all. Black boots rise up to his ferent shifts. In this way, they can aides that Nestor is so good at in-
knees. He walks with a barely no- ensure the best possible coverage vestigatingcomplaints about cults
ticeable limp. of the activitiesin the Citadel. With that it would be a waste of time to
the four of them watching the track them down themselves.
Nestor has held this position for other guards and listening for They willingly direct all their cult
three years. He worked his way up complaints, there isn’t much that inquiries to Nestor.
through the ranks of the consta- slips by them.
bles, having served in the City Guildmembers
Watch for twelve years in varying Kuppis Deezen, Aide to the
levels before his promotion to his Mayor: Kuppis holds an interest- The cult also has members in
current position. ing and important position that each of the guilds in Greyhawk.
the cult relies on heavily. He has There are three members each in
Nestor is alert to complaints of access to informationsuch as loca- the Assassin’s, Sewermens’, and
cult activities.If he discoversa cult tions in the mayor’s office, files Thieves’ Guilds, two cult mem-
other than his own, he will initiate and records, future plans of the bers in the Gravediggers’ Guild,
the proper procedures to dissolve mayor, and general information ond one member in each of the
it. When complaints of cults come about the city. other Guilds in Greyhawk. See
to the Citadel, he insists on han- Chapter 4, FFF, for more informa-
dling them personally. He has con- Kuppis began working for the tion about the Guilds.
vinced Derider Fanshen, the Chief mayor’s office as a messenger
Constable, that he has a personal when he was fourteen years old. These Guildmembers are re-
dedication to the elimination of Since that time, he has worked his sponsiblefor detectingany rumors
cults and wants to be in charge of way up through several positions. of cult activity that might arise
monitoring all such cases. He has within the Guild. The cult notifies
been so convincing that Derider The mayor has four aides who Nestor and Kuppis if any rumors
has agreed to turn all such cases attend to all types of business and arise so they may be ready if some-
over to him. errands. One is the Chief Aide, one reports the cult to the authori-
who is closest to the mayor and di- ties.
Derider trusts Nestor implicitly rects the activities of the other
and has never found reason to dis- aides. The other three, including Citizens of Greyhawk
trust him. If Nestor knows of per- Kuppis, are of equal status but
sons who could blow his cover as a varying seniority. His colleages The cult also makes frequent
cult member, he tries to have them have both held their positions for visits to Shacktown to see whether
eliminated. If someone does get to nine years, while Kuppis has held any potential members may live
Derider with a tip that Nestor is a his for four. there. Tivo residents of Shacktown
cult member, Nestor lies so con- have been successfully recruited
vincingly that Derider trusts him Kuppis is a scholarly looking to be priests of Iuz. The Shacktown
and decides that the accusor is man who wears wire glasses at all residents that were kidnapped,
probably a lunatic. times. He is of average height and however, were taken against their
build, and has straight, brown hair will and are used as slaves.
Scarm Jenns, Dwenn Hyer, and blue eyes. His appearance is
and Finx Klimm, Members of mild and not the least bit threaten- All the cult members except the
the City Watch: These men are ing, but Kuppis can be most effec- priests lead normal civilian lives
city guards who Nestor relies on tive in keeping unwanted guests and live in boardinghouses or their
heavily. They report to him of any- out of the mayor’soffice when nec- own homes. A few of the cult mem-
thing unusual in the ranks of the essary. bers have families, and as men-
guards or any rumors about the tioned earlier, a few were married
cult. Kuppis is always alert for com- as a result of meeting in the cult.
plaints about cult activities in the
Naturally, Nestor has only good city. He makes certain that if com- Present Activities
things to say about these men plaints come in, they are directed
when they are in position for pro- to Nestor at the Citadel. Nestor al- All the priests in the cult live in
motion. He would like to see them ways issues a report claiming that the underground lair. Their needs
move up in the ranks so they may his investigationsturned up noth- are providedfor by tithings paid by
better assist him. ing (unless, of course, a different the cult members and by stolen
cult is discovered).Kuppis keeps a goods obtained by the cult’s
One of the most important as- file of these reports so they may be
pects of having these men at his referred to if necessary.
disposal is that Nestor can see to it
that the men are scheduled on dif- Kuppis has convinced his fellow
49
thieves. The priests are more than None is considered to be of higher we roast the intruders, or let them
comfortable and do not lack for rank than the others. Each has tal- battle skeletons until they’re all
anything. ents and shortcomings that are dead-hmmmm, tough choice).
balanced by the others.
The cult also sends a percentage Zembak is responsible for con-
of its income to Iuz. Although Iuz The leaders will fight valiantly, tacting Goldie, the jeweler.
did not demand it of this group, he but if the situation turns for the
demands it of his other cults. The worse and they are below 10 hp, Zembak is 5’ 10”tall and of aver-
leaders of this cult decided that they will attempt to escape. They age build. He has grey hair that
paying a portion of their income to are engaged in serious business by flows halfway down his back. His
Iuz would increase his favor with trying to revive the cult, and feel eyes are grey and calculating. Al-
them and possibly their power. that their survival is imperitive. though only 44 years old, his face
They also feared that Iuz would is deeply lined with wrinkles, mak-
ask for monies owed dating back to Priestsand Acolyteswill fight for ing him appear older than he is.
the cult’s organization if Iuz ever the survival of their leaders. His voice is gravelly and singsong
formallyrecognized them as one of Priests and acolytes have been with an almost hypnotic effect.
his cults. Every month, a messen- brainwashed to believe them-
ger is sent to Molag to deliver the selves to be expendable, but the Mara Zonin, Human Priestess,
cult’s tithing to Iuz. leaders to be irreplacable. Level 7: AC 1; MV 12;HD 7;hp 48;
Str 18,Int 15,Wis 17,Dex 16,Con
The PCs must discover that the In a battle, cult members are 11, Cha 9; Dmg ld8; AL CE;
cult plans to repeat their ceremony likely (75%)to flee. Some will hide THACO 15;age 36.
until they free the Falcon. They or stand confused (15%),but the
have come very close to breaking remaining 10%will join the fight. Equipment: scimitar, flail,
her free of her prison, but have not These members are described in bronze shield bearing unholy sym-
succeeded. Chapter 2, at the ambush of the
PCs. In addition, three mages bol of Iuz, chainmail + 1, staff o f
They have discoverd that by (levels9, 7, 6)are members of the
combining their spellcasting ef- cult and will assist the fight but Kitsyrral, ring of earth elemental
forts with those of several wizards will not fight to the death. They do command, potion of healing, po-
and adding the energy of the mem- not consider the cult to be a cause tion ofinvisibility
bers, they may be able to break the worth dying for.
spell that holds the Falcon. See the M a r a is intelligent, intense, and
chapter, “Ending the Adventure” Leaders has a bad temper (thispartially ac-
for more on this. counts for her low Cha). She be-
Zembak Narsa, Human Priest, lieves in dealing the worst possible
Cult Leaders Level 8: AC 2; MV 12;HD 8;hp 54; blow to anyone who commits even
Str 15,Int 14,Wis 18,Dex 15,Con a minor infraction (some of the
Following is a description of the skulls in her room could have testi-
cult members that the PCs will 13, Cha 16; Dmg ld8 + 1;AL CE; fied to this).
eventually meet.
