Tsr9251 Gargoyle
Tsr9251 Gargoyle
Tsr9251 Gargoyle
Gargoyle -
by Pave Collins with Skip Wi ams
r
A W K A VENZURES
Official Game Adventure
NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 8
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PRODUCTS OF YOUR IMAGINATIONm
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ISBN 0-88038-711-4
9251XXX1501 I
Part 1:
GARGOYLE! is an AD&D@game adven- Oh well, there goes the neighbor- magical) to maneuver in flight; see the
ture for 4-6 characters of 2nd-4th level .
hood. . . New Monster section for details.
(plus two gargoyles). The adventure Rockburgh swiftly negotiated terms for This adventure centers around Rudy
takes place in the GREYHAWK@cam- peaceful co-existence with their gargoyle and Hubert, the two gargoyles who live in
paign setting, but it can be easily adapted neighbors. This was possible because the the rafters of Rockburgh’s church. Rudy
to another campaign. The party should inhabitants of Gargoyle Valley are rela- and Hubert are easy-going fellows, but
have a combined total of 15-18 levels. tively civilized, for gargoyles. These not too bright. The gargoyle tribe elriled
Player characters have been provided, terms are spelled out in the Gargoyle these two ne’er-do-wells to the human
specifically pre-generated for this locale. Treaties, which will be renewed soon community, and now Rockburgh is stuck
If players use their own characters when the gargoyles choose a new leader. with them. The town has learned to toler-
instead, the DM should severely restrict The treaties guarantee, among other ate them.
the number of magical items (particularly things: The DM should keep the following in
magical weapons) available to the PCs. mind when running Rudy and Hubert:
For example, only one of the pre- 1. Non-aggression between the resi-
generated PCs included with this adven- dents of Rockburgh and those of Gar- 1. These two are not usually allowed to
ture is equipped with a magical weapon; goyle Valley. go out into the town by themselves.
this is intentional. 2. No trespassing by humans or demi- This adventure represents the first
humans on Gargoyle Peak, a sacred time they have been out without Friar
spire of rock in the center of Gargoyle Theodus along to keep them out of
DM Information Valley. trouble.
The World of Greyhawk 3. Free passage with escort to citizens 2. They have personalities similar to
of either area through the territory of those of spoiled children. Rudy is the
The village of Rockburgh-On-The-Marsh the other group, as long as permission leader of the pair; Hubert is the fol-
(Rockburgh for short) is located in The has been obtained in advance. lower. Hubert can sometimes do
Tors, a range of high hills bordered by the amazingly well by himself if Rudy is
Hool Marshes on the south and by a spur Most of the buildings on the Rockburgh elsewhere. Despite the fact that they
of the Crystalmist Mountains on the map can be assigned a function, as fol- normally act like brats, both are young
west. The Tors and the Hool Marshes lows: adults in age.
form a frontier area between the Yeoman- 3. Anywhere the party goes in town, the
ry (to the northwest) and the Hold of the A = an inn, or residence frequented gargoyles go too, with or without the
Sea Princes (to the southeast). The Hool by travelers or adventurers characters’ permission. Each gar-
Marshes are a no-man’s land, its popula- B = a banker, moneychanger, etc. goyle is accustomed to flying when he
tion being the usual motley collection of C = shopof acraftsman goes somewhere and will do this
brigands, humanoids, and other evil G = agrocerorbutcher through habit, even without wings.
scum. S = Service industry, everything from When this happens, consult the Flying
barbers to stables to taverns Gargoyle Encounter Chart for the
The Village of H = Private home. Shopowners who areain question. If n0F.G.E.C. exists
Rockburgh- On-The-Marsh have living quarters in the same for that location, assume a 60%
building as their shop are listed chance of a mishap. If this happens,
Rockburgh was established to advance the according to the business code. improvise the disaster, using any
Yeomanry’s claim to this unsettled border F.G.E.C. as a guide. The likelihood of
region, preventing the Yeomanry’s rivals, Use the Marketplace Business Chart in a gargoyle attempting to fly is only 5%
the Sea Princes, from expanding their ter- the Rockburgh section to assign spec& if a party member reminds him about
ritory at the Yeomanry’s expense. Patriot- businesses to buildings. his lack of wings or holds onto him
ic volunteers flocked to the Tors, physically.
established the town, and endured a tough 4. The gargoyles should be involved
winter. At the beginning of spring, the On Gargoyles, Wings, and Other
Things with all important activities. If they
town’s future looked bright. Udortu- are not present at the beginning of an
nately, the gargoyles emerged from hiber- The gargoyles in this adventure need encounter, one or both should show
nation two weeks later. detachable wings (natural, but non- up in the middle of it. If the party splits
2
into two groups, each gets a gargoyle. wings were gone. Rudy and Hubert have
If someone goes off by himself, one of asked the clergy to hire some adventur- When you arrive at the Inn, you find
the gargoyles notices that he’s gone ers to help them find and recover their a surprise of sorts waiting for you.
and goes off to look for him. If the wings. The clergy-namely Friar Emberent is seated at a table facing
characters go in six different direc- Theodus-has called the PCs in to help. the door. Several empty mugs, one of
tions, the gargoyles have a field day When the characters begin their search them overturned, are scattered on the
trying to keep up by flying all over for the missing wings, the half-orcs hire table before him. He looks cllrty and
town at high speed, bashing into Stimpson, a local dwarf with an unsavory disheveled. Groggily he stares up at
objects and knocking people down. reputation, to scare them off. Mean- you, then lurches to his feet, a boyish
while, three powerful adventurers, grin on his face.
Flying Gargoyle Encounter Patro, Paula, and Marion, have arrived in
Charts Rockburgh to investigate a kidnapping.
There is no relationship between the two Getting Started
When Rudy and Hubert try to fly without crimes, but it is highly likely that both the
wings, they will be totally out of control. PCs and NPCs will be trymg to pump The situation in the players’ introduction
Some encounters contain a chart detail- information from the same sources. should lead to a great deal of role-playing.
ing the possible catastrophic results of If, however, the Emberent player fails to
the arrival of an uncontrolled flying gar- get things moving, or if someone asks
goyle. Unless the chart itself specifies Players’ Background Emberent whether the Friar sent a mes-
otherwise, roll ld4 for each flying gar- sage, read the following.
goyle to determine results. You may wish
to preroll each result; this will smooth out You all live in the town of Rockburgh-
the flow of play. On-The-Marsh. The town is located
just north of the Hool Marshes along a Emberent produces a small, sealed
tributary of the Hool River. To the package and opens it. It is a short hand-
Adventure Outline northwest lies Gargoyle Valley, home written message, a summons really,
Two half-orc assassins, Tom and Jerry, of more than 150 gargoyles. The mys- from Friar Theodus, whom you all
have been filching material components terious Gargoyle Peak overlooks the know. The message is very compli-
from Rockburgh’s mages and selling the valley, where it is said that no human mentary about the party’s skill, brav-
stolen goods to Murphy O’Grady, the or demi-human has ever set foot. ery and knowledge. It concludes,
town’s apothecary. O’Grady knows that Five of you, Baxter, Stumpy, Ailen, .
“. . and as the proposed mission
he has been buying stolen goods, but the Blackthumb, and Hothands, have left requires only the most steadfast, most
price is right, so he keeps right on buy- Rockburgh to follow up on a rumor highly skilled, and most trustworthy of
ing. that some caves have been discov- adventurers we naturally thought of
One night, the two half-orcs asked ered near the town of Hiebluf. Think- you immediately.” You all realize that
O’Grady if he had any use for material ing that these caves, if they existed at there will be no getting out of this one.
components from gargoyles. 0’ Grady all, might contain worthy foes and still And it will probably be another freebie.
said yes. Unfortunately for all involved, worthier treasure, the five of you set
the half-orcs did not understand that off. You found the caves, but they
O’Grady meant components from a gar- contained nothing but a colony of Emberent purchased good saddle horses
goyle’s magical body, not the non-magical oversized crickets who were pan- in Hiebluf for transporting the party back
wings. The half-orcs stole the gargoyles’ icked by your presence. They jumped to Rockburgh. There are only five horses;
wings from the temple, not realizing that all over the place, and their huge one is intended to carry both Hothands
they had somthing useful only to a gar- bodies bruised you whenever there and Stumpy. Only Emberent has any
goyle. Emboldened by their success, was an accidental collision. You man- horsemanship skill. These are not war-
they have embarked on a scheme to steal aged to kill them and recovered a pit- horses. They can fight, but only to defend
the wings of all the gargoyles in Gargoyle tance of treasure from what appeared themselves.
Valley. to be the remains of the last group of When the party leaves Hiebluf, have the
Rudy and Hubert were caught in the adventurers foolish enough t o players give you a mchinglriding order
half-orcs’ clean sweep. As they attended explore the cave. and a watch order.
the temple services five days ago, Rudy You decided to return to your inn,
and Hubert left their wings hung up on get some food, and discuss what to do Medium Horses (5): AC7; MV 18”; HD
the coat rack as they always did. When next. 2+2; hp 11 each; #AT 1; Dmg 1-3;
they returned after the service, their THACO 16; INT Ani; SZ L; AL N; XPV
50 +3/hp; MM1 p53.
3
Encounter: The Road Ambush uses his longbow against any characters
at a forty-five degree angle, forming a who are not in melee.
(see Map, p. 31) The goblins flee if even one of them is
The group of humanoids mentioned in makeshift barrier.
One of the goblins grins evilly. “Well killed, or when either fighter closes to
several of the character descriptions has melee combat (receiving multiple
planned another ambush for travelers. here’s a neat little catch,” he sneers in
Common. “Just slide off those horses, attacks). The gnolls fight to the death as
When the player characters come around long as they can see the flind on the hill-
a curve in the road, they confront six gob- leaving your money of course, and
we’ll lets ya go on ’bout yer business.” side. The flind remains until it has taken
lins armed with bows, as well as a hyena. damage equal to half its hit points, or until
The encounter distance is 100 yards. The all the gnolls are killed, whichever occurs
goblins are supported by four gnolls hid- first.
den in ambush. The whole force is com- Only Emberent is trained to fight or fire
missiles effectively from horseback. His If any of the humanoids flees the battle,
manded by a flind. they run down the brush-covered hill-
The monsters’ plan is to draw the party horse is not a trained warhorse and will
not itself attack, however. Use the rules side. The characters cannot pursue on
into melee with the goblins so that the horseback due to the undergrowth and
gnolls hiding in the brush near the road on pages 23-34 of the Dungeoneer’s Sur-
vival Guide if any of the PCs attempts to rocks which litter the hillside. On foot,
can attack the PCs from the rear. The movement is at one half, except for very
attack is being directed by a flind perched fight from horseback; double all penalties
“to hit” for all characters other than small creatures (the goblins and Stumpy)
on a nearby hilltop. Neither the goblins who can duck under the worst of the
nor the party will gain surprise (but see Emberent, due to the PCs’ lack of profi-
ciency. growth, or Blackthumb (druid ability).
below). Use the DMG pursuit rules (page 69) if
Ahead, the road curves around a hill- If Emberent charges the barrier of
spears, the horse will either turn aside the PCs chase the enemy. All attempts to
side. The goblins are ready for battle. track the flind or goblins will fail when it
Their spears are grounded, set versus a (50%), or impale itself on a spear (50%).
If the horse shys, Emberent will have to begins to rain, about 30 minutes after the
charge. fight.
save versus wands or be thrown from the
saddle. If the horse impales itself, the ani-
mal will be killed and Emberent automati- Goblins (5): AC 6; MV 6 ” ; HD 1-1; hp 4
After a day and a night on the road, cally thrown. If Emberent is thrown, use each; #AT 1; Dmg By weapon; THACO
you come to a range of low hills. The the DSG rules. 20; SA Nil; SD Nil; AL LE; MM1 p. 47
road twists and turns like some great, If any PCs attempt to cast spells from
flat serpent as you climb upward. Soon horseback, there will be a chance that the Weapons: Short bow, spear, short
you can see the great marsh spread spell will be ruined by sudden movements sword.
out below you. As you begin to from the mount. The chance is 25% if the
descend, the weather begins turning horse is stationary, 100% if the horse is in Hyena: AC 7; MV 12”; HD 3; hp 13;
bad. A chill wind bbws off the marsh- motion. #AT 1; Dmg 2d4; THACO 16; SA Nil; SD
es, bringing a sharp tang to the air. If the characters do anything but sur- Nil; AL N; MM1, p. 54
Heavy clouds roll in, turning the day render immediately, the goblins begin fir-
gloomy. Rain could come any minute, ing their shortbows (range modifiers Gnolls (4): AC 5; MV 9 ” ; HD 2; hp 9
and you are on an exposed hillside. apply), but the overcast sky negates their each; #AT 1; Dmg 2d4; THACO 16; SA
There is no shelter in sight. daylight penalty. Nil; SD Nil; AL CE; MM1 p 46
As you round a bend, your concerns If the party rushes the goblins, the
about getting wet vanish as you see gnolls break cover and attack them from Flind (1): AC 5; MV 12”; HD 2 + 3 ; hp
five ugly, short humanoids ranged behind, gaining surprise on a 1-5 (on 15; #AT 1 (2 with bow or flindbar); Dmg
along the road. An equally ugly, ld6). If the characters simply stand fast by weapon; THACO 16; SA strength
bristle-haired beast squats behind and begin trading missile fire with the bonus “to hit” (+ l), disarming weapon
them. It looks like some huge, mal- goblins, the gnolls creep up behind the (flindbar); SD Nil; AL LE; FF p 39
formed gobh-dog. party and attack from the rear, still gain-
The five goblins stand shoulder-to- ing surprise on 1-5 (on ld6). If the char- Weapons: morning star, longbow, fIind-
shoulder, blocking the road about 100 acters are wise and watch their rear, they bar
yards from your position. They hold cannot be surprised by the gnolls.
bows at ready, and each has a spear The flind remains hidden in the brush at
grounded near his feet. The spears the top of the hill until melee is joined.
seem to be set quite firmly, sticking up Then he pops up to observe better. He
4
Part 2: m e S
After the attack, the characters may pro-
ceed on to Rockburgh without further “We have spent the last three days A strange expression crosses the
incident. All seems normal Within the attempting to investigate the matte- acolyte’s face as he opens the door
city. rourselves, but so far Brother Thom- wide. Standing just outside in the hall
as, our man on the case, hasn’t had are two gargoyles. The acolyte motions
Encounter 1. The Assignment any luck at all. Due to this lack of suc- them forward, and then quickly sidles
cess on our part, the owners of the behind them and out of the room.
wings have prevailed upon us to allow
There does not seem to be anything them to continue the investigation for
amiss in Rockburgh. Nonetheless, an The gargoyles are planning to fly into th~
themselves. room. Allow the characters to take q
’
acolyte from the temple runs forth to “You of course, will act as their evasive actions desired.
meet you just seconds after you
arrive. “At last you’re all here.
