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TSR 9360 - WGR2 - Free

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Around the neck of the body is the holy<br />

symbol of Zagyg. The mace is a footman’s<br />

mace +Z. The leather bag contains a scroll<br />

case and a silver mirror. Inside the scroll case<br />

are two scrolls. The first has: cure light<br />

wounds, cure serious wounds, neutralize poison,<br />

tongues: the second has a plane shift. An<br />

augury or divination cast at this point will<br />

reveal: “The greatest fears are those within”.<br />

Encounter Three: Third Circle<br />

The next encounter occurs after the characters<br />

have continued their trip through the<br />

maze. As they approach a new passageway, a<br />

special apparition turns the corner and heads<br />

toward the characters.<br />

Cautiously you look into the next circle. As<br />

you do, a ghastly undead creature in tattered<br />

robes turns the corner and heads in<br />

your direction!<br />

If at any time in this encounter the apparition<br />

is confronted with a mirror, strongly presented,<br />

it will meet its own gaze and flee.<br />

Otherwise, the party must fight it.<br />

Apparition: Int Ave; AL CE; AC 0; MV 24;<br />

HD 8; hp 45; #AT 1; THACO special; Dmg special:<br />

SA mental attack; SD silver or magical<br />

weapons needed to hit; SZ M; XP 1,400. The<br />

apparition remains noncorporeal until it attacks.<br />

It can attack one victim per round. The<br />

victim must make an Intelligence check at - 4<br />

or fall prey to the apparition’s suggestion that<br />

he is being choked to death by the apparition.<br />

Success means the victim is immune to this<br />

particular apparition. Failure means that the<br />

victim must make an immediate Constitution<br />

check. Success means the victim flees for 1-4<br />

rounds. (A victim warded by a protection from<br />

evil effect will automatically succeed, but note<br />

a paladin doesn’t have one here). Failure<br />

means the victim suffers a massive heart seizure<br />

and dies unless a remove fear is cast<br />

upon him immediately. A slain victim not<br />

raised within the first 24 hours after death will<br />

arise as an apparition in 2-8 hours.<br />

After the apparition is dealt with, the player<br />

characters move on.<br />

Encounter Four: The Center Circle<br />

Eventually the PCs will near the center of<br />

the great maze.<br />

You have made good progress through the<br />

maze. The maze has been quiet so far, but<br />

up ahead you hear the an argument in a<br />

strange tongue.<br />

In the hallway just outside of the center of<br />

the maze are five terithrans; short, humanoid<br />

creatures with long sinewy arms, clawlike<br />

hands and feet, and disproportionately large<br />

and misshapen heads. They are hotly discussing<br />

a failed foray into the center chamber. Tkn<br />

others of their group have already died there.<br />

They have discovered a box that contains the<br />

face of a beautiful woman. The face in the box<br />

has killed their companions.<br />

If the PCs scout ahead they will discover the<br />

following:<br />

Blocking the hallway ahead are six short,<br />

four-foot-tall humanoids with large misshapen<br />

heads and long, sinewy arms ending<br />

in sharp claws. They appear to be arguing<br />

over what is in the next room. Occasionally,<br />

you hear the angry voice of a woman shout<br />

something (in common) at them, but you<br />

can not make out her words.<br />

If the PCs use the tongues spell from the<br />

scroll they will be able to understand and converse<br />

with the terithrans.<br />

Terithrans (5): Int Ave; AL N; AC 6; MV 15;<br />

HD 5 + 1: hp 20 each; #AT 2: THACO 15; Dmg<br />

2-5/2-5; SZ S (4’ tall); SA special: SD silver or<br />

magical weapons needed to hit: MR 50%; XP<br />

2,000. Inate Abilities: detect magic at will:<br />

plus any combination of the following, up to<br />

six total uses per day: stunning blast (each<br />

creature within 10’ is affected as by a power<br />

word, stun unless a successful save vs. spells<br />

is made), drain power (victim loses all memorized<br />

spells unless a successful save vs. breath<br />

weapon is made); cause serious wounds by<br />

touch (requires a normal attack roll, no save,<br />

normal damage also applies).<br />

73

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