THACO 16;age 44. However, she is intensely loyal
The cult is divided into a hierar- Equipment: mace, shield, chain- and dedicated to the cause of the
chy of four levels. This consists of cult. She works and studies deep
three leaders, four priests, eight mail + 1, scimitar + I , staffofwith- into the night and has seemingly
acolytes, and the general member- unlimited energy.
ship. While the membership in- ering, necklace of adaptation,
cludes wizards, thieves, and potion offlying,oil ofslipperiness. M a r a harbors a secret hope that
warriors, none of these persons as a woman, she will be able to get
has any clerical powers. Members Zembak is level-headedand cau- closer to the Falcon than the men.
are mainly ordinary citizens of tious (for someone who is chaotic She plans to make herself availa-
Greyhawk. They live in their own evil). He believes in preparation to ble to assist the Falcon in any way
homes and do not come to the cult give himself the best possible ad- possible.
complex except for meetings and vantages. He loves to lure his vic-
ceremonies. They have limited tims into traps and watch them Mara is 5’ 6” tall. She is much
knowledge of the complex (see the struggle, although the need for se- too thin for her height (90 lbs.),
lair description for details). crecy of the cult has prevented this and her face appears tight and
for a long time. He will take great drawn in an expression of irrita-
The leaders share status equally. delight in dealing with the PCs tion. She looks frail, but has in-
when the time comes. His caution credible strength and energy. Her
sometimes leads him to indeci- dark brown eyes seem to sparkle
sion, however, and he often has a with inner energy and excitement,
difficult time with choices (should and seem out of place with the rest
of her body. Her mousy brown hair
50
is long and straight, and droops enjoys its effects. He has used it of- Equipment: leather armor,
over her shoulders and down her ten enough in the presence of the shield, sickle, ring of feather fall-
back. cult that M a r a and Zembak are im-
mune to its effects. The remaining ing.
Embar Dessid, Human Priest, cult members are frightened by its
Level 7: AC 1;MV 12;HD 7; hp 56; effects,but have come to view it as Acolytes
Str 16,Int 12,Wis 17,Dex 17,Con a signal of battle. They are
16, Cha 9; Dmg l d 6 + 2 ; AL CE; whipped into a frenzy when they Moltar and Fassin, Human
THACO 16;age 33. view its effects, and rather than Priests, Level 3 (2):AC 6; MV 12:
running in fear, they become bol- HD 3;hp 17.15;Str 13,Int 14,Wis
Equipment: chainmail, whip, stered and their morale increases. 16, Dex 15, Con 12, Cha 11;Dmg
wooden shield, mace + I, dagger
+ 3 (see below), rod of terror, po- Priests l d 6 + 1;AL CE; THACO ; age 27.
tion of flying, incense of medita-
tion (2). All the cult’spriests and acolytes Equipment: studded leather ar-
are extremely loyal and will die be- mor, mace.
Embar exemplifies chaotic ten- fore revealing secrets about the
dencies. He has a difficult time cult. They all live in the under- Sealin, Parpin, Frallow, Hu-
thinking through decisions, and ground complex, but this does not man Priests, Level 2 (3):AC 7; MV
usually opts for whatever answer prohibit them from wandering 12; HD 2; hp 14,12,10; Str 13, Int
strikes his fancy first. He is highly freely through Greyhawk. They 12, Wis 16, Dex 14, Con 15, Cha
creative and is constantly thinking are cautious, however, not to draw 11; Dmg l d 6 + 1; AL CE; THACO
of ways to build the cult and attention to themselves or get into 20; age 25.
weaken Greyhawk (althoughsome trouble.
ideas are farfetched). The combi- Equipment: padded armor and
nation of Embar’s creativity and Aldon, Human Priest, Level 6: shield, flail.
the decision-making skills of M a r a AC 2; MV 12;HD 6; hp 38; Str 14,
and Zembak make the trio unbe- Int 13, Wis 16, Dex 16, Con 12, Gardin, Korba, Celbar, Hu-
lievably dangerous. Cha 8; Dmg l d 6 + 2 ; AL CE; man Priests, Level 1 (3):AC 8;MV
THACO 18;age 32. 12; HD 1;hp 7,5,4; Str 14, Int 13,
Embar’s appearance is a dead Wis 16, Dex 12, Con 11, Cha 10;
giveaway to his chaotic nature. He Equipment: chain mail, shield, Dmg 2d4; AL CE; THACO 20; age
is tall (6’2 ” ) and thin, and looks 22.
underfed. His black hair seems to mace +1,dagger, boots ofspeed.
have a mind of its own, and stands Equipment: padded armor,
Bessia, Human Priestess, Level morning star.
nearly straight off his head. (It 5: AC 4; MV 12;HD 5; hp 31;Str 9,
probably hasn’t been combed in Int 15. Wis 17, Dex 12, Con 11,
years, ands Embar takes random Cha 15; Dmg l d 6 + 1 ; AL CE;
chops at it with a scissors when it THACO 18;age 30.
gets in the way.)
Equipment: chain mail, flail,
Embar’s eyes are a startling
shade of bright blue, and he al- ring ofprotection + 1.
ways seems to be grinning about
something. Mara and Zembak Dwinnam, Human Priest, Level
have grown accustomed to this, 4: AC 6; MV 12; HD 4; hp 28; Str
but most people find it unnerving. 13,Int 14,Wis 17,Dex 11,Con 12,
Cha 16;Dmg ld6; AL CE; THACO
The dagger + 3 that Embar car- 18;age 30.
ries has a hollow blade and a reser-
voir in the handle. He keeps this Equipment: studded leather ar-
filled with class L poison (DMG,p. mor, club, ring of fire resistance.
73). By means of a tiny lever near
the hilt, Embar can release the poi- Martin, Human Priest, Level 4:
son when he chooses. He chose AC 5; MV 12; HD 4; hp 32; Str 16,
this type of poison over a stronger Int 12, Wis 16, Dex 15, Con 15,
type because he enjoys battles and Cha 8; Dmg l d 4 + 1 ; AL CE;
likes to see his opponents suffer. THACO 18;age 29.
Embar is selective about using
his rod of terror, but thoroughly
51
When the PCs have learned does not give the DM the power of complex as a ceremony to free the
enough about the cult, they may life and death over his player char- Falcon is underway. This could
embark on the final stage of the ad- acters. The module must still be happen by luck, or it could be due
venture. The DM must be certain concludedwith a sense of fairness. to a tip from a cult member.
to read this entire chapter care-
fully before leading the PCs Likewise, the DM should not The DM must keep in mind that
through the final encounters. make the adventure so easy or dif-
ficult that the players feel cheated. the timing of the PCs’ arrival is im-
The DM must now decide If the players are bombarded with portant. If the PCs arrive as a cere-
whether to end the adventure with cult members and do not stand mony is beginning and they lose
this module or proceed to the sec- even the slightest chance of win- the battle to prevent the Falcon’s
ond part of the trilogy, Falconmas- ning, they may feel that the entire release, they will not be able to ex-
ter. This decision will affect the adventure was a waste. Similarly, plore the lair. If they defeat the cult
outcome of this module. if the PCs stroll through the lair during a ceremony and then ex-
mowing down every opposition in plore the underground rooms, this
If the party will not proceed with their path, they will feel cheated leaves no cult members to oppose
the future adventures, they will be out of an exciting and triumphant them and the exploration will not
successful in preventing the cult battle. The DM is advised to use have the elements of danger and
from freeing the Falcon. They will discretion in staging the final suspense that make exploration
also be able to dissolve most of the scenes. excitingand fun. I t will merely be a
cult and turn the matter over to housecleaning of the lair’srooms.