.
body. . .”
Please, follow me to the temple at The two gargoyles step forward. With
I -----I
w in
--- s--a,-
once.” he _an_ urgent tone.
. . .-~
I fit this point in the Friar’s narrative, pectoral muscles rippling, they each
there is a loud crashing from just outside give a small hop to launch themselves,
the room. and fly into the room. Almost immedi-
He brushes off all questions, saying only ately, they begin to windmill their arms
that Friar Theodus will explain. If the and yell. During the course of their fight
characters try to go anywhere else, he “Ah, I think that they’ve arrived,” he across the room, you notice two things.
will object strenuously, stressing the
urgency of the Friar’s request.
.
says. “Where was I? . . Oh yes, you First, neither gargoyle has any wings;
will act as their bodyguards for the second, both are completely out of con-
duration of the investigation, and natu- trol.
rally I would like you to aid them in With a sudden crash and clatter, the
turning up clues whenever possible. short fight of the gargoyles is abruptly
and healing-if you want them. Once “Although we were not able to dis- ended. One of the gargoyles has com-
your needs are met, you are taken cover anything definite ourselves, pletely demolished a serving stand, and
directly to the Friar’s office. Brother Thomas did notice that things is covered with wine and bits of sand-
got very quiet when he asked about wich. The other has crashed head fust
stolen wings down at Rosie’s Bar, and into Friar Theodus’ desk. His horn
When all of the characters are seated two people left abruptly. He says he seems to have gone about three inches
comfortably, the Friar enters through a got much the same reaction at Murphy deep into the wood, and he is having
side door and sits down at his desk. O’Grady’s apothecary shop. trouble removing it.
“You might consider starting at the Friar Theodus sighs again. “I’d like to
apothecary shop, or perhaps at introduce you to the victims of the theft,
“I’m glad you have all seen fit to Rosie’s. On the other hand, if you our temple gargoyles, Rudy and
answer the summons,’’ he says. “We have any personal sources of informa- Hubert. They will be answering any
have a serious problem. I want to make tion to develop for leads, feel free to questions you may have, as soon as they
it clear that I am speaking both as a use them. extricate themselves from my furniture.
member of the town council and as a “That’s all the information I have to Now, if you’ll excuse me, I’m going to
representative of the faith. give you, so,” he concludes, heaving a go k d out whether Brother Thomas is
“Three days ago, two sets of wings deep sigh, “we may as well get this canying a cure headache spell today.”
were stolen from this building during over with.” With that, Friar Theodus leaves in some
our Nghtly services. The wings are no Leaning forward, the Friar picks a haste, a pained look on his face.
more magical then those found on the small crystal bell from his desk, and
average sparrow. It is obvious, how- gives it a ring. A nervous-looking aco- The gargoyles manage to disengage them-
ever, that the thieves believe them to lyte peers in, and Theodus says, “We’re selves from the furniture in only two
be extremely valuable. through here except for the questions. rounds if left alone. It takes three rounds if
You can show them in now.” the party helps. When they are finished
6
with their actions, the gargoyles converse Encounter 2. Rosie’s Bar
witb As she approaches, Rosie is talking a
Flying Gargoyle Encounter Chart mile a minute. “What’s going on here?
Who’s responsible for all this? Who let
1. The creature smashes into a shelf of
The shorter of the two gargoyles, the those gargoyles in here anyway? Do
bottles above and behind the bar.
one Theodus called Rudy, looks up at you know what this is going to cost my
This causes 18 gp worth of damage, business if the word gets out? If the
the party, rubs his horn where it went and drenches the gargoyle in various
into the desk, and says “Are you the word gets out! It’s probably gotten
alcoholic beverages.
ones who are going to find our wings for halfway across town by now! Any of
2. The gargoyle crashes through a win-
us? Oh boy, this is going to be really fun! you folks paying customers, or are you
dow and lands on a poker game. The
What do we get to do fust?” just here to make me miserable?”
players (naturally upset) beat the
gargoyle with broken furniture. A
fight breaks out instantly. It lasts for Rosie indignantly demands: 1) the evic-
Allow the characters time to make plans for five rounds. Damage amounts to
investigating the problem. The gargoyles tion of gargoyles from her establish-
150 gp. ment; 2) payment for all property
will not allow themselves to be excluded 3. The gargoyle smashes through the
from any phase of the investigation. damage they may have caused; 3) the
side of a horse trough.
The gargoyles know such obvious things restoration of peace and quiet in her bar.
4. T h e gargoyle’s head goes right She keeps yelling until complete satis-
as what the wings look like (gargoyle through the wall, leaving an inter-
wings), and when they were taken (three faction is promised to her. She is as
esting hole. placid, dainty, and reasonable as a full-
days ago). They have no knowledge of the
church’s investigation, and are unable to scale war.
answer any specific questions about it. If the party is violent or threatening,
The bar is fairly normal in appear- she calls for Fred the bouncer, a retired
ance. There are several tables scat- fighter that the characters can fold, spin-
Rudy and Hubert, gargoyles: AL 5; MV
9”/15” (MC C-MC F without wings); HD tered throughout the room, and dle, or mutilate to their hearts’ content.
4 +4; hp 28 each; #AT 4; Dmg 1-311-311-61 there is a long bar running the length If the party remains violent (Le. beats up
1 4 ; THACO 15; SA Nil; SD + 1 or better of the left wall. There are two doors Fred), she signals someone in a back
weapon to hit; AL N; see New Monster toward the back of the room. A room, and the watch is called. They
section. heavy-set woman you all recognize arrive in eight melee rounds, much to
as Rosie emerges from the door on Emberent’s chagrin.
Father Theodus: AC 8; MV 12”; C6; hp the left. She sees your group and As soon as anybody mentions the
comes directly toward you. She is missing wings, other conversations get
38;#XI’ 1; Dmg Unarmed; THACO 18; SA
fiends spell; SD ringofprotection +2 AL obviously upset. very quiet. Shortly thereafter, Rosie
LG (STR 12; INT 14; WIS 16; DEX 10; Three unusual customers stare suggests that everyone go back to her
CON 13; CHR 15) with obvious amusement as Rosie office where it’s more private.
bears down on you. They are obvi- If Rosie is asked about the two people
ously adventurers, and strangers in who surreptitiously left the bar when
Father Theodus is a cleric of St. Cuthbert;
town to boot. The group consists of a Brother Thomas asked about the stolen
he belongs to the Order of the Billets. He
seldom goes about armed in the village, but battle-scarred musclebound fighter, wings, she will identify them as a scum-
a rather attractive lady cleric, and a lous pair of half-orcs who live some-
wears scale mail and carries a staff and a
club in baffle. weasel-faced mage. where outside of town. They’ve
recently been seeing her cousin Murphy
Acolyte: AC 10; MV 12”; C1 or C2; hp 5 O’Grady, and she doesn’t approve at all.
or 9; #XI’ 1; Dmg Unarmed; THACO 20; Rosie is upset for one or more of the Murphy had gotten drunk in her bar a
SA Nil; SD Nil; AL Any non-evil following reasons, depending upon the few days ago, and started mumbling
current situation: 1) damage to the about secret meetings and passwords.
These statistics can be used for Brother wallslwindowlhorse trough; 2) the bar Rosie had to have him taken upstairs to
Thomas, for Theodus’ other assistants, or fight; 3) the presence of gargoyles in sleep it off.
her bar. In short, Rosie will be angry If the characters ask about the three
for the clerics who tend the temple’s minor
shrines. under any and all circumstances. adventurers, Rosie just tells them that
they’re strangers who pay their bills and
don’t cause any trouble. They arrived
7
yesterday. half-orcs, his purchases of stolen goods
The adventurers are Patro (the fighter), The apothecary shop is a small one will be revealed; if he doesn’t, he will be
Paula (the cleric), and Marion (the mage, a story building with shelves along all an accessory in breaking the treaties.
male in spite of his name). They have walls; a worktable and several cabi- In addition to all this, the half-orcs have
arrived in Rockburgh to investigate the nets occupy the middle of the shop. purchased his entire stock of sleeping
recent disappearance of an adventurer in There is a door, currently closed, at drugs, 200 doses. Murphy doesn’t know
The Tors. They are intent on gathering the rear of the shop. The shop has the intentions of the half-orcs, but trouble
information about their own mission and most common patent medicines, nos- is certain. He has reported the drugs as
have no information that the party can use. trums, perfumes, hair tonics, and ath- stolen by burglars, even though this is
They have come to the bar to question er such items in stock. not true. He hopes that this false report
Stimpson. They have no interest in the As you enter, the proprietor, one will help to distance him from whatever
PCs. They will be evasive and uncommu- Murphy O’Grady, stands up at the trouble the sleeping drugs cause.
nicative regarding their own mission; they worktable. Normally he would ask if When questioned, Murphy will be
are here to get information, not give it. If he could help you tind anything, but friendly and co-operative, but will pre-
the PCs are impolite to them, they threat- today he is having some problems tend to be completely mystified by the
en to break every bone in each PC’s dealing with gargoyles. theft. He claims to have no information
body-and they can. See the NPC section regarding the thieves. Murphy describes
for more details. the “stolen” items: four sealed ceramic
Murphy O’Grady wants one of two jars holding 50 doses each, each jar clear-
Fred the Bouncer: AC 9 (leather apron); things, either to become rich and famous, ly labeled with instructions for dispensing
MV 12’’; F2; hp 9; #AT 1; Dmg 2-3 or 1- or to become rich. As he is a skilled the drug. The drugs are highly-priced,
6; THACO 20; SA strength bonus; SD apothecary, he has ambitions of becoming and are a popular treatment for insomnia.
Nil; AL CG; (STR 17; INT 8; WIS 7; an alchemist and selling potions and con- The drug is sold in liquid form, and the
DEX 11; CON 14; CHR 10) coctions at exorbitant prices. dose is normally mixed with food or a
Five weeks ago, while out gathering beverage. The drug can be poisonous
Fred prefers unarmed combat, but will plants at the fringes of the marsh, he met (save versus poison at +2 or die) if swal-
use a wooden mallet if he thinks he Tom and Jerry, a pair of half-orcs. He lowed in amounts of 20 doses or more.
needs it. hired them to help him gather exotic If the PCs apply strong pressure, or
ingredients and components. They demonstrate that they know about Mur-
Encounter 3. O’Grady’s developed a profitable working relation- phy’s odd talk at Rosie’s, he will fold.
Apothecary ship, and the half-orcs offered to procure Persistent questioning will elicit the fol-
rare ingredients at reasonable prices. lowing: the names of the half-orcs (Tom
Flying Gargoyle Encounter Chart The half-orcs have been stealing these and Jerry), and the fact that they have
items from local magic-users or their been supplying him with ingredients; the
1. The gargoyle smashes through the apprentices. Because of an overdevel- approximate location of the shack that the
window and destroys a display of oped sense of the dramatic, Tom and Jer- half-orcs use out in the marshes; the
.weed killers on the left side of the ry insist on secret meetings and password they use (“grapefruit”); the
shop. passwords when doing business with fact that six or seven other humanoid
2. The window is smashed, as is a dis- Murphy. Murphy knows that he is buying creatures live there also. Murphy will
play of soaps on the right side of the stolen goods, but the price is right, so he deny any involvement in, or knowledge
shop. continues to buy. of, the half-orcs’ thefts. He claims that
3. The high-flying gargoyle strikes (and About a week ago, the two thieves his reluctance to reveal the truth is due to
gets its horn stuck in) the sign “Mur- asked him if there was any use for pieces the fact that he would lose customers if it
phy O’Grady’s Apothecary Shop.” of gargoyles as material components. became known that he has sleazy half-orc
The gargoyle must be helped down. If Murphy answered quite honestly that employees.
not helped down, he will eventually they were useful for potions of levitation, Role-play Murphy from here, using the
escape by himself, doing severe dam- but that it would be idiotic to try to kill or above information.
age to the sign. capture one, as that would violate the If the players try to stake out Murphy’s
4. The unguided gargoyle crash-lands, Gargoyle Treaties. He suspects that they shop, Stimpson’s thugs could pick a fight
plowing a trench 7’ long in the street. have ignored this warning, and he is now with them. If the stakeout is prolonged,
in a quandary. Breaking the Gargoyle the gargoyles will get bored, wander off,
Add details of any damage caused by the Treaties is more trouble than he can han- and get into some trouble.
gargoyles to the following description of dle, and he knows it. If he reports the
the apothecary shop.
Encounter 4. Mel’s Soda Parlor crash into someone, covering the unfor- time. The party should be outside at the
tunate victim with flavored ice. (They beginning of the encounter. It is essen-
and Flavored Ice Shop bought them to go, on credit, charged to tially a quick melee designed to get the
NOTE: This encounter is included as a Emberent’s account, for 5 coppers each.) party to use some spells before they get
distraction, to be used if the party spends Feel free to cover an innocent and indig- to the Thieves’ Den. It is also designed
too much time dithering in another loca- nant bystander with glop. to allow the party to capture and ques-
tion (i.e. if nothing is happening and some If the characters follow the departed tion one of the thugs, as this leads to the
players are getting bored, then so do the gargoyles, the gargoyles will arrive at confrontation with Stimpson.
NPC gargoyles, and they fly off). The Mel’s per the F.G.E.C. When the charac-
PCs can pursue them to Mel’s if they ters arrive at Mel’s, they find the gar- Flying Gargoyle Encounter Chart
wish; if not, the gargoyles will eventually goyles either enjoying their flavored ices, 1. The gargoyle arrives high, knocking
return anyway. There is no investigative or turning a crank on a large vat, again down 1-3 of Stimpson’s thugs.
reason for the PCs to go to Mel’s. depending on the results of the F.G.E.C. 2. The gargoyle arrives too low, collid-
Me1 is a large rotund fellow. He tends ing with 1-2 party members.
