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TSR 9360 - WGR2 - Free

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most any patron of the bar to help throw out<br />

the party merely by nodding his head. At this<br />

point, it is certain that William will send a<br />

group six thugs to kill the party wherever they<br />

might go that night.<br />

Thugs (6): Int Ave; AL NE; AC 7; MV 9; F2;<br />

hp 12; #AT 1; THACO 19; Dmg 1-8; SZ M; ML<br />

12; XP 35. Items: long sword, leather armor,<br />

small metal shield.<br />

William of the Axe: Int High; AL CE; AC 6;<br />

MV 12; F12; hp 87; #AT 3/2; THACO 9; Dmg<br />

1-4 or 1-8 + 4; SZ M; ML 16; S 18/87, I 13, W<br />

10, C 17, D 13, Ch 17. Items: ringofprotection<br />

+3, battleaxe +4.<br />

Patrons of the Weary Traveler<br />

Group One: This group of five warriors is<br />

looking for jobs as mercenaries. If the characters<br />

ask the other patrons, they will find that<br />

this group has been here for nearly two<br />

months. They have not looked for a job in several<br />

weeks, though several caravans needing<br />

guards recently left.<br />

The mercenaries have a job: they were hired<br />

by William to “convince” any undesired<br />

watchers that another place might be better<br />

suited for them. If the characters try to speak<br />

with this group, they will meet with hardnosed<br />

defiance. The mercenaries will look for<br />

any excuse to brawl with the party.<br />

Warriors (5): Int Ave; AL CE; AC 4; MV 9;<br />

F6; hp 37, 32, 30, 29, 27; #AT 1; Dmg 1-8; SZ<br />

M; ML 14; Items: chain mail, large metal<br />

shield, long sword.<br />

Group Two: This motley group of people is<br />

comprised of seven men and two women.<br />

They alternate between hushed whispers and<br />

bellowing tales of adventure. Three of the men<br />

are obviously brothers, one of the women their<br />

sister. The two oldest brothers seem to be the<br />

leaders of the group, since they dominate the<br />

conversations. The youngest brother says little,<br />

only agreeing with his brothers whenever<br />

they say something. The sister, youngest of<br />

the four, seems upset at being excluded from<br />

everything, and especially mad when being<br />

teased. At these times she will abandon the<br />

group to sit by herself for a while.<br />

If any character, especially another woman,<br />

tries to befriend her, she will readily accept<br />

them. After careful conversation, if the charac-<br />

ters do nothing to break her trust, she will talk<br />

of her problem.<br />

Her brothers have been talked into joining<br />

Serval’s group; Serval was so convincing that<br />

her brothers could not resist. What is more,<br />

they have been offered leadership of the group.<br />

This, more than anything, has clouded their<br />

minds. She will ask, even beg, the party to<br />

help her convince her brothers to forego the<br />

teachings of Serval. While they have done<br />

nothing as of yet, she fears that Serval and his<br />

four followers are working some evil.<br />

Group Three: These four men, all wrapped in<br />

dark clothes and voluminous robes, are found<br />

here only at twilight and for several hours<br />

thereafter. They are the four disciples of Serval.<br />

All are devout worshipers of Nerull. Within<br />

the folds of their robes, each carries a small<br />

sickle (Dmg 1-3). These are used to defend<br />

Serval, and at night when they hunt.<br />

During the day they can be found in the<br />

marketplace with Serval and a legion of other<br />

street priests.<br />

Each night, about two hours past midnight,<br />

they leave their rooms, to hunt and kill humanoid<br />

prey as an .offering to Nerull. They are<br />

the source of the growing number of dead<br />

found each day. If a PC is on the street during<br />

this time, he may very well be attacked by this<br />

group. They will not retreat, no matter the<br />

losses they suffer.<br />

Disciples (4): Int Ave; AL CE; AC 5 (leather<br />

armor + Dexterity); MV 12; F/C 5/4; hp 33,31,<br />

30,28,25; #AT 1; THACO 16; Dmg 1-3; SZ M;<br />

ML 20; XP 650. Spells: 3/2. Items: leather armor.<br />

sickle.<br />

The Drunk: Jaryd talphos can be found here<br />

every night, as well as most of the day. He<br />

draws attention to himself with crazy antics.<br />

People at the inn will often buy him a drink if<br />

he amuses them.<br />

He will drift around the bar, stumbling over<br />

anything that gets in his way. If a character is<br />

mean to him, the other patrons of the bar will<br />

become upset. A fight may ensue, for everyone<br />

likes Jaryd. Even William laughs at his foolery<br />

and gives him free drinks.<br />

If the characters choose to befriend him, he<br />

will come to sit with them, ordering another<br />

round for everyone at the table (on his new<br />

friends). The first time, William will laugh and<br />

53

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