TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
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 />
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