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TSR 9360 - WGR2 - Free

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As you pick your way through the thick<br />

mist, you begin to see long shapes close to<br />

the ground lope back and forth at the edge<br />

of your vision.<br />

Pause for a moment to allow the players to<br />

have their characters react, then continue.<br />

Suddenly, you hear the howl of a wolf not<br />

more than twenty feet directly ahead of you!<br />

These are mist wolves, and they will not<br />

attack unless provoked. The mist wolves are<br />

not responsible for the magical mist that arises<br />

in the area, but they do gather here. They<br />

will follow the party unless driven off.<br />

Mist Wolves (12): Int Ave; AL LG; AC 6; HD<br />

3+3; hp 14 each; MV 18; #AT 1; THACO 17;<br />

Dmg 2-6 (2d3); SD Breathe wall of fog spell<br />

(1,000 cubic feet); MR 10%; SZ M (4‘ at shoulder);<br />

ML 13; XP 175.<br />

Guardians of the Lake<br />

Ilkif chose to settle here because he liked the<br />

mysterious lake and the pack of lawful good<br />

mist wolves that inhabit the area. To protect<br />

his home, Ilkif created a stone golem. Unfortunately<br />

Ilkif has been ill for some time, and has<br />

turned over control of the stone golem to a<br />

pixie named Snotme who lives nearby.<br />

Ilkif has placed a gong along the lake shore<br />

and has instructed Snotme to have the stone<br />

golem strike the gong whenever strangers<br />

reach the lake shore. If Ilkif wanted to see the<br />

visitors, he would call to Snotme to let them<br />

pass. Otherwise, Snotme could use whatever<br />

means were necessary to send the travelers on<br />

their way. Ilkif has become so ill that he can no<br />

longer contact Snotme, which will cause some<br />

problems when the characters arrive.<br />

Ahead, you hear the sound of water lapping<br />

against a gentle shore. As the mist clears,<br />

you see that you stand about 100‘ from the<br />

edge of a small lake. The lake is circular,<br />

about one hundred yards in diameter. An<br />

opaque sphere, one hundred feet in diameter,<br />

floats above the water in the center of<br />

the lake. More importantly, a massive stone<br />

golem stands between you and the lake<br />

shore. Next to the golem is a large, 5’ diameter<br />

brass gong mounted on a post.<br />

Suddenly the golem reaches out and<br />

strikes the gong with its huge fist. The note<br />

reverberates across the lake. Nothing else<br />

seems to happen.<br />

Snotme is hiding behind the golem waiting fo1<br />

a sign from Ilkif. When no sign comes, he quietly<br />

orders the stone golem to attack the trespassers,<br />

meaning to drive them back into the<br />

forest.<br />

Ever so slowly, the stone golem turns toward<br />

you. He begins to raise his hands and<br />

move forward.<br />

Ansanther quickly asks the PCs to do the following:<br />

“Tell the golem who we are and why we<br />

have come. Please! Ilkif will hear you!”<br />

The plea is to no avail. (Snotme has heard Ilkif<br />

tell stories of a beautiful woman from his past,<br />

but being a gentleman, Ilkif has never mentioned<br />

her by name.)<br />

Stone Golem: Int Non; AL N; AC 5; MV 6;<br />

HD 14; hp 60; THACO 7; #AT 1; Dmg 3-24<br />

(3d8); SA slow spell every second round within<br />

10‘; SD +2 or better weapons to hit; SZ L; ML<br />

19; XP 10,000.<br />

Snotme the Pixie: Int Exceptional; AL N;<br />

AC 5; MV 6, F1 12 (B); HD V2; hp 4; THACO 20<br />

(16); #AT 1; Dmg By weapon; SA Spells, magical<br />

arrows at +4 to hit; SD Invisibility, spells;<br />

MR 25%; SZ S; ML 11; XP 270 each. The magical<br />

arrows are of three types: war (ld4 + 1<br />

damage), sleep (save vs. spells or sleep ld6<br />

hours), and memory loss (save vs. spells or<br />

lose all memory).<br />

Snotme’s spell abilities include: dancing<br />

lights, dispel magic (as an 8th level mage),<br />

ESR and Otto’s irresistible dance. He can also<br />

cause confusion (as per spell) by touch.<br />

65

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