You are on page 1of 96

I I

Credits Table of Contents


Design: Richard W. and Anne Brown
Editing: Mike Breault Introduction ................................ 2
Cover Art: Ken Frank Chapter 1: A Missing Enemy . . . . . . . . . . . . . . . . . . 4
Interior Art: Ken Frank
Cartography: Dennis Kauth and Frey Chapter 2: Grey Manor ...................... 14
Graphics
Fold-ups: Dave Sutherland Chapter 3 : The Hunt ....................... 23
Typography: Angelika Lokott Chapter 4: Into the Depths . . . . . . . . . . . . . . . . . . 31
Production: Paul Hanchette
"1990 TSR Inc. All Rights Reserved. Non-Player Characters ....................... 50
Printed in the U.S.A.

ADVANCED DUNGEONS & DRAGONS,


New Magic ................................ 57
AD&D, GREYHAWK, WORLD OF
GREYHAWK, PRODUCTS OF YOUR New Monsters ............................. 58
IMAGINATION, and the TSR logo are
trademarks owned by TSR, Inc. Fold-Up Instructions ........................ 64
Distributed to the book trade in the United States
by Random House, Inc., and in Canada by
Random House of Canada, Ltd. Distributed to the
toy and hobby trade by regional distributors.
Distributed in the United Kingdom by TSR Ltd.
This material is protected under the copyright laws
of the United States of America. Any
reproduction or other unauthorized use of the
material or anwork contained herein is prohibited
without the express written consent of TSR, Inc.

TSR, Inc. TSR Ltd.


POB 756 120 Church End,
Lake Geneva, TIR, Cherry Hinton
WI 53147 Cambridge CB1 3LB
USA United Kingdom

9302XXX1501
ISBN 0-88038-882-X
Notes for the Dungeon events listed here to enhance the
atmosphere of the adventure and
Marketplace
Slums
Master to adapt it to his own campaign Large Pmple
Flames of the Falcon is the third in and his players’ styles. Several city gates
a trilogy of modules that takes The content of this module is
place in the Free City of meant for the DM’s eyes only. The
DM is free to give portions of the
Locating References
Greyhawk. The modules are de-
signed to flow together smoothly. text or maps to the players to ease When information from another
However, each module is also play, but for the most part, the in- source is required, the page num-
equipped with appropriate alter- formation is directed to the DM. ber of the reference is given along
nate endings that bring the mod- Any text that appears in a box is with an abbreviation of the name
ules to satisfactory conclusions for meant to be read aloud (or summa- of the book in which it is found. PH
DMs who do not run the entire tril- rized) to the players. refers to the AD&D@2nd Edition
ogy. Thus the modules are equally Player’s Handbook. DMG refers to
the AD&D 2nd Edition Dungeon
enjoyable regardless of whether The Setting Master’s Guide. GA refers to the
the others are played.
If the DM ran either of the first The City of Greyhawk boxed set is Greyhawk Adven tures hardbound
two modules previously, this ad- recommended, but not required, to book. ?tyo references are from The
venture follows the story line of the play this adventure. The adventure City of Greyhawk boxed set: GoF,
previous modules and brings the is designed to take place in indicating the “Gem of the Fla-
adventures with the Falcon to a Greyhawk,but it would work nearly naess” booklet, and FFF, indica-
conclusion. If the DM has not as well in another large city with ting the “Folk, Feuds, and
played the first two modules, this some additional work from the DM. Factions” booklet.
module can still be played as a Most of the locations are de-
stand-alone adventure. However, scribed in detail in this adventure;
the DM would need only to locate
Overview
if the DM is inclined to run either of
them somewhere in his own city. ?b assist the DM, the following is a
the first two adventures, he should brief summary of the events of this
make this decision before starting Some locations in the boxed set are
his players on this adventure. referred to in this adventure, but module.
This adventure is equipped with they are accompanied by staging Many years ago, the City of
notes so a DM may generate an ap- Greyhawk was infiltrated by an
two methods for introducing the evil cult whose members desired
players to the story line. One is for propriate setting. For example,
players who have played the pre- when the DM is referred to the de- to destroy the government and
scription in The City of Greyhawk drive away the citizens. They
vious modules, and the other is for hoped to establish Greyhawk as a
players who are new to the story. boxed set for the dungeons beneath
the Grand Citadel, a DM who is not city of evil life, devoted to the cult.
These options are explained in The followers of St. Cuthbert dis-
Chapter 1. using the boxed set is advised to cre-
ate an appropriate setting for a covered the secret, and a battle
small section of the dungeon of a was declared against the cult. A
How The Module is large city. The sections that a DM specially chosen force of four-a
Laid Out might need to generate are fairly cleric, a paladin, and two mages-
common settings (such as a jail cell) fought to save their city.
The events of this adventure are
that should be easy to design. The forces of good eventually
presented chronologically. Certain
events must happen in a specified If the DM is using a city other overcame the forces of evil. Rather
order. The order of other events de- than Greyhawk, he should make than put the evil cult leader (the
pends on the PCs’ actions. The DM certain that the city has the follow- Falcon) to death, the heroes de-
ing features: cided to imprison her, alone, for all
should read the adventure thor- eternity. A special dimension was
oughly before play to help ensure Burned section
that everything will run smoothly. opened for her, and she was cast
Sewer system inside. The portal was sealed, and
The DM is encouraged to add to the Wealthy neighborhood the citizens of Greyhawk were able

2
to go about their normal lives with- rolled a second time, ignore that has. For instance, using the mar-
out even realizing the evil that roll and reroll for another rumor. ket example above, a PC who rolls
threatened them. Rumors that are true may be read a successful INT check might sug-
Most of the cult members were any number of times. Following gest a trip to the market.
killed. The youthful members, these guidelines should help to Don’t give out too much infor-
however, were spared. They be- keep the PCs on track and avoid mation. Overexplaining can spoil
came determined to bring their wild goose chases. the fun and reduce the sense of
cult to power. They have been If the PCs are confused or need a suspense and mystery that is so
careful over the years to keep their push in the right direction, feel free important to this adventure. It can
plot a secret. Recently (in the first to read rumors as necessary. also give players a sense that the
module, Falcon ’s Revenge) the These can provide helpful hints in adventure will unfold as planned
cult performed the magic that times of need without spoiling the regardless of their actions and de-
freed their imprisoned leader. Cult plot for the players. cisions. A good DM can ration the
members have infiltrated many clues he gives so the players main-
levels of the city government in or- Ability Checks tain a sense of control, discovery,
der to keep their secret from the progress, and ultimate success.
higher officials. Throughout the adventure, play-
The PCs stumbled onto this plot ers will be asked to make Ability
in the first adventure. In Falcon- checks. The DM should roll ld20 A Note About A D & P
master, they attempted to locate and compare the result with the 2nd Edition Rules
the cult’s leader (who had disap- appropriate ability score This adventure is written using
peared) and put an end to the cult (Strength, Dexterity, Intelligence, the terminology and rules of the
activities. The PCs managed to de- etc.) for the character in question. ADVANCED DUNGEONS &
fend the Temple of St. Cuthbert If the roll is equal to or less than the DF2AGONS@2nd Edition game, but
from the cult’s attack, but the Fal- character’s ability score, the it is still easily playable by those
con made her escape and is once action succeeds. If the roll is who are using the original game
again loose in the city. She is greater than the ability score, the materials.
slowly destroying the city through action fails. Some of the more noticeable dif-
her terrorist tactics, and the PCs ferences are changes in name only.
must stop her before all of General Advice The term “magic-user’’ has been
Greyhawk’s inhabitants are replaced by “mage” (or, in a few
scared out of the city. If the PCs begin to stray off course,
there are several ways to nudge places, the more general designa-
them back on track. tion of “wizard”). The cleric char-
Using the Rumors 1. Provide them with one or acter class is now the priest class,
although members of that class
Table more appropriate rumors from the
are still often called “clerics.”
rumors table at the end of this ad-
Page 6 of this module lists rumors venture. This may help them get Another significant change is
that the PCs will encounter at back on track. the presentation of monsters. The
some time during this adventure. 2. Use Thlasek (see his NPC de- descriptions of the new monsters
At certain points throughout the scription toward the back of the designed for this adventure are
module, the number of a rumor adventure) to offer suggestions for identical in format to the presenta-
will be indicated. Read the players finding information. For example, tion of monsters in the Monstrous
that rumor at that time. At other if the PCs are able to find clues in Compendium series. Although the
points in the module, random ru- Greyhawk’s marketplace, but information is organized differ-
mors are indicated. Roll ldlO and none of the players thinks to inves- ently and has been somewhat ex-
read the appropriate rumor from tigate the market, let Thlasek sug- panded, nothing from the original
the table. Check off the rumors as gest it. He can be used very format has been omitted: every-
they are used. effectively to guide the players in thing that “Original Edition” DMs
Some rumors are true: others the right direction. are accustomed to seeing is still
are not. Only the rumors that are 3. Ask the players to roll Intelli- provided in the new format. The
designated “confirmed as true” gence checks for their PCs. PCs pages on which the new monsters
are true; the rest are only tall tales. who make the check have a sud- for this adventure appear can be
When rolling for random rumors, den burst of inspiration. Inform photocopied and inserted in a
read the false rumors only once. If Monstrous Compendium binder if
the number of a false rumor is the player of the idea his character
the DM so desires.

3
Getting Started Greyhawk. They should arrive in
the city with no immediate plans, The parchment that was
The way this adventure begins de- perhaps passing through the area thrust into your hand bears a
pends on whether the PCs played on their way home from an adven- brief, handwritten message. It is
Falcon’s Revenge and Falconmas- ture, or perhaps on a holiday with a plea for help.
ter, the previous modules in this nothing more than plans for fun “Derider Fanshen, Constable
trilogy. The DM should choose the and sightseeing. of Greyhawk, seeks the assist-
appropriate start-up listed below. A s they near the city, the PCs see ance of any able-bodied men
many families with loaded wagons and women who would endan-
ger themselves in return for the
Continuing the leaving the city. This appears to be
safety of our city and a hand-
a mass exodus from the city. If
Adventure they question any of these people, some reward. Appear at the Cit-
If the PCs completed the other ad- the PCs learn that indeed, the city adel at your earliest conven-
ventures in this trilogy, they will residents are clearing out a t a ience, bearing this notice, for an
have learned about the cult and rapid rate. None of the refugees immediate audience with the
the Falcon in those adventures. takes more than a few moments to Constable.”
They will also know that the cult talk, but the PCs learn that great
was able to free its imprisoned evil is at work in the city and no
leader and that she is now at large one appears able to stop it. For If the PCs ask the guards at the
somewhere in the city. Regardless every two families that the PCs city gate about the notice, they
of whether the DM used one or question, they also hear one rumor know nothing except that the Con-
both of the previous adventures, from the rumors table on page 6 of stable herself distributed the pa-
the problem is the same: The Fal- this adventure. pers to the gates with orders for the
con has gone into hiding and must When the party approaches any guards to offer them to anyone
be stopped before she destroys the of the city gates, they are asked to who appeared to be an adventur-
city. sign the roster. This is customary ing sort. The guards can provide
The previous adventures left off for all persons entering Greyhawk. directions to the Citadel.
with the PCs battling the cult. Af- Those carrying swords are asked The guards are under orders not
ter they have had a chance to heal to pay the Freesword l%x of three to discuss Greyhawk’s current
themselves and recover from their gp. (See page 44, GoF, for more de- problems with anyone. The PCs
battle, they will have a meeting tail on these customs.) If the ad- can learn nothing from them re-
with Eritai at the Temple (if the venture is not taking place in garding the cult.
PCs played only Falcon’s Greyhawk, these activities may be Allow the PCs to decide their
Revenge), or a meeting with Mi- omitted or enhanced at the DM’s own course of action. They may
zaab, the disguised Greyhawk discretion. wish to find lodging before head-
dragon (if they met Mizaab in ing for the Citadel, or they may
Falconmaster.) proceed directly there. Regardless
The Hook of the time of day, the PCs are
If the PCs have not met Mizaab,
proceed with that meeting under As the adventurers prepare to pass granted an audience with Derider
the section “A Surprise Ally.” If the through the city gate, they are almost as soon as they arrive.
PCs have already met Mizaab, pro- handed a notice by one of the gate-
ceed with the meeting under that keepers. These notices are given Strange Secrets
section, followed by the section “A only to persons who look like ad-
venturers, not to merchants, When the PCs approach the Cita-
New Battleplan.” del, read the following:
farmers, or ordinary citizens.
Read the following aloud to the
Starting Fresh players:
If the party did not play the other vided by the guards at the gate
adventures in this trilogy, begin and find yourselves following a
with their arrival in the City of

4
on duty politely requests that the
long road through town. Even- PCs wait for her arrival so this mat- son that our notice did not offer
tually you arrive at the Battle ter may be addressed quickly. much information.
Gate. The guards there are re- When Derider is ready to speak “You may know that evil cults
luctant to open the gate, for it is to the PCs, she invites them into and religions are strictly forbid-
not opened except on its regular her office and asks that they make den in this city. This has not
schedule. When they see the no- themselves comfortable. Then she stopped some followers of Iuz
tice calling for adventurers, begins to explain the situation to from forming a cult and plotting
however, they open the gate im- the PCs. against the city.
mediately. One of the guards es- “Approximately three weeks
corts your party inside the “You must first understand ago, these cult members were
Citadel to the Office of the Chief that this is a situation of the ut- successful in resurrecting their
Constable. most urgency. We face wide- former leader. She had been im-
spread panic since news of this prisoned many years ago by an
The DM should consult the de- problem reached our citizens. elite, secret force of four men.
scription and map on pages 48 and People are fleeing the city in They battled the cult and
56 of the GoF, or devise an appro- numbers too large to count. I trapped her in a magical prison
priate setting if not using The City fear that if safety is not restored rather than put her to death. Ev-
of Greyhawk boxed set. soon, the city will fall to our en- eryone involved had thought
If the PCs arrive at the Citadel emy and it will become either a the prison impenetrable and
during daylight hours, Derider is city of evil or a virtual ghost permanent, but the cult found a
present and speaks to the PCs in a town no longer worthy of the ti- way to break it.
matter of minutes. If the PCs arrive tle ‘Gem of the Flanaess.’ “Their leader is now on the
after dark, she has already de- “Greyhawk has not faced a loose, and we cannot find her,
parted for the day, and the Citadel problem of this magnitude in nor can we find any of the cult
dispatches a messenger to her several decades. This is the rea- members. They all seem to have
home to summon her. The guard

5
Derider knows little about the
vanished into thin air. hire a group of adventurers like details regarding the cult. She ex-
“The underground complex yourselves to track down this plains that Blasek has followed
that was formerly their home cult and its leader and bring the cult’s activities for a long time,
and temple was thoroughly them to justice. We will pay and that the City Watch has been
searched and then destroyed. handsomely, of course-a por- cooperating with the clerics of St.
We spent a good deal of money tion of the money will be paid Cuthbert in this matter. The col-
paying the mages to cave in now for your expenses, and the lective effort is necessary due to
those underground rooms in rest will be paid when you re- the limited amount of information
such a way that they would turn the perpetrators to us.” available regarding this cult. Deri-
never again be penetrated. der decided to oversee the case but
“Only a few days ago, the cult The DM should offer his players to allow the clerics great freedom
launched an attack on the Tem- a sum that is attractive but not ex- in resolving this matter. Since the
ple of St. Cuthbert. The cult was orbitant (the exact amount is up to clerics are pursuing the cult with
driven back, but many, includ- the DM). Derider is willing to pay great zeal, she feels that their en-
ing the leaders, escaped. approximately 20% of this fee in thusiasm might provide a quicker
“We are now certain that we advance. solution than her own men.
have not actually stopped the When the financial arrange- If the PCs ask further questions
cult, but that they are hiding ments have been made, Derider in- regarding the cult, Derider in-
somewhere, waiting to strike. structs the PCs to visit the Temple structs them to inquire at the Tem-
We must find them before they of St. Cuthbert in order to speak ple. She admits that her
have a chance to strike us. We with nlasek Thraydin, a paladin knowledge of the cult is limited
have run out of leads and have who was involved in the unsuc- and that the clerics know far more.
no information as to their cessful attempt to stop the cult’s The DM should proceed with the
whereabouts . resurrection of their leader. She next section when the adventurers
“Therefore, we are hoping to cites him as the expert in matters are ready.
involving the cult of Iuz.

If no indication is given as to whether a rumor is true 5. Farm animals have been disappearing mysteri-
or not, then the rumor has no basis in fact. ously from the farms surrounding the city.

1. The City of Greyhawk has strict laws forbidding 6. Residents of the city have been moving out of
the existence of evil cults in the city. Cults that town at a rapid pace due to the evil activities of a
are discovered are dealt with swiftly and merci- recently discovered cult. (’Rue.)
lessly; leaders are put to death and followers are
banished from the city forever. (Easily con- 7. Strange monkey-like creatures have been seen
firmed as true.) cavorting on the opposite shore of the river un-
der the full moon.
2. The city is home to at least one magical dragon
that masquerades as a human. (Everyone be- 8. Certain mages have reported that divination
lieves this rumor but no one has been able to spells have been failing recently in certain parts
prove it.) of the city.
3. The Sacred Temple of St. Cuthbert cannot be in- 9. Residents have sent out a warning that evil
filtrated. Those who have tried have found dwarves hunt iri the shadows in the River Quar-
scores of clerics waiting for them as they at- ter late at night.
tempted to enter the premises. (Can be con-
firmed as true.) 10. People have been disappearing in many sec-
tions of town; some suspect that people are be-
4. The people of Old City are so superstitious that ing dragged into the sewers.
they are afraid of their own shadows.
The Temple Meeting a t great expense. Despite this
evergreen shrubbery. Mistletoe show of wealth, there are no tem-
If the PCs are familiar with the and holly grow profusely. ple guards visible.
7kmple of St. Cuthbert through the The paths lead to a circular After the PCs look around the
previous adventures, the DM may fountain. In the center of the shrine for a few moments, a
omit the following section that de- fountain, on a pedestal high brown-robed cleric approaches
scribes the temple, or he may use above the water, stands an them and asks if he may help
it to reacquaint the PCs with their eight-foot statue of St. Cuthbert, them. When the PCs respond that
surroundings. carved of white marble. The en- they are looking for Blasek, he
Located in one of the wealthiest tire garden would be one of the says, “And who may I say is in-
quarters of the city, this is the busi- loveliest you have ever seen, quiring?” Once the PCs have intro-
est temple in Greyhawk. St. were it not for the damage duced themselves and shown the
Cuthbert boasts more followers caused by battle. notice from Derider, he replies,
than any other deity worshiped in Several clerics dressed in “One moment, please. I shall learn
this area. The temple is large and reddish-brown robes tend the if he is accepting visitors.” With
beautiful and is never at a loss for surviving plants, pruning and that, he exits through the double
monetary support. The many cler- watering them. Other clerics are doors.
ics of this temple are strong and clearing away dead, burned The PCs are again left alone, giv-
unified. plants and cultivating the soil. ing them time to examine the tem-
The temple is built of white mar- Tho clerics stand in front of a ple before he returns.
ble and is topped by a roof of pol- surviving rose bush, discussing As they look around, the PCs
ished copper whose gleam can be which blossoms should be cut to conclude that no expense has been
nearly blinding on sunny days. make up an arrangement for the spared in decorating or outfitting
The combination of the shine from :emple for the next Godsday. the church. Every candlestick and
the roof and the white marble give The white tile paths eventu- sconce is made of gold and deco-
the temple a visage of holy power dly lead to the enormous dou- rated with silver. The pulpit ap-
and strength. It is an awesome 3le doors of the shrine. The pears to have been hand-carved
sight, even for non-believers. doors are built of a pale, dense from one solid block of a rare
Read the following section aloud wood, and are bound with brass wood. I t is accented with gold and
to the players. scrollwork. The doors are open silver. The chairs used by the
and lead directly into the enor- priests at the front of the shrine are
mous room of worship. carved of the same rare wood and
The buildings and gardens The interior of this building
that you see have been ravaged bear white velvet cushions. Fine
shows no signs of battle. Appar- tapestries as high as the ceiling
by battle. Great areas of plants ently, the temple’s defenders
have been burned away, and the and ten feet wide decorate the
were able to keep the battle out. front of the shrine, depicting vari-
white marble walls of the two side, sparing the interior.
temple buildings bear ugly ous scenes from nature. One of the
This room looks capable oj tapestries depicts the courtyard in
black scorch marks. Clerics can seating 600 persons. Many rows
be seen scrubbing and polishing front of the temple. Every inch of
of straight-backed benches face the temple is tastefully decorated,
the marble to restore the build- the front of the rectangular
ings to their former beauty. Sev- using only the finest materials.
room. Huge white marble The cleric returns shortly, say-
eral low-level mages are also columns support the 50-foot.
casting spells at the scorch ing “Master Thraydin will see you.
high ceiling throughout the Please follow me.”
marks, diminishing their extent room. Paintings of scenes from
with each spell. St. Cuthbert’s life line the sidc
While the buildings are He leads you out the double
walls. The ceiling is painted tc doors and around the side of the
marred, they are certainly not represent a heavenly blue sk)
damaged beyond repair. The temple. From your observations
filled with white clouds and E inside and now outside the
walls and roofs are intact. blazing sun. Underfoot, the flooi
A wide courtyard spreads in building, you guess that it holds
is built of polished tiles of deer only the temple and no addi-
front of the temple. Paths of green marble.
white tile lead through what tional rooms.
were well-kept gardens of roses, You follow a white tile path
exotic flowering plants, and It should be obvious to the PCs around the temple. Ahead, you
that this temple was constructed

7
see another white marble build- cleric who led you here intro- Of the 12 portraits, five appear
ing that lies a t a right angle to duces you to Blasek Thraydin, to be paladins and seven are
the temple. This building is also who is seated at the table read- clerics. The men are attired in
rectangular, but it appears to ing a small, green book. The their best costumes: the pala-
have three floors. You notice cleric says, “I will let the others dins in plate armor, bearing
double doors on the front and know that you are here. They sword and shield, and the cler-
side faces of the building. The will be along momentarily.” ics in fine velvet robes.
windows are small but numer- Blasek shakes hands warmly Wasek notices you observing
ous. The cleric leads you with each member of the party. the paintings, and he explains
through the doors in the narrow He is instantly likeable, nothing their significance. “These are
front of the building. These less than totally sincere and men who devoted their lives to
doors appear identical to those honest. He asks that you make St. Cuthbert and performed no-
a t the front of the temple. yourselves comfortable while ble deeds in his name. The
You enter through these doors you await the arrival of the tem- priests you see are the former
and find yourselves in a large ple’s leaders, and chats pleas- heads of this temple. The pala-
foyer. The floor is pink marble, antly until the others arrive. dins, each in their own way, per-
and the room is furnished com- The furnishings and draper- formed some outstanding
fortably, but without the gran- ies in this room are simple but of service that required superla-
deur of the shrine. An enormous excellent quality. TWO ornate tive bravery and selflessness.
staircase of pink marble rises to holy symbols hang on the walls “The man you see here”-
the second floor. The cleric leads at opposite ends of the room. Blasek approaches one of the
you down a pink marble corri- The most striking features here, paintings-“is my grandfather,
dor to a meeting room. however, are the 12 life-size Dlamar Thraydin. I never knew
The large meeting room con- paintings that fill the long walls him, but the legends say that he
tains a long, oval table. The of the room. Each portrait hangs fought and defeated a n evil cult
in its own intricate frame. in the city. It somehow seems

8
Following is a list of information
appropriate that we are here to- ”alasek sits next to Latmin and that is available about the cult.
day to discuss a similar evil.” motions for you to take seats This may be provided to the PCs
The painting of %lamar nearby. The scribe then pulls a through the meeting with the cler-
Thraydin portrays a tall man high stool and a tall, narrow ics or through a l a s e k . It is also
wearing beautiful plate armor. writing table to a position be- provided to condense this informa-
You can see the resemblance to hind Eritai’s left elbow. From tion for convenience.
”alasek in his strong features his perch, he can see and hear
and green eyes. He cradles a everyone at the table and he im- * This cult, which worships Iuz,
small, green book in one arm, mediately begins to write. was founded approximately 60
and his other hand rests on the ~~

years ago by a woman known only


hilt of his sword, which stands as the Falcon.
on end with the tip pointing into Still Waters Run Deep * Iuz and St. Cuthbert have had
the ground. His shield stands Eritai begins the meeting with a long-standing rivalry that pre-
propped up next to his feet. A some formal notations for the re- dates the cult.
gold holy symbol of St. Cuthbert cord regarding the purpose of the * ”alasek’s grandfather, along
hangs from a woven silver and meeting. She then asks Thlasek to with two mages, Mizaab Zalen and
gold chain around his neck. tell his story. Quevell Maxem, and a cleric, Elli-
“This is the book that Grand- man, defeated the cult many years
father holds in the painting,” %- “No doubt Derider has told ago and trapped the Falcon in a
lasek tells you. “It was his you that we are concerned magical prison that was believed to
personal journal describing his about a cult of Iuz that threatens be permanent and impenetrable.
many adventures and adversar- our city. Until a few weeks ago, * The surviving members of the
ies. I t provided the necessary we were not aware of the cult’s old cult banded together to rees-
clues to lead us to the cult, but existence, although we were tablish the cult, free their leader,
I’m afraid I’ve learned all I can suspicious for a long time. They and win the favor of Iuz.
freed their leader, disappeared, * In the years since the cult was
then assaulted the temple. Now believed to have been destroyed,
they have disappeared again, the new cult kept their activities a
and this concerns us, for we ex- secret, infiltrated high city offices,
pect to feel the wrath of their evil and searched for ways to free their
intentions. The city has again leader. They also built an exten-
been searched thoroughly and sive underground headquarters.
not a shred of the cult was * During the last few weeks, the
found. We must find their leader cult performed the rituals that
before she can act again and be- broke the magical prison holding
fore every citizen in Greyhawk the Falcon. She was freed and
has been driven out in fear. quickly disappeared.
“We know that the Falcon is * The cult’s headquarters were
dangerous and that she has located under the burned section
many spies. This will be a dan- of Greyhawk. They have since
gerous undertaking for all in- been destroyed by the order of city
volved. We a t the temple officials.
consider ourselves to be at risk * Thlasek’s grandfather kept a
because of our previous victory journal of his adventures, which
over her. We ask for your help, provided key information in de-
but we will understand if you feating the cult. ”alasek discov-
turn down our plea.” ered the journal only recently after
noticing it in the painting in the
”alasek and the clerics discuss meeting room of the temple.
he matter with the PCs as long as * The Falcon escaped the city to
necessary. They answer any ques- return to her lair, then returned to
tions the PCs may have, and they her forces and laid siege to the tem-
make themselves available for fu- ple. The temple survived and the
ture discussions. Falcon was forced to retreat.

