~alcon 's laiR: level 1 ~h.

Sample file ~-2~ Edition

Falcon master

credits Table of contents

Design: Richard W. and Anne Brown Editing: C. Terry Phillips Introduction ...... 2 Cover Art: Ken Frank Chapter 1: The Game is Afoot ...... 4 Interior Art: Ken Frank Cartography: Dave Sutherland Chapter 2: An Ancient Mystery ...... 9 Fold-ups: Dave Sutherland Typograp hy: Gaye O'Keefe Chapter 3: Into the Wilderness ...... 19 Keylining: Paul Hanchette Chapter 4: Anybody Home? ...... 27 «>1990 TSR Inc. All Rtghu Reserved. Chapter 5: "Master" Falcon? ...... 43 Primed in the U.S.A. Chapter 6: The Counterattack ...... 49 ADVANCED DUNGEONS & DRAGONS. AD&D, WORLD OF and GREY HAWK are registered trademarks owned by Chapter 7: Finale ...... 53 TSR, Inc. Non-Player Characters ...... 56 PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks owned by TSR, Inc. New Magic ...... 60

Distributed to the book trade in the United States New Monster ...... 61 by Random House, Inc .. and in Canada by Random House of Canada, Ltd. Distributed to the New Monster ...... 62 toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR UK New Monster ...... 63 Ltd.

This material is protected under the copyright laws of the United States of America. Any reproduction or ocher unauthorized use of the material or arrwork coma~ ned herean is prohibited without the express wriuen permisston of TSR , Inc.

TSR, Inc. TSR Ltd. POB756 120 Church End, Lake Geneva, Cherry Hinton WI 53147 Cambridge CB 1 3LB USA SampleUnited Kingdom file 9289 ISBN 0-88038-852-8 Introduction Notes for the Dungeon phere of the adventure and to Wealthy neighborhood adapt it to his own campaign and Marketplace Master his players' styles. Slums The contents of this module are Large temple Falconmaster is the second in a meant for the DM's eyes only. The Several city gates trilogy of modules that take place DM is free to give portions of the in the Free City of Greyhawk. The text or maps to the players to ease Locating References modules are designed to flow to­ play, but for the most part, the in­ gether smoothly. However. each formation is directed to the DM. When information from another module is also equipped with an Any text that appears in a box is ADVANCED DUNGEONS & appropriate alternate ending meant to be read aloud (or summa­ DRAGONS®game accessory is re­ which brings the module to a satis­ rized) to the players. quired. the page number of the factory conclusion for DMs who do reference is given along with an not wish to play the entire trilogy. abbreviation of the book in wh ich Thus, any of the modules will be The setting it is found. PH refers to the AD&D® equally enjoyable regardless of 2nd Edition Player's Handbook. whether the others are played. The City ofGreyhawkboxed set is DMG refers to the AD&D 2nd Edi­ If possible, the DM should deter­ recommended but not required to tion 's Guide. GA mine whether he plans to use more play this adventure. The adven­ refers to the GREYHAWK® Adven­ than one module at the beginning ture is designed to take place in tures hardbound book. Two refer­ of the adventure. However. the Greyhawk. but it would work modules are designed so the alter­ nearly as well in another large city ences are from The City of nate endings only affect lhe last with some additional work from Grcyhawk boxed set: GoF, indica­ few pages of the module. If the DM the DM. ting the "Gem of the Flanaess" booklet. and FFF, indicating the chan ges his mind near the conclu­ Most of the locations are de­ "Folk. Feuds, and Factions" sion of the adventure. he will have scribed in detail in this adventure; little difficulty "changing gears" to the DM would need only to locate booklet. accommodate either ending. them somewhere in his own city. Should the DM decide to end the Other locations are referred to in overview adventure with the first module the box description. but are ac­ and later decide that he wishes to companied by staging notes so a To assist the DM. the following is a proceed with subsequent mod­ DM may generate an appropriate brief summary of the events of this ules, advice is offered for circum­ setting. For example, when the DM module. venting the earlier decision in is referred to in The City of Many years ago. the City of order to keep the story going. Greyhawk boxed set for the Greyhawk was infiltrated by an dungeons beneath the Grand Cita­ evil cult whose members desired del, the DM who is not using the to destroy the government and How The Module is boxed set is advised to create an drive away the citizens. They Laid out appropriate setting for a small sec­ hoped to establish Greyhawk as a tion of the dungeon of a large city. city of evil life, devoted to the cult. The events of this adventure are The sections that a DM might need The followers of St. Cuthbert dis­ presented chronologically. Certain to generate are usually generic set­ covered the secret. and war was events must happen in a specified tings (such as a jail cell) that declared against the cult mem­ order. Other events may occur as should be easy to design. bers. A specially chosen force of the Player Characters (PCs) If the DM is using a city other four-a cleric, a paladin. and two choose. The DM should read the than Greyhawk, he should make mages-fought to save their city. adventure thoroughly before play certain that the city has the follow­ The forces of good eventually to help Sampleensure that the adventure ing features: overcame file the forces of evil. Rather will run smoothly. The DM is en­ than put the evil cult leader to couraged to add to the events Burned section death, the heroes decided to im­ listed here to enhance the atmos- Sewer system prison her. alone, for all eternity. A