Flying Gargoyle Encounter Chart to spend a lot of time sampling his own 3. The gargoyle arrives too far to the
wares. He has an ice house out back side, bowling over 1-3 innocent
1. Bullseye! The gargoyle flies through which he stocks each winter with ice from bystanders.
the door, barely misses a small child, the Hool River. During the summer 4. The gargoyle arrives much too high,
and collides with the child’s mother as months, he sells flavored ices. His main and overshoots the encounter com-
she comes out of the shop. The wom- source of income is from a night shift job pletely, landing in the marketplace.
an drops her purse, and coins fly all as a cook at the boarding house, where he
over the room. The child screams, spends a lot of time sampling his own The gang consists of eight fighters (2nd
and the mother makes the gargoyle cooking. level), and one magic-user (2nd level).
pick up all of the money. If the gargoyles or the PCs cause any The magic-user has memorized two
2. The gargoyle makes a Derfect landing damage to his shop, Me1 will demand a sleep spells for use against the gar-
at bottom of ) few hours of unpaid labor from the van- goyles. When the confrontation takes
the store. dal; he prefers this to cash. The vandal place, the mage will stay hidden, pre-
3. The gargoyl will end up makiig flavored ices. If the tending to be a bystander. When the gar-
window. He smashes an unoccupied gargoyles crashed into anything when goyles show up, he will use his spells on
table into matchwood, and manages to they arrived, Me1 has them hard at work them. Each spell puts one gargoyle to
get his left leg caught in between the by the time the party arrives. When he sleep. Do NOT roll for this; if the gar-
slats on the back of the chair. discovers that the party is responsible for goyles participate in the melee, they are
4. The gargoyle goes through a window them, Me1 will attempt to dragoon them going to mop up these poor thugs with-
and lands in a large tub of ice cream. into working as well. out taking any damage. In this case, the
He also knocks down the man stand- If the characters leave the gargoyles PCs won’t have to do a thing (and won’t
ing next to it (Mel); Me1 had been working for Me1 and go on with the have a thing to do).
turning a crank on a medium-size ice adventure, the gargoyles escape after The gang isn’t stupid, and exploits any
cream-making machine making ice about a half-hour and return to the party, error the PCs make. Two of the thugs
cream, and he will force the gargoyle causing as much damage as possible. stay back and throw daggers at the party
to turn the crank for him instead of spellcasters. The mage sneaks off after
making him pay for damages. Encounter 5. Showdown In the casting his two spells.
The PCs will not be able to get rein-
If either (or both) of the gargoyles gets
Street forcements in this encounter by sum-
bored, he will visit Mel’s to pick up a fla- Stimpson the dwarf has hired a gang of moning the Watch. Once the battle
vored ice. Mel’s is one of Rockburgh’s toughs (barflys, migrant laborers, and starts, another accomplice of Stimp-
favorite spots for untutored gargoyles ne’er-do-well adventurers) to beat up son’s will raise a false fire alarm at the
and small children. and scare off the party. This attack hap- other end of town; this will occupy the
If the characters don’t follow them to pens after the characters have been Watch until the PCs’ battle is over.
Mel’s, the gargoyles will rejoin the PCs investigating for a while, but before they
within two turns (the gargoyles find the go to the Thieves’ Den or confront
PCs no matter where the party has gone, Stimpson himself at Rosie’s Bar; ifneces- As you are walking down the street,
asking directions if necessary). Of course sary, assume that one of the gang has six tough-looking fellows gather in the
the gargoyles will be flying, and when been discreetly following the PCs. Thus, street ahead of you. They are all wear-
they rejoin the PCs, the gargoyles will this encounter takes place at no specific
.9
son in their first visit to Rosie’s Bar, use get away, Marion used his wand of poly-
ingleather tunics over some sort of the F.G.E.C. from the previous Rosie’s rnorphhg to turn Stimpson into a frog.
bulky armor. Three have clubs; three Bar listing. After determining the rele- The PCs enter just as the spellcasters
have quarterstaves. One of them vant damages, you should role-play Rosie enter the bar with their prisoner.
says, “We been told youse guys is as the characters enter; guidelines to
looking fer some wings. Well, we is Rosie’s character are given in the
encounter 2. Interaction with Rosie You do not see the dastardly dwarf as
here to demonstrate that lookin’ fer you enter the bar. In fact, the only
wings ain’t too healthy. I hopes youse should be kept short, as the real encoun-
ter here is with Stimpson. noteworthy person present is a big
enjoys da demonstration.” fighter. He is standing near the back
Flying Gargoyle Encounter Chart door. He holds a sap in his large hands
If the party makes no attempt at conver- and grins eagerly.
sation, the six thugs attack immediately, 1. The gargoyle makes a perfect landhg
with the other two waiting for a chance to just inside the swinging doors.
land a good cheap shot. If the characters 2. A repairman is boarding up the win- This is Patro. If the PCs have been to
want to talk,the leader will insult them dow as a temporary fix while glass is Rosie’s before, they have already seen
for two rounds while his other two thugs on order. The gargoyle knocks him off him once.
maneuver around to the rear of the party. his ladder, and ends up with a pail (for-
Then he gives the signal to attack. Any merly full of nails) upside down over The big warrior grins even wider as
thug will fight until he has 1-2 hp remain- his head. back door opens and two humans walk
ing will flee. When the party outnumbers 3. There is now a horse tied up by the in. One is an armored cleric, a woman
the thugs by about two to one, the last horse trough, and the gargoyle crash- who still manages to look elegantly
thugs flee. es into the trough. The horse breaks attractive even in armor. The second is
If any of the thugs are captured and its ties and bolts. If the party doesn’t a .sharp-nosed man in flowing robes-
questioned, he reveals that they were catch it, it will reach the marketplace obviously a magic-user. “Got him your-
hired by a surly-looking dwarf named and do 87 gp worth of damage before self?’’ the fighter asks.
Stimpson, and they are supposed to meet someone gets it under control. “Sure,” replies the cleric, “I’ve got
him at Rosie’s to give a report. 4. The workman (from #2 above) has fin- him here.” She produces a small leather
ished putting a board up here, but the bag and opens it. As the fighter peers
Thugs (8): AC 7; MV 9”; F2; hp 10 wall has been weakened. The gar- in, a huge bullfrog leaps out of the bag.
each; #AT 1; Dmg 1-6; THACO 20; AL goyle goes right on through. He will The startled fighter swings wildly with
CN) land on Patro, who is keeping a wary his sap, hitting the frog and stunning it.
and suspicious eye on Stimpson. The The fighter picks up the unconscious
Weapons (each): 2 daggers; club or quar- enraged Patro hurls the the gargoyle frog by its hind legs and examines it. It
terstaff. back through the wall, making the has a large, flat body and unusually
hole even bigger. The surprised gar- short legs. It also has small beady eyes
Magic-User (1): AC 10; MV 12”; MU2; goyle sits in the street stammering and a tuft of hair under its lower lip. It’s
hp 5; Dmg 1-4; THACO 20; SA Spells; SD and sputtering until someone helps the hairiest frog any of you have ever
Nil;AL CN him to his feet. seen. “That’s him all right,” says the
fighter matter-of-factly as he drops the
Weapon: Dagger. Run this encounter only after the party frog back into the bag.
has fought Stimpson’s thugs. The party “Hey Rosie!” shouts the mage. “A
Spells Carried: Sleep (x2) should have Stimpson’s name and bowl of water for our friend here.” The
description by this time. The dwarf hired water is brought quickly, and the mage
Encounter 6. Desperately the thugs to throw a scare into the party. tips the serving wench generously.
Seeking Stimpson Stimpson was waiting at Rosie’s Bar “Take him to the kitchen and take good
for a report from the thugs when Patro, care of him,” instructs the mage.
NOTE: Because this encounter takes who knows the dwarfs seedy reputation,
place in Rosie’s Bar, two possible “Maybe a few days as a frog will teach
came to question him about various him to cooperate.” The wench disap-
F.G.E.C.’s apply. If the bar has been dam-
goings-on in Rockburgh. Stimpson, pears into the kitchen with the frog,
aged in the PCs’ previous visit to
whose own information net is very good, and the three adventurers go upstairs,
Rosie’s, assign a result from the knew why the fighter had come, and tried
F.G.E.C. below that matches the pre- presumably to their rooms.
to slip out the back. There he ran into
vious result; if the PCs confronted Stimp- Paula and Marion. Before Stimpson could
10
Sharp players will have no trouble guess- for the correct password. will land without trouble, and be in the
ing the identity of the frog. If they don’t 3. Stimpson can provide exact directions process of buying meat pies from a
get the message, tell the Blackthumb to the shack. street vendor when the characters
player that hairy frogs are definitely not 4. He will guide the PCs to the shack if catch up with him. The gargoyle will
normal. properly motivated. In this case, he charge his purchase in Emberent’s
The PCs will not be able to question will try to slip away after the party name.
Stimpson until they get him out of frog arrives at the shack. If he is not able to 4. The gargoyle collides with a paying
form. The PCs can get the frog from get away he will try to maneuver the customer (the ultimate crime). The
Rosie in any number of ways: Emberent PCs into the bridge trap at the shack. party will have a tough job trying to
can confiscate it (he is a Watch member Stimpson will not mention the bridge talk the shopkeeper out of calling the
after all); Stumpy can steal it; Black- trap unless he is bribed with a magical Watch. It will certainly be easier if
thumb can play veterinarian. Allow any item. they buy something.
reasonable scheme to work. Once the
frog is in their hands, Friar Theodus or Stimpson: AC 5; MV 9“ ;F5; hp 42;#AT 7a. Marketplace Business Chart
Baxter’s contact at the mages’ guild can 1; Dmg By weapon; THACO 16; SA
restore Stimpson by casting a dispel mag- Strength bonus; SD Nil; AL CE (STR 17; Use this chart in connection with the
ic spell. The Friar will do it for free; the INT 13; WIS 12; DEX 12; CON 15; CHR F.G.E.C. to determine where a flying
guild will either send the PCs to the Friar 13) gargoyle ends up. It can also be used to
or charge 500 gp to do the job. (Assume set up encounters if the PCs wander
that the dwarf makes his system shock Weapons: long sword, dagger, sap through the marketplace. Within the
rolls, and that he does not assume the establishment the PCs will encounter the
mentality of a frog). Encounter 7.The Marketplace owner,, 1-4 employees, and 1-6 cus-
In his normal form, Stimpson is a tomers.
tough, surly dwarf in chain mail, armed The marketplace, like Mel’s soda parlor,
with a sword. He will be totally ungrateful is a place for a bored gargoyle to go and Die
to the PCs for getting him returned to get into trouble. For the most part, run a Roll Business or Shop
normal form. If questioned or accused very short encounter here. Try to keep
about the attack, Stimpson will deny their things interesting and get the characters 1-5 Grocer-Fruits and Vegeta-
accusations with a simple “You got the moving again. If trouble happens, there is bles
a 5% chance that the Watch will be called 6-7 Grocer-Meats and Fish
wrong dwarf, pal.”
Stimpson may be either bribed or and the party will have to deal with them, 8-9 Wine and Beer
threatened. In either case, he will give in which case the characters will have to 10-11 Baker
pay for any damages and promise to keep 12 General Store
his story in portions. After each portion,
he will have to be bribed or threatened the gargoyles out of trouble (nearly 13 Woodcarver
again to keep him going. impossible). Or, they may have to send 14 Carpenter
for Friar Theodus to vouch for the whole 15 Tailor
1. He was hired by a pair of half-orcs, not lot of them (gargoyles and player charac- 16 Weaver
the most pleasant of customers, but ters alike). 17 Potter
their money’s worth as much as any- 18 Jeweler
one else’s. They hired him as a go- Flying Gargoyle Encounter Chart 19 Glassblower
between, or agent, in town. He was 20 Leatherworker
supposed to make sure that anyone 1. The gargoyle flies into a shop, out of
asking questions about gargoyles got control, scattering merchandise, If an unescorted gargoyle goes to the
scared off. tools, etc. in all directions. Fragile market, and the party does not follow
2. Stimpson knows that the half-orcs items shatter, round items roll away, him, assume that the gargoyle creates
who hired him use a shack in the foods and spices are spoiled, cloth some kind of disturbance. Approximately
marsh. To enter the shack, a visitor entangles the gargoyle, etc. You can three turns after the gargoyles left, a
must give the password “grapefruit.” choose the shop at random or deliber- small squad of watchmen h d s the player
Stimpson will reveal the correct ately (to produce maximum chaos). characters. The watchmen say that they
password only if paid a bribe. Ifthreat- 2. The gargoyle arrives in the street, have a pair of gargoyles being held at
ened, he will attempt to lie about the knocking down a passing merchant. watch HQ who claim that the characters
password, saying that it is “petti- 3. The gargoyle knocks down a party will vouch for them. If the characters
coats.” If caught in the lie, he will member. If there are no party mem- vouch for the gargoyles, they will have to
admit to it, but will still demand a bribe bers in the marketplace, the gargoyle pay a h e of 25 gp;the gargoyles are then
11
released into the PCs custody. If they rolls off the roof and falls into a rain robbery. Three apprentice magic-
refuse to vouch for the gargoyles, the barrel. Six watchmen charge out of users were ambushed and mugged by
watchman says that he will have to try the building to investigate the noise. assailants they never saw.
Friar Theodus. If the characters remain 2. The gargoyle runs head-on into the 5. Some of the humanoids from a recent
silent, they get another three turns with- post that supports the porch roof. caravan raid are camped near Gar-
out the gargoyles, after which Rudy and There is a 40% chance that the porch goyle Peak.
Hubert show up and cause appropriate roof collapses. If the roof collapses,
havoc wherever the party is. Friar six disgruntled watchmen clear away Encounter 9. The Mages’ Guild
Theodus has bailed them out. They seem the rubble. Emberent is likely to draw
to be somewhat subdued, and remain qui- double duty for this. Flying Gargoyle Encounter Chart
et for most of another hour before once 3. The gargoyle hits a medium-sized
more getting into everythmg. bush in front of the building. The bush The gddhouse is a strongly-built wood-
is already dead, thanks to Black- en building. The doors are kept closed,
7b. Calvin’s Shop thumb’s advice. thus, there is little damage that a crashing
4. The gargoyle crashes through the gargoyle can do to the building unless he
This general store belongs to Calvin, a window. The characters hear sounds hits the window. There is a 25% chance a
merchant befriended long ago by of a fight from inside. When they window will be broken if a gargoyle crash-
Hothands. Calvin’s shop stands approxi- arrive, there are six watchmen pum- es into the building. If this happens, the
mately in the center of the marketplace meling the poor gargoyle, who is cow- usual uproar and demand for payment
and is easy to find. Calvin was never an ering in a corner attempting to occurs. Unless they are soothed by the
adventurer, but he caters to their needs present as small a target as possible. PCs, the gudd members will display their
in his choice of merchandise. He is well- annoyance through the use of bunring
known in Rockburgh for carrying unusual Watch headquarters is a strong stone hands, scare or other minor spells.
(non-magical) items that other merchants building, one of the few in Rockburgh.
do not stock. The duty room in front is normally staffed The Mages’ Guild is located in a modest
Calvin has heard that someone has by six watchmen. There is a private office two-story house directly across the
been stealing material components from for the watch commander attached to the street from the Thieves’ Guild. The
some of the less-skilled mages. He has duty room. The cells are in the back of Mages’ Guild keeps a low profile in Rock-
also heard about the break-in at O’Gra- the building; they can hold up to twelve burgh. Most gudd members are first level
dy’s shop; he is as mystified by this as prisoners. or second level magic users, with a small
anyone else. If Emberent comes here, he can look number of illusionists as members.