9
* A party of adventurers fol- benefactor at their earliest conven- Note to the DM: Blasek is tak-
lowed the Falcon to her lair, but re- ience. He is eager for this meeting, ing the PCs to the home of a
ported that it was too small to and he tries to hurry the PCs so Greyhawk dragon who, in the
serve as a base for the cult, and they meet this ally on the same guise of a mage named Mizaab,
that little of value was found. day they met talasek or, at the lat- was one of the original party mem-
The PCs should be advised of all est, the following day. bers who imprisoned the Falcon.
this information. Blasek knows Blasek stresses the urgency of This dragon, while aware of the
all the above information and can beginning their mission as soon as problems with the Falcon in the
answer any questions about infor- possible, for no one knows the Fal- city, kept to himself until abso-
mation that has been revealed up con’s next move or when she will lutely necessary. He had hoped
to this point. However, from this strike. and believed that able adventurers
point on, talasek will be learning If the players met the Greyhawk would defeat the Falcon, but she
about the cult along with the PCs. dragon in Falconmaster, they are has become too powerful. The
Once the PCs have been advised already acquainted with this se- dragon had hoped to avoid becom-
of all information and have settled cret ally. The dragon has re- ing involved in this matter to pre-
in, their adventures will begin. quested a meeting with the PCs vent risking his identity, but he
(through Blasek), and the DM came forward when he realized
should use the following passages that his services were necessary.
A Surprise Ally to deliver the PCs to the Greyhawk The dragon’s home is not de-
If the PCs played Falcon ’sRevenge dragon’s home for the meeting. tailed in The City of Greyhawk
but not Falconmaster, the DM Blasek accompanies the PCs to boxed set, but it is described here
should begin their adventures in this meeting. If the PCs separate in full. It can be located on the map
Flames of the Falcon here. from Blasek in order to obtain of the city just inside the city wall,
If this is the only adventure the lodging or to sleep the night, the in the grove of trees to the west of
PCs have played in the trilogy, the DM should arrange for Blasek to the Citadel.
DM should route the PCs through meet them at an appropriate loca- If the DM is using a city other
the encounters in this module up tion in the morning. than Greyhawk, he should make
to this point and proceed with the When the PCs and Blasek are room for a large, exquisite man-
meeting that follows once they prepared for their meeting, the DM sion at a location near the edge of
have met Blasek. should read the following passage. the city or near the city wall. The
If the PCs played Falconmaster, If the DM is using a city other than dragon has a secret escape tunnel
the DM should use the following Greyhawk, references to locations that leads under the city wall (de-
entries to introduce the PCs to the in the city may be adjusted to re tailed later in this adventure).
dragon’s home, then proceed with flect the DM’s campaign world. The fold-up buildings that ac-
the meeting to determine a new company this adventure depict
course of action. Blasek leads you up the Pro- the Greyhawk dragon’s mansion.
When the PCs have learned all cessional, the largest street in These may be assembled for use in
available information about the the city, to the Garden Gate. You this encounter.
cult, Blasek makes arrangements pass through the gate into the The DM should continue reading
for a meeting with someone he de- wealthiest section of the city. as the PCs approach the oak trees.
scribes only as “a friend in high The homes, businesses, and
places.” temples here clearly announce You realize that Blasek is
In the meantime, the PCs may the status of this area of the city. leading you toward a stand of
need to secure lodgings if they talasek leads you up the road enormous oak trees. You soon
have not done so. If the PCs played to the Citadel, then turns at the notice a luxurious home hidden
Falcon’s Revenge and stayed at High Market along a road that in the trees and a narrow path
the Whistling Fish, they may con- leads to the northwestern comer twisting between the trees to-
tinue to stay there if they desire. of the city. You pass the Wheel of ward the house. The path isjust
Gold gambling house, then ma- wide enough to accommodate a
Mysterious Meeting sek leads you up a narrow side wagon.
When all arrangements have been road that takes you past Lord You follow the twisting road
made, Blasek explains to the PCs Henway’s manor. The road takes through the quiet, shaded
that they have a powerful but se- you to a grove of ancient oak trees woods. The trees obliterate the
cret ally in the city. He has ar- just inside the city wall. noises of the city and put the
ranged for a meeting with this

10
The house and an adjacent sta-
house in a world of its own. Rab- ble are surrounded by a low stone wearing a white blouse and a
bits and squirrels bound wall of the same color as the build- long dark skirt. She speaks in a
through the brush on a carpet of ings. The wall, approximately four confident, yet quiet voice. “Ah,
dry leaves. Wildflowers spread feet high, encloses the buildings in Master Thraydin-my master is
along the edge of the trees as a stone-paved courtyard that is expecting you. This way,
you emerge from the grove. lined with stone planters and a wa- please.” She ushers you into a
An enormous house built of tering trough. Flowers of every de- circular foyer, through double
cream-colored stone stands be- scription grow in the planters, glass doors, and into a wide hall-
fore you. I t rivals the finest obviously well cared for. way.
home in the quarter, yet the a l a s e k leads the PCs into the Leading you down the hall-
woods hide it from sight of the courtyard and up to the front door. way, the servant opens an enor-
city’s inhabitants. The double doors, built of walnut, mous door similar to the front
The style of the structure tells are banded with strips of iron and door. She appears to be far too
you that this house is over a cen- are inlaid with elaborate brass tiny to manipulate the giant
tury old, yet no sigris of age de- scrollwork. a l a s e k lifts the heavy slab of walnut, but the door
tract from its beauty, The stones iron knocker, shaped like a wood- swings open easily.
could have been cut yesterday, pecker, and announces the PCs’ The woman gestures you into
so clean are their edges. The arrival. a well-stocked, comfortable li-
slate-tiled roof is immaculate, brary. Overstuffed leather
each tile revealing a cleanly cut chairs, footstools, three match-
surface. The windows are pol- An Unusual Host ing sofas, and several writing ta-
ished to a high shine, yet the bles fill the room. The
panes exhibit the waviness typi- A few moments after Blasek’s 20-foot-high walls are lined
cal of old glass. knocking, the door is opened by from floor to ceiling with books.
a petite, middle-aged woman At opposite ends of the rectan-

11
or were uncooperative met with
gular room, matching fireplaces the one that turns the head of less favorable ends.
of cream-colored marble stand every lady in Greyhawk.” The dragon will not hesitate to
sentry. The fireplaces are large Blasek’s mouth opens, but eliminate a PC who threatens to re-
enough for a small human or an before he can speak, the grey- veal his identity. If the DM does not
elf to stand in easily. haired man chuckles and says, wish to dispatch a PC, he may use
The woman pulls a silk cord “Oh, I know, son, it’s nothing the dragon’s spells or other PCs to
near one of the fireplaces, pre- you encourage. But you must convince the player of his inevita-
sumably a bell cord. Then she admit, the ladies don’t stand ble demise if the secret is revealed.
steps to a cabinet and begins ar- much of a chance in your pres- If the PCs pose no threat to the
ranging several decanters of ence. Now tell me, who are your dragon, the DM may introduce this
wine and a set of elegant crystal friends here? No, no, let me information in answer to PCs’ in-
glasses. She carries a tray to the guess-it’s infinitely more fun quiries, or Blasek could offer the
largest table in the room and that way.” information as an aside in another
asks you to make yourselves Your host laughs a deep laugh conversation.
comfortable, offering wine and that seems to come all the way The mage proceeds by studying
brandy to anyone who wishes to from his toes. each PC for a few seconds, then cor-
partake. rectly naming them and announc-
ing their professions. If the PCs
For the DM (donot reveal this question Wasek, they learn that he
Any PCs who partake of the spir- to the players!): The Greyhawk has told the mage very little about
its taste the finest wine and brandy dragon has already investigated them. The PCs should understand
they have ever experienced. In a the PCs through magical scrying that the mage has learned this in-
matter of moments, their host ar- and spells. He has had enough formation through his own devices,
rives. time to observe them and learn not through Wasek.
their natures and intentions. His When the mage has finished as-
Note to the DM: The following shapechanging ability allowed sessing the PCs, he introduces
passages need to be adjusted if the him to choose a nondescript form himself as Mizaab Zalen. He tells
PCs have already met the and study the PCs at a tavern or the PCs of his involvement in the
Greyhawk dragon. This section is inn (depending on their move- initial encounter with the Falcon
written as if the PCs have not met ments in the city thus far). It was some 60 years ago. Blasek’s
the dragon; it should be easy to ad- important for him to learn whether grandfather, a cleric, another
just if they have already met. the PCs were trustworthy before mage, and Mizaab were the team
revealing his true identity to them. that imprisoned the Falcon.
The Mage See the NPC descriptions at the If the PCs do not raise the ques-
end of this adventure for more tion of Mizaab’s age, Mizaab brings
Just as you get yourselves set- about the Greyhawk dragon and up the subject. Then he reveals his
tled, the mammoth door to the his abilities. secret identity.
room swings open and a grey- If any of the PCs are of evil align-
haired mage steps into the ment, the dragon attempts to Mizaab sinks into a deep,
room. He appears to be in his charm them in order to ensure comfortable arm chair and be-
early 60s, in good physical con- that they do not reveal his identity. gins his story. “You see, folks,
dition. He wears soft grey trou- The dragon does not hesitate to re- I’m not the mage I appear to bet
sers and a loose, forest-green late to the PCs stories of the un- This is only one appearance I’m
tunic. His eyes are bright and al- timely demises of people who can project, although it is my fa-
ert, and in his teeth is clenched a learned of his identity and threat- vorite.
great meerschaum pipe in the ened to reveal his secret. Several “Everyone in this city knows
shape of a dragon, with smoke people over the years have disap- that Greyhawk dragons really
wafting from the open mouth of peared mysteriously, never to be exist, but few have ever seen
the dragon-pipe. heard from again. The dragon ex- one. Those who have seen one
The man speaks in a deep, plains that most of them were sent have either been close, personal
smooth voice. “Well, Blasek, to serve as slaves for other power- friends of a Greyhawk dragon’s
old boy, you’re looking fine. ful dragons, where they were identity, or have never lived to
Considerably better than a week charmed or otherwise restrained. tell anyone of their discovery.
ago. You’re back to your old self, Those who posed a greater threat

12
vant, if necessary, to attend to his no reason to endanger an inn, its
“Ordinarily, I would not reveal guests. Then he starts a discussion keeper, and other guests. Even the
my identity to anyone. But this of the ways in which the party can temple should not be considered
is a special case. The city is in begin their assault on the Falcon. safe lodging. His home is well-
grave danger and my talents are The DM should allow the PCs to fortified, he assures the PCs. No
necessary if we are to stop this contribute to the formulation of place in the city, except perhaps
menace, the plans, with Mizaab listening in- the Citadel, would be as safe as the
“Therefore, I am letting you in tently if the PCs’ plans are sound. dragon’s home.
on my most important secret. I Mizaab interjects his suggestions Once all matters have been set-
will ensure that you tell no one as necessary to prod the planning tled, the PCs should make arrange-
of this secret, whether through along. ments to move their belongings to
your own honesty and virtue, or This is an important bit of role- Mizaab’s home. His stable has
through ...persuasion, shall we playing for the DM. He must allow room for any horses owned by the
say, on my part. the PCs to feel that they are choos- PCs and Talasek’s horse, if he
“You are looking at one of the ing their own course of action, chooses to bring it from the temple
Greyhawk dragons who inhabits while using Mizaab to keep their stables. Blasek agrees to move to
this city. This is merely one of the activities on course. The PCs must Mizaab’s home as soon as the idea
assumed identities that enable devise a plan to locate the Falcon is suggested.
me to interact with others in the and her followers and put an end to If the PCs meet with Mizaab late
city as a normal inhabitant. I can their influence in the city once and in the day and wish to move the
change my appearance five times for all. following day, the night passes
per day. However, I can no longer Blasek can suggest methods for without incident.
use this identity in the city be- staking out portions of the city in The morning after the first night
cause those who remember me order to watch for cult members. that the PCs stay with Mizaab,
from 60 years ago would become The DM should remember to use they receive word that their prior
suspicious if1 were to return after Blasek as the PCs’ guide within lodgings were burglarized, but
all these years. Even if1 were to the city. only the rooms in which they had
age my appearance, there would As described later, the PCs will stayed were entered. There was no
be too many bothersome ques- need to set up watches around the damage and there were no inju-
tions. But I chose this identity as city in order to detect cult mem- ries. If the PCs had been staying at
one that you would relate to eas- bers entering and leaving their the Temple of St. Cuthbert, a
ily. new underground lair. Once they break-in was attempted, but the
If we go out into the city to- find this secret location and over- perpetrators were scared away.
gether, I will appear differently. come several other obstacles pre- The next chapter describes Mi-
But we’ll say more about that sented by the cult members, they zaab’s house in detail. When they
later.” will be ready to enter the under- are ready to move in, Mizaab gives
ground lair and assault the cult. the PCs a tour, explaining various
The PCs can ask Mizaab ques- traps and safeguards around the
tions about his identity and abili-
ties and about his encounter with
New Lodgings house. A s a dragon, he has had
many years in which to fortify his
the Falcon. Mizaab knows all the With the help of mlasek and Mi- home and make improvements.
information presented earlier in zaab, the PCs should be able to for- He also explains to the PCs that he
this adventure. The DM should re- mulate a suitable plan for locating has changed identities over the
fer to the GREYHAWK@Adven- the cult. Once the plan has been years in order to avoid suspicion.
tures hardcover book for more established, Mizaab inquires He has always kept the house in
information about Greyhawk about the PCs’ lodgings. Regard- the same “family,” inventing neph-
dragons. The dragon reveals gen- less of the PCs’ arrangements, Mi- ews, sons, and cousins as neces-
eral information to the PCs about zaab insists that the PCs move into sary to take ownership of the
his abilities without becoming too his guest rooms. Mizaab persists house. Of course, Mizaab has been
specific. until the PCs agree. He feels that the sole owner, but he needs to
they are not safe anywhere else in keep up appearances in the city.
the city. Also, it would not be fair
A New Battleplan for the PCs to stay anywhere else,
Mizaab ensures that everyone is knowing that the cult will proba-
comfortable, summoning his ser- bly try to attack them. Mizaab sees

13
This chapter contains a descrip-
tion of the Greyhawk dragon’s
gular panes, but the second-floor
windows are divided into small,
Sentries
mansion in the High Quarter of the diamond-shaped panes. These re- Outside the stone wall that forms
City of Greyhawk. When the PCs flect the sunlight, giving the win- the courtyard is a 50-yard-wide
move into the house with the dows a shimmering appearance. lawn that circles the entire struc-
dragon (Mizaab), he gives them a All the windows are mounted in ture. At the outer edge of the lawn,
tour and explains its magical de- steel frames rather than wooden the grove of oak trees begins. As
fenses. ones, to further fireproof the house described in the previous chapter,
The dragon does not show the and stable. the grove consists of enormous,
PCs every room, however. He All doors into the house and sta- ancient oak trees with abundant
shows them the human-type liv- ble are constructed of a steel core undergrowth and animal life. The
ing areas, omitting some of his per- and are covered on both sides by trees grow so thickly that the
sonal spaces and his treasure an inch-thick slab of walnut wood. house is almost completely ob-
vault. Areas that the dragon keeps They are inlaid with brass scroll- scured to anyone who is not look-
secret are indicated as such. work and are banded with iron. If ing for a structure among the
an attempt was made to burn the trees.
The grove of trees extends back
The Manor doors, the wood would burn only
after extended exposure to high to the city wall (approximately 100
Although it is called Grey Manor, heat. Even if the wood was set on yards) and completes a circle
the home is built of cream-colored fire, the steel core would remain, around the entire house and lawn.
stone quarried from the hills to the protecting the entryway. The path of the trees is a minimum
south of the city. While the thick- The courtyard in front of the of 75 yards wide and a maximum
ness of the walls is not apparent buildings is paved with stone slabs of 120 yards wide.
from the outside of the structure, that are approximately one foot In addition to ordinary animal
the stone is three feet thick at all thick. Few things, short of a trans- life in the oak grove, this woods is
points. The stable, likewise, is mute rock to mud spell, would be home to five treants. The
built of the same stone and its able to damage this in any way. Greyhawk dragon depends on
walls are also three feet thick. A second courtyard of similar these treants for reports about in-
The roof is built of enormous construction lies behind the truders and any activities in his
timbers and is covered with slate house. This is not included among woods.
tiles that are four inches thick the fold-up buildings, but it exists If the treants have anything to
(compared with a normal thick- nonetheless. report to the dragon, one of them
ness for such tiles of less than one The planters and watering sneaks up to the front door of the
inch). The stable’s roof is built in trough that line the interior of the house and drops an acorn into a
a n identical manner. The slate courtyard, inside the stone wall, small box next to the front door.
tiles overlap in such a way that no are built of stone approximately Upon seeing this signal, the
wood is exposed, making the eight inches thick. They are not dragon enters the woods to con-
house practically impervious to part of the buildings, and thus any verse with the treants and learn
fire. damage caused to them does not what they have to report. These re-
Many large windows surround affect the integrity of either struc- ports usually involve children ex-
the house on all sides and on every ture. ploring the woods, b u t on
floor. The stable has two small The stone wall is four feet high occasion, the treants have re-
windows in the side walls, near the and two feet thick. Like the ported suspicious persons slinking
tops of the walls. Each pane of planters, it is not an integral struc- around the house, looking for
glass is protected by a glassteel ture, and damage inflicted upon it points of entry.
spell. does not weaken the buildings in The treants are usually able to
The stable’s windows are di- any way. frighten away intruders with rus-
vided into six rectangular panes. tling noises and sometimes a
The first-floor windows of the lobbed acorn without revealing
house are also divided into rectan- their true nature. They are very

14
clever about causing a scare with- send out the signal to warn the structed in such a way that no
out uprooting themselves or dragon’s employees or guests. trees were harmed in the process.
speaking to intruders. The signals include pulling a trip
The dragon and the treants have wire that rings a bell inside the
a set of ten identifying signals that house; releasing as many as three Stable
enables the treants to recognize homing pigeons that fly up to the This stable is like any other, except
the dragon in any form he might roof and enter the house through a that the walls are built of three-
assume. Since the dragon changes small hole in the slate, and if nec- foot-thick, cream-colored stone.
his appearance frequently, these essary, pelting the windows of the Inside, the space is divided into 20
signals were arranged so the house with acorns. The dragon stalls and an area for a wagon, a
treants could always recognize and the treants invent more sig- carriage, tack and harness, and
him. The signals vary from several nals as needed or as a change in saddles. Eight of the stalls are oc-
different simple tunes whistled by season requires. cupied by four heavy workhorses
the dragon to brief, spoken mes- and four riding horses. They are
sages (“Ah, what a lovely day for Treants (5):AC 0; MV 12; HD 10 fine specimens, and they are obvi-
picking zaxox mushrooms!”) to (3 x 3),9 (2 x 2);hp 74,70,64,59, ously well cared for.
various nonverbal signals. The 55, 50; THACO 11; #AT 2; Dmg The roof of the stable is de-
dragon always uses a signal any 3d6/3d6; S A animate normal scribed above, and the double
time he enters or leaves the woods. trees; SD never surprised; AL CG doors opening on the front and
The treants and the dragon also rear of the structure are the same
have a set of prearranged signals The only visible path leading to steel-core doors described earlier.
that are used in case of emergency. the house is the narrow road de- A large quantity of hay is stored in
If the dragon is home and in- scribed in the previous chapter. a loft above the stable.
truders approach, the treants The road is wide enough for only
make use of one or more signals to one wagon, and it winds among
alert the dragon. Even if the the giant oaks. Observers may cor-
dragon is not home, the treants rectly guess that the road was con-

15
ssconb FLOOR

cpounb FLOOR
Inside the Manor There are no personal papers or
documents of any kind in any of
flour, sugar, dried beans, and other
dry goods. Bread and rolls fill a
Ground Floor the desks. The dragon uses this large basket. The household could
1. Entry Foyer: The double room for meetings frequently. Al- probably survive several weeks
front doors lead into this small though he is careful about who he without restocking its pantry.
foyer. This circular room is built of allows into his home, he leaves
the same stone seen on the exte- nothing to chance and keeps all 6. Kitchen: The equipment and
rior of the house. A row of ornate important paperwork in his per- work space in this room would be
metal coat hooks lines one side of sonal rooms. adequate to feed a small army. A
the chamber and a large mirror in This room was decorated with huge table fills the center of the
a carved wooden frame hangs on every possible comfort in mind. A room: eight cooks could easily
the other side. The floor is built of cabinet near one of the fireplaces work around the table without get-
slabs of cream-colored stone. Dou- holds an assortment of exotic to- ting in each others’ way.
ble glass doors lead into the inte- baccos, fine wines, and rare liq- Every possible gadget and piece
rior of the house. uors, along with appropriate of cooking equipment from all cor-
crystal glassware, decanters, and ners of Greyhawk can be found
2. Hallway: The ceilings extra pipes. here. Unusual knives, bakeware,
throughout the house are 20 feet pans, and serving dishes are
high, as evident in these hallways. 4. Sitting Room: Unlike the li- stored in cupboards along one
The walls are paneled in walnut, brary, which is decorated to pro- wall. Pots and pans are stacked on
and rare, exotic paintings hang vide a comfortable work area, the shelves along the opposite wall.
throughout these halls. The floors sitting room is designed for idle An icebox the size of a small
in the hallway are tiled with dark chatter and light-hearted enter- closet standsjust inside the door to
red slate. tainment. this room. A dumbwaiter occupies
Smaller than the library, this the innermost wall of the room. A
3. Library: %o enormous fire- room is furnished with small, or- wood-burning stove stands near a
places line the opposite walls of nate furniture in colors of blue, yel- window, its stovepipe exiting the
this room. They are identical and low, and gold. The walls of this wall near the ceiling.
are built of cream-colored stone. room are plastered and painted The dragon tells the PCs that
An elf or small human could easily ivory, and paintings of garden they are welcome to use the
stand inside either of these spaces. flowers adorn the walls. Light- kitchen at any time. He employs
Both fireplaces are topped with weight silk drapes cover the win- two cooks who craft all meals. If
wooden mantles that display small dows, allowing sunlight to flood the PCs have any requests, they
statues and art objects. Pokers, the room, bringing a glow to the need only mention these to either
tools, and a stack of wood stand polished, pale wooden floor. of the cooks.
ready at both fireplaces. A harp and harpsichord stand in
The walls of the library are lined one corner of this room. Glassware 7. Dining Room: Adjacent to
from floor to ceiling in book- and decanters of various spirits oc- the kitchen, the long dining room
shelves. Not a single space is left cupy a tall cabinet just inside the is capable of seating 30 people
empty. Every possible subject is door to the room. comfortably. %o matching
available in these volumes, includ- The paintings and art objects wooden tables run the length of
ing books discussing magic, but here, like all art objects through- the room, each surrounded by 15
no spell books are found here. out the house, are original and of padded chairs. The tables can be
Three enormous rugs woven in a the highest quality. The dragon is pushed together to form one long
pattern of maroon and ivory cover an eager collector and has had cen- table if desired.
the slate-tile floor of this room. turies to acquire these many One long wall of the room is com-
Overstuffed leather sofas and items. Some pieces, new when pletely covered with mirrors. The
chairs are arranged in several purchased, have acquired value as other wall is filled with intricately
small conversation areas. Three antiques since the dragon first carved wooden cabinets holding
wooden writing tables stocked brought them to his home. china, crystal, linens, serving
with paper, ink, and quills stand dishes, and an assortment of fine
toward the corners of the room. 5. Pantry: The pantry is well wines and liquors. Three chande-
Other small tables are located con- stocked with food and supplies. liers hang from the ceiling, evenly
veniently near the leather furni- Tins hold dried meats, fish, and spaced along the length of the
ture. fruits. Huge glass jars contain room. Crystal sconces are also

17
spaced evenly along the length of stand, and a blanket chest. Each for at least ten people to read or
the mirrored wall. chest holds two goose-down pil- work in comfort, but it is also ar-
lows and two extra blankets, but ranged to provide a pleasant area
8. Ballroom: Adjoining the din- the dressers and wardrobes are for conversation.
ing room is an enormous ballroom empty to provide space for visitors’
that could hold well over 100 peo- belongings. 23. Greenhouse: The green-
ple. The floor is inlaid wood in an Each room also has a fireplace house is characterized by enor-
intricate design that makes use of equipped with the necessary tools mous windows. Located on a
many differently colored types of and firewood. The fireplaces are corner of the house, this room is al-
wood. One of the long walls of the built of cream-colored stone, but ways brightly lit. Skylights in the
ballroom is lined with couches and the mantles and hearths are de- roof admit additional light.
comfortable chairs. Six chande- signed to reflect the decor of each The greenhouse is used to grow
liers, identical to the ones in the room. all types of exotic flowers and tree
dining room, hang from the ceil- Of the eight guest rooms, three seedlings, but it is also used to
ing. Matching sconces line the are designed with feminine tastes grow fresh vegetables and fruit all
walls of the entire room. Bpestries in mind, incorporating pastel col- year. Everything from carrots and
hang on all four walls to reduce ors, floral fabrics, and lace or radishes to strawberries, toma-
drafts and noise in the hollow ruffled trim on draperies and bed- toes, and blueberries can be found
room. ?tyo fireplaces, similar in ding. Three other rooms are de- here.
size but more ornate than those in signed for masculine tastes, using Mizaab has three gardeners who
the library, face each other from deep, dark colors and solid or plaid tend the grounds and the green-
the long walls. patterns. nYo of the rooms are less house. The greenhouse is always
gender-specific, more suited for a in perfect order; tools are clean and
9. Staircase: This massive married couple or an occupant of stored neatly, floors are swept, and
wooden stairway is 15 feet wide. It either gender. the windows are spotless. All the
makes a gradual 90° turn halfway The DM can assign styles to the windows in the greenhouse, like
up the ascent. The steps are wider various rooms as he sees fit. He the windows in the rest of the
and shallower than most stair- may assign occupants to the house, are strengthened with glas-
ways and they are carpeted with a rooms in the persona‘of the PCs’ steel spells.
fine, deep blue carpet with a gold host, or he may allow them to
scroll border along the edge. choose their own arrangements. Attic
There is nothing unusual about
this staircase, but it should be ob- 18-21. Bathing Rooms: For 24. Observatory: A secret
vious to the players that no ex- every two bedrooms, one bathing stairway near the dragon’s private
pense was spared in its room is available. These rooms are wing leads to the attic and the roof.
construction. Each spindle was outfitted with a large bathtub, a The only room in the attic is the
carved by hand, and no joints can small wood-burning stove to heat observatory.
be seen in the railing where differ- water, a pump to deliver water, This room is equipped with sev-
ent pieces of wood were joined. At and a variety of exotic soaps, oils, eral spyglasses of varying sizes
the bottom of the railing, a carved and fragrances. At least one dozen and several pairs of binoculars. Ce-
wooden dragon sits on the last plush bath towels are also sup- lestial charts for every season of
post. plied in each room. Mizaab in- the year are pigeon-holed in a large
forms his guests that they need rack.
Second Floor only summon a servant to assist Large windows frame all sides of
them in drawing and heating wa- this room, and wide skylights ad-
10-17. Guest Rooms: These ter to prepare a bath. mit the view overhead. The win-
upstairs rooms all serve as lodging dows are all enchanted with
for the dragon’s guests. Each room 22. Upstairs Sitting Room: glassteel spells and are wizard-
is furnished with similar pieces of This room is similar to the sitting locked. Heavy wooden shutters on
furniture, but each is decorated in room downstairs, holding several the inside of the skylights can be
a slightly different style and color. sofas, chairs, and small tables. It is slid into position on metal tracks
Each room has an oversized bed, decorated in shades of soft green in the event of bad weather or
two dressers, two wardrobes, a and yellow. Every piece of furni- other threat.
small table with three chairs, a ture in this room is indisputably A table in the center of the room
writing desk and chair, a wash- antique. The room is large enough is spread with the current season’s

18
, celestial charts. Comfortable, pad- only access is from the dragon’s to talk to the dragon while he is in
ded armchairs are arranged in bedroom above. A door appears on his room, he is not upset about an-
front of the windows and around the fold-up model with the expec- swering the door to a PC),but he po-
the table. tation that this building will be litely steers them away from his
Mizaab keeps nothing of value in used at a later date for another pur- rooms if possible.
this room, but the spyglasses and pose. The DM should indicate to
binoculars would fetch a hand- the players that no door exists 25. Arch Room: The room
some price on the streets of any here. above the open, ground-floor
large city. breezeway is used by the dragon
A note about the fold-up model: as a small sitting room. The view
Private Wlng The model is not to scale with the of his courtyard is excellent from
rooms it contains. It is suitable for this point, and he can see both the
If the DM assembles the fold-up exterior activity around the ma- front and back of his home from
model of Grey Manor, the private nor, but the DM should not at- the windows in this small room.
wing is obvious. This is the section tempt to fit the rooms into the The dragon likes to take his meals
of the house that stands to the side fold-up model. in this room, especially breakfast.
of the main house, on the other This room is furnished with a
side of the breezeway. The upper room of the private small sofa and a square table with
The dragon has reserved this wing is the room used by the dragon two chairs. Many flowering plants
portion of the house for his private any time he sleeps in human form fill the windows, hanging from the
living quarters. The upper floor (approximately75%of the time). He ceiling and occupying low tables
serves as his bedroom, while the does not show this room to the PCs along the windows. The dragon
lower floor serves as a private while he gives them a tour of the keeps a spyglass close at hand in
study. A circular stairway leads to manor, but he indicates that this this room.
the lower room from the upper wing holds his private chambers. A locked and wizard locked door
floor. There is no door from the The dragon does not forbid or pre- lies at the far side of this room. It
ground level into this room. The vent their access (e.g., if a PC needs leads to the dragon’s bedroom.