2 special dimension was opened for "wild goose chases." much information. Overexplain­ her. and she was cast inside. The If the PCs are confused or need a ing can spoil the fun and reduce portal was finally sealed, and the cit­ push in the right direction, feel free the sense of suspense and mystery izens of .Greyhawk were able to go to read rumors as necessary. that is so important to this adven­ about their normal lives, never real­ These can provide helpful hints in ture. It can also give players a izing the evil that threatened them. times of need without spoiling the sense that the adventure will un­ Most of the cult members were plot for the players. fold as planned regardless of their killed. The youthful members, actions and decisions. A good DM however, were spared. They be­ Ability Checks can ration the clues he gives so the carne determined to bring their players maintain a sense of con­ cult to power. They have been Throughout the adventure. there trol. discovery. progress. and ulti­ careful over the years to keep their will be times when the players are mate success. plot a secret. Recently (in the pre­ asked to make Ability Checks. The vious module, Falcons Revenge), DM should roll ld20 and compare A Note About AD&O® the cult performed the magic that the result with the appropriate 2nd Edition Rules freed their imprisoned leader. Cult ability score (Strength, Dexterity. members have infiltrated many Intelligence, etc.) for the character This adventure is written using levels of the city government in or­ in question. If the roll is equal to or the terminology and rules of the der to keep their secret from the less than the character's ability ADVANCED DUNGEONS & higher officials. score, the action succeeds. If the DRAGONS®2nd Edition game, but The PCs stumbled onto this plot roll is greater than the ability is still easily playable by those who in the last adventure. Now they score, the action fails. are using the original game mate­ must locate the cult's leader and rials. put an end to the cult activities. General Advice Some of the more obvious differ­ The leader has disappeared, how­ ences are changes in name only. ever, and the PCs are watched at The term "magic-user" has been every turn by spies of the cult. If the PCs begin to stray off course, there are several ways to nudge replaced by "mage" (or. in a few them back on track. places, the more general designa­ using the Rumors Table 1. Provide them with one or tion of "wizard"). The "cleric" more appropriate rumors from the character class is now the "priest" Page 8 of this module lists rumors rumors table at the end of this ad­ class. although members of that that the Player Characters will venture. This may give them the class are still usually referred to as encounter at some time during this clue they need to get back on track. "clerics." "Fighters" are now adventure. At certain points 2. Use ThJasek (a NPC whom the called "warriors'' and ''thieves" throughout the module. the num­ DM will meet shortly) to offer sug­ are now called "rogues." ber of a rumor will be listed. Read gestions for finding information. Another significant change is the players the indicated rumor at For example, if the PCs are able to the presentation of monsters. The that time. At other points in the find clues in Greyhawk's market­ descriptions of the new monsters module, random rumors are indi­ place, but none of the players designed for this adventure are cated. RollldlO and read the appro­ think to investigate the market, let identical in format to those pre­ priate rumor from the table. Check Thlasek suggest it. He can be used sented in the new Monstrous Com­ off the rumors as they are used. very effectively to guide the play­ pendium series. Although the Some rumors are true; others ers in the right direction. information is organized differ­ are not. Only the rumors that are 3. Ask the PCs to make an intelli­ ently and has been somewhat ex­ designated "confirmed as true" gence check. PCs who make the panded, nothing from the original are true; the rest are only tall tales. check have a sudden burst of inspi­ format has been omitted; every­ When rolling for random rumors, ration that never occurred to the thing that "Original Edition" DMs read the false rumors only once. If players. Simply inform the players are accustomed to seeing will be the number of a false rumor is of the idea the character has. For ex­ found in the new descriptive for­ rolled a second time, ignore that ample, using the market example mat. The pages on which the new roll andSample reroll for another rumor. monsters file for this adventure ap­ above, the PC who makes an intelli­ Rumors that are true may be read gence check might suggest a trip to pear can be photocopied and in­ any number of times. Following the market rather than Thlasek. serted in a Monstrous Compendium these guidelines should help to Use caution not to give out too binder if the DM so keep the PCs on track and avoid desires.

