sights of interest, and offer advice
standing-room-only capacity dur- four rooms have two beds each. In on places to eat or rent rooms.
ing the supper hour. After the sup- each room, there is one chest of Eventually, Tmlasek begins to let
per hour, the crowd dwindles to a drawers per two beds, a wardrobe, slip some curious information. He
comfortable capacity. a small table, and one straight- says things like “Greyhawk isn’t
backed chair per bed. The rope the way it used to be,” and “You
When the PCs enter the bar, they beds have been well-used, but are just don’t know who you can trust
are greeted by delicious aromas extremely clean. Simple home- anymore.” If questioned, he
and a cozy (although noisy)atmos- spun curtains cover the windows, merely says, “This town used to
phere. Within a few minutes, they and the doors are equipped with have laws about certain things.
will be able to find a table and or- sturdy locks. The floors are bare But now, the laws are still there,
der supper. The Whistling Fish and creak slightly. it’s just that no one will enforce
serves standard fare: stews, soups, them. I never thought I’d see the
roast chicken, mutton, pork, fresh Gruenab will ask one of the wait- law turn their back on the lawful
bread, and pies for both a main resses to lead the party upstairs to citizens and look the other way for
course and dessert. The food is ex- show them their rooms. Since the the lawbreakers.”
cellent and reasonably priced. rooms vary in size, choose which-
ever rooms best suit the party’s de- In a hushed, distressed voice,
The waitresses are competent sired sleeping arrangements. Thlasek tells you that he senses
and quick; there are no stunning a growing evil but cannot pin-
beauties but none are unpleasant The bar empties around mid- point it. “I’ve been getting this
to look upon. They can recite the night every night. Gruenab feeling for many months now,”
prices of the guest rooms and di- doesn’t enforce a strict closing he tells you. “City officials seem
rect them to Gruenab to engage time, and sometimes stays open indifferent to the problem. I
lodging. The waitresses can pro- extremely late for special occa- can’t tell them where I think the
vide 1-2 rumors. Chatter around sions or when good friends are cel- problem is, so they just tell me
the bar can provide another 1-3 ebrating. that they can’t deal with a prob-
rumors. lem that isn’t there. But I’ve
The clientele of The Whistling seen some strange things.
Gruenab can be seen tending Fish is a mixture of sailors, dock- We’ve had some strange folk
bar. When the PCs see him for the move into town. They’re not the
first time, the proportions of the workers, farmers, and shop- ordinary families or farmers or
bar will suddenly make sense. The keepers. Although the group can merchants. They’re too quiet
waitresses can provide most of become boisterous, they are well- and aloof. Sure, there’ll always
Gruenab’s history, and they add behaved. This crowd is similar to be people like that, but there
that working a t The Whistling any other barroom crowd.The PCs have been too many lately. They
Fish is a position coveted by wait- will hear some local gossip about always come alone. And they al-
resses since brawls almost never men who are drunkards, cheaters, ways seem to find others of their
break out with Gruenab there to and hen-pecked husbands. News kind. I don’t know where they
break up fights. This is one of the may arise of an engagement,birth, live; I’vetried to find them. They
safest inns in town. or death. Dockworkers might dis- just seem to disappear into the
cuss their tyrannical boss or an city.
When the PCs approach unusual shipment that has re-
Gruenab to engage rooms, he
greets them warmly and shakes cently arrived.
hands with a surprisingly gentle
grip, not the crushing grasp that

7

“Greyhawk used to see a lot of The MysteriousStranger They will hear noises such as sing-
adventurers like yourselves. ing sailors, drunkards trying to
But lately, they leave town soon After ‘Masek has left, choose a find their way home, an occasional
after they arrive. I’ve heard that PC randomly or choose the most cat shrieking, and random bark-
their rooms have been ran- observant character to notice ing, the typical noises of the city.
sacked, they’ve been am- something unusual. Inform him
bushed, and they’ve been that shortly after Tmlasek arrived, In the morning, the party will be
threatened. he noticed a man enter the tavern. served breakfast downstairs by
This man found a seat, but Harsi. Gruenab serves breakfast
Wasek falls silent for a while, changed location several times, only to guests of the inn, and usu-
then adds apologetically, “I’m each time coming closer to your ta- ally eats with his guests. The other
not trying to scare you folks. I ble. Finally, after Tmlasek left, the staff of the inn who live on the
thought you should know some man also left abruptly, leaving a premisesjoin them.
of this so you can watch your glass of cider that he had just or-
backs. But I’m raining on your dered. The man wore dark blue Inform the PC who noticed the
good time, and for that I apolo- robes and was constantly toying robed stranger that he had some
gize. I’ve said too much. Tell you with a piece of jewelry that hung strange dreams during the night.
what. Let me show you around on a chain around his neck. The
the city tomorrow. I t really is a character will recognize the man if You dreamt of many robed fig-
great place. I promise I’ll be he sees him again. However, until
more fun and I’ll show you some now, he did not consider this im- ures wearing strange symbols
really interesting things. This portant or noteworthy. on chains around their necks.
city has treasures you won’t The figures appeared to be
find anywhere else. What do The man described here is a spy searching for something in a
you say? I’llmeet you here right for the cult of Iuz. He is one of the huge, dim cavern. Eventually,
many clerics who live in the cult’s one of them found an enormous
after breakfast.” underground complex. The PCs glass globe which was moved to
will not encounter him again until the center of the cavern. The fig-
If the party seems reluctant to go they infiltrate the cult. ures clustered in a circle around
with Wasek, choose one member the globe and began chanting
of the party to be enthusiastic The encounter with Dlasek can louder and louder as if their
about the tour and convince the take as long as necessary. The PCs chanting would break the globe.
others to go. Dlasek will ask the can ask him questions about The globe rumbled and shook,
names of the party members (if Greyhawk and the countryside.
they haven’t been introduced al- Tmlasek knows all the geography of but never broke. One of the fig-
ready), shake hands warmly, and the city, the names of the city offi-
leave. cials, anyone who is a cleric of St. ures became angry and shouted
Cuthbert, locations of all the tem- at the rest of the participants.
If the party members attempt to ples of St. Cuthbert, many local Then they filed out of the cave,
use spells such as know alignment merchants and vendors, and leaving the globe to be guarded
or ESZ? they will learn that Wasek many townfolk. He also knows by four of the figures.
is telling the truth and is nothing many rumors, but he doesn’t be-
less than sincere. lieve any of them. He believes The PC knows nothing more of
them to be the result of over-active this dream, and could not deter-
imaginations. mine what any of the figures were
saying. Some of the other PCs
When the PCs finally go to bed, might simply blame the dream on
the night will pass uneventfully. too much ale or an overactive
imagination.

8

2: Something RotteninGreyhawk

If the party has agreed to tour sek was attacked last night. He A visit to the Citadel
the city with a l a s e k , go to was able to heal himself just
Encounter 1. If they declined his enough to make his way to the If using The City of Greyhawk
offer, go to Encounter 2. ‘kmple of St. Cuthbert. There, the boxed set, refer to the description
of the Citadel beginning on page
Encounter I clerics were able to heal him fur- 47, GoF. Lead the wagon up the
ther, and the clerics also sum- road and through the Battle Gate.
Although lhlasek seemed en- moned the city guard. Wasek will Since the wagon was dispatched
thusiastic and sincere, he does not recover,but he is stillweak and his earlier and its return is expected,
appear for his tour with the party. mind is fogged. The guards are re- the Citadel gates will be opened
Let the PCs wait nearly two hours, questing that the PCs accompany without the usual formalities.
or if they decide to go out into the them to the Citadel to answer Once the PCs have disembarked
city on their own, stop them just as some questions. (or have been dragged from the
they prepare to leave the inn. Pro- wagon, still bound), they will be
ceed with Encounter 3. If the PCs try to interject while led through the Entry Hall to the
the guards question them, they Office of the Chief Constable. See
After the PCs have finished are hushed rudely and told, “We’re the description and map on pages
breakfast and as they prepare to the ones asking the questions 48 and 56, GoF.
leave to explore the city, they will here. Just tell the truth and there
hear a loud knock at the door be- won’t be any trouble.” Derider Fanshen, the Chief Con-
fore they have a chance to depart. stable of Greyhawk, is unavailable
Make certain that this event oc- The party will be given time to at the time the PCs arrive. The
curs before any of the PCs have a matter will be handled by her Dep-
chance to leave. Proceed with gather what belongings they may uty Constable, Nestor Morden.
Encounter 3. wish to take. Any magic-using
members of the group will receive Nestor Morden, Deputy Con-
Encounter 3 suspicious stares from the guards, stable: AC 1; MV 12; F5; hp 38;
since open use of magic in the city #AT 1; Dmg ld8 (long sword) +3
After the PCs have waited two (strength) + 1 (magic);Str 18/60;
hours (orjustas they are preparing is frowned upon. Int 12;Wis 10;Dex 16;Con 17;Cha
to leave the inn), four members of The guards have a wagon drawn 14;AL CE; THACO 14.Equipment:
the city guard come to the Whis- chainmail +1, ring of mind-
tling Fish. Gruenab will answer by four horses in front of the inn. It shielding.
the knock at the door and begin ex- is large enough to accommodate
plaining that the inn is not yet the party and all the guards, and Nestor is a tall (6’3‘’).gangly
open, but will allow the guards to soon they are on their way to the man. He has black hair and dark,
enter after listening for a few mo- Citadel.The guards do not attempt intense, beady eyes. He wears
ments. The guards will approach to tie the PCs’ hands or feet unless black trousers and a red shirt with
the PCs and ask general questions the PCs become belligerent. a black half-cloak.Black boots rise
such as their names, when they ar- up to his knees. He walks with a
rived in town, where they have If the PCs should attempt to barely noticeable limp.
come from, and why they are in overcome the guards, make cer-
Greyhawk. They will then ask if tain that the guards win. This is Nestor appears friendly enough,
the PCs know ‘Wasek and how but choose one member of the party
they came to meet him. Finally, easily accomplished by adding to distrust him for unknown rea-
any number of guards who are sons. Inform the chosen PC of his
they will inform the PCs that ma- conveniently waiting outside and misgivings after the party has left
can rush in as the situation war- the Citadel. The other party mem-
rants. If this occurs,all the PCs will bers will have no such feelings.
be bound hand and foot for their
trip to the Citadel. Nestor is secretly a member of
the cult that the PCs will discover.
If this adventure is not being His description as a cult member
can be found in the cult descrip-
played in the City of Greyhawk, tion section of this module.
choose another appropriate site
such as a jail or sheriffs office for
the following encounter.

9

\

Nestor greets the party some- tention to this level of the City that no one is above suspicion-
what sternly, although politely. He Watch. They wonder whether an especially strangers!
explains that he is only gathering ulterior motive exists: is Wasek
information a t this time, and that someonespecial,or does Nestor not If the PCs try to attack Nestor or
he is not ready to make any trust the party for some reason? any guards, they will be subdued
arrests-yet. He then asks the quickly. Enough guards are on
same questions that the guards If the PCs try to ask questions of duty to overcome the party and see
asked: names, homes, reasons for Nestor, he brushes them off by say- to their cooperation.
being in Greyhawk, etc. He also ing, “That’s not important,” or
asks how they met Blasek, what “This is a matter for the author- If the PCs arrived at the Citadel
they talked about at the inn, and ities-don’t worry about it.” He is bound and gagged, Nestor is more
what their plans were for today. vague and elusive about any ques- harsh, but eventually allows them
tions the PCs try to ask. to leave. If the PCs attack and in-
Nestor asks what the PCs did after flict any damage on any guards,
Blasek left the inn: whether they If the PCs mention the man in Nestor has them thrown into a cell
stayed in or went out. the tavern who was watching =la- after blindfolding them. They will
sek, Nestor asks for a description, be forced to wait there until the fol-
The PCs should not attempt to then gets a strange look on his face lowingday, when one of the priests
use magic in Nestor’s presence.
There is no chance of casting a for a brief moment. He finally lets of St. Cuthbert will come to ask for
spell secretly. If a PC does attempt out a long sigh and says, “That’sa their release. Invent a suitable eve-
to cast a spell, Nestor becomes an- poor lie. No, I’m sorry-I don’t be- ning in the dungeon for the PCs to
gry and reprimands the character. lieve there was any such stranger.” pass the night. The PCs will be re-
PCs get the feeling that this means leased the next day to the custody
Ask the PCs to make an intelli- something to Nestor, but he is hid- of the priest with a stern warning
gence check. PCs who make the ing something. from Nestor.
check feel that Nestor seems casual
enough, but Blasek’s attack A s long as the PCs are coopera- If the PCs are released without
doesn’t strike them as a problem tive, after several hours of ques- incident, they are told that nlasek
that should attract this much at- tioning, Nestor allows the PCs to is at the Temple of St. Cuthbert.
leave. He warns them, however, Any of the guards can provide

10

directions. Encourage the PCs to ble. The entire garden is one of As they look around, the PCs will
go there to discuss the attack with the lovliest you have ever seen. learn that no expense has been
Wasek if they are reluctant. Pro- spared in decorating or outfitting
ceed with Encounter 4. Several clerics dressed in the church. Every candlestick and
reddish-brown robes tend the sconce is made of gold and deco-
If the PCs are jailed and later plants, pruning and watering rated with silver. The pulpit ap-
bailed out by the priest, he asks them. ’ b o clerics stand in front pears to have been hand-carved
them to accompany him to the of a rose bush, discussing which from one solid block of a rare
temple to discuss what happened. blossoms should be cut to make wood. The chairs used by the
Proceed with Encounter 4. up an arrangement for the priests at the front of the shrine are
shrine for the next Godsday. carved of the same rare wood and
Encounter 4 bear white velvet cushions. Fine
The white tile paths eventu- tapestries as high as the ceiling
The Sacred Temple of ally lead to the enormous dou- and ten feet wide decorate the
ble doors of the shrine. The front of the shrine, depicting vari-
St. Cuthbert doors are built of a pale, dense ous scenes from nature. Every-
wood, and are bound with brass thing is tastefully decorated, using
Located in one of the wealthiest scrollwork. The doors are open only the finest materials.
quarters of the city, this is the busi- and lead directly into the enor-
est temple in Greyhawk. St. mous room of worship. The cleric will return shortly,
Cuthbert boasts more followers saying “Master Thraydin will see
than any other diety worshipped This room looks capable of you. Please follow me.”
in this area. The temple is large seating 600 persons. Many rows
and beautiful and is never at a loss of straight-backed benches face He leads you out the double
for monetary support. Its many the front of the rectangular doors and around the side of the
clerics are strong and unified. room. Huge white marble shrine. From your observations
columns support the 50’ high inside and now outside the
The temple is built of white mar- ceiling throughout the room. building, you guess that it holds
ble and is topped by a roof of pol- Paintings of scenes from St. only the shrine and no addi-
ished copper whose gleam can be Cuthbert’s life line the side tional rooms.
nearly blinding on sunny days. walls. The ceiling is painted to
The combination of the shine from represent a heavenly blue sky You follow another white tile
the roof and the white marble give filled with white clouds and a path around the shrine. Ahead,
the temple a visage of holy power blazing sun. Underfoot,the floor you see another white marble
and strength. It is an awesome is built of polished tiles of deep building that lies at a right angle
sight even for non-believers. green marble. to the Temple. This building is
rectangular, but appears to have
Read the following section aloud It should be obvious to the PCs three floors. You notice double
to the players. If they have been that this temple was constructed doors on the front and side of the
bailed out and accompanied by a at great expense. Despite this building. The windows are
priest, omit the section describing show of wealth, there are no tem- small but numerous. The cleric
the PCs’ wait in the shrine, but read ple guards visible. leads you through the doors in
the details of the shrine’samenities. the narrow front of the building.
After a few moments of looking These doors appear identical to
A wide courtyard spreads in about the shrine, a brown-robed those at the front of the shrine.
front of the temple. Paths of cleric approaches the PCs, and in a
white tile lead through well-kept soft voice asks if he may help them. You enter through these doors
gardens of roses, exotic flower- When the PCs respond that they and find yourselves in a large
ing plants, and evergreen are looking for Wasek, he says, foyer. The floor is pink marble,
shrubbery. Mistletoe and holly “And who may I say is inquiring?” and the room is furnished com-
grow profusely. Once the PCs have introduced fortably, but without the gran-
themselves, he replies, “One mo- deur of the shrine. The cleric
The paths lead to a circular ment, please. I shall learn if he is ac- leads you up a pink marble
fountain. In the center of the cepting visitors.” With that, he staircase to the second floor.
fountain, on a pedestal high exits through the double doors.
above the water, stands a mag- The staircase opens onto a
nificent eight-foot statue of St. The PCs are again left alone. long hallway. At least twenty
Cuthbert, carved of white mar- They have time to examine the
temple further before he returns.

