TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
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The Dagger<br />
Among the Night Watchman’s belongings,<br />
the PCs will find Bladestar, the haunted dagger.<br />
The dagger is ornate, with several jewels<br />
(rubies and sapphires) encrusted in its hilt.<br />
The metal of the blade is black steel, inscribed<br />
with various runes. None of the Night Watchman’s<br />
friends or companions had ever seen<br />
the dagger before, and have no idea as to how<br />
he might have acquired it. If a detect magic<br />
spell is cast on the dagger, it will reveal a powerful<br />
dweomer. A detect evil will reveal strong<br />
evil. For know alignment, see section on Research,<br />
below. Any attempt to use an identify<br />
spell on the dagger will fail due to the presence<br />
of the haunt. At this time, the PCs should begin<br />
to realize that the dagger is related in some<br />
way to the killings.<br />
If the PCs leave the dagger with the Night<br />
Watch, it will be taken by a young guard who<br />
will be found dead in the morning. Among the<br />
guard’s belongings will be the dagger, and examination<br />
of his body will reveal that he also<br />
strangled himself. This pattern will continue<br />
to repeat itself until the PCs take the dagger, or<br />
stand guard and observe it during the night. If<br />
they guard the dagger, they will see the haunt<br />
take form above the dagger shortly after dark.<br />
It will then attack and attempt to take over the<br />
closest person within its range (60 yard<br />
radius).<br />
If a PC takes the dagger, then that night the<br />
haunt will attack and attempt to take over the<br />
PC who carries it. If the PCs engage the haunt<br />
in combat and reduce it to 0 hit points, it will<br />
dissipate, only to return in a week, at which<br />
time it will continue the pattern of taking over<br />
others until it finds one of compatible alignment<br />
(any non-good alignment). See Aliar Daraan<br />
below for game statistics and description<br />
of the haunt.<br />
If the PCs try to turn the dagger over to an<br />
NPC cleric, they will be called back in to deal<br />
with the problem, learning the information in<br />
the Research section.<br />
Research<br />
By this time, the PCs should realize that in<br />
order to stop the killings, they need to do some<br />
research. If they seek out a sage or visit the<br />
city’s library, after a day’s search, they can<br />
learn that the dagger contains a creature<br />
known as a haunt. They learn that this type of<br />
creature can be truly laid to rest if it fulfills<br />
some crucial task. The PCs also learn that only<br />
hosts of similar alignment can be taken over<br />
without the haunt inducing self-strangulation.<br />
The PCs must now determine the haunt’s<br />
alignment, and its task.<br />
The haunt’s alignment can be determined<br />
through use of a know alignment spell. If cast<br />
successfully, the party learns not only the<br />
alignment of the haunt, but also which alignments<br />
can survive the haunt’s attentions. The<br />
haunt is of chaotic evil alignment, thus its<br />
host can be of any non-good alignment. Characters<br />
with any good alignment who are taken<br />
over by the haunt will attempt to strangle<br />
themselves in the same manner as all the other<br />
victims.<br />
The haunt’s task can be determined by using<br />
a speak with dead spell. This method will<br />
only work if the PCs attempt it within three<br />
days of the start of their investigation. The<br />
spell needs to be cast at the haunt either just<br />
after it takes form (after dark), or while it is in<br />
the body of a suitable host. If the spell is successfully<br />
cast, Aliar Daraan will reveal that he<br />
was killed only two days before the dagger<br />
arrived in the City of Greyhawk. His task is to<br />
pass on information to a spy of the Cult of Iuz<br />
within the Thieves’ Guild. The spy’s name is<br />
Bey Wyvernthorn, and he can be found in a<br />
secret cave located in the sewers near the<br />
Thieves’ Quarter of the City. Under no circumstances<br />
will the haunt reveal exactly what his<br />
information is (the DM chooses whatever best<br />
suits the campaign).<br />
One way to lay the haunt to rest, is to find a<br />
suitable volunteer, and allow the haunt to<br />
complete its task (a volunteer might be found<br />
among the party, or among the close friends of<br />
any dead victim). Of course, by doing so, the<br />
party will also have the opportunity to flush<br />
out a spy of the Cult of Iuz who is currently<br />
within the Thieves’ Guild of the City. If the PCs<br />
attempt to go to the Thieves’ Guild with the<br />
name of the spy, they will not be believed at<br />
all. Even if they approach the City Guard or<br />
Night Watch, they will not be believed. They<br />
will be told that “all of Iuz’s followers was<br />
flushed out of the city a few months ago.<br />
There aren’t no more of them in this city at<br />
all.”<br />
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