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Falconmaster (AD&D 2nd Ed Fantasy Roleplaying, Greyhawk Module WGA2) PDF

94 Pages·1990·36.76 MB·English
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Preview Falconmaster (AD&D 2nd Ed Fantasy Roleplaying, Greyhawk Module WGA2)

Credits Table of Contents ................................ Design: Richard W. and Anne Brown Introduction .2 Editing: C. Terry Phillips Cover Art: Ken Frank chapter 1: The Game is Afoot ..................4 Interior Art: Ken Frank I Chapter 2: An Ancient Mystery ................. 9 Cartography: Dave Sutherland Fold-ups: Dave Sutherland Chapter 3: Into the Wilderness. ................1 9 Typography: Gaye O'Keefe Keylining: Paul Hanchette Chapter 4: Anybody Home? ................... 27 Chapter 5: "Master" Falcon? .................. 43 "1990 TSR Inc. All Rights Reserved. Printed in the U.S.A. Chapter 6: The Counterattack. ................. 49 ADVANCED DUNGEONS & DRAGONS, AD&D, WORLD OF GREYHAWK and Chapter 7:F inale ........................... .53 GREYHAWK are registered trademarks owned by TSR, Inc. Non-Player Characters ....................... .56 PRODUCTS OF YOUR IMAGINATION and the New Magic ................................ .60 TSR logo are trademarks owned by TSR, Inc. New Monster ............................. .61 Distributed to the book trade in the United States by Random House, Inc., and in Canada by New Monster .............................. .62 Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR UK New Monster .............................. .63 Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc . FaTM TSR, Inc. TSR Ltd. POB 756 TSR, he. 120 Church End, Lake Geneva, Cherry Hinton WI 53147 Cambridge CB1 3LB USA United Kingdom 9289 ISBN 0-88038-852-8 Notes for the Dungeon phere of the adventure and to Wealthy neighborhood adapt it to his own campaign and Marketplace Master his players’ styles. Slums The contents of this module are Large temple Falconmaster is the second in a meant for the DM’s eyes only. Tk veral city gates trilogy of modules that take place DM is free to give portions of tl: in the Free City of Greyhawk. The text or maps to the players to ea: 1 References modules are designed to flow to- play, but for the most part, the in- gether smoothly. However, each formation is directed to the DM. When information from another module is also equipped with an Any text that appears in a box is ADVANCED DUNGEONS & appropriate alternate ending meant to be read aloud (or summa- DRAGONS@g ame accessory is re- which brings the module to a satis- rized) to the players. quired, the page number of the factory conclusion for DMs who do reference is given along with an not wish to play the entire trilogy. The Setting abbreviation of the book in which Thus, any of the modules will be it is found. PHrefers to the AD&D@ equally enjoyable regardless of The City of Greyhawk boxed set is 2nd Edition Player’s Handbook. whether the others are played. recommended but not required to DMG refers to the AD&D 2nd Edi- If possible, the DM should deter- play this adventure. The adven- tion Dungeon Master’s Guide. GA mine whether he plans to use more ture is designed to take place in refers to the GREYHAWK@Adven- than one module at the beginning Greyhawk, but it would work tures hardbound book. lko refer- of the adventure. However, the nearly as well in another large city ences are from The City of modules are designed so the alter- with some additional work from Greyhawk boxed set: GoF, indica- nate endings only affect the last the DM. ting the “Gem of the Flanaess” few pages of the module. If the DM Most of the locations are de- booklet, and FFF, indicating the changes his mind near the conclu- “Folk, Feuds, and Factions” scribed in detail in this adventure; sion of the adventure, he will have the DM would need only to locate booklet. little difficulty “changing gears” to them somewhere in his own city. accommodate either ending. Overview Other locations are referred to in Should the DM decide to end the the box description, but are ac- adventure with the first module and later decide that he wishes to companied by staging notes so a To assist the DM, the following is a proceed with subsequent mod- DM may generate an appropriate brief summary of the events of this ules, advice is offered for circum- setting. For example, when the DM module. venting the earlier decision in is referred to in The City of Many years ago, the City of order to keep the story going. Greyhawk boxed set for the Greyhawk was infiltrated by an dungeons beneath the Grand Cita- evil cult whose members desired How The Module is del, the DM who is not using the to destroy the government and boxed set is advised to create an drive away the citizens. They Laid Out appropriate setting for a small sec- hoped to establish Greyhawk as a tion of the dungeon of a large city. city of evil life, devoted to the cult. The events of this adventure are The sections that a DM might need The followers of St. Cuthbert dis- presented chronologically. Certain to generate are usually generic set- covered the secret, and war was events must happen in a specified tings (such as a jail cell) that declared against the cult mem- order. Other events may occur as should be easy to design. bers. A specially chosen force of the Player Characters (PCs) If