11

doors can be seen down the hall. hands as if to lower his hood, tries to answer any questions they
The holy symbol of St. Cuthbert then I was struck on the head have. However, he did not see the
appears on every door. The cleric from behind. faces of any of the men who at-
leads you to the fourth door on tacked him, and only remembers
the right and steps aside, mo- “I remember falling to the seeing their robes.
tioning for you to enter. ground and being kicked all
over by hard boots. I could see DM’s Note: l’hlasek’s attackers
Inside, you see four beds, three men in robes beating me, were members of the cult of Iuz.
lined u p with their heads and the other man, the one I saw They have been watching him for
against the outside wall. A holy first,just standing there, watch-
symbol hangs above every bed. ing. I felt as if I couldn’t move: I several months, realizing that he
73.~o0f the beds are empty, and a tried to fight back but I was just could be a potential problem. The
pale, elderly man occupies the swinging at the air, as if I had cult has restrained from killing
third. You immediately recog- never fought anyone in my life. him however, because murders
nize Blasek as the occupant of bring investigations and the cult
the fourth bed. He is sitting up, “Finally, the first man made a cannot afford the risk of being dis-
and smiles broadly as you enter. hissing noise and the beating covered, even with their agents in
His smile fades quickly, how- stopped. The three men followed the Citadel to throw suspicion
ever, as he begins to apologize the other off into the darkness.
for “dragging you into this.” away from the cult.
“I don’t know how long I lay The attack was ordered after the
Wasek is truly sorry for getting there, but it felt like forever. I
the PCs involved in his troubles. He still didn’t know where I was, cult’s spy observed his conversa-
apologizes for their audience with but I knew my name and I knew tion in The Whistling Fish. The
the constable. If the PCs spent the that I had come from the Whis- cult decided to send ’blasek a
night in the dungeons of the Cita- tling Fish. I knew that I was try- message to mind his own busi-
del, he is gushing with apologies ing to find my way home. ness, except the beating did not
and is practically on his knees beg- serve to define that message very
ging for their forgiveness. “I began to pray to St.
Cuthbert, and gradually, my clearly.
At last, when ’hlasek has fin- memory returned. I continued Blasek’s attack began with a be-
ished apologizing, the PCs can fi- to pray and eventually I felt well
nally begin to get some infor- enough to make it to the Tem- wilder spell, which is described in
mation from him about his attack. ple. I was lucky when I passed the New Magic Appendix a t the
through the Garden Gate that
Talasek’s Story the guards didn’t notice my in- end of this module. Briefly, the vic-
juries. If they had known I had tim of a bewilder spell suddenly
“After I left the Whistling been beaten, they would have finds himself lost and unable to
Fish, I started heading home dragged me to the Citadel for recognizeany of his surroundings.
along my usual route: up the questioning immediately. Un-
Processional, then down the less you talk to Derider Fanshen Regardless of the familiarity of the
side street to my boarding herself,the guards tend to forget surroundings, the victim does not
house. I was within 100 yards of that injuries need attention be- recognize anything and will find
home when suddenly I felt lost, fore they hear your story. I himself wondering how he arrived
as if I had never been on my longed for the comfort of this at his present location.
street before. I started to look shrine, for the care of the
around for anything familiar, priests. In the event that they The cult’s thugs like to use this
but things just looked stranger couldn’t heal me, I wanted to die spell to slow down their enemies,
and stranger. close to St. Cuthbert’s favor.” allowing time to close or improve
their attack position.
“As I turned around, I noticed Wasek also tells the PCs that he
a man in a robe walking toward is going to be fine, but the priests In ’Blasek’s attack, once he had
me. I couldn’t see his face, but I want him to rest a few days. He is succumbed to the bewilder spell,
asked him if he could help me ready to leave now, but he respects he was beaten by three of the cult’s
because I suddenly seemed to the priests and has agreed to stay warriors. A mage directed the at-
have lost my way. He raised his in bed until tomorrow.
tack and signalled the warriors,
’hlasek is strong enough to talk who wore robes to conceal their
to the PCs as long as they wish. He identities, armor, and weapons.

If the PCs mention the stranger
who watched them in the Whis-
tling Fish, l’hlasek has a vague rec-
ollection of him. He remembers
the man, but did not pay much at-
tention to him. His robes were sim-
ilar to those worn by ’hlasek’s

12

attackers, but those robes are Encounter 5 If the PCs wait until the next day
fairly commom in Greyhawk. to look through the room, nothing
Blasek lives in a modest board- has changed. The culprits did not
It is possible that the man had a inghouse on a side street off the return overnight, so no evidence
connection to the attackers, but Processional. The back of the was destroyed.
Talasek feels that the association is boardinghouse faces the wall
not strong enough to warrant sus- which divides the High Quarter When the PCs look through the
picion. He is adamantly against from the New City. The boarding- room, they find that every inch has
possible false accusation. house has four rooms designed for been searched. Drawers are over-
single occupants on the ground turned, pockets are turned inside-
If the PCs mention the pendant floor, and three rooms for two oc-
that the stranger in the bar wore, cupants on the second floor. ‘Ma- out, and the mattress has been
he suddenly has a memory of a sek’s room, on the first floor, is at sliced open. Whoever tore apart
flash of silver while he was beaten. the rear of the building and offers a the room did a thorough job.
He remembers that one of his at- panoramic view of the city wall.
tackers wore some kind of a symbol The lock on %lasek’s door
on a chain around his neck. He is ?alasek has given the PCs direc- shows evidence of being picked.
certain he had never seen the sym- tions to the boardinghouse and in- Both windows are closed and do
structions for entering his room, not appear to have been disturbed.
bol before,but his mind is too foggy as well as a list of the articles he
about some of the details of his at- needs. He warns the PCs that When the PCs return to the
tack to remember the symbol with housekeeping is not his strong suit shrine, they may head directly for
and that the room might be some- ’klasek’s room. They will be
any degreeof accuracy.Even if he is what disorderly. stopped on the stairway by a cleric,
who offers assistance. When the
shown a picture of the symbol, he The PCs will have no trouble PCs explain their mission, the
still is not certain whether it is the finding the boardinghouse. Since clericwill accompany them to Tala-
same one he saw on his attacker. the landlord does not live on the sek’sroom, but he will depart when
premises, no one stops them as
Suggest to the PC who dreamt of they enter %lasek’s room. Talasek gives his approval.
%lasek is naturally alarmed to
the robed figures that the dream As you enter l’hlaseks room,
might have significance in light of you realizethat he was notjoking hear of the break-in. His first con-
these developments, if he hasn’t when he said the room might be cerns are that his landlord’s prop-
thought of this already. The PCs disorderly. Clothing is strewn
can discuss this at length, if they everywhere,books litter the floor, erty was not damaged and for the
wish, but they come to no concrete and nothing seems to have a items he wanted. He shows great
conclusions. proper place. But as you look at relief when the PCs provide all the
the room, you realize that the items he wanted: some clothing, a
The encounter with the Deputy dresser drawers are empty and small portrait of his father and
Constable and the discussion with the shelveshave been cleared. TI- mother, and something that looks
Talasek will keep the PCs busy into lasek isn’tjust messy-his room like a carved block of wood. The
the late afternoon. Xlasek will has been ransacked! wooden object looks like nothing
then ask the PCs if they would more than a paperweight, but ?ala-
mind performing a small favor; he Allow the PCs to decide whether sek shows that by twisting the
needs a few items from his room at to search the room for clues, to block correctly,it opens to reveal a
his boarding house, and he is hop- look for the items ?alasek wanted small, hidden chamber. Inside is a
ing that the PCs would not mind and return to him, or to leave the
fetching them. When the PCs are room undisturbed. If they decide woman’sring. He tells the PCs that
ready to depart, Talasek rings a not to return to ?alasek until to- it is the ring that his father gave to
small bell a t the side of his bed. An- morrow, remind them that he will his mother on the Bridge of En-
other brown-robed cleric appears worry about what may have hap- twined Hearts on the night they
to show the PCs out of his room. pened. Encourage them to return were betrothed. (Blasek’s parents
to him right away. All of the items are both dead: see his character de-
If the PCs are reluctant to run on his list are still in the room and scription in the appendix for de-
the errand, encourage them to go may be collected. tails.) lhlasek has saved it for
in some way. Possibly one of the sentimental reasons and plans to
PCs has taken a strong liking to %- give it to his wife someday, once
lasek. A female PC would be a providence has selected a woman
likely candidate-remember, Tala- for him.
sek is a paladin. Otherwise, some
of the PCs could simply feel sorry If the PCs ask, ?alasek will tell
for %lasek and see nothing wrong them that the Bridge of Entwined
in performing this small favor. Hearts is the bridge crossing the

13

Millstream in Clerkburg (p. 70, will be impossible to find the child
GoF). Legend tells that marriage in this large city without a better
proposals made on this bridge will description. If the PCs ask
result in lifelongunions. It is possi- Gruenab to observe any future
bly the most romantic place in messengers, he is more than will-
town. Blasek sighs softly as he ing to oblige and promises to keep
closes the ring back into its box. his eyes open in the future.

The PCs and Blasek can discuss The parchment Gruenab
the details of the robbery or clues hands you has been folded in
the PCs may have found. They thirds, and a plain drop of red
come to no real conclusion, but wax without a seal holds the
feel certain that the stranger in the page closed. The message is
tavern, the attack on Wasek, and written in ink on the small
the robbery are all connected. sheet. It says simply, “Leavethe
They have no idea what the motive city if you do not wish to be
behind these events may be. harmed. Stay, and you risk your
lives.” It is not signed.
Blasek wishes the PCs to ac-
company him back to his room the DM’s Note: The message was
following day, and asks if they will
meet him a t the shrine after break- sent by the cult, but the PCs have
fast. They can finish searching for no way of determining this. The
clues in the morning, since Bla- cult deliberately used red sealing
sek will know best if anything is wax to throw the PCs; had they
missing. used a black seal, the PCs would
probably have guessed the note to
DM’sNote: The room was ran- be from an enemy, and had they
sacked by members of the cult to used a white seal, they would have
serve as an additional warning to probably guessed it to be from a
Blasek. They were also lookingfor friend. A red seal offers little room
anything valuable to add to the for speculation.
cult’scoffers,but found nothing. A
mage assisted in the ransack, cast- If the PCs spend their evening
ing detect invisibility to assist the questioning patrons of the tavern
search, but nothing was to be or other residents of Greyhawk
found. The cult had also hoped about the robed men, no one has
that a robbery might give Blasek seen them. None of the employees
something to do other than track of The Whistling Fish recall them.
down the cult, but they found Gruenab remembers the man who
nothing suitable to steal. was in the tavern on the previous
evening, however. He did not no-
Encounter 6 tice the stranger’s activity of
changing tables, but he remem-
Speaking with Blasek should bers serving the man several
carry the PCs well into the supper glasses of cider. He also noticed the
hour. Regardless of the way the pendant the man wore, and de-
PCs spend their evening, a mes- scribes it to the PCs.
sage awaits them when they re-
turn to The Whistling Fish. The pendant looked similar to a
Gruenab received the message late fork with three tines. Instead of the
in the afternoon from a small boy tines being parallel, however, the
who appeared at the inn. He did outer two tines diverged at a sharp
not take notice of the child, and angle from the center tine.
had never seen him before. The Gruenab is able to provide a crude
PCs will have no way of finding the
boy. Although Gruenab guessed drawing. It does not have any sig-
his age to be about eight years, it
nificance to him, and he has never
seen anything similar before.

14

deal of money for their quality Encounter 7 3. The PCs (orWasek)should be-
alone. He wisely stores these in a gin inquiring at the jewelry booths
vault deep inside the temple. He is If none of the PCs suggest it, have in the market for a metalsmith who
Wasek suggest that they investi- created the mysterious pendant.
free to request these any time he gate the marketplace to find out The first three or four inquiries
wishes, and the clerics always re- whether one of the merchants made should be met with honest answers
trieve them for him in a matter of the pendant that Gruenab identi- of vendors who do not recognize the
minutes. (Seethe description of %- fied. They can also investigateother pendant. At one booth, however,the
lasek at the end of the adventure parts of the city for other potential PCs will encounter a vendor who is
for details of these items.) clues with Wasek as a guide. not telling the whole story. His first
reaction to the PCs inquiry will be,
%lasek is at a loss to determine Use the City of Greyhawk boxed “Who wants to know?” They have
why anyone would ransack his set to move the PCs around the
room. He has no enemies that he is city. Point out sights of interest found Goldie, the jeweler, who
aware of and owns nothing of such as the mansions in the high makes the pendant.
value. No warning was left. %la- quarter, the colleges, the city
sek is willing to dismiss the assault arena, and the burned section of DM Note: Do not reveal this in-
asa practicaljoke, or at least some- town. Allow them to tour both the
thing unrelated to their present high market in the High Quarter formation to the players! Pendants
difficulties. and the low market in the center of
the New City. are worn by members of the cult of
As the PCs help %lasek tidy his Iuz to signify their status in the
room, Wasek makes a discovery. The PCs will have three impor- cult. The pendants vary slightly to
Near the window, he finds a tiny tant encounters while exploring. signify the status of the wearer.
patch of white powder on the floor. Play these in any order as appro- The jeweler knows that these pen-
Knowing that he owns no such priate. Also, provide them with dants are meant to be a secret; he
powder, he shows it to the PCs. two rumors and Rumor # 1 0 from finds it strange that someone
Any mage in the party will be able the rumors table. should walk up to him on the
to identify it as talcum powder, one street and ask about the pendant.
of the material components for the 1. A s the PCs round a corner, one At first, he is confused: the PCs ob-
detect invisibility spell. Whoever of them spies a figure wearing a viously know of the pendant’s ex-
ransacked the room must have dark blue hooded robe rounding istance. Does this mean that he
used the spell to learn whether %- another corner, away from the can discuss the matter with them?
lasek had anything hidden invisi- PCs. If the PCs do not give chase, Despite his obvious confusion, the
bly in his room. have nlasek take the lead. They jeweler decides that discretion is
can easily overtake the figure, and the better part of valor and decides
No other clues exist in the room. when they confront the stranger, to keep his mouth shut.
The PCs have some investigat- they will discover an elderly
ing ahead of them. They need to woman on her way home from Regardless of what the PCs say,
find out who attacked Blasek and shopping. The PCs frighten her the jeweler will not blow his cover.
why, who sent them the message out of her wits, and she begins They will note his confusion, how-
at The Whistling Fish, and who shrieking for the city guard. If the ever. If the PCs attempt to use an
ransacked %lasek’s room. They PCs begin apologizing and helping ESP spell, they will determine that
also should be looking for the her gather her dropped purchases, the pendants are made for a stran-
stranger in the dark blue robes, she calms down quickly, before ger as a special order. He thinks
and by this time they should have any guards arrive. If the PCs ex- the stranger is not a resident of the
heard several rumors that need to plain the mistaken identity, she city, since Goldie never sees him
be confirmed. If the PCs need di- catches her breath and finally be- anywhere but the market. The
rection at this point, allow them an gins to walk away, looking like stranger requires four variations of
Intelligence check and give them someone who had just seen a the pendant, pays well, and has
this “grocery list” of problems ghost. She will not allow the PCs to told thejeweler that he must never
they must solve. escort her home. use the design for other jewelry.
Goldie must never tell anyone
DM Note: During the evening af- 2.The PCs spot a figurein a dark
blue hooded robe. If the PCs do not about the orders or he will lose the
ter the PCs escort %lasek home, give chase, Zilasek will take the stranger as a customer. This is all
be certain to play them through lead. The figure disappears with- the information Goldie knows
Encounter 4. out a trace. The PCs have no about the pendants.
chance of finding the stranger.

15

3: The Plot Thickens

By now, the PCs should have future lies with St. Cuthbert drunks and sailors have found
many clues to pique their curiosity now. He has asked for you and sleep. The houses are all dark;
and put them on the trail to discov- says he has informationthat is a some of the inns are lit by single
ering that an evil cult is at work in matter of life and death. Come lanterns. The city that bustles
the city. Allow them to investigate immediately.He may be with St. with activity during the day is
in any manner they choose, ques- Cuthbert soon.” governed by an eerie silence at
tioning residents and merchants night.
or generally observing their sur- If the party considers splitting
roundings. They should also be at- up, encourage them to stay to- Ahead, you see the Low Mar-
tempting to verify the rumors that gether. Impress upon them the ur-
they have heard. gency of leaving immediately, but ket. A few snores can be heard
suggest that they take any posses- from the tents and gypsy wag-
After the message and ambush sions they feel they might need. ons of the vendors. You easily
which follow, events begin hap- make your way through the
pening more quickly. Make certain The fastest route to the a m p l e is market and begin to head up the
you are familiar with the remain- directly up the Processional and Processional.
der of this adventure in order for through the Garden Gate. Once on
things to run smoothly. the other side of the Gate, they can Ambush!
dash across the lawns (since no
An Urgent Message one will see them at this hour) The party is about to be am-
rather than taking the proper bushed by some of the cult mem-
This event must take place on roads. bers who are waiting for the PCs in
the evening of the day that the PCs the sewers. They wait until the
escorted Blasek home from the DM Note: Do not reveal this in- PCs have passed the sewer open-
shrine, for maximum effect. ing on the Processional. Their first
formation to the players! The PCs action will be to have their mage
After a busy day of investigat- have been sent a phony message throw a bewilderspell.Ask for sav-
ing, the PCs finally get to their by the cult members. Their inqui- ing throws vs. spell from each
rooms at The Whistling Fish and ries around the city and their asso- character at -2 penalty. If any of
fall asleep. Sometime during the ciation with Wasek has drawn the the PCs miss their saves, read the
wee hours of the morning, while it attention of the cult. Since the following boxed text. If all the PCs
is still very dark, the PCs are awak- warning message obviously had make their saves, announce the
ened by a loud knock at their no effect, the cult has decided to ambush and eliminate the bewil-
door@)G. ruenab has a message for take stronger action. No emer- der spell.
them that he received only a few gency exists, but one will soon;the
moments earlier. It was delivered PCs are about to be ambushed! You’re about 100 yards past
by a man wearing a reddish-brown the marketplace when suddenly
robe who said the message was an You shiver as you exit The none of you can remember why
emergency. Whistling Fish and step into the you’re here. What are you doing
night air. A chilly breeze takes on the street in the middle of the
If the PCs do not remember that your breath away after giving night? You don’t recognize your
the clerics of St. Cuthbert wear up the warmth of your beds. A surroundings and you’re not
robes of the color Gruenabjust de- quarter moon provides little sure where you came from.
scribed, allow them an Intelligence light: you must depend on the
check to remember. torches and lanterns you carry A s you stop to discuss this
to light your way. Fortunately, problem and try to decide what
The message Gruenab hands you are not too far from the Pro- to do next, your party is at-
you is a written on a parchment cessional, and once there, the tacked by a band of hooded
scroll tied with a white silk rib- route should be easy. men.
bon. It states: “Blasek has been
attacked and is near death. His The sleeping town offers no
sounds for company. Even the