19
26. Dragon’s Bedroom: This maps to learn the filing system. has a chance of finding them. There
room is equipped similarly to the The dragon does not store any is no clue that more than one trigger
guest rooms, but with exquisite treasure or magical items in this is needed to open the door. Finding
furnishings and artwork. The room. The artwork alone in this all four levers is up to the ingenuity
dragon keeps his favorite antiques house would make the museums of the thief or a member of his party.
and rarest artifacts in his personal of Greyhawk envious, but the lb make matters worse, a false lever
chambers. Ancient paintings by dragon has another cache of trea- is concealed in the wall near the se-
the most famous artists in sure in a secret underground cret door. This is simply a decoy to
Greyhawk history adorn the walls. room. If the PCs ask the dragon at confuse anyone trying to trip the le-
The carpet, drapes, and bed lin- any point in the adventure vers in sequence.
ens in the dragon’s room are all in whether he keeps a treasure vault, Once all the levers are found, it is
various shades of grey and dark he simply smiles and says, “My simply a matter of trial and error
green. treasure is all around me in this until the correct sequence is dis-
The dragon keeps only a few per- house-you see it everywhere.” In covered. This could last a long
sonal documents in this room. All this way, he is not telling a lie, but time, exposing the intruders to
his clothing is stored here, along he can lead the PCs to believe that possible discovery.
with a few books, but his journals his furnishings and artwork are If all the levers are tripped in se-
and personal records are all kept in the extent of his treasure. quence, the wine cabinet swings
the room downstairs. A writing ta- The dragon does not allow the into a secret passage. The passage
ble is kept stocked with parch- PCs into his private study unless is ten feet wide and leads down-
ment, ink, and quills, but it holds their actions prove to him that ward in a series of wide steps. The
only recently written letters and they are very trustworthy. He steps are six inches high and four
notes. The dragon has been keep- trusts Thlasek completely, how- feet wide (i.e., a four-foot slab lead-
ing a record of the cult activities in ever, and would allow him into his ing to a six-inch drop-off, then an-
Greyhawk, and these notes may chambers without hesitation. other four-foot slab, etc.). The
be found either in this room or the In addition to the small-scale li- stairway leads into one of the drag-
private study. brary in the study, the dragon has on’s secret chambers.
furnished this room with two
27. Dragon’s Study: Equal in leather couches, three chairs and The Dragon’s Secret Level
size to the bedroom above it, this ottomans, and a seven-foot-long
desk. A cabinet containing a rack No one employed by the dragon is
room is filled with centuries of col- aware of the rooms beneath his
lecting and record-keeping. The of wine bottles and glasses stands
dragon has always kept personal in one corner. private chambers. In fact, none of
The dragon has a secret door the dragon’s employees are aware
journals, which he stores in this
room. They easily fill a shelf the built into the wall behind the wine that he is a dragon. He has told his
cabinet. There are four triggers to employees that several of his
length of this room. friends have open invitations to
The dragon has also kept a vari- open it, practically ensuring that
the door will not be found by any- come and go as they please. This
ety of records about cult activity in accounts for the occasional
the city and various leaders of one but the dragon. TWO of the trig-
gers are tiny levers in the wine changes in the dragon’s appear-
Greyhawk. This room contains a ance without arousing suspicion.
nutshell-history of the city since cabinet, one trigger is in the desk,
and the fourth is built into a sconce The servants are aware of the “per-
the dragon’s arrival over a century sons” who are granted this stand-
ago. at the side of the wine cabinet. The
levers work only if they are tripped ing invitation: they do not
One section of the dragon’s ex- question these persons entering or
tensive bookshelves is divided into in sequence: first, the lever in the
desk; second, a lever in the cabi- leaving the premises.
a series of small cubbyholes. Map The first room at the bottom of
cases too numerous to count are net: third, a lever in the sconce; fi-
nally, the second lever in the the stairs is a dragon-sized bed-
stored here. A map of any location room. It contains a bed of enor-
within 100 miles of the city can be cabinet. There is a very small
chance that these would be mous pillows suitable for a
found in this assortment, as well dragon’s comfort. The entire affair
as many maps of locations farther tripped accidentally in the proper
sequence. measures approximately 30 feet in
from the city. The dragon knows diameter, in a roughly circular ar-
his own map-filing system, but to Each lever is so carefully hidden
that only a thief rolling a successful rangement.
anyone else, it would be a monu-
mental task to sort through the findremove traps roll for each lever

20
This room contains more works of this wall to be a much tougher ob- only treasure kept by the dragon.
art like those found in the rest of stacle. First, the party must find a He believes that if any adventurers
the house. It is also furnished with way to reach the top of the 50-foot- ever find this room, they will be-
large casks of water and wine, sev- high wall. A hard object (such as a lieve to have found all his treasure
eral shelves of books, and a shelf of spike) must be inserted into the and will be satisfied. This room
enormous scrolls measuring three crevice-a humanoid hand will contains the treasure that the
or more feet wide and over ten feet have no effect. The spike must dragon feels he could lose without
long. Most of these are letters to then be either hammered or much disappointment!
the dragon from other dragons pushed by a person with 18/75 The real treasure vault lies be-
(naturally, there are no return ad- Strength or greater. hind the decoy. In the back wall of
dresses on these), and a few are let- If the door trip is manipulated this room are two crevices like the
ters to other dragons, including a correctly, the door swings inward, one that opened the door into this
cousin of the Greyhawk dragon. possibly causing the person oper- chamber. The two triggers must be
An archway at the far side of this ating the trigger to fall from his operated simultaneously (no prob-
cavern-like room leads to a 15-foot- perch ( l d 6 points of damage per lem for a dragon!) in order for the
wide tunnel. The tunnel winds on ten feet fallen). wall to swing inward.
for 40 feet and ends abruptly in a Behind the door is a small room Six more identical chambers lie
blank stone wall. (15 feet by 20 feet) filled with the behind the decoy treasure vault.
This is a secret door that leads to dragon's treasure. Chests of gold, The chambers formed here are all
the dragon's treasure room. The platinum, and silver pieces line the identical in size and method of en-
lever to the door is located in a walls, along with smaller chests of try to the decoy room. All are
crevice where the wall meets the gems and jewelry. There are no empty.
ceiling. The dragon needs only to magical items, weapons, or armor In the last chamber, the same
insert a claw into this crevice and in the room. two crevices are located near the
apply gentle pressure for the wall This room is actually a decoy ceiling, but these are also decoys.
to pop open and swing inward. treasure vault. Everything in the They do nothing to open the wall.
An adventuring party will find room is genuine, but it is not the Instead, two sliding panels are lo-

21
cated in the ceiling and two more ward the PCs with a magical item party to clearly mark its progress
in the floor. Behind these four pan- of their choosing, cash, or any- at every step. Even then, without a
els are the claw-crevicesnecessary thing else the DM deems appropri- clear sense of where the tunnel
to trigger the secret door. The ate from the hoard. The size of the leads (and perhaps a dwarf to as-
dragon is able to operate all four at reward is completely dependent sist the underground navigation),
once using his great paws. on the DM’s campaign needs. there is only the smallest chance
If all four triggers are operated si- that anyone could intrude upon
multaneously, the wall swings in- The labyrinth the Greyhawk dragon’s lair. In all
ward. Behind this wall is the the years that he has lived here,
dragon’s real treasure cache. One wall of the dragon’s bedroom the dragon has never had unwel-
This room is 100 feet long and has a secret door (secret wall, re- come guests in his secret rooms.
60 feet wide. The ceiling is approx- ally) similar to those leading to the The dragon constructed these
imately 40 feet high. The room re- treasure chamber. This wall is 15 tunnels over the years to serve as
sembles a small warehouse. Rows feet wide and swings inward into an escape or entry route in times of
of shelves run the length of the the dragon’s bedroom. The door- emergency. A s mentioned in the
room. This is not the typical heap way leads to an elaborate laby- Greyhawk dragon’s description,
of dragon treasure. Everything is rinth that has only one way out. A masquerading in human form
neatly arranged and sorted on the single wrong turn can make the takes its toll on the dragon. It must
many shelves that are filled from difference between successful nav- frequently escape to the woods to
end to end with chests, casks, bar- igation of the tunnel and becoming hunt and feed. The dragon’s bulk
rels, and every imaginable con- hopelessly lost. The dragon knows requires that it eat a sufficient
tainer. All are filled with coins, the correct route instinctively, and amount to maintain itself. What
jewelry, and gems. A portion of one can navigate the tunnels in a mat- the dragon can consume in human
row is reserved for magical items, ter of moments. The passages are form is simply not enough to sus-
and another is reserved for weap- 15 feet wide at all points. tain it. These intermittent feedings
ons and armor. The final destination of the tun- are necessary to the dragon’s sur-
Just inside the secret door is a nels is a secret escape cave in the vival.
row of bookshelves. Many large woods to the north of the city. The Thus, the dragon constructed
volumes fill the shelves, serving as tunnel begins beneath Grey Manor these tunnels to serve as an escape
inventory ledgers for the dragon’s and burrows under the woods, un- if he were unable to retreat to the
hoard. Each book records a differ- der the city wall, and into the for- woods. The tunnels allow the
ent type of treasure. Several vol- est. dragon to enter and leave his home
umes record the income and There are no monsters or wild- unnoticed, even in dragon form.
expenditure of cash, while other life of any kind in the tunnels. The Since the dragon can shapechange
books track magical items, jew- entry to the tunnels under Grey only five times per day, the tunnels
elry, weapons and armor, and mis- Manor is naturally impervious to also allow him access in the event
cellaneous items. Each book invasion by pests. The cave that that he is unable to return to a hu-
records the places where items holds the secret escape exit is so manoid form suitable for entering
were discovered, when they were well concealed and trapped that the house.
found, and their location in the ordinary monsters have no chance The DM should remember to
warehouse. If money was spent or of finding it. Possibly, adventurers treat the dragon’s house as a min-
items were given away or other- could find the entry in the cave, iature fortress. With the dragon’s
wise used up, that information is but the entry contains many levels long life span, he has had many
also recorded. of traps and dangers that would years to install every defense
Anyone viewing this room will bar the entry of all but the most mechanism known to man (and
have no doubt that the dragon crafty adventurers. probably several not yet known to
would miss even a copper piece if Anyone breaching the tunnel man). The DM is free to embellish
one disappeared. has almost no chance of navigat- the house in any way he sees fit to
ing it successfully. Every 40 feet, suit his campaign. The dragon
For the DM:This room is not in- the tunnel branches into three or would also serve as an excellent
tended to be ransacked by the PCs. more tunnels. False tunnels often source to introduce new magical
They should see it only at the end connect to each other, further con- items or spells he has invented.
of the adventure and only then if fusing unsuspecting travelers.
they have performed with honor The only way that the tunnel
and dignity. The dragon will re- could be navigated would be for a

22
Once the PCs have settled in with Watchful Eyes of violence, and sitting back while
the dragon, they are ready to pro- the panicked citizens see to their
ceed with any plans they have The cult is keeping a close watch own form of justice.
made for finding the Falcon and on the PCs. Cult members are The cult members make every
her followers. After the assault on aware of the PCs’ location any time effort for their actions to be wit-
the temple one week ago, nothing they are inside the dragon’s house nessed by as many citizens as pos-
has been heard or seen of any of and any time they travel through sible. They either withdraw
the cult members. There is no Greyhawk as a group. When the toward the direction of the
question, however, that many of party splits up, however, the cult Greyhawk dragon’s manor or they
them escaped the battle-and they members are unable to track the leave obvious clues as to the PCs’
certainly are not likely to give up movement of every PC. lodgings. The citizens of
their fight for the city. The DM should remind the PCs Greyhawk have no question in
of the panic and disorder that has their minds that the PCs are the
Needles in a Haystack ruled the city since the Falcon’s
last attack. Many families have al-
perpetrators of these acts, and the
cult members make certain that
talasek and the dragon believe ready packed up and moved out of the citizens know where to find the
that surveillance in many parts of the city, while others have taken PCS.
the city is the only way to learn of up defensive positions to protect The cult members’ goal is to in-
the cult’s whereabouts. They will their families and property. The cite a mob of citizens to attack the
be forced to surface eventually for city is no longer the quiet, orderly PCs at the Greyhawk dragon’s ma-
supplies and food. town it once was. The PCs are met nor. This is infinitely easier and
If the PCs are well-acquainted by fearful, suspicious, terrified safer (and more fun for the cult
with the city, they should have no peasants. members) than staging an assault
trouble deciding which areas to using the cult’s own members.
watch. If the PCs are not familiar Cowardly Assault Due to the panicked state of the
with the streets of Greyhawk, Tala- citizens, the cult members have
sek and the dragon offer their sug- On the first night after the PCs’
first day of inquiries in the city (or little trouble implementing this
gestions for advantageous plan. The DM should stage the ar-
positions that might lead to the after more days of inquiry, if the
DM desires), the cult stages its first rival of the mob at the Greyhawk
discovery of the cult. dragon’s manor sometime after all
The DM should allow the PCs to attack on the dragon’s home. Sev-
eral cult members have carefully PCs have retired to their rooms for
search the city for as many days as the evening or after everyone is
they wish. The dragon’s house will changed their appearances to look
like the PCs, and they have been asleep. The DM should inform the
come under assault twice as a re- PCs that they are awakened by
sult of the PCs’ activities-the DM wreaking havoc in the city-
starting fights, setting small fires, noises and voices outside. By the
should time these assaults appro- time the PCs are roused and are
priately depending on how many blasting off spells in the streets,
and causing a general ruckus. The alerting their comrades, the
days the PCs search the city. These dragon appears (in the form of Mi-
attacks can occur on two consecu- cult members have been ex-
tremely careful not to be caught by zaab) in the hallway outside their
tive evenings or over the course of rooms. He invites them to his sit-
a week, depending on the PCs’ in- the City Watch.
In their panicked state, most of ting room (room 25) to gain a view
terest in combing the town. of the entire estate.
During the PCs’ investigations, Greyhawk’s citizens have lost
their sense of law and order and The DM should read the follow-
the DM should allow the PCs to no- ing passage to the players once
tice a cult member once or twice have assumed a vigilante mental-
ity. Rather than waiting for the they have assembled in the drag-
each day. However, the cult mem- on’s sitting room.
bers will always manage to escape City Guard, citizens have begun
in the confusion of the city. This taking matters into their own
will help to keep the players guess- hands. The cult hopes to take ad-
ing. vantage of this by masquerading
as the PCs, openly performing acts

23
Mizaab turns to the PCs and that their actions are not harming
From the windows of the asks if they have any idea what the house and that its occupants
dragon’s room, you see numer- this is about. Puzzled, he turns have no intention of appearing,
ous citizens of Greyhawk hold- back to the window and calls to the they begin to withdraw, a few at a
ing torches at the edge of the men in his courtyard. time. Mizaab apologizes to the PCs
woods. In the moonlight, you for the disruption and suggests
see that many of them carry “Good fellows-I assure you that they return to bed.
pitchforks, spades, rakes, and that my guests have done noth- If the PCs examine the house the
hoes. They appear to have hesi- ing wrong. Certainly there is following day, they find a few black
tated, then a group of about ten some mistake. I can vouch for marks from torches and a few
men gather at the front of the the whereabouts of my guests small scrapes from the tools used
mob. They confer for a moment, for the entire evening. Tell me by the citizens, but no significant
then four of the men cautiously what has happened so we can damage is evident. The black
approach the house. put this matter to rest.” marks are cleaned off easily by the
Mizaab does not seem to be dragon’s staff. Mizaab shows little
the slightest bit worried. You concern for the assault but is visi-
can’t be certain, but he almost A conversation ensues betweei
bly proud of the durability of his
seems to be amused by all this. Mizaab and the men outside. The
home. He expresses his pleasure
The four men outside enter men tell Mizaab that the PCs were that the PCs moved in with him
the courtyard and shout up at seen all over the city, starting and that some innkeeper’s prop-
the house. “We know you’re in fights, setting fires, and causing all erty was not damaged instead.
there,” they shout. “We know types of trouble. The dragon also voices his hope
what you’ve been doing, and Mizaab assures the men that the that none of the attackers were in-
we’re here to tell you that we PCs could not have performed jured in the assault.
don’t like it one bit. You can’t such acts. He explains their where-
treat our city like your own per- abouts during the vandalism, and
sonal playground to vandalize reminds the men of the PCs’ repu- A New Threat
3s you please. Come out here tation and their history in aiding The day following the attack on
md pay for your crimes!” the city (if the PCs played either of the dragon’s house by the towns-
Mizaab looks mildly amused the previous modules in this tril- people, the PCs receive a message
md steps to the window. Un- ogy). from Derider requesting a meeting
latching it, he swings the win- After a lengthy conversation in with them. She wishes the PCs to
iow into the room and calls which Mizaab’s demeanor is noth- meet her at the Citadel sometime
down to the men in the court- ing less than pleasant, the men re- near the noon hour.
yard. “Greetings, my good fel- turn to the other citizens gathered The dragon accompanies the
lows!” he calls. “Would you be at the edge of the woods. The con- PCs, but he masquerades in the
so kind to explain what this is all versation there becomes ani- identity currently known to the
about? I can assure you that no mated, and finally, about half the people of the town.
m e in this household has done citizens quickly approach the As far as anyone in Greyhawk
any of the deeds you describe.” house. The other citizens with- knows, Grey Manor is home to a
One of the men steps forward. draw, apparently satisfied with Mi- middle-aged, retired merchant
“We’veseen those adventuring zaab’s explanation. named Sturtevant. He is a perfect
types making trouble around The citizens approaching the gentleman with excellent taste for
town. And we know they’re manor attempt to use their torches art and music. Sturtevant
staying with you. We’ve got a lot to burn down the house. Rocks are amassed his fortune as a trader of
D f witnesses, old man-lots of hurled at the windows and tools spices, antiques, and rare art ob-
people can identify your guests are used to try to pry open the jects. He is a respected citizen and
as vandals and troublemakers. doors and windows. a benefactor of the Temple of St.
Send ’em out to us now-we Throughout all this, Mizaab sits Cuthbert.
don’t mean to hurt anybody, but back and chats pleasantly with the Sturtevant is a close friend of
if you don’t give us what we PCs, apparently not noticing the Eritai, and it was through her that
want, we’ll have to smoke you assault on his luxurious home. He he learned of the city’s problems.
out!” is fully aware of the assault, but he Wishing to help in any way he
knows that his home is so well for- could, he volunteered to take ma-
tified that he has no cause to sek and the PCs as lodgers in order
worry. When the citizens realize

24
to ensure their safety. matter to discuss that could not be
Derider does not know of the spoken of in the Citadel. She says “Now I worry that someone
dragon’s true identity. She be- she will explain once they are set- on the inside is a traitor and
lieves him to be a retired merchant tled at a tavern, but for now, she could be endangering not only
as described here. Since he is a wants the group to act as though myself, but the whole city. I
wealthy, upstanding, generous cit- this were a casual, friendly lunch. must find a way to flush out the
izen, Derider trusts and respects Choosing a nearby tavern, Deri- traitor.
Sturtevant. She has no reason to der enters and selects a table in a “I hope that you can help. I
question his identity. corner, away from any windows. have a plan to trap the guilty
Before leaving for the meeting, Once their orders have been party, but I need a powerful
the dragon assumes the appear- placed, Derider begins to explain group like yourselves. Will you
ance of Sturtevant-a tall (6’ 3”). her most recent problem. do it?”
slender man with salt-and-pepper You can see that Derider is vis-
hair and bright blue eyes. Sturte- “I’ve begun to suspect that ibly shaken and that she proba-
vant is a handsome, commanding someone a t the Citadel is in bly has few options for solving
figure capable of turning the heads league with this cult. We have this problem.
of most women. He has received set up surveillance in many
various hints of marriage pro- parts of the city to try to locate If the PCs are hesitant about un-
posals at charity functions over the cult’s headquarters, but dertaking this mission, talasek
the years, but he has always tact- we’ve found nothing. I find it im- and the dragon insist on helping
fully and cleverly turned the con- possible to believe that the cult Derider. The PCs should find their
versation in another direction. He members are so stealthy as to urgings impossible to resist. Once
has left no room for doubt that he completely hide from us. I think they have consented to aid Deri-
is a confirmed bachelor. that someone on the inside der, she tells them her plan.
Sturtevant normally wears dark must be telling the cult which
grey trousers and a red or purple areas of the city we plan to
shirt with a matching cloak. His watch on certain days. “I want to give this traitor the
clothes are usually not fancy, but “Also, I’ve been stopped by opportunity to get me alone. I
they are of the highest possible citizens who have asked me if have a feeling that the cult
quality. their tips were of any help. I’ve would be happy to see me out of
never heard any of the tips that the way. If the traitor is in a high
Meeting With Derider they say they brought to the Cit- position in the Citadel, he would
adel. Somewhere, someone is need to eliminate only a few peo-
If the PCs arrive at the noon hour, ple in order to take charge of my
Derider is working on paperwork suppressing information.
“Unfortunately, I don’t know job. If someone in my position
that she quickly puts aside. If they who to suspect. I don’t even were to concede defeat to this
arrive at any other time, she is in a know what level of authority a cult, I think it would scare off
meeting with her staff. She fin- the rest of Greyhawk’s citizens.
traitor might have attained. I’m
ishes as quickly as possible in or- The cult would have what they
worried that it might be some-
der to talk to the party. She greets want.
one in a high position.
them warmly and shakes hands “After the assault on the tem- “This is my plan. I’m going to
with Sturtevant, whom she gives ple, a few of my people sug- announce to my upper-level
an approving glance. gested that I establish a set of staff that I must attend a meet-
Derider tells the party that she personal guards for myself. At ing with someone claiming to
has not had lunch yet and would first, I didn’t like this idea, but have information about the cult.
like to move their meeting to a as things in the city became The only requirement of this
nearby inn. Informing her secre- meeting, according to whoever
worse, I decided that they were
tary that she is going to lunch (but right. I now have an escort of this person is, is that. I come
not revealing the location), she four guards who walk me home alone. I’ll leave strict orders for
also tells her secretary that she and pick me up in the morning. no one to follow me.
does not need her guards since she They travel everywhere with “I plan to stage this meeting
has sufficient escort. me. I hate that things have be- near sunset. I’d like all of you to
Once the group is several yards come so bad in this city that I’m be stationed nearby in order to
away from the Citadel, Derider assist in rounding up anyone
afraid to walk the streets.
quietly tells the PCs that she has a

25
her officials of the meeting only a guards jump her from behind and
from the Citadel who might fol- few minutes before the meeting is grab her, and one immediately
low me and attack. I was consid- to take place. This ensures that the blindfolds her. The fourth guard
ering using a place in the woods traitor will not have time to sum- begins tying her feet together.
to the north of the city, unless mon other cult members to assist Then they prepare to stuff her into
anyone has a better sugges- in the ambush. a large sack. One of the guards
tion.” mutters warnings about her med-
The trap dling in the affairs of something far
bigger than she is.
Derider carefully considers any Derider carries out the plan to the The guards are so busy with the
suggestions the PCs may have. letter. She tells her top officers of struggling constable that they do
Once a location has been agreed the meeting and insists upon go- not notice the PCs until the first
upon, Derider insists on working ing alone. She sends her usual con- blows are struck. The DM should
out every detail. When the plan tingent of bodyguards home for keep in mind (and should remind
has been set, Derider asks the PCs the day shortly after her meeting the PCs) that any missed blows
to escort her to the gates of the Cit- with the PCs. have a chance of striking Derider
adel. From there, they should go At the appointed time, Derider unless she is pulled out of the fray.
on their way and not make contact exits the Citadel and heads in the The PCs should have no prob-
until the trap is set. direction of her meeting. Her lem overpowering the guards. De-
The DM should play the role of trusted officials follow her instruc- rider has expressed her wishes
Derider in this plan, allowing the tions to allow her to go alone. But that the attackers not be killed, but
PCs to plan the trap to best use the traitor sends ten members of held for questioning. However, if
their abilities. Derider wishes to the City Watch to pursue her. one or two of the guards are killed,
have one of the PCs watching her Derider’s attackers follow at a she does not hold it against the
a t as many positions as possible on distance and wait until she PCS.
her route to the meeting. reaches a secluded area. Once she
Derider also insists upon telling is in an appropriate position, two

26
City Guards (8):AC 4; MV 9; F1; Cult members have been in- Derider is visibly shaken but
HP 8 , 7 , 7 , 6 , 6 , 6 , 5 , 5 ; THACO 20; structed to go about their lives in also relieved after these events.
#AT 1;Dmg ld8; AL NE order to preserve the secrecy of the She tells the PCs that the City
Equipment: chain mail, shield, new location and avoid suspicion. would like to buy them dinner for
broad sword * One of the guards has heard a their efforts, and she suggests the
Sergeants-at-arms (2): AC 2 rumor that a building in the River Patrician’s Club (the most presti-
(chain mail + I , shield, Dex bo- Quarter provides access to the new gious and expensive restaurant in
nus); MV 12; F3; HD 3; hp 21, 20; lair. This has not been confirmed, the city). The Club is location H6
THACO 17; #AT 1; Dmg by weapon and the guard does not know on the map in The City of
type + 1 (long sword, halberd); AL whether the building in question is Greyhawk boxed set.
NE a private home or a business. Derider allows the PCs time to
No other members of the City return to Grey Manor to dress, and
Derider can identify some of the Watch are cult members, but their asks them to meet her at her home
men as Scarm Jenns, Dwenn leader inside the Citadel is Nestor to escort her to the restaurant.
Hyer, Finx Klimm, and Lymin Morden, Derider’s assistant. Derider’s home is located in
Camber. All are members of the Clerkburg (DM’s choice of loca-
City Watch; the first three have Upon hearing this news, Derider tion). It is a cozy, two-storey, half-
been members for at least four instructs the PCs to haul the timber house similar to other
years, and the fourth has been a guards back to the Citadel for im- homes in the city. She lives alone
member for only a few months. prisonment. The guards inform with three cats, who can’t seem to
Derider questions these men Derider that Nestor will be waiting leave Sturtevant alone. They con-
about their leader and if there are for their report when they return. stantly rub his legs, purring
any other cult members in the City Derider seizes this opportunity, loudly. If the disguised Greyhawk
Watch. The PCs are free to inter- and together with the PCs, she dragon sits down, the cats jump
ject their questions. plans to surprise Nestor in his of- into his lap and one lies across his
If the PCs threaten the captives fice and throw him in the shoulders. Derider is astonished
with weapons or magic, Derider dungeons along with the guards. by this, and says that she has
gives them disapproving looks, Nestor is waiting in his office never seen them so friendly to-
but does not stop them. She knows when the PCs arrive with Derider. ward a stranger. The cats pay at-
what it takes to get answers from He is visibly shocked to see Derider tention to no one but Sturtevant as
criminals. She stops them from in good health, and he is more long as he is in the room.
harming the prisoners, however. If shocked to learn that his guards Sturtevant is amused by this at-
any of the mages in the party be- have been taken into custody. He tention and rubs the cats’ heads.
gins the motions of spellcasting, denies everything as he is carried “Maybe I should get a cat for my-
she stops them, saying, “Not now. kicking and screaming to the self,” he chuckles. “Then again,
You can do that later.” This will dungeon. the poor thing might not leave me
have a profound effect on the cap- alone.”
tives; anyone who has not yet spo- Nestor Morden, Deputy Consta- Derider is nearly ready when the
ken immediately opens up with ble: AC 1; MV 12; F5; hp 38; PCs arrive, and asks her guests to
information. THACO 16;#AT 1;Dmg by weapon make themselves comfortable.
As the newest member of the type + 3 (long sword + I ) ; Str 18/ The PCs see that Derider’shome is
Watch, Lymin Camber is the easi- 60; Int 12; Wis 10;Dex 16; Con 17; furnished simply, but with excel-
est to crack. He begins blubbering Cha 14; AL CE lent quality furniture. Sturtevant
after only a few minutes of ques- Equipment: chain mail + I, ring of inquires about an art object that
tioning. mind-shielding he finds especially interesting, lis-
The following information can tening with interest as Derider
be gained from the captured Nestor is a tall (6’3”),gangly tells the story of how she acquired
guards. man. He has black hair and dark, it.
* The Falcon is indeed at work in intense, beady eyes. He wears
the city. She has not abandoned black trousers and a red shirt with The Patrician’s Club
her plan to take over Greyhawk. a black half-cloak over all. Black
* The guards do not know the lo- boots rise up to his knees. He The evening passes uneventfully,
cation of the cult’s new headquar- walks with a barely noticeable but the PCs should hear two ru-
ters. Only the priests have been limp. mors from the Rumors table dur-
allowed to move into the new lair. ing the course of the evening.