If the PCs mention the two suspicious through the files and confirm the follow- The Guildmaster’s assistant, Arvin,
half-orcs, Calvin remembers that they ing. If he is looking for confirmation of any has become a reasonably close friend of
have been spending unusual amounts of specific fact or suspicion, he finds it auto- Baxter’s. If Baxter asks for information,
money in the marketplace (although not matically. If he is searching the fles for Arvin knows that someone has been
in his shop; he despises such lowlifes). unspecific leads, he discovers two of the stealing material components from some
He knows that they live in the marsh following five items, chosen at random: of the less-skilled mages, and that a pair
somewhere, but does not know exactly of half-orcs have been trying to get into
where. Stimpson, too, has been spending 1. The wings of two church gargoyles, the good graces of the Thieves’ Guild.
unusual amounts of money; he now Rudy and Hubert, were stolen from The Guild is unable or unwilling to do
spends a lot of time at Rosie’s. the church by person or persons much to assist the PCs in the investiga-
unknown. tion, but they will cast a dispel magic to
2. Murphy O’Grady has reported a bur- restore the polymorphed Stimpson (see
Encounter 8. Watch encounter 8) if it helps to solve the thefts
Headquarters glary of his shop in which a large quan-
tity (200 doses) of sleeping drugs of components. The price of this spell-
Flying Gargoyle Encounter Chart were stolen. casting is 500 gp.
3. Stimpson, a local dwarf of dubious
NOTE: The F.G.E.C. is not used if the reputation, seems prosperous Arvin: AC 10; MV 12”; MU 3; hp 12;
gargoyles come here in the custody of although he has no visible means of #AT 1; Dmg 1-6; THACO 20; SA Nil; SD
NPC watchmen; they keep the gargoyles support. No crimes have ever been Nil; AL LG (STR 9; INT 15; WIS 13;
in close conhement. moved against him. however. DEX 12; CON 15; CHR 9)
4. Someone-has beenstealing the mate-
1. The gargoyle lands on the roof with a rial components from local mages. Arvin carries a normal staffand a potion
resounding thump. The gargoyle then The methods include burglary and ofpolmoqh
12
Encounter 10. The Temple DEX 14; CON 11; CHR 13) 1. The gargoyle strikes the wall, but fails
to break through, leaving him stunned
Flying Gargoyle Encounter Chart Encounter 11. The Boarding on the porch for 2 rounds.
House 2. The gargoyle bowls over a delivery-
Because the temple is built of stone, it is man leaving the building. The deliv-
very difficult for a flying gargoyle to dam- Flying Gargoyle Encounter Chart eryman is actually a thief who tries to
age. However, the building has numerous surreptitiously steal any money the
large windows that can be shattered. The boardinghouse is a large (but flimsy) gargoyle may have.
There is a 40% chance that a flying gar- wooden building. The gargoyles can 3. The gargoyle crashes into the wall,
goyle will hit a temple window. crash completely through the walls just putting his head through it.
Although Rudy and Hubert are regard- about anywhere. 4. The gargoyle smashes a window and
ed as unofficial temple mascots, every- ends up on the sitting room floor. As
one will be highly offended if a gargoyle 1. The gargoyle ends up face-down in the residents help him up, they try to
breaks a temple window, especially if the lobby, and is bawled out by the pick his pocket.
@M’s option) the gargoyle interrupts a proprietor.
worship service. The PCs could end up 2. The gargoyle crashes through the Stumpy has spent some time trying to
doing more favors to appease an offended wall and ends up in a lodger’s bed. make friends with Kathey, the secretary
cleric. There is a 10%chance that the lodger of the Thieves’ Guild. He has had some
is in bed at the time. success at this, so if he asks, she will tell
The temple is the largest building in 3. The gargoyle crashes into a newly him that a couple of half-orcs have been
Rockburgh. It is also one of the few built painted room and receives a broad hanging around the guild house (they
of stone. It is four stories high (not includ- yellow stripe on its back. have not yet been granted membership),
ing the steeple), and covers most of a city 4. The gargoyle crashes into the room and that they live out on the edge of the
block. The temple has several different where the card game is in progress. marsli. She can look in her files to find
areas, including chapels, an infumary, rough directions on how to get there. She
offices, a small school, and housing for There are currently about 50 people liv- also knows that some of the humanoids
the clerics, teachers, and doctors. ing in the boarding house. One of the resi- that raided Stumpy’s caravan have holed
Most of the “respectable” deities of dents runs a continuous floating poker up in the mountains around Gargoyle
Oerth are represented in the temple, game, and Big Charlie can always be Peak.
with St. Cuthbert, Pholtus, and Ulaa found there.
being the most popular. Each deity has a After a gargoyle crashes the building, Encounter 13. The Druid’s
separate shrine or chapel within the Tem- walls, he will crash the poker game too. If
ple. Father Theodus, a cleric of St. both gargoyles show up, Rudy plays and
Grove
Cuthbert, is the highest-level cleric asso- Hubert kibitzes. If left to themselves, Flying Gargoyle Encounter Chart
ciated with the Temple, and he handles they will actually win over 80 gp (2d20
the administrative duties. +80 gp). The gargoyles are, of course, Because the druid lives so simply, there
In addition to the religious rituals per- extremely reluctant to leave in the middle is really nothing much for a flying gar-
formed here, the Temple operates a hos- of their winning streak. goyle to collide with or destroy except
pital, and provides tutors for those willing If the PCs do any investigating at the trees. There is a 50% chance that a flying
to pay for formal schooling, boardinghouse, they will be directed to gargoyle will crash into a tree. If that hap-
One of the temple acolytes, Myphan- Big Charlie, a gambler staying there. Big pens, there is a 20% chance that the tree
way, has become a fairly close friend of Charlie claims to have “his finger on the is either a fragile sapling or some other
Ailen the cleric. If Ailen should ask, pulse of Rockburgh.” Big Charlie knows special tree. If the tree is damaged, Hen-
Myphanway knows that someone has that a pair of half-orc assassins named derson will demand labor as compensa-
stolen all of the sleeping drugs from a Tom and Jerry have been trying to ingrati- tion.
store in town. She also knows that some ate themselves with the Thieves’ Guild.
of the bandits who raided Ailen’s caravan He also knows that the gargoyles in the Henderson has known Blackthumb for
have hold up in the mountains around valley are restless for some reason. several years now. He is the druid who
Gargoyle Peak. Myphanway works in the trains her. He has despaired of ever get-
temple infirmary. Encounter 12. The Thieves’ ting her to grow something- anything-
Guild at least until the curse is removed.
Myphanway: AC 10; MV 12“; C2; hp 9; Therefore he has instructed her on the
#AT 1;Dmg 1-6; THACO 20; SA Nil; SD Flying Gargoyle Encounter Chart fields of animal husbandry and veterinary
Nil; AL NG (STR 10; INT 14; WIS 16; studies. If Blackthumb asks, Henderson
13
knows where the two half-orcs live and lands, bites, and jumps away, all in the If the party uses missiles or spells to
can direct the party to them. He also same round. Fire destroys its wings kill or drive off the crocodiles before
knows that the Gargoyle Treaties are immediately. A fly’s bite can cause dis- attempting to enter the hut, four of the
crocodiles can be dealt with this way; the
coming up for renewal in just a few days,
as soon as the gargoyles choose a new
ease (10% chance).
rest simply move under the hut and hide i
-i
king. Encounter 15. Thieves’ Den behind the stilts. If anyone later falls off
the bridge, the crocodiles need a full
Flying Gargoyle Encounter Chart round to close to melee range. Unless the
Encounter 14. The Flies
PCs make an extraordinary amount of
Play this encounter after the battle with 1. The gargoyle arrives high. He flies noise, those in the hut will not hear the
Stimpson’s thugs but before the PCs go across the swamp and into the front battle with the crocodiles.
to the Thieves’ Den in the marsh. This wall of the building. As the gargoyle The correct way to enter the hut is to
encounter should be set at a time when begins to slide down the wall, he will ignore the bellrope, knock on the door,
the PCs are outdoors. grab the bell rope and spring the say the password, and barge in. Instant
bridge trap prematurely. battle!
2. The gargoyle arrives low. Roll ld6: Whenever the rope is pulled, it rings a
A scream startles you, then several 1-3 = perfect landing by the rope bell and drops the rope bridge into the
screams disrupt the quiet streets of bridge, 4-6 = the gargoyle’s body crocodile-filled swamp. When the bell
Rockburgh. An old man runs by shout- plows an 8‘ trench. rings, everyone in the hut is alerted, and
ing “They’re coming, they’re com- 3. The gargoyle flies past the building comes to the door to watch the melee with
ing!” As you wonder who or what they and out into the swamp, where he the crocodiles, wagering on the outcome.
are, a terrible buzzing noise fills the splashes down. The gargoyle flies Any character in the swamp will move at
air. Then you see them. Three gigan-
tic flies have flown into town, and are
back to land (pursued by crocodiles)
covered with muck and ooze.
half his normal movement speed. If he
stands his ground, he will get his full num-
3
wreaking havoc in the streets. 4. The gargoyle plunges headfirst into a ber of attacks. If the party seems to be win- !
large tree at high velocity. He drives ning, the folks in the hut will take two
his horn into the tree, and must be rounds to get ready for battle and get back
The giant flies are a marsh menace that chopped free. to the door.
does not manifest itselfin winter, so their If Stimpson is with the party, he will try
existence was unsuspected by the citi- to slip away at the first opportunity, tak-
zens of Rockburgh. The flies will ignore As you follow along the edge of the ing no part in the battle except for self-
the townspeople and head straight for the swamp, you see a fairly large hut defense. If he cannot escape, he tries to
PC’s. They are attracted to blood, and ahead of you. The hut is built on stilts, stay at the front of the party (so as to pull
the smell of blood still clings to the PCs and sits about 50’ into the swamp. A the bell rope himself, and thus hang on to
after their encounter with the thugs. rope bridge connects the hut to the it when the bridge falls), or at the rear of
Rudy and Hubert will try to do aerial com- shore. The bridge has a wooden slat the party (so as to land as close to shore
bat with the flies, but will be so badly out- floor that appears to be well main- as possible). Since he can see when the
maneuvered that they will have no effect tained and reasonably safe. There is a rope is pulled and the trap sprung, he has
on the melee (but inflict damage on sur- rope with a tassel on the end hanging an excellent chance of hanging onto one
rounding buildings). alonside the door. The rope goes up of the support ropes and working his way
If Emberent throws his insecticide and through a knothole in the wall to shore hand over hand. It is much
cake (actually a Bundt cake) at the flies, beside the door. harder for a player character to do this
the insects will pounce upon it. They gob- than it is for Stimpson. After all, he
ble it up in one round, but will remain on knows what’s coming. If a character 1
the ground while they eat it and for the
entire following round.
If the party examines the swamp around
the hut, they will see a small boat tied to
the far side of the hut, as well as seven
tries, have the player roll the character’s
dexterity or less on 4d6 to succeed. !
When the party arrives at the hut,
Giant Bluebottle Flies (3): AC 6; MV 9”/ crocodiles lounging in the shallows. If the there are two half-orc assassins (Tom and
30” (MC: D); HD 3; hp 12 each; #AT 1; party blunders into the water, roll for sur- Jerry), two orcs, and three ogres inside.
Dmg 1-8; THACO 16; SA Disease; SD prise and conduct the melee. The croco- Tom and Jerry will attempt to escape
Jump; AL N (MM2, p.65) diles will not follow anyone out of the down a rope ladder to their boat. The
swamp. They are here to get a free meal orcs and ogres stand their ground and
Notes: Jump back (3” to 1” height, 1 when the folks in the hut throw out their fight the party. The ogres have a tenden-
segment). If the fly wins initiative, it garbage.
(Continued on page 19)
14
BAXTER AILEN EMBERENT
3rd-Level Human Male Magic-User 3rd-Level Female High Elf Cleric of Celestian 3rd-Level Human Male Fighter
Neutral Neutral Good Neutral Good
STR 9 STR 14 STR 18/03
INT 18 INT 11 INT 9
WIS 15 WIS 17 WIS 10
DEX 15 DEX 16 DEX 16
CON 14 CON 12 CON 16
CHA 10 CHA 12 CHA 12
Armor Class: 9 (frontal)/lO (rear) Armor Class: 2 (frontal); 5 (rear) Armor Class: 2 (frontal); 5 (rear)
ArmorType: None Armor Type: chain mail, shield Armor Type: chain mail, shield
Movement Rate: 12” Movement Rate: 9” Base THACO: 18
Base THACO: 20 (second place) Base THACO: 20 Hit Points: 23
Hit Points: 8 Hit Points: 14
SAVING THROWS
SAVING THROWS SAVING THROWS Poison, paralysis, death 13
Poison, paralysis, death 14 Poison, paralysis, death 10 Petrification, polymorph 14
Petrification, polymorph 13 Petrification, polymorph 13 Rod, staff, wand 15
Rod, staff, or wand 11 Rod, staff, wand 14 Breath weapon 16
Breath weapon 15 Breath weapon 16 Spell 16
spell 12 Spell 15
PROFICIENCIES
SPELL USE SPECIAL ABILITIES Weapons: long sword, 2-handed sword, long-
3 first level; 2 second level All Elf special abilities from PHB and UA. bow, dagger. Non-weapon: riding-horse, fire
Appropriate abilities as cleric of Celestian building
PROFICIENCIES from GREYHAWK@Adventures (indicated by
Weapon: dagger. Non-Weapon: animal noise, asterisk). LANGUAGES
fungus identification, swimming Common
SPELL USE
LANGUAGES 4 first level (plus feather W ) ;3 second level MAGICAL ITEMS
Common @Iusjump*). Potion of healing; potion of growth; dust of
appearence ; ring-shaped insecticide cake
MAGICAL ITEMS PROFICIENCIES (from Blackthumb’s recipe)
Potion of extra-healing; potion of levitation; Weapon: spear*; staff. Non-Weapon: healing
ring of kee action. EQUIPMENT
LANGUAGES As chosen by player; total price 50 gp
EQUIPMENT Common, elvish, gnoll, gnome, goblin, half-
Normal equipment chosen by player; total ling, hobgoblin, orcish. TREASURE
price, 50 gp 350 gp
MAGICAL ITEMS
TREASURE Potion of extra-healing; potion of gaseous BACKGROUND
102 gp form
Some years ago, you left town to seek your
SPELL BOOKS EQUIPMENT fortune as an adventurer. You did quite a credi-
Normal equipment chosen by player; total ble job of it, too. You returned to Rockburgh-
These are traveling spellbooks. Baxter keeps price, 50 gp on-the-Marsh about ten months ago, and
them in his saddle bags. began spending your money like water
TREASURE (though on considerably stronger drink). It
LEVEL 1 LEVEL 2 42 gP was Friar Theodus who picked you up,
cleaned you up, and got you your current job
Enlarge Detect Invisibility BACKGROUND as a member of the Town Watch. You are well
Feather Fall Strength aware of how much you owe the Friar, and you
Light You have always been a loner with a strong do what you can to return the favor.
