TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
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The Cave<br />
The cave which Bey Wyvernthorn is using<br />
as a base is located just off a secret tunnel connected<br />
to the sewer tunnels beneath the<br />
Thieves’ Quarter. Once a suitable host for the<br />
haunt is found, the adventurers can find the<br />
cave because Aliar Daraan knew its location.<br />
This part of the adventure takes place after<br />
dark. The PCs can either follow or accompany<br />
the volunteer to the cave. When the volunteer<br />
arrives, Wyvernthorn will be in the cave along<br />
with 5 hirelings, all members of the Cult of<br />
Iuz. Wyvernthorn knows that he is to be contacted<br />
by someone, but he does not know who<br />
his contact is. He was told only that the contact<br />
would carry a black metal dagger. As long<br />
as the volunteer carries the dagger,<br />
Wyvernthorn will not be suspicious. After the<br />
haunt has passed on its information to<br />
Wyvernthorn, its smoky form will coil forth<br />
from the volunteer. What the volunteer can do<br />
will then depend on whether the volunteer<br />
was a PC or an NPC.<br />
In either case, the former host will be very<br />
dazed and confused, most likely mumbling<br />
and asking where he is and how he came to be<br />
there. A PC’s actions should be role-played; an<br />
NPC will attempt to leave as he gathers sufficient<br />
wit, and tries to remember why he is in a<br />
cave in the city’s sewers. At this point<br />
Wyvernthorn will order his hirelings kill the<br />
volunteer. They will most likely succeed unless<br />
the PCs enter the cave to save him.<br />
Bey Wyvernthorn: Int Exceptional; AL LE;<br />
AC 3; MV 12; T7; hp 37; THACO 17; #AT 2;<br />
Dmg 1-8/1-6 + 1; SZ M; S 13, D 15, C 10, I 15,<br />
W 12, Ch 15; XP 650. Items: bracers of defense<br />
AC 4, long sword, short sword, ring of<br />
feather falling, daggers (6), a key, 2 vials of<br />
poison (Class A, 15/0, with an onset time of 1-3<br />
turns), 35 gp.<br />
Bey Wyvernthorn is a spy working for the<br />
Cult of Iuz inside the City of Greyhawk. When<br />
the forces of Iuz need information or goods<br />
from the city, Wyvernthorn provides it for<br />
them. He has gathered a small group of hirelings,<br />
all also loyal to the Cult of Iuz. He has<br />
dreams of future power once Iuz takes over.<br />
Hirelings (5): Int Ave; AL LE; AC 5; MV 12;<br />
T3; hp 12, 13, 14, 14, 15; THACO 19; #AT 1;<br />
Dmg 1-6; SZ M; XP 65. Items: leather armor,<br />
short sword, daggers (4 each), 9 gp each.<br />
The secret cave that Wyvernthorn is using is<br />
comprised of three small rooms, all connected<br />
by short tunnels.<br />
Main Room: The first room, which connects<br />
to the sewer tunnel, is roughly circular, with a<br />
diameter of approximately 25 feet. On the<br />
west side of the room sits a large table and<br />
several chairs. Here, Wyvernthorn and his<br />
hirelings meet to discuss their various operations<br />
in and around the City of Greyhawk.<br />
Across the room are four large chests. One<br />
holds provisions (food, blankets, torches, firewood,<br />
etc.), while another holds a small number<br />
of weapons (5 short swords, 10 daggers, 2<br />
light crossbows with quarrels). In the third<br />
chest are a number of maps to various buildings<br />
in the city. As Wyvernthorn is a spy within<br />
the Thieves’ Guild, maps of many of the<br />
guild’s lairs are in this chest (including a map<br />
that pinpoints the location of a secret sewer<br />
lair used by the Assassins’ Guild).<br />
The fourth chest contains all of the funds<br />
Wyvernthorn has at his disposal to finance his<br />
operations. The total amount in this chest is<br />
3,000 gp, including three 500 gp gems, and<br />
five 100 gp pearls. This chest is protected by<br />
an acid trap that can be disarmed with any<br />
successful remove traps roll. Failure means<br />
acid squirts out, inflicting 2d8 acid damage<br />
and destroying the treasure.<br />
On the northern side of the room are a pair<br />
of doors, each leading to a short tunnel. The<br />
tunnels are six feet in height, and are roughly<br />
10 feet long.<br />
The Left Door: The left door leads to a<br />
small square room that serves as the hirelings’<br />
quarters. There are five bunks in this room,<br />
along with the belongings of all the hirelings.<br />
Aside from some clothes of good quality and<br />
ten wineskins, there is little of value to the PCs<br />
in this room.<br />
The Right Door: The door to the right leads<br />
the door to Bey Wyvernthorn’s room. The door<br />
is wooden and locked. It is not trapped, and<br />
Wyvernthorn has the key on his person at all<br />
times. The room is appointed with a large bed<br />
and footlocker. In the footlocker, the PCs will<br />
find four complete sets of fine clothing, along<br />
with many of Wyvernthorn’s thieving tools.<br />
These include two sets of thieves’ picks, a<br />
t<br />
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