27
The PCs see many famous and house, with no effect. Anything next morning reveals a few scorch
wealthy citizens of Greyhawk dur- the cult members can dish out, the marks and scrapes, but no signifi-
ing the evening, including the house can withstand. cant damage. Mizaab still regards
mayor and the company of the Mizaab regard this as more a the attack as more of a nuisance
Royal Opera House. The grand nuisance than a significant threat. than a threat.
diva of the Royal Opera House, When he sees that the attackers This assault will serve as proof
Aestrella Shanfarel, exchanges are more powerful than the attack- that the cult is still active in
nods with Sturtevant. If ques- ers of the previous night, he invites Greyhawk. The DM should allow
tioned, Sturtevant replies that he the PCs to follow him up onto the the PCs to continue searching the
has met Aestrella on several occa- roof. A stairway behind a secret city if they so desire. The PCs get a
sions at charity functions. As a door near Mizaab’s living quarters break in finding the location of the
benefactor of the arts, Sturtevant leads up to a trap door on the roof. cult whenever the DM is ready to
has had opportunities to meet Once on the roof, Mizaab asks introduce the information regard-
most of the artistic community. the PCs to watch the woods on all ing the rainstorms (below) to the
Aestrella has attended several din- sides. If they detect any fires burn- PCS.
ners at his home, often performing ing in the woods from the attack-
for Sturtevant and his guests. ers’ torches, they are to notify him Bad Tidings
From Sturtevant’s description of immediately.
her, he is obviously a big fan of her Four fires break out in the woods Depending on the PCs’ pace in the
work. For a description of Aes- as the PCs watch. Each time, Mi- investigation, the DM should intro-
trella, the DM should refer to page zaab casts a water bomb spell at duce the following information
75, FFF. the burning area. (This spell is one or two days after the assault
listed in the New Magic appendix by the cult on Grey Manor.
a t the end of this adventure.) Derider sends a message to
Heavy Artillery The water bomb spell creates a Sturtevant telling that Aestrella
The cult members are angered large quantity of water in mid-air Shanfarel has disappeared. That
that the citizens’ assault on the and then drops it at the caster’s morning, she failed to appear for
manor was unsuccessful. They are signal. It effectively puts out the rehearsal at the Opera House. Her
furious to learn that their connec- blazes that start in the woods. colleagues, knowing that Aestrella
tions inside the Citadel have been After approximately 30 min- is never late and always sends
wiped out. The evening following utes, the cult members begin to re- word if she is ill, went to her home
the citizens’ assault (after the PCs’ treat, realizing that their attacks and found a broken window. In-
dinner with Derider), the cult have no effect. Throughout the al- side, three servants were bound
members launch their own as- tercation, Mizaab expresses his and gagged, and there were signs
sault. wishes that the PCs remain with of a struggle in Aestrella’s bed-
This assault begins exactly like him and not go to the courtyard to room.
the previous assault-PCs waking confront the enemy. Mizaab knows Aestrella’s friends released the
to noises and met quickly by Mi- that his house can survive the at- servants and summoned the City
zaab. They are led to Mizaab’s sit- tack and feels that there is no need Watch. The servants were ques-
ting room to observe the attack. to endanger themselves unneces- tioned, but they had seen nothing.
This attack, however, leaves no sarily. Mizaab does not prevent the Everyone in the household was
room for discussion and is far PCs from casting spells down from asleep at the time of the break-in,
more organized. Heavier weap- the roof, but he cautions the PCs and the servants were yanked
onry, spells, and better-organized about damaging his forest. He is from their beds, bound, gagged,
tactics characterize this attack. adamant about preserving his and blindfolded before they knew
Thirty cult members appear for trees. what happened. The reports vary
this attack. Three are mages, If the PCs insist upon engaging in the number of suspects
seven are clerics, 12 are fighters, the enemy on the ground, the cult involved-one servant thinks
and the remainder are zero-level members retreat as soon as they there were as many as ten men,
cult members. see the PCs coming. The cult one believes there were six, and
The spellcasters launch their members make every effort not to the third servant believes there
best attacks, but fire, cold, electric- be caught-the DM should allow were only four attackers.
ity, fog, and other spell effects can- the cult members to escape with- Mizaab is visibly shaken at this
not harm the house. Fighters out being captured by the PCs. news. He has been calm and re-
attempt to burn or hack at the Examination of the grounds the served at all times, even during the

28
attack on his home, but now he forest to hunt and binge. except the Processional into rivers
paces the floor and his voice is Mizaab is concerned because if of mud.
strained. He is convinced that the Aestrella is held captive and pre- The PCs are naturally free to in-
cult has something to do with the vented from feeding in dragon- vestigate the city, but few people
kidnapping, and he is certain that form, she could die in a matter of are on the streets. The PCs are
no ransom note will come. days. Even if her captors feed her forced to battle the downpour and
The concerned dragon tells the generously to sustain her human the mud everywhere they go.
PCs that under the circumstances, form, Aestrella could starve in less The cult members do not leave
he must admit something to them than a week. their underground headquarters
that he would never reveal under Mizaab does not allow the PCs to during the rainstorm. Some of the
normal conditions. Aestrella is also attempt to search Aestrella’s tunnels leading to their hideout fill
a Greyhawk dragon, and although house. He has faith in Derider’s with water, preventing them from
she has many strengths, she also abilities, and he accepts her word entering the city.
has special vulnerabilities. that no clues were found.
Mizaab also tactfully but firmly This development spurs Mizaab For the DM
warns the PCs that they must re- to hasten the investigation in any
veal this secret to no one. way possible. He is obsessed with The heavy rains cause a cave-in in
Mizaab explains to the PCs that finding Aestrella and putting and the cult hide-out, allowing the PCs
Aestrella could die if she is near a end to the cult once and for all. to find the underground lair. There
feeding cycle. He explains that are several entrances to the tun-
nels from locations in the city, in-
Greyhawk dragons must escape
the city periodically in order to
Strange Omens cluding some recently abandoned
consume large amounts. The food Following the assaults on the drag- houses. The tunnels converge
they consume in humanoid form on’s home, Greyhawk succumbs near the river, forming one broad
is simply not enough to sustain to two days of heavy thunder- tunnel as wide as some of the
their massive natural forms. storms. Constant, heavy rains as- streets in Greyhawk. This main
Therefore, they make trips to the sault the city, turning all streets tunnel leads under the Selintan

29
River to a large underground com- Garth is not frightened by the flown over the river many times
plex that the cult has claimed for questioning or by the event he wit- over the centuries, and he is cer-
its headquarters. nessed. He tells his story willingly tain that nothing of the sort ex-
This tunnel complex is quite old and repeats any details as neces- isted.
and was familiar to the Falcon be- sary. If the PCs think about the city
fore she was imprisoned. Now, she sewers, they may guess that per-
uses it for her base of operations. “I was stationed up on the haps a sewer tunnel passes below
The heavy rains cause a cave-in wall the night of the big rain. the river at that point. Derider or
under the river. The tunnels are When it rains like that, a couple one of her guards can check with
equipped with run-off sewers so of guys are always put on the the Sewermen’s Guild to learn
that in the event of such a collapse, wall to watch for boats tearing whether such a tunnel exists. The
the tunnels do not become flooded. loose or people falling in the answer comes back that no such
However, none of the cult mem- river. tunnel exists currently, and maps
bers can navigate the tunnel until “Real early in the morning, indicate that no such tunnel ever
the rains stop and the run-off just as the sun was pokin’ up, I existed in the past.
sewers have a chance to lessen the noticed one part of the river dip If this question does not occur to
flow of water into the tunnel. like it was goin’ over a waterfall. the PCs, allow them to each roll an
Then, a minute later, the river Intelligence check to think of it (if
they all fail, Mizaab can pose the
A Change in the River evened out like it always is. Ever
since then, though, there’s been question).
During the second day of torrential that funny whirlpool where it Underwater investigation re-
rains, a hole forms in the main tun- happened.” veals a large crack in the floor of
nel under the river. An alert mem- the river bed. Anyone entering the
ber of the City Watch notices an crack discovers that it opens into a
abrupt change in the flow of the When the PCs are ready to inves- network of underwater tunnels
river. A small whirlpool remains at tigate the river, Derider offers to leading to the cult’s lair.
the site of the hole. From the sur- send an officer of the city guard as
face, the hole in the tunnel is not an escort. The guard takes them
visible, but the small whirlpool is up to the top of the city wall to im-
obvious. prove their vantage point.
The watchman who noticed this In the middle of the river, just
phenomenon reports it to his com- south of the Cargo Gate, the PCs
mander at the end of his shift. The see a whirlpool about ten feet in di-
news eventually reaches Derider, ameter. It churns slowly, but a per-
who passes the information to Mi- son attempting to swim near it
zaab and the PCs. With all the would obviously be sucked in by
strange things happening in the the current. Boats have not yet at-
city, Derider has been keeping the tempted to get near the site.
party abreast of anything that PCs with the proper spells or
might provide a clue to the cult’s magical items may attempt to fly
location. over the site of the whirlpool if they
desire. If this does not occur to the
New Clues PCs, nlasek or Mizaab should sug-
The PCs may question Garth, the gest a flight.
guard who saw the strange occur- Any PC who flies over the whirl-
rence in the river during the heavy pool notices that this is not a natu-
rain. He is absolutely sure of what ral phenomenon. There are no
he saw and his story does not boulders or rocks that might cause
waver in the slightest. the waters to swirl in this manner.
Garth is a stocky man who has In fact, the waters appear to be go-
worked for the City Watch for 16 ing down a drain. At the center of
years. Derider verifies that his re- the whirlpool, there appears to be
cord is clean and he has had sev- a rift in the river bed.
eral commendations in his years of Mizaab confirms that no such
service. rift existed previously. He has

30
Cha 0
0 t
The whirlpool in the river gives the downward into the tunnel en- Falcon to exactly match his ap-
PCs their point of entry into the trance. A successful roll against pearance when she saw him last.
Falcon’s new lair. Several en- his Swimming proficiency enables He plans to get a good laugh from
trances exist in the River Quarter, a PC to enter the tunnel un- her reaction and hopes that she
but the PCs would need to search scathed. PCs without the Swim- will be so startled as to give the PCs
every building thoroughly in order ming proficiency must roll a a momentary advantage.
to find these entrances. The easi- Dexterity check with a - 3 penalty. Mizaab plays the role of mage in
est route into the lair is through Those succeeding suffer only ld3 the following encounters. He does
the whirlpool in the river. points of damage. Those failing the not change to his natural appear-
If the PCs do not have appropri- check suffer ld6 points of damage. ance unless his life depends on it
ate water-breathing devices or po- or all the PCs are near death. He
tions, Mizaab provides them. The A Dragon Escort has every intention of completing
DM should make the necessary this adventure in the guise of a
considerations for the swimming The dragon accompanies the PCs
if they wish. He changes his ap-
mage .
abilities of the PCs and the trans- Mizaab’s abilities are listed in
portation of their armor and other pearance so as to prevent suspi- the appendix at the end of this ad-
gear under water. cion if he is noticed by anyone who venture. The DM, with the aid of
If any PCs have extreme diffi- may remember Mizaab. the players, should select his
culty swimming, Mizaab helps The dragon has a love for the oc- spells (four spells each from 1st
out. His natural strength as a casional practical joke, however, level through 6th level, for a total
dragon gives him extra strength in and plans to play the ultimate joke of 24 spells).
human form-enough strength to on the Falcon when he encounters Considering the size of the drag-
easily prevent PCs from being her. The PCs do not know of the on’s hoard, Mizaab potentially
swept away by the current. dragon’s plan until it takes place. could have access to every spell in
Once the PCs enter the edge of The dragon intends to change the Player’s Handbook. The DM
the whirlpool, they are pulled his appearance when he meets the should allow the PCs and Mizaab

31
to choose Mizaab’s spells with this he must change form and breathe. When the PCs are within five
in mind. However, if the PCs Mizaab does not hesitate to use yards of the whirlpool, read the fol-
choose a spell for Mizaab that does his polymorph self ability while in lowing.
not work in the scheme of the cam- the lair. He is able to change five
paign or will unbalance the adven- times per day, and he can always The water beneath you begins
ture, Mizaab can offer his regretful revert to his natural form even if he to churn, although you have not
reply, “You know, that’s one spell has used all five polymorphs. yet reached the edge of the
I’ve never been able to find in all Mizaab always uses spells rather whirlpool. The water between
my years of collecting. I guess we’ll than entering melee. He carries a your boats and the shore is also
just have to get by without it.” quarter staff and a dagger + I in churning strangely. Then you
Similarly, Mizaab is not inter- case he is forced to fight. see something like a dragon-
ested in hauling every magical The complete description for the sized catfish with brown scales
item in his hoard into the lair. If the Greyhawk dragon can be found in and a yellow underbelly swim-
PCs press him to bring along extra the Greyhawk Adventures appen- ming beneath your boats.
artillery, Mizaab’s replies, “Now dix to the Monstrous Compen-
that would hardly be sporting, dium. DMs can refer to this for
would it? What fun is it if we go in more information. The PCs are under attack by a
with every weapon known to verme (see the Monstrous Com-
man? No, I have all I need right Into the Whirlpool pendium page at the end of this ad-
here. This should be more than venture). The verme, normally
sufficient.” Mizaab takes only When the PCs have made all nec- dwelling far upstream, has taken
those magical items listed in his essary preparations, Mizaab (in advantage of the heavy rain and
description in the appendix. the guise of Sturtevant but with all swollen river to expand its hunting
his adventuring gear) accompa- grounds.
Note for the DM:The monsters nies them to the whirlpool. Derider When the PCs have recovered
in this lair are probably more than has requested that she be in- from the verme’s attack and are
the PCs could defeat on their own. formed when the PCs make the de- ready to enter the whirlpool, the
The lair is designed with Mizaab’s scent. She offers to provide DM should read the following text.
assistance in mind. If the DM does guards, but Mizaab and talasek
not allow Mizaab to accompany turn her down, telling the PCs that
the PCs, the lair must be modified city guards usually cause more The recent heavy rains have
to reflect the absence of the noise than their help is worth. swelled the river. Its level is ap-
dragon. If the lair looks impossible Derider also offers to assist the proximately one foot higher
for the players at first, the DM party in its descent into the water than the normal level for this
should remember the many abili- by tying a rope around each party time of year. The current is swift
ties of the dragon and consider the member and anchoring the rope and the city guards who row
monsters in light of the powerful with several city guards. The PCs your boats have their hands full
ally the PCs have in Mizaab. should be allowed to decide controlling the dinghies as you
If the enemies in the lair still do whether or not they would like to prepare to jump overboard. As a
not seem to be in line with the PCs’ take advantage of this offer. safety measure, they have
abilities, the DM is free to adjust Derider provides seven boats, rowed to a position a few yards
the lair appropriately. with six city guards per boat to downriver of the whirlpool to
The DM should thoroughly read serve as escorts and row the PCs prevent the boats from getting
the description of the Greyhawk into the river. The guards take care sucked into the swirling waters.
dragon before the PCs enter the to keep the boats a safe distance You must jump overboard one
lair. The DM must he completely from the whirlpool. at a time and swim a few yards
familiar with the dragon’s abilities before the whirlpool sucks you
and resources in order for combat City Guards (42):AC 4; MV 9; F1; in. You notice that there is no
and role-playing to run smoothly. THACO 20; hp 7;#AT 1; Dmg per marine life in the immediate vi-
Mizaab carefully explains the ef- weapon type; AL NG cinity of the turbulence.
fects of his breath weapon to the Equipment: chain mail, broad The chilly waters of the Selin-
PCs. Although he cannot use it un- sword (12), long sword (12),hal- tan river greet each one of you.
less he is in his natural dragon berd ( 18) Mizaab regards all this rather
form, he feels the PCs must under- lightly, and he has taken on the
stand the effects in the event that demeanor of an excited child

32
This results in a -2 penalty to Falconmaster may feel a bit ner-
ever since you accepted this their attack rolls for these two vous about the tunnels after en-
mission. You hear an excited rounds. countering the jermlaine in the
yell as he hops into the cold wa- The PCs land in a tunnel that is previous adventure. These tun-
ters. ten feet high. Instead of suffering nels are uninhabited, however,
One by one, you are sucked normal falling damage (ld6 per and provide a place for water run-
into the whirlpool. Every ounce ten feet], the PCs suffer only ld4 off (they lead directly to the city
of strength is required to keep points of damage since the falling sewers).
your heads above water and water helps to break their fall. A devious DM may wish to taunt
control your bodies. A s you Once all the PCs have recovered, the PCs with memories of the jerm-
reach the bottom of the swirl, they see that they are in a long tun- laine adventure (especially if the
you must fight to keep from be- nel similar to a horizontal mine PCs fared badly!). They soon learn,
ing bashed into the river bed. shaft. It is braced and supported however, that the tunnels are
You slide more or less neatly into with heavy wooden beams and ap- nothing to worry about.
the crevice leading below. pears to be very old. The main tunnel is lit by contin-
The tunnel is 20 feet wide at this ual light spells placed on the ceil-
point. The floor is paved with flag ing every 60 feet. The lights go on
Crash Landing stones that provide a level but slip- in both directions as far as the PCs
PCs should roll their proficiency pery surface. can see down the tunnel.
and ability checks as described The occupants of the tunnels are Water continues to rush in
previously and record any damage obviously aware of the cave-in: through the crack in the ceiling
from swimming in the whirlpool. sandbags are piled three feet high and into the small tunnels. If the
Any PCs who suffer damage end about 20 feet down the tunnel in PCs were worried about making
up coughing and choking for two both directions. noise in their crashing entry, they
rounds. PCs affected in this man- Additionally, there are foot-wide now realize that the sounds of the
ner are also out of breath for two holes lining both sides of the tun- rushing water more than camou-
rounds following the coughing. nel every 30 feet. PCs who played flaged their noises.

33
Eastern Tunnel mon enemy threatens the entire
complex.
Into the Earth
The PCs note that the tunnel to the The western tunnel leads deep
east leads under the city. If they fol- An Old Alliance into the ground. Any dwarves in
low this tunnel, it eventually splits the party have no trouble deter-
into four side-tunnels. l k o of these The derro were in league with the mining the depth underground.
(one leading to a n abandoned Falcon before her disappearance. The tunnels are extensive but not
house and one leading to the city Plans had been made to take over especially intricate or confusing.
sewers) are obviously of newer the City of Greyhawk together, but All the passages throughout the
construction than the rest of the when the Falcon disappeared, the complex are ten feet high and ten
tunnel system. plans were abandoned. The crea- feet wide unless otherwise noted.
Due to the recent rains, there is tures knew they were not strong Individual rooms have a ceiling
no traffic in the tunnels. Those enough to take over the city them- height of 15 feet unless otherwise
who know of the tunnels avoid selves, and with the cult in chaos, noted.
them during heavy rains, for fear there was no one to rally the troops
of cave-ins. and provide leadership. The evil Room Descriptions
The side tunnels each lead to a societies under the lands across
different location in the River the river have been careful to keep 1. Main Tunnel Entrance: As
Quarter of the city. They all end in their presence a secret, and they described above, this tunnel re-
locked trap doors. One door opens decided to maintain their territo- sembles a mine shaft with a slate
into the cellar of an abandoned ries and live near Greyhawk in rel- floor. Continual light spells have
house, one opens into the city ative peace. They never suspected been cast on support beams at 60-
sewer, and the other two open into that the Falcon would return. foot intervals.
the cellars of taverns. The DM The Falcon visited these soci- From the point where the PCs
should roll l d 4 randomly to deter- eties before her departure to her crash into the tunnel, the passage
mine where the four tunnels lead old lair (in Falconmaster),but they continues 100 feet in each direc-
(1 = abandoned house, 2 = sewer, were unwilling and ill-prepared to tion. Then the passages begin to
3 or 4 = tavern). assist her battle. She convinced slope downward. The eastern tun-
If the PCs enter a tavern cellar, them, however, to allow her cult nel is described earlier.
there is a 50%chance that they are lodging until other arrangements The western tunnel continues
discovered. If they enter the main could be made. The Falcon and her for 75 feet, sloping downward
floor of the tavern, they are discov- cult members have been living in sharply. The tunnel then makes a
ered as soon as they reach the top this underground complex since sharp turn upward into a flight of
of the cellar stairs. They are their last complex under the stairs. The heavy rain has filled the
greeted by two bartenders, a male burned section of Greyhawk was bottom of this dip to a depth of 30
cook, and three serving women. destroyed. feet (see map).
Due to the rough nature of the The Falcon had to be extremely The stairs continue upward for
river quarter, the three men reassuring to persuade the derro 25 feet, then they branch into four
should be treated as 1st-levelfight- and other natives of the complex to short tunnels. All four tunnels end
ers armed with clubs or knives and grant her sanctuary. These evil in secret doors.
the women should be treated as 0- creatures are terribly sus-' -'- - - - 0
p'"l0us -1 1 Three of these secret doors even-
level fighters armed with clubs. her, and are completely unwilling tu: dly lead to the same passage. In-
to risk losing their und erground ha bitants of the lair know the
home to a hostile take-ov'er. ea$;iest route to take, but adventur-
Western Tunnel ._
The Falcon won over the evil
.- - ...
ers must either guess or try all four
This tunnel leads to an under- creatures after several days of ne- passages.
ground realm under the land west gotiating, and the cult members Natives of the lair make a point
of the city, across the Selintan were allowed to move into a sec- of frequently running to the wrong
river. I t is inhabited by a wide vari- tion of the complex that was under tunnels and entering the secret
ety of creatures who live more in construction for expansion. They doors, only to exit them immedi-
tolerance of each other than in har- currently reside in the tunnels: ately. This ensures that the foot-
mony with each other. These crea- since moving in, the cult members prints and tracks are spread
tures ignore each other unless any have arranged to connect the tun- evenly among the tunnels so as
of the groups intrudes on the terri- nel to the city sewers to provide ac- not to tip off enemies to the nature
tory of another, or unless a com- cess to the entire city. of the four tunnels.

