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TSR 9360 - WGR2 - Free

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comb worth 50 gold pieces and a large signet<br />

ring worth 75 gold pieces. Careful examination<br />

of this table reveals a piece of parchment affixed<br />

to the underside of the drawer. On the<br />

previously-hidden side of the parchment is a<br />

number of runes that appear to be magical. A<br />

read magic spell is necessary to deduce that the<br />

parchment is a scroll with a move earth spell.<br />

The dressing table is bare except for a few<br />

small glass containers that might once have<br />

held toiletries but are now just filled with dust.<br />

The chair retains some of its padding, but is<br />

very brittle and will break if any pressure is<br />

put upon it (such as a character sitting down).<br />

6. False Tomb<br />

The center of the inner tomb is dominated<br />

by an altar that sits atop a small dais. Reclining<br />

on the altar is a human form that is<br />

covered in a cloth that glimmers with a faint<br />

sheen of green. The far wall is covered by a<br />

huge fresco painting of Lord Gregor astride<br />

his horse, leading his troops into battle, his<br />

shield with the now-familiar coat-of-arms<br />

gleaming in the sun.<br />

The west wall shows a domestic scene<br />

with Lord Gregor and Lady Karyne playing<br />

a game of quoits in a grassy castle courtyard.<br />

The painting on the east wall depicts<br />

Lord Gregor and Lady Karyne sitting on<br />

thrones, with noblemen and ladies bowing<br />

to them. The south wall consists entirely of<br />

mirrors.<br />

As much as the PCs might like to hope that<br />

they have found the shroud, all they have<br />

managed to stumble across is a clay golem<br />

covered by a luminescent cloth. The golem<br />

attacks the group if they disturb the cloth or<br />

otherwise interfere with the tomb. If the PCs<br />

use the scroll that was hidden in Lord Gregor’s<br />

quarters, the move earth spell will automatically<br />

inflict 36 hit points of damage and fling<br />

the golem back against the wall.<br />

Clay Golem: Int Non; AL N; AC 7; MV 7; HD<br />

11; hp 50; #AT 1; Dmg 3-30; THACO 9; SA<br />

after 1 round of combat, hastes itself for 3<br />

rounds; SD struck only by magical blunt<br />

weapons, move earth, disintegrate, and earthquake<br />

spells do special damage.<br />

If the PCs study the painting of Lord Gregor’s<br />

battle closely, they notice that the coat-ofarms<br />

on the shield Lord Gregor is carrying is<br />

reversed from the way it has appeared everywhere<br />

else in the tomb. In order to open the<br />

secret door that leads into the real tomb, they<br />

must trace the rune found in the center of<br />

Lord Gregor’s map just above the coat-ofarms,<br />

but they must trace it backwards, so<br />

that it seems forward in the mirror. Note that<br />

unlike the other rooms in this tomb, the correct<br />

action will not render the monster on the<br />

other side of the door inert.<br />

7. Lady Karyne’s mmb<br />

A glow of emerald green emanates from the<br />

top of an altar upon a large dais set in the<br />

center of this huge room. In each corner,<br />

statues of powerful-looking men seem to<br />

hold up the roof with their muscular arms.<br />

On every wall, frescoes depict the acts of the<br />

gods. In the center of the north wall is a particularly<br />

grim mural that illustrates the<br />

gods Nerull and Ulaa struggling over the<br />

fate of Oerth, while lesser deities like<br />

Pholtus, Fharlanghn, Incabulos, and Ralishaz<br />

battle around them.<br />

The PCs have managed to find the true resting<br />

place of Lady Karyne, but unfortunately<br />

for them, she does not rest in peace. Her husband’s<br />

evil has transformed her into a “crypt<br />

thing” and doomed her to guard her own<br />

tomb. She wears her emerald-encrusted burial<br />

shroud like a robe.<br />

As soon as the party enters the tomb, Karyne<br />

attempts to teleport them completely out<br />

of the tomb, hopefully without them realizing<br />

that she was responsible for their disappearance.<br />

The PCs are allowed saving throws vs.<br />

spell at a - 2 penalty to prevent themselves<br />

from being teleported. Note that all the PCs are<br />

not necessarily teleported to the same location,<br />

and that they are not teleported to any<br />

location that would be instantly fatal (such as<br />

over a ravine). If the PCs are not teleported or<br />

return to the tomb, Karyne arises from the<br />

altar and attacks them with her skeletal claws.<br />

Lady Karyne of Marteen (crypt thing):<br />

Int Non; AL N; AC 3; MV 12; HD 6; hp 37;<br />

22

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