16

The cult has sent this troupe to 1:Dmg by weapon type (staff,dag- duo while Romar is the more intel-
delivera message: Get out of town! ger + 1):S A spell; SD none; AL CE; ligent, agile member. Romar nor-
The attackers comprise one mage, THACO 18. Spells: burninghands, mally plans their attacks and
two fighters per PC, and two magic missile(x2),shockinggrasp; Barsin carries them out to the let-
thieves (one of the thieves deliv- blur, detect invisibilitx spectral ter.
ered the message to Gruenab).Use hand, stinking cloud; hold person,
Barsin and Romar in the battle and lightning bolt, vampiric touch; Jaffee, Mendel, Sorum, Smykal,
as many of the other fighters as confusion, minor globe of invul- TorVal, Human 5th level fighters:
necessary to bring the total to two nerability Equipment: bracers of AC 3,3,4,4,4; MV 12; hp
fighters per PC. defense AC 4; wand of paralyza- 42,40,37,35,30: Str 15,15,
tion (6 charges): potion of healing 17,13,14, Int 10, Wis 9, Dex 14,
When the PCs are in position, ( 1 dose); ring of invisibility. Raffel Con 14, Cha 8,9,10,11,12;#AT 1;
Raffel casts bewilder (see New wears a dark blue robe with the Dmg ld8, ld8, l d 8 + 1 (battle axe
Magic at the end of this module)on hood pulled up and soft boots. + l ) ,l d 6 + 2 (mace + l ) ,ld8; S A
them to slow them down and allow none: SD none; AL NE; THACO
the fighters to get into position. Barsin and Romar, human 7th 16,16,15,15,16. Equipment:
level fighters: AC 1,-1; MV 12; hp
Once the fight begins, the 63,52: Str 18,16, Int 11,14, Wis chain mail + I and shield; chain
thieves will position at opposite 10,13,Dex 13,15,Con 16.13, Cha
ends of the fight to serve as look- 10,16;#AT3/2 ; Dmg ld8 (bastard mail and shield + l ; chain mail
outs. When they hear the City and shield; chain mail and shield;
Watch approaching, they pass the sword +2, long sword +3);AL NE: chain mail and shield.
word and open the entrance to the
sewer so everyone can make a THACO 1 2 , l l . Equipment: chain 3rd level Fighters: AC 6; MV 12:
clean, quick getaway. hp 22; Str 14, Int 10, Wis 8,Dex
mail +2, chain mail +3;shield + 1 12, Con 13, Cha 12; #AT 1; Dmg
Raffel, human 8th level mage: ld8; S A none: SD none: AL NE;
AC 2; MV 12;hp 20: Str 12,Int 17, (each). THACO 18. Equipment: studded
Wis 13,Dex 16;Con 8,Cha 10;#AT Barsin and Romar have been leather armor and shield.

partners for many years. Barsin is
the huge, brawny member of the

17

2nd level Fighters: AC 7;MV 12; chooses, the PCs may hide rather 3. Since everyone who passes

hp 15;Str 13,Int 9, Wis 8,Dex 12, than face the City Watch. They will through a city gate must sign the

Con 13,Cha 11; #AT 1;Dmg ld6; be forced to hide for at least one register, the PCs may go to the reg-

SA none; S D none; AL NE; THACO hour while the guards search the ister at the Garden Gate to deter-

19.Equipment: leather armor and area for the perpetrators. Severely mine whether anyone from the

shield. wounded PCs may find them- temple passed through the gate

selves in trouble if they do not re- shortly before the message was de-

Nimhbell and Slick, human 4th ceive proper attention for their livered.There is no such entry; the

level Rogues: AC 5,5; MV 12; hp wounds quickly enough. last temple member to pass

16,15; Str 12,13, Int 15,14, Wis If the PCs wait for the City through the Garden Gate was

9.10, Dex 16,17, Con 13,12, Cha Watch: The PCs will be escorted to headed into the High Quarter

8,12; #AT 1; Dmg ld4 (dagger + I , the Citadel for questioning. Their around sundown.

dagger +2);S A backstab; S D behavior is very important here. 4. Somebody is serious about

none; AL NE; THACO 18,17. A s long as they are cooperative, driving the PCs out of town. Last

tuLi-c At;. u. eawiAumn .w.Ailli i -i-cl oie ~m -a n c+L iLi ac imi i eft-- night’s attack proves that some-
c aiLci one is worried about the PCs’ in-

-ing of protection + 1; leather ar- quesitioning (probably around

nor and ring ofjumping. mid- morning).The PCs may need vestigations and wants to put a

to demand medical attention if the stop to them.

The battle should rage for a t guards “forget” about this detail. The PCs now have many leads to

1east four rounds before the City If t;he PCs become surly or abu- follow. Use the descriptions that

1---- _ _ I - _ - T 1 - 1 - L - --->I1 L - s_~:v_t : ,t_he_y will be kept at the Cita- follow to play the PCs through the

L I ~ I I L SWIII
hva~ciiapproacnes. ut:T T - I - 3 -

lit in some of the nearby homes. If del until mid-afternoon and various areas of the city that re-

any of the PCs are at risk of dying questioned repeatedly,Eventually, quire investigation.

and you wish to save them, the the PCs may be charged with dis-

City Watch can approach more turbing the peace. If they pay a fine

quickly. Conversely, if the PCs (DM’s discretion or use the guide-

have not taken much damage, the lines on p. 11,FFF)they are free to

C- _it_~v Wa_tc.h._c_a_n__a-.r~_r~i-v_e- m_o_re _s_ lo~_w_ l_v . l~ea_ve- ._ .

to allow the PCs to take a worge If the PCs attempt to hide but are

beating. The PCs should get the caught by the Watch: Use the pre-

idea that they may have been vious information, but the PCs will

slaughtered if the City Watch had face a heavier fine and will not be

not arrived. released unless Blasek or one of

The attackers will make a clean the priests from the lkmple is sum-

getaway. If any of their comrades moned to escort them. The PCs

have fallen, they will efficiently will be released to the custody of

gather the bodies and spirit them the Temple. They will again face

away. Nestor, who suggests politely that

Due to the intensity of the battle they leave the City of Greyhawk.

and the hoods worn by the attack- Once the PCs are free of the Cita-

ers, the PCs have no opportunity del, they have several choices. If

to see the faces of the cult mem- these do not occur to the players,

bers. Even if a PC announces that allow the PCs an Intelligence

he is attempting to remove the check for some inspiration.

hood of one of the attackers, he is 1.The PCs may go check on B-

too busy defending himself to com- lasek (if he was not needed to bail

plete the effort. out the PCs).He is in perfect health

The PCs have the option of mak- and had nothing to do with the

ing a run for cover or waiting to tell message.

their story to the constables. The 2. The PCs may ask at the Tem-

decision of whether the PCs get ple about the message. No one at

away is left to the DM’s discretion. the temple was responsible for the

The results of either choice are de- message. If the PCs need to be

tailed here. healed, the clerics offer their

If the PCs run away: If the DM assistance.

18

The cardboard foldups included ing, and blankets from the large The Humble Shrine of

in this module represents Shack- shrines in the city and distributes St. Cuthbert

town. The DM should assemble what he can to the residents here. This shrine is one of the few two-
story buildings in Shacktown. It is
them as an aid to adventuring in Shacktown’s “buildings” com- also the best-kept building, since it
must serve as a safe shelter in
this chapter. prise huts, tents, lean-tos, and times of bad weather or disaster. It
is maintained by Nicholi and any-
Read the followingd-e--s-r-r-inI-t-i-n-n-- o-f- shanties. Perhaps 10 frame struc- one who volunteers.
Shacktown careful13T before the
tures exist, and a few buildings are The shrine appears to have been
a frame structure at one time, but
PCs begin their adveritures in this built up from the stone founda- now it is patched with various
sizes of wooden planks. Although
section of town. Keep in mind that tions of structures long agoburned ramshackle, it does look as if it
could withstand heavy winds. The
the people who live here are the to the ground. In heavy winds, at shrine has lost pieces of its roof
and walls in previous storms, but
poorest folk in tlhe City of least ten percent of Shacktown is it has always survived more or less
intact. A few of the windows still
Greyhawk. They are 1not necessar- blown away completely. have glass, but these are covered
by a lattice of wooden slats to pro-
ily evil, nor are they (ximinals, al- The streets of Shacktown are lit- tect the glass from flying debris
during a storm.
though some do dwell here tle more than dirt paths. In dry
The shrine is approximately 30’
occasionally. The pec>plewho are weather, they are hard and wide and 40’ long. Most of the
”:- nu.u..i.u;,i..sd building is whitewashed, except
permanent residents Le..* ae.... Lni .a.Lon nL ui7.wnn:ithu~i A--.-. --ta
i31111- U L L ~L U L I J . for the most recently repaired sec-
llGl tions. Double doors open from the
street into the rear of the gathering
ply poor, good folk, and a certain rainy weather, they become nearly room. A plain wooden wall run-
ning the width of the structure,
nobility exists among them. They impassable due to the mire. five feet in from the door, serves as
a windbreak for the rest of the
never steal from one another, no Shacktown is noticeably absent room. Doorways cut into this wall
on both ends allow access to the
matter how des-n-e_m-t-e- t-h_-e-v hP-- n--f animals-. n-n-c0f-s and cats are not gathering room.
I found anywherc:: there is barely
The first floor of the shrine
come. In fact, there is a strong serves as the gathering place for
worshippers. I t holds wooden
sense of community among these enough food foi7 the people who benches that seat approximately
50 persons, a battered pulpit, and
folk, and when one of their kind is live here, much 1ess anything to be a wooden holy symbol of St.
Cuthbert which hangs on the wall
down on his luckL, the others pitch spared to feed a pet. A few chick- behind the pulpit. Simple candle-
in to help in any way t.h- ey can. holders stand in front of the pulpit,
ens can be seen around some of the and sconces line the walls at five-
foot intervals. This room is
Criminals do appear here from shanties, and a few nanny goats remarkably clean considering the

time to time, usually when they are kept for their milk.

are hunted by the law. The City

Watch almost never comes to Random Encounters
in Shacktown
Shacktown. I t is an excellent place

to “disappear.”Thieves, assassins,

those who owe gambling debts,

and those who need to “lie low” 20-sided
die roll Encounter
come here to hide.
1-5 PCs approached by beg-
Approximately 500 persons live gers

in Shacktown. This number in- 6-7 Randomly chosen PC
falls in the mud
cludes some families, but the ma-
8-10 Stranger tries to sell
jority of the folk here are loners. A something to PCs

few of Shacktown’sresidents have 11 PCs chased by senile old
woman
jobs in the city or on the docks, but
12-15 PCs asked to help repair
most of the residents gather what a shack

they can from the forests and the 16-19 PCs told “Go home! The
end is near!”
river for their food and essentials.
20 PCs get the feeling of be-
They trade among themselves fre- ing “watched”

quently, since there are no busi-

nesses in Shacktown.

The only shrine in Shacktown,a

shrine of St.Cuthbert, doubles asa

mission. Its priest, Nicholi Nortoi,

collects donations of food, cloth-

19

neighborhood, but Nicholi does his ing of value in this room. The room and after services, and around
best to keep it in good condition. is only four feet wide, but it runs Shacktown the rest of the time. On
the width of the building. Enough Godsday, after the midday meal,
Services are held every morning space exists to hide several per- he visits the shrines in the city to
a t dawn, and twice on Godsday, a t sons if the need ever arose. collectany donations that have ac-
dawn and at dusk. Frequently, cumulated during the week. He
fresh wildflowers appear in front of Nicholi's Home also makes trips into the city as
the pulpit before services. needs arise.
Behind the shrine is a small
A narrow stairway at the back of shack that is home to Nicholi. The Nicholi Nortoi, 3rd level cleric:
this room leads upstairs. Up here, shack is 10' by 20', and has only AC 10;MV 12;HD 3;hp 13;#AT 1;
Nicholi stores the donations he has one window and one door. Inside,
gathered, to be distributed as the space is divided into two Dmg ld6 + 1 (mace);Str 13,Int 16,
needed. Six cots line the room, and halves by a wide curtain. The rear
shelves along the far wall hold space isjust large enough to hold a Wis 18, Dex 12, Con 12, Cha 13;
blankets and clothing. Three feet cot and a small chest of drawers. AL LG; THACO 20.
from the corner, against the far The front room has a worn carpet
wall, the shelves stop. Leaning over its bare wooden floor, three Spells: bless, cure light wounds
against the wall here are some bat- straight, wooden chairs, and sev- (x3);goodberv, hold person, mes-
tered mops, brooms, and buckets. eral large pillows. A fireplace fills senger.
most of one wall, and some cook-
Behind these cleaning supplies ing utensils are neatly stacked to Nicholi is a slim man of average
is the entrance to a secret room. the side of the fire. The rooms are height. Obviously, he could benefit
immaculate in spite of their from a few days of hot meals. He is
The latch is simple, and the room second-hand furnishings. average in appearance, but has
is not designed to be impenetrable, warm brown eyes which make him
just secluded. Nicholi uses this Nicholi can be found at home appear friendly and trustworthy.
room to store all the shrine's reli- around mealtimes and after dark, He is instantly liked by most people
gious articles: candles, vestments, at the shrine for one hour before he meets. His mission in life is to
holy symbols, holy water, and his help the poor folk of Shacktown
spell components. There is noth- 20 overcome their poverty or at least

live as comfortably as they can. Ni- and what has been happening. I’d try to give them a few things
cholihas healed almost everyonein He has no information about the
Shacktown, has helped deliver ba- cult, but can confirm the rumor to help them get where they
bies, and has rescued residents that people have disappeared were going.
from fires and collapsed buildings. from Shacktown recently.
He has an intense survival instinct “But the folks who have left
and knows much about surviving “I’ve lived in Shacktown for lately-well, they just seem to
on next to nothing. many years,” he tells you. “I’ve have disappeared. I worry about
seen a lot of people come and go. them, and I truly hope that they
If ever a man was loyal to a lost But I know about each and have found a better life some-
cause, it is Nicholi. He will remain every one of ’emby name. Some where, but I just can’t help but
in Shacktown until the day he of ’em come to me regularly; think that they’re in more trou-
dies, because he knows these peo- others never say a word. I can ble than they had here.”
ple would die without his help. He tell which folks are down on
has no desire for recognition or re- their luck and which folks are Nicholi sighs, and it is apparent
wards, and once turned down an hiding from something. The that he is deeply concerned. He
offer to become an assistant at the ones who are hiding, I leave ’em can show the PCs where the miss-
beautiful shrine in the city. He is alone. The ones who are poor- ing persons lived, and he can show
also loyal to the City of Greyhawk, those are sent to me by St. them their possessions. When the
for its residents provide him with Cuthbert, knowing that I’ll do missing people failed to return af-
the donations he needs to keep his what I can to care for them. ter one week, Nicholi packed up
flock alive. their things and moved them to
“Mostof these people are good the space above the shrine. If these
Nicholi is warm and friendly, folks. They may be poor, but people did return, he could give
and is a good listener. He is trust- they’ve got pure hearts. That’s them their belongings. If they
ing of others and is always ready to why I’m here. They deserve never came back, he could always
lend a hand to anyone in need. lh- every chance to live a decent distribute the items to the other
lasek is one of Nicholi’s closest life. I intend to do what I can to residents of Shacktown.
friends and best supporters. They give them just that.”
trust one another implicitly. Nicholi can provide descriptions
When the PCs ask about the ru- of most of the people who disap-
When m a s e k brings the PCs to mored disappearances, Nicholi peared. He knows of seven men
Shacktownfor the first time, this is sadly tells the PCs that he must and three women who he hasn’t
the first place he visits. The time of confirm it. seen in over one month. All of
day will determine where Nicholi them left without their belongings,
can be found. If Nicholi is not at “As I mentioned, I know of and none of them were criminals.
home or at the shrine, he can be nearly everyone in this town. They were just the ordinary poor.
found elsewhere in Shacktown in And yes, some of them have dis- All of them were between the ages
l d 4 turns. Most likely, he is tend- appeared lately. Sure, people of 20 and 40, and in reasonably
ing to someone who issick or deliv- leave here all the time. But they good health.
ering food or clothing to someone always take their belongings
in need. with them. When you’re this Nicholi will answer any ques-
poor, every possession is pre- tions he can for the PCs. (The DM
Very likely, the PCs have never cious. You don’t just disappear may adlib freely here. The details
seen poverty such as this. They in the night, leaving everything and descriptions are not impor-
should feel obligated to make you own. tant.) They can also explore
some donation to Nicholi. Shacktown and examine the pos-
“The thing that really bothers sessions Nicholi described.
Nicholi’sStory me is that none of them said
goodbye. Some of them were The Juggler’s Diary
When Nicholi has finished regulars at the shrine. Others
with his task, he leads the way who have left have let me know A search of the buildings where
back to his shack. Inviting you that they were leaving, and the missing persons lived will reveal
to make yourselves comfort- where they’d be going. I was al- nothing. A search of the possessions
able, he stokes the fire and puts ways happy when someone that Nicholi collected will yield the
a kettle of water on to boil. He is found an opportunity elsewhere diary of a young man who moved to
interested in hearing how you or found some family. Usually Shacktown four months ago.
became friends with ’klasek
The front page of the diary bears

21

the man’s name-Janson Parlens. City. He denied everything they refused to even listen. Funny
The diary tells the story of the past said, but they certainly weren’t that they’ll come here in the
few years of his life. Janson was a interested in what he had to night to find a pickpocket, but
juggler in a carnival for three years, say-they only wanted to make they won’t investigate a missing
but he left because the carnival was an arrest. person.
sold. The new owners treated the
troupe poorly, cut their wages, and After half an hour of this One week before Janson’sdisap-
generally treated the performers as ruckus, the guards led him pearance, he writes:
their own personal slaves. Janson away. Their leader knew that
decided that even a life of poverty people were watching, and an- I saw a strange man wander-
was better than the indignity of nounced loudly, “Now let that
working for those people. be a lesson to all of you. We ing through Shacktown today.
know where to find you. No one
He left the carnival and came to here is above the law.” No one from the city ever comes
the City of Greyhawk, because the
carnival had once visited the city I thought the City Watch ig- here-there’s really nothing
and Janson thought it was a won-
derful place. Unable to find work, nored this place. I can’t believe here, no businesses, no shops.
Janson settled in Shacktown until they made such a spectacle.
he could find something better. This guy seemed to be looking
If the PCs don’t recognize the
The diary ends abruptly,approx- leader of the City Watch from this for something-or someone. As
imately two weeks earlier, which description, allow them an Intelli-
the PCs can correctly guess is due gence check to recognize him as he passed people, he’d look at
to Janson’s disappearance. The Nestor.
entries during Janson’s final them very hard, as if .he were
month yield some clues. The PCs Three weeks prior to Janson’s
will need to spend some time read- disappearance, he writes: trying to recognizesomeone. He
ing the diary to find the four clues
which follow. Nicholi is reluctant I’m concerned about some- stared at me too, and for a mo-
at first to let the PCs take the diary, thing I heard last night. I was
but he realizes that letting them asleep, but I’dswear that I heard ment, I thought he was going to
take it may save other residents a woman scream. I thought I
from whatever fate Janson suf- heard some shufflingnoises and say something, but he just
fered. He allows the PCs to take the a man’s voice, but suddenly all
diary if they promise to return it as was quiet. I thought I was only walked away. He seemed to
soon as they have finished with it. dreaming, but this morning, I
For every hour that a PC spends heard that one of the local girls know his way around here, but
reading, give him one of the clues has disappeared. I’ve seen her
that follow. around-her name is Mara, and I’ve never seen him before. I
she’s about my age. Who would
Four weeks prior to his disap- have done such a thing asto kid- thNe odioartlyi.eN-r-i.ccl-huoe-lsi. i.csaunnbabe- l-efotuonodf^f^ienr
pearance, Janson writes: nap her? No one in Shacktown information based on the diary en-
has any money to pay a ransom. tries, but he confirms that the peo-
I have never seen the City I hope she’s all right. ple Janson describes are indeed
Watch in this part of the city. Yet
last night, well after midnight, I Two weeks before Janson’s dis- missing. None have returned.
heard a commotion down the appearance, he writes: The PCs may return to investi-
street. I tried to ignore it, but
whatever was happening was It’s been one week since Mara gate in Shacktown any time they
just too loud. I stuck my head disappeared. No one has seen wish. Nicholi is always glad to offer
out of this shack and saw five her. I worry about what may
members of the City Watch led have happened. I heard today his assistance. If the DM desires,
by a man in black pants, a red that another girl disappeared in Nicholi may ask the PCs to help re-
shirt, and a black half-cloak. the night the day after Mara pair the Shrine or other buildings
They were accusing some poor vanished. Her friends went to around Shacktown.
man of being a pickpocket in the the Citadel, but the officials
When the PCs are ready to leave
after their first visit, if they have
not alreadv made a donation to Ni-
choli, Nicholi says to them:

“Is there anything you can
spare to help those less fortu.
nate than yourselves?” Nicho.
li’swarm smile and hopeful eyes
make him hard to resist. He ac.
cepts your donations gratefully
and promises to offer prayers in
-your behalf.