34
2. Decoy Room: A secret door they form a 20-foot-wide tunnel their strong smells. Even leather
leads to this chamber, which con- that leads to the main living quar- and wooden articles are of no value
tains a deep pool. The pool is 50 ters of the derro. due to their odors and deteriora-
feet deep and is fed partly by runoff tion.
from the river and partly from Home of the Dark Treasure such as gems or weap-
groundwater. There is absolutely ons survive the dampness much
no other exit from this room. Dwarves better. The derro make an effort to
From the entrance to the room, The derro have lived in this cave maintain their metal weapons and
the outline of a stone door can be system for nearly a century. They armor, and gems naturally do not
seen on the other side of the pool. first met the Falcon approximately suffer from humidity.
PCs must navigate the water to 70 years ago, when she discovered
learn that the door is a fake, then their lair while looking for a suit- Welcoming Committee
must find their way back across able location for her temple com- If the PCs arrive at the lair at night,
the water and exit through the plex. The derro were unwilling to the derro community is awake and
same door from which they en- grant her any of their living space, active. The PCs have one round to
tered. but they later agreed to join her act before the derro organize and
?b make matters more interest- cause and assist in the destruction take battle stations.
ing, the pool is home to ten giant of Greyhawk.. Although the derro If the PCs enter the lair during
leeches that feed on any small fish had no interest in the territory of daylight, all derro are asleep ex-
or river life that washes into their the city, they coveted the sewer cept for six drowsy guards. The
pool. system and crypts. PCs have two rounds to act before
The derro caves are lit by faintly the guards rouse themselves
Leeches, Giant (10):AC 9; MV 3, glowing moss and torches. The enough to call out a warning.
SW3; HD 3; hp 20, 20, 17, 16, 15, ceilings of rooms D 1and D5 are ap- Regardless of the time of day,
14,14,13, 12, 11; THACO 17; #AT proximately 50 feet high. These one savant and two student sa-
1; Dmg ld4; S A drain blood; AL N were formed naturally by an un- vants are in room D7, studying or
derground lake that eventually practicing. When the warning is
3a and 3b. Nuisance Rooms: drained into the river, leaving this sounded, they rush into the fray
These rooms are identical to room smooth cavern. The other rooms through the concealed door near
2 in their arrangements, except were carved out by the derro and room D7. First, however, they peer
that no door can be seen from have ten-foot-high ceilings. The through the opening (described
across the room. These rooms walls of these rooms are rough and below] to assess the situation.
have functional secret doors where rocky, and many ledges and niches The remaining savants are in
room 2 has a false door. This setup are cut out of the rock to store their quarters on the lower level.
is intended purely for the aggrava- weapons and other items. Several pull-ropes throughout the
tion and distraction of anyone at- Several sturdy pillars exist cavern lead to bells in the savants’
tempting to enter these secret throughout the cave, created by quarters in order to alert them.
lairs. sections of harder rock that were The remaining savants and stu-
The pools in these three rooms not worn away by the water. dents arrive four rounds after the
connect via a hidden aqueduct. The cave is always damp. The alarm sounds.
This allows their water levels to proximity to the river and the sur- Once the warning has been
even out in the event of drastic rounding wet ground ensure that sounded, all derro except women
changes. It also allows wildlife to the air is always humid. Some- and children take their battle sta-
have an equal chance of dispersing times, after especially heavy rains, tions.
to all three rooms. or in the spring as the snow melts, ten demo fighters rush at the
The pools in rooms 3a and 3b are the air is so humid that a light mist PCs. Half the derro take positions
also inhabited by ten giant leeches forms in the cave. The heating sys- in the narrow tunnels that line the
(see statistics in room 2). tem (described later) also in- walls of the cave. These are
creases the humidity. equipped with arrow slits suitable
Room 4. The Right Way: This The result of all this dampness is for the bolts fired by the derro’s re-
is actually a tunnel with a secret that mold and mildew grow in pro- peating light crossbows. One derro
door at its far end. It connects to fusion. The air has a strong, musty takes a position at each arrow slit.
the tunnels leading from rooms 3a odor, and any articles of derro The remaining derro assemble in
and 3b. clothing or other textiles have no the side caves, waiting to rush in-
Where the tunnels converge, value on the open market due to

35
truders if necessary. When the sa- other ordinary equipment. During If the PCs enter this room, the
vants arrive, this gives them a the derro’s active time, about half women move to protect their chil-
clean shot at the PCs with none of the derro are present, involved in a dren. They do not attack unless
their own clan in the way. variety of activities. the PCs attack first. If provoked,
If the PCs arrive while the derro the women try to fight the PCs
are asleep, most of the derro are in D2. Warriors’Room: Extra sets with sticks or clubs (treat as 0-level
room D5. Only ldlO derro are in of armor and weapons are stored fighters). There are no weapons or
room D 1. The PCs should have no here, as well as scores of crossbow anything of value stored in this
trouble pushing the defenders into bolts. The derro are always con- room.
the passage between these two structing bolts; for the purposes of
rooms to prevent the derro from the battle with the PCs, the supply D4. Storage:This cave holds all
rushing into room D1 and sur- of bolts is unlimited. ordinary items pilfered from
rounding the PCs. This room is used only by war- Greyhawk’s residents. All vari-
If the PCs arrive while the derro riors. Although no official rule ex- eties of clothing, blankets, cooking
are awake, the derro are divided ists, all other derro consider this equipment, torches, oil flasks,
evenly between rooms D 1 and D5. cave to be off-limits. This area is building materials, rope, and mis-
sometimes used for training and cellaneous household items are
D1. Communal Living Area: planning sessions. stored here. There is no organiza-
This room serves a variety of pur- tion to the piles of junk. Any derro
poses, as an area for everything D3. Nursery: This room is occu- can take an item from the storage
from weapon maintenance to pied by derro women and their room at any time. All textile items
cooking to child care and instruc- young children. This cave provides have picked up the strong musty
tion. Occasionally, some derro a safe, quiet place for the young de- odor that permeates the caves.
sleep in this room. rro to sleep; it also prevents the
This cave is littered with cloth- noise of crying children from dis- D5. Sleeping Quarters:Most of
ing, cooking utensils, playthings, turbing the entire clan. Crude cribs the derro (with the exception of the
firewood, torches, oil flasks, and and small beds line the room. savants, student savants, chil-

entry CORRidOR

meenlocks

36
dren, and some of the women) arrive, the warriors immediately The first PC in the path of the
sleep in this cave. The cave is lined go to their positions at the arrow bolt suffers 3d6 damage and is pro-
with makeshift mattresses that slits, firing upon their unsuspect- pelled backward into any PCs
are stuffed with a variety of materi- ing victims. Hundreds of bolts are standing behind him. Every PC be-
als, ranging from straw and corn stored in each room. hind the PC who is struck must
husks to feathers and hair from Half of all crossbow bolts are roll a successful Dexterity check or
unidentifiable animals. All of these tipped with Class K poison. The topple over backward, causing a
are damp and foul smelling. DM should roll ld6 for every bolt chain reaction with those PCs be-
that hits a PC to determine hind him. PCs do not suffer dam-
D6. Slave Quarters: The derro whether it is poisoned. A roll of 4, age from falling over, but the DM
keep 34 human slaves imprisoned 5, or 6 indicates a poisoned bolt. should take careful note of the
in the cavern system. Most of these This particular clan of derro PCs’ weapons and account for the
have been charmed by the sa- greatly enjoys combat and sees it possibility of injuring each other.
vants. The six who are not as entertainment and sport as
charmed were simply weak-willed much as defense. Therefore, they D14. Pets: The derro savants
humans who submitted to the use a relatively weak poison to im- went to great expense and effort to
threats of the derro. prove their odds, to add to the suf- acquire five floating eyes, an unu-
None of the slaves fight the PCs. fering of their victims, and to add sual variety of marine life. They
The charmed slaves do not com- an element of chance to the game. paid an exorbitant sum to a group
municate with the PCs unless of less-than-honest adventurers to
their spells are broken. The few D11. Concealed Door: There obtain the creatures and a quan-
who were not charmed answer the are three other doors similar to tity of seawater to keep them alive.
PCs’ questions in brief or single- this one around the cave (leading The floating eyes are detailed in
word answers. to the defense tunnels-see map). the Monstrous Compendium-style
Over the course of several years, The doors are actually holes in the pages at the end of this adventure.
the derro kidnapped slaves as they rock wall, and measure approxi- When the floating eyes were
were needed. The slaves are weak mately five feet high. On the inside brought here, the seawater was
but otherwise healthy. They are of the holes, the derro have hung a mixed with fresh water from the
fearful of leaving the cavern be- muddied tarp or blanket stained to river. Two of the creatures died as a
cause they know that they might match the color of the rock in the result, but the other three adjusted
encounter worse creatures than cave wall. to the change in climate. The derro
the derro. While these coverings do not have not yet decided what to do
The slaves know nothing about prohibit entry, they serve a pur- with the floating eyes, but they
the remaining caves. They are led pose by reducing the visibility of hope to eventually use them in
to a new portion of the caverns to the openings to intruders. They magical research.
excavate rooms, but they travel in also help to regulate the flow of The room that holds the floating
the dark and are too disoriented to steam when the “heating system” eyes has a floor that slopes steeply
find the way on their own. The is used (described below). away from the door. The room is
slaves know nothing about traps only 60 feet long, but the depth of
or secret doors in the lair. The D12. Hallway: If the derro are the water at the far end of the pool
slaves cannot provide any infor- truly distant relatives of the is 75 feet. The slope of the floor, as
mation to the PCs. dwarves, it is apparent in the con- a result, is greater than 45 O .
The slave quarters are outfitted struction of these passages. While The ten-foot-square area inside
with moldy piles of straw and dete- the main caves are rough and un- the door and the first ten-foot sec-
riorating mattresses. The slaves finished, these passages are cut tion of the room are free of water,
have no personal possessions and cleanly and finished neatly. These but both are slimy and slippery. All
wear little more than rags. tunnels lead to four secret doors. characters must roll a Dexterity
check with a - 4 penalty or risk
D7-DlO. Arsenals: During bat- D13. Ballista Trap: If this se- slipping into the water and meet-
tle, these rooms are occupied by cret door is opened, anyone within ing the floating eyes.
troops waiting to enter the tunnels ten feet hears a loud “click” and a Read the following to any PCs
behind the cave walls. If the derro loud “sproing.” Seconds after the who fall in the water.
suspect an attack, several warriors door swings outward into the hall,
are stationed in these rooms to a ballista bolt launches at the PCs
await the assault. When intruders at a height of three feet.

37
Their rooms are no more orga- each of the students’ spell lists,
You sense movement between nized than the rooms upstairs, and two spells from the savant’s
yourselves and the back wall. with clothing and other items list.
Peering into the water, you strewn about. The exception is
think you see an eye looking at that each student owns a small D24. Savants’ Work Room: In
you-yes, it’s definitely an eye. chest to hold personal and magical addition to the practice room, the
I t is about three inches in diame- items. The chests are locked but savants and the students use this
ter and is floating toward you. are not trapped. Each chest holds room for less dangerous work. Al-
You can make out a translucent 3d6 sp. If the students are asleep, though derro learn spells differ-
round body that is home to the their magical items are in the ently from humanoid spellcasters,
eye. Tiny streaks of lightning chests. Otherwise, they always they still must study and research.
seem to be flashing in the pupil carry their magical items with This room contains two wobbly
of the eye. them. The student savants own tables and five tall stools. One ta-
only those items listed in their ble holds a miscellany of spell com-
character descriptions (seethe list- ponents (all are moldy or
The floating eyes are not natu- ing at the end of the description for deteriorated beyond use) and
ally hostile, but they are hungry the derro caves). some laboratory equipment suit-
and try to use their gaze to para- able for brewing potions.
lyze any characters landing in the D20-D22. Savants’ Rooms: A rotting bookshelf at one side of
water in order to secure a meal. Each savant has his own living the room holds several books
area and personal items. The about magic and some paper, ink,
Floating Eyes (3):AC 9; MV Sw rooms are equally as messy as all and quills. The books are crum-
30; HD ld4 hp; hp 3 , 3 , 2 ; THACO other rooms in the complex but bling with decay and are worthless
20; #AT 0; Dmg 0; S A hypnotism; contain more interesting items and difficult to read. None of the
AL N and treasure. books contain spells.
Each savant has a chest slightly If the PCs arrive at the lair dur-
D15. Dead End: This passage larger than those of the student sa- ing the night, one savant and two
extends only 30 feet before ending vants. The chests each hold 4d4 students are in this room. All have
in a rock wall. The derro began ex- gp, three 50 gp gems, and one item their maximum number of spells
cavating this passage, but gave up of jewelry (DM’s choice) worth 75 available.
to tunnel in a different direction.
A large patch of grey ooze has gP*
The doors to the savants’ rooms D25. Meeting Room: If the sa-
taken up residence in this aban- can be barred from the inside. The vants see a need for a meeting with
doned cave. I t drops on anyone doors are always locked and the military leaders of the clan, it is
who examines the dead end rock barred when the savants are in- held here. This is the only room on
wall. side, and they are locked every the savants’ level that non-savants
time the savants leave their are granted access to. Only the
Grey Ooze (2): AC 8; MV 1; HD rooms. warrior leaders are allowed on this
3+3;hp 14,17;THACO 17; #AT 1; level, and only in this room.
Dmg 2d8; AL N D23. Savants’ Practice Room: This area contains a long table
This room is empty except for and 15 stools of varying sizes and
D16. Stairway: This tunnel some broken stools, miscellaneous styles. The best stools are clus-
turns in a right angle and descends junk, boulders, and broken rock tered at one end of the table, be-
to the next level of the derro lair. from the cave excavation. The coming progressively shabbier to-
Wide, shallow steps have been cut walls and ceiling are scorched and ward the other end. Nothing of
out of the stone to form a rough pitted in a number of places. value is kept in this room.
stairway. At the bottom, the stairs The savants use this room for A secret door leads to the derro’s
appear to end in a rock wall, but a spell practice and to teach new treasure chamber.
secret door grants access to the sa- spells to their students. The debris
vants’ living quarters. is mainly the result of levitation D26. ’hnnel to Vault: This is
and lightning bolt spells. an ordinary tunnel outfitted with
Savants’ Quarters During the derro’s active cycle, two false doors and one secret
D17-Dl9. Student Savants’ one savant and two students are in door. The mechanism that oper-
Rooms: Each of these rooms is oc- this room. The DM should ran- ates the secret door is a small
cupied by two student savants. domly subtract one spell from metal pin in a niche in the rock. I t

38
is tipped with a weak poison. The are black, red, or dark green (DM 350° F,causing a constant boiling
savants are immune to the poison, should choose gems appropriate to of the water. The walls of the room
which has the effect of a ray of en- their values), since the derro con- are wet from condensation, and
feeblement (saving throw to ne- sider stones of other colors to be water trickles down the walls and
gate effects). nauseating reminders of the over- back into the pool.
world humanoids. The derro have made use of
D26A. Derro Treasure Vault: Only the savants are allowed in these fish to heat their under-
The derro have an unusual taste in the treasure chamber. When any ground home. Although the derro
treasure. They do not covet gold financial transactions, such as like the damp environment,
like their dwarven cousins, but trade with other races, take place, winters underground are some-
recognize its value among the vile the savants oversee the entire op- what colder, uncomfortable for
races of the overworld. They ap- eration. young derro.
preciate copper, however, and Each tunnel in this cave leads to
stockpile copper pieces, which D27. Derro Heating System: a different room in the cavern sys-
they later hammer into armor This room contains an enormous, tem. The steam travels up the tun-
studs, weapons, cookware, plates, deep pool and several narrow tun- nels and into the living areas of the
cups, and other useful items. This nels (about two feet wide) leading derro. Special trap doors in the liv-
room contains several locked up out of the cave. The pool is 80 ing areas allow the tunnels to be
chests holding 4,000 gp. feet deep in the center and 1,200 closed off whenever the steam is
Also stashed in this vault are feet across! not desired.
450 gp in leather and canvas bags, This cave is constantly filled The derro make certain to feed
200 sp in canvas bags, 15 gems with nearly scalding steam. the hetfish regularly. A special
(values 400, 350,250, 150 (x3) 75 The pool is home to 30 hetfish team of four derro is responsible
(x4), and 50 (x5) gp), two long (see the Monstrous Compendium- for maintaining the fish’s feeding
swords + 1, three ordinary rings style entry at the end of this adven- schedule.
(value 50 gp each), and one neck- ture). These fish generate enough When the PCs enter the room,
lace (value 25 gp). All gemstones body heat to warm the water to they are met by a blast of hot, wet

39
air. They cannot see across to the Equipment: ring of fire resist- Equipment: brooch of shielding
other side of the room unless they ance, wand ofparalyzation, potion
leave the door open for four rounds ofgaseous form. Skort, Derro Student Savant:
to allow some steam to escape. AC 5;MV 9;HD 5;hp 34;Str 17,
This is an ordinary cave except Malvin, Derro Savant: AC 4;MV Dex 16,Con 15, Int 10,Wis 16,
for the pool of boiling water that oc- 9; HD 7;hp 45;Str 11, Dex 18,Con Cha 7;THACO 15;#AT 1;Dmg ld6
cupies most of the room. A 20-foot- 14,Int 17,Wis 15,Cha 10;THACO (spear);MR 30%; AL CE
wide ledge fills the space between 13; #AT 1; Dmg ld6 (aklys); MR Spells: invisibility, wall of force
the door and the edge of the pool. 30%; AL CE Equipment: ring of protection
PCs can walk up to the edge of Spells: wall of fog, ESP, invisibil- +1
the pool easily, and they can see ity, blink, lightning bolt, cloudkill, Laerf, Derro Student Savant:
the hetfish through the water. The an ti-magic shell, repulsion AC 5;MV 9;HD 4;hp 27;Str 11,
DM should make it obvious to the Equipment: wand of fear, ring of
invisibility Dex 17,Con 15,Int 13,Wis 9,Cha
PCs that entering the boiling water 14;THACO 17; #AT 1; Dmg ld6
would mean a quick death. Any PC (spear);MR 30%; AL CE
who so much as touches the water Sodor, Derro Savant: AC 3; MV
9; HD 6;hp 48;Str 15,Dex 15,Con Spells: levitate, blink
suffers ld2 points of damage and a Equipment: ring of fire resfst-
blistering burn. 17,Int 17,Wis 14,Cha 12;THACO
PCs find the room increasingly 15; #AT 1; Dmg ld6 (aklys); MR ance
uncomfortable. Characters wear- 30%; AL CE Yosm, Derro Student Savant:
ing armor find the room unbear- Spells: spider clim b, hypnotic AC 4;MV 9; HD 4;hp 24;Str 11,
able after three rounds unless they pattern, levitate; lightning bolt, Dex 17, Con 16,Int 13, Wis 12,
begin taking off their armor. They cloudkill, wall of force, anti-magic Cha 9; THACO 17;#AT 1 or 2;Dmg
suffer a +2 penalty to THACO un- shell ld3 (repeatinglight crossbow);MR
less they remove their armor. Equipment: bracers of defense 30%; AL CE
PCs who are not wearing armor AC 6, ring of shocking grasp Spell: hypnotic pattern
suffer a + 1 penalty to THACO after Equipment: ring of protection
six rounds in this cave. Mank, Derro Student Savant: +1
The floor in this cave is slippery AC 3;MV 9; HD 7;hp 45;Str 12,
from the steam. Dexterity checks Dex 16, Con 14,Int 14,Wis 15, Derro Leader (1):AC -3;MV 9;
and attack rolls suffer a -2 pen- Cha8; THACO 13;#AT 1;Dmg ld4 HD 7;hp 52;Dex 18;THACO 13;
alty (in addition to the penalties (spiked buckler); MR 30%; AL CE #AT 1 or 2;Dmg by weapon type;
listed above). Spells: ice storm, cloudkill, MR 30%; AL CE
The fish are unable to attack the shadow magic Equipment: studded leather ar-
PCs unless they enter the pool. Equipment: ring of protection mor made from umber hulk hide
Stirring up the water of the pool in +1. (AC 2).spiked buckler (ld4),aklys
any location brings ld8 fish to the (ld6), repeating light crossbow
disturbance. Borth, Derro Student Savant: (Id31
AC 2; MV 9; HD 6; hp 40;Str 15,
Hetfish (30):AC 5;MV Sw 12;HD Dex 18,Con 12, Int 13, Wis 15, Derro Lieutenant (1):AC 3 MV
1 (9fish), 2 (11 fish), 3 (10fish), Cha 10;THACO 15; #AT 1; Dmg 9;HD 6;hp 39;Dex 18;THACO 15;
THACO 19 (1-2 HD), 17 (3HD); #AT ld4 (spiked buckler); MR 30%; AL #AT 1 or 2;Dmg by weapon type;
1; Dmg 1; SA heat; AL N CE MR 30%; AL CE
Spells: ESP, invisibility, light- Equipment: studded leather ar-
Derro Community ning bolt mor made from umber hulk hide
Equipment: wand of enemy de- (AC 2),repeating light crossbow,
Gorth, Derro Savant: AC 4;MV tection aklys
9; HD 8;hp 55;Str 14,Dex 18,Con
15,Int 18,Wis 15,Cha 9; THACO Dwimm, Derro Student Savant: Derro Warriors (5):AC 4;MV 9;
13; #AT 1; Dmg l d 6 (aklys); MR AC 5;MV 9; HD 6; hp 37;Str 13, HD 5;hp 36, 32, 28, 25,24;Dex
30%; AL CE Dex 17, Con 12, Int 17, Wis 13, 17;THACO 15;#AT 1 or 2;Dmg by
Spells: wall of fog, invisibility, Cha 11; THACO 15; #AT 1; Dmg weapon type; MR 30%; AL CE
lightning bolt, ice storm, cloudkill, ld6 (spear);MR 30%; AL CE Equipment: studded leather ar-
shadow magic, wall of force; anti- Spells: affectnormal fires,spider mor, repeating light crossbow (3).
magic shell, repulsion climb, hypnotic pattern spear (2)

40
Derro Warriors (10):AC 5; MV 9; cave wall opposite it is a small con- H2. Entry Cave:
HD 4; hp 2 8 , 2 6 , 2 5 , 2 5 , 2 3 , 21,20, cealed hole. The hole leads to
20,19,16;Dex 16;THACO 17; #AT meenlock territory (see the entry This rough, rocky cave is ap-
1 or 2; Dmg by weapon type; MR that follows for the lair). proximately 18 feet high. The
30%;AL CE The hook horrors have little floor is littered with debris simi-
Equipment: studded leather ar- trouble scaling this wall to reach lar to that on the ledge, and you
mor, repeating light crossbow (5), their home, but the PCs should can make out some unusual
hook-fauchard (5) find this difficult. If the DM desires, tracks in the loose gravel and
Mizaab may cast a web spell on the sand on the floor. The tracks ap-
Normal Derro (30): AC 7 or 6; MV floor beneath the PCs to cushion pear to have been made by a bi-
9; HD 3; Dex 15;THACO 17; #AT 1 their fall. A five-foot thick web will pedal creature with three large,
or 2; Dmg by weapon type; MR eliminate all damage taken by PCs clawed toes. Each print is over
30%;AL CE falling from any height. 16 inches long!
Equipment: leather armor, re- If the PCs choose to scout the As you examine the prints,
peating light crossbow (15), hook- ledge at the top of the wall before you hear a scuffling noise com-
fauchard @), spiked buckler and ascending, through use of a wizard ing from the two caves to the
aklys (7) eye or other means, they find a sides. Before you know it, you
wide rocky ledge opening into a are being charged by six huge
Hook Horrors cave. Since there is no light source creatures, three from each cave.
in the cave, the PCs cannot deter- They are easily nine feet tall,
This level of the cavern system is mine what lies within. The cave’s with tough, shell-like skin,
inhabited by a clan of hook hor- occupants are not seen during this beaks like those of vultures, and
rors. Complete information about time. 12-inch-long hooks instead of
these creatures (originally appear- The ledge is approximately 40 hands. Surprisingly quick for
ing in the GREYHAWK@Adven- feet wide and is covered with loose their size, they immediately
tures supplement to the rock and bones. There are no boul- start swinging their hooks at
Monstrous Compendium) is re- ders on the ledge that would be you. You can see that they also
printed at the end of this adven- large enough to support a rope have long hooks protruding
ture. holding a PC. from their elbows and small
If no other method to scale the spines across their upper backs.
You approach the end of a long wall can be found, Mizaab changes
tunnel to find that the passage form to a creature capable of scal-
ends in a steep rock wall. The ing the wall, then holds a rope at Hook Horrors (12):AC 3; MV 9;
wall extends to a width of 60 feet the top of the wall and helps to pull HD 5; hp 40,38,37,34,33,33,30,
and looks to be about 100 feet the PCs up. 2 7 , 2 7 , 2 4 , 2 1 , 1 8 ;THACO 15; #AT
high. The surface is pitted in a By the time everyone is up on 3; Dmg ld8/ld8/2d6; AL N
few places, but you can see that the ledge, the cave’s occupants The hook horror with 40 hit
climbing the wall will be no easy have had a chance to take their po- points is the clan’s leader. She does
task. sitions in the side caves (H3 and not take part in combat until her
The wall’s surface and the H4) off the entry cave life is threatened or all other war-
surrounding cavern wall create riors have been defeated. In addi-
a corridor about 30 feet wide. t 1. Rock Ledge: tion to the adult hook horrors,
The surface opposite the steep there are three young in the lair.
wall is completely perpendicu- The ledge you are standing on These stand about five feet tall and
lar to the floor and would be is about 40 feet deep and 60 feet are 3 HD each. If all the adults are
even more difficult to scale. wide, It is strewn with rocks, slain, the children also move to at-
There are not enough hand- bones, and dead plants as well tack.
holds or footholds to climb the as some healthy patches of li- When any of the initial six at-
wall without proper equipment. chens and fungus. You don’t tacking hook horrors is defeated,
The floor at the bottom of the find any clues as to what types another comes from cave H5 to
wall is littered with bones, of creatures inhabit this cave. take its place. This continues until
rocks, and other debris. all have been slain.

