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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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