Derider Fanshen of the City The DM must first decide, based
Watch. on his own players, the method by Possibly, the PCs may wish to ex-
which the PCs come to explore the plore the lair as a ceremony is get-
If the PCs will go on to the future lair. ting underway. This would place all
adventures, they will not be able to the cult members in the ceremonial
prevent the cult from freeing the 1.The PCs may be tipped off by a chamber and would reduce the
Falcon. They will either arrive too repentant cult member who is chances of discovery in the lair, but
late to stop the ceremony, or will be frightened and concerned about would increase the number of per-
foiled in their plans. The Falcon the cult’s activities. This person sons opposing the PCs in the battle
will be set free so the PCs can pur- may arrive at the Tkmple of St. to stop the ceremony.
sue her in the next adventure. Cuthbert, looking for assistance
(andpossibly sanctuary).The cler- Talasek’s Role
If the adventure is played to its ics will naturally direct the person
conclusion and the Falcon is not to ’Iklasek and the PCs, arranging Talasek will fight valiantly with
freed,adviceis offered at the end of a meeting between them at the his new comrades. He will battle as
this module for “restarting” the temple. only a paladin can, with dedication
course of events in order to resume and zeal, committed to the cause
the story line. This would allow a At the DM’s discretion, the cult regardless of the personal risk. He
DM to continue the trilogy regard- member may be sincere or may be will also look out for the PCs and
less of the outcome of this adven- a trap to lure the PCs into the un- defend them as necessary. How-
ture. derground complex where the cult ever, should the battle become too
can confront them on their own ugly, 7mlalsek will not hesitate to
The DM has a great deal of free- ground. If the cult member is a retreat in order to preserve the
dom (and responsibility) in con- trap, he will have had undetect- PCs’ safety. He would like to exter-
cluding this adventure. As an able alignment cast on him before minate the cult immediately, but
open-ended module, the DM arriving at the temple. realizes that a second assault is
makes the decision as to the suc- preferable to losing all the PCs and
cess or failure of the PCs. This is 2. The PCs may find their way possibly himself, leaving no one to
not a technique to allow the DM ab- into the underground complex challenge the cult later.
solute power over his players; it is through their own devices.
to provide flexibility and control
over the module’s conclusion.This 3. The PCs may arrive at the
52
When the decision is made to at- the desired outcome of the adven- been killed will they flee in order to
tack the cult, 'Palasek will notify ture. Since Nestor, the deputy con- preserve the cult.
the priests a t the 'Ikmple of St. stable, is a cult member, the City
Cuthbert. This serves several pur- Watch will not serve as allies to the All members will fight to the
poses. PCs; they may turn out to be ene- best of their abilities. The DM
mies! More instruction for using should refer to the statistics in
First, should 'Palasek and the the City Watch in the final encoun- Chapter 3 for the cult's thieves,
PCs be killed, the priests will know ter comes later in this section. fighters, and mage, and the statis-
what became of them. Then they tics in Chapter 8for all priests, aco-
can do whatever is in their power Infiltrating the Cult's lytes, and leaders. The DM should
to carry on the battle against the be prepared to supply statistics for
cult. Lair the mages mentioned in these
chapters. Remember that all cult
Second, the priests can be pre- The DM should treat the lair as members, with the exception of
pared for wounded. Blasek will any other lair inhabited by evil those of adventuring classes, will
naturally escort the PCs to the creatures. Remember that these flee or hide and will not join the
temple after the battle so their priests are intelligent and cun- fight.
wounds may be tended. ning, not mindless monsters wait-
ing to be slaughtered. Their goal in Staging the Final
Third, the priests will notify the life is to free the Falcon so their cult
City Watch of the illegal activities may carry on: if necessary, cult Scenes
and ask for reinforcements for the members will retreat in order to
party. This is an extremely impor- preserve enough of the member- A s mentioned earlier, the DM
tant factor in the completion of ship to persevere. should choose the method by
this adventure. The intervention which the PCs come to explore the
of the City Watch can either save However, cult members will lair. For maximum excitement, the
the PCs or cause their demise. The fight to the death; only if 80%have PCs should not explore the under-
DM will be able to use the City
Watch to his advantage to ensure 53
ground complex until they are The priests will then move to the ple, and the effect is not always the
ready to fully assault the cult. gongs and drums throughout the same for any one individual. Ef-
Cleaning out the lair will prevent room. On a signal from one of the fects generally do not manifest un-
the priests from performing the cer- priests, they will first sound the til a person has inhaled the smoke
emony to free the Falcon, eliminat- for at least one turn. The following
ing the climax of this adventure! Bones seven times. On the fifth table summarizes the effectsof the
GouEding of the gongs, the priests incense. Roll for any PCs who may
One uJay or another, the PCs a t the drums will begin a quiet, be subject to its effects.
should 13e allowed to witness at slow drumroll that will gradiially
least a portion of the ceremony.
grow in intensity and speed. ViJhen
Dark Riituals Die roll Effect
the drums reach a strong stceady 1 Drowsiness
- _ _ _ _Followiiig,:-& level, the curtains will part. 2-3 Giddy feeling as if drunk
i2 s- a u-Icscr_i.p-I~:-i-ori0-11' IL- 4-5 Mild hallucinations
The area behind the curtLains 6-7 Severe hallucinations
LIIC 8-9 Blurred vision and dis-
a,.in-oke.w.r1il1l1 i i a v c t.u.-.--cc;11 1RIllliC- A;u -w--i:LcLii torted hearing
cult's ceremony to free the Falcon. 10 No effect
through use of a pyrotechnics
Notes are provided for the DM so spell. When the curtains part, the
smoke will be the only thing visi-
he may correctly advise the PCs of
ble. But as the smoke begins to bil-
the situation. low outward into the main
chamber, the cult leaders will step
The double curtain that divides forward out of the smoke. They The effects of the incense will
the ceremonial chamber is always move slowly,matching their steps,
closed at the beginning of a cere- moving in unison. This move- wear off l d 3 hours after the victim
mony. The cult's rituals always be- ment, together with the smoke un- leaves the chamber and breathes
gin with the robed members derfoot, makes the leaders appear fresh air.
entering the ceremonial chamber.
They take their seats (not desig- to be floating across the floor. The ceremony would normally
nated seats, although many of the The leaders will come to a stop be concluded with a lengthy, pow-
members have their personal pref- erful chant by the entire member-
erences and always choose the behind the altar. There, they will ship. "bward the conclusion of this
same bench) and quietly await the begin the ceremony with greetings chant, the leaders would retreat to
beginning of the ceremony. Most of to this unholy place. the steps at the front of the cham-
the members meditate during this ber. A s the chant was concluded,
The ceremony proceeds with the curtain would be drawn, leav-
time. recitations by the cult leaders tell- ing the leaders behind the curtain.