3 Chapter 1: The came is Afoot Getting Started Freesword Th.x of three gp. (See of the time of day, the PCs will have page 44, GoF. for more detail on audience with Derider almost as This adventure will begin differ­ these customs.) If the adventure is soon as they arrive. ently depending on whether the not taking place in Greyhawk. DM used Falcon's Revenge, the these activities may be omitted or strange secrets first module in this trilogy. The DM enhanced at the OM's discretion. should choose the appropriate When the PCs approach the Cita­ start-up listed below. The Hook del, read the following: continuing the Adventure As the adventurers prepare to pass through the city gate. they will be You follow the directions pro­ handed a notice by one of the gate­ vided by the guards at the gate If the party completed the first ad­ and find yourselves following a venture in this trilogy, they will keepers. These notices are given only to persons who look like ad­ long road through town. Even­ have learned about the cult and tually, you arrive at the Battle the Falcon in that adventure. They venturers. not to merchants. farmers. or ordinary citizens. Gate. The guards there are re­ will also know that the cult was luctant to open the gate. for it is able to free its imprisoned leader Read the following aloud to the players: not opened unless on the regu­ and that she is now at large some­ lar schedule. When they see the where in the city. They should be notice calling for adventurers. allowed to search tht> C'ity ~nd ask The parchment that was however. they open the gate 1m­ questions for up to one week be­ thrust into your hand bears a mediately. One of the guards fore they feel that they are at a brief. handwritten message. It is will escort your party inside the dead end. They will find no sign of a plea for help. Citadel and through the Entry the cult or the Falcon. "Derider Fanshen. Constable Hall to the Office of the Chief When the adventurers have ex­ of Greyhawk. seeks the assist­ Constable. hausted themselves and their ance of any able-bodied men leads, they will be called to a meet­ and women who would endan­ The OM should consult the de­ ing at the Thmple of St. Cuthbert. ger themselves in return for the Begin the adventure with the scription and map on pages 48 and safety of our city and a hand­ 56, GoF, or devise an appropriate meeting at the temple. some reward. Appear at the Cit­ setting if not using The City of adel at your earliest Greyhawk boxed set. starting Fresh convenience, bearing this no­ If the PCs arrive at the Citadel tice. for an immediate audience during daylight hours, Derider is If the party did not play the first ad­ with the Constable." present and will speak to the PCs venture in this trilogy. begin with their arrival In the Cily of in a matter of minutes. If the PCs If the PCs ask the guards at the Greyhawk. They should arrive in arrive after dark, she will have left city gate about the notice, they the city with no immediate plans. for the day, and the Citadel will dis­ know nothing except that the Con­ patch a messenger to her home to perhaps passing through the area stable herself distributed the pa­ on their way home from an adven­ summon her. The guard on duty pers to the gates with orders for the ture. or perhaps on a holiday with will politely request that the PCs nothing more than plans for fun guards to offer them to anyone wait for her arrival so this matter and sightseeing. who appeared to be an adventurer. may be addressed as quickly as The guards can provide directions When the party approaches any possible. to the Citadel. of the city gates. they will be asked When Derider is ready to speak Allow the PCs to decide their to sign the roster. This is custom­ to the PCs, she will invite them own course of action. They may ary for Sampleall persons entering into her officefile and ask that they wish to find lodging before head­ Grey hawk. Those carrying swords make themselves comfortable. ing for the Citadel, or they may will also be asked to pay the Then she will begin to explain the proceed directly there. Regardless situation to the PCs.

