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