The first two rows of benches are ing of the powers and strengths of From there, they would retreat
through the secret door to their
left empty by the members and are Iuz. They speak of his evil deeds private chambers.
reserved for the priests and aco- and desires, and reinforce that
lytes. The leaders never sit during these should be the deeds and de- In recent months, however, a
the ceremony; instead, they clus- sires of the cult members. new element was introduced into
ter around the altar. Even if one the ceremony. This was the ritual
leader is delivering a speech from These words are followed by that was designed in an attempt to
the steps, the other two remain at chants involving the entire mem- free the Falcon. Following the nor-
the altar. bership. Some of the chants are led mal ceremomy proceedings, the
by the leaders or priests; others are leaders and mages would com-
When all the members have as- mence this ritual. After unsuccess-
sembled, the acolytes light the can- recited in their entirety by all the ful attempts, the leaders would
dles in the candlabras throughout members. The chanting is accom- make promises of power to the cult
the room. The torches along the members and attempt to bolster
sides of the room will have been lit panied by the great banging and faith and morale. Thanks to the in-
before the members began arriv- booming of the drums. cense and the committment of
ing. After the candles have been lit, these members, the propaganda al-
the priests will arrive and will light The leaders then provide their ways worked. The ceremonies
the incense in the braziers. This own examples of evil deeds that were then concluded as described
will immediately begin to smolder, please Iuz. Sometimes members above.
giving off clouds of thick, brown, are called upon to state any of their
foul-smellingsmoke. most recent evils. Members who
state insufficiently heinous deeds
arejeered and booed by the crowd.
The heavy, smoky incense has
different effects on different peo-
54
The Falcon Ritual highest level mage reads the wish that of a person awakening from a
The mages and priests have sGll from the s&oll. This is;care- nightmare.
worked and researched losng and
hard to discover the secret to free- fully worded and is intended to un- The snakc 11 emerge
ing the Falcon. They have tried a
variety of spells from cantrips to lock magical barriers that pr’0hibit from 1the ho c through
wishes to no avail. This has cost
the cult a great deal of money, the subsequent spells from flaving the ciircle of speucasters, writhing
since it has no spell casters of suffi-
cient level to cast these spells. The any effect. and tlTrashing. After several min-
cult was foi-ced to buy these spells
as scrolls (when they could be _ _The utes cif this, she will slow her vio-
found). A F)ortion of the ritual in-
gin a
__ _-__ ___-volves the tIuG.P,nf2 w..iqh nrm_l-l._-l -.)-1 1-~ leaders saentd01m- sapgeelslst.h.IefinSbUCe-- lent tlTrashing and turn to look at
second t.h_ ose who freed her. An eerie calm
to the great cost of these scrolls,
the cult has not made many at- cessful, the conclusion of tnese
tempts at the ritual. The leaders
and mages have worked until they spells would set into motion the will fall over the chamber, and a
believed the formula for the ritual
was absolutely correct before breakdown of all the ITiagicalbarri- new sensation of evilwill permeate
wasting a scroll.
ers that hold the FalccIn. the room. In a raspy voice, the
The magic used to trap the Fal-
con was unique. No records of it When the ritual isi successful, woman will speak: “This day you
were available to the cult mem-
bers; they were subject to trial and wisps of smoke will begin to ap- have performed a service that you
error to discover the solution. The
only records of these spells were =.-- floor insidenocar uIArAiucALiAn6 c i IfrInvml l l tch lnli cannot begin to comprehend. You
kept by Mizaab Zalen, one of the
members of the original team that the circle of spellcasters. The will be rewarded for your persever-
trapped the Falcon. This mysteri-
ous mage disappeared several smoke will gradually thicken and ance. The reign of the Falcon is
years after the cult’s demise and
he was never heard from again. begin to crackle with blue and once more! Now, take me to a place
The ritual to free the Falcon in- green streaks of lightning. The where I may rest and make my
volves the entire cult membership
and all priests, acolytes, and lead- spellcasters may move slowly plans.”
ers. The mages lead the ceremony,
first involving the entire member- from their positions. Backing With that, the curtain will be
ship in a loud, lengthy chant. The
chant is repeated until the ritual is away from the smoke is possible, drawn across the front of the
completed.
but at a rate of only a few inches chamber. The cult leaders will re-
The priests and acolytes then be-
gin a long series of prayers to Iuz, per round. Any more activity than main with the Falcon, ordering the
asking for his assistance in this
evil act of freeing his servant. this would disrupt the spells. mages and priests to conclude the
Standing in a tight circle, the
mages and cult leaders each begin As the smoke builds and spills ceremony and send the members
their own series of specialized
spells designed to weaken the bar- into the main chamber, the floor home.
riers of the Falcon’s invisible
prison. will begin to rumble at the place The ceremony may be inter-
After the first series of spells, the where the smoke originated. The rupted at any time. The DM is free
tiles will begin to crack and pop. to use as many of the visual effects
This will develop into a hole ap- as he sees fit, short of the first
proximately four feet across. scream. If the ceremony is inter-
As the ceremony progresses, the rupted, all effects will quickly re-
smoke will begin to pour from the verse; the smoke will dissipate and
hole, changing colors from blood- the floor will fall back into place.
red to black, to sickly shades of The ceremony may be stopped if
green and brown. The colors con- any one of the following events
tinue in a random fashion until the takes place:
ritual is successful.
The cult members have been 1. The reading of the wish scroll
successful to this point before, but is disrupted.
2. Before the scroll is read, any
have never progressed beyond it.
four of the spellcasters are dis-
When the ritual is truly a suc- rupted and prevented from start-
ing a new spell.
cess, all ears in the chamber will
3. After the scroll is read, any
hear a long, agonized scream, last- three of the spellcasters are dis-
rupted and prevented from start-
ing a full two minutes. A s the ing a new spell.
scream dies away, movement will 4. The cult membership is
be detected in the smoke. A caused to run from the chamber in
panic. The noise and vibration of
thrashing, fifteen-foot, red and all the cult members fleeingwill be
black snake with a woman’s head
will appear out of the smoke. The
snake-woman will again scream,
but this time the scream will be
55
sufficient to drown out the spell- the PCs to select one of the follow- finish cleaning up after the cult. He
casters and disrupt their spells. ing courses of action: is actually just removing the PCs
so the cult may proceed.
If the DM has chosen to free the 1. If the PCs are losing a battle
Falcon so the PCs may pursue her with the priests, the guards will al- If the PCs defeat the cult, the DM
into the next adventure, the PCs low them to lose and will stand should allow them the run of the
quite possibly may be tied up and aside in order not to reveal their lair. They may investigate any sec-
held captive in the ceremonial identities. tions they desire. The PCs might
chamber in order to watch the cer- also receive a handsome reward
emony. 2. If the PCs are winning a battle from Nerof Gasgal, Lord Mayor of
or appear to be providing a suffi- Greyhawk, especially if the PCs
Intervention of the City cient threat to stop the ritual, Nes- uncover any of the city officials
tor and his men will step in and who are part of the cult.
Watch break up the fight. This is, natu-
rally, all pre-arranged. He will in- If the PCs are unable to prevent
As the Deputy Constable in struct his men to secure the cult the release of the Falcon, the DM
charge of investigating cult activi- leaders and priests. When this has should use Nestor to clear them
ties in the city, Nestor will natu- been done, Nestor will instruct his out of the lair. The PCs may or may
rally be alerted to the reports from men to escort the PCs out of the
the priests of St. Cuthbert of a cult lair, claiming it to be “too danger- not believe in his efforts to exter-
in Old City. ous for civilians.” Thanking the minate the cult. This leaves some
PCs for their splendid work, he will interesting possibilities for the fu-
Having been notified of the PCs’ promise them a substantial re- ture adventures.
intentions to raid the cult lair, Nes- ward when the case is completed.
tor and his cult member guards Nestor’s men will lead them to an
will be prepared to assault the PCs. exit; once the PCs are gone, they
They will watch the activities of will guard the door.