22

Use caution in revealing infor- neath the Great Burn. The amount ’klasek tells you that the
mation from this section to the of rubble on the site makes it impos- mayor of Greyhawk decided
players. Some of the material is in- sible to penetrate the cult’slair from that clearing the area would be
tended for the DM only, to assist the surface. The cult owns several more dangerous than leaving it
him in role-playing and give a bet- buildings and warehouses around lie. A low fence (4’) was con-
ter understanding of what is hap- the site which provide access to structed around the site to pre-
pening in this part of the city. their underground temple. Cult vent children from wandering in
Boxed text, as always, is intended members who arrive for rituals en- accidentally. The fence is cer-
to be read to the players. Some of ter through one of these buildings, tainly no barrier to anyone who
the text is provided for the DM to then arrive at the temple through wants to enter the site badly
hand out to the players in small underground tunnel connections. enough.
doses and is indicated as such a t Other members arrive by entering
those points in the text. the sewers at various points DM Notes: The burn site is dan-
throughout the city, then accessing
If using the City of Greyhawk the temple through the cult’ssecret gerous because of shifting rubble,
boxed set, browse through Chap- passages. This helps to reduce the sharp objects, and empty pockets
ter 12,GoF,before proceeding with suspicion that would be aroused by beneath the rubble. PCs should
this section of town. There you will swarms of people suddenly arriving make a dexterity check for every
find descriptions of the atmos- at a single warehouse. turn that they crawl through or
phere for this part of the city, plus otherwise investigate the site. A
several additional encounters. Blasek can lead the way to the failed check means that the PC
burn site, Gruenab can provide di- loses his footing in the rubble and
The DM should also become fa- rections, or the PCs can obtain di- suffers damage according to the
miliar with the information regard- rections from almost any resident chart that follows. Simply observ-
ing the Thieves’ Guild (GoF,p. 84, of the city. When the PCs are ing the site from the road does not
and FFF, p. 38.).This section of the within one block of the site, they put the PCs at risk. PCs may fly or
city is known as the Thieves’Quar- need only follow their noses. The levitate over the site to investigate
ter, and no activities here pass un- site is so large that even after all safely, but for every two rounds
noticed by the thieves. At the DM’s these years, the charred odor still that a PC maneuvers over the site,
discretion, the PCs may be pick- lingers. ld4 persons (mostly children) ar-
pocketed at any time, although the rive to gawk at the sight.
thieves rarely attempt to rob those You can smell the Great Burn
they can identify as mages. long before it actually comes 10-sided Results ofPC slipping
into view. Residents of this area die roll in rubble
If using a city other than go about their daily life without
Greyhawk, be prepared with a col- even noticing the gaping black 1 Slips but takes no dam-
orful environment. Consider pre- void in the middle of their neigh-
paring encounters for the borhood. age
following establishments: 2 Falls, tears clothing
As you approach the burn 3 Suffers 1-3hp scrapes
Bakery Inn site, you realize that as many as
a dozen buildings were proba- and cuts
Blacksmith Jeweler bly consumed by the blaze. 4 Suffers 4-8 hp lacera-
You’ve heard that the fire was
Brewery Pawnshop large, but you didn’t expect it to tions
be quite this large. 5 Sprains ankle (10hp)
Fortune Teller Tavern 6 Sprains arm (10hp)
I t appears that no effort was 7 Suffers concussion ( 12
Gambling House Weaponsmith made to clear away the rubble.
Stones, bricks, timbers, and sec- hP)
DM Notes: When the PCs come tions of walls and roof lie in an 8 Breaks arm (V4total hp)
to this section of the city, they are enormous, blackened heap. 9 Breaks leg (1/4 total hp)
nearly on top of the cult, but do not 10 Suffers 3d6 +6 hp;
realize it until later in the adven-
ture. The PCs will be watched knocked unconscious
closely by cult members eager to
learn of their progress.

The cult’s“headquarters”lies be-

23

Make certain that the PC in- along. The thieves deny having in- them. In any case, he will insist on
forms you of the height at which formation about the activities in telling Nicholi of their plans, in the
he is flying over the debris, and in- the city, The DM should see that event that something goes wrong.
formsyou if this changes. Should a the PCs are pickpocketed and suf-
flying or levitating maneuver fail fer heavy financial losses. If the PCs’ plan is sound, allow
while a PC is over the site, falling them to carry it out with relative
damage is doubled to 2d6 per 10’ The Missing link ease. If the plan is too outlandish
fallen, due to the sharp debris. or foolhardy, feel free to have the
(Falling rules appear on p. 72, One of the local merchants is City Watch discover the PCs and
DMG.) Rescue may put other party bold enough to confide in the PCs
members a t risk. (he likes the looks of alasek-a drag them back to the Citadel, or
man to be trusted)that a few of the create an altercation with some
For all their trouble and risk, the warehouses have some unusual members of the Thieves Guild who
PCs find no clues at the burn site. activities. He has seen people com- happen by at an inopportune mo-
ing and going in the middle of the
Local Information night. Sometimes they are alone, ment. The thieves will naturally
sometimes in groups. Sometimes assume that the PCs are attempt-
The PCs may also question the it appears that travelers are arriv- ing to rob someone or something,
residents of this section of the city. ing, carrying enough possessions and since this cuts into their
Many of the residents are fearful of for an extended or permanent stay. profits, the thieves will slug it out.
strangersand the PCs will find more He can point out which ware- The DM determines the outcome
than a few doors slammed in their houses have had these occurr- of this brawl. If the thieves win,
faces. Others will offer scanty infor- ances, but will not go near them.
mation or nod fearfully when asked they will force the PCs back to the
about certain rumors. Still others If the PCs approach the ware- Guild Hall, where higher authori-
will offer long-winded sermons houses to determine whether they ties will beat them, impose a stiff
about the dangers of this site and are legitimate businesses, they fine, or other sentence that the DM
the ghosts that haunt the rubble. find busy, bustling enterprises. deems appropriate.
One is a produce warehouse; the
Allow the PCs to confirm any of second is a fish processing plant; The PCs might win the struggle
the true rumors they may have and the third is a mill and grain for many reasons: the thieves
heard about this part of town. Pro- storage facility. could be drunk, the city watch
vide them with any additional ru- might approach, or they might
mors about Old City that they may All three warehouses are similar. succeed thanks to their skill alone.
not have yet heard. The burly workers ignore the PCs
if they attempt to ask questions. Thieves who are captured know
A s the PCs question the locals, The PCs can locate a foreman, who nothing of the cult. They simply
allow them to learn the following quickly becomes annoyed by too inform the PCs that this is thief ter-
information. many questions. If asked who ritory and that the next time they
owns the warehouse, the fore- snoop around here, they might not
* The City Watch patrols Old man’s answer is “some rich guy be so lucky.
who lives in a big house.” He an-
City, but a t night they travel in swers most questions with an irri- Before the PCs stake out the
pairs and do not venture off the tated “I dunno.” If asked about his warehouse, they should be aware
Processional or the main roads. wares, he says, “Look. We don’t of an important fact. The only ex-
sell to private parties. Only to da terior gates which remain open
* Although the Thieves’ Guild is merchants. Now get outta here. during the night are the Cargo
I’m busy.” Gate and the Highway Gate. The
powerful, it is not as strong as it other gates are closed at dusk and
has been in past years. The PCs may decide to stake out opened at dawn.
one of the warehouses. The DM
* Sometimes people can be seen should decide whether Talasek Of the two interior gates, the
chooses to accompany them. If the
coming and going from some of PCs can convince him that they Garden Gate is never closed. The
the warehouses around the burn are not breaking the law and that Black Gate, which divides Old City
site a t odd hours of the night. ultimately, the stake-out is for the from New City, is closed around
good of the city, he will accompany midnight and is not re-opened un-
* The Thieves’ Guild is aware of til two hours before dawn. After
the stake-out, the PCs should
every activity in the city, thanks to check the rosters at the Highway
its strong spy network. Gate and at the Cargo Gate to de-
termine whether any of the people
If the PCs foolishly attempt to they may have seen could have
gain information from the thieves, come through these gates. Con-
they are laughed a t and told to run

24

ceivably,a person could leave New - The Rosters
City through the Cargo Gate and
then enter Old City through the Produce Warehouse: Begin- From midnight until dawn, the
Highway Gate. However, this is ning about one hour after mid- roster at the Garden Gate has three
not the case, as the PCs will learn. night, people begin trickling signatures. The first signature is
toward the warehouses. During that of a man entering the High
The PCs may deduce (withan In- the first hour, six people arrive: Quarter to summon a cleric for his
telligence check, if necessary) that one pair, and the rest alone. Dur- sick mother. The other two signa-
anyone appearing at the ware- ing the second hour, two men ar- tures are those of the same man
houses must already be inside Old rive together, burdened by great and a cleric leaving the High Quar-
City, or knows of a secret entrance. packs on their backs. These men ter about 15 minutes later. If the
appear to be travelers, judging PCs try to verify this story a t the
Nocturnal from the belongings they carry. Temple, they learn that it is true.
Investigations During the third hour, four people
exit the warehouse. The PCs can The roster at the Cargo Gate re-
Ask the PCs for a detailed expla- recognize them as four of the peo- veals ten signatures between mid-
nation of their plans before they ple who arrived during the first night and dawn. All are the
begin their stakeout. Then make hour. signatures of sailors heading for
the evening long, chilly, and un- their boat after a night of “enter-
comfortable. If the party tries to Fish Processing Warehouse: tainment” in the city.
find a room near the warehouses Beginning two hours after mid-
to rent for the night, they find night, three people arrive individu- The Highway Gate’s roster
nothing available. The only inns ally, approximately ten minutes shows the signatures of two men
that have rooms available are not apart. They exit the warehouse to- arriving after a great journey, and
within view of any of the ware- gether approximately one hour the signatures of several farmers
houses. The PCs must rough it later. delivering their wares for the next
outdoors. day’s market. The signatures of
Grain Warehouse: One person the two strangers coincide with
arrives at this warehouse one hour the arrival of the two travelers at
after midnight. He exits again two
hours later.

25

the warehouse. At the front of the warehouse, The hole in which the box is kept
If the PCs stake out the ware- large double doors allow wagons to is covered by tiles designed to look
enter the building for loading and like part of the floor. A wooden
houses more than one night, the unloading. These doors are barred crate filled with papers is placed
activity is virtually the same. Dif- and secured with chain and pad- over this section of the floor at
ferent travelers arrive every eve- lock on the inside at night. night for additional secrecy.
ning, sometimesalone, sometimes
in pairs. The strangers are not just The side of the warehouse has a 2. Foreman’s Office: This office
men, but women also. single door that is locked from the holds all the employee records and
outside at night. This is the door payroll information. It is furnished
If the PCs should try to question that all workers use to enter and with a desk, three chairs, and
any of the strangers, they get no leave the building. many cupboards which hold re-
answers. These people are rude cords. There is no money kept in
and evasive, and will claim that When a wagon to be unloaded this room except on Earthday,
they work at the warehouse, are when the workers are paid.
here to begin the early shift, relieve enters the building, its contents
the night watchman, or any other are dumped into wheelbarrows, 3. Stairway: A wide wooden
suitable lie. They tell the PCs to then transferred to a large table to stairway leads down into the stor-
mind their own business and not age cellar. This stairway is gener-
to meddle in the affairs of others. be sorted. The sorted fish are ally quite busy with the exchange
pushed into long troughs that slide of filled barrels for empty ones.
If the PCs should capture one of the fish down to tables where they
the strangers, they still get no an- are scaled, then transferred to an- 4. Storage Cellar: Sacks of salt,
swers.The cult members will die be- other area to be cleaned and gut- spices, kegs of vinegar, and both
fore they reveal anything about the ted. From there, they are sorted to empty and filled barrels are kept
cult. If the cult member is wearing be pickled, salted, or sold fresh. down here until needed. Transfer
his pendant (50%chance),he says of all product in and out is re-
that it was handed down in his fam- The entire operation is quite corded by a cellar chief, who re-
ily. It has nothing to do with any cult messy and smelly. The floors are al- ports this information to the lading
or any religion at all. That is a lie, of ways slippery, and a few men are supervisor.
course. charged with the job of slinging
buckets of water over the stone floor The cellar is approximately the
The Warehouses to keep the mess to a minimum. same size as the main warehouse
and is about ten feet deep. The
These three warehouses contain Wide windows fill the long walls walls are built of fieldstone and the
secret sewer entrances that are of the building at ten-foot inter- floor is packed earth. An elevator
used by the cult to conceal its ac- vals. These are necessary for venti- platform, operated by hand, is
tivities. By spreading the en- lation and are covered with used to move barrels between the
trances around, they hope to hand-woven screens to keep out cellar and the main warehouse. It
reduce the suspicion that would be insects. The windows are closed at requires several strong men to op-
generated by large numbers of night except in extremely hot erate the ropes and pullies. If they
people coming and going at pecu- weather. put their backs into it they can lift
liar hours of the night. or lower fifteen full barrels at once.
1. Lading Office: This room
Fish Processing Warehouse serves as the business office. All in- 5. Secret Door: Hidden behind
coming and outgoing shipments some barrels is a secret door which
This large warehouse is easily are recorded in ledgers stored in leads down a short stairway into
recognizable due to one unmis- the cult’s secret sewer tunnels.
takeable characteristic: it acts like this room. Financial transactions Only the workers who are cult
a magnet for 6d4 cats. The odor of are also performed here, typically members, including the foreman,
fish fills the air, attracting the hun- paying fishermen for their wares are aware of this entrance. Other
gry felines. The workers here don’t and collecting the money for sales cult members sometimes arrive at
mind the cats, however, and don’t made at the market. The records the warehouse to use this entrance.
bother chasing them away be- are organized by date and are
cause they keep down the mouse neatly kept, but hold no clues for Produce Warehouse
population. The cats are some- the PCs.
times fed the less desirable parts of All varieties of fruits and vegeta-
the many fish that pass through. The office holds a battered desk bles arrive here from the surround-
and two chairs, and many shelves ing farms to be resold as fresh
which hold the numerous ledgers. produce, dried, or preserved. Wag-
A cash box is kept in a concealed
hole in the floor under the desk.
The box is locked and usually
holds 15d10 gp.

