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TSR 9360 - WGR2 - Free

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Sentries: Int High; AL LG; AC 5; MV 9; F7;<br />

hp 55; #AT 3/2; Dmg 1-10+3; SZ M; ML 17;<br />

XP 650. Items: two-handed sword +3, chain<br />

mail).<br />

Access into these areas are easily gained,<br />

and weapons are permitted in the worship<br />

room, as Kelanen is a patron of warriors. During<br />

the day many warriors can be found here<br />

in prayer. From the entrance, the temple<br />

swords can be seen hanging on a wall behind a<br />

ten-foot statue of Kelanen, and any number of<br />

worshipers will be present as well.<br />

A member of the clergy will soon find the<br />

party and ask if he can help them. He will<br />

readily counsel them about any problems they<br />

have, and he will just as easily leave them to<br />

themselves if they but ask. If the party tells<br />

the cleric what they are going to do, they shall<br />

be thrown from the church.<br />

If they ask to speak to a higher member of<br />

the church, they will ushered into the presence<br />

of the patriarch. If the party confides in<br />

him, he will arrange for them to carry out an<br />

exact replica of one of the swords. He will also<br />

spread the rumor that an unknown band<br />

broke into the temple, killed some guards, and<br />

fled into the night with one of the holy swords<br />

of Kelanen. Serval will believe that the party<br />

has succeeded in its mission and will order<br />

them to destroy the sword (trusting them to<br />

carry out the order).<br />

If, however, the characters decide that they<br />

can steal one of the swords, they will discover<br />

that the temple is never without a worshiper<br />

or sentry. During the day there are always at<br />

least ten worshipers and four sentries. At<br />

night there are never more than five worshipers,<br />

nor less than two. In addition, there<br />

are two sentries.<br />

Worshiper (varies): Int Ave; AL NG; AC 5;<br />

MV 9; F5; hp 29 each; #AT 1; Dmg 1-8; SZ M;<br />

ML 12; XP 175. Items: chain mail, long sword.<br />

Sentries (4 or 2): Int High; AL LG; AC 5;<br />

MV 9; F7; hp 55; #AT 312; Dmg 1-10+3; SZ M;<br />

ML 17; XP 650. Items: two-handed sword +3,<br />

chain mail).<br />

If the party tries to steal the holy swords by<br />

magical means (teleporting, invisibility, etc.),<br />

the main statue animates and begins to move<br />

toward the swords, without deviation. The<br />

statue wields a two-handed sword in one hand<br />

and will attack anyone trying to steal one of<br />

the temple’s holy swords.<br />

Guardian statue: Int Non; AL N; AC 0; MV<br />

12; HD 20; hp 95; #AT 1; Dmg 1-10; SD: immune<br />

to fire, cold, electricity; SZ L; ML special;<br />

XP 12,000. Item: two-handed sword.<br />

The statue will stop only if it is destroyed, or<br />

if the offending characters abandon the<br />

swords. It can follow the swords to any place<br />

in the city because it always knows exactly<br />

where they are. (This might actually help the<br />

party achieve its goal. If the party gives the<br />

stolen swords to Serval, the statue will follow<br />

them to him.)<br />

If the party has suffered great wounds and<br />

failed to get the swords, Serval will still accept<br />

them (but he will in no way let them know this<br />

before they make the attempt).<br />

The Dragon Sword<br />

A few day’s after the temple raid, the characters<br />

learn that the Sword of the Dragon will be<br />

shown to them that very night in the secret<br />

meeting-place. Each of the initiates are to<br />

come forward and hold the sword to rededicate<br />

themselves to the success of their<br />

plans. The party might escape with the sword<br />

at this time if they act quickly enough.<br />

If they wait, however, they will discover that<br />

one of the initiates is to use the sword against<br />

Jeon. Lots will be drawn for the honor. A celebration<br />

for the winner will be held. The PCs<br />

can escape with the sword after the celebration,<br />

for the NPCs will be quite drunk.<br />

The Informant<br />

No matter the course of action the party<br />

takes, after two days of being on the streets, a<br />

man in his mid-twenties will approach them.<br />

He will have an arrogant smile on his face<br />

while he whistles a tune. He will walk straight<br />

up to the characters, with a quickly mumbled<br />

hello between tunes, then casually reaches for<br />

one of the character’s swords.<br />

If the characters make as if to attack, he will<br />

nimbly bound two strides away without losing<br />

his tune, smile still in place. He will then walk<br />

forward again and do exactly the same thing.<br />

If the party finally chooses not to try to attack<br />

him, as he draws the sword halfway from<br />

the sheath he will ask:<br />

57

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