Nestor will promise that he will
56
Amendix
This section provides informa- and father), great helm, large instill instant trust in those he
tion and statistics about the major shield, long sword, lance, morning
NPCs who appear throughout this star (he has weapon specialization meets. He seems to attract people
trilogy. Their intervention and in each of these). in need of help, whom he usually
guidance is essential to the ad- escorts to the temple (the priests
vancement of the plot. Tmlasek is a tall (6’3’’)s,olid man have convinced him to bring the
who takes great care in maintain- needy to the temple, since he has a
TALASEK THRAYDIN ing his physical condition. He tendency to run out of money by
practices and exercises daily, giving it away).
Human Paladin, Level 6 working out with friends and in-
structing some local youths. A s a trusted servant of St.
Str 17 Cuthbert, Tmlasek has the same
Int 14 Tmlasek’s wavy brown hair falls privilegesand access to the temple
Wis 15 just below his shoulders, where it that the priests are allowed. Al-
Dex 11 gradually ends in a peak. He has though not allowed access to areas
Con 16 bluish-grey eyes and sharply de- such as the vault and the private
Cha 18 fined facial features. He never quarters of the temple leaders, he
HP 51 seems to notice the heads that is allowed to come and go as he
Alignment: Lawful Good turn his way or the girls who gaze
Worhips: St. Cuthbert a t him dreamily. pleases. He keeps his valuables in
Armor Class: -3 the temple’s vault, and may re-
Equipment: Plate armor + 3(anin- Tmlasek is a third-generation pal- quest them whenever he chooses.
heritance from his grandfather adin who was raised by his mother
after his father was killed in a fire, Tmlasek lives in a boardinghouse
attempting to rescue several el- in Clerksburg, near the wall that
derly people. Bdasek was six years separates the High Quarter from
old at the time, and therefore has New City. He is an ideal tenant, but
faded but heroic memories of his a somewhat disorganized house-
father. His childhood was filled keeper. His neighbors in the board-
with stories of battles, noble deeds, inghouse are all bachelors: some
and holy causes. are students, some merchants,
some apprentices.
’hlasek was instilled with a de-
sire to live his life as a champion of As a paladin, Tmlasek has few
good and combatant of evil and its possessions. He buys only what he
vices. needs and donates the rest of his
money to the Temple or to Nicholi.
His lineage, however, is a mixed
blessing. Bdasek is obsessed with The few valuables that Tmlasek
proving himself in the manner of does own are his armor and weap-
his father and grandfather. He will ons, a ring that belonged to his
take on almost any cause, and mother, and a portrait of his par-
sometimes acts without consider- ents. He keeps the ring and por-
ing the consequences of his trait in his room, but his armor
actions. The result is Tmlasek’s and weapons are stored in the
greatest weakness; he might easily vault in the temple. The armor,
be duped into misguided activities
because, in his eagerness to prove shield, and long sword are family
himself, he might accept a mission heirlooms: Tmlasek inherited them
without fully considering or com- from his father and grandfather.
prehending it. Tmlasek is too trust-
ing of others and must learn to be Tmlasek’sshield bears his family
more cautious. crest. The shield is divided into
three wedges, each depicting a dif-
Tmlasek’s good looks and charm ferent goal. Where the three lines
that dividq the shield come to-
gether, a symbol of St. Cuthbert
(thestarburst)unites them.
57
The top wedge on the shield de- the ring and learned that it magical prison. Surviving cult
picts a dove perched atop the sym- worked; she could change into a members made plans to free her
bol of the City of Greyhawk. This human and use all the spell abili- and reestablish their position in
represents the desire for peace in ties of a human. (The ring func- Greyhawk.
the city and a life free from evil. tions under the same rules as the
The right wedge is an image of the druid’s shapechanging ability de- When freed, the Falcon will have
initials of nlasek’s grandfather, scribed on p. 3 7 of the DMG, ex- one thing in mind: revenge.
m a m a r Thraydin. The green let- cept that it does not bestow the
ters against a white field represent healing property. The mage wasn’t Restarting the
Blamar’s desire to raise sons who finished with the ring when it was Adventure
would fight for the causes of St. stolen.)
Cuthbert. The left wedge is an im- If the DM has allowed the PCs to
age of an open book, symbolic of Iysix tricked another mage into defeat the cult and later decides to
knowledge and history. Wamar bestowing the ring with an enlarge continue the trilogy, he need only
had strong beliefs in the power of and a permanancy spell. This en- inform the PCs that their victory
knowledge and the lessons that ables her to wear the ring as a col- was not complete. The DM is free
could be taught by history. lar and benefit from its effects. to use any explanation he sees fit;
possibly members from the
FALCON Iysix functions as a 9th-level nearby cult of Iuz provided assist-
mage when she is in human form. ance, or if the PCs appeared to kill
Spirit Naga While in any other form, she may the Falcon or the cult leaders, they
(Realname: Iysix Ssloll) only use verbal spells, due to the may have remained alive or been
resurrected. The DM should use
Str 16 limitations caused by lack of whatever device is necessary to ra-
Int 1 4 hands. She may memorize spells tionalize the presence and the
Wis 13 while in any form as long as she is threat of the Falcon in Greyhawk.
Dex 1 2 able to manipulate her spellbook.
Con 1 6
Cha 7 Iysix may appear in almost any
HP 63 form she desires, but her favorites
Alignment: Chaotic Evil are the forms of a human female
Worships: Iuz and a falcon. When in human
Armor Class: 4 form, she always wears a great
MV 12; HD 9; #AT 1; Dmg 1-3; S A amount of heavy perfume to mask
spell; THACO 11. the foul odor of her naga form.
Equipment: Collar of Shapechang-
ing (allother possessions were lost Falcon’s loyalty to Iuz evolved
when she was trapped). because she viewed Iuz as a means
to gain power. At first, her loyalty
A creature of ultimate evil, was insincere, and Falcon wor-
greed, and vice, the Falcon is ex- shipped Iuz only for selfish rea-
ceptionally dangerous due to her
cleverness and persistence. Her sons. Gradually, she came to
motivation in life is power, and she appreciate the forces Iuz was able
will follow any means to gain to command, and she found her-
power or remove those who stand self growing in admiration for Iuz
in her way of more power.
and wishing to gain his favor. She
As a creature of limited magical began to focus her attention on
abilities, Iysix correctly guessed ways to attract Iuz’s attention.
that she could improve her magic
if she could transform into a hu- Iuz had long had designs on
man. She searched for way to Greyhawk. I t had always been his
transform herself, and located a wish to take over Greyhawk and
mage who was working on a magi- convert it to a city of evil. When the
cal shapechanging ring. Iysix stole Falcon learned of this, she devised
a plot to take over Greyhawk. In
the process, she hoped to become a
favorite of Iuz.
In her impatience, she made sev-
eral mistakes in establishing a cult
in Greyhawk. Her cult was de-
stroyed and she was placed in a
58
Amendix 2: New
II
Bewilder (EnchantmentKharm) own living quarters. They sud- gate the spell by speaking the pass-
denly have no sense of their loca- word in reverse. This allows the
Range: 60 yards tion or how they arrived there. priest to cast a new spell in order to
Components: V, S , M change the password.
Duration: 1round/level A bewildered creature is able to
Casting Time: 2 recognize his own belongings and When a priest casts this spell, he
Area of Effect: Up to 1 creature/ comrades, friends, or relatives. He must designate the duration that
is not any more susceptible to the door will be unlocked: The
diam- trickery or spells such as charm, door must physically open during
suggestion, or hold, or spells of an this time or the door will relock
Sav illusionary nature. and the password must be spoken
again.
