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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 />

14

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