At the far end of the corridor


formed by the sheer wall and the
H 3 and H 4 . Ambush H i d e -
O u t s : These rooms are empty.
has its own chamber in which to
live. While the community works
Meenlock Territory
They are used only as places to together for its survival, the crea- At the end of the corridor formed
hide in order to attack intruders. tures are by no means friendly to by the sheer wall leading to the
Since the hook horrors have excel- each other. hook horrors’ lair is a small, con-
lent hearing, they always detect The caves are furnished with cealed hole. A large, moss-covered
intruders attempting to scale the piles of straw and fungus large rock blocks the entrance to this
wall up to their lair. The effort in enough to accommodate the nine- four-foot-high hole.
scaling the wall always gives the foot height of the hook horrors. If the PCs roll back the stone,
creatures sufficient time to take One egg (15 inches long) is found they are greeted by the smell of rot-
their positions in the small caves. in each of caves H7 and H8. ting corpses. A dank, moss-
Among these smaller caverns is covered tunnel leads inward into
H 5 . Main Cave: This large ca- a total of 40 sp and 12 pp. The more caverns. These tunnels are
vern is littered with rocks, bones, hook horrors have little use for five feet wide with four-foot-tall
and debris just like the other parts cash, but they were fascinated by ceilings.
of this lair. Piles of straw are these shiny discs taken from some
heaped in some of the cave’s cor- of their victims. Four 50-gp gems M1. Meenlock Tunnel:
ners, and the carcasses of two uni- are also found in the small ca-
dentifiable animals can be found verns. torchlight reveals a wide, low
in the small alcove. Because the tunnel leading into the rock
creatures’ hooks are non- H 1 0 . Empty Cave: This cave wall. All surfaces of the tunnel
manipulative, no tools or weapons does not appear to be used, but at are greenish-brown with thick,
can be found anywhere in the the very back of the cave is a pile of tangles of moss. The floor is
caves. straw containing two leathery both spongy and crunchy from
eggs. the moss and scattered bones.
H6-H9. Sleeping Chambers: The moss beneath your feet is
Each family unit of hook horrors

42
hilts measure about five inches
long. The blades are razor sharp, about 12 inches high.
and each knife is slightly different What takes place in this room
able footprints. The tunnel is 80 in design and decoration from the you can only guess. The smell
others. and the evidence suggest some-
The meenlocks attack once the thing too horrifying to imagine.
M2. Meenlock Detention: The PCs enter room M3. This ensures
tunnel opens into a n irregular that their escape route is cut off. If the DM wishes the players to
cave. The walls of this cave are The meenlocks use no weapons, learn the horrible secret of the
covered with the same moss as in and do not attempt to retrieve the meenlocks, Mizaab can tell the
area M1. daggers (these are for ceremonial story. He admits that he has never
purposes only). encountered them himself, but he
The ceiling in this cave opens has heard the tales from other ad-
up to eight feet in height. The Meenlocks (5):AC 7;MV 9; HD 4; venturers. Until now, he wondered
floor here is exposed stone, but hp 27,24,22,20, 19;THACO 17; if the stories were fabricated, but
heaps of moss five and six feet #AT 2; Dmg ld4/ld4; S A paralyza- now he’s sure that every detail is
high stand around the perime- tion; S D dimension door; AL LE true.
ter of the cave. The floor is
stained with what you assume The meenlocks are detailed fully M5. Tunnel to Overworld:
to be blood, but you can’t be at the end of this adventure. The This tunnel leads through hun-
sure. If it is blood, it’s the blood DM should note that intelligent dreds of feet of earth to a conceal-
of many different creatures with creatures with 4 or fewer HD col- ing rock in the forest across the
many different kinds of body lapse from the sight of a meenlock river from Greyhawk. The tunnel
fluids. for l d 4 + 4 rounds (a successful walls are covered in a thick layer of
In the center of the room are saving throw vs. spell reduces this moss that the meenlock use to
six stone posts, each with a time to half). climb out of the tunnel. This is
leather thong wrapped loosely The meenlocks try to take the their entry to the world above and
around it. From the positions of PCs alive if at all possible. (Fresh a lifeline to sources of food and vic-
the posts, you might guess that victims are always needed to per- tims for their horrendous rituals.
whatever lives here uses the form the ceremony that creates
posts to detain its victims. The more meenlocks.)
room is otherwise empty.
FaI C 0 n’s Headquarters
M 4 . Meenlock Ceremonial If the PCs adventured in Falcon’s
Chamber: A s described in the en- Revenge, they will recognize many
M3. Meenlock Quarters: This try at the end of this adventure, items in this cavern system that
is another moss-covered room, ex- new meenlocks are created, not
cept the moss here has been raked were salvaged from the cult’s com-
born. This room serves as the site plex that was destroyed in that ad-
into five large piles. A ragged, de- of meenlock creation for this band. venture. Such items are indicated
caying fur covers each pile. The throughout the following descrip-
heaps are matted in the center as if The stench in this room is
something had been placed here or tions. If the PCs did not adventure
nearly unbearable. If anyone through Falcon’s Revenge, the DM
slept here. These are the was feeling queasy earlier, they should simply embellish the de-
meenlocks’ beds (nests, really). now have to fight from becom-
There are no articles resembling scription that follows to the satis-
ing ill. faction of the players.
clothing, nor is there any treasure Bones are stacked around the
anywhere in the caves. entire perimeter of this room F1. Guard Chamber: This
Bones lie scattered over the en- like snowdrifts. A shallow pit in
tire floor in this room. In several room is empty except for three
the center of this cave is slick stools. I t is always occupied by
places, the bones are stacked or with a black oozy substance. Six
otherwise arranged in what PCs three guards who admit only cult
stone posts, like the ones in members or the derro savants.
can guess might be some sort of room M2, surround the two-
sculpture. foot-deep pit. Outside the ring of
Near each bed is one long dagger Guards (3):AC 3 , 3 , 4 ; MV 12;HD
posts is a ring of moss piles, 4; hp 42, 38, 36; #AT 1; Dmg by
with a curved blade. The blades forming a continuous circle
are nearly 18 inches long and the weapon type (long sword, battle
axe +1,mace + 1);AL CE

43
At night, two acolytes also keep constructed from planks of wood. their rooms. During the daytime,
watch with the guards (descrip- Eight acolytes make their homes two priests are in the meeting
tions for the acolytes follow). here. A s the lowest-ranking mem- room (F6),while the other two are
bers of the cult, they were reduced at work in these rooms.
F2. Hall: This passage is not lit to sharing one room when the cult
and is littered with trash and filth. moved into the derro’s facilities. F9. Sentries: This room is
Each partition holds a mildewed guarded by some old friends of the
F3. Robe Room: As in the pre- mattress, a chest of clothing, the cult. These were rescued from the
vious cult complex, a room near acolyte’s ceremonial robe, and an old complex before it was de-
the temple is reserved for storage average of 30 gp stashed in a vari- stroyed.
of the cult’s black ceremonial ety of locations. The acolytes pos- Four piles of skeletal remains lie
robes. The room is under construc- sess no magical items. on the stone floor. Examination re-
tion (presumably by the derro’s If the PCs arrive at the lair dur- veals them to be the skeletons of
human slaves) and the corners of ing the day, the room is empty. If giant cats. The cats are unusual,
the room have not yet been they arrive at night, six acolytes however, in that they each have
cleared. twenty hooks hang on the are asleep in this room. The other two enormous fangs where their
wall, thirty more lie in a heap on two are in room F1 keeping watch canine teeth should be. PCs may
the floor waiting to be installed, with the guards. correctly guess that when these
and twelve robes hang from the cats were alive, these teeth pro-
hooks on the wall. Nothing of value F6. Meeting Room: This cham- truded from their mouths by at
is kept here. ber contains six small, battered ta- least six inches.
bles and 20 chairs and stools. I t is The other feature of this room is
F4. temple A s the largest room used for meetings between the cult a large symbol of Iuz on the wall
in the derro’s recently excavated leaders, priests, and acolytes, and opposite the door. The symbol is a
chambers, this serves as the cult’s also for meals and recreation. mosaic, and it appears to have
temple. A rough shelf along one wall been chiseled or torn out of a larger
holds the cult’s cooking equip- work. It was part of the wall in the
A crude altar matching the ment, a stack of parchment, bot- old lair, and the wall was chopped
stone of the caverns stands at tles of ink, and a bundle of quill up in order to free the unholy sym-
the front of the room. Iron can- pens. bol to transport it here. The sym-
dlestands, holding the cult’s sig- During the daytime, four aco- bol radiates a strong aura of magic.
nature black candles, flank the lytes and two priests are in this
altar. One of the blackened bra- room. At night, the room is empty. Skeletal Sabre-tooth Cats (4):
ziers, salvaged from the cult’s AC 6; M V 12; HD 6; hp 40, 36, 32,
old temple under the city, F7 and F8. Priests’ Quarters: 28; THACO 15; #AT 3; Dmg ld3/
stands in front of the altar. The The cult’s four priests share two ld3/2d6; AL N
same unholy symbol of Iuz from rooms. The derro’s architecture The skeletal cats animate when
the old temple hangs on the wall did not lend itself to a cult com- anyone enters the room, but they
behind the altar. plex, so the clerics divided the attack only creatures of good
Crude benches and stools fill space as best they could. alignments. When one of the cats
most of the room. Although the Two priests occupy each room. is slain, it falls to the ground for
room has been chiseled out only The space is partitioned by blan- three rounds, then rises and at-
recently, it is filthy with dung, kets hung across the room. Each tacks on the fourth round. The
trash, melted wax, and incense partition contains a crude cot, skeletons are reanimated by the
ash. A musty, scorched stench chest of clothing, the priest’s cer- power of the unholy symbol of Iuz
hangs in the air. emonial robe, and an average of 45 that hangs on the wall. They con-
gP. tinue to reanimate until the sym-
Each room also contains one bol is deactivated or destroyed, or
The temple is empty of valu- battered table and two stools. An no more good creatures remain in
ables. No guards are stationed in assortment of parchment, quills, the room. When all good creatures
this chamber. and ink lay on each table. A simple are dead or have exited, the skele-
wooden unholy symbol of Iuz tons remain animated for six
F5. Acolytes’ Room: This hangs just inside the door to each turns, then fall to the floor in heaps
chamber is partitioned by hanging room. to await their next victims.
blankets and makeshift screens At night, all four priests are in The symbol may be deactivated

44
for one turn by means of a dispel they crowd around the intruders F14. Zombie Storage: In addi-
magic spell (cast against 12th- for an attack. tion to skeletons, the cult has been
level magic). The skeletons imme- creating and storing zombies (also
diately fall to the floor if the spell Skeletons (100): AC 7; MV 12; to be released into the city when
succeeds. After one turn has HD 1;THACO 19; #AT 1;Dmg ld6; the time comes for the final at-
elapsed, the unholy symbol re- S A nil; SD immune to sleep, hold, tack). The zombies, like the skele-
gains its power and the skeletal charm, and fear, cold-based at- tons, simply mill about the room
cats attack normally. tacks cause no damage, half dam- waiting for something to happen.
If the skeletons are removed age from piercing weapons; AL N When anyone other than the Fal-
from the complex, their magic no Equipment: long sword (351, con or the cult leaders enters the
longer functions. If they are killed spear (30),club (35). room, they swarm toward the door
outside the room with the symbol, to attack.
they do not reform unless moved The weapons are all rusty and
back into the room. crumbling and have no resale Zombies (75):AC 8; MV 6; HD 2;
value. THACO 19; #AT 1; Dmg ld8; SA
F10-12: These rooms are The swords are dipped in a spe- nil; SD immune to poison; MR im-
empty. cial poison created by the cult mune to sleep, charm, hold, death
priests. It is an oily powder like magic, and cold-based spells; AL N
F13. Skeletons in the Closet: soot that sticks to sword blades.
The cult priests have been raising The poison enters an opponent’s
skeletons ever since they moved F15. Falcon’s Meeting Room:
bloodstream when the skin is The Falcon uses this room for
into these quarters. They are slashed by a sword cut. The poison
stockpiling creatures that they high-level planning meetings be-
causes a victim to lose 2 points of tween herself and her priests. If the
eventually plan to turn loose on Strength and ld4 hit points. A suc-
the City of Greyhawk. derro sound a n alarm, all cult
cessful saving throw negates the members in the complex enter this
The mindless skeletons simply hit point loss and reduces the
sit or stand around the room until room, expecting the legions of un-
Strength loss to 1 point. Normal
an enemy enters, at which time curing methods negate the effects.
dead to take care of intruders while appearances, abilities, equipment, notes will realize that she does not
they wait here in safety. and suspected weaknesses. The in- plan to fail. She is more driven than
The room contains one large ta- formation is accurate, but some- ever, especially after more than 60
ble and a dozen wooden chairs. A what incomplete. The equipment years of imprisonment and her fail-
symbol of Iuz hangs on the wall op- lists are missing many items and ure at the temple of St. Cuthbert.
posite the door. the information about spellcasters She also plans a personal ven-
A locked door at the far end of lists the spells that the Falcon’s detta against the PCs and talasek.
this room leads to the rooms of the spies have observed them using, They have already made her life
cult leaders. but does not cover every spell used miserable in more ways than one,
by the PCs. and she has created an elaborate
Fl6-Fl8. Cult Leaders’ Another multi-page document scheme of torture, imprisonment,
Rooms: These small chambers are lists information about Sturtevant. and death for them.
all furnished in a similar fashion. The Falcon knows that the PCs are The Falcon’s assault on the city is
Each contains a wobbly bed, a living with him, but she does not now scheduled to take place three
small chest of drawers, a chest of know of his identity as a Greyhawk days after the whirlpool in the river
clothing, and a small writing table dragon. The paper gives a descrip- formed. She was forced to move up
and chair. An unholy symbol of Iuz tion of his home and its defenses, as her plans because she feared that
hangs in each room. Hidden in a well as an account of the failed at- the whirlpool would give away the
different location in each room is a tempt to infiltrate the structure. All location of her new lair. Before the
bag or sack containing 3d10+30 the information about Sturtevant is creation of the whirlpool, her plan
gp. The cult leaders keep their correct as far as his current identity would not have been implemented
magical items with them at all in the city. for another ten days.
times. The Falcon’s complete plans for The Falcon has also made copi-
The cult leaders have been busy the city are detailed in these docu- ous notes about her plans for the
creating legions of undead for the ments. Her plan is to generate hun- various buildings in Greyhawk. All
assault on the city. During the day- dreds of undead soldiers to go into the temples will be given the chance
time, they are in one of the rooms the city and kill its residents in a to join her cause; those who do not
with the skeletons or zombies, or in wholesale slaughter. The Falcon will be driven out and their struc-
the Falcon’s meeting room. At night fully expects that many residents tures converted to temples of Iuz,
they are each in their own private will flee in fear. Her priests have or- defiled, or destroyed. The Falcon
rooms. ders to allow fleeing citizens to es- has made notes about bargaining
cape rather than waste resources with the guilds, the University of
F19 and F20. Hallways: These fighting those who are exiting of Magic, and other powerful organiza-
are empty and are lit by two contin- their own choice. tions. She also has a list of rewards
ual light spells in each hall. The Falcon plans to begin in Old prepared for those who have helped
City and the River Quarter, terroriz- to further her cause.
F21. Falcon’s Room: What few ing and killing all who stand in the
luxuries could be pilfered from the way. Old City would give her a forti- F22. Treasure Vault: Behind
city and scraped together in this dis- fied stronghold, and the River Quar- this locked and wizard locked door
mal complex have been assembled ter would give her control of the is the remaining treasure of the cult.
here. The Falcon’s room contains a-
_*** -------I
Cargo - -- -. S---h e- -feels
--- - Gate. - --- that
---- this The Falcon has recently spent a lot
comfortable bed, a large dresser, a would enhance her threat to tl-le city of money dealing with the derro and
desk and upholste:red chair, a and create supply problems b y con- other underground races. The cult
woven rug, a full-lengith mirror, and trolling the gates. was also forced to replace many
. -of Iuz.
a golden unholy sym’t101 - _The
dresser is stocked with the Falcon’s
. ..
The Falcon
. . .also . .. lists her (3pera-
tives wno nola city offices. Their
P,-.
supplies and furnishings that were
lost in the destruction of the old lair.
necessary perfumes and oils that jobs will be to assassinate the city The cult’s treasure consists of 25
mask her odor as a naga, as well as leaders, including the mayor, and pp, 300 gp, 100 sp, (no copper
an admirable assortment of gowns, cause chaos by dispersing the gov- pieces-these all went to the derro),
robes, lingerie, and cloaks. ernment in this manner. Without ef- gems worth 600 gp, and three
The writing table contains stacks fective leadership, she hopes that golden vases worth 50 gp each.
of paper with careful notes detailing any remaining citizens in the city
the Falcon’s plans for taking over will either be driven out or will con- F23. Prison:This is the Falcon’s
the city. There is a page on each of vert to become her followers. personal prison for anyone she
the PCs and talasek outlining their Anyone reading the Falcon’s chooses to detain. It is a dangerous
set-up, consisting of a small, caged only a few moments. Fresh water should have little trouble detain-
platform hovering over what ap- helps her only slightly, though a ing her.
pears to be a bottomless pit. Anyone large amount of food (about the The Falcon kidnapped Aestrella
tossing a coin or other item into the quantity necessary to feed three as a show of force. She has made
pit to determine its depth does not hungry warriors) enables her to re- plans to begin kidnapping other
hear a noise regardless of how long main conscious through the jour- well-loved, public figures in the
he listens. ney out of the caverns. No amount city to enhance her threat.
If a spell, such as wizard eye, is of food consumed in her human
used to examine the pit, the PCs
learn that it extends downward for
form can make her strong enough
to leave the lair under her own
The Final Battle
200 yards, then ends in a mass of power. She must be carried out, and By the time the PCs arrive at the
webs of indeterminable depth. Any Mizaab insists on carrying her him- cult’s level of the lair, the derro will
fire-based attack made on the webs self, changing form if necessary. have sounded the alarm and all
bums away only the top five feet of When Mizaab finds Aestrella in members of the cult except the
web. The webs continue for approx- her weakened state, he remains guards in room F1 will be in room
imately 80 yards, yielding no view with the PCs only long enough to F15. They hope that the undead
of what lies beneath them. ensure that they can clean out the troops can defeat the intruders be-
The DM is free to modify this situ- remaining inhabitants of the lair fore they infiltrate the lair to any
ation if desired. If the DM wishes to and get themselves out safely. He great extent.
take the PCs into the underworld to instructs the PCs to return to his When the PCs arrive in room
meet drow, driders, or other crea- home and make themselves com- F15, all cult members are pre-
tures of the Underdark, this will pro- fortable, curing and resting as pared with defensive and protec-
vide an appropriate set-up. If the DM long as they need. (He must take tion spells. The cult members
does not wish to allow this, he is free Aestrella into the woods so they automatically gain initiative on
to modify the pit to suit his own can assume their natural forms the party as the PCs enter the
campaign. and he can hunt and help her to room.
The caged platform is rigged so regain her strength. He returns to The cult priests are poor com-
that any tampering causes the cage his home only after he is certain batants but excellent spellcasters.
to plummet into the pit. It is hung that she is strong enough to con- They take positions along two ad-
from a knob at the top of the cave, tinue her recovery and return to jacent walls of the room so as not
and movement of more than 12 the city safely.) to be in each other’s line of fire.
inches in any direction will shake Mizaab then carefully takes Aes- The priests line up along the wall
the cage loose. trella in his arms and teleports out opposite the door and the wall with
The pit is 20 feet square. The to the woods north of his home, the door leading to room F19. The
caged platform is four feet square. A leaving the PCs to their own de- Falcon takes a position near that
row of six-inch-long spikes pro- vices. door and escapes through it if the
trudes from the platform on all Depending on the PCs’ actions, battle goes badly.
sides. there is a chance that the Falcon is The cult’s fighters and thieves,
Few methods short of spellcasting present when the PCs find Aes- who have spent a great deal of time
can free the occupant of the cage. trella. If so, the Falcon threatens to down here since the whirlpool ap-
The DM should allow the PCs to drop the cage into the pit, toying peared in the river, move to engage
struggle with a viable solution, but with Mizaab and the PCs to the the PCs. They are positioned near
eventually consent to a workable fullest extent possible. the door in order to rush the PCs
plan. In the event that the Falcon and gain surprise.
The small cage contains only a drops the cage, Mizaab changes to If the PCs retreat, they are pur-
pile of straw and a pitcher of water. his dragon form without hesitation sued as far as room F1. Once out-
The only entry to this prison room is and flies down the pit after her. side that chamber, only the
through the Falcon’s bedroom. PCs cannot see anything down the fighters and thieves continue pur-
Only the three cult leaders know of in pit until the dragon flies out of suit. The priests fall back to tend
this prison. the hole and lands near the Falcon. their wounded.
Aestrella, the Greyhawk dragon, The DM should make the most of If the Falcon escapes into room
is currently held here. She is ex- the suspense of Mizaab flying F19, she continues into her private
tremely weak and unconscious down the hole. quarters, making any attempts
when the PCs find her. She can be When she sees the dragon, the she can to lock doors, cast spells,
roused to consciousness, but for Falcon will try to flee, but the PCs or otherwise hinder or harm the

47
PCs. She soon arrives at a dead end
~

actions, Mizaab’s lightning bolt


in room F23,however, and has no your kind, and I’m here to make spell takes effect first, disrupting
choice but to fight the PCs. sure that the good folk of the Falcon’s spell.
At an appropriate moment, Mi- Greyhawk never have to worry When the Falcon is finally de-
zaab plays the ultimate joke on the about you again.” feated, her body reverts to its natu-
Falcon. He changes his appear- With that, the Mizaab begins ral naga form (unless she h a s
ance to exactly match the way he casting a spell. already done so). talasek and Mi-
looked 60 years ago. This so star- zaab insist upon taking it out of the
tles the Falcon that she cannot lair and burying it outside the city
take any action for two rounds. The Falcon is so stunned that after the Temple of St. Cuthbert
she simply stands sputtering and has performed cleansing rituals to
“Ah, I was wondering if you’d hissing for two rounds. When she prevent her from ever being resur-
recognize me,” Mizaab says to finally recovers, she directs all her rected. (If Mizaab has already de-
attacks at Mizaab. parted with Aestrella at this point,
the Falcon. “It’s been a long
time, but I guess you’ve had lit- he voiced this concern earlier.)
tle else to think about over all “You! It can’t be you! It was
the years. too many years ago! But if it is Rewards
‘‘I guess we made a mistake you, I owe you something from
back then by not finishing you Once the PCs have found their way
long ago. I haven’t forgotten all
off. Ah, but we were young and out of the lair and delivered the
those years of being trapped in body to the temple of St. Cuthbert,
naive, and willing to believe that your little prison.”
things always work out the way talasek accompanies them to Mi-
we want. zaab’s manor. The priests at the
“I’m afraid we simply can’t al- The Falcon also begins casting a temple provide any healing serv-
low this kind of thing to happen spell. The DM should direct the ices necessary (and a resurrection
again. This city doesn’t want events from here on, dependi.ng on spell if the DM so allows). Mizaab’s
the PCs’ actions. If they take no servants scurry everywhere in the

48
interest of the PCs, preparing zens: homemade preserves and Experience Points
baths, cooking meals, even sum- breads, custom-madejewelry, fine After totalling the experience
moning a masseur from leather sheaths, belts, pouches, points from the monsters and cult
Greyhawk’s public bath. wooden chests, map cases, fine members, the DM should consider
Mizaab return after three days wines and rare liquors, cloaks, granting additional points for ex-
with word that Aestrella has recov- robes, and other garments, offers ceptional effort and role-playing.
ered and is spending two weeks re- of free meals and lodging, and As a guideline to granting experi-
cuperating in the woods. He has something from just about every ence for this adventure, the DM
send word to the Royal Opera merchant and housewife in the should consider that the average
House that she has been located city. adventurer should gain one expe-
and is safe, and that she wishes to Mizaab also offers the PCs his rience level for successfully com-
spend two weeks vacationing to re- own thanks in the form of a magi- pleting each of the three parts of
cover from her ordeal. cal item or weapon from his collec- the Falcon trilogy.
The DM has many options in re- tion. The DM should choose an
warding the PCs. The city owes appropriate limit for cash and
them a debt of gratitude, and the magical items based on his cam-
city leaders offer the PCs almost paign, but the reward should be
any sum of money as a reward. one of the largest the PCs have
Messages of thanks and smaller ever received.
trinkets pour in from grateful citi-

49
This section provides information noble deeds, and holy causes. escorts to the temple (the priests
and statistics about the major talasek was instilled with a de- have convinced him to bring the
NPCs who appear throughout this sire to live his life as a champion of needy to the temple, since he has a
trilogy. Their intervention and good and combatant of evil and its tendency to run out of money by
guidance is essential to the ad- vices. giving it away).
vancement of the plot. His lineage, however, is a mixed A s a trusted servant of St.
blessing. Talasek is obsessed with Cuthbert, talasek has the same
proving himself in the manner of privileges and access to the temple
TALASEK THRAYDIN his father and grandfather. He will as the priests. Although not al-
Human 7 th-Level Paladin take on almost any cause, and lowed access to areas such as the
sometimes acts without consider- vault and the private quarters of
Str 17 ing the consequences of his the temple leaders, he can come
Dex 11 actions. The result is Talasek’s and go as he pleases. He keeps his
Con 16 greatest weakness; he might easily valuables in the temple’s vault.
Int 14 be duped into misguided activities talasek usually lives in a board-
Wis 15 because, in his eagerness to prove inghouse in Clerkburg, near the
Cha 18 himself, he might accept a mission wall that separates the High Quar-
hp 60 without fully considering or com- ter from New City. He is an ideal
Alignment: Lawful good prehending it. Talasek is too trust- tenant, but a somewhat disorgan-
Worships: St. Cuthbert ing of others and must learn to be ized housekeeper. For this adven-
Armor Class: - 3 more cautious. ture, talasek moves into Grey
Equipment: Plate armor + 3(an in- talasek’s good looks and charm Manor along with the PCs.
heritance from his grandfather instill instant trust in those he As a paladin, talasek owns few
and father), great helm, large meets. He seems to attract people possessions. He buys only what he
shield, long sword, lance, morning in need of help, whom he usually needs, and donates the rest of his
star (weapon specialization in each money to the temple or to Nicholi
weapon), ring of free action Nortoi, who operates the shrine to
St. Cuthbert in Shacktown.
talasek is a tall (6’3”),
solid man The few valuables that talasek
who takes great care in maintain- does own are his armor and weap-
ing his physical condition. He ons, a ring that belonged to his
practices and exercises daily, mother, and a portrait of his par-
working out with friends and in- ents. He keeps the ring and por-
structing some local youths. trait in his room, but his armor
talasek’s wavy brown hair falls and weapons are stored in the tem-
just below his shoulders, where it ple vault. The armor, shield, and
gr2 long sword are family heirlooms:
blc takasek inherited them from his fa-
fin ther and grandfather.
set takasek’s shield bears his family
tur crest. The shield is divided into
at 1 three wedges, each depicting a dif-
1 ferent goal. Where the three lines
adi that divide the shield come to-
aft gether, a symbol of St. Cuthbert
att (the starburst) unites them.
six The top wedge on the shield de-
for picts a dove perched atop the sym-
rie bol of the City of Greyhawk. This
wa represents the desire for peace in

50
the city and a life free from evil. cal powers if she could transform
The right wedge is an image of the into a human. She eventually lo-
initials of talasek’s grandfather, cated a mage who was working on
talamar Thraydin. The green let- a magical shapechanging ring.
ters against a white field represent Iysix stole the ring and learned
talamar’s desire to raise sons who that with it she could change into a
would fight for the causes of St. human and use all the spell abili-
Cuthbert. The left wedge is an im- ties of a human. (The ring func-
age of an open book, symbolic of tions under the same rules as the
knowledge and history. talamat druid’s shapechanging ability, de-
has strong beliefs in the power of scribed on page 37 of the AD&D@
knowledge and the lessons that 2nd Edition Player’s Handbook,
could be taught by history. except that it does not bestow the
After surviving the previous ad- healing property. The mage wasn’t
ventures in this trilogy, talasek is finished with the ring when it was
Greyhawk’s resident expert on the stolen.)
cult of Iuz that threatens the city. Iysix tricked another mage into
The DM may use takasek to dis- bestowing the ring with an enlarge
seminate any information the PCs and a permanency spell. This en-
may need. ables her to wear the ring as a col-
lar and benefit from its effects.
THE FALCON Iysix functions as a 9th-level
mage when she is in human form.
Spirit Naga (Real name: Iysix While in any other form, she may
Ssloll) only use verbal spells, due to the
limitations caused by lack of
Str 16 hands. She may memorize spells
Dex 12 while in any form as long as she is
Con 16 able to manipulate her spell book. this, she devised a plot to take over
Int 14 Iysix may appear in almost any Greyhawk. In the process, she
Wis 13 form she desires, but her favorites hoped to become a favorite of Iuz.
Cha 7 are the forms of a human female In her impatience, she made sev-
hp 63 and a falcon. When in human eral mistakes in establishing a cult
Alignment: Chaotic Evil form, she always wears a great in Greyhawk. Her cult was de-
Worships: Iuz amount of heavy perfume to mask stroyed and she was placed in a
AC 4; MV 12; HD 9; #AT 1; Dmg the foul odor of her naga form. magical prison. Surviving cult
ld3; S A spell; THACO 11 The Falcon also functions as a members made plans to free her
Equipment: Collar of shapechang- 4th-level cleric of Iuz. The Falcon’s and reestablish their position in
ing (all other possessions were lost loyalty to Iuz evolved because she Greyhawk.
when she was trapped). The Fal- viewed Iuz as a means to gain Once freed, the Falcon has one
con has regained her spellcasting power. At first, her loyalty was in- thing in mind: revenge.
ability since retrieving her spell sincere, and the Falcon worshiped One of her first activities was to
books from her old lair. Iuz only for selfish reasons. Gradu- return to her former lair in the
ally, she came to appreciate the hope of retrieving her spell books.
A creature of ultimate evil, forces Iuz was able to command, After leaving instructions with her
greed, and vice, the Falcon’s clev- and she found herself growing in clerics for making preparations,
erness and persistence make her admiration for Iuz and wishing to she departed for her lair. While
exceptionally dangerous. Her mo- gain his favor. She began to focus there, she rested, retrieved some
tivation in life is power, and she fol- her attention on ways to attract possessions, and memorized
lows any means to gain power, Iuz’s attention. spells. The PCs tracked her to her
including removing those who Iuz has had designs on old lair in Falconmaster, but when
stand in her way. Greyhawk for a long time. It has al- the PCs got too close, the Falcon
As a creature of limited magical ways been his wish to take over escaped before they could defeat
abilities, Iysix correctly guessed Greyhawk and convert it to a city her.
that she could improve her magi- of evil. When the Falcon learned of Subsequently, the Falcon led the