A creature attected by this 3rd While bewildered,a creature will
level wizard spell loses his sense of obey the commands of his com- The priest may also place a time
direction and purpose. When the rades if a successful Intelligence delay on the release of the door.
spell takes effect, the recipient im- check is made. For example, a priest casts a priest
mediately forgets his destination lock spell on the door to his room.
or action and finds himself lost. The material component is the He specifies in the spell that the
eye of any creature and a bit of door will be released two rounds
Regardless of his intention, a be- wool. after the password has been spo-
wildered creature forgets what- ken and that the door will remain
ever he was about to do. This Priest Lock (Alteration) unlocked for five rounds after that.
includes swinging at an opponent, His native language is common,
casting a spell, following a trail or Sphere: Protection but his password is a phrase spo-
map, or simply going about daily Range: Touch ken in the dwarven language.
business. Components: V,S
Duration: Permanent The time delay for unlocking a
A spellcaster who is bewildered Casting Time: 4 door can not exceed ten rounds.
forgets the spell he was about to Area of Effect: One portal up to 12 The length of time that the door
cast and the spell is lost. He may may remain open is equal to the
not cast any spells for the duration square feet/level level of the caster.
of the bewilderment, but once the Saving Throw: None
spell has worn off, he may resume Staff of Kitsyrral
spellcasting using any other spells By means of this 2nd level priest XP value: 3500
that were committed to memory. spell, a cleric may place a magical
protection on any window, door, or This staff enables a priest to
Persons in combat lose their portal. The door will open for any- store spells for later use. The staff
action for the round on which the one who speaks the password that can hold 10 charges: each charge
bewilder spell takes effect. On the was put into place by the cleric is equal to one spell level.
following round, an Intelligence who priest locked the door.
check is necessary to resume com- By casting his spells on the staff,
bat. A person in direct combat who The password may be a single the priest imbues it with spell en-
passes an Intelligence check real- word or several sentences. The ergy. This charges it and later al-
izes that he is in battle and re- cleric has complete freedom in lows the priest to draw upon the
sumes fighting if for no other choosing the password including stored energy. Any level of spells
reason than self-defense,although the language in which it must be may be cast on the staff, but the to-
he may not realize who or why he spoken. The password will work tal levels stored will never exceed
is fighting. only if it is spoken in the language ten. Excess spell levels are lost.
that the priest designated. The lan-
Affected creatures find them- guage does not need to be the na- The priest may cast any spells
selves lost regardless of their sur- tive tongue of the spellcaster. on the staff. Since they are stored
roundings. They suddenly feel as energy and not asspells, he may
that they have never seen the area A priest locked door or portal may later cast any spell from the staff,
before, even in places as familiar be opened by breaking, or a success- regardless of whether it was stored
as their homeland or even their ful knock or dispel magic spell,just originally.
as a wizard lock. The priest may ne-
59
Spelllevelsmay be stored or cast was simply another of Zagyg’sex- item. It was created as a ring by an
in any combination. periments, a magical item of lim- unknown mage and was stolen by
ited utility. It forms an orb of 40’ the Falcon before its enchantment
The priest may expend charges diameter around its user. All odors was completed. Whether the mage
at will, using them in any combi- within that sphere are completely created another such ring (theFal-
nation (i.e., he may cast any four under the user’s control. He may con had the ring enlarged to fit her
2nd- and two 1st-level spells, or alter, edit, or ignore any odors neck) is unknown.
ten 1st-level spells, or any combi- within the sphere at will, instanta-
nation totalling 10 charges). He neously. The collar allows the Falcon to
may not cast spells that are above change shape three times per day.
his level of spell ability. The Falcon uses the Opal to edit She may choose any form,
her surroundings. She removes whether humanoid, monster, or a
Spells cast from the staff take ef- her own stench from the area, but form she creates herself. She is
fect in half the time of normal cast- leaves all other aromas in their able to combine any elements to
ing, but at the very least have a places. Of course, when moving, create new appearances at will, in-
casting time of 1. her smell trails behind her. Once cluding bizarre creatures such as
her odors pass out of the sphere of feathered frogs or giant furry
Opal of Olfactory Illusion effect, they are once again notice-
XPvalue: 1000 able.This tends to confusethose in earthworms.
her wake, but never leads to her The complete transformation re-
The Falcon maintains an illu- discovery.
sion through magical means, fool- quires one round and the Falcon
ing her followersby polymorphing The Opal can also be used to cre- may not perform any action while
herself out of her spirit naga form. ate illusory odors that may deter
However, her ruse would not be enemies due to nausea. When the the transformation is in progress.
complete without masking an- Falcon uses the Orb to exude a Once the transformation is com-
other of her supernatural charac- scent that is repulsive to her vic- lete, the Falcon receives all the nat-
teristics, the stench of rotting flesh tims, creatures who enter the area ural abilities of the creature she
that follows her everywhere. of its effect must save vs. poison or resembles, but none of the magical
be incapacitated due to nausea for abilities. For example, in the form
The Falcon uses perfumes to 1-4 rounds. Those who make their of a dragon, the Falcon would re-
keep her aroma under control and saves successfully suffer no ill ef- ceive the claw and bite attacks of a
bathes herself daily in exotic oils. fects from the odors. dragon as well as the abilities for
But she determined that these flight, but she would not have the
were not sufficient. She desired The Opal itself is an unobtrusive spellabilitiesor breath weapon of a
some magical means to cover her gem of good cut, which, aside from dragon.
nauseating odor. She felt that it its magical properties, is indistin-
would be impractical to hire a wiz- guishable from other similar If the Falcon is rendered uncon-
ard to enchant a n item specifically stones. The Falcon has it set with scious or is killed while in an alter-
for her purposes, since a wizard several rubies into an anklet she nate form, she immediately
would likely see through her dis- wears constantly. reverts to her natural sDirit naga
guise. She opted to purchase a
suitable item plundered from the Collar of Change form.
ruins of the “Mad Archmage’s” XP value: 4000
castle northeast of Greyhawk, dis- meTmheDecroslloar,r-t.mn.eaywbizeauraseadnoanp1lYriebsyt
covered by a nefarious thief and of- The collar that the Falcon uses
fered for sale by his executor. to perform her shapechanging is a C
rare, possibly unique magical
The Opal of Olfactory Illusion
60
Scryxull WGA 1
I Anv
CLIMATEITERRAIN: Y
FREQUENC
ORGANIZA Non- (0)
ACTIVITY Nil
DIET: Neutral
INTELLIGENCE:
TREASURE:
ALIGNMENZ
NO. APPEARING 1-6
ARMOR CLASS: 5
MOVEMENZ 12
HIT DICE: 4+8
THACO:
NO. OF ATTACKS: 17
DAMAGE/ATTACK: 1
SPECIAL ATTACKS: 2-8
SPECIAL DEFENSES: Strength c
See below
Nil
L (15’20‘long)
Special
975
The scryxull can best be described as a zombie snake. 4th round hand affected, victim drops weapon.
They are created by evil clerics and magic users to serve 5th round Vision and speech impaired if the face
as guardians in vile and loathesome places. was affected: victim attacks at -4 pen-
alty if leg affected.