Read Magi? wanderlust, which led you to the worship of Not long ago, you were involved in the res-
Sleep Celestian, the god of stars and space. Eventu- cue of a caravan which had been ambushed by
Ventriloquism ally you left your elvish homeland with hard gnolls and goblins. The humanoids were driv-
15
en off, though there are rumors of at least one feelings all around. You regard religion as a BACKGROUND
small group still in the area. very private matter, and never reveal the fact
BAXTER, the mage, was unconscious when
that you worship a human deity unless you
absolutely must.
In the past, you deliberately avoided working
with evocations, as you used to believe that 1
you arrived at the scene of the ambush. Your
squad was detailed to take the survivors back
When a caravan you were escorting was
ambushed by goblins and gnolls, you were
deviousness and ingenuity were superior to
firepower. Your opinion changed somewhat
\
to town for medical attention. On your way, beaten into unconsciousness and your spear when your caravan was ambushed by gnolls
Stumpy the halfling told you how Baxter had and shield were stolen. Friar Theodus saved and goblins on their way to Rockburgh. Most
charged toward the melee instead of casting you from death. of the spells which you had prepared were
spells. That kind of fighting spirit gets your useless, and the enemy gave you no opportu-
respect. ConnectionsKontacts: The only person nity to be sneaky. The only reason you are
you know well in town is Myphanway, an aco- alive today is that Friar Theodus, chief cleric
AILEN, the elven cleric, was unconscious lyte at the temple, whom you met while recu- of Rockburgh, was able to help and cure you.
when you arrived at the caravan and drove the perating.
humanoids off. She revived in the infirmary ConnectionsIContacts: You are new in
under the care of Friar Theodus. Stumpy told BAXTER, the mage, was with you during the town and have no contacts except the Mages’
you of her stoic competence under fire, and of battle. When the attack came, he charged Guild. You’ve become acquainted with Arvin,
her skill with spell casting, melee fighting, and right past you towards the fighting, almost the Guildmaster’s assistant, by telling him
care for the wounded. While she was recover- like a berserker. On his way past, he came about your brief career as a berserker. He
ing, she was respectful toward the Friar and very close to breaking your concentration and thinks it’s a great joke on the fighters in town.
courteous toward the other clerics at the ruining the spell you were casting. He was
church. But she tended to speak only when felled by arrows moments later, and you had AILEN, the cleric, was with your caravan
spoken to. to waste precious time bmding his wounds when it was ambushed. Having no spells of
before returning to battle. your own that might help, and seeing her in
&
STUMPY, the halfling thief, was one of the the middle of casting, you brushed past her
few people still standing after your troop EMBERENT, the fighter, came to your res- and were wounded by an arrow that had been
drove the bandits away from the caravan. On cue after you had taken a heavy blow to the meant for her. You are not sure what her reac-
the trip home he gave you a complete briefing head, but the humanoids managed to escape tion was, but you deeply regret your heroism.
about the battle, and about the attacking with your shield and spear, Emberent spent
humanoids. He seems observant and smart quite some time doing little things to help you EMBERENT, the fighter, brought you back to
enough to stay out of the way when he is out- during your recovery. The talk around town is town with his squad. For you it was a
classed. that he used to have a drinking problem. He nightmare-traveling only made the pain of
has apparently beaten it, though. your wound worse. You plan to cultivate
HOTHANDS, the dwarvish fighter, has been Emberent’s friendship, since it might be use-
your friend since you were a boy; he got you STUMPY, the halfling thief, was also a mem- ful to have a friend in the Watch. You have
started in a career as an adventurer. Later, ber of your caravan. You didn’t see him during heard that Emberent likes to drink.
during your period of carousing, he made sev- most of the battle, but just before you fell, he
eral attempts to get you straightened out. appeared out of nowhere and backstabbed the STUMPY, the halfling thief, was also with you
Each time you sent him packing; the last time gnoll you were fighting, thus easing your pre- in the caravan. He had adventured with you
you even threatened him. After Friar dicament. before, and seemed a trustworthy compan-
Theodus got you dried out, you tried to thank ion, at least insofar as any thief can be called
Hothands for his concern for you, but he has HOTHANDS, the dwarvish fighter, seemed a trustworthy.
been coldly formal with you since then. typically greedy dwarf. You purchased a new
spear and shield from him, and he charged far HOTHANDS, the dwarvish fighter, is a resi-
BLACKTHUMB, the druid, gave you some too much. It galled you to have to deal with a dent of Rockburgh and a very good black-
help a short while ago, when you noticed that dwarf, but he is the only weaponsmith in smith. He seemed amused by your method of
the bushes and shrubs outside of the Watch town. The dwarf even refused to shoe a horse stopping arrows.
Headquarters were sickly. The Watch dili- as you were leaving. At the prices he charges
gently followed her instructions, but you’ve for weapons, he doesn’t need other work. BLACKTHUMB, the druid, is a complete
noticed that the plants are now worse than stranger, though you have heard interesting
they had been, with dying shrubs and a seri- BLACKTHUMB, the druid, was one of the stones about her skill (or lack thereof) with
ous infestation of ants. people who tended your wounds after the plants. You are willing to give her the benefit
ambush. By the time you had recovered, you of the doubt for now, but you’ll keep an eye on
were fast friends. You have heard about the her until you know more.
time she used a plant growth on her garden to
prevent it from dying, and forgot to weed it
first.
16
STUMPY HOTHANDS BLACKTHUMB
4th-Level Male Halfling Thief (Stout) 3rd-Level Male Dwarf Fighter 3rd-Level Human Female Druid
Neutral Neutral Good Neutral
STR 11 STR 17 STR 10
INT 12 INT 10 INT 10
WIS 10 WIS 12 WIS 17
DEX 18 DEX 15 DEX 15
CON 15 CON 17 CON 15
CHA 15 CHA 10 CHA 15
Armor Class: 5 (frontal); 8 (rear) Armor Class: 3 (frontal); 5 (rear) Armor Class: 6 (frontal); 8 (rear)
Armor Type: Leather Armor Type: chain mail,shield Armor Type: leather, shield
Base THACO: 20 (second place) Movement Rate: 9” THACO (unmodified): 20
HitPoints: 17 THACO: 20 Hit Points: 16
Hit Points: 25 SAVING THROWS
SAVING THROWS
SAVING THROWS Poison, paralysis, death 10
Poison, paralysis, death 13 Petritication, polymorph 13
Petritication, polymorph 12 Poison, paralysis, death 13 Rod, staff, wand 14
Rod, staff, wand 14 Petrification, polymorph 14 Breath weapon 16
Breath weapon 16 Rod, staff, wand 15 Spell 15
spell 15 Breath weapon 16
Spell 16
Racial and dexterity bonuses not included SPECIAL ABILITIES
All Drdd special abilities from PHB and UA.
SPECIAL ABILITIES SPECIAL ABILITIES SPELL USE
All Halfling special abilitiesfrom P f f Band UA. All Dwarf special abilities from PffBand UA. 5 lirst level; 4 second level; 2 third level, all
chosen by player
Thieving Skills (racial and dexterity bonuses PROFICIENCIES
included) Weapon: warhammer (specialist); hand axe; PROFICIENCIES
long sword. Non-weapon: armorer Weapon: scimitar, dart. Non-weapon: animal
PP OL FT MS HS HN CW RL noise, direction sense, swimming
60 57 45 53 50 20 73 15 LANGUAGES
Common, dwarvish, gnomish, goblin, kobold, MAGICAL ITEMS
PROFICIENCIES orcish. Potion of rainbow hues; elven cloak; boots of
Weapon: dagger; short sword. Non- levitation.
weapon: animal training, direction sense, MAGICAL ITEMS
fishing EQUIPMENT
Potion of extra-healing; potion of flying;scar- Normal equipment chosen by player, price 50
ab ofprotection (5 charges); ring offke resist- gP.
LANGUAGES ance
Common, dwarvish, elvish, gnomish, goblin, BACKGR0UND
halfling, orcish. EQUIPMENT When you were young, you had an intense
Blacksmith’s tools, armorer’s tools (see fascination with plants, flowers, and things
MAGICAL ITEMS DSO. Adventurer’s equipment chosen by
Potion of healing; potion of diminution; dagger botanical. You wanted to be a druid even then.
player, total price 50 gp. This dismayed your parents, who wanted you
+l.
to join them as a cleric of St. Cuthbert. They
BACKGROUND sabotaged any plant that you tried to grow so
EQUIPMENT
Thieves’ tools, plus other normal equipment that it would appear that you were actuallybad
You’re the top blacksmith in Rockburgh, and for them. The plan was partially successful;
chosen by player; value of other equipment, got your nickname for working metal without
50 gp. still, you persevered.
using tongs to hold the work (your magical Your mother remained opposed to your dru-
ring helps here). You do a large business mak- idical career to the bitter end. On her death-
TREASURE ing and repairing arms and armor for various
467 gp bed she prayed that St. Cuthbert might show
adventurers. you the true way. The result was a deathbed
You’ve been living in this town so long you curse that keeps you from growing things to
BACKGROUND know almost everyone. Emberent was once this very day.
your only close friend among the humans, but You have two ways out of your predica-
Your real name is Snagfree Stumblefoot. You you have befriended one family. A merchant’s
were escorting a caravan bound for ment.
17
1. Your mentor (see below) has told you that son, Calvin by name, became fascinated by Rockburgh-on-the-Marsh when it was
you can petition the Grand Druid to inter- your work and your skill and often came ambushed by a group of gnolls and goblins.
cede for you when you reach 7th level. around to watch you work. You kept in touch You quickly took cover under a wagon, but
2. A cleric of the same alignment and higher with his family, and befriended Calvin. The lad were flushed out when the humanoids set fire
level than your mother can remove the is in his late twenties now, and a successful to it. While fleeing, you paused to backstab a
curse; you need a LN cleric of 12th level merchant himself. gnoll that was attacking Ailen. This was your
or higher. Friar Theodus is the right align- During your early adventuring days, a only contribution to the caravan’s defense.
ment, but not powerful enough-yet. You magic-user polymorphed you into a mule, You did, however, give the local authorities
have gotten into his good graces and have then had you shod. You were taken to Rock- detailed descriptions of the humanoids and
resolved to stay there, at least until the burgh to be sold, but no one wanted a magical their equipment. Upon arriving in town, you
curse is removed. mule, so the magic-user abandoned you. were taken to a cleric named Friar Theodus,
Eventually, the enchantment was dispelled. who cured your burns.
In the meantime, the curse still causes you Unfortunately, the shoes were not removed
problems. Last year, you put in a garden and first; Friar Theodus saved you from a crip- Connections/Contacts: You are new in
to keep it from dying out, cast a plant growth pling injury. To this day, you refuse to shoe town, with fewcontacts, except for the secre-
spell. Unfortunately you had forgotten to animals. tary at the Thieves’ Guild, a young human
weed the garden first. The results were easily named Kathey.
predictable, and you haven’t quite lived it BAXTER, the mage, was on the ill-fated cara-
down yet. van that was ambushed just outside of town. BAXTER, the mage, was with you on the car-
Henderson, the druid who trains you, has a You had heard one or two rumors that he was avan. He had adventured with you before, and
small cabin in a copse of trees about three a berserking fighter. This c o h s everything seemed a trustworthy companion. Neither
miles from town. He seldom comes to town, you’ve ever been taught about the strange- you nor Baxter likes to get anywhere near
but he does know just about everything that ness of magic-users. fighting, so you were flabbergasted when you
goes on outside of town. saw him deliberately take an arrow meant for
AILEN, the cleric, is a foolish elf. She had Ailen. You’ve since learned that Baxter
BAXTER, the mage, is a complete stranger, actually managed to lose her spear and shield, regrets doing this. Still, you have helped to
though you rumors you’ve heard claim that he and had to buy new ones from you. She spread the legend of the “berserker mage”.
goes berserk in combat; strange behavior for objected strenuously about your prices.
a mage. He’ll bear watching. Couldn’t she see the quality? What a penny AILEN, the cleric, was with you on the cara-
AILEN, the elvish cleric, was one of the badly pincher! Apart from this transaction, you have van. She was knocked unconscious at the end
wounded after the caravan had been no knowledge of her. of the fight, but she fought hard. She may be a
ambushed. You were at the church, and bit too honest for your tastes, but on the other
helped out with some healing. She was sur- EMBERENT, the fighter, was your protegk. hand, she is so close-mouthed about her per-
prised that you used dead plants in healing. As You made his first sword and suit of armor. You sonal life that she’s probably hiding
her recovery progressed, you two have got him started as an adventurer. When he somthing-you like that in a person.
become fast friends. As friendly as the two of started drinking, you tried to straighten him
you are you still know very little about her. out, and he told you to mind your own busi- EMBERENT, the fighter, is a dolt. After the
ness. The last time he even threatened you. caravan fight, you acted in a very helpful man-
EMBERENT, the fighter, caused quite a stir Emberent is now a sober member of the town ner. He might vouch for you if you get in a
with his drunken habits before the Friar got watch. He came to you after the Friar dried tight spot.
him straightened out. Not long ago, he came him out and thanked you for your efforts. But
to you for help with the bushes and shrubs he has never apologized for his crass behav- HOTHANDS, the dwarvish fighter, is a total
outside of watch headquarters. Recently, ior, so you have been coldy formal in your stranger. You have met him only once, briefly.
however, you have begun to worry that you dealings with him since. He bored you.
may have given him your mother’s recipe for
Bundt cake instead of a formula for insecti- STUMPY, the hobbit thief, is almost a total BLACKTHUMB, the druid, is a complete
cide. You’ll have to find out- soon. stranger. From what you have heard around stranger, though you have heard interesting
town, though, it sounds like he has spent stories about her skill (or lack thereof) with
STUMPY, the halfling, is another stranger. almost all of his time gossiping. plants. It seems very odd that a druid would
You have heard one or two rumors about him have problems with growing things. You will
in town, mostly about how much time he BLACKTHUMB, the druid, lives on the same keep an eye on her until you know her better.
spends gossiping. block as you do. Last year, she used a plant
growth spell on her garden (which was dying),
HOTHANDS, the dwarvish fighter, lives on but she forgot to weed the area first. Your
the same block you do. Last year when you lawn was the recipient of a large number of
used your plant growth spell on your garden, her giant dandelion seeds. This still irritates
giant dandelions spread to his property. He you.
has been somewhat upset with you ever
since.