26



ons begin arriving shortly after salt, spices, sugar, glass jars, directly from the gristmill. The
dawn every day to deliver seasonal empty barrels, and filled barrels cashbox is usually hidden under
produce. Fruits and vegetables are are kept down here until needed. the counter and holds 3 - 1 8 gp.
sorted here, then washed and sorted Shelves filled with jars of pre-
again into batches for market. served fruit and jam line the long 4. Grain Bins. Each stone bin is
wall opposite the stairway. 10’ across and 20’ deep, dropping
1. Horatio’s Office. Horatio isn’t Wooden crates and straw stand down to the cellar. They are filled
the foreman of the warehouse, nor nearby, waiting to be packed with to the brim in harvest season and
is he an owner or manager. But he the jars. virtually empty the rest of the
is the most knowledgeable man on year. Most contain wheat and oats,
the work site. Horatio is a wrinkled There is a secret door in the though there are bins with corn
old man in shabby clothes who has northeast corner of the cellar, con- and barley as well.
not been f a r from his tree stump cealed behind crates and shelves.
stool in his office for more than a This leads to the underground cult 5. Milling Area. The enormous
day in over fifty years. He orga- complex. gristmill is powered by four oxen
nizes the entire warehouse with- that perpetually plod along their
out quill or parchment, utilizing The Mill circular paths. They are tended to
his amazing capacity for memory. and the pen is cleaned by two men
Horatio knows the location and This warehouse accepts all who alternate driving the animals
condition of every bit of produce in kinds of grain for storage and mill- and wathing the mill’s operation.
the warehouse a t all times, right ing. Wide double doors in the front They are also responsible for the
down to the last pea in the corner. of the building are designed by ac- mill’s maintenance and keeping it
He observes and memorizes every commodate farm wagons that pull running.
shipment and delivery from his directly into the building for load-
vantage point in his office. ing and unloading. These doors 6. Storage Cellar. The stone bins
are barred and chained with a pad- that open onto the main level drop
2. Stairs. Double-wide wooden lock from the inside at night. The from the ceiling to the floor in the
stairs are the only means from the foreman and lading supervisor cellar like great pillars. Elsewhere,
first floor to the cellar, and every have the only keys to these locks. bags of milled flour stand in huge
crate must go up and down at least piles,waiting to sell before they be-
Seven small windows (1’ by 1’) gin to rot. A small army of cats
once. Though often replaced and run along the front of the building. keep the rats out of the cellar.
repaired, the stairs are polished They are designed to provide ven-
smooth from the heavy traffic and tilation, since great quantities of There is a secret door in the
are somewhat treacherous. dust are generated by the grain. northwest corner of the cellar. The
The windows are small to prevent passage behind it leads to the
3. Foreman’s Office. Scattered gusts of wind from blowing cult’s underground complex.
about are the foreman’s records for through the building.
payroll and shipments. More often TI
than not he cannot find them and 1. Lading Office. A typical ware-
relies on Horatio’s information in- house business office, manage- explore the sewers under the City
stead. ment keeps records of shipments of Greyhawk in order to gain more
and payroll here. Of course, as information and to find the secret
4. Preserving Area. This section with everything else in the build- entrances to the cult’shideout. Re-
of the warehouse is used to turn ing, the records are all covered fer to Chapter 13, GoF, and Chap-
fruits and jams into syrups and to with a thick layer of grain dust. ters 4-5, FFF, for information
preserve whole fruits and vegeta- about the sewer systems and the
bles. It is a small but elaborate op- 2. Stairway. A wide wooden Guild of Sewermen. Refer to the
eration that requires an assembly stairway leads down into the stor- large map of the undercity for the
line and a kiln boiler to create age cellar. This stairway is gener- layout of the sewers. If using a city
steam. ally quite busy with the exchange other than Greyhawk, create a
of filled barrels for empty ones. sewer system using the general de-
5. Drying Area. This section is scriptions that follow and tailor it
separated from the rest of the 3. Mill Store. Employees, their to your city. Add as many details
warehouse by a wall. Here, fruits families, and some other select as possible to make this environ-
and vegetables are sliced and people buy their milled flour di- ment interesting and challenging.
strung on wires or strings, then rectly from the mill store. The at-
hung from hooks and dried. In the tendant keeps many bags on hand
summer, much of this produce is in the store, but can easily draw
carried outside to dry in the sun. additional flour for larger orders

6. Storage Cellar. Empty sacks,

28

General Description The PCs face another major dan- Although the sewerworkers are
ger in the sewers; for every hour not dependent on daylight (the
Entrances from the streets into spent in the sewers, there is a 2% tunnels are dark regardless of the
chance of catching a disease (upto time of day),they still work mainly
the sewers are indicated on the a maximum of a 15%chance per daytime hours. During the heat of
summer and following an excep-
map. These entrances are covered day). tionally heavy rain, crews and
The PCs will need to provide shifts are increased. PCs are more
by large, iron grates which are likely to encounter sewer workers
their own light source. The tun- during these times. Very few, if
locked in place. These locks may nels are completely dark, except any, workers are encountered a t
where the entrance grates pierce night. The zombies, however,
be picked with a normal chance of the world above. This light is poor, work around the clock, since they
however, since the entrance tun- have no need for food or rest. The
success. nels are so long (see previous de- DM should plan encounters ac-
scription).
The grates lead into vertical tun- cordingly.
The Sewermen's Union is re- Regardless of where the PCs en-
nels 6' in diameter and 12- 24' sponsible for the maintenance and
cleaning of these passages. Every ter the sewers, they should realize
long. Ladder rungs are set into the section of sewer is visited an aver- that they must head for the site of
age of once per week. the Great Burn. The DM has the
side of these pipes, which open
Sewer Zombies option of making thisjourney easy
into the main, lateral sewer pipes. or difficult. The number of possi-
Due to the hazards of sewer ble encounters is nearly inex-
These pipes are filled with ld12 maintenance (disease, monsters, haustable. And there is always the
etc.), the Union has created a plan chance that the PCs will become
inches of standing water. to ease their work and make their completely lost.
jobs easier. The simple solution:
The main pipes are 10'in diame- use zombies to do the work. Guide (or mislead) the PCs in
Roughly 25% of the workers in the any way you choose. Use the infor-
ter and are made of tile and field- sewers are zombiesraised with the mation given here and in the
help of a well-paid evil priest. The boxed set, or make up your own
stone. The pipes are cracked in sewerworkers are careful to main- adventures. Secret doors, cave-
tain this secret, since discovery of ins, and mazes abound in the
many places and cave-inshave oc- the zombies by city officialswould sewers. This part of the adventure
mean more work, less pay (the is up to the DM until the PCs dis-
curred. In this adventure, the PCs zombies don't collect their salary, cover the secret passages that lead
so the Union does), and greater to the cult's lair.
have no need to explore the caved- risks. The PCs have no way of
knowing that zombies roam the
in areas. The DM-should use I:lis sewers. The DM should use his dis-
cretion in determining any
di:scretion if the PCs insist on :X- encounters with zombies (whether
the PCs have had enough battles
PICIring a caved-in section. or have been badly beaten).
Ladle'LVIL..A-C I,-Ad, lluulll t..;--.l.l..L-+eu-u l l L c ; I +,-.I.
When the PCs encounter sewer
from GoF is reprinted here for the workers, they are at first told po-
litely that they do not belong in the
DM's convenience. Use this any underground. If the PCs persist,
t i p 0 thet h e Pf'rLA_ workers will call their foreman,
LA*_ A vu xrentrrro intn who tells the PCs that if they do not
"bIILUIb leave, he will call the City Guard.
lllL" PCs would be wise to leave and re-
turn later, because the foreman
se'wers. will not hesitate in calling the
Guard.
The DM should roll ld6 elfery
tu1m. On a roll of 6,the PCs have one
--,.-..-of the&uI.l.c-
EI-u11I l U w l:...lAl t ? +--.-. TC

C l l ~ U U l l L C l D .11
e:ncounter takevs place in a wate:rY
area, roll ld4 to determine wkiat
met, ; m.. e
creatures are .r area is not

It

one of standing water, roll ld12.

iderci.ty R-a.n.dom

JDie
- -*

1
1?oll Encounter
Ia. 4a wn . a n t, crayre.isn

2 1Giant Crocodile

3 3d6 Giant Rats

4 1Giant Snake, Constrictor

5 2d12 Giant Centipedes

6 2d6 Large Spiders

7 100Bats
8 l d 6 + 1Carrion Crawlers

9 1d4 Poisonous Snakes

10 1Neo-otyugh

11 l d 4 Black Puddings

12 ld4 Otyughs

29

Once the party has adventured mor, bearing sword and shield, and green eyes. He cradles a
through the sewers and discov- and the clerics in fine robes. small, green book in one arm,
ered the cult‘s lair, Wasek decides and his other hand rests on the
that it is time to tell the story to the Wasek notices you observing hilt of his sword which stands
clerics at the temple Perhaps they the paintings, and begins to ex- on end, the tip pointing into the
can offerassistance or information plain. “These are men who de- ground. His shield stands
in order to stop the cult. propped up next to his feet. A
voted their lives to St. Cuthbert gold holy symbol of St.Cuthbert
Wasek requests that the PCs ac- and performed noble deeds in hangs from a woven silver and
company him. They will need his name. The priests you see gold chain around his neck.
every scrap of information they are the former heads of this tem-
can remember in order to build a Right Under Their
plan against this menace. ple. The paladins, each in their Noses
own way, performed some out-
Wasek will arrange a meeting standing service that required You notice that all the other
between himself, the PCs, and the bravery and selflessness in the paladins hold their sword in one
high clerics. When the PCs arrive hand and shield in the other, in
a t the temple for the meeting, read superlative. various poses. You ask Wasek
to them the following. “The man you see here”- about the importance of the
book that he holds so carefully.
You arrive a t the temple and Wasek approaches one of the Wasek thinks for a moment,
approach the building where ’Ik- paintings-“is my grandfather, then says, “You know, I’ve seen
lasek stayed after his attack. A talamar Thraydin. I never knew this portrait so many times that
cleric waits for you in the foyer. him, but the legends say that he I don’t even notice the book any
He does not ask your names, but fought and defeated an evil cult more. I wonder if it could be the
recognizes you, smiles, and in the city. It somehow seems same book my father used to
says, “Please follow me.” appropriate that we are here to- read. I was very young when my
day to discuss a similar evil. father died, so I’m sure it was
You are led to a large meeting something I wouldn’t have un-
room which holds a long, oval “These were humble men- derstood. But I do remember
table. Wasek is here, but the many of them objected to being seeing my father reading a book
clerics have not yet arrived. The honored in this way. But the that looked just like that one. I
cleric who led you here says, “I priests insisted, so that all who must ask Eritai when she ar-
will let the others know that you followed in their footsteps could rives whether the book still ex-
are here. They will be along mo- learn from their examples. ists. You’re right-it couldn’t
mentarily.” Many of the apprentices-in have been a trifle if Grandfather
fact, all the priests here-come wanted it in his painting.”
The furnishings and draper- to thisroom in times of need and
ies of this room are simple but of to extract inspiration. The cler- The Meeting
excellent quality. Two ornate ics who started this tradition
holy symbols hang on the walls were wise indeed. I wonder if The door opens at that mo-
at opposite ends of the room they know how many men and ment and four clerics enter the
The most strikingfeatures here, women have been helped along room: two men, followed by a
however, are the twelve life-size the way by the inspiration this woman, followed by a scribe.
paintings which fill the long room provides. This is why
walls of the room. Each portrait meetings are held and decisions
hangs in its own intricately we made in this room-in the
carved frame.
hopes that these men will guide
Of the twelve portraits, five us in the direction of truth, as
can be recognized as paladins St. Cuthbert would desire.
and seven as clerics. The men
are attired in their best cos- The painting of talamar
tumes: the paladins in plate ar- thraydin portrays a tall man
Nearing beautiful plate armor.
‘Jou can see the resemblance to
talasek in his strong features

30

The scribe wears the reddish- her seat. The other men take ing the story quiet is to prevent the
brown robes you have seen the seats to the left and right of her. cult from learning of the Temple’s
other clerics wear, but the Thlasek sits next to Latmin and knowledge of their existence. She
woman and two men are garbed motions for you to take seats feels that whatever the cult is do-
in green. They greet Thlasek nearby. ’Ihlasek is visibly ex- ing could be accelerated if they be-
cited to have learned about the come afraid of interference from
warmly, then Talasek intro- book and that it may still exist. the Temple. She tells Thlasek and
duces you to Eritai Kaan-Ipzirel, the PCs that they must learn what
head of the ’kmple, and her as- Just as you are getting set- they can and plan their strategy
sistants, Latmin Doru and Figril tled, the scribe reappears in the carefully so they can put a stop to
Himman. They all seem genu- doorway. He walks up to Eritai, the cult. If the cult becomes suspi-
inely pleased to meet you. stands behind her slightly, and
says that the Vaultmaster is c_i_n_ _iis_. ,i_t_ mav a_c_t- h-efnre t__h_e_ -PC_ s
Once the formalities have searching for the book at this
been accomplished, mlasek very moment. He will send a can organize their plans.
turns to Eritai to ask her about message with the results of his Eritai asks her assistants aboiI t
the book. “Forgive me, but be- search. He then pulls a high
forewe begin the meeting, may I stool and a tall, narrow writing the whereabouts of two other pal:T-
ask you about the painting of table from against the wall over dins, but the answers are that thLe
my grandfather?” Eritai nods. to a postion behind Eritai’s left paladins are on missions far fro1n
“I was wondering,” lhlasek be- elbow. From his perch, he can Greyhawk. Eritai thinks for a mc3-
gins, “if you know anything see and hear everyone at the ta- ment, then addresses the party.
about the book my grandfather ble and he begins to write.
holds in the painting. I seem to “I wish I had an answer for
remember that my father had a Eritai begins the meeting with you, but I am at a loss. Our re-
similar book when I was a child. some formal notations for the re- sources are poor at this time. I
Do you know if this is the same cord regarding the purpose of the regret that I have no one to offer
book, or where it might be meeting. She then asks ‘Masek to you assistance. But the group I
found? I suppose it has been lost tell his story. Between a l a s e k and see assembled here before me
after all these years.” the PCs, all the details of the inves- looks like a formidable one. You
tigation are revealed. Blasek does have obviously weathered
Eritai whispers something to not omit even the smallest detail. many battles and challenges.
the scribe, then turns to =la- You have already come a long
sek. “That book was a record of Eritai, Latmin, and Figril listen way toward fighting this evil. I
all the important deeds of your intently and interject a few polite do not know that my best people
grandfather’s life. He recorded and interested questions. They be- could do more than what you
events himself in order to pass gin to look concerned as the story can do yourselves.
the family history from genera- nears its conclusion. Even the
tion to generation. When your scribe looks up from his furious “’Ihlasekis well-respectedand
father died, your mother note-taking with a worried look. a favored son of the Temple. If he
has chosen you, I believe he has
brought it here to be stored in When the story has been com- chosen wisely. I would ask that
the vault along with your armor pletely told, Thlasek asks the cler- you continue your investiga-
and weapon. She feared that ics for their advice and assistance. tions and make reccomenda-
upon her death, there would be tions to the Temple for
no one to pass along your family Eritai is the first to speak. She eliminating this evil. I will con-
property. She told you about the admits her concern and informs tinue to give thought to the mat-
armor, but must have neglected everyone at the table that this is a ter and consult with my
to tell you about the diary. I’ve matter best kept quiet for two rea- assistants. If we can assist, we
sent the scribe to notify the sons. The first reason to keep the will certainly do so. But right
Vaultmaster to locate it. If problem quiet is to avoid panic. now, I must admit, I have no one
you’ve never received it, it must She does not want word of this available to join this cause. And
still be in the vault. We’ll know spreading through town. The peo- those who stand ready are not
in a few moments. In the mean- ple here are, after all, very super- as strong as yourselves.”
time, let us take our places.” stitious. To allow this information
to slip out could undo much that Eritai’s assistants speak a few
Eritai walks to the far end of the Temple has already done. words of agreement. They con-
the great oval table and takes clude the meeting apologetically,
Eritai’s second reason for keep- but all look concerned. Eritai then

31

tells lhlasek that he may visit the through it excitedly. ginning to make sense. They can
vault to learn whether his book The green book is indeed an ac- now begin planning a way to dis-
has been located. She has in- pel the cult from Greyhawk once
formed the Vaultmaster to give to count of his grandfather’s adven- and for all.
lhlasek when it is located. tures. l’hlasek easily gets lost in
Talamar’s Saga
The Family Heirloom the pages.
lhlasek will tell the PCs that if The account of lhlamar’s battle
The PCs may opt to accompany with the cult reads as follows:
lhlasek to the vault or do more in- the legends about his grandfather
vestigating. If they go to the vault, are true, there may be clues in the We have finally put an end to
lhlasek leads them downstairs to a book. They might learn from his the menace that threatens
small room equipped with a desk grandfather’s experiences. Greyhawk. Godswilling, we will
and chair and several stools. The never be forced to fight such a
walls of the room are lined with Wasek will need several hours to battle again. We all feel fortu-
shelves of ledgers. Blasek rings a look through the book to find the ac- nate that we learned of the cult
small bell, and in afew moments, a in time, before it became too
cleric appears. count of his grandfather’s battle powerful.
with the cult. The handwriting is
The cleric recognizes mlasek cramped and the ink is faded, re- The cult was discovered by
immediately and informs him that quiring careful, slow reading. Wa- the priest who operates the
he was just about to send a mes- sek is eager to begin, but will wait to shrine in Old City. He received
senger to find him. He has located go back to his room to begin read- complaints from his parish-
the book. He hands Talasek a ing. He will locate the PCs when he ners that their teenage children
small, worn leatherbound volume. has found anything important. were being recruited into a
After Trmasek has signed the ledger “club.” At first,the parents were
on the desk, he begins looking Four hours later, regardless of
the time of day or night, lhlasek
seeks out the PCs, unless they are
in the sewers or somewhere that
they can’t be found. He tells them
that he has found the clues they
need and that the situation is be-