Scryxulls resemble normal snakes, but have been ob- Victim can no longer stand if leg was
affected: breathing is labored if face
served in sizesup to 20 feet long. Their most distinguish- was affected: arm is completely stiff
ing characteristic is their skin, which varies in color and useless if affected.
according to the snake’s original appearance. What No change for arm or leg: victim falls
makes their skin unusual and instantly recognizable is unconscious if face was affected.
that it appears to be covered by a layer of dust. Closer in-
spection reveals, however, that this is not dust, but a Characters are allowed a saving throw vs. paralysis to
crusty layer of dead skin. avoid the effects of the spittle.Armor, clothing, and weap-
A scryxull’s eyes can also give it away as a zombie ons suffer no ill effects from the spittle. If the spittle is
snake. Recently created scryxull have solid black eyes, re- washed off with ordinary water, the effects do not prog-
gardless of their original color. They maintain a sheen for ress beyond that round. If washed off with holy water, the
up to six months, after which the eyes begin to dry and be- symptoms are removed completely.
come dull. Eventually, the eyes drop out altogether.
If a victim is struck in the torso, follow the effects as if
Combat: The scryxull are fierce fighters and always bat- struck in the face. The paralysis will affect the chest mus-
tle to the death. They never retreat. They attack automat- cles, making breathing difficult.
ically when encountered, but can be called off by a
command word from their master. If a victim is a spellcaster, paralysis will limit or prohibit
casting. If struck in the face, the spellcaster may not use
Scryxull always attack using their bite first. Their any spells, but may speak the command word of a magic
length allows them to rise off the ground much like a co- item on the first round only. If a spellcaster’s hand(s)is af-
bra, allowing them to attack face to face. Many people fected, spells requiring somatic components may not be
used after the first round. The DM must rule whether a
find this unnerving, and the weak of heart are overcome spellcaster may reach material components, depending
by fear. Non-adventurers have a 50%chance of succumb- on the injury (and whether one hand remains useful).
ing to fear: at 0 level, a 10%chance: at 1st level, a 5%
chance: and at 2nd level, a 2% chance. Scryxull are immune to sleep, charm, fear,hold, death
When the scryxull makes a successful bite attack, it in- magic, poisons, and cold-based spells. Holy water inflicts
flicts 2-8 hp and drains 1-3points of strength. 2-8 points of damage upon striking. They may be turned
by priests as zombies.
If the scryxull is wounded or somehow prevented from
striking with its bite, it will use its spit weapon. Once HabitatISociety: Scryxull may be created anywhere a
every four rounds, the scryxull can spit (THACO 15)an
oily glob of dust at its victim, aiming for areas of exposed snake body may be found. The scryxull are typically cre-
flesh, especially the face. The spittle acts as a strong topi- ated as guardians for evil temples, but may also be found
cal anesthetic and eventually paralyzes the victim at the in dungeons or the laboratories of evil mages. Scryxull
following rate: will obey up to six brief commands (attack,halt, be still)
spoken by their master.
Round Effect
1st round Area of contact feels numb Ecology: None, since the scryxull is created artificially.
2nd round Area begins to stiffen: victim attacks
at -4 penalty.
3rd round
Area becomes stiff; if face, arm, or
CLIMATE/TERRAIN: Any subterranean
FREQUENCY: Uncommon
ORGANIZATION: swarm
ACTIVITY CYCLE Any
DIET. Omnivore
INTELLIGENCE: Animal (1)
TREASURE:
Nil
Nil
A K M U K GLASS: 10-80
MOVEMEN’R 5
HIT DICE: 1,F19 (D)
THACO: 1
19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: 10%cause disease
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T (6“)
MORALE: Unreliable
X P VALUE: 65
Grythok range in size from 2“ to 6” long. Their soft realeasing its iron grip. A single grythok will inflict a
bodies are oval-shaped and covered by a tough, leathery maximum of 30 hp before it is “full” and drops off its vic-
shell. All organs snd exposed areas are completely cov- tim. If anyone makes successful THACO and Dexterity
ered by the hemispherical shell. rolls, the grythok is dislodged at a cost of 1-4hp to the vic-
tim.
Beneath the shell are the grythoks mouth, legs, and
sensory organs. The mouth is circular and completely One in ten grythok carry a disease due to their scaveng-
surrounded by sharp teeth. The 12 legs are short and ing habits. This is not a result of a spell, but simply due to
sharp, barely functional for movement, but effective for the filthy conditions in which they live. No saving throw
digging in and holding on to any material softer than is applicable.
leather. These legs have adapted to allow the grythok to
hold on to its food or prey in order for the mouth to suc- Grythok may be destoyed by any normal means, but
cessfully attach. The legs function as barbs and cause no attacking a grythok attached to a character also presents
damage if the grythok releases them willingly, as when it a risk of injuring the victim. A successful attack on an at-
is finished with a food source and chooses to move on. tached grythok indicates equal damage to the victim: a
However, the legs cause 1-4hp if the grythok is forcefully miss on an attached grythok requires a “to hit” roll
removed from its victim. against the victim.
Combat: These creatures generally cling to the walls, HabitatlSociety: The grythok are underground scaven-
floor, and ceiling of underground caverns. When a crea- gers that inhabit dark, musty, dirty places. They are
ture approaches, the grythok is aroused by any aura found mainly in sewers, garbage dumps, latrines, and
other than evil that comes within 60’. It immediately cesspools, but rarely anywhere else, since they require
takes flight and attacks with all the vigor of an animal in a conditions of filth to survive. They will eat almost any-
feeding frenzy. As it does so, it emits a high-pitched thing, but prefer meat and meat-like substances, includ-
shriek that is inaudible to humanoid ears but is a clarion ing rodents, insects, worms, and snakes. They would
call to other grythok. Its cousins will respond to this “din- make ideal garbage disposals if it were not for their vi-
ner bell” immediately, arriving at a rate of two per round. cious and frequent attacks.
The shriek is audible to other grythok only within 60‘.
but as farther grythok respond, they emit their own Ecology: Lengthy evolution has rendered these crea-
shrieks and the call carries through tunnels and caverns tures immune to most diseases, although they are carri-
in a ripple effect. ers and transmitters of many forms of plague and
disease. They reproduce via egg-laying twice per year.
The grythok is able to smell flesh, whether warm or but their population growth rate is slow since they often
cold, and attempts to attach itself to any exposed flesh. It accidentally devour their own eggs.
immediately digs in with its barbed legs and then at-
tempts to sink its bite into its victim. A successful “tohit”
roll by a grythok means that both its legs and mouth have
dug into its victim’s flesh. It will remain attached until it
has finished feeding or has been forcefully dislodged.
The grythok then begins to take circular bites out of its
victim, and slowly moves itself along to fresh areas of
skin. Its many legs allow it to reposition itself without
UKbAlYlLAl IUN: aonrary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Semi (3)
TREASURE Nil
ALIGNMEN? Chaotic E
NO. APPEARING. 1-20
ARMOR CLASS: 5
MOVEMEN’R 15
HIT DICE: 3
THACO: 17
NO. OF ATTACKS:
DAMAGE/ATTACK: 1
SPECIAL ATTACKS:
SPECIAL DEFENSES: 1-3
MAGIC RESISTANCE: Class B Poison
SIZE: See below
MORALE Nil
XP VALUE S (4-6’long)
Average (8)
175
Carpet snakes are a most unusual and frightening mon- If an attempt is made to sever a snake into two pieces,
ster. They can be especially deadly due to their poison the attempt is not successful unless the blow inflicts
and method of attack. Victims can find themselves com- damage equal or greater than half the snake’s total hit
pletely surrounded by these snakes before realizing they points. In such a case, the carpet snake would immedi-
are under attack. ately revert to carpet form and may reform in 24 hours.