the DM is using a city other four-a cleric, a paladin, and two choose. The DM should read the than Greyhawk, he should make mages-fought to save their city. adventure thoroughly before play certain that the city has the follow- The forces of good eventually to help ensure that the adventure ing features: overcame the forces af evil. Rather will run smoothly. The DM is en- than put the evil cult leader to couraged to add to the events Burned section death, the heroes decided to im- listed here to enhance the atmos- Sewer system prison her, alone, for all eternity. A 2 special dimension was opened for “wild goose chases.” much information. Overexplain- her, and she was cast inside. The If the PCs are confused or need a ing can spoil the fun and reduce portal was finally sealed, and the cit- push in the right direction, feel free the sense of suspense and mystery izens of Greyhawk were able to go to read rumors as necessary. that is so important to this adven- about their normal lives, never real- These can provide helpful hints in ture. It can also give players a izing the evil that threatened them. times of need without spoiling the sense that the adventure will un- Most of the cult members were plot for the players. fold as planned regardless of their killed. The youthful members, actions and decisions. A good DM however, were spared. They be- Ability Checks can ration the clues he gives so the came determined to bring their players maintain a sense of con- cult to power. They have been Throughout the adventure, there trol, discovery, progress, and ulti- careful over the years to keep their will be times when the players are mate success. plot a secret. Recently (in the pre- asked to make Ability Checks. The A Note about AD&D@ vious module, Falcon’s Revenge), DM should roll ld20 and compare the cult performed the magic that the result with the appropriate 2nd Edition Rules freed their imprisoned leader. Cult ability score (Strength, Dexterity, members have infiltrated many Intelligence, etc.) for the character This adventure is written using levels of the city government in or- in question. If the roll is equal to or the terminology and rules of the der to keep their secret from the less than the character’s ability ADVANCED DUNGEONS & higher officials. score, the action succeeds. If the DRAGONS@2 nd Edition game, but The PCs stumbled onto this plot roll is greater than the ability is still easily playable by those who in the last adventure. Now they score, the action fails. are using the original game mate- must locate the cult’s leader and rials: put an end to the cult activities. General Advice Some of the more obvious differ- The leader has disappeared, how- ences are changes in name only. ever, and the PCs are watched at The term “magic-user” has been If the PCs begin to stray off course, every turn by spies of the cult. replaced by “mage” (or, in a few there are several ways to nudge places, the more general designa- Using the Rumors Table them back on track. tion of “wizard”). The “cleric” 1. Provide them with one or character class is now the “priest” more appropriate rumors from the Page 8 of this module lists rumors class, although members of that rumors table at the end of this ad- that the Player Characters will class are still usually referred to as venture. This may give them the encounter at some time during this “clerics.” “Fighters” are now clue they need to get back on track. adventure. At certain points called “warriors” and “thieves” 2. Use tlasek (a NPC whom the throughout the module, the num- are now called “rogues.” DM will meet shortly) to offer sug- ber of a rumor will be listed. Read Another significant change is gestions for finding information. the players the indicated rumor at the presentation of monsters. The For example, if the PCs are able to that time. At other points in the descriptions of the new monsters find clues in Greyhawk’s market- module, random rumors are indi- designed for this adventure are place, but none of the players cated. Roll 1d1 0 and read the appro- identical in format to those pre- think to investigate the market, let priate rumor from the table. Check sented in the new Monstrous Com- tlasek suggest it. He can be used off the rumors as they are used. pendium series. Although the very effectively to guide the play- Some rumors are true; others information is organized differ- ers in the right direction. are not. Only the rumors that are ently and has been somewhat ex- 3. Ask the PCs to make an intelli- designated “confirmed as true” panded, nothing from the original gence check. PCs who make the are true; the rest are only tall tales. format has been omitted; every- check have a sudden burst of inspi- When rolling for random rumors, thing that “Original Edition” DMs ration that never occurred to the read the false rumors only once. If are accustomed to seeing will be players. Simply inform the players the number of a false rumor is found in the new descriptive for- of the idea the character has. For ex- rolled a second time, ignore that mat. The pages on which the new ample, using the market example roll and reroll for another rumor. monsters for this adventure ap- above, the PC who makes an intelli- Rumors that are true may be read pear can be photocopied and in- gence check might suggest a trip to any number of times. Following serted in a Monstrous the market rather than talasek these guidelines should help to Compendium binder if the DM so Use caution not to give out too keep the PCs on track and avoid desires. 