51
attack on the Temple of St. weaknesses should be used to the Equipment: wand ofparalyzation,
Cuthbert, but her forces were de- DM’s advantage in role-playing, ring of air elemen tal command,
feated. She now lies in wait some- and the DM might allow the PCs to broom of flying, carpet of flying,
where in the city, preparing for yet discover some of these flaws to ad- winged boots, gem of seeing
another assault on Greyhawk. vance the plot.
The Falcon’s major flaw is her Mizaab appears as an eccentric,
The Falcon’s Spell Books feeling of infallibility. She was middle-aged wizard. He looks to be
The Falcon has collected (stolen, trapped once and should have about 55 years old, with a short,
to be precise) three spell books that learned a lesson from this, but her greying beard and reddish brown
she left in her lair when she was arrogance allows her to believe hair. He is in good health for a man
trapped. Since their recovery, she that she can never again be con- of his age, appearing sturdy,
has access to the following spells. quered. She believes that the les- though not very strong.
son to be learned is to destroy Mizaab’s favorite color is gray
Book 1 anyone who might be a potential (any shade from dove to charcoal),
Level 1: chill touch,- color spray, enemy. Thus, she destroys with and he has never been seen with-
detect magic, enlarge, magic mis- impunity anyone who appears to out wearing some article of gray
sile, read magic, shocking grasp, pose a threat to her. clothing.
unseen servant, wall of fog As a result of this flaw, the Fal- Mizaab gained a reputation as an
Level 2 : blindness, blur, darkness con also suffers from feelings of intelligent but eccentric mage. His
15’ radius, detect invisibility, fog paranoia. She finds it difficult to habit of disappearing frequently
cloud, invisibility, Melfs acid ar- trust anyone, even her closest for several weeks always caused
row, stinking cloud, strength, wiz- aides. She will probably destroy rumors to surface, and some of his
ard lock some of her own people (whether proposals about magic, while ad-
guilty of plotting against her or mittedly intriguing to other
Book 2 not) simply because of these feel- mages, were viewed as absurd and
Level 3: clairaudience, delude, dis- ings of insecurity. simply impossible. Those who
pel magic, explosive runes, fire- Falcon has grown to prefer the wrote about Mizaab theorized that
ball, lightning bolt, sepia snake company of women. When faced
sigil with a difficult decision, she al-
Level 4: dimension door, Evard’s most always takes the advice of a
black tentacles, firetrap, ice storm, woman over the advice of a man.
magic mirror, minorglobe ofinvul- She is more trusting of women
nera bilit y ever since her imprisonment by
four men.
Book 3 The Falcon’s arrogance will be
Level 5: animate dead, cloudkill, her downfall. Even if a battle is go-
summon shadow, wall ofiron, con- ing badly, she will refuse to back
jure elemen tal down or retreat, preferring to be-
lieve that her side will rally and
The DM should select an appro- win. She will never compromise:
priate assortment of spells for the she will fight to get her way regard-
battles at the lair. The Falcon is less of the risks.
also prepared with the following
priest spells: command, cure light MIZAAB ZALEN
wounds, en tangle, shillelagh;
barkskin, heat metal. Str 11
Dex 16
The Falcon’s Flaws Con 13
Below are some notes regarding Int 19
the Falcon’s personality. This in- Wis 15
formation is important to the DM Cha 13
in role-playing the Falcon. Alignment: LN
All fanatical leaders have their Armor Class: 0 (Dexbonus, ring of
outstanding character flaws, and protection +2, bracers of defense
the Falcon is no exception. These AC4)

52
he could have been one of the great The Greyhawk dragon lives in a a n Intelligence score of 20 and
mages of Greyhawk had it not mansion in the High Quarter near Wisdom score of 22.
been for his eccentric tendencies. the city wall. It is heavily fortified
Mizaab is actually only a dis- with magical defenses, and it is ex- Greyhawk Dragon: AC - 5; MV 9,
guise for a very cunning quisitely decorated inside. Only a F130 (D);HD 16;hp 145; THACO 5;
Greyhawk dragon. The statistics chosen few know that the occu- #AT 3; Dmg ld10/ld10/3d10; SA
given previously are the statistics pant of this mansion is a dragon; breath, spell; SD spell immunity;
that the dragon adheres to when the obvious occupant changes MR 65%;A LN
masquerading as Mizaab. His true, from time to time, but this is
dragon statistics are given later in merely part of the dragon’s mas- Greyhawk dragons have the nat-
this description. querade. ural ability to polymorph self five
The dragon used Mizaab as a The dragon’s long life span has times per day with unlimited dura-
means to freely interact in the city enabled him to amass an amazing tion. They are immune to all wiz-
for many years. Eventually, the collection of artwork and cultural ard spells of levels 1-4;they have a
dragon felt that Mizaab’s time had artifacts. His home resembles magic resistance of 65% against
come, and he stopped masquerad- more a museum than a humble all other magical effects.
ing as Mizaab and started posing abode. The dragon’s age gives him four
as Sturtevant, a distant relative. In this adventure, the Greyhawk spells from each of levels 1-6 per
The dragon, as Mizaab, was one dragon becomes closely involved day. He prefers spells that enable
of the persons involved in trapping with the PCs, since the battle at him to gather information (E%
the Falcon. The success in trap- the temple posed a serious threat. know alignment,etc.), but if pre-
ping her was due in part to the After the battle, the dragon re- paring for battle, he stocks up on
magic of the dragon. The spell that warded the party for their efforts. offensive spells.
trapped her has never been suc- He now joins forces with them The Greyhawk dragon is able to
cessfully duplicated. since the Falcon was not defeated. use its breath weapon three times
The dragon has kept his dis- The dragon had hoped that per day. It exhales a highly toxic
tance from the PCs throughout through the PCs, the city would be gas that requires victims to roll a
these adventures, but he has re- able to eliminate this menace, but successful saving throw vs. poison
mained apprised of the situation the situation is still grave. with a -2 penalty or die. The gas
through Eritai. The dragon has The dragon has access to a great affects any creature who inhales it
also passed along suggestions to amount of treasure and magical or contacts the gas with exposed
Eritai to help the PCs. Eritai re- items. If desired, the DM can intro- skin (it absorbs quickly through
ceived the map to the Falcon’s lair duce magical items into a cam- the skin). The gas lingers only two
from the dragon. paign through the dragon-but rounds, after which time it be-
the dragon does not give up more comes inert. The dragon can pre-
Role-Playing the Dragon than one item per PC, and then cisely meter the amount of gas it
only as a reward for heroic efforts. expels, to a maximum area of a
The Greyhawk dragon may be ec- If the resources at the temple are cube 55 feet on each side.
centric while playing the mage, but not sufficient to heal or restore In combat, the dragon prefers to
his real nature is quite serious and wounded PCs, the dragon may be use its spells or breath weapon,
highly intelligent. He leans toward generous enough to see to these fighting with its claws and bite
good alignment, and is usually will- needs. only if necessary. When masquer-
ing to help a worthy cause. His When the PCs meet the dragon, ading as Mizaab or Sturtevant, the
identity for the general population he is aware of all the PCs’ activities dragon fights as a mage as long as
of Greyhawk is that of a wealthy, re- and all information about the cult. possible in order to preserve his
tired merchant (Sturtevant) who is However, he does not have any identity. In mage form (or any
a patron of the libraries and art mu- new information that talasek is other disguise) the dragon main-
seums. The dragon is suave, so- not yet aware of. tains his natural number of hit
phisticated, charming, and wise. points. If close to death while in
People who encounter him (in his disguise, the dragon does not hesi-
human form only) find him fasci- Dragon Abilities
tate to change form in order to es-
nating and compelling. When the The statistics given previously are cape, but he reveals his true form
PCs meet him in dragon form, they those that the dragon uses while in only if necessary.
find themselves hanging on his the facade of Mizaab or Sturtevant.
every word. His actual abilities follow. He has

53
Dragon Allies The Cult Zembak is level-headed and cau-
tious (for someone who is chaotic
The dragon has revealed his iden- This section details all relevant evil). He believes in preparation to
tity to only a few persons in his life- members of the Falcon’s cult. The give himself the best possible ad-
time. talasek’s grandfather, DM is free to reduce or increase the vantages. He loves to lure his vic-
t a l a m a r Elliman Neshir, and number of followers to match his tims into traps and watch them
Quevell Maxem, his colleagues in adventuring party. This is to en- struggle. He will take great delight
trapping the Falcon, knew his true sure that the adventurers are chal- in dealing with the PCs when the
identity. Eritai was introduced to lenged without being slaughtered. time comes. His caution some-
the dragon through Elliman, at the The DM should remember that Mi- times leads him to indecision,
dragon’s suggestion. zaab’s talents significantly tip the however, and he often has a diffi-
Strangers who have learned of scales in the party’s favor. cult time with choices (should we
the dragon’s identity have met In addition to the Falcon’s at- roast the intruders, or let them bat-
with unusual fates: some have tacks against the party, following tle skeletons until they’re all
suffered amnesia due to forget is a list of cult members who are in- dead-hmmmm, tough choice).
spells, some have disappeared volved in the defense of the lair. Zembak is 5’10” tall and of aver-
(Greyhawk dragons. sometimes If the PCs killed any of the cult age build. He has grey hair that
capture these people and trade members in the previous adven- flows halfway down his back. His
them to other Greyhawk dragons, ture, new members, priests, and eyes are grey and calculating. Al-
who charm them and use them as acolytes have been recruited to though only 44 years old, his face
servants), and some (usually unsa- take their places. is deeply lined with wrinkles, mak-
vory characters of evil alignments) ing him appear older than he is.
have been mysteriously killed. Cult Leaders His voice is gravelly and singsong
The Greyhawk dragon is not mali- with an almost hypnotic effect.
cious; though he usually seeks a If any of the three cult leaders were
simple, gentle solution to deal with killed in the previous adventure, Mara Zonin, Human 7th-Level
this problem, he must preserve his the DM may explain their re- Priestess: AC 1; MV 12; HD 7; hp
identity at all costs. appearance in the same manner. If 48; THACO 16;Str 18,Dex 16, Con
The dragon is most persuasive the cult leaders were assassinated 11, Int 15, Wis 17, Cha 9; AL CE;
about the PCs staying at his home. by the city officials, the DM may age 36
He is concerned for their safety as explain their return as follows. Equipment: scimitar, flail,
well as the safety of the citizens of The cult leaders have always bronze shield bearing unholy sym-
Greyhawk. He refuses to allow the had an escape planned for them- bol of Iuz, chain mail + 1 , staff of
possibility of some innocent inn- selves for almost any circum- Kitsyrral (see “New Magic” sec-
keeper losing his business due to stance. In this case, the leaders tion), ring of earth elemen tal corn-
one of the cult’s attacks. He knows had traded places with three of the m a n d , potion of healing, potion of
that his home is a stronghold de- acolytes who most closely resem- invisibility
fensible against almost anything. bled them. These acolytes were
The dragon also informs the PCs charmed to follow this plan to en- Mara is intelligent, intense, and
about his need to feed every two sure their cooperation. If the PCs has a bad temper (thispartially ac-
weeks or so. Due to his natural witnessed the deaths of the lead- counts for her low Charisma). She
bulk, he cannot sustain himself in ers, the DM can explain that these believes in dealing the worst possi-
human form regardless of how were merely stand-ins for the ble blow to anyone who commits
much he consumes. He must leave cult’s real leaders. even a minor infraction (some of
the city every few weeks in order to the skulls she keeps in her room as
feed his natural appetite. This im- Zembak Narsa, Human 8th- trophies testify to this).
poses a slight time limit on the Level Priest: AC 2; MV 12; HD 8; However, she is intensely loyal
length of time he can spend under- hp 54; THACO 16; Str 15, Dex 15, and dedicated to the cause of the
ground (see the entry in the Con 13,Int 14, Wis 18,Cha 16; AL cult. She works and studies long
GREYHAWK@Adventures supple- CE; age 44 into the night and has seemingly
ment of the Monstrous Compen- Equipment: mace, shield, chain unlimited energy.
dium or page 26 of Greyhawk mail + 1 , scimitar + 1 , staffof with- Mara harbors a secret hope that
Adventures for more information). ering, necklace of adaptation, po- as a woman, she will be able to get
tion of flying, oil of slipperiness closer to the Falcon than the men.
She plans to make herself availa-

54
ble to assist the Falcon in any way near the hilt, Embar can release hp 17, 15; THACO 20; Str 13, Dex
possible. the poison when he chooses. He 15,Con 12, Int 14, Wis 16, Cha 11;
M a r a is 5’6”tall. She is much too chose this type of poison over a AL CE; age 27
thin for her height (90 lbs.), and stronger type because he enjoys Equipment: studded leather ar-
her face appears tight and drawn battles and likes to see his oppo- mor. mace
in an expression of irritation. She nents suffer.
looks frail, but she has incredible Sealin, Parpin, Frallow, Human
strength and energy. Her dark CuIt Priests 2nd-Level Priests: AC 7; MV 12;
brown eyes seem to sparkle with HD 2; hp 14,12,10;THACO 20; Str
inner energy and excitement, and All the cult’s priests and acolytes 13,Dex 14, Con 15, Int 12, Wis 16,
they seem out of place with the are extremely loyal and will die be- Cha 11; AL CE; age 25
rest of her body. Her mousy brown fore revealing secrets about the Equipment: padded armor and
hair is long and straight, and cult. They live in the cult head- shield, flail
droops over her shoulders and quarters, keeping their identities a
down her back. secret. This does not prohibit them Gardin, Korba, Celbar, Human
from wandering freely through 1st-Level Priests: AC 8; MV 12;
Embar Dessid, Human 7th- Greyhawk. They are cautious, HD 1;hp 7 , 5 , 4 ;THACO 20; Str 14,
Level Priest: AC 1;MV 12; HD 7; however, not to draw attention to Dex 12, Con 11, Int 13, Wis 14,
hp 56; THACO 16; Str 16, Dex 17, themselves or get into trouble. Cha 10;AL CE; age 22
Con 16, Int 12, Wis 17, Cha 9; AL Equipment: padded armor,
CE; age 33 Aldon, Human 6th-Level morning star.
Equipment: chain mail, whip, Priest: AC 2; MV 12; HD 6; hp 38;
wooden shield, mace + 1 , dagger THACO 18;Str 14, Dex 16, Con 12;
Int 13, Wis 16, Cha 8; AL CE; age non-Priest Cult Members
+ 3 (see below), rod of terror, po-
tion of flying, incense of medita- 32 Raffel, Human 8th-Level Mage:
tion (2) Equipment: chain mail, shield, AC 2; MV 12;hp 20; Str 12, Dex 16,
mace + 1, dagger, boots of speed Con 8, Int 17, Wis 13, Cha 10;
Embar is highly creative and is THACO 18;#AT 1;Dmg by weapon
constantly thinking of ways to Bessia, Human 5th-Level type (staff, dagger +I); S A spell;
build the cult and weaken Priestess: AC 4; MV 12; HD 5; hp SD none; AL CE
Greyhawk (although some ideas 31; THACO 18; Str 9, Dex 12, Con Spells: burning hands, magic
are far-fetched). The combination 11, Int 15, Wis 17, Cha 15; AL CE; missile (x2),shocking grasp: blur,
of Embar’s creativity and the age 30 detect invisibility, spectral hand,
decision-making skills of Mara and Equipment: chain mail, flail, stinking cloud; hold person, light-
Zembak make the trio unbelieva- ring of protection + 1 ning bolt, vampiric touch: confu-
bly dangerous. sion , minor globe of
Embar is tall (6’2’’)and thin, and Dwinnam, Human 4th-Level invulnerability
he looks underfed. His black hair Priest: AC 6; MV 12; HD 4; hp 28; Equipment: bracers of defense
seems to have a mind of its own, THACO 18;Str 13, Dex 11, Con 12, A C 4, wand ofparalyzation;potion
and stands nearly straight off his Int 14, Wis 17, Cha 16; AL CE; age ofhealing(1 dose), ringofinvisibil-
head. (It probably hasn’t been 30 ity
combed in years, and^ Embar takes Equipment: studded leather ar- Raffel wears soft boots and a
random chops at it with scissors mor, club, ring of fire resistance dark blue robe with the hood
when it gets in the way.) pulled up.
Embar’s eyes are a startling Martin, Human 4th-Level
shade of bright blue, and he al- Priest: AC 5; MV 12; HD 4; hp 32; Barsin and Romar, Human 7th-
ways seems to be grinning about THACO 18;Str 16, Dex 15, Con 15, Level Fighters: AC 1, - 1; MV 12;
something. Mara and Zembak Int 12, Wis 16, Cha 8; AL CE; age hp 63, 52; Str 18, 16, Dex 13, 15,
have grown accustomed to this, 29 Con 16, 13, Int 11, 14, Wis 10, 13,
but most people find it unnerving. Equipment: leather armor, Cha 10, 16; THACO 14; #AT 3/2;
The dagger + 3 that Embar car- shield, sickle, ring offeatherfalling Dmg by weapon type (bastard
ries has a hollow blade and a reser- sword + 2, long sword +3);A L NE
voir in the handle. He keeps this ACOIytes Equipment: chain mail +2,
filled with Class L poison (DMG, chain mail + 3; shield + 1 (each)
Moltar and Fassin, Human 3rd-
page 73). By means of a tiny lever Level Priests: AC 6; MV 12; HD 3;

55
Barsin and Romar have been Minor Cult Members These men are city guards
partners for many years. Barsin is whom Nestor relies on heavily.
the huge, brawny member of the The DM can introduce as many They report to him anything unu-
duo, while Romar is the more intel- cult members as necessary to fight sual in the ranks ,of the guards or
ligent, agile member. Romar nor- the battle, depending on the in- any rumors about the cult.
mally plans their attacks and tended outcome of the assault.
These members can range from
Barsin carries them out to the let-
farmers and shopkeepers (treat as Guildmembers
ter. If the DM needs more manpower
1st-level fighters dealing only ld3
points of damage with clubs, pitch- for the cult, he can create extra
Jaffee, Mendel, Sorum, Smy- NPCs from the ranks of the guild-
kal, lbrval, Human 5th-Level forks, or other appropriate weap-
Fighters: AC 3,3,4,4,4;MV 12; ons) to housewives (causing members who are also cult mem-
hp 42,40,37, 35,30;Str 15, 15, distraction and confusion but no bers.
17,13,14;Dex 14,Con 14,Int 10, damage). The DM may choose to The cult has members in each of
add other, more skilled infantry as the guilds in Greyhawk. There are
Wis 9, Cha 10:THACO 16;#AT 1;
he sees fit. three members each in the Assas-
Dmg by weapon type (long sword, sins’, Sewermens’, and Thieves’
long sword, battle axe + 1, mace
+ 1, long sword); AL NE Secret Allies Guilds, two cult members in the
Equipment: chain mail + 1 and Gravediggers’ Guild, and one
Nestor Morden is secretly a mem- member in each of the other guilds
shield; chain mail and shield + 1; ber of the cult. In this adventure, in Greyhawk.
chain mail and shield; chain mail Derider discovers that someone in
and shield; chain mail and shield the Citadel is working with the
cult, and she sets a trap to catch
Human 3rd-Level Fighters (4): him.
AC6; MV 12;hp 22;Str 14,Dex 12,
Con 13, Int 10,Wis 8, Cha 12; Nestor Morden, Deputy Consta-
THACO 18;#AT 1;Dmg by weapon ble: AC 1; MV 12; F5; hp 38;
type (long sword); S A none; SD THACO 16;#AT 1;Dmg by weapon
none; AL NE type +3 (long sword + 1); Str 18/
Equipment: studded leather ar- 60,Dex 16,Con 17,Int 12,Wis 10,
mor and shield Cha 14;AL CE
Equipment: chain mail + 1, ring
Human 2nd-Level Fighters (3): of mind-shielding
AC 7;MV 12;hp 15;Str 13,Dex 12,
Con 13, Int 9, Wis 8, Cha 11; Nestor is a tall (6’3”), gangly
THACO 19;#AT 1;Dmg by weapon man. He has black hair and dark,
type (short sword); S A none; SD intense, beady eyes. He wears
none; AL NE black trousers and a red shirt with
Equipment: leather armor and a black half-cloak over all. Black
shield boots rise up to his knees. He
walks with a barely noticeable
Nimhbell and Slick, Human limp. If the PCs played Falcon’s Re-
4th-Level Rogues: AC 5, 5; MV venge, they recognize him from
12;hp 16, 15;Str 13,Dex 16,17, their previous adventures.
Con 12, Int 14, Wis 9, Cha 10;
THACO 19;#AT 1;Dmg by weapon Scarm Jenns, Dwenn Hyer,
type (dagger + 1, dagger +2); SA Finx Klimm, and other Mem-
backstab; SD none; AL NE bers of the City Watch: AC 4
Equipment: leather armor and (Dex bonus); MV 9; F1; hp 7;
ring of protection + 1; leather ar- THACO 20; #AT 1; Dmg ld8;AL
mor and ring ofjumping NE
Equipment: chain mail, shield,
broad sword

56
Staff t :hange shape three times per day. specified location, the ball ex-
;he may choose any form, plodes into a quantity of water ca-
XP value whether humanoid, monster, or a pable of covering a 15-foot-radius
orm she creates herself. She is circle in two inches of water.
This tble to combine any elements to The wizard can hold the ball of
store spell levels. i n e stail can create new appearances at will, in- water in his hand for no longer
hold ten charges: each charge is cluding bizarre creatures such as than one round before throwing it
equal to one spell level. feathered frogs or giant furry (after this time, the quantity of wa-
By casting his spells on the staff, earthworms. ter in the ball runs through his fin-
a priest imbues it with spell en- The complete transformation re- gers). The wizard can release the
ergy. This charges it and later al- quires one round and the Falcon water in his hand, if desired, soak-
lows the priest to draw upon the may not perform any action while ing himself and creating two
stored energy. Any level of spells the transformation is in progress. inches of water around his feet for
may be cast on the staff, but the to- Once the transformation is com- the diameter limited by the spell.
tal levels stored can never exceed plete, the Falcon receives all the The water is nonmagical and is
ten. Excess spell levels are lost. physical abilities, but none of the pure and drinkable.
The priest may cast any spells magical abilities, of the creature The material component for this
on the staff. Since they are stored she resembles. For example, in the spell is a small, clear glass bead.
as energy and not as spells, he may form of a dragon, the Falcon would
later cast any spell from the staff receive the claw and bite attacks of
(within the level limits), regardless a dragon as well as the abilities for
of what spell was stored originally. flight, but she would not have the
Spell levels may be stored or cast spell abilities or breath weapon of a
in any combination. dragon.
The priest may expend charges If the Falcon is rendered uncon-
a t will, using them in any combi- scious or is killed while in an alter-
nation (i.e.. he may cast four 2nd- nate form, she immediately
and two 1st-level spells, or ten reverts to her natural spirit naga
1st-level spells, or any combina- form.
tion totalling ten charges). He may The collar may be used only by
not cast spells that are above his members of the wizard and priest
level of spell ability. classes.
Spells cast from the staff take ef-
fect in half the time of normal cast- water Bomb
ing.
5th-Level Wizard Spell
Collar of Change (Conjuration/Summoning)
XP Value: 4,000 Range: 15 yards per level
Components: V, M
The collar that the Falcon uses Duration: 1 round
to perform her shapechanging is a Casting Time: 1 round
rare, possibly unique magical Area of Effect: 15’radius per level
item. It was created as a ring by an Saving Throw: None
unknown mage and was stolen by
the Falcon before its enchantment This spell enables a wizard to
was completed. Whether the mage call to his hand a grapefruit-sized
created another such ring (the Fal- ball of water. He subsequently can
con had the ring enlarged to fit her magically hurl the ball to a loca-
neck) is unknown. tion that would be far beyond his
The collar enables the Falcon to normal throwing ability. At the

57
I

.. -.....
ACTIVITY CYCLE: Any
diet: Omnivore
INTELLIGENCE: Low (5-7)
TREASURE P
ALIGNMENT: Neutral

NO. APPEARING: 2-12


ARMOR CLASS: 3
MOVEMENT: 9
HIT DICE: 5
THACO 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/2-12
SPECIAL ATTACKS Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (9' tall)
MORALE: Steady (11-12)
XP VALUE 175

