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TSR 9360 - WGR2 - Free

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since two doors can not be true. Door #2 is<br />

false because of the statement of door # 1, and<br />

because certain death does not lie beyond all<br />

of the doors. Door #3 says ‘or’, so if either<br />

statement is true, the whole thing is true. If<br />

door #4 is true, then door #3 is also true, therefore,<br />

doors #3 and #4 are both false. Doors #6<br />

and #7 are mutually exclusive. If one is true,<br />

both are, so both are false. By process of elimination,<br />

door #5 must be true. (Note that just<br />

because it says an elf may pass freely through<br />

this door does not forbid others to pass freely<br />

also.)<br />

When players think they have figured out<br />

the door, and are ready to have their characters<br />

open it, find out which character is touching<br />

which door. If any door but #5 is touched,<br />

the character touching it takes 2d6 points of<br />

electrical damage. The shock used to be much<br />

more powerful, but the magic has lost some of<br />

its power in the last 200 years. A simple push<br />

on door #5 causes it to swing open, revealing a<br />

narrow hallway penetrating deeper into the<br />

darkness.<br />

B. Underwater tunnel<br />

The tunnel leads further down into the darkness.<br />

After about 150‘, the slope gets much<br />

steeper. There are moss and lichen growing<br />

down here, and the characters may slip. Anyone<br />

who does not state that they are stepping<br />

carefully and watching where they place their<br />

feet must roll less than their Dexterity on a<br />

D20 or slip and slide. Slipping characters slide<br />

down the tunnel for another 30’, where they<br />

hit the water with a loud splash.<br />

The tunnel dips under the water here, and<br />

then rises after 30’. The tunnel dips very<br />

steeply; the middle 20‘ section of the tunnel is<br />

completely submerged. The water is still and<br />

scummy. The characters may choose to walk<br />

or swim through, since anyone should be able<br />

to hold their breath long enough to make it<br />

20’. Of course the party has no way of knowing<br />

that the tunnel rises again, and may even<br />

assume that they selected the wrong door in<br />

the last room. Do nothing to discourage this. If<br />

someone is brave enough to check it out, they<br />

find that the tunnel slopes even more steeply<br />

upward on the opposite side.<br />

Furthermore, a lot of slippery lichen on the<br />

other side makes climbing up the slope diffi-<br />

cult: a Dexterity check with a - 5 penalty is<br />

required unless the characters devise a way to<br />

deal with the slope.<br />

After 50’ of a steep, slippery slope, the tunnel<br />

again levels out. It continues for about<br />

loo’, twisting and turning. It finally ends in an<br />

old wooden door, bound with tarnished brass.<br />

There is a rusted padlock on the door. The<br />

padlock can not be picked, and if a thief makes<br />

a find traps roll at a - lo%, he can tell that the<br />

lock was damaged, and the padlock just won’t<br />

open. It must be smashed open (this requires<br />

15 points of damage to AC 4). Once the padlock<br />

is broken, the door can be forced open<br />

with a normal open doors roll. A knock spell<br />

will also work.<br />

C. Ramael’s Sitting Room<br />

The door opens to reveal a small apartment.<br />

There are continual light globes all around,<br />

although the light has faded just a bit with<br />

time. Only those who can cast a continual<br />

light spell realize that the light has faded at all,<br />

since the lights have dimmed only a very little<br />

bit. The party is in what was once a sitting<br />

room. There are bookshelves of rotted books,<br />

ramshackle furniture, and two exits from the<br />

room. Also present is the main guardian of the<br />

lair, a scarecrow.<br />

The scarecrow is actually an attacker sent<br />

by a powerful priestess who was an enemy of<br />

Ramael’s. Her command was to “kill anyone<br />

in Ramael’s dwelling.” This command has<br />

kept the scarecrow here, waiting to kill any<br />

who enters the living quarters.<br />

Scarecrow (1): Int Non; AL CE; AC 6: MV 6;<br />

HD 5; hp 34; THACO 15; #AT 1 + gaze; Dmg<br />

ld6 + charm: SA gaze attack, save vs. spell or<br />

charmed: SD immune to cold, sleep, charm,<br />

hold, or suggestion, + 1 dmg from fire-based<br />

attacks; SZ M; ML 13; XP 1,400.<br />

The scarecrow attacks one character at a<br />

time, striking the first character it charmed<br />

until that character is dead. While slaying its<br />

first victim, the scarecrow uses its gaze attack<br />

to charm as many other opponents as it can.<br />

The scarecrow attacks until it is destroyed. Its<br />

charm is one of fascination, rather than obedience.<br />

This means that the victim just stands<br />

still and takes no actions while under the<br />

scarecrow’s influence.<br />

83

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