3 Getting Started Freesword tax of three gp. (See of the time of day, the PCs will have page 44, GoF, for more detail on audience with Derider almost as these customs.) If the adventure is soon as they arrive. This adventure will begin differ- not taking place in Greyhawk, ently depending on whether the these activities may be omitted or Strange Secrets DM used Falcon’s Revenge, the enhanced at the DM’s discretion. first module in this trilogy. The DM should choose the appropriate When the PCs approach the Cita- start-up listed below. The Hook del, read the following: Continuing the Adventure As the adventurers prepare to pass You follow the directions pro- through the city gate, they will be vided by the guards at the gate handed a notice by one of the gate- If the party completed the first ad- and find yourselves following a keepers. These notices are given venture in this trilogy, they will long road through town. Even- only to persons who look like ad- have learned about the cult and tually, you arrive at the Battle venturers, not to merchants, the Falcon in that adventure. They Gate. The guards there are re- farmers, or ordinary citizens. will also know that the cult was Read the following aloud to the luctant to open the gate, for it is able to free its imprisoned leader not opened unless on the regu- players: and that she is now at large some- lar schedule. When they see the where in the city. They should be notice calling for adventurers, allowed to search the city and ask The parchment that was however, they open the gate im- questions for up to one week be- thrust into your hand bears a mediately. One of the guards fore they feel that they are at a brief, handwritten message. It is will escort your party inside the dead end. They will find no sign of a plea for help. Citadel and through the Entry the cult or the Falcon. “Derider Fanshen, Constable Hall to the Office of the Chief When the adventurers have ex- of Greyhawk, see1i s the assist- Constable. hausted themselves and their ance of any able- bodied men leads, they will be called to a meet- and women who Mould endan- ing at the Temple of St. Cuthbert. ger themselves in Ir eturn l,-o r t.h_ e The DM should consult the de- Begin the adventure with the cription and map on pages 48 and safety of our city and a hand- meeting at the temple. some reward. Appear at the Cit- 56, GoF, or devise an appropriate setting if not using The City of adel at your earliest Starting Fresh Greyhawk boxed set. convenience, bearing this no- If the PCs arrive at the Citadel tice, for an immediate audience during daylight hours, Derider is If the party did not play the first ad- with the Constable.” present and will speak to the PCs venture in this trilogy, begin with in a matter of minutes. If the PCs their arrival in the City of If the PCs ask the guards at the arrive after dark, she will have left Greyhawk. They should arrive in city gate about the notice, they for the day, and the Citadel will dis- the city with no immediate plans, know nothing except that the Con- patch a messenger to her home to perhaps passing through the area stable herself distributed the pa- summon her. The guard on duty on their way home from an adven- pers to the gates with orders for the will politely request that the PCs ture, or perhaps on a holiday with guards to offer them to anyone wait for her arrival so this matter nothing more than plans for fun who appeared to be an adventurer. may be addressed as quickly as and sightseeing. The guards can provide directions possible. When the party approaches any to the Citadel. When Derider is ready to speak of the city gates, they will be asked Allow the PCs to decide their to the PCs, she will invite them to sign the roster. This is custom- own course of action. They may into her office and ask that they ary for all persons entering wish to find lodging before head- make themselves comfortable. Greyhawk. Those carrying swords ing for the Citadel, or they may Then she will begin to explain the will also be asked to pay the proceed directly there. Regardless situation to the PCs. 4 The Temple Meeting “You must first understand hire a group of adventurers like that this is a situation that yourselves to track down this If the PCs are familiar with the needs the utmost secrecy. We cult and its leader and bring Temple of St. Cuthbert through the could face widespread panic if them to justice. We will pay previous adventure, the DM may news of this problem reaches handsomely, of course: a portion omit the following section, which our citizens. Greyhawk has not of the money will be paid now to describes the temple, or he may faced a problem of this magni- cover your expenses, and the use it to reacquaint the PCs with tude in several decades. That is rest will be paid when you re- their surroundings. the reason that our notice did turn the perpetrators to us.” Located in one of the wealthiest not offer much information. quarters of the city, this is the busi- You may know that evil cults The DM should offer his players est temple in Greyhawk. St. and religions are strictly forbid- a sum that is attractive