18
I
tic, Rudy and Hubert object because their PCs that they should return to Rock-
wings might be inside. The two assassins cany poisoned weap- burgh to figure out some dignified way to
Assuming that the PCs are Victorious, ons that inflict a “to hit” penalty of -2 on get the wings back where they belong. If
and enter the hut: those struck by it, in addition to normal the PCs are not inclined to return to
damage. See the NPC section for further Rockburgh, Rudy and Hubert will
details on Tom and Jerry. demand that they do so. This theft is a
The inside of the hut is roughly divided threat to the entire community of gar-
into a living room and sleeping quar- goyles; Rudy and Hubert want to talk to
ters. It is furnished with a table, sev- Father Theodus about what to do next. If
eral chairs, nine crude mats or piles of
Encounter 16. Caught With The the PCs cross the gargoyles, they
t brush to sleep on, and two pair of gar- Goods! become surly and threatening-in other
goyle wings hanging on pegs at the The last two members of the group at the words, they behave like typical gar-
north end of the room. hut are absent when the party
they are two thieves. These t.
drugged the water supply in (
Tom and Jerry have their treasure on Valley. While all the gargoyles P
their persons. The hut contains two sets drugged slumber, they have SI
of gargoyle wings (!!), one large chest and stolen all the wings. One of
(containing 2,371 sp), one small chest has gone to town to celebrate his
(containing 128 gp,a scroll of cure critical (arriving after the PCs left town). i n e
wounds,and a scroll of sleep and firebalD, other is driving the wagon back to the
and one small bag (containing three squir- hat. He will surrender immediately, if
rels, two opossums, i d.
meal for the gang).
l!
Part 3: rayer
1. In Gargoyle Valley through the sky and eventually plummet feeling that you’re going to have to run
to the ground like nightmarish hailstones. another “errand” for Friar Theodus.
Upon awakening from their drugged Improvise descriptions of the chaos, When you have all gathered in the
slumber and finding their wings gone, the giving each PC his own version of disas- Friar’s office, you are offered the usu-
gargoyles from Gargoyle Valley immedi- ter; the F.G.E.C.’s can be helpful here. al refreshments. Soon Friar Theodus
ately fall into a raucous argument. Even- Eventually, all the gargoyles will dust arrives. He is clutching a sheaf of
tually, they decide that some human must themselves off and head for the Temple, papers.
be responsible for the loss of their wings, where they gather to protest the loss of
and so they all take flight for Rockburgh their wings.
to demand that the wings be retumed- Anyone who was present at the gargoyle
or else! leader’s speech will recognize these as
The gargoyles all seem to be heading the notes that the Friar was taking.
2. Look! Up in the sky! It’s a toward the Temple. They fly toward it
bird, it’s a plane, it’s a gargoyle! like oversized bumble-bees, colliding
with whatever happens to be in the “Ladies, Gentlemen,’’ begins Friar
way. Once all the gargoyles have gath- Theodus. “There are recent events
When you return to Rockburgh with ered on the Temple’s front lawn, one which I believe you should know more
your wagonload of wings, you are soon of them steps forward and shouts Fri- about. The council agrees that you
met by Father Theodus. He is ar Theodus’ name. should be told all.” He straightens the
shocked at the sight of your cargo. He The Friar appears quickly. “Yes?” papers, glances at the first page, and
sternly orders Rudy and Hubert to go says the Friar. The gargoyle immedi- says: “Feel free to ask questions at
into the Temple and stay out of sight. ately begins to spout forth a stream of any time.”
Turning to you, he says grimly, “We gibberish which you take to be gar-
must keep these wings out of sight. goyle speech. You can’t understand it,
The gargoyles are sure to suspect us but it seems to have a profound effect Role play Friar Theodus. He is giving this
of this bold theft, and we must soothe upon the Friar. He takes notes. When briefing from his notes (given below), and
their anger before revealing that we the spokes-gargoyle is finished, the will refer to them on a regular basis.
have them. Have this wagon securely Friar nods. “So be it,” he says gravely. There is no boxed text for the briefing. It
locked away in the stables. Speak of At that, all the gargoyles hurl them- is up to you to put all of it together in a
this to no one.” selves into the air and fly unsteadily conversational manner. You should ask
for questions and comments at fairly fre-
away.
quent intervals. Complain if no one has
Once the wings are stored away, Father any input. Be sure you mention every-
Theodus summons an emergency meet- If some or all of the PCs do not follow the thing in the notes.
ing of the town council to discuss the wing gargoyles they will miss the foregoing
theft and the upcoming renewal of the scene, but they will be soon be summon- Salient Points
Gargoyle Treaties. For the moment, ed to the Temple. 1. Every three years the gargoyles
Father Theodus has no further need of choose a leader. This time is now at
the PC’s services. Gargoyles (184): AC 5; MV 9”/15” hand.
Encourage the PCs to go about their (MC: C or F); HD 4 +4; hp 20-32 each; 2. There is a powerful artifact at the top
own business while the Council is in ses- #AT 4;Dmg 1-3/1-3/1-6/1-4; THACO 15; of Gargoyle Peak. Whichever gar-
sion. If nothing else, they can keep them- SA Nil; SD + 1 or better weapon to hit; goyle is the first to reach this artifact
selves busy repairing the property AL N; MM1, p. 42 is magically confirmed as the new
damage caused by Rudy and Hubert in leader for the next three years, with
their participation in the original investi- all of the other gargoyles forced to
gation. obey him. There are some checks and
No matter where they are or what they 3. The Briefing
balances to his power, but we humans
are doing, the PCs will soon learn of the don’t really understand most of them.
arrival of the gargoyles. The flying horde After all the gargoyles have lurched 3. The artifact causes continual and pow-
of gargoyles will throw the town into into the air and wobbled back toward erful gusts of wind to blow around the
utter panic, as the gargoyles careen Gargoyle Valley, you are summoned to top of the mountain peak. These winds
the Temple. You have the uneasy
21
-I UI
make it very difficul. - Ir Lv The wagon is drawn by two draft
get there even if he has his wings. their being mugged; certain factions horses. If one of the draft horses is killed,
Without them it would be effectively are desperate to recover their wings the wagon’s movement slows to 6 ” . If
impossible. at any cost. Rudy and Hubert insist both the draft horses are killed, two
4. Without an acknowledged leader, the that they go along with you so as to medium horses can be hitched to the
gargoyles will probably lapse back into keep an eye on their property. We wagon, but its movement will be reduced
barbarism, and once more allow their really haven’t come up with a good to 9”. A mixed team of one draft horse
baser instincts to the fore. If this hap- idea on how to prevent them, so I and one medium horse is actually worse
pens, they will almost surely destroy guess you’re stuck. It is more impor- than a single draft horse-movement 4”.
Rockburgh. tant than ever that you not offend If any medium horse has to carry two
them. riders, its movement is reduced to 9”
Therefore, the wings must be returned 2. Because of the recent gargoyle land- (Exception: a horse can carry Stumpy
so as to ensure that a gargoyle leader will ing in town, some of the townfolks are and any other character at full speed).
be chosen and that our town will survive. a bit upset. Therefore, at their own Both Rudy and Hubert will insist on rid-
request, Rudy and Hubert will be ing the wagon, as it contains their wings
Unfortunately wearing disguises until you are out- along with the other 184 pairs. If either
side the town. gargoyle is offered wings for any reason
1. The gargoyles think we might have 3. If you are discovered, we won’t be before the mission is completed, the gar-
stolen their wings to disrupt their cer- able to vouch for you. If the gargoyles goyle will reluctantly refuse. He will say
emony. They have given us until noon were to find out that we actually did that he’d like his wings back very much,
tomorrow to return the wings. have the wings, their reaction might but that Friar Theodus said he shouldn’t
2. The gargoyles seem to have split into be too homble to describe, and we have them until all the other gargoyles
factions, each with their favorite can- aren’t about to risk the occurrence of have them too. If the party begins discus-
didate for leader. something that we would be unable to sing ways to avoid the mission or ditch
3. There are three factions. Each is cer- accurately transcribe into the the wings both gargoyles will threaten to
tain that whoever gets the first pair of records. attack.
wings will have a head start of as much 4. Also, please don’t kill any gargoyles. Rudy and Hubert can be persuaded to
as a full minute in the race for the top The repercussions could be horren- give up their places on the wagon but
of Gargoyle Peak. One way or dous for the town. they will soon demand them back as they
another, this race will start at dawn 5. Good luck. And remember: time is detest walking and can’t control their
tomorrow. critical. There is none to waste. The flight without wings.
4. After one gargoyle has a pair of wings, wings must be back in the valley by
many others will be attempting to sunrise tomorrow. Draft Horses (2): AC 7; MV 12” ;HD 3;
steal them. Those who lose because hp 12 each; #AT 1; Dmg 1-3; THACO 16;
of this disadvantage will be looking for SA Nil; SD Nil; AI., N (MM1, p. 53)
a scapegoat. They may attack you in Theodus then sends for an acolyte
some fashion so as to achieve revenge who escorts you out of the Temple and Medium Horses (4): AC 7; MV 18”;HD
before they must obey their new lead- across to the stable where the wings 2 + 2 ; hp 11 each; #AT 3; Dmg 1-3;
er. are stored. Inside the stable you find THACO 16; SA Nil; SD Nil; AL N; MM1,
Rudy and Hubert waiting with the p. 53
Therefore we feel that the best and loaded wagon. A canvas cover hides
safest way to return the wings is the the wings from view. Note: None of these horses is a trained
same way they were stolen, i.e. secretly. war horse. In a fight, only Emberent will
If you leave immediately, you should have be able to fight or tire missiles from
time to reach Gargoyle Valley before Using the Wagon and Horses horseback. His horse will not fight if he is
dawn tomorrow and leave the wings riding it, however. Tell the spellcasters in
spread about on the ground so that the The party’s wagon holds 186 set of wings the party that there will be a chance for
gargoyle factions will be faced with an and also has room for five passengers their spells to be ruined by sudden move-
accomplished fact, rather than a confron- (including the wagon driver). The wagon ments from their mounts if they try to
tation. has a normal movement rate of 12”. cast spells from the saddie (25% if the
Since not all the PCs can ride in the wag- horse is stationary, 100% if it’s moving).
Loose Ends on, riding horses are provided for those Unless otherwise stated in an encounter
who want them. description, there is a 20% chance of
1. We have temporarily confiscated the spell failure when casting from the wagon
22
when it is moving and 0% when it is sta- Rosie’s Bar.
tionary. (See also the Dungeoneer’s Sur- Shoot, they’d look better in no clothes If the party has had to flee from the
vival Guide pp. 32-34.) at all.” Emberent and Hothands imme- crowd, or has to b e escorted out of Rock-
diately recognize this as Norval, a burgh, they will not see Patro. He, how-
4. Leaving Town very junior member of the watch and a ever, will see them.
real bumpkin. Several townspeople
have stopped to watch the goings on. 5. The Chase
You quickly prepare for the overland Norval just stands there waiting for a
trek to Gargoyle Valley. Soon you are Whenever the player characters leave
reply, still holding the bridle and grin- Rockburgh, NPCs Patro, Paula, and
out on the streets of Rockburgh with ning stupidly.
the wagon. You have made certain that Marion will follow them. They have been
the canvas covering the wings is keeping the player characters under sur-
secure-there is no danger of detec- veillance They are suspicious of the play-
The party will have to come up with some er characters because of the earlier
tion there. Your two disguised gar- quick, polite answer for Norval-The
goyles, however, are a different incident with Stimpson. Also, they now
kind of answer one might give to satisfy know that the player characters’ mission
matter. They have, for reasons known an over-inquisitive child. If the player
only to themselves, donned harem is secret, and they are wondering what is
characters order Norval to release the in the wagon. They think it might be the
outfits. Each wears a sloppily- horse, or give a suspicious answer, Nor-
wrapped turban that sticks out where very kidnap victim they are seeking.
val become angry and insists on looking in
it covers the horn. Their faces are the wagon.
mostly concealed by veils, but what If the cover of the wagon gets lifted,
does show is covered by huge bystanders become enraged. After three It is several hours after you left Rock-
amounts of make-up. Their eyes are rounds of ugly muttering, the mob burgh and you are making good time.
heavy with mascara. Each gargoyle attempts to drag the player characters Rudy and Hubert have gotten rid of
wears a wig sticking crookedly out from the wagon. Fighting or spell-casting their silly disguises, much to
from under his turban. Rudy’s is plati- will do the player characters no good. No everone’s satisfaction. Things seem
num blonde, Hubert’s is deep red. matter how many townspeople they kill to be going well, but the gargoyles are
The gargoyles are modestly garbed, in or knock out they will always be more. In becoming increasingly nervous. At
long woolen dresses. The dresses are short, the angry villagers win. one point, Rudy looks over his shoul-
long enough to cover the gargoyles’ If subdued, they will regain conscious- der and yells an alarm. Following you,
feet, but one of Rudy’s claws is clearly ness at Watch headquarters some hours and gaining fast, is a chariot holding
visible sticking through the hem of his later. Friar Theodus will arrive, shake his three people. It looks like the three
dress. head disgustedly, and bail them out. The tough customers you saw in Rosie’s
party will be quickly escorted out of town Bar when you were looking for Rudy
by two squads of watchmen. and Hubert’s wings. They must have
The disguises were Rudy’s idea. Both driven hard all the way from Rock-
gargoyles think the disguises are exceed- Read the following if the player charac- burgh in order to get this far so quick-
ingly clever. ters get past Norval without incident: ly.