4 'You must first understand hire a group of adventurers like The Temple Meeting at this Is a situation that yourselves to track down this eds the utmost secrecy. We cult and Its leader and bring If the PCs are familiar with the uld face widespread panic If them to justice. We will pay 1CmpleofSt. Cuthbert through the news of this problem reaches handsomely. of course: a portion previous adventure. the OM may our citizens. Greyhawk has not of the money will be paid now to omit the following section. which faced a problem of this magni­ cover your expenses. and the describes the temple. or he may tude in several decades. That is rest will be paid when you re­ usc it to reacquaint the PCs with the reason that our notice did turn the perpetrators to us." their surroundings. not offer much information. Located in one of the wealthiest quarters of the city. this is the busi­ You may know that evil cults The OM should offer his players and religions are strictly forbid­ est temple in Greyhawk. St. a sum that is attractive but fits into den in this city. This has not Cuthbert boasts more followers the scheme of his campaign. Deri­ than any other deity worshipped stopped some followers of Iuz der will be willing to pay approxi­ from forming a cult and ploltlng . in this area. The temple Is large mately 20 percent of this fee "up and beautiful and is never at a loss against the city. front." "Approximately one week for monetary support. The many When the financial arrange­ ago. these cult members were clerics of this temple are strong ments have been made. Derider and unified. successful in resurrecting their will instruct the PCs to visit the former leader. She had been Im­ The temple is built of white mar­ Thmple of St. Cuthbert in order to ble and is topped by a roof of pol­ prisoned many years ago by an speak with Thlasek Thraydin. a elite. secret force of four men. ished copper. whose gleam can be paladin who was Involved in the They battled the cult and nearly blinding on sunny days. unsuccessful attempt to stop the The combination of the shine from trapped her in a magical prison cult's resurrection of their leader. rather than put her to death. Ev­ the roof and the white marble give She cites him as the expert in mat­ eryone involved had thought the temple a visage of holy power ters involving the cult of Iuz. and strength. It is an awesome the prison impenetrable and Derider knows little of the details permanent. but the cult found a sight even for non-believers. way to break it. regarding the cull. She explains Read the following section aloud "Their leader is now on the that Thlasek has followed the cult's to the players. activities for a long time. and that loose. and we cannot find her. the City Watch is cooperating with nor can we find any of the cull the clerics of St. Cuthbert in this A wide courtyard spreads in members. They all seem to have matter. The collective effort is nec­ front of the temple. Paths of vanished Into thin air. essary due to the limited amount white tile lead through well-kept "The underground complex of information that is available re­ gardens of roses. exotic flower­ that was formerly their home garding this cult. Derider oversees ing plants. and evergreen and temple was thoroughly the case but allows the clerics shrubbery. Mistletoe and holly searched and then destroyed. great freedom in resolving the grow profusely. We spent a good deal of money matter. Since the clerics pursued The paths lead to a circular paying the mages to cave In the cult with great zeal. she felt fountain. In the center of the those underground rooms In that their enthusiasm might pro­ fountain. on a pedestal high such a way that they could vide a quicker solution than her above the water. stands an never be penetrated again. own men. eight-foot statue of St. Cuthbert. "We are now concerned that If the PCs ask further questions carved of white marble. The en­ we have not actually stopped regarding the cull. Derider will in­ Ure garden is one of the loveliest the cult. but that they are hiding struct them to Inquire at the Tem­ you have ever seen. somewhere, waiting to strike. ple. She admits that her Several clerics dressed in We must find them before they knowledge of the cult is limited reddish-brown robes tend the have a chance to strike us. We and that the clerics know far more. plants. pruning and watering have runSample out of leads and have The OM should proceed with the them . file1\vo clerics stand In front no Information as to their next section when the adventurers of a rose bush. discussing which whereabouts. are ready. blossoms should be cut to make "Therefore. we are hoping to 1 up an arrangement for the

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