but fits into Cuthbert boasts more followers den in this city. This has not the scheme of his campaign. Deri- than any other deity worshipped stopped some followers of Iuz der will be willing to pay approxi- in this area. The temple is large from forming a cult and plotting mately 20 percent of this fee “up and beautiful and is never at a loss against the city. front.” for monetary support. The many “Approximately one week When the financial arrange- clerics of this temple are strong ago, these cult members were ments have been made, Derider and unified. successful in resurrecting their will instruct the PCs to visit the The temple is built of white mar- former leader. She had been im- Temple of St. Cuthbert in order to ble and is topped by a roof of pol- prisoned many years ago by an speak with talsek Thraydin, a ished copper, whose gleam can be elite, secret force of four men. paladin who was involved in the nearly blinding on sunny days. They battled the cult and unsuccessful attempt to stop the The combination of the shine from trapped her in a magical prison cult’s resurrection of their leader. the roof and the white marble give rather than put her to death. Ev- She cites him as the expert in mat- the temple a visage of holy power eryone involved had thought ters involving the cult of Iuz. and strength. It is an awesome the prison impenetrable and Derider knows little of the details sight even for non-believers. permanent, but the cult found a regarding the cult. She explains Read the following section aloud way to break it. that talasek has followed the cult’s to the players. “Their leader is now on the activities for a long time, and that loose, and we cannot find her, the City Watch is cooperating with nor can we find any of the cult the clerics of St. Cuthbert in this A wide courtyard spreads in members. They all seem to have matter. The collective effort is nec- front of the temple. Paths of vanished into thin air. essary due to the limited amount white tile lead through well-kept “The underground complex of information that is available re- gardens of roses, exotic flower- that was formerly their home garding this cult. Derider oversees ing plants, and evergreen and temple was thoroughly shrubbery. Mistletoe and holly the case but allows the clerics searched and then destroyed. great freedom in resolving the grow profusely. We spent a good deal of money matter. Since the clerics pursued The paths lead to a circular paying the mages to cave in the cult with great zeal, she felt fountain. In the center of the those underground rooms in that their enthusiasm might pro- fountain, on a pedestal high such a way that they could vide a quicker solution than her above the water, stands an never be penetrated again. eight-foot statue of St. Cuthbert, own men. “We are now concerned that If the PCs ask further questions carved of white marble. The en- we have not actually stopped regarding the cult, Derider will in- tire garden is one of the loveliest the cult, but that they are hiding struct them to inquire at the Tem- you have ever seen. somewhere, waiting to strike. ple. She admits that her Several clerics dressed in We must find them before they knowledge of the cult is limited reddish-brown robes tend the have a chance to strike us. We and that the clerics know far more. plants, pruning and watering have run out of leads and have The DM should proceed with the them. lko clerics stand in front no information as to their next section when the adventurers of a rose bush, discussing which whereabouts. are ready. blossoms should be cut to make “Therefore, we are hoping to up an arrangement for the 5 from one solid block of a rare shrine for the next Godsday. ing a small, green book. The wood. It is accented with gold and The white tile paths eventu- cleric says, “I will let the others silver. The chairs used by the ally lead to the enormous dou- know that you are here. They priests at the front of the shrine are ble doors of the shrine. The will be along momentarily.” carved of the same rare wood and doors are built of a pale, dense bear white velvet cushions. Fine Tmlasek shakes hands warmly wood and are bound with brass with each member of the party. tapestries as high as the ceiling scrollwork. The doors are open He is instantly likeable and and ten feet wide decorate the and lead directly into an enor- nothing less than sincere and front of the shrine, depicting vari- mous worship room capable of Honest. He asks that you make ous scenes from nature. One of the seating 600 persons. Many rows yourselves comfortable while tapestries depicts the courtyard in of straight-backed benches face you await the arrival of the Tem- front of the shrine. Every inch of the front of the rectangular ple’s leaders. He will chat pleas- the shrine is tastefully decorated, room. Huge white marble antly until the others arrive. using only the finest materials. columns support the 50’-high The furnishings and draper- The cleric will return shortly, ceiling throughout the room. ies in this room are simple but of saying “Master Thraydin will see Paintings of scenes from St. excellent quality. Two ornate you. Please follow me.” Cuthbert’s life line the side holy symbols hang on the walls walls. The ceiling is painted to at opposite ends of the room. represent a heavenly blue sky He leads