You draw amazed stares from every- The chariot is drawn by three medium
As you speed out of town, you hear a horses (MV 18”).
one you pass. “§!#$%!” exclaims one shout behind you. Norval is waving
old sourdough, “them two’s the ugli- The NPCs’ prime motivation in this
and smiling stupidly, but then you see encounter is to get a look into the wagon,
est women to ever walk the Oerth!” the shouter. He is a large armored
Remarkably, you reach the town’s since they suspect that there may be peo-
man standing in the middle of the ple inside. If the player characters try to
edge without incident. You are just street with his hands on his hips. He
urging your horses to a trot when a fight or flee, the NPCs will assume that
looks at you coldly, then turns his the player characters are kidnapers. The
watchmen steps out of the crowd and head. “Marion!” he shouts. “There
grabs the bridle of one of the wagon’s NPCs will do their utmost to capture all
go the people who stole our frog!” the player characters alive-so that they
horses. His voice is coarse and loud,
“Hey Emberent, Hothands, where can be questioned.
you goin’ in such a hurry? And why are The wisest way for the player charac-
The player characters will recognize the ters to play this encounter is to stop, and
Rudy and Hubert dressed up funny? man as Patro, the fighter they saw in allow the NPCs to approach. If they do
23
this and make no obvious preparations for spellcasting from the chariot or the tures to them (generally horses). The
a fight the NPCs will politely ask about wagon, but spellcasting is not possible party can make melee and magical
the contents of the wagon. No matter from a moving horse. attacks on the beetles, but the water will
how the player characters answer, even deflect missiles.
truthfully, the NPCs will want to look 6. Crossing the Hool River On the second round of melee, a third
inside. When they see the gargoyle wings beetle joins the fray from downstream.
they still will not be satisfied, and will The party cannot be surprised if they
insist on searching the wagon. If allowed Some distance beyond where the spot the beetles. If the beetles are spot-
to do so unhindered, they will spend chariot overtook you the road inter- ted, the player characters can surprise
three turns searching. Afterwards they sects a large stream you recognize as them by attacking with spells. The beetles
put everythmg back the way they found it a small tributary of the Hool River. cannot be surprised by player characters
and ride off in their chariot. The ford looks as if it has not been who enter the water (the beetles detect
If the player characters do not submit used recently, but deep wheel ruts are the characters via vibration when they
to a search, the NPCs attack. They start still visible on both sides of the river. enter). Roll normally for party surprise if
with a slow spell from Marion (this affects Thick bushes cover both banks, the beetles remain undiscovered.
the party, not the mounts), followed by except for gaps through which the
road passes. Giant Water Beetles (3): AC 3; MV 3”//
hold person from Paula. The next round, 12”; HD 4; hp 18 each; #AT 1;Dmg 3d6;
Marion uses his web and Paula casts her On your side, not far from the ford,
is a large stand of reeds. A huge old THACO 15; SA Nil; SD Nil; AL N; MM1
second hold person. Thereafter, Marion p. 9.
uses his spells to their best effect, oak tree stands on the far bank; sev-
witholding his damage-inflicting spells eral of its mighty limbs stretch nearly Notes: Hunts by scent and vibration.
unless he and his comrades are in danger halfway across the stream. The tree
of defeat. If necessary, Paula and Patro shades most of the ford. 7. Passing the Caravan
wade in and attack in a subdual style The stream is moderately clear, but
(Unearthed Arcana, p. 109). Describe sluggish. A few leaves dropped from
the attack to the player, as the NPCs the tree drift slowly downstream. The Several hours after your mishap at the
intent will be obvious. Damage done by a water’s surface is smooth; except ford you are moving down the road at
subdual attack is 25% real, 75% tempo- near the ford at midstream where the the best speed you can manage. Once
rary. If, despite this, the player character water passes over two submerged again, you see other travelers on the
will not yield, the NPC will regretfully kill boulders, unseen, save for the ripples road, up ahead of you this time. A long
him. they leave in the water. column of covered wagons is approach-
See the NPC section for details on the ing. Probably a caravan bound for
NPC party. Rockburgh. It doesn’t look like the car-
When the player characters are defeat- There is no other place to cross the avan has spotted you yet; you could
ed, the NPCs search the wagon and find stream, so the player characters will probably evade it with no difficulty.
nothing, so they revive the unconscious have to use the ford in any case. The only
player characters and leave. Paula will danger here is in the water. The two sub- If the party evades, go on to the next
cast dispel magic on any polymorphed merged boulders are in fact giant water encounter.
characters. Assume that the dispel beetles lying in wait for prey. These crea- If the party doesn’t evade, read the fol-
works and that the player characters tures are recent arrivals and have learned lowing:
make successful system shock rolls. Roll that travelers can be ambushed here.
the dice anyway, but ignore failure If Baxter looks at the ripples in the
results. water with a detect invisibility spell tell As the distance to the caravan closes,
If a pursuit situation develops, use the him that the “boulders” are oblong and you see that there are eight wagons
following guidelines: flat-bottomed, but with smooth, rounded and six mounted guards. There
tops. If the player states that Baxter is appears to be an abundance of spare
1. The player characters spot the NPCs looking more closely, he will see the bee- horses traveling with the caravan.
at a range of 30”. tles’ legs. When you get still closer you notice
2. The chariot’s movement rate is 18“; The beetles will not attack until the that several of the guards are battered
the wagon’s movement rate is 12”. player characters enter the stream; they from some recent fight, and that most
3. It takes the chariot five rounds to will not attack characters who are search- of the wagons have splintered wood or
catch the wagon; the distance closes ing the reeds. They will not leave the tom covers. It looks like this caravan
6” each round. water. When the party gets within range has seen some heavy action.
4. The road is smooth enough to allow the two beetles attack the closest crea-
24
.
Thecaravanisn’tlookingforafight.Ifthe
player characters, for some reason, You are just starting up the first grade As you follow the detour, you all smell
decide to attack, the caravan puts whip when three objects hurtle down upon wood smoke. Some time later, you
and spur to the horses and flees. Three you from above. They look like spot a goblin sentry sitting on a flat
caravan mages pop up from under covers boulders-perhaps this is an ava- rock. He does not seem to have seen
in different wagons, and cast stizking lanche! No, wait a minute, they’re you yet. Beyond him,you see the
cloud on the party. Enough horses and gargoyles. Whether by accident or remains of a huge bonfire. There are
player characters should fail their saves design, they come about as close as about a dozen gnolls lolling about with
to discourage further pursuit. they can to surrounding you. Two their tongues hanging out. Not far
If the party approaches peacefully, the have landed more or less in front of from the fire, you see a large cave
caravan’s leader will tell them about the you, the third lands behind. mouth.
customs inspection (encounter 8a). The “Look!” sneers one of the new
party can also buy draft horses or normal arrivals, “It’s Rudy and Hubert, the
medium horses. The caravan leader Rockhurgh rejects!” Your two gar- The party has two surprise segments on
demands 300 gp for draft horses, and goyles ruffle at the comment, but say the goblin; they should be able to kill him
2000 gp for a medium horse. He can be nothing. easily. If they kill the goblin quickly and
talked nn lower than 90 gp and 600 gp, quietly, they can withdraw and take the
respectively. road. In this case, run encounter Sa. If
Get PC actions. If they try to fight, Rudy they do not take advantage of their sur-
If, after learning about the customs and Hubert try to stop them. They prise, conduct normal combat; however,
inspection, the party expresses an inter- remind the player characters of the Fri- the player characters automatically win
est in avoiding the encounter, the caravan ar’s request that they not hurt any gar- initiative on the 6rst round. Read the fol-
leader will tell them of a detour. He will goyles. lowing:
warn, however, that he saw campfires
along the route. If the party decides to Gargoyles (3): AC 5; MV9”115” (MC C
take the detour, go to encounter Sb. or F); HD 4 +4; hp 22 each; #AT 4; Dmg When he 6nally notices you, the goblin
1-311-311-611-4; THACO 15; SA Nil; SD makes a startled leap to his feet,
Sa. Customs Inspection + 1or better weapon to bit; AL N WM1, almost dropping his weapon. He gasps
p. 42). in surprise as he fumbles with the
Run this encounter if the pasty stays on weapon. The gnolls are some 20 yards
the road after meeing the caravan. This is The party must deal with the gargoyles beyond the surprised goblin; they
an ambush by gargoyles looking for their somehow. If the three gargoyles see the don’t seem to have noticed you yet.
wings. There are three gargoyles- one wings, each will insist that he he given
from each faction. wings, and that the other two be refused
wings. The party should be able to parley If they are noisy about killing the goblin,
this up into a full-scale fight between the the player characters cannot surprise the
three gargoyles. Alternately, the party gnolls. If they kill the goblin quietly they
might be able to convince or bribe the may attack the gnolls with normal sur-
beginning to set, and though you are gargoyles to let them through without prise chances.
not far from Gargoyle Valley as the looking at the contents of the wagon. If they ignore the surprised goblin they
gargoyle flies, you do not know how can either attack the gnolls and surprise
far out of your way the twisting moun- 8b. The Foothills Near Gargoyle them on a 1-3 (hardly any noise at all), or
tain roads will take you. try to withdraw or sneak around. The lat-
Valley
ter will fail when the goblin comes out of
Run this encounter if the party goes off his surprise and gives the alarm.
None of the player characters know this the road to avoid the gargoyles at The cave mouth is 10 yards from the
area well enough to estimate their travel encounter 8a. fire. The cave contains two flinds and
time accurately. S i e the staging of the This is the encampment of the band of eight goblins. These creatures will
6nal encounter depends on the party humanoids that has been raiding caravans emerge nn the second round of melee.
arriving late, they spend as much time in in the area-including the caravan The t h d s charge into battle, while the
the foothills as they need to be late. described in several of the PC back- goblins remain behind, firing arrows at
grounds. any party member who is not in melee. If
the goblins are attacked, they flee as
25
soon as three are killed, or when a fighter he throws a rock at the other gargoyle. ~ ~~~ ~
gets multiple attacks against them. The The wolves run away when they are the dim pre-dawn light, you can see
setting sun is too dim to cause them to reduced to 8 hp or less. Nosbod is foolish two gargoyles sitting on top of the
subtract from their attack rolls. enough to fight to the death. gates. They are sitting comfortably
A web, stinking cloud, or entangle spell and looking directly at you, with slight-
cast in (or in front of) the cave mouth will ly wicked grins on their faces. You
trap the monsters in the cave for the Finally, you have sighted the pass that have perhaps fifteen minutes to get
duration of the encounter. will lead you into Gargoyle Valley. It’s through the gates and unload the wag-
If the party flees the encounter, the getting late, you can see the moon set- on, or the game (and the sun) may well
gnolls and goblins pursue for five rounds. ting behind the tall peaks around you. be up, even if it isn’t already.
The flinds and goblins fire missiles at the Nevertheless, you think you can make Suddenly, one of the two gargoyles
party during the pursuit. the valley in time-if you are not speaks in a commanding, but impossi-
delayed. bly high and squeaky voice. “Halt, yon
Flinds (2): AC 5; MV 12”; HD 2 +3; hp Then, you see three pairs of red vile hominids! ” it squeals gratingly.
15; #AT 1 (2 with bow or flindbar); Dmg eyes peering out of the shadow near “Stand and state your business, or
by weapon; THACO 16; SA strength the canyon wall. There is an inhuman suffer the temble retribution of Gar-
bonus “to hit” (+1), disarming weapon grunt and the rasp of stone, then a goyle Valley.”
(flindbar); SD Nil; AL LE; FF p 39 huge boulder flies at you.
Weapons: mace, longbow, flindbar The figures at the top of the gates are
The party cannot surprise Nosbod (the two gargoyle statues. It is impossible to
Notes: Special is flindbar @mg l d 4 + wolves heard and smelled them coming). tell that these are statues in the poor
save vs. wands or disarmed). Nosbod has the normal chance to sur- light, but if someone gets close to one of
prise the party. If the party is not sur- them’, it will be completely apparent that
Gnolls (10): AC 5; MV 9 ” ; HD 2; hp 9 prised, throwing the boulder is Nosbod’s it is not a real gargoyle.
each; #AT 1; Dmg 2d4; THACO 16; SA action on the first round; the wolves do The voice is that of a boggart, hiding
Nil; SD Nil; AL CE; MM1 p 46 nothing until Nosbod releases them. If and invisible, behind one of the statues. If
the party is surprised, Nosbod will have the party answers it, it will demand to
Weapons: Morningstar time to throw one more boulder before know why they are here. No matter what
he runs out of surprise segments. The the party says, the boggart will insult
Goblins (9): AC 6 ; MV 6 ” ; HD 1-1; hp 4 wolves spend the surprise segments them and call them liars. Then it tells the
each; #AT 1; Dmg By weapon; THACO closing on the party. the PCs to tell the truth or or suffer all
20; SA Nil; SD Nil; AL LE; MM1 p. 47 kinds of horrible deaths.
Nosbod the Hill Giant (1): AC 4; MV The boggart has spent the night hunt-
Weapons: Short bow, short sword. 12”;HD8+1-2; hp37; #ATl;Dmg2d8; ing; it has killed and eaten a victim. It is
THACO 12; SA Hurls rocks; SD Nil; AL both sated and low on hit points, and it
Notes: In sunlight, -1 to hit. CE; MM1, p. 45. has no stomach for fighting. It will change
to will-0-wisp form and escape if spotted.
There is a locked chest hidden in the cave Notes: Hurls rocks to 20”, Dmg 2d8;
(under a pile of brush and leaves). It holds catch rocks 30%. Boggart: AC -6; MV 18“; HD 6; hp 6;
500 sp, 200 gp, and 50 ep. One of the #AT 1; Dmg 2-12; THACO 13; SA Elec-
flinds has the key. Dire Wolves (2): AC 6; MV 18”; HD tricity, confusion; SD Spell immunity,
3 + 3 ; hp 15 each; #AT 1; Dmg 2d4; invisibility, polymorphing, ESP; AL CE;
9. The Pass Into Gargoyle Vdey THACO 16; SA Nil; SD Nil; MM1, p. 101 MM2, p. 19-20.
Nosbod the hill giant is out walking his 10. The Entrance to Gargoyle
two pet dire wolves, Nir and Nit. Nosbod Notes: Young will-0-wisp; affected only
Vdey by magic missile, maze, protection &om
is thoroughly evil and detestable, loving
to bully those weaker than himself. He evil. Can assume forms of will-0-wisp,
sees the party as perfect “toys.” Nosbod You have reached the entrance to Gar- demi-human, and monster humanoid.
is not very clever, however, so he makes goyle Valley. Ahead of you, there are Can become invisible at will (to 12 rounds
a frontal assault. He begins by throwing a two huge gates blocking the path. In m a ) . Electrical touch attack, Dmg 2d6.
rock at one of the gargoyles, then he Electrical bolt to lo’, Dmg 2d6. Confu-
unleashes his wolves on the party while sion noise effect to 30’ radius.
26
Rudy and Hubert have never been wings) will be out of control, and smash
through this way. They normally fly, as do into the wagon, spilling the wings out them hang their heads and blush at
all the gargoyles. If asked, however, they onto the ground. The gargoyles surround their recent actions.
know that the voice is not a gargoyle’s. the party, and accuse them of stealing It takes you a minute to h d where
If the party ignores the voice, the bog- their wings. Rudy and Hubert will the voice is coming from, but then you
gart continues to insult and threaten attempt to hide under the wagon, or to notice Hubert, sitting in a sort of chair-
them until they get out of earshot, but will join up with the gargoyles in the confusion like device at the top of the stone pillar
do nothing else. if they can. This is important. at the end of the valley. Somehow,
The leaders of the three gargoyle fac- without wings, he has made it through
11. Finale-The Few, The tions will arrive next, and attempt to keep the high winds to the artifact. Hubert
Proud, The Gargoyles. order (at the same time trying to get is the new king of the gargoyles for the
wings for themselves), but without much next three years. Hubert launches
Getting here wasn’t easy, but you success. Whenever one gargoyle makes himself into the air from the top of
finally made it. You might just be able a move to take a pair of wings, two or Gargoyle Peak, and comes crashing to
more others stop him. It gets violent fast. the ground in front of the party. He
to get down into the valley and spread
A full-blown not quickly erupts. The par- stands, dusts himself off, and dons a
the wings out and still get out before
ty is caught in the middle of it. The pair of wings. He then distributes the
you’re caught. You might have to
abondon the wagon, but you feel that if enraged gargoyles attack everythmg that rest of the wings to the gargoyles, one
moves. at a time. When he finishes, he tells
you can even get a little bit away from
the wings, the gargoyles will go for the Gargoyles (184): AC 5; MV 9”/15” the you that he will be sending Rudy to
wings rather than go for your throats. (MC: C or F); HD 4 +4; hp 20-32 each; town in a couple of days to r a w the
Looking into the valley from inside #AT 4; Dmg 1-3/1-3/1-6/1-4; THACO 15; new Gargoyle Treaties.
the gates, you see a long valley with SA Nil; SD +1 or better weapon to hit;
high cliff walls. There are many cave AL N; (MM1, p. 42)
openings. the lowest 50‘ above the
valley floor. At the far end of the valley Run the melee. Gargoyles will strike at
is a single stone pillar standing about random, going for the party or other gar-
400’ tall. To judge from the descrip- goyles. They are not attacking in an intel-
tions given to you, this must be Gar- ligent, co-ordinated fashion-this is a
goyle Peak. Even from where you are not. Continue the fight until the party is
at the far end of the valley, you can badly beaten and about to die. Then read
hear the wind howling around its sum- he following:
mit. At the base of the pillar (at the left
side) is a pool of water.
