TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
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The Riddles of the Sphinx<br />
Raynald ushers the party into the next<br />
chamber. The gnome is at once obsequious<br />
and deferential. As they find comfortable<br />
chairs, and Raynald asks them to be seated,<br />
and offers to bring them wine or other refreshment.<br />
He informs them that Gwendolyn does<br />
not offer her wisdom to just anyone. He smiles<br />
and remarks that he hopes that they are good<br />
at riddles. He then opens a door and a regal<br />
creature strides in. Gwendolyn is in the prime<br />
of sphinxhood, and any character should be<br />
impressed. Her face is beautiful, noble, and<br />
wise.<br />
Gwendolyn greets the characters and asks<br />
why they have come. When she listens to their<br />
request, she replies that she can help them.<br />
But first, a condition. As payment for her help,<br />
the party must tell her the location of an androsphinx.<br />
If the party actually knows such a<br />
location, they can immediately get her help. If<br />
they don’t know such a location, the sphinx<br />
suggests a compromise. If they can answer<br />
three riddles, she will help them. If not, they<br />
must forfeit some valuable magic or gems. She<br />
favors magical items that might help her locate<br />
an androsphinx, especially items with<br />
divination magic. If they have none, she will<br />
settle for any valuable (at least 500 gp) gem.<br />
Failing either of those, she will settle for any<br />
single magical item they have.<br />
The Riddles:<br />
1. A life longer than any man, it dies each<br />
year to be reborn. (answer-a tree)<br />
2. In the eyes it causes blindness, in the<br />
nose just a sneeze, yet some suck this down<br />
and act as if pleased. (answer-smoke)<br />
3. It stands alone, with no bone or solid<br />
form. Adamant, it prospers, never wrong,<br />
though hurt it may. twistable, malleable,<br />
might it be, but always straight as an arrow.<br />
(answer-truth)<br />
The characters are only given five minutes<br />
to answer each riddle. The DM should keep the<br />
pressure on. If they answer the riddles, the<br />
party can get Gwendolyn’s help. If not, they<br />
must pay up to secure her help.<br />
Gwendolyn has been traveling all over the<br />
continent for a number of years, and knows a<br />
lot about Oerth and the area in general. She<br />
can be used to provide directions to nearly any<br />
of the treasures in this book, or to a place of<br />
the DM’s design.<br />
Gwendolyn (gynosphinx): Int Genius; AL<br />
N; AC - 1; MV 15, F124 (D); HD 8; hp 37;<br />
THACO 13; #AT 2; Dmg 2-8/2-8; SA Special;<br />
SZ L; ML 17; XP 3,000. Once per day she can<br />
cast detect magic, read magic, read languages,<br />
detect invisibility, locate object, dispel magic,<br />
claira udience, clairvoyance, remove curse,<br />
and legend lore. She can also use each sym bo1<br />
once per week.<br />
Notes on Gwendolyn<br />
The sphinx is basically friendly to all<br />
adventurers. She keeps her treasure<br />
stashed in a remote place on the mountain,<br />
so a party that attacks her gets nothing for<br />
their trouble but Raynald’s magical gloves.<br />
If attacked, she and Raynald will defend<br />
themselves to the best of their considerable<br />
abilities.<br />
The sphinx answers the party’s questions<br />
mostly with her legend lore spell. This can<br />
takes ldlO days if detailed information is<br />
known (a good description of the item in<br />
question, the name of a particular magical<br />
item, or of the last owner), and 2d6 weeks if<br />
only rumors are known. The party may<br />
have to wait awhile.<br />
They will not be allowed to sleep in the<br />
tower, there just isn’t room. Feel free to roll<br />
for a wandering monster once per day, or<br />
just ignore this check. The tower is in a fairly<br />
remote location, and Gwendolyn’s presence<br />
keeps all of the more numerous, less<br />
powerful monsters away.<br />
Gwendolyn can be visited again, but if so,<br />
the DM should come up with different challenges<br />
for the players. Nothing too drastic,<br />
perhaps have the entire tower under the<br />
effects of an invisibility spell, or the stairs<br />
greased. It should be something the party<br />
can handle, but it should require courage<br />
and willpower to overcome.<br />
If the party comes back again, she drops<br />
the riddle games and begins charging higher<br />
rates for each visit. If the party begins to<br />
overuse her knowledge, she can hear about<br />
an androsphinx and leave, never to return.<br />
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