TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
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8 + 1 (longsword + 1); S 9, D 17, C 13, I 10, W<br />
9, Ch 14; SZ M; XP 270. Items: bracers of defense<br />
AC 6, long sword + l, ring of climbing,<br />
scroll of protection from poison, 25 gp.<br />
Zynthar (mind flayer): Int Genius; AL LE;<br />
AC 5; MV 12; HD 8 +4; hp 55; THACO 11; #AT<br />
4; Dmg successful tentacle attack kills victim<br />
in 1-4 rounds; SA Mind blast, all within 60’<br />
cone save vs. wands at -4 or be stunned for 3-<br />
12 rounds; MR 90%; SZ M; ML 15; XP 8,000.<br />
Items: map to cave lair, 35 gp, vial of neogi<br />
poison, darts.<br />
Neogi (4): Int High; AL LE; AC 3; MV 6; HD<br />
5; hp 23, 25,32, 21, 28, 35; THACO 15; #AT 3;<br />
Dmg 1-3/1-3/1-6; SA slowing poison; SZ S; XP<br />
270.<br />
If it appears that the PCs will be able to defeat<br />
Zynthar and the neogi, Gallamar will flee<br />
the ship and head for the cave.<br />
If the PCs defeat Zynthar, Gallamar, and the<br />
neogi, they can search the ship. If they do this,<br />
refer to the section titled The Starfarer. If the<br />
PCs search their opponents, they find among<br />
Zynthar’s possessions a map that leads from<br />
the ship to the cave.<br />
If the PCs are captured, they will be stuck in<br />
the cargo hold with the rest of the prisoners.<br />
Unless they manage to escape or are rescued,<br />
they will become neogi food within the week.<br />
The Cave<br />
The neogi’s cave is located about one-half<br />
mile southwest of the Cargo Gate of the City of<br />
Greyhawk. A small rock formation conceals<br />
the cave entrance from all but those intent on<br />
locating it. The cave entrance is guarded at all<br />
times by two umber hulks (both slaves of<br />
Kiang, the neogi mage and leader of the group,<br />
see map).<br />
If Dorian Gallamar escapes from the PCs<br />
during the encounter on the Starfarer, he will<br />
go immediately to the cave and warn Kiang<br />
and the neogi. In this case, the umber hulks<br />
will be expecting trouble, and all six will be<br />
waiting to ambush the party in the tunnel entrance<br />
to the cave.<br />
1. Cave Entrance<br />
The cave entrance is a long narrow tunnel,<br />
about 40 feet long, nine feet high, and six feet<br />
wide. The umber hulk slaves of the neogi have<br />
created several hiding niches along this tun-<br />
nel. These niches allow them to watch for unexpected<br />
creatures entering the cave. From<br />
these niches, the umber hulks are able to surprise<br />
their opponents by suddenly clawing<br />
their way through the walls and into the tunnel.<br />
Most likely, the two umber hulk guards<br />
will surprise the party as they pass.<br />
Umber Hulks (2): Int Average; AL CE; AC<br />
2; MV 6, Br 1-6; HD 8 +8; hp 64, 50; THACO<br />
11; #AT 3; Dmg 3d4/3d4/ld10; SA any who<br />
look into the creature’s eyes must save vs.<br />
spells or be confused; SZ L; XP 4,000.<br />
2. The Central Chamber<br />
The central chamber is oval, measuring approximately<br />
45 feet by 20 feet. ’ho openings<br />
lead from this chamber, one along the northwest<br />
wall, and one along the southern wall.<br />
The umber hulks stay here when not gathering<br />
food or guarding the cave entrance.<br />
Along both the northern and southern walls<br />
of this chamber, several burrowed tunnels<br />
allow the umber hulks access to their guard<br />
niches along the entrance tunnel.<br />
Six umber hulks guard in the cave and tunnel<br />
complex: two slaves of the neogi leader<br />
Kiang, and one for each of the other four<br />
neogi. ’ho umber hulks guard the tunnel,<br />
leaving four in this chamber most of the time.<br />
If the PCs managed to get past the umber<br />
hulk guards, the last four umber hulks will be<br />
standing along the walls as shown on the map.<br />
They will guard the chambers 3 and 4 at all<br />
times. They are under orders to attack any<br />
creature or being they do not recognize, or<br />
who acts aggressively towards their neogi<br />
masters. They will attack as soon as the PCs<br />
enter the chamber. Their primary concern is<br />
protecting the Great Old Master, and they will<br />
first focus their attacks on any who attempt to<br />
enter the chamber of the Great Old Master.<br />
Umber Hulks (4): Int Average; AL CE; AC<br />
2; MV 6, Br 1-6; HD 8 + 8; hp 34, 38,40, 44;<br />
THACO 11; #AT 3; Dmg 3d4/3d4/ld10; SA any<br />
who look into the creature’s eyes must save<br />
vs. spells or be confused; SZ L; XP 4,000.<br />
The central chamber also serves as the storage<br />
room for the neogi’s nest. There are several<br />
crates of dry rations here, along with 75<br />
gallons of fresh water. All the rest of their supplies<br />
are in the cargo hold of the Starfarer<br />
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