32

not worried much, but as the be- what terrified the clerics most battled her assistants, but were
havior and attitudes of their chil- forced to retreat when they were
dren began to change for the was the enormous unholy sym- badly wounded.
worse, their concern grew. They bol of Iuz that stood in the front
asked their priest, Nymman of the chamber. It was sur- The Temple clerics decided
Sent, to speak to the club leaders rounded by black candelabra that stronger measures were
and learn what was happening. bearing black candles, draped needed and selected myself and
in filmy, black fabric. An altar Elliman Neshir, another of the
Nymman arranged a meeting also stood in the front of the Temple clerics, to lead an attack
with the “club.” Afterward, he chamber, which appeared to be on the cult. Elliman and I had
told some of the parents that the carved from the rock that made
club had no intention of slowing up the floor of the room. It ap- been acquainted for many
or stopping their activities. peared that as the room had years. We were told to select two
Nymman informed the club that been excavated, a great block of other men to accompany us:
this would not be the last time stone had been left behind, men of our own choice, but who
they would hear from him. which was in the process of be- could be trusted implicitly.
ing carved into an altar. This
The evening following his was the greatest reassurance; We did not need to debate long
meeting with the club, Nym- the altar was unfinished.Perhaps to decide who our fellows would
man’s room was broken into their powers were still weak. be. We chose Quevell Maxem
and he was severely beaten. His and Mizaab Zalen, both mages.
attackerstold him not to meddle The investigators hid in the They readily agreed to assistus.
in the business of others, and chamber in order to learn more.
that a club in Greyhawk was not Eventually, a woman entered Meanwhile, Nymman, the
his concern. Some of his the chamber, examined the al- cleric in the Old City, was ap-
parishoners found him and took tar closely, and made some pealing to the young men and
him to the main ’kmple in New notes on a parchment. Then she women who were known to be
City for aid. checked the candles and the un- cult members. Many of them
holy symbol, looking pleased. would not discuss the cult, but
Nymman told his story to the As she prepared to leave, the two young women expressed
clerics there, and they decided clerics approached her to speak their desires to cease their in-
to investigate the club. Nym- volvements. They had been
man felt that this was no ordi- with her. She became angry im- told, however, that once in the
nary club: there was something mediately and told them to cult, they were not allowed to
deeper and darker involved. He leave. Before the clerics could leave, and they would suffer if
was right. even move, a lightning bolt is- they tried to quit.
sued from her fingertips,
At this point, the Temple cler- wounding the clerics severely. Nymman learned from the
ics decided to assemble a party She transformed into a falcon young women that the falcon-
to investigate and, if necessary, and flew from the room. The woman and her three assistants
put an end to the club. were the only leaders of the cult.
clerics escaped with their lives. We were horrified to learn that
The clerics who investigated The second time, more power- nearly every member of the cult
began at the place where Nym- was under the age of twenty
man had his meeting. When no ful clerics were sent to investi- years. There were approxi-
one could be found, they exam- gate. They entered the large mately seventy followers. The
ined the room and found a se-
cret passage. The passage led to chamber and observed the women guessed that no one had
an underground chamber. A falcon-woman with three men. acquired any powers due to the
small room was found filled Together, the clerics examined infancy of the cult. They also
the altar, the unholy symbol, provided the date and time of
with cloaks, hoods, black can-
dles, and foul-smelling incense and the candles, talked among the cult’s next ceremony.
and herbs. They knew that this themselves, and finallyknelt be- We decided to spare the fol-
evil was great. fore the unholy symbol of Iuz
and began to chant. This went lowers due to their youth, and
On the other side of this room, on for several minutes before focus on the woman and her
a doorway led to an enormous they were finished. The clerics cohorts.
chamber. This was not a natural launched an attack, but the
chamber; it had been hollowed woman again turned into a fal- The mages debated long and
out of the earth recently. But hard about the falcon-woman’s
con and escaped. The clerics powers. They could come to no

conclusions about whether her

33

powers were the results of a Suddenly, a shimmering do best to forget what had hap-
spell, a magical item, or even globe appeared around the pened, if that was possible, and
natural ability. Their final deci- woman. She opened her mouth to go on with their lives.
sion was that Greyhawk would to scream, but no sound was
be safer if the woman were heard. A cloud began to form at We collected the robes, hoods,
her feet, growing ever larger. and candles, the bodies of the
trapped in an eternal prison Her assistants moved toward
with no means of escape than if her to help, but I rushed at them dead cultists, and all other ob-
we killed her. By killing her, to prevent their interference. jects of evil, and made a heap in
there was a risk of her reforming Some of her followersscreamed, the center of the floor. Some of
or resurrecting, depending others threw themselves to the the followers assisted us, obvi-
upon where her powers were de- floor for protection. ously relieved to be free of this
rived. We built a plan with the evil. Others left quietly.
goal of destroying her assistants The cloud at the Falcon’s feet
and imprisoning the falcon- We set fire to the evil pile and
woman. The mages went to had risen up to her waist, and watched it burn, then began
work to plan their spell casting. I now lightning crackled inside
retired to rest and pray. the cloud. The woman writhed evacuating the cult members.
in anger and in pain, then began This was not difficult, because
Four days later, after intense to transform again. A hole be- the foul odors were more than
research and discussion, gan to open in the cloud, be- any of us could tolerate.
Quevell and Mizaab were ready. neath her feet, and she began to
They explained that the Falcon, sink. I could see that the magic When all had been evacuated,
as we had come to call her, we returned to the chamber to
would be trapped in her own di- of my friends was working, but I see that the fire had died to a
mension, completely cut off had not anticipated the sight smoldering pile of glowing em-
from the outside and absolutely that now stood before me. The
alone. Using both their powers, woman’s body had transformed bers. Satisfied that we had con-
they could make certain that into an enormoussnake,but her quered this small part of Iuz’s
the prison would hold for all head remained. The snake body evil, we returned to the main
eternity. Although I understand writhed and wriggled, but could temple.
little of arcane power, I trusted not break free of the spells that
them to be correct. now held it. As we discussed the events of
the battle, I learned that the
We arrived a t the chamber As I battled her assistants, I mages were as surprised by the
near the time that the ceremony could see her form continue to woman’s snake transformation
was supposed to begin. We sink into the cloud. My battle as I was. They admitted that
slipped inside invisibly and they had not expected this, but
waited for the moment to strike. was easy, for her men were not they felt certain that their magic
trained to fight, and wore little would still hold her. This led
When everyone was assem- protection. them to believe, however, that
bled in the main chamber, a bird her ability to change shape was
flewinto the room and landed at Finally, the snake-woman a natural ability and not the re-
the front. We could see that it sank completely from view and sult of spells or magical items.
was a falcon, but within mo- the cloud closed the hole above
ments, the bird transformed her head. The last swirls of mist I cannot help feeling uneasy,
into the woman who had been seemed to sink into the floor af‘- however. Although I trust my
described to us earlier. ter her, then it was over. The colleagues completely, I do not
snake-thing was trapped. Her understand enough of the ar-
After a few moments, we put assistants were dead. Elliman cane arts to feel certain that the
our plan to work. The mages had managed to control her fol- snake-falcon-woman is trapped
prepared to cast their spells, and for all eternity. I have recorded
I began to creep toward the front lowers,who now stood in shock. this account of our battle in or-
of the chamber. I waited for Elliman spoke eloquently and der to advise those who may
them to begin, and stood ready informedher followersthat they face her again. If she escapes,
to fight her assistants. were no longer the victims of she will surely return to seek re-
this woman’s evil. They would venge on this city and those who
trappped her.

34

Read Chapter 8: The Spurned Follower class Areas of access floors are covered by slabs of
Cult of Iuz carefully before pro- 1-9 stone. The construction crew of
ceeding with the PC’s exploration MAP,L the lair has begun the finishing
of the lair. A,PL 10-15 work on the tunnels, but it has not
A,P (seenote),L 16 yet been completed.
When the PCs discover the cult’s L
lair is completely up to the DM. If 17-21 Near the city sewers, the floorsof
the PCs do not have enough infor- these tunnels tend to be wet with
mation about the cult, the discov- M = Member, A =Acolyte, the water that seeps in when the
ery may be delayed. If the PCs P =Priest. L = Leader secret doors are opened. Wet foot-
figure the cult out quickly, they prints can also be seen on the dirt
may find the lair sooner. The DM Note: Acolytes and Priests are floor for 1-2 hours after someone
aware of the door leading to area has passed through a secret door.
should “allow” the PCs to find the 16,but are not allowed beyond the
secret entrances to the lair when- doorway. They know that these The secret tunnels are inhabited
ever he feels the party is ready. are the private quarters of the cult by a disgusting swarm of small
leaders, but have never been al- monsters called grythoks. They
The cult lair can be entered only lowed into this area. The map is on are capable of recognizing crea-
through the secret sewer tunnels page 37. tures of good alignment and imme-
or the tunnels under the ware- diately drop to attack them. When
houses. Encounters in the Cult one grythok becomes aware of a
Complex good creature, it emits a high-
A distinction is made in the fol- pitched shriek that is inaudible to
lowing sections between “mem- The usual residents of each humanoid ears. Other grythoks
bers” and “priests.” A “member” room within the lair may or may begin to swarm toward the area,
is a worshipper of Iuz who belongs not be there when the PCs arrive. arriving at a rate of 1d8 per round.
to the cult but is not a priest. Mem- Use the notes following each room
bers arrive for meetings and cere- description to determine the loca- Grythoks (80):AC 5; MV 1, F1
monies, but do not live in the tions of these residents when the 8;HD 1;hp 4; #AT 1;Dmg 1-6; S A
underground complex. PCs enter. Obviously, even cham- disease; SD none; AL Nil; THACO
bers noted as being occupied at 19.
“Priests” and “acolytes” are
full-time followers who live in the night will be vacant during cere- Perhaps eight grythoks have es-
complex. The term “acolyte” is monies. caped the private sewer tunnels of
used to refer to 1st through 3rd the cult and entered the public
level clerics of Iuz. The term Locations Inside the sewers. However, the chance of en-
Lair countering grythoks there is slim
“priest” refers to 4th through 6th (1%) since the public sewers are so
level clerics. In AD&D@2nd Edi- expansive.
tion terms, they are all priests-
the distinction made here is for the 1. Sewer Entrances: These are Chance of Encountering Cult
sake of clarity. the secret passages which lead Members
from the city sewersto the lair. The
Finally,there is one elite group of sewermen are not aware of these Leader Priest Acolyte Member
clerics, the cult leaders, who enjoy
additional privileges and direct the tunnels, but nearly every cult Morning: 2% 5% 5% 5%
cult’s activities. There are only member knows their locations. All
three cult leaders. Many areas of members know of at least two en- (1) (1) (1-3) (1-2)
the complex are restricted to all trances to the lair, in case one of the Afternoon:2% 8% 10% 5%
but the leaders and are unknown
to the priests and acolytes. routes is blocked or inaccessible. (1) (1) (1-3) (1-3)
The tunnels have a hard-packed Evening: 0% 0% 8% 5 %
Most area descriptions indicate
which persons know of their exist- dirt floor, and the walls and ceiling (1-2) (1-2)
ence. For the DM’s convenience, are supported by wooden beams.
the following table summarizes Near the lair, the tunnel walls and Night: 0% 0% 0% 10%
the areas and the followers who ceilingsare lined with rock and the
may access them. (1-3)

The numbers in parentheses show the number of cult
numbers encountered.

35

1A.Bone Pit: This 40’ long pit now travels 3” per round. During reveals them to be the skeletons of
is filled with bones and skulls. The the first three rounds, the pit is 1’ giant cats. The cats are unusual,
depth of the pit is concealed be- deep. He suffers 5-8 ( l d 4 + 4 ) at- however, in that they each have
neath the mass of bones, and will tacks per round. two enormous fangs where their
have to be probed. ’En feet into the canine teeth should be. PCs may
pit from both ends, the pit is 1’ During the fourth round that correctly guess that when these
deep. In the center 20’-long sec- cats were alive, these teeth pro-
tion, the floor of the pit is uneven Waldorf is in the pit, he enters its truded from their mouths at least
and drops to a depth of 3’at unpre- uneven middle section. In order to six inches.
dictable locations. proceed, he must pass a dexterity
check at a -4 penalty. Failure The other feature of this room is
Many of the bones are still con- means that he has slipped into a a large symbol of Iuz on the east
nected as hands, feet, and rib- deeper section. wall. The symbol is made of mo-
cages. None are complete saic set directly into the stone wall
skeletons. Roll l d 3 to determine Waldorfs and radiates a strong aura of
magic.
When anyone approaches the current depth. Waldorf must now
pit, the bones animate and attack. pass a second dexterity check at Skeletal Sabre-toothCats (4):
However, they are not complete -4 penalty to stay on his feet. Fail- AC 6;MV 12; HD 6; hp 40, 36, 32,
bodies and attack as individual ure means he has fallen and suf- 28; #AT 3; Dmg 1-3/1-3/2-12; AL
hands, feet, and skulls. They are fers 5-8 attacks per foot of his N: THACO 15.
not able to move and cannot creep height. Success means he main-
out of the pit to attack those ap- tains his footing and suffers 5-8at- The skeletal cats animate when
proaching it. tacks per foot of depth. He must anyone enters the room, but they
pass another dexterity check at attack only creatures of good
The cult leaders decided that a -50% to regain his footing. He alignments. When one of the cats
trap was needed in one of the tun- must continue to make dexterity is slain, it falls to the ground for
nels, and placed this pit away from checks once he has regained his three rounds, then rises and at-
the cult’s quarters. Although inef- footing in order to continue tacks on the fourth round. The
fective as individual units, the through the pit. skeletons are reanimated by the
bone sections are formidable in powers of the unholy symbol of Iuz
large quantities such as this. If a character is tied to a rope be- that is built into the wall. They
forehe enters the pit, there is a l % continue to reanimate until the
The dismembered limbs and symbol is deactivated or destroyed
skulls chatter and grab at anyone cumulative chance per two rounds or no more good creatures remain
who enters the pit. The skulls at- that the rope is bitten in two by a in the room. When all good crea-
tempt to bite anything that moves; skull. If the rope is held out of the tures are dead or have exited, the
hands grab and claw, and can bones at all times, the rope is not skeletons remain animated for six
climb up loose garments such as subject to attack. Any time it turns, then fall to the floor in heaps
robes. touches the bones, it has a chance to await their next victims.
of being severed.
Skeletal Remnants (200):AC The symbol may be deactivated
8;MV 6;HD 1-1; hp 2; #AT 1;Dmg If a character attempts to fly over for one turn by means of a dispel
1-2;AL N; THACO 20. the pit and falls in, he suffers 2d6 magic against 12th level ability.
damage when he lands in the pit. The skeletons immediately fall to
If a character decides to enter Roll l d 3 to determine the depth at the floor if the spell is successful.
the pit and attempt to wade across, the point where the character fell. After one turn has elapsed, the un-
his movement is slowed to 25%. He continues to take damage as holy symbol regains its power and
The character is subject to 5-8 at- described previously as long as it the skeletal cats attack normally.
tacks per round per foot of depth. takes him to wade out of the pit.
In the outer 10’lengths of the pit, If the skeletons are removed
roll normally for attacks. In the If the PCs attempt to remove any from the complex, their magic no
center 20’section of uneven depth, longer functions. If they are killed
the character must make a dexter- of the skeletal sections or skulls outside the room with the symbol,
ity check at -4 to avoid slipping from this area, the pieces gradu- they will not reform, but if moved
into a deeper section. ally weaken and cease to move. Be- back into the influence of the sym-
yond 100’of the pit, the pieces do bol, they will reform normally.
Example: Waldorf, whose move-
ment rate is 12”,enters the pit. He not move at all. If returned to the
pit, the bones will reanimate after
2-6 days.

2. Killer Foyer: A secret door

leads to this 30’ by 30‘ room. In-
side, four piles of skeletal remains
lie on the stone floor. Examination

36



PCs will not normally encounter living quarters. walls and ceiling were tiled with
anyone in this room. However, if The robes are cared for by a tai- blocks of polished obsidian. The
they are here within one hour of a reflection of candle and torchlight
ceremony,there isa 25% chance of lor who is a member of the cult. He offthe tiles give the room an eerie,
encountering 1-6members. mends the robes as needed, and supernatural feeling. It also gives
sews new ones as more members the room a strange, unearthly
2A and 2B. Dead Ends: These join the cult. The tailor normally echo.
are empty rooms concealed by se- has a few more robes ready than
cret doors that serve only as de- there are members, to cover emer- The floor of the cavern is made of
coys and are never used. They gencies. He makes certain that one slabs of black basalt, also highly
were constructed for the future extra robe of each length is always polished. A long, black carpet runs
needs of the cult. When the PCs a t the ready. the length of the main aisle in or-
search here, they will find nothing der to muffle the noise created by
unusual, but might stay long ?b maintain the sober nature of hard shoes and boots.
enough to encounter wandering these ceremonies, the cult mem-
grythoks. These rooms are al- bers have been cautioned against Despite the polished stone, the
ways unoccupied. talking or socializing in the robe chamber is filthy. Dust and dirt lie
room. They are required to speak everywhere, and webs fill corners
3. Hall: This appears to be a
in whispers and keep conversation and spaces beneath the benches
dead-end.No doors are visible, and to a minimum. They have been and altar. The remains of herbs
the area has no light source of its warned that they are here to wor- and incense lie on the floor, along
own. The walls, floor, and ceiling ship Iuz, not to socialize. with ash and black wax from can-
are built of stone blocks in a simi-
lar but superior manner to the tun- PCs will not normally encounter dles and torches. Even dung from
nels. Secret doors can be found in anyone in this room. However, if underground animals litters the
the north and south ends of the they are here within one hour of a floor.
passage and in the center of the ceremony,there is a 50%chance of
west wall. All cult members know encountering 1-12 members. The building materials for this
of the northern and southern chamber arrived slowly over a per-
doors, but only the cult officials 5. Ceremony Assembly iod of many months. They were
and priests know the location of Room: There are double doors at carried in by cult members arriv-
the western door. both ends of this room. The north- ing from distant cities. A special-
ern doors lead into the ceremonial ized magical item was created for
PCs will not normally encounter chamber, and the southern doors
anyone in this room. However, if lead to the robe room. this purpose, similar to a bag of
they are here within one hour of a
ceremony, there is a 35% chance of The room is empty, and its only holding. This item resembles a
encountering 1-6members. purpose is to serve as a gathering
room where processionals may as- small crate and is capable of hold-
4. Robe Room: This room is semble before entering the cer- ing 3,000 pounds while weighing
used to store the cult’s 100 cer- emonial chamber. only 20 pounds. Once emptied in-
emonial robes, as well as other cer- side the chamber, the crates were
emonial supplies such as candles, PCs will not normally encounter carried back out of the city to be
incense, and herbs. The robes are anyone in this room. However, if filled and reused many times.
hung on pegs on all four walls of they are here within one hour of a None of the crates are stored in the
the room, and are grouped accord- ceremony, there is a 50%chance of complex.
ing to the length of the robe.
Shelves above the robes hold nu- encountering 2-16 members and a ?tyo visible doors provide access
merous boxes and crates of the 25% chance of encountering 1-4 to the ceremonial chamber. One of
aforementioned supplies. acolytes. these is the set of double doors that
leads from the assembly room
Before every gathering, cult 6. Main Ceremonial Chamber: (area 5).The other is a single door
members arrive here to don their This is the site of all the important at the back of the chamber and
robes. They are not assigned spe- rituals that the cult performs. It is leads from the private meeting
cific robes, but simply choose a also the site of meetings that involve room used by the cult leaders.
robe of the appropriate length. the entire membership of the cult.
There is a secret door in the front
The robes in this room are worn ?b say that this room is hideous of the chamber, behind the upper-
only by the cult members. The would be an understatement. most of the three steps (described
priests, acolytes, and leaders store Every detail of this room is derived below). I t is sometimes used in
their own personal robes in their from and devoted to evil. combination with smoke tricks to
make dramatic entrances or exits.
The ceremonial chamber is 50’ Only the cult leaders know of its
wide and 90’long. The cavern was existence and the mechanism
hollowed out of the earth, then the