you out the double The most striking features here, filled with white clouds and a doors and around the side of the however, are the twelve life-size blazing sun. Underfoot, the floor shrine. From your observations paintings which fill the long is built of polished tiles of deep inside, and now outside, the walls of the room. Each portrait green marble. building, you guess that it holds hangs in its own intricately only the shrine and no addi- carved frame. tional rooms. Of the twelve portraits, five It should be obvious to the PCs You follow another white tile can be recognized as paladins that this temple was constructed path around the shrine. Ahead, and seven as clerics. The men at great expense. Despite this you see white marble building are attired in their best cos- show of wealth, there are no tem- that lies at a right angle to the tumes: the paladins in plate ar- ple guards visible. Temple. This building is also mor, bearing sword and shield, After the PCs have looked about rectangular, but appears to have and the clerics in fine velvet the shrine for a few moments, a three floors. You notice double robes. brown-robed cleric approaches. In doors on the front and side of the Blasek notices you observing a soft voice, he asks if he may help building. The windows are the paintings, and begins to ex- them. When the PCs respond that small but numerous. The cleric plain. “These are men who de- they are looking for ’Eilasek, he leads you through the doors in voted their lives to St. Cuthbert says, “And who may I say is in- the narrow front of the building. and performed noble deeds in quiring?” Once the PCs introduce These doors appear identical to his name. The priests you see themselves and show the notice those at the front of the temple. are the former heads of this tem- from Derider, he replies, “One mo- You enter through these doors ple. The paladins, each in their ment, please. I shall learn if Tmla- and find yourselves in a large own way, performed some out- sek is accepting visitors.” With foyer. The floor is pink marble, standing service that required that, he exits through the double and the room is furnished com- bravery and selflessness in the doors. fortably. An enormous staircase superlative.” The PCs are again left alone. of pink marble rises to the sec- “The man you see here”- They have some time to examine ond floor. The cleric leads you ’Eilasek approaches one of the the temple further before the cleric down a pink marble corridor to a paintings-“is my grandfather, returns. meeting room. You enter the Tmlamar Thraydin. I never knew As they look around, the PCs will large meeting room, which him, but the legends say that he learn that no expense has been holds a long, oval table. The fought and defeated an evil cult spared in decorating or outfitting cleric who led you here intro- in the city. It somehow seems the church. Every candlestick and duces you to ’Eilasek Thraydin, appropriate that we are here to- sconce is made of gold and deco- who is seated at the table read- day to discuss a similar evil.” rated with silver. The pulpit ap- pears to have been hand-carved 6 ~ Blasek and the clerics will dis- The painting of Talamar nearby. The scribe then pulls a cuss the matter with the PCs as Tharaydin portrays a tall man high stool and a tall, narrow long as necessary. They will an- wearing beautiful plate armor. writing table from against the swer any questions the PCs may you cah see the resemblance to wall over to a position behind have and will make themselves talasek in his strong features Eritai’s left elbow. From his available for future discussions. and green eyes. He cradles a perch, he can see and hear ev- Following is a list of information small, green book in one arm: eryone at the table and he im- that is available about the cult. nis other hand rests on the hilt mediately begins to write. This may be provided to the PCs 3f his sword, which stands on through the meeting with the cler- end the tip pointing into the Still waters Run Deep ics or through talasek It is also ground. His shield stands provided to condense this informa- propped up next to his feet. A tion for the players’ and DM’s con- Eritai begins the meeting with gold holy symbol of St. Cuthbert venience. some formal notations for the re- hangs from a woven silver and cord regarding the purpose of the gold chain around his neck. This cult, which worships Iuz, meeting. She then asks Blasek to “This is the book that Grand- was founded approximately 60 tell his story. father holds in the painting,” %- years ago by a woman known only lasek tells you. “It was his as the Falcon. personal journal describing his “No doubt Derider has told Iuz and St. Cuthbert have had many adventures and adversar- you that we are concerned a long-standing rivalry which pre- ies. I’ve been studying it in about a cult of Iuz that threatens dates the cult. hopes of finding more clues to our city. Until a few weeks ago, . Blasek’s grandfather, along this cult, but so far, I’ve found we were not aware of the cult’s with two mages, Mizaab Zalen and nothing. I guess I should tell you existence, although we were Quevell Maxem, and a cleric, Elli- that my Grandfather was in the suspicious for a long time. They man, defeated the cult many years original party of men who im- have freed their leader and have ago