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TSR 9360 - WGR2 - Free

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what brave act of his life. Once Vestra and<br />

Ralpheo have finished with the PCs, Thadnick<br />

brings the two guards tankards of ale that he<br />

has laced with a concoction that renders them<br />

unconscious.<br />

He then demands that the PCs promise to<br />

help him get free in exchange for being let out<br />

of their cells. The DM should use Thadnick<br />

only if the players fail to come up with their<br />

own escape plan.<br />

13. Cudis’ Room<br />

Compared to the rest of the headquarters,<br />

Cudis’ room seems completely out of place.<br />

Plush carpeting covers the floor and wood paneling<br />

runs up all the walls. In the southeast<br />

corner stands a mahogany four-poster bed<br />

with beautiful elaborate carvings and silky,<br />

diaphanous sheets. On a desk in the corner,<br />

boils a small potpourri pot, fillin the room with<br />

a fresh fragrance.<br />

In addition to the desk and bed, there is a<br />

wardrobe with mirrored doors. It contains a<br />

number of stylish outfits. At the foot of the bed<br />

lies a small chest. Locked, but not trapped, it<br />

contains a number of spell books and a wand<br />

of polymorphing. One of Cudis’ favorite tactics<br />

is to make his opponents believe that he is<br />

casting an illusion when he uses the wand to<br />

transform some inoffensive creature into a<br />

deadly monster.<br />

If the PCs know that Cudis is an illusionist,<br />

they may tend to believe that the opulence of<br />

the room is just an illusion, but it is all real.<br />

While he rebelled against his family’s plans to<br />

make him take over his parents’ business,<br />

Cudis never lost the taste for life’s finer things<br />

that he gained during his youth, and he views<br />

his quarters as an affirmation of his success in<br />

choosing his own path in life.<br />

14. Meeting Room<br />

The center of this room contains a large fire<br />

pit, which casts strange shadows on the surrounding<br />

walls. This is where Vestra, Cudis,<br />

and any remaining members of Vestra’s force<br />

will make their final stand. Vestra will hurl her<br />

spear at any mage she sees, trying to disrupt<br />

his spell casting. Cudis will cast offensive<br />

spells, and turn to his wand ofparalyzation if<br />

he runs out of spells.<br />

During melee in the meeting room, there is a<br />

chance that the combatants could knock each<br />

other into the fire pit. Any time a character is<br />

struck by a roll greater than 15, the recipient<br />

of the blow must make a successful Dexterity<br />

or be knocked into the pit for ld8 additional<br />

points of damage.<br />

If things are really going against the bad<br />

guys, Cudis casts a stinking cloud and attempts<br />

to escape with Vestra in the confusion.<br />

Together, they run to her room, and out the<br />

secret exit to freedom. As soon as they reach<br />

the open, Cudis casts an illusion on the tunnel<br />

that makes it appear as if the two have been<br />

killed in a cave-in. It should not take the PCs<br />

long to figure out this trick, but it will give the<br />

duo a decent head start.<br />

15. Vestra’s Room<br />

Vestra’s personal quarters look more like a<br />

barbarian trophy room than living quarters.<br />

The walls are covered with shields, weapons,<br />

stuffed trophy heads, and other memorabilia.<br />

There is no bed in the room, but there is a<br />

huge pile of furs in the northeast corner. The<br />

door to the secret exit (16) is located in the<br />

northwest corner, behind the only piece of<br />

furniture in the room, a cabinet made from the<br />

bones of an oliphant.<br />

Aftermath<br />

If the PCs are unable to wreck Vestra’s plans,<br />

they may be able to salvage a partial victory if<br />

they are able to escape from her lair and inform<br />

the authorities. At the very least, this will<br />

force Vestra to find a new base of operations. If<br />

she has managed to escape, the characters can<br />

claim a full victory if they have rescued most<br />

of the charmed victims. If the player characters<br />

succeed in foiling Vesta’s plans, sooner or<br />

later the hot-blooded Vestra may come looking<br />

for vengeance.<br />

If having all the PCs captured and charmed<br />

by Vestra will cause too much trouble in an<br />

ongoing campaign, the DM may want to relax<br />

the rules on breaking the helm’s spell. Another<br />

solution is to have the effects of the charm<br />

suddenly wear off, to everyone’s surprise.

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