It seems to you that this fighting has
been going on for hours. No sooner do
The party has several options here. If you beat one gargoyle away from you
they abandon the wagon immediately, than two more pop up to take its place,
Rudy and Hubert complete the delivery and as like as not, attack each other
and become heroes of the realm (the gar- rather than you. You have about con-
goyle realm that is). Any other option cluded that this is going to be your
besides running away immediately will heroic last stand when you hear a
get the party caught somewhere. An voice. Everyone else hears it too.
alarm will ring, and gargoyles will pour Even over the noise of the not.
out of the walls of the canyon. Except for the volume, it sounds . . . If anyone asks King Hubert how he man-
Wait until the party is well exposed, if it sounds like Hubert. aged to make it to the top of Gargoyle
you can. Ideally, the party should have “ALL RIGHT! ENOUGH OF THIS Peak through the winds without having a
the wagon uncovered, and be just about NONSENSE! EVERYONE SIT pair of wings, he gives a shy grin, and
to unload the wings. This is the equiva- DOWN AND PUT YOUR HANDS IN says “I climbed.”
lent of being caught red-handed, and YOUR LAP! ”
should help things move on very quickly. Amazingly, all of the gargoyles
If the party has not laid out the wings in immediately sit with their hands in
the valley, then the first few gargoyles their laps. After a moment, many of
who arrive (flying of course, without
27
Rudy and Hubert Both of these half-orcs are tough, light wounds (x3), sanctuary; slowpoison
unscrupulous brutes, well-versed in all (a), resist f i e , hold person (x2); dispel
ARMOR CLASS: 5 (body: AC 0 wings) aspects of their sinister trade. They are magic; cure disease
MOVE: 9“/15” (MC: C; F without co-operating with Murphy O’Grady in
wings) order to learn what he knows about SPECIAL ABILITIES: Can cast fiends
HIT DICE: 4 + 4 potions and drugs and apply that knowl- spell as cleric of St. Cuthbert
%INLAIR: 20% edge to the creation of exotic and
TREASURE TYPE: Vegetables untraceable poisons. The gargoyle caper MAGICAL EQUIPMENT: ring of pro-
NO. OF ATTACKS: 4 is in part a blind to cover their real pur- tection +2, figurine of wondrous
DAMAGE/ATTACK: 1-3/1-3/1-6/1-4 pose. Even Stimpson is a dupe in this power-serpentine owl
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: + 1to hit (body NORMAL EQUIPMENT: Staff, cudgel,
only) scale mail armor, shield, rations; 4 holy
MAGIC RESISTANCE: Standard water vials, holy symbol.
INTELLIGENCE: Low 6th-Level Male Half-Orc Assassin
ALIGNMENT: Neutral Neutral Evil Father Theodus is the highest ranking
SIZE: M STR 12 CHR 12 HP: 38 cleric in Rockburgh, and handles the
PSIONIC ABILITY: Nil INT 11 CON 16 AC: 3 administrative duties in Rockburgh’s
Attack/Defense Modes: Nil WIS 14 DEX 18 THACO: 16 communal temple. In dress and manner,
he reflects the humble status of his fledg-
These two creatures are accompanying MAGICAL EQUIPMENT: potion of fly- ling community. In time, he would like to
the party in order to keep an eye on their ing; ring of warmth; arrow of direction. build a separate temple for St. Cuthbert,
wings. but that day is still long distant. His wis-
They can and will help the party during NORMAL EQUIPMENT: Long sword dom has thrust him into a position of sec-
this adventure. They will not, however, (poisoned, save or else -2 to hit due to ular leadership as well, and he is the head
do the party’s work for them. Further pain); buckler; 3 vials of unholy water; of an ad hoc town council that provides all
information on Rudy and Hubert can be bow; 20 arrows (poisoned as above). the government that Rockburgh current-
found in the DM’s Introduction. ly has.
TREASURE: Jerry has 25 platinum Because of his civic duties, Father
Tom pieces and 2 gems worth 5,000 gp each in Theodus no longer goes on adventures,
his pouch. and seldom goes about armed in the vil-
4th-Level Male Half-Orc Assassin lage, but when battle is inevitable, he
Neutral Evil wears scale mail and carries a staff and a
Normally a very sly fellow, this half-orc is
STR 13 CHR 12 HP: 20 caught off guard by the party’s appear- club into battle.
INT 15 CON 15 AC: 2 ance at the hut. He tries to make a fight-
WIS 10 DEX 17 THACO: 18 ing stand when the player characters Stimpson
attack, but he and his accomplices do 5th-Level Dwarf Fighter
MAGICAL EQUIPMENT: 1 potion of their best to escape if things start going
gaseous form; ring of protection +2. Chaotic Evil
against them.
STR 17 CHR 13 HP: 42
NORMAL EQUIPMENT: Long sword Father Theodus INT 13 CON 15 AC: 5
(poisoned, save at + 2 or else -2 to hit WIS 12 DEX 12 THACO: 16
due to pain); buckler; 3 vials of unholy 6th-Level Human Male Cleric of St.
water; 6 throwing daggers (poisoned as Cuthbert SPECIAL ABILITIES: Stimpson has all
above) Member, Order of the Billets special abilities of a hill dwarf listed in the
Lawful Neutral Players Handbook and Unearthed
TREASURE: Tom has 45 platinum piec- STR 12 CHR 15 HP: 38 Arcana.
es and a jewel worth 3,650 gp in his INT 14 CON 13 AC: 8
pouch. WIS 16 DEX 10 THACO: 18 MAGICAL EQUIPMENT: potion of
heroism, potion of delusion, necklace of
SPELLS CARRIED: command, cure missiles (one 5 HD missile, three 3 HD
28
missiles). Stimpson does not routinely STR 12 CHR 10 HP: 20 (35)* Paula and her friends are in Rockburgh
carry these items. INT 18 CON16 AC: 6(4)* investigating a kidnapping. This crime is
WIS 14 DEX16 THACO: 19 unrelated to the wing-theft case. The kid-
NORMAL EQUIPMENT: long sword, nap victim is Ren 0’the Star, the Master
dagger, sap, light crossbow, 12 bolts, SPELLS CARRIED: Magic missile (x3), of the Traders’ Union of the Free City of
chain mail m o r , shield, rations; 3 acid unseen servant; web, invisibility, detect Greyhawk. Ren’s interminable and
vials, flask of cheap wine. invisibility; slow, fireball; Rary’s mne- unlucky gambling habit has raised his
monic enhancer (cast); armor (cast-see debts to unheard of levels, and he recent-
Stimpson is without doubt the sleaziest HP* and AC* stats); spider climb; magic ly left the City of Greyhawk to go adven-
permanent resident of Rockburgh, but missile. turing and gain some quick cash. His
few are fully aware of this. He is plausi- creditors ambushed him in the wilder-
ble, treacherous, suspicious of all associ- MAGICAL EQUIPMENT: Dagger +2, ness, far away from his Union and his
ates, and pathologically untruthful. ring of protection +2, wand of poly- friends. Despite the precautions of his
Furthermore, he normally does not carry morphing (29 charges). enemies, Ren was able to get word back
out any of his crimes within Rockburgh to Greyhawk, and the three NPCs were
itself, thus ensuring that nothing can be NORMAL EQUIPMENT: 2 daggers; 3 dispatched to find him.They are not sure
proved against him. (In fact, many of the vials of holy water; rations; lantern; staff; where Ren is, and are simply following
hijackings and ambushes attributed to the quill pen; parchment; ink. such clues as they get. Further details on
goblins and gnolls were in fact carried out Ren can be found in the GREYHAWK@
by Stimpson and his band of cutthroats. Paula Adventures Book.
On such occasions, Stimpson left no wit-
nesses alive, and he later led punitive 8th-Level Human Female Cleric of
raids directed against the humanoids.) Fharlanghn
Stimpson is breaking his own rule by Neutral Good
working with the half-orcs on this case,
but he is sure that he will be able to STR 14 CHR 15 HP: 48
betray them before they can do the same INT 14 CON 15 AC: -2
to him.He plans to blame them for some WIS 18 DEX 16 THACO: 16
of his crimes.
SPELLS CARRIED: cure right wounds
(x5); slow poison (x2); akf; hold person
Patro (x2); dispel magic; cure disease; prayer;
8th-Level Human Male Fighter neutralize poison; cure serious wounds.
Neutral Good
STR 18/91 CHR 12 HP: 77 MAGICAL EQUIPMENT Footman’s
INT 11 CON 17 AC: 0 mace +2, plate mail + 1 , cbak of dis-
WIS 14 DEX 16 THACO: 14 placement, oil of impact, potion of extra-
healing.
SPECIAL ABILITIES: Double special-
ist with long sword. NORMAL EQUIPMENT: 2 hammers; 6
vials of holy water; rations; lantern; staff;
M G I C A L EQUIPMENT: long sword prayer book; incense; bandages; smelling
+2; chainmail +2; boots of striding and salts; parchment; ink.
springing.
Paula and her companions will try to have
as little to do with the party as possible. If
NORMAL EQUIPMENT: Short bow;
10 arrows; sap; plate mail m o r , shield, they can’t avoid the PCs, they will quietly
rations; 3 oil flasks; 2 holy water vials; 2 hint that the PCs would do better by leav-
daggers. ing them alone. If a fight breaks out, they
defend themselves, but try to knock the
characters out rather than kill them.
Marion Marion uses his wand in such circum-
7th-Level Human Male Magic-User stances, turning opponents into snails or
Neutral Good frogs.
29
I
onste
GARGOYLE (Of The Tors) natured. Those who do not cooperate are
stuck with a clumsy, stupid, whining beg-
FREQUENCY: Uncommon-Very Rare gar until they give the wretch some food.
NO. APPEARING: 1-2 (2-185) A tor gargoyle will never deliberately
ARMOR CLASS: 5 (body: AC 0 wings) attack a human unless provoked; since no
MOVE: 9”/15” (MC: C; F without one can be sure what will provoke a tor
wings) gargoyle, wise humans avoid the crea-
HIT DICE: 4 +4 tures.
Yo IN LAIR: 20% Possession of a set of tor gargoyle
TREASURE TYPE: Vegetables wings is of no benefit to land-bound crea-
NO. OFATTACKS: 4 tures (such as humans), as they cannot
DAMAGEIAmCK: 1-3/1-3/1-6/1-4 fly in the first place. The wings are in fact
SPECIAL ATTACKS: Nil useless to non-gargoyles except as curi-
SPECIAL DEFENSES: + 1to hit (body osities.
only) Note: An article, authored by David A.
MAGIC RESISTANCE: Standard Collins, appeared in POLYHEDRON“
INTELLIGENCE: Low Newszine #23 (the April 1985 issue),
ALIGNMENT: Neutral gargoyle, requiring years.
Without its wings, a tor gargoyle flies speculating about why the gargoyle and
SIZE: M the margoyle are pictured in the Monster
PSIONIC ABILITY: Nil with maneuverability class F. This means
that the gargoyle takes four rounds to Manual sans winas. even though able to
AttacklDefense Modes: Nil fl t
reach full speed, and that its flight path is
utterly uncontrollable. A wingless tor P 3
A tor gargoyle is almost identical in gargoyle cartwheels through the skies, h t
appearance to a common gargoyle, but its ricocheting like a pinball off all objects in m g s , DUI mat rney use non-magml
primary physical difference is highly its path. Such flights are short and almost detachable wings for maneuvering. This
unusual-detachable wings. Sages have inevitably end with the tor gargoyle plow- is the basis for the tor gargoyle in this
theorized that artwork and recorded ing face-first into the ground. adventure.
sightings of wingless gargoyles, previ- The non-magical wings of a tor gar- The DM must decide whether or not to
ously unexplainable, refer to this sub- goyle can be attacked separately from its make the tor gargoyle the prevalent type
species. Indeed, some have proposed magical body. The wings are hit on a suc- of its species. If this is done, a thriving
that detachable wings may be the norm cessful roll to hit AC 0 when the attacker monster species will be threatened with
among gargoyles, but the evil and vicious is specifically targeting the wings. The terminal wimphood. Given the behavior
nature of the common gargoyle makes wings can suffer 7-12 hit points of damage of the gargoyles in this adventure, it
this hypothesis unverifiable. before being destroyed. Such damage seems likely that the tor gargoyle is
A tor gargoyle’s wings are attached to does not count against the tor gargoyle’s either the product of yet another mad
its body by a special joint. Ligaments hold normal hit points (and vice versa). wizard’s experiment or else the product
the wings in place until they are fully The tor gargoyle differs from its more of a shocking combination of recessive
grown, at which time the ligaments common relative in other ways, as well. mutant genes. The tor gargoyle seems
decay, making the wings easily detach- Tor gargoyles are peaceful gargoyles- fated for extinction. However, for those
able. Detachability makes it easier for the not ferocious predators at all. They are really bothered by artistic representa-
tor gargoyle to move around in its favor- vegetarians, living on a diet of potatoes tions of wingless gargoyles and margoy-
ite locales (ruins and underground and turnips. They have been known to les, this is as good an explanation as any.
caverns) and allows the tor gargoyle to lie eat small, inuffensive animals when very
on its back, solving many vexing prob- hungry but they never attack an-g
lems regarding sleeping and mating. more formidable than a sheep.
A tor gargoyle grows several pairs of It is possible for tor gargoyles to co-
wings during its lifetime, but upon reach- exist with humans and demi-humans. A
ing adulthood will do so only to replace tor gargoyle typically extorts its food
wings that have been lost. Growing a pair from human communities, although the
of wings is a long process for an adult tor extortion is usually polite and good-
30
by Dave Collins with Skip Williams
Ever seen a gargoyle without i t s wings? It's a
pretty funny sight. But don't laugh out loud in
f them-theydon't think it's all that hilari-
."..,...-.
"1989 TSR, InC. All Rlgll wed. Printed in tne U.S.A.
PRODUCTS OF YOUR IM