and trapped the Falcon in a prisoned the cult’s leader so disappeared. This concerns us, magical prison which was believed many years ago. It was this di- for we know nothing of their in- to have been permanent and im- ary that led to the discovery of tentions. The city has been penetrable. the cult several weeks ago, and searched thoroughly and not a The surviving members of the I’m hoping that it can help shred of the cult remains. We old cult banded together to rees- now.” must find their leader before she tablish the cult, free their leader, Blasek pauses as the door has a chance to rally her fol- and win the favor of Iuz. opens. Four clerics enter the lowers. In the years since the cult was room: two men, followed by a “We have had long discus- believed to have been destroyed, woman, followed by a scribe. sions about their leader, the Fal- the new cult kept their activities a The scribe wears the reddish- con. We have concluded that, secret, infiltrated high city offices, brown robes you have seen the after such a long imprisonment, and searched for ways to free their other clerics wear, but the she must be in need of rest and leader. They also built an exten- woman and two men are garbed recuperation in order to regain sive underground headquarters. in green. They greet Talasek her strength. We can only hope During the last few weeks, the warmly, then talasek introduces that this will take many weeks cult performed the rituals which you to Eritai Kaan-Ipzirel, head and that we can locate her in the broke the magical prison holding of the Temple, and her assist- meantime. the Falcon. She was freed but ants, Latmin Doru and Figril “We know that she is danger- quickly disappeared and she and Himman. They all seem genu- ous and that she has many the cult have not been seen since inely pleased to meet you. spies. This will be a dangerous that night. Eritai walks to the far end of undertaking for all involved. We The cult’s headquarters were the great oval table and takes at the temple consider ourselves located under the burned section her seat. The other men take to be at risk because she knows of Greyhawk. They have since seats to the left and right of her. of our opposition to her. We ask been destroyed by the order of the talasek sits next to Latmin and for your help, but we will under- city officials. motions for you to take seats stand if you turn down our Blasek’s grandfather kept a plea.” journal of his adventures which 7 provided key information in de- priate inn from The City of burrow into the destroyed lair. If feating the cult. Blasek discov- Greyhawk boxed set or invent an the PCs are intent on trying to infil- ered the journal only recently after original inn. trate the tunnels, the result should noticing.the journal in the painting 'hlasek can show the PCs any be serious injury and possibly in the meeting room of the temple. pertinent locations in the city. death to at least one PC. The area Since the potential danger of the is extremely unstable and danger- The PCs should be advised of all cult has become so great, Blasek ous. Even the use of spells (such as this information. talasek knows has given up his room at the board- dig) should result in disaster. and can answer all information ing house and moved into the l2m- If the PCs feel the need to explore about the cult that has been re- ple lodgings. He now occupies a the city and ask questions of local vealed up to this point. However, room on the third floor of the rear residents, allow them to do so, but from this point on, 'hlasek will be building. His concern was not for provide them with no clues. None learning about the cult right along his personal safety, but for the of the citizens were aware of the with the PCs. safety of the clerics. He also cult when it was active, and none Once the PCs have been advised wanted ready access to the library are aware of it now. Of those who of all information and have settled of the temple which he hoped were in the cult or had relatives in into the city, their adventures will would hold some answers to the the cult, none will provide any in- begin. problem of the cult. formation, though they might pro- 'hlasek can show the PCs the vide a false rumor from the For the DM underground tunnels and sewers Rumors table that led to the cult's lair, but they Proceed to the next chapter have been completely caved in and when the PCs have exhausted all If the party completed Falcon's Re- are inaccessible. The tunnels are leads, are sufficiently settled into venge and kept their lodgings at now patrolled by members of the the city, and are knowledgeable of the Whistling Fish, they may con- City Watch who stroll by approxi- the available information regard- tinue to room there. Otherwise, mately once per hour. There is no ing the cult. the DM may choose another appro- possible way that the PCs could The following rumors are indicated as to their truth or 5. mple of St. Cuthbert cannot be verification. If no indication is given, the rumor is only ose who have tried have found a rumor-no evidence can be found to support it. scores of clerics waiting for them as they attempted to enter the premises. (Can be 1. The City of Greyhawk has strict laws forbidding confirmed as true.) the existence of evil cults in the city. Cults that are discovered are dealt with swiftly and 6. ounding the city are filled with mercilessly: leaders are put to death and mines, lairs, and castle ruins filled with followers are banished from the city forever. treasure, just waiting to be discovered. (Easily confirmed as true.) 7. The people of Old City are so superstitious that 2. The northern hills are home to a race of magical they are afraid of their own shadows. creatures who steal children and teach them magical spells. 