38

which activates it. From the cham- tion of the chamber and its inher- graved with runes. It is supported
ber side, it is opened by two ent echo, those verbal commands on both ends by two more slabs of
latches: one near the floor which is are easily received. black granite, but these are nearly
tripped with one’s foot, and an- hidden by many blackened hu-
other at chest height between the The ceremonial chamber is eerie manoid skulls. The skulls are
cracks of the stone blocks. From in its own right, but the furnish- stacked on top of each other with
the opposite side of the wall, the se- ings here make it even more fright- the largest skulls at the bottom.
cret door is opened by pulling ening. Long benches arranged in
down on the lower jaw of a stone rows provide seating for the cult Both ends of the altar are flanked
snake which hangs near the secret by copper braziers in black
door. members; the carvings of the wrought-iron stands. These give
black, wooden benches depict off a foul odor even when cold.
Another unusual feature of this faces twisted and distorted in pain They are used to burn incense and
room is six holes in the walls ap- and torture. herbs derived from poisonous
proximately one and one-half feet plants and noxious weeds, as well
in diameter. The holes are posi- Distributed throughout the as the dung of humans and ani-
tioned at the point where the wall chamber are six large (4’ diame- mals.
meets the floor. A t first glance, ter),bowl shaped drums. They are
they appear that they could be part constructed of some type of black- The room is lit by torches that
of a drainage system or perhaps an ened skin stretched over a bronze line the walls at four foot intervals.
animal burrow. The holes are ob- bowl, supported on tripods of large Again, the evil of the cult is re-
structed (butnot impassable) with bones. Near each drum is a large vealed in the features of the torch
dust, webs, and filth. bronze gong, hung from a frame holders. Each torch is thrust into
built of bones. ?tYelve mallets of the hole in the base of an over-
The holes lead to hollow sections bone, padded with black hair, lie turned skull that hangs on the
behind the walls. Each section is near each drum and gong. wall. When lit, the torchlight fills
home to one scryxull. The scryx-
ulls attack upon verbal command, Near the front of the room, an al- the empty cavities of the upside-
and despite the size and construc- tar stands in silent testimony to down skulls, making them appear
the evil that dwells here. The altar alive and silently laughing.
has a black marble top deeply en-

39

Behind the altar is a series of The most important element of from other cities. It is also to be
three wide, semi-circular stone the tapestry is visible only when used any time a non-member of
steps. They simply provide an ele- the two sections of curtain meet in the cult is involved in a meeting.
vated platform to enable cult lead- the center of the room. Each side This has never happened to date,
ers to be better seen and heard. bears half an image that is view- but the cult leaders wanted such a
able when the halves meet. The room ready in the event that it was
Around the altar and positioned image is that of an enormous fal- needed. It provides a meeting
strategically on the steps are nu- con, claws extended as if reaching place away from the private, secret
merous black candelabra that down to snatch up its prey. The fal- living quarters.
each hold six black candles. Each con hovers at the top of the mural,
candlabra is slightly different from directly in the center. The room is not a secret, but is
the others; upon inspection, PCs guarded by a cult member when
will discover that these differences The chamber is otherwise meetings are in progress so the
are due to the fact that they are meeting will not be disturbed.
constructed of bones, blackened empty; no papers, books, scrolls,
by fire. The candles are held in or personal items are kept here. This is a simple room designed
small brass cups, but all other Such items are removed immedi- for a single purpose. The walls,
parts of the candelabra are made of ately after ceremonies are finished floor, and ceiling are constructed
bone. and are only brought in when cere- of stone blocks similar to area 3 of
monies are about to begin. the complex. A wooden table of av-
The candles that they hold give erage quality occupies the center
off a foul odor even when they are During ceremonies, the full of the room, and it is surrounded
not lit; when they are, the fumes membership of the cult is present.
and smoke are nauseating. For At other times, members are never by ten wooden chairs bearing seat
ceremonies which induct new present. The chamber is always cushions. N o files, cabinets, or
members into the cult, special can- empty at night. During the day, cupboards are in the room; it is left
dles are used whose fumes are there is a 15%chance of encoun- empty so that nothing incriminat-
mildly hallucinogenic. This seems tering 1-3 cult leaders, a 20%
to help the new recruits believe in chance of encountering 1-3 ing could misplaced or find its way
the powers of Iuz and and reinforce priests, and a 25% chance of en- into the wrong hands. Two ordi-
their decision to join the cult. countering 1-4acolytes. nary bottles of ink and four quill
pens lie on the table. These are al-
Between the altar and the front 7. Hall: This hallway has one ways left here for convenience.
of the stone steps is an enormous door on each end, and leads from
two-piece tapestry curtain. The the main ceremonial chamber to A priest locked secret door (see
curtain may be drawn to opposite the stairway. It is lit by two torches the New Magic appendix at the end
sides of the room if desired: It is of- near each doorway. The hall is oth- of this module) is in the northeast
ten used for dramatic effect, some- erwise empty. It is constructed in corner of the room. It leads to an
times assembling the cult leaders the same manner as the other hall- empty secret room, and was built
behind the curtain then opening it way (area 3). to be used as a hiding place only in
with a bright flash and a cloud of emergencies. All the priests but
smoke. Sometimesit is kept closed PCs will not encounter anyone none of the members know the
so that its portrait may reinforce in this hall. password to this door. It is never
the mission of the cult. used.
8. Stairs: This stairway leads
The tapestrywork of the curtain down into the cult leaders’ private PCs will not encounter anyone
depicts a mural of death and de-
struction in the City of Greyhawk. meeting room. Each step is built of in these rooms.
Across its 50’ width, various a solid stone slab. The walls and 10. Hallway: This is similar to
scenes depict citizens being ceiling are constructed of stone
slaughtered by followers of Iuz, blocks similar to area 3. Two the hallways described previously.
fires raging uncontrolled, and They are accessed via the secret
lightning raining from the sky. torches are placed on the wall at doors indicated on the map. Oil
Dark clouds hang over the city. the top and bottom of the stairway lamps hang in sconces on the walls
The largest of the scenes depicts and are lit only when necessary. at 15’ intervals. The walls above
the destruction of the Sacred ’Ikm- The wall above the torches is the lamps are streaked with a cone
ple of St.Cuthbert. The Temple lies blackened with smoke. of black soot.
in ruins and the bodies of its clerics
litter the scene. PCs will not encounter anyone The northernmost door in this
in this room. hallway leads to the private quar-
ters of the cult’sleaders. It is priest
9. Private Meeting Room:
This is used by the cult leaders for locked (see the description in the
planning their strategy and hold- New Magic appendix at the end of
ing meetings with agents of Iuz this module) and only the three

40

cult leaders know the password. rooms are occupied by the 1st-3rd converted to priest cells if the cult
The hallway is always empty a t level priests. The cult chooses to ever expands in size.
call them acolytes a t these levels.
night. During the day, there is a Currently, the rooms are used to
15%chance of encountering 1-3 The doors to these rooms are house followers of Iuz who visit
cult leaders, a 20% chance of en- sturdy but are not designed to from Molag. They are also used to
countering 1-3priests, and a 25% withstand much force. They isolate priests who become ill, and
chance of encountering 1-4 would splinter if they suffered the rooms could also serve as a
acolytes. more than 2-4 solid blows. The holding cell for intruders who are
captured in the complex.
11. M e s s Hall: This room is doors do not have exterior locks,
filled with long tables and chairs to but have a simple deadbolt lock Each room contains two beds
accommodate 40 people. Al- that can be operated only from the and two chests of drawers, a large
though the room has never been inside. chest, a wardrobe, a writing table,
and two chairs. The doors to these
filled to that capacity, the cult lead- l k o acolytes share a room; each rooms are sturdier than those on
ers are certain that the cult will room is equipped with two beds, the doors of the other priests’ cells,
grow. two chests of drawers, one ward- but have only a deadbolt lock on
robe, two small chests, and an as-
The room is bare except for a the inside of the door. In the event
plain wrought iron symbol of Iuz sortment of torches, oil lamps, that one of these rooms would
directly opposite the doorway. quill pens, writing paper, books, serve as a prison, the doors would
and personal items. Each acolyte be nailed shut.
The mess hall isalways empty at
night. During mealtimes, all resi- possesses an average of 50 gp, dis- There is a 10%chance that one
tributed as an allowance from the of these rooms is being used by a
dents of the complex are present. cult’s income. This sum indicates visiting cleric. If the DM deter-
There is a 5%chance that the cult a savings over a period of several mines that one of the rooms is in
leaders will hold a meeting in this weeks. use, he should add personal be-
room with all priests and acolytes longings similar to those of the cult
in attendance. Acolytes have no magical items. priests to the room.
Nothingelse of value may be found
12. Kitchen: The acolytes are in their rooms. l k o of the rooms are currently
required to share kitchen duty on a
rotating basis. This room contains These cells are always occupied occupied by abductees from
tin plates, cups, and bowls, silver- at night. During the day, there is a Shacktown. ?tyo women share one
ware, cooking utensils and equip- 25% chance of encountering one room, and two men (oneis thejug-
ment, two wood-burning stoves, or both the occupants of the room. gler whose diary the PCs located)
and a sink. Fresh water is carried share another. The cult abducted
in, and wastewater is simply 13A. Priests’ Cells: These are these people to serve as slaves, and
dumped into the sewers. the sleeping quarters of the 4th. keeps them under the influence of
5th. and to 6th level priests. The charm spells at all times. If ordered
The amount of food found here rooms are occupied by only one to attack, they stand confused and
varies with the frequency of the priest, and are furnished similarly do not enter into battle.
ceremonies. Cult members are ex- to the quarters of the acolytes but
pected to bring donations of food to have only one bed. If a room is 14. Priests’ Study: This room
every meeting and ceremony to available when a priest reaches is filled with tables and chairs.
support the priests. Those who are 4th level, he is allowed a private Bookshelves line the walls, filled
merchants, such as butchers and room. with every imaginable subject
bakers, usually bring their wares. from geography to astrology.
Other members purchase salt, The priests who occupy these Books about Iuz abound, discus-
sugar, spices, and other necessi- rooms have possessions similar to sing the worship of him, some of
ties to keep the pantries filled. his more famous clerics, legends,
the acolytes, but own 80 gp and and histories of his cults.
The kitchen is always empty at one magic item each. For a de-
night. During the day, 1-4acolytes scription of these items, see the None of the information about
are present two hours before and character descriptions in the chap- the original cult is kept in this
one hour after meals. They are as- room. Those items are considered
sisted by the four charmed abduc- ter which details the cult. extremely valuable and are stored
tees from Shacktown. See the These cells are always occupied in a secret vault in the cult leaders’
“Guest Chambers” description study. All information about the
that follows for more about the at night. During the day, there is a original cult is passed on to cult
abductees. 25% chance of encountering the members verbally, and no one but
occupant of the room.
13. Acolytes’ Cells: These
13B. Guest Chambers: These
rooms are unoccupied and serve a
variety of purposes. They will be

41

the cult leaders is aware of these pressing a scale in the tail of its small chest. A black carpet with a
documents. nearest snake. geometric maroon design covers
the entire floor.
This study is available to all The hallway is usually empty.
priests and acolytes who desire a There is a 10%chance of encoun- The most striking feature about
place for quiet work. The room is tering 1-3cult leaders. the living quarters is the seven
occupied 65% of the time by 1-2 skulls and two human heads
priests and 1-2acolytes. 17. Cult Leaders’ Private which decorate the walls. Most of
Study: This room is used only by them are recognizably human, el-
15. Priests’ Meeting Room: the cult leaders. It contains three ven, and dwarven, but a few are
This room is available to any long tables and three black leather not recognizable as any known
priests who desire a place for dis- chairs, and the walls are lined with race. Most of the skulls are intact,
cussion. It contains a large, round bookshelves. This room holds all but a few are crushed or split.
table and ten chairs but is other- the important records and histori- Three skulls and the two heads
wise empty. The room is used for cal information about the cult. The hang from nails or spikes in the
meetings and discussions but also cult leaders discuss all their secret wall, while the other four are
for social gatherings and cardga- strategies here, and hold meetings mounted on plaques of wood. W o
mes. to discuss the cult’s progress and of these bear a small metal tag
review the activities of the priests, with the deceased’s name.
The secret doors that provide ac- acolytes, and members.
cess to this room are merely deter- A gruesome but common cus-
rents and are not intended as A vault in this room holds the tom among followers of Iuz, these
defenses. The secret door leading are trophies of former battles. The
to area 10 is frequently left open cult’streasury of 1,500gp and four respect that a follower of Iuz com-
when the room is not in use. of the cult’spendants (threebronze mands from other followers is in
and one silver).It also holds a book direct proportion to the number of
The meeting room is occupied of vile darkness. Only the cult lead- trophies he has collected.
40%of the time by 1-4priests and ers know of the book’s location.
1-4acolytes. Embar has improved his collec-
The door to the vault is locked tion by animating the two heads
16. Private Hallway: This hall and held with three separate priest and three of the skulls. When any-
accesses the private quarters of lock spells. Each password is dif- one (including himself and the
the cult leaders, their private ferent, and the three passwords other cult leaders) enters the
study, and the secret door at the room, these skulls begin to chatter
rear of the ceremonial chamber. must be spoken to open the door. their teeth loudly and the heads
All entrances to this hall are priest Each cult leader knows only one
locked and only the entrance from password. moan. This continues until Embar
area 10is known to the priests. speaks a command word to silence
The door to the study is a stone them or they are destroyed.
The hallway is identical to area
10. Oil lamps hang in sconces on slab. It is always kept locked, even A large tapestry hangs above the
the walls at 10’intervals, and the when someone is inside the room, bed. It is similar to the enormous
walls are stained black from the and the door also bears a priest curtain in the ceremonial cham-
smoke. Between alternate sconces lock whose password is known to ber, but its scene is that of a falcon
are a variety of sculptures depict- all three cult leaders. It is inset seated atop an unholy symbol of
ing snakes. The six snakes are por- with a lock that must be operated
trayed in various activities from when exiting as well as entering Iuz.
devouring prey to sleeping with the room. The bed, wardrobe, and book-
one eye open to battling other
snakes. The sculptures are made There is a 25% chance of en- case are ordinary and contain
of a variety of materials including countering 1-3 cult leaders in his nothing unusual. The two chests
gold, bronze, iron, and wood. The room. both have false bottoms and con-
sculptures are worth a total of tain 75 gp each. The chest of
1,000gp and are not magical. 18. Private Quarters of Em- drawers holds an assortment of
bar Dessid: The door to this room black clothing, a variety of herbs
The two snake sculptures near- is built of heavy oak and is rein-
est the secret doors serve as the forced with bands of iron. A com- and incense, and teeth that appear
triggers for the secret doors. The plex lock is set in the door. A priest to be those of varoius animals.
door to the east is tripped by pull- lock spell also helps to keep out in- TtYelve black candles can be found
ing down on the lower jaw of the truders, and the password to this in the bottom drawer.
snake sculpture nearest it,and the spell is known only to Embar.
door to the west is triggered by The desk contains an assort-
The room contains a comfort- ment of papers including notes
able bed, a wardrobe, bookcase, about the cult, recommendations
desk and chair, two chests of
drawers, and one large and one

42

about new members, and progress ways with him, and is within arm’s The pit is 8’deep and 5’ in diame-
reach when he is asleep. ter. Its sole purpose is to provide a
reports about some of the priests hiding place in the event of an at-
and acolytes. Several letters can Embar is always here at night. tack on the lair if there is no means
also be found that appear to be There is a 10%chance of encoun- of escape. The pit is tiled in stone
written by a cleric in Molag. This tering him here during the day. on the floor and walls. A folded
cleric has been providing Embar blanket and two candles lie on the
with secret information about 19. Private Quarters of Mara floor in the pit.
Iuz’s cult there, in order for Embar Zonin: The furnishings of this
to strengthen the cult in room are similar to area 18. The Ten skulls hang from the walls in
Greyhawk. The letters also make Mara’s room. Six are mounted,
reference to supplies that were door is identical to the door of area and three have nameplates.
smuggled into Greyhawk along 18and is protected by a priest lock
with the building materials. spell whose password is known Mara stores her ceremonial robe
only to Mara. in this room in a special section of
Embar is not working against the wardrobe.
his colleagues, as the letters could The bed and wardrobe are ordi-
suggest. Rather, he is the contact nary and contain nothing unu- M a r a is always here at night.
with the cleric in Molag whom the sual. The large chest has a false There is a 10%chance of encoun-
cult leaders have come to rely on bottom that contains 75 gp. The
heavily. If the cult ever becomes small chest holds a‘suit of chain- tering her here during the day.
powerful and wins the favor of Iuz, mail + 1 that was obviously de- 20. Private Quarters of Zem-
Iuz will probably expand the cult signed for a woman’s body. I t also
in Greyhawk. The current cult holds a scimitar, flail, a bronze bak Narsa:The furnishings of this
leaders plan to ask for their cleric shield that bears the unholy sym- room are similar to areas 18 and
contact in Molag as an assistant. bol of Iuz, and a staff of kitsyrral,
No doubt this cleric is expecting which is described in the new 19. The door is identical to the
some sort of favor when the time magic appendix at the end of this door of area 18and is protected by
comes. adventure. a priest lock spell whose password
is known only to Zembak.
The desk also contains a secret Mara also owns a ring ofearth el-
drawer that contains two pieces of emental command which she The wardrobe, bookcase, and
incense of meditation and one po- wears at all times. small chest are ordinary and con-
tion of flying. tain nothing unusual. The bed has
The chest of drawers contains a a secret compartment under one of
If the PCs lift or roll the carpet variety of women’s clothing and a the large, round bedknobs. The
back, they find an enormous un- pouch containing 25 gp. The book- compartment holds one vial of oil
holy symbol of Iuz painted on the shelf contains ordinary books ex- of slipperiness and one potion of
floor. They also find a secret trap- cept for one false book that holds flying.
door that leads to a pit in the earth. incense and herbs. The desk is
The pit is 8’deep and 5’in diame- home to many papers similar to The large chest has a false bot-
ter. Its sole purpose is to provide a those in room 18: reports, letters, tom that contains a pouch of 60 gp.
hiding place in the event of an at- notes, and comments about the The large chest also holds Zem-
tack on the lair if there is no means cult’s progress. A secret drawer bak’s ceremonial robe.
of escape. The pit is tiled in stone contains one potion ofhealingand
on the floor and walls. An ordinary one potion of invisibility The bot- The chest of drawers holds
cloak hangs from an iron hook in clothing, seven black candles, in-
the wall. tom desk drawer holds eight black cense and herbs, a pouch contain-
candles. ing 50 gp, and an ordinary gold
This chamber also contains all of ring set with a black stone worth
Embar’s personal belongings, in- The carpet is charcoal grey with
cluding his ceremonial robe. The dark green and black splotches. A 50 gP.
robes of the cult leaders are distin- tapestry that resembles the cur- The desk is a mess, but contains
guished by a strip of black fur trim tain in the ceremonial chamber
around the hood. hangs from the wall. This tapestry papers similar to those in rooms 18
depicts a giant falcon crushing a and 19.Ory document stands out
Embar Dessid owns a mace +1, miniature version of the City of as important: it is a report from the
Greyhawk. cult’s spies describing the activi-
whip, chainmail, and a wooden ties of the PCs. I t begins with a
shield. He owns a rod of terror and If the PCs lift or roll the carpet
a dagger + 3that has a hollow poi- back, they find an enormous un- physical description from the first
son chamber. This dagger is al- day they arrived in town, and de-
holy symbol of Iuz painted on the tails nearly every activity since.
floor. They also find a secret trap- Some gaps are present if the PCs
door that leads to a pit in the earth. entered the sewers (i.e., if a cult
member did not follow the PCs un-
derground, there is no description