The hook horror is a bipedal, underground-dwelling monster Habitat/Society: The obvious penalty for having hooks instead
that looks like a cross between a vulture and a man with hooks in- of hands is that hook horrors cannot use weapons or tools. They
stead of hands. can only pick up items in their beaks. This severely restricts their
The hook horror stands about nine feet tall and weighs almost ability to amass large treasures.
350 pounds. It has a tough, mottled grey exoskeleton, like that of A clan of hook horrors most often lives in caves and under-
an insect. Its front limbs end in 12-inch-long hooks. Its legs end in ground warrens. The entrance is usually up a vertical or steeply
feet that have three small hooks, like long, sharp toes. Its head is sloped rock wall. Each family unit in the clan has its own small
shaped like that of a vulture, including the hooked beak. Its eyes cavern off a central cave area. The clan's eggs are kept in the
are multifaceted. It is thought that the hook horror is distantly re- safest, most defensible place. The clan is ruled by the eldest fe-
lated to the cockroach or cave cricket. male, who never participates in combat. The eldest male, fre-
Hook horrors do not have a smell to humans and demihumans, quently the mate of the clan ruler, takes charge of all hunting or
but an animal would detect a dry musty odor. They communicate other combat situations and is considered the war chieftain.
in a series of clicks and clacks made by the exoskeleton at their Members of a clan rarely fight each other. They may quarrel or
throats. In a cave, this eerie sound can echo a long way. They can not cooperate, but they rarely come to blows. Clans sometimes
use this to estimate cavern sizes and distances, much like the sonic fight each other, but only when there is a bone of contention, such
radar of a bat. as territorial disputes. It is rare for a clanof hook horrors to want
to rule large areas or to conquer other clans.
Combat: Hook horrors have acute hearing and are surprised Hook horrors have poor relationships with other races. Al-
only on a roll of 1.They always know their territory, and they try though they do not foolishly attack strong parties, generally
to ambush unsuspecting travelers or denizens. Each round they other creatures are considered to be meat. They retreat when
swing with both hooks. If in any round both hit, during that faced with a stronger group. Hook horrors do not recognize in-
round their beaks hit automatically. They automatically inflict debtedness or gratitude. Their simple language does not even
2d6 points of damage each round with the beak until at least one have a term for these concepts. Just because a player character
of the hooks is dislodged. saves the life of a hook horror does not mean that it will feel grate-
The eyesight of the hook horrors is very poor. They are blinded fuI and return the favor.
in normal light. They use their extremely acute hearing to track
and locate prey. Since their eyesight is so poor anyway, they suf- Ecology: Although hook horrors are basically omnivores, they
fer no combat or movement penalties if blinded or in complete prefer meat. They can eat just about any cave-dwelling fungus,
darkness. They attack silenced opponents with the penalties oth- plants, lichens, or animals. Hook horrors are well acclimated to
ers suffer when attacking blind. cave life. They have few natural predators, although anything
Hook horrors are natural climbers, as their hooks give them ex- that managed to catch one would try to eat it.
cellent purchase on rock surfaces. They can move at normal The hook horror's exoskeleton dries and becomes too brittle for
speed up vertical surfaces that are not sheer. Their great weight use after a month or so.
means that they cannot hang from the ceiling like other insects.
CLIMATE/tERRAIN: Any/Subterranean
FREQUENCY: Very rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Very to genius (13-18)
TREASURE: See below
ALIGNMENT: Chaotic evil

NO. APPEARING: 3-30


ARMOR CLASS: 5 or 4 (8)
MOVEMENT: 9
HIT DICE: 3, but see below
THACO 17, but see below
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES See below
MAGIC RESISTANCE: 30%
SIZE: S (4’ tall)
MORALE: Steady (12)
XP VALUE: 975 and up

Derro are a degenerate race of dwarven stature. They have time. An off-balance character must spend the next round regain-
dwelled in the Underdark for ages, but they were discovered by ing his balance.
the mind flayers only five centuries ago, and by the drow but Fifteen percent of derro use only a spiked buckler (a small
shortly before that. The derro have made a name for themselves shield, improving the creature’s AC by 1against any one oppo-
by their marked cruelty. It is said that a derro lives for two nent, armed with a central spike, which can be wielded as a sec-
things: the slow and humiliating death of surface demihumans ond weapon with no penalty [because of the derro’s high
and especially humans, and the perversion of knowledge for their Dexterity] for ld4 points of impaling damage) and a hooked
own dark ends. aklys. The aklys is a short, heavy club that can be thrown for l d 6
Derro are short, with skin the color of an ice-covered lake points of crushing damage. It is attached to a thick, leather thong
(white, with bluish undertones), sickly pale yellow or tan hair (al- so that it might be retrieved. Thanks to the hook, the aklys also
ways straight), and staring, pupil-less eyes. Their features remind pulls an opponent off-balance, as the hook-fauchard above,
dwarves of humans, and vice versa. Derro have rough skin, spot- though it has only a one-in-eight chance. These derro are consid-
ted with short coarse tufts of hair, Most derro wear a loose cos- ered brave by their fellows; they are awarded the rarer, heavier
tume woven from the hair of underground creatures and dyed in armors (AC 4).
deep reds and browns. Even in full armor, exploring new territory The remaining 10% of derro encountered are the sons and
or patrolling their own, derro are easily recognizable. Their ar- daughters of derro leaders. They are given heavier armor as well,
mor is leather, studded in copper and brass. Leaders, though, and are trained in the use of spear and military pick. They also
wear tougher leather armors, made from the hides of creatures far use bucklers (without spikes) when they are not using the spear
tougher than cattle. Derro prefer weapons designed to cripple op- two-handed.
ponents, rather than those built for a quick kill; derro don’t see For every three derro encountered, there is one additional de-
any sport in spears and axes. rro with 4 Hit Dice. For every six derro, there is one with 5 Hit
Dice. If ten or more are encountered, there is always an addi-
Combat: Derro are one of the most dexterous of humanoid tional 7-Hit Die leader with a 6-Hit Die lieutenant. (So if a party
races (averaging 15-18) and their Armor Class must be adjusted encountered 25 derro, these would be accompanied by eight 4-Hit
for this. Normally, a derro party is well-equipped with weapons Die derro, four 5-Hit Die derro, one derro with 6 Hit Dice, and
and spells. All derro carry small, ornamental blades, called se- one with 7.) These leader types always wear the thicker armor
cari, which can be treated as daggers, but most use other weapons and usually wield well-made (occasionally magical) weapons.
as well. If 20 or more derro are encountered, they are accompanied by a
Half of encountered derro carry a repeating light crossbow (12 savant and two student savants. Savant derro are sage-like, able
maximum range, two shots each round, six-bolt capacity, l d 3 to use any sort of magical item and weapon. Savants know
points of damage). Virtually every derro crossbowman coats his ld4 + 5 of the following spells, learned at random: affect normal
bolts with poison. If a derro wants to simply bring down his prey, fires, anti-magic shell, blink, cloudkill, ESR hypnotic pattern, ice
he uses a poison that causes an additional 2d6 points of damage storm, invisibility, levitate, light, lightning bolt, minor creation,
(successful saving throw for no additional damage). If a derro paralyzation, repulsion, shadow magic, spider climb, ventrilo-
wishes to prolong his target’s suffering, he uses a poison that has quism, wall of fog, wall of force. Savants have 5-8 Hit Dice, and
the same effects as the ray of enfeeblement spell (again, a success- carry two or three useful magical items. Typical magical items are
ful saving throw indicates no poison damage). any potion, any scroll, rings of fire resistance, invisibility, protec-
Twenty-five percent of derro carry a hook-fauchard, a long tion, and spell storing, any wand, studded feather armor + I ,
( 6 ‘ + ) pole arm that causes ld4 points of impaling damage and shields, weapons up to +3, bracers of defense, brooches of
can pull a man-sized or smaller creature off-balance 25% of the shielding, cloaks of protection, and so on. Savants can instinc-
Derro

tively comprehend languages and read magic (as the spells). Derro do not appear to worship any powers, but the savants
Savants are also capable of acting as sages in one to three areas treasure knowledge and the rest of the race pretty much worships
of study. Derro raiding parties‘ missions are often inspired by a the savants. The worst criminals in the derro community, subject
savant’s research. to the Polite Execution (which takes a good two weeks, and which
Student savants know only 1-3 spells, have 4-7 Hit Dice, know roams over miles of subterranean territory), are those who do not
only one field of study, and typically have one minor magical follow the laws of the savants.
item. They are otherwise identical to their savant teachers. Most of those laws have to do with the derro’s goals: the de-
In combat, derro fight with cunning and good tactics. Their struction of humanity and the acquisition of arcane and obscure
goals are to separate an enemy from his weapons (perhaps by information. Derro usually scour their territory for magical
snagging a weapon with a hook-fauchard [on an attack roll to hit items, stealing them or, if necessary, purchasing them from more
AC 61 and then pressing the battle, keeping the unfortunate oppo- powerful creatures. Derro do not share the love of gold common
nent away from his dropped weapon), keep spellcasters from ef- to their dwarfish relatives, and they have been known to pay ex-
fectively using magic, and inflict minor wounds until they orbitant prices for a few potions or for a magical item with a miss-
eventually kill their opponents. Savants use their powers to con- ing command word.
fuse and frustrate, rather than to simply kill. For instance, a light- This serves as one of the bases of trade between derro and other
ning bolt spell would be used to seal off an escape route, but well races of the Underdark. Drow find derro to be dangerous oppo-
ahead of the party of humans fleeing down it. Derro have poor nents (due to the latter’s magic resistance) and a race of barbari-
infravision (30-foot range) but keen hearing (treat as the blind- ans with too much interest in the surface world. The mind flayers
fighting nonweapon proficiency). think the derro taste bad. Duergar disapprove of the derro‘s love
Derro keep slaves and attempt to capture intelligent oppo- of cruelty. And derro really don’t much care about the other races
nents, if possible. deep beneath the surface. But derro often raid the surface and ac-
quire technology or items that other deep races desire, and so lim-
Habitat/Society: Derro dwell in large underground complexes, ited trade between a lair and some surrounding creatures is
nearer the surface than the kuo-toans and drow, but deeper than possible.
goblins and trolls. They never expose themselves to direct sun- Every 20 years or so, the derro race mounts an all-out war
light, as it nauseates them. Sunlight would kill a derro were he to against other creatures of the Underdark. This is known as the
be exposed to it for a few days. Yet derro occasionally visit the Uniting War, and no savant really expects to win it. The War is a
surface world at night, raiding for humans or carrying out a sa- means of winnowing out the weakest of the derro lairs, a focal
vant’s plans. point for racial identity, and a chance to really start some terror
Derro are never encountered singly. From their combat tactics throughout the Underdark. It also serves the purpose of starting
to their choice of spells, derro demonstrate a mob mentality. A rumors. That is, humans will certainly hear that a war is being
lone derro (the last survivor of an ill-fated patrol, perhaps) is a fought in the Underdark, and will send hundreds of scouting and
desperate derro, seeking at all costs to return to his home lair. adventuring parties into the deep underground to investigate.
A derro lair always has 3d4 + 30 normal derro, plus leaders. The derro welcome this new source of slaves.
The members of the lair are led by the resident savants (1-3 in
number) and their apprentices (2-5 student savants). Derro un- Ecology: Derro can live on a diet of underground fungi, but
questioningly obey the puzzling, even suicidal, dictates from they find the stuff to be foul-tasting if used as anything other than
their savant leaders. spices. Thus they seek out other sustenance whenever possible. A
Should a lair grow very much over 40 inhabitants, half the derro hunting party usually pursues large, dangerous prey that
group (with half the savants and half the leaders) will split off and can feed the entire lair, rather than smaller, simpler food. The de-
form an independent community. Such a splinter group will rro tendency to torment prey holds true-with hunting for food.
travel quite a distance before settling down, as no two derro lairs The derro also raid other races for food. Sometimes, they
have been spotted within several miles of each other. The two merely rob the dwarves or the orcs, hoping to provoke an amus-
groups may communicate for a short time, in order to ensure the ing conflict. But such excursions are tame compared to Open
new lair’s safety, but they soon sever all contacts and act utterly Hunting, the derro term for midnight raids into human settle-
independently of one another. Although it is possible for two lairs ments. When Open Hunting, a derro party steals cattle and
to be at war with one another, or to join in combat against a com- swine, to let loose and hunt at a later time, but it primarily kid-
mon enemy, no examples of these behaviors have ever been re- naps humans. As mentioned before, derro treasure humans for
corded, with the exception of the regular Uniting War, described slaves and for breeding.
below. Derro have few other roles in the underground ecosystem. In
Also to be found in a derro lair are 5d6 +10 human slaves. If the last few Uniting Wars, the drow noticed that derro blood (a
any of the lair‘s savants or students know the c h a m person spell, milky substance that turns brown and rotten upon the slightest
each slave has a 90% chance of being charmed. Derro hate hu- exposure to bright light) was a useful ingredient in drow potions.
mans more than any other race; they use humans for the most de-
meaning manual labor and for breeding.
The derro are said to have a major stronghold somewhere in
the Underdark, and there the savants plot and scheme to devas-
tate the surface world and enslave all humanity.
Eye, Floating Hetfish Verme Masher, Coral
CLIMATE/TERRAIN: Any/Open oceans Any/ Water Any/Large rivers TropicaVCoral reefs
FREQUENCY: Rare Uncommon Very rare Uncommon
ORGANIZATION: School Den Solitary School
ACTIVITY CYCLE: Any Any Any Night
DIET: Carnivore Omnivore Carnivore Carnivore
INTELLIGENCE Non- (0) Low (5) Animal (1) Non- ( 0 )
TREASURE: Nil Q (x3) See below Nil
ALIGNMENT: Neutral Neutral Neutral Neutral

NO. APPEARING: 1-12 20-70 1 2-8


ARMOR CLASS 9 5 3 (head)/8 (body) 7
MOVEMENT: Sw 30 s w 12 3, Sw 18 sw 9
HIT DICE: 1-4 hit points 1-3 18+ 18 8
THACo: 20 1-2 HD: 19 5 13
3 HD: 17
NO. OF ATTACKS: 0 1 1 1
DAMAGE/ATTACK: Nil 1 7-28 5-20
SPECIAL ATTACKS: Hypnotism Heat Swallow whole Nil
SPECIAL DEFENSES: Nil Nil See below Poison spines
MAGIC RESISTANCE: Nil Nil Nil Nil
SIZE: S (1'long) S (1'-3' long) G (50'-SO' long) H (12'-15' long)
MORALE: Unsteady (5) Unsteady (7) Champion (15) Average (10)
XP VALUE: 35 Varies 14,000 1,400

Floating Eye Hetfish


Floating eyes are one of the undersea wonders, a salt-water fish of The hetfish, or "hotfish as some sailors know it, is another won-
very unusual nature. The floating eye has a transparent body, der of the undersea world. It is a small (one to three feet long)
practically invisible in the water, with a single large eye of about silver-and-orange fish, whose skin is covered by unseemly bumps
three inches in diameter (about the only thing that is readily visi- and boils. It is found in both fresh and salt water, from arctic
ble of the fish). The eye is mostly milky white, with a large black climes to boiling hot springs. Its basic body shape resembles that
pupil. If the pupil is gazed upon, tiny bolts of light appear to of a piranha, although it has neither the piranha's teeth nor its dis-
streak out from the center every few seconds. tinctive underbite.

Combat: The floating eye is a poor combatant, but it has a signif- Combat: Hetfish have super-heated bodies whose temperatures
icant effect on its surroundings. Any creature that is within 30 feet exceed 350" Fahrenheit. This effectively turns the water within
and stares into the eye must roll a successful saving throw vs. para- several inches of them to steam.
lyzation or hang immobile in the water, hypnotized. This is a useful When their den is disturbed, these fish swarm en masse to meet
defense for the floating eye. Another good defense is the floating the intruder. Each hetfish has as many Hit Dice as feet in length (1-
eye's speed, as it is one of the fastest underwater creatures. 3), and the entire den bumps or rams the intruders, doing 1point
Predatory marine animals, such as piranhas, sharks, or manta of damage per fish. Hetfish have been known to continue these at-
rays, have learned to keep close to floating eyes, while not look- tacks indefinitely, long after the target has been boiled to bone.
ing at them and suffering their hypnotic effects. These fish then Even if a victim cannot be touched directly, he can be injured
attack any large prey that happens to get immobilized by the by merely remaining in the vicinity of hetfish for too long. Every
school of floating eyes. The eyes feed upon the scraps that re- round a creature swims within 20 feet of a den of hetfish, it suffers
main. 2 points of damage from the hot water.
Hetfish are possessed of a simple intelligence; they are attracted
Habitat/Society: Floating eyes silently patrol their oceans, look- to bright, shiny things, particularly gemstones. A hetfish coral
ing for small creatures they can hypnotize and eat. They are mild den, when broken open, contains one gemstone for each fish,
and non-aggressive, keeping in schools of a dozen or fewer. They with a base value of ten gp. Some hetfish communities have
abandon their young at birth and lack the intelligence to keep learned that ships often carry such pretty things, and they try to
from eating small floating eyes. ram ships and sink them for treasure. Wooden ships sustain 1
point of hull damage per 15 Hit Dice of hetfish attacking, per
Ecology: The floating eye does not have a significantly damag- round.
ing attack. If it were alone with man-sized prey, it might be able to
cause 1point of damage every ten rounds or so. On the whole, it Habitat/Society: Hetfish live in large communal dens. They are
prefers brine and plankton. However, the symbiotic relationship about as intelligent as bright dogs, or particularly dull gnolls.
mentioned above works well, and virtually every pack of floating They have nothing resembling a language. They seem content to
eyes has a following of predator fish. swim about and patrol a territory that is 50 feet in radius per hetf-
Some adventurers have tried to imitate the predators' trick. But ish in the den. Any creature entering this area is considered fair
the floating eye loses its magical powers immediately upon death, prey by the fish, regardless of its size or ferocity. There are very
and there are difficulties with carrying fishbowls into perilous sit- few creatures that can endure 30-40 points of damage each round,
uations. and thus there are very few creatures that live in the hetfishs terri-
Alchemists have for many years sought floating eyes. Most are tory.
certain that the eye is useful as an ingredient in some potion or
scroll ink, but as yet no specific use has been found.
Fish

Ecology: It seems that the hetfish requires a steam environment Habitat/Society: Verme usually inhabit great rivers, but some-
for respiration, as it is unable to breathe water. How it continues times venture into saltwater. Regardless of the locale, it prefers
to buoy itself up in the water is just one of the hetfishs mysteries. warm water with an abundance of food, such as fish, reptiles, cat-
However, because of its heat-producing powers, the hetfishs tle, humans, or virtually anything else.
greatest threats are civilized races. Underwater races, such as the Because verme can swallow prey whole, even animals the size
tritons, hunt hetfish ruthlessly, as the super-heated fish are an en- of water buffaloes, their stomachs can contain metallic or other
vironmental hazard in any but the hottest natural springs. Sur- indigestible material.
face dwellers hunt hetfish as well, not merely for the gemstones
the fish collect or to guard against hetfish sinking more boats. Ecology: A verme spells ecological disaster for whatever area it
Alive, the animals are worth lodl0 g p apiece to alchemists and settles in. It can scour rivers clean of fish, or rid swamps of all
sages, for no one has yet learned the secret of the hetfishs strange water-borne life. Verme have destroyed the economies of entire
properties, which resemble those of the remorhaz. city-states, just by roaming the waters upriver. A verme appear-
ing in a city‘s waterways is a frightening prospect.
Verme Adventuring parties occasionally hunt verme for their dorsal
scales, which can be powdered and used as one ingredient in the
The verme is the largest of fish, yet another wonder of the under- ink for a shield spell. The scales from one verme can supply
sea world. It resembles a giant catfish, except that it has large,
enough material for several dozen spells.
thick, slime-covered scales and hundreds of long, needle-like
teeth. It is yellow along its belly, with its flanks dark brown shad- Coral Masher
ing to a mottled green-and-brown back.
Although the verme is gigantically long, it is flattish along its The coral masher, still another wonder of the undersea world, is a
belly, and wider than it is high. This enables it to lurk on the bot- large, worm-like fish that moves slowly along coral reefs, crush-
tom and swim in reasonably shallow rivers. ing and digesting the coral. A masher is longer than most human-
The verme is a voracious carnivore, eating two tons of meat oid races are tall, and it is colored a rusty red with two bright blue
each day to sustain itself. Should a character attempt aspeak with dorsal ridges.
animals spell on a verme, the fish will express no surprise that it is The coral masher is not an aggressive creature, but it is easily
being spoken to. Indeed, it will only grow irritated that someone surprised. If it feels threatened, it attacks in self-defense.
is keeping it from eating its fill. Each of its dorsal ridges carries two to four spines, each four
feet long or longer, and each able to secrete a virulent poison.
Combat: A verme’s head is covered with a thick bone plate, giv- When threatened, the masher flares these ridges, keeping enemies
ing it an AC of 3. The body is AC 8. at bay. Any attacker must either use a weapon with a thrusting tip
A verme swallows any opponent under 12 feet tall should it at least six feet from the hand, or be struck with a spine (requiring
score a hit. It tries to swallow those characters who are attacking a successful saving throw vs. poison to prevent death after one
its head before maneuvering to reach those beating on its sides. turn; a successful saving throw indicates no damage).
The victim suffers 3d8+4 points of damage upon being swal- Some adventurers have spread rumors that the coral masher
lowed, and an additional 2d8 points each round thereafter. No can be successfully attacked by positioning oneself directly in
matter how many points of damage a creature inside a verme has front of or beneath the creature. This is poor advice; the masher
suffered, it dies in six rounds and dissolve. On the bright side, a can maneuver much faster than humanoid attackers, and it can
verme is AC 10 when attacked from the inside. twist or roll to injure its attackers.
The monster fish is able to upset almost any boat and ships of The coral masher’s poison is very complex; no known antidote
up to small galley size when hungry and seeking food. exists, save such spells as neutralize poison. For this reason, the
Its thick, slime-covered scales make edged weapons almost use- coral masher is harassed now and again for its venom.
Iess. Such attacks inflict only 1point of damage each blow. Fire-
based attacks inflict half damage to the verme, unless an attack
strikes the inside of the mouth or somewhere internally. In the lat-
ter case, the damage is enhanced, gaining a + 1bonus per die of
damage.
CLIMATE/TERRAIN: Any/Sub terranean
FREQUENCY: Very rare
ORGANIZATION: Band
ACTIVITY CYCLE: Night, any if tracking
DIET: Omnivore
INTELLIGENCE: Very (11-12)
TREASURE: Nil
ALIGNMENT: Lawful evil

NO. APPEARING: 3-5


ARMOR CLASS: 7
MOVEMENT: 9
HIT DICE: 4
THACO: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-4/ 1-4
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENSES: Dimension door
MAGIC RESISTANCE: Nil
SIZE: T (2’ tall)
MORALE Steady (11-12)
XP VALUE: 650

Meenlocks are shadow-dwelling, bipedal creatures that use grue- Wisdom per hour from distraction. Maximum reduction is to 1/2
some tortures to transform humans and demihumans into mon- the original value. In addition, a character being harassed by
sters like themselves. They are seldom seen, for they shun light. meenlocks is so distracted that he suffers a -1 penalty to his at-
Meenlocks are squat, two feet tall, and covered in shaggy, black tack rolls or, if he is a spellcaster, the targets of his spells gain a + 2
fur. Their bent arms end in nasty, three-clawed hands. Their bonus to their saving throws.
heads are white and hairless, with small, toothsome mouths, flat Meenlocks attack after their victim beds down for the night.
noses, and large yellow eyes devoid of pupils. Meenlocks have a They are amazingly quiet and are 80% likely to surprise even
powerful telepathy ability that enables them to send messages to watchful guards (100% against sleeping victims). The meenlocks
any creature within 300 feet. Their speech is limited to low gut- try to use their fear ability and paralysis to stun any guards, then
tural growls. drag away their chosen victim. Meenlocks kill guards and com-
panions if needed. They do not attack their victim unless abso-
Combat: Intelligent creatures with 4 or fewer Hit Dice that view lutely necessary, preferring to drag him off to their lair. Once
a meenlock collapse from fear for l d 4 + 4 rounds (reduce this inside, after a short hideous ceremony, the victim becomes a
number by half if they roll a successful saving throw vs. spell). meenlock.
Meenlocks flee bright light if they can; they use considerable
ingenuity to extinguish light sources. Habitat/Society: Meenlocks dig their homes in desolate, rocky
In melee, meenlocks rake with their clawed hands. Each hit in- forests, covering the entrance with a large, flat rock (treat as a se-
flicts l d 4 points of damage. Any creature struck must roll a suc- cret door). This stone opens to a twisting, vertical passageway
cessful saving throw vs. paralyzation or be paralyzed for l d 6 that winds downward for 100 feet or more to the meenlock lair.
turns. They may also use a limited dimension door, 60-foot The ceiling, floor, and vertical passageway of the entire lair are
range, every other round. Opponents who attack a meenlock covered by a dank, spongy, moss unique to meenlock lairs.
during the round it dimension doors suffer a -4 penalty to their Meenlocks use this moss to climb up and down the vertical pas-
attack rolls. Meenlocks may not use this ability while carrying a sage. Anyone opening the lair senses powerful emanations of evil
victim. Three meenlocks are required to carry a man-sized vic- coming from below. In addition, anyone peering into the black-
tim. ness is greeted by the smell of rotting corpses. Both of these sensa-
Any human or group of humans who open a meenlock lair tions are telepathic warnings from the meenlocks below.
without killing the monsters or replacing the stone exactly as they The meenlocks live in a dreary chamber at the bottom of the
found it will be tracked and attacked that night. The tracking vertical passageway. Decorations consist of ratty sleeping furs, a
meenlocks follow at a discrete distance and use their telepathy number of wicked curved knives hanging on the walls, and a jum-
ability to send messages to one character in the group (no saving bled pile of bones.
throw). This victim should be a paladin if one is present; if not,
the meenlocks choose a human, elf, or other demihuman, in that Ecology: Meenlocks delight in transforming humans and demi-
order. humans into monsters like themselves. Little is known about the
The messages convey the general impression to the victim that procedure, but apparently it involves a reduction in the victim’s
horrible monsters are in pursuit and they want to make him one bulk followed by quick application of the meenlock moss.
of them. As the day wears on the victim becomes aware of A meenlock band contains a maximum of five individuals. If a
stealthy movements all around him. Companions of the victim sixth human is transformed, then the band splits. The three larg-
probably detect nothing (meenlock are 95% undetectable when est meenlocks (those with the most hit points) remain in the lair,
tracking). This mental harassment continues throughout the day. while the three smaller meenlocks leave to construct their own
The victim loses 1 point of Dexterity, Intelligence, Strength, and lair.
Assembly Instructions Glue both tabs before assembling. Make sure the pieces align at the edges

The fold-up buildings in this product


have been die-cut and scored for your
convenience. On the white side of each
building piece is a number from 17 to 2 5 ;
these help you locate the pieces that fit
together. Carefully punch out the build-
ing pieces and organize them by their
numbers.

Scored Folds Put the building on a table and use the


pencil to press down on the inside of the
Match up the corners at the bottom of the
tab. Watch the aligned edges, being care-
Certain pieces are pre-scored to help you buildings.
ful not to let them slip out of place. If you
fold them. Some folds create two tabs for used only a thin layer of glue, the pieces
gluing. Fold these tabs before you apply should stick quickly, and with light pres-
the glue. Other folds are used to collapse .--_
\
sure they should bond and not separate.
the buildings after they have been con-
structed. This collapsing feature makes
for easier storage in minimal space. All
these buildings should fit inside a 9" x
12" manila envelope.

Pinch the corners together for a moment.

Glue
A bottle of white glue and a pencil are all
you need to assemble these buildings.
White glue works best and dries quickly
when you use only a thin layer. Apply the 3" X 4" w/Peak
glue to a tab, using the bottle cap to
spread it into a thin layer and to brush off
any extra glue. There should be enough
glue on the tab to make it shiny; if there
are globs of glue, wipe them off. (2)3" X 4" 2nd
deRRO savants' quarters
0 0

0 0

0 0

0 0
0

0
0

0
/’
/
0
0 0

0 0

0 0

0
\

0 0
0

/'

,
0

\
0

/""

0 \

0
0

0
.
0

0
0 0

0 0

0 0

0 0
”..-

- ,,I

You might also like