These serpents spend most of their lives in a dormant Carpet snakes that are reduced to 0 hp are killed. Those
state. They are able to change their physical composition that revert to carpet form to escape cannot reform until
in order to blend with a rug or carpet. In this state, they 24 hours have elapsed.
can exist up to one year without feeding. They are com-
pletely dormant and do not eat, sleep, or breathe. Any Habitat/Society: Carpet snakes were originally created
food that has been ingested is absorbed slowly, sustain- by magical means, but are able to reproduce as normal
ing them over a long period. A small rat can sustain a car- snakes. When a clutch of eggs is laid, the female snake
pet snake up to six months. generally remains in snake form to guard them. Most
breeding takes place in controlled environments, such as
Carpet snakes become active on command of a master a nursery established by an evil being. When carpet
or when sensing the presence of prey. They can be taught snakes breed spontaneously, their masters generally
to recognize up to five masters and four simple com- move the female and her eggs to protected quarters.
mands. They will never attack their masters, and will
generally attack anything that moves unless halted by a Carpet snakes will live in any rug ar carpet, or, if noth-
master’s command. ing suitable is available, may live in clothing or other fab-
ric. They appear to be woven dirctly into the article, and
Combat: When a carpet snake senses motion or vibra- close examination reveals nothing of their true nature.
tions caused by any creature walking on its carpet, it be-
gins to take shape in 2-4 rounds. It can sense the If a master is present, carpet snakes will allow them-
presence of a master and will not form unless com- selves to be rolled up or folded in a rug without taking
manded to do so. The carpet will first appear to writhe on shape. The rug and snakes can be transported in this
the second round after the carpet was initially walked manner. If a master orders an attack in this state, the
upon. At first, victims may guess this to be an hallucina- snakes form normally but require 1-2 rounds to crawl
tion or illusion, but as the snakes begin to take shape, from the rug.
they will realize the danger at hand (atfoot, actually).
Ecology: Carpet snakes are always red in color with
The snakes require two rounds to fully form. During black eyes. In carpet form, they may be coiled, twisted, or
this stage, they are treated as AC 10. straight. They appear to be simply part of the fabric, and
maintain whatever shape they held when they converted
If an opponent is small enough for a carpet snake to to carpet form.
swallow, it generally fights to the death in hopes of a
meal. With larger opponents, carpet snakes return to If a carpet snake is killed, it collapses into a pile of fi-
carpet-form if reduced to 3 hp. brous red dust. The dust may not reform and is useless.
A carpet snake may return to carpet-form in One round. Carpet snakes have a lifespan of up to 50 years.
It cannot be wounded in this form. Even if the carpet is
slashed, the snake may reform. If the carpet is cut and the
pieces are carried more than 20 yards apart, or the carpet
is burned, the snakes cannot form.
--I-I- -- -
The followingrumors are iindicated as to their truth 10. Note: Do not reveal this m m o r unless specified
or verification. If no indicatj.onis given, the rumor is in the text. A t least ten residents of Shacktown,
only a rumor-no evidence c:anbe found to support it. mostly men, have disappeared in the last few
months. (Canbe confirmed as true by speaking with
I, I uILy uI Ly ,ias strict laws forbidding Nicolai Nortoi at the shrine of St. Cuthbert in Shack-
town.)
the existence of evil cults in the city. Cults that are dis-
11. Once every 13 years, the Selintan River turns
covered are dealt with swiftly and mercilessly; lead- blood red under the first full moon of autumn. The
last incident was 12 years ago.
ers are put to death and fcdlowers are banished from
12. Members of the City Watch have been scared
the city forever. (Easily COInfirmed as true.) away from their posts at the exterior gates in the wee
hours of the morning.
L. v ~ l c LpL ~ >uccll Ieported stalking the streets
of Old City. 13.Strange monkey-likecreatures have been seen
cavorting on the opposite shore of the river under the
3. The temple of an evil cult was once housed in a full moon.
warehouse in the burned section of Old City. The fire
was the result of the attack on the cult. (Can be con- 14.The city treasury has been broken into recently
firmed as true.) but nothing was taken.
4. Strange animal howlings have been heard corn- 15. The burned-out section of the Old City has al-
ing from Shacktown late at night. ways been spooky, but residents of that area have
been whispering lately that it is haunted. Women and
5. The students of the University of Magical Arts children are afraid to walk past the ruins after dark.
are fond of testing their powers on unsuspecting citi-
zens, making them the victims of numerous practical 16. Dockworkers have threatened to strike due to
jokes. (This practice is strictly forbidden by the Uni- lack of protection from some dangerous cargo that '
versity; students caught in such activities are ex- has arrived recently.
pelled.)
17.The northern hills are home to a race of magical
6. The Sacred l2mple of St.Cuthbert is constructed creatures who steal children and teach them magical
in such a way as to concentrate the powers of its cler- spells.
ics.
18.Farm animals have been disappearing mysteri-
7. The Sacred Temple of St. Cuthbert cannot be in- ously from the farms surrounding the city.
filtrated. Those who have tried have found scores of
clerics waiting for them as they attempted to enter 19.If a person stands in the center of the Stone Ring
the premises. (Can be confirmed as true.) outside the Druid's Gate, he can think, speak, and act
without being observed by any magical means. (The
8. The residents of Old City have observed an un- PCs can test this themselves; it is true!)
usually high number of unfriendly strangers roaming
the streets in the past few months. (Canbe confirmed 20. The city is home to at least one magical dragon
as true.) that masquerades as a human. (Everyone believes
this rumor but no one has been able to prove it.)
9. During the last new moon, the ruins of the
burned section of Old City shivered and shuddered
suddenly in the middle of the night. A great cloud of
ash and dust rose from the debris, but no other sec-
tion of the city was affected by this shaking. (Can be
confirmed as true.)
64
I
/
The basic shape of each buildingis composedof three large
pieces. Tape or glue the side walls onto the roof section,
and then add accessories (dormers and chimneys) as indi-
cated. A dormer that fits into a roof is made of two pieces
'1 fastened together; a dormer that fits into a wall is made of
two separate pieces. A chfmney is one piece; fold it into a
square cylinder and tape or glue the tabe to the inside of the
adjacent surface. When you're ready to add the accessor-
ies, just slip the tabs into the slots.
Many of the building and accessory pieces have crease
lines that make it possible for you to collapse them for effi-
i cient storage between playing sessions. If storage space is
not a problem and you want to construct the buildings per-
manently, you can usetape and glue to fasten the accessor-
ies to each building and to fit the side walls rigidly against
the underside of the roof.
0
0
0
0
0
0
00
0000
00
0 00
000
0
0 00
0000
'1
i
.
Each flat-roofed building is a box made of three pieces.
When the box isfinished, add the two piecesthat form a col-
lar around the top. To make a tall structure, fit another com-
pleted building inside the collar and down onto the roof
(which now becomes the floor of the upper story).
,
~.
I-
The basic shape of each building is composedof three large Q
pieces. Tape or glue the side walls onto the roof section,
00 and then add accessories (dormers and chimneys) as indi-
cated. A dormer that fits into a roof is made of two pieces
fastened together; a dormer that fits into a wall is made of
two separate pieces. A chimney is one piece: fold it into a
squarecylinder andtape or glue the tabe to the inside of the
adjacent surface. When you're ready to add the accessor-
ies, just slip the tabs into the slots.
Many of the building and accessory pieces have crease
lines that make it possible for you to collapse them for effi-
cient storage between playing sessions. If storage space is
not a problem and you want to construct the buildings per-
manently, you can use tape and glue to fasten the accessor-
ies to each building and to fit the side walls rigidly against
the underside of the roof.
\
I
o
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