43

of their activities there). staffofwithering. These are stored black velvet drapes above the bed.
in the wardrobe under a woolen The wardrobe is also elaborately
The carpet in this room is blood- blanket. He also wears a necklace
red. If the PCs lift or roll the carpet of adaptation which he never re- carved and is outfitted with a small
back, they find an enormous un- moves. lock. The key rests in the keyhole
holy symbol of Iuz painted on the since the room is without an occu-
floor. They also find a secret trap- Zembak is always here at night.
door that leads to a pit in the earth. There is a 10%chance of encoun- pant.
The pit is 8’deep and 5’ in diame- tering him here during the day. The dresser holds several new
ter. Its sole purpose is to provide a
hiding place in the event of an at- 2 1. Falcon’s Quarters: This robes, nightgowns, tunics, and
tack on the lair if there is no means room has been prepared to be
of escape. The pit is tiled in stone home to the Falcon when she is other garments. These were
freed by the cult. The room has crafted by the cult’s tailor, and al-
on the floor and walls. I t is empty been ready for several months. though the Falcon’s exact ann-r-
except for a porcelain jar filled ance was unknown, thc
with water and a blanket. The largest living area in the
complex, this room was designed leaders decided to have a fe
A tapestry similar to those de- for a regal occupant. The priests cles of clothing ready for 1
scribed previously depicts a falcon rival. These are made of the
breaking free of web-like bonds. chose the finest items they could fabrics available, including
find for this room, and the quality silk and velvet.
The tapestry hangs above the desk of the furnishings surpasses those
from a cord looped over a leering of the rest of the complex. The room also contain
skull. large, empty chests. Both
The bed could sleep three per- false bottoms but are em
?tYelve skulls hang from the sons comfortably. The mattress is large desk stands against or
walls in this room. Six are filled with black down and is and holds parchments, qui1
nearly one foot thick. The bed- ink, and black sealing wax,
mounted and three have name-
plates. posts are carved of black wood and important papers or docui
depict snakes coiling upward The desk drawers are em1
Zembak owns a scimitar + 1 , a around the posts. A canopy of cept for a dozen black candl
a tinder box and flint.
mace, chainmail, a shield, and a

44

The carpet covers the floor com- their number has increased to ing the password of the priest lock
pletely and is woven in a black twenty. The carpet snakes are spell. The mouth says simply, “In-
background which is covered by present only in this room, but truder. Intruder. Intruder” in a
red snakes. The snakes are carpet when the number becomes large calm but firm voice. The message
snakes and will attack anyone in enough, they will be added to is designed to animating the
the room if they are activated. other rooms as well. snakes, which will begin forming
immediately.
Carpet Snakes(20):AC 5; MV Carpet snakes can be trained to
15; HD 3; hp 18;#AT 1;Dmg 1-3; recognize up to five masters. They Beneath the carpet is an enor-
S A poison; S D none; AL CE;
THACO 17. can be taught to obey these per- mous unholy symbol of Iuz and
sons and will protect them, and trapdoor and pit similar to those
The carpet snakes were pilfered will also attack their enemies. described previously. This pit
and smuggled into Greyhawk by They can also be trained to attack holds a cloak,blanket, candles, de-
the cleric in Molag. The snakes are canter of water, a large cushion,
rare, but a large colony is kept in or cease attack on command. and a wooden stool.
the temple of Iuz in Molag. Iuz has The carpet snakes in this room
established a breeding facility for No armor or weapons can be
carpet snakes and keeps perhaps recognize the three cult leaders as found in the Falcon’squarters. The
200 of them in his temple. masters and will not attack them cult leaders were unable to antici-
under any circumstances. pate her needs for this equipment.
The cleric in Molag stole three
mated pairs of the snakes and sent The carpet snakes will begin to During the day, PCs have a 5%
them to Greyhawk. Here, they form when they sense an intruder, chance of encountering 1-3 cult
have been bred by the cult and but to ensure this, a magic mouth leaders in this room who are
has been placed on the door to acti- checking to make sure that every-
vate the snakes. The magic mouth thing is in order.
is triggered by anyone who passes
through the door without speak-

45

The cult of Iuz that currently critical errors that betrayed the se- arch-mage. Iuz would like nothing
threatens the City of Greyhawk is crecy of the cult and left her vul- better than to see Greyhawk ru-
a descendant of the cult that was nerable to the plot against her. Had ined and converted to his own ter-
destroyed by %lamar Thraydin she taken her time and planned ritory.
many years ago. Although the carefully, the cult would have
Cult’s leader, the Falcon, was im- grown, rather than being de- Iuz would eventually learn that
prisoned and her assistants were stroyed in its infancy. members of the cult had infiltrated
killed, some of the followers important public offices in
banded together to rebuild what Another of Falcon’s mistakes Greyhawk. Upon learning this, he
they could of the cult. was in choosing her followers. She decided that these cult leaders
preyed on teenagers for their vul- were serious about their efforts,
These self-appointed leaders sal- nerability, naivete, and the ease and assisted them by providing
vaged what they could from the with which they could be manipu- them with the building materials
cult’s possessions and spent lated. She did not count on the necessary to construct their un-
nearly one full year poring over concerns of their parents or the derground temple.
notes about spells and the powers lack of commitment of some of
of Iuz before they began planning these young members, who even- Iuz’sposition is that if this cult is
tually became fearful of the cult successful in its efforts in increas-
the revival of the cult. Their plan- and wanted it stopped. They pro- ing its membership and infiltrat-
ning required several months be- vided the vital clues that allowed ing the government of Greyhawk,
fore they felt confident that they Blamar and his party to attack. he will reward them and use their
could proceed and be successful. hard-won power to settle his ven-
This length of time also allowed During the course of their re- detta with the unsuspecting City
some of the uproar caused by the seach, the new cult leaders trav- of Greyhawk. If they fail, however,
cult to die down. elled to the lands of Iuz north of the he will refuse to recognize them
City of Greyhawk. They reached ever again. When the time comes
Although most of the informa- Molag, the city from which Iuz to confront lknser and the city, he
tion about the cult was kept secret rules his territory on Oerth. There, will do it according to his own plan
by the clerics of St. Cuthbert, ru- they asked for assistance in rees- and using his own means.
mors and speculations were still tablishing the destroyed cult. Al-
widespread. Superstitious and though they were congratulated Growth of the Reborn
gossip-hungry citizens managed for their initiative, they were de-
to keep the cult stories alive for nied any favors. The leaders were Cult
nearly a year after the cult’s down- told that if they could prove them-
fall despite laws to the contrary. selves worthy, they might receive When the new cult leaders were
Evil cults are strictly forbidden in support from Molag. But since the ready, they began their carefully
the City of Greyhawk, and simply cult had ended in disaster, Iuz was planned efforts to revive the cult
discussing them or spreading gos- not willing to waste time and re- even though Iuz had refused to as-
sip is punishable by a heavy fine. sources on bunglers. sist them. They were determined
This did not stop the rumors for a to win his favor and succeed where
long time, to the cult’s disappoint- luz’s Vendetta their predecessors had failed.
ment.
Iuz decided to monitor the prog- They recruited only the most
The new cult leaders learned ress of the cult, however, since he loyal and trustworthy of the origi-
through their research that the had a score to settle with nal cult members. The new cult
Falcon was sent to Greyhawk to Greyhawk. He had been trapped was extremely selective and cau-
build a new cult of Iuz. She was for decades in a chamber beneath tious in their recruiting efforts,
greedy for power and saw this as Greyhawk Castle by the mad arch- hand-picking their members. Be-
an opportunity to gain the favor of mage Zagyg. When his prison was fore a recruit was approached
Iuz and possibly a position as a sprung, attempts were made on about joining the cult, he was
high-level assistant. his life by a party of Greyhawk’s watched for several weeks to deter-
citizens, including Tenser, the mine whether he was the “right
This greed, however, was the material.” Nearly half the recruits
Falcon’s downfall. By wanting too
much too soon, she made many

46

who were watched were never of- With its goal of increasing their Falcon to lead them, they thought,
fered membership because the cult power and winning the favor of they could surely take over the
had become so selective. These Iuz, the cult would stop at nothing. City of Greyhawk, claim it for Iuz,
people never even knew of their po- They knew that if they could and run the most important city in
tential as cult members, so cau- strengthen the cult to near invul- the Flanaess.
tious was the acceptance process. nerability, Iuz would favor them
and endow them with powers be- Current Ambitions
Of those persons offered mem- yond their dreams.
bership, only a few, perhaps 5%, A s the PCs will eventually dis-
turned down the offer. Unfortu- When Iuz recognized the cult’s cover, the cult has researched the
nately for them, they paid with success in infiltrating the city gov- magic that trapped their former
their lives. Their bodies were ernment with a reward of supplies leader. They have already made
never found and their bones now for building their temple, the cult several unsuccessful attempts to
decorate the cult’s underground was elated and their hunger for break the magic that holds her.
lair. power was fueled. This served as They will continue these efforts
incentive to increase their efforts and will eventually be successful
Membership grew slowly, gain- and commitment to making the unless they can be stopped in
ing perhaps a four members per time.
year, but all members were strong cult the most powerful in the Fla-
in their commitment. They swore naess. As they have come closer to free-
an oath of secrecy that they would ing the trapped Falcon, the cult
carry the knowledge of the cult to By the time forty years had has taken steps to ensure that they
the grave. passed since the cult’s original de- can operate undisturbed. They
struction, all original cult mem- have threatened or ambushed
As the years passed, the original bers had died. Those in power had many adventuring parties that
cult members passed away and learned much, but felt that they have come to Greyhawk in order to
the positions of leadership were as- needed some great, powerful deed drive them out of town, lest they
sumed by other members, some- to win Iuz’s favor. They also felt discover the cult. They have also
times by vote, and sometimes by that they needed some agent to threatened or killed citizens of
decree of the other leaders. Sons help their cause, since their re- Greyhawk who stumbled onto
and daughters of the members sources and knowledge of power their plans and threatened to re-
were frequently inducted into the were limited. They devised a plan veal them. And they have set fires
cult as they reached adulthood. to accomplish both these goals. and launched attacks around the
For the most part, however, mem- city to provide a diversion for their
bers were unmarried, to avoid the The cult leaders began to inves- activities and keep the law busy
suspicion of spouses and children. tigate their original leader, who elsewhere.
Several marriages did result be- had come to be known as the Fal-
tween members of the cult who con. They studied her writings The cult knows that they are not
met as a result of their cult activi- that had survived since the de- yet strong enough to challenge the
ties. The children of these mar- struction, and guessed that she clerics ang the Temple of St.
riages were declared members of Cuthbert. This is the reason that
the cult before their birth and at- must have been a brilliant and the Temple has not detected their
tended cult activities with their powerful leader. Unfortunately, in activities. They have, however,
parents as soon as they were born. her personal writings, the Falcon had their eye on Blasek for a long
portrayed herself as far more bril- time. They know that a man of his
The cult became serious in its ef- dedication can cause them prob-
forts to infiltrate the city. The lead- liant then she actually was. Her lems simply because of his com-
ers pinpointed important positions notes also did not reflect her greed mitment to any cause he
that they hoped to one day control. for power that ultimately caused champions.
They knew that these effortscould her mistakes and her downfall.
take years, waiting for promotions One of the cult’s minor mistakes
that might come only after the The new leaders realized that was in kidnapping residents of
death of key persons. The leaders she probably had not been de- Shacktown to be charmed and
knew that they could see to the stroyed, as perviously thought, used as slaves. They were aware of
deaths of individuals who stood in but trapped in some sort of dimen- the shrine of St. Cuthbert there,
their way, but they wisely decided sional prison. They decided that but were not aware of Nicholi’sun-
to let nature take its course rather this was the opportunity they had dying dedication or his friendship
than risk revealing their plot and been waiting for; if they could free
endangering the cult. the Falcon, they would accom-
plish a great deed and gain an
agent of Iuz who could lead the
way to power under Iuz. With the

47

with Blasek. This link will provide bag of holding, but is capable of the cult leaders. The pendants of
clues to the PCs that the cult can- holding 3,000 pounds while the three cult leaders are the only
not afford to have revealed. weighing only 20 pounds. ones of their kind: these are
handed down to new leaders
The cult has spies all over the The visitors normally stay with rather than commissioning new
city. Although they are not nearly the cult for a few days to rest for ones. The leaders believe that this
as thorough as the Thieves’ Guild the journey home. This also gives will strengthen the pendants as
at watching the activities in them an opportunity to observe they absorb evil and in turn,
Greyhawk, they remain abreast of the cult and provide Iuz with a re- strengthen the cult leaders.
activities that are of concern to port on their progress when they
them. All cult members are re- return. The pendants are commissioned
quired to report on any adventur- from a local jeweler named Goldie
ers they see entering the city. The The Cult’sPendants (see the description of the market-
cult then keeps a watch on them. If place).Goldie is under strict orders
adventurers appear to come close Through a variety of encoun- not to ask questions or offer infor-
to any hint of the cult activity,they ters, the PCs learn that cult mem- mation to non-members about the
are threatened or ambushed to en- bers wear a symbol of the cult that pendants. He has sworn never to
courage them to leave the city. identifies them as members. Al- use the design for otherjewelry. He
though these are not displayed knows that if his benefactor would
As mentioned, the cult also openly, they are not hidden, either. learn that Goldie betrayed him in
watches Blasek. Until he met the any way, Goldie would lose the
PCs, the cult saw no reason to The pendant is designed to look pendant business. In reality, Gol-
threaten him, but his relationship like a stylized claw of a falcon, but die would probably lose much
with adventurers gives the cult it is smooth and rounded rather more than just the business.
cause to worry. This is the reason than being an exact replica of a
for the attack on Blasek after he claw. It is designed in such a way One of the high priests of the cult
hinted to the PCs of mysterious that a casual observer would not is responsible for commissioning
happenings in the city. immediately recognizeit as a claw. the pendants. Goldie recognizes
him on sight but knows nothing of
As adventurers persist in inves- The pendant is designed to be a his business or even whether he is
tigating the activities of the cult, form of recognition for cult mem- a native of Greyhawk. Goldie as-
the threats and attacks on them bers and also to designate one’s sumes that since he never sees the
become more violent. However, status in the cult. Members wear a man in town, he must live else-
the cult tries to stop short of killing simple version of the pendant cast where.
their enemies in such attacks, be- in bronze. Clerics wear a silver
cause a murder would spark more pendant of the same style as the Goldie was chosen to make the
investigation than a street brawl. members. High level priests wear a pendants before the cult had ajew-
The cult cannot allow the risk of gold pendant that has a small eler as a member. As soon as ajew-
being discovered in such a man- black stone inlaid in the center eler becomes a member of the cult,
ner. talon. The three leaders of the cult Goldie will more than likely lose
are recognized by their gold pen- the cult’s business.
The cult’s plans are to continue dants that are inlaid with large
trying to free the Falcon. This ac- black stones on the tip of each The Infiltration
tivity takes priority over all others talon.
unless the cult is directly threat- Members of the cult hold many
ened and must defend itself. The pendants are not magical, positions of importance around
but are imbued with a strong aura Greyhawk. PCs will meet some of
The cult has recently hosted sev- of evil. Part of the reason for this them throughout the adventure,
eral of the members of Iuz’s per- evil aura is to ward off guardian put might never suspect that they
sonal cult from Molag. These are creatures in the lair that attact are cult members.
the visitors that can be observed good creatures. The evil aura of
entering and eventually leaving the pendants helps to ensure that Nestor Morden, Deputy Con-
the city at night, carrying heavy no mistake is made by the mon- stable: Nestor is a tall (6’3‘’)g,an-
bundles. Although most of the sters. gly man. He has black hair and
stone for the temple has already dark, intense, beady eyes. He
arrived and been put in place, Every cult member owns a pen- wears black trousers and a red
these visitors carry the last of the dant. Pendants are commissioned shirt with a black half-cloak over
stone that will finish the under- from ajeweler as needed, but a few
ground complex. The stone is car- extra are kept in the quarters of
ried in a crate that is similar to a

48


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