8. Within the past few months, several parties of adventurers left the city in search of wealth in 3. If a person stands in the center of the Stone the hills, but none have returned. Ring outside the Druid's Gate, he can think, speak, and act without being observed by any 9. s held a deep hatred for Greyhawk magical means. (The PCs can test this hing better than to destroy themselves: it is true!) it for his own.(True) 4. The city is home to ults never leave their ho that masquerades a they only come out at ni believes this rumor prove it.) 2: When the party has run out of his time had come. talamar Mi- ists, we may go to our graves leads as to the whereabouts of the zaab, and Elliman were all at his without ever finding it. Only St. Falcon,and the cult, they are ready side when he passed on. talamar Cuthbert knows what horrors to begin this section. also records that Quevell be- may exist in such a place. A great portion of this adventure queathed all his money to the tem- The mages have proposed a will involve the PCs leaving the ple of St. Cuthbert and all his journey into the wilds to explore city and exploring the Falcon’s worldly possessions to Mizaab. an area that they feel may yield lair. The following information Several years later, the diary re- some clues. We set out tomor- about the diary will start the PCs cords the installation of Elliman as row on a journey whose mission on the quest to locate the lair. head of the Temple of St. Cuthbert. may put our fears-or our The PCs may have the following talamar noted that Elliman’s posi- souls-to rest. discussion at any convenient loca- tion was likely to be short-lived, tion: talaske’s room, the meeting since Elliman had gotten on in room at the temple, or their own The next entry in the diary is years and was nearly eighty years lodgings. When they are ready to written in a feeble hand, possibly old. investigate, allow the adventure to by a man who was exhausted. This entry also notes that Elli- follow its natural course through man, who had remained a bache- the city until they have learned lor, had found a “family” (of sorts) everything necessary to leave in Seven days we trekked and to comfort him in his advanced search of the lair. The DM should hunted in the wilds, but to no years. A young girl, only about ten provide the PCs with as many as avail. Despite the best efforts of years old, had arrived at the tem- five rumors as they conduct their the mages and their pets at ple one day in search of shelter. investigations. searching from every possible She was an orphan and offered her angle, we still found nothing. services as a cleaning girl in ex- Clues From the Past Mizaab is convinced that her lair change for a home and a future must exist and has vowed to with the church. She and Elliman find it if it requires the rest of his were drawn to one another almost talasek has been pondering a days. And that could be a long immediately and became their strange passage in his grandfa- quest, since I expect that Mi- own small family. ther’s diary. From its place in the zaab will outlive all of us. The The young girl’s name was Eri- diary, it appears to have been writ- rest of us-Quevell, Elliman tai. (If the PCs investigate this ten approximately one year after Neshir, and myself-have sworn point, they will learn that she is in- the Falcon was imprisoned. to assist him if we can, although deed the current head of the tem- our faith in the lair’s existence is ple.) She and Elliman remained We had always suspected that less than firm. close until Elliman’s death eight the Falcon had a secret lair years later. somewhere outside the city The diary contains similar en walls. We had frequently seen a tries discussing numerous trips An Heir to Carry On falcon leaving the site of the into the wilds that yielded nothing. cult’s temple, but were never The diary continually cites Mi- Throughout the years docu- able to track it. We were also zaab’s unwavering desire to find mented by the diary, several more suspicious when the raid on the the lair. outings into the wilds were made cult’s underground rooms In an entry that appears to have in search of the suspected lair, but yielded few personal belong- been written approximately 15 nothing was ever found. These ings. With the Falcon gone, we years after the Falcon’s imprison- outings continued even after the were left without a trail to fol- ment, talamar records the death of deaths of Quevell and Elliman. Fi- low. Quevell and Mizaab have Quevell. He describes it as the nally, talamar in his late sixties, flown many missions (using peaceful passing of a man who admits in his diary that he no their spells) searching for her spent many good days on Oerth. longer has the endurance neces- lair. I fear that, if such a lair ex- Quevell had grown very old, and sary for such excursions and must 9

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