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Falcon's Revenge

General Summary

Reaping 3rd, 580
The Saltmarsh Six decide to travel to the City of Greyhawk, as none of them have ever been there. They are also looking for adventure as their upkeep is proving a challenge with the new castle.  
The road on which you travel soon branches into a four- way crossroads, forming an elon- gated x-shape. Various shops and stores line these streets, but your attention is drawn to a large, well-kept inn on one of the triangular parcels of land formed by these roads. A freshly painted sign in the shape of a plump fish bears the name of this interesting establishment: The Whistling Fish, Potentate of Potations. The inn is built of the half- timber construction common to Greyhawk. Its size, however, makes it unique. From the positions of the inn's windows, the building appears to have two floors, but the structure looks far too tall to be an average two- story inn. Its roof, made of wood shakes, towers above the other buildings in the neighborhood. Even the front door seems un- usually tall.
A shaggy lawn surrounds the inn. The grass is a color peculiar to Greyhawk: the blades are a deep green along the edges but are dark red down the centers. Natives of Greyhawk can tell you that although the color is unusual, this grass has one dis- tinct adventage: it has a bitter taste that only goats can toler- ate. This prevents the grass from being chewed away to nothing by other animals. Gravel paths lead to the front door and to the adjoining stable. A long hitching rail runs along the front of the building. Al- though seven horses are teth- ered here, there is room for at least another dozen animals.
The proportions of the stable are on a normal scale. The sta- ble is built of wide wooden planking and has a sod roof. The roof is nearly flat, but is mounded in the center and slopes gently toward the sides. Two goats are grazing on the roof. The doors to the stable are open, and a boy of about four- teen is inside brushing one of the horses. There are four horses inside, and they appear to be permanent residents, since their names appear above their stalls: Sharna, Myrna, Gabe, and Gus. A wagon and a cart stand at the front of the sta- ble, tack hangs on the walls, and four saddles rest near the wagon. Twelve other stalls stand empty.
  See Below for rest of the interaction with Talasek:   They arrive at the boarding house about 3 PM: When the PCs look through the room, they find that every inch has been searched. Drawers are over- turned, pockets are turned inside- out, and the mattress has been sliced open. Whoever tore apart the room did a thorough job. The lock on Talasek's door shows evidence of being picked. Both windows are closed and do not appear to have been disturbed. Worvin tells him he found components for Detect invisibility in his room. They return explain what happened, give him clothing and his object and escort him back. He asks to meet them tomorrow for breakfast.   They agree and return to the Inn. At the Inn Guenab tells them a messenger came by an 8 year old boy by the looks of him.
The parchment Gruenab hands you has been folded in thirds, and a plain drop of red wax without a seal holds the page closed. The message is written in ink on the small sheet. It says simply, "Leave the city if you do not wish to be harmed. Stay, and you risk your lives." It is not signed.
  Reaping 5th, 580 They tour a bit of the city while investigating for what jeweler could have made the pendant. They spot two blue cloaked people, one is a scared old woman that dropped her groceries that the party had to calm down, and the other got away. After investigating several jewelers they find Goldie. See Character Interaction. They continue the investigation from here. Narciara starts trying to put together a disguise. Jaegus knows something of Iuz. Reaping 6th, 580
1:30 am: Gruenag gives them a message that was delivered: The message Gruenab hands you is a written on a parchment scroll tied with a white silk rib- bon. It states: "Talasek has been attacked and is near death. His future lies with St. Cuthbert now. He has asked for you and says he has information that is a matter of life and death. Come immediately. He may be with St. Cuthbert soon."   Narciara feels this doesn't make any sense. They are indeed ambushed and they break it significantly Takin one Petrified Rogue, and one Captive. They reveal there is a cult of Iuz.   They continue with the investigation.   They go to Shacktown because a priest signed in to the gate from there. They find Nichol a Cleric of St Cuthbert who ministers to them and also lives in Shacktown. He informs them of missing people he is concerned about. He shows some of the possessions that he gathered that were left behind. One is a diary of a juggler.
The front page of the diary bears   the man's name—Janson Parlens. The diary tells the story of the past few years of his life. Janson was a juggler in a carnival for three years, but he left because the carnival was sold. The new owners treated the troupe poorly, cut their wages, and generally treated the performers as their own personal slaves. Janson decided that even a life of poverty was better than the indignity of working for those people. He left the carnival and came to the City of Greyhawk, because the carnival had once visited the city and Janson thought it was a won- derful place. Unable to find work, Janson settled in Shacktown until he could find something better. The diary ends abruptly, approx- imately two weeks earlier, which the PCs can correctly guess is due to Janson's disappearance. The entries during Janson's final month yield some clues. The PCs will need to spend some time read- ing the diary to find the four clues which follow. Nicholi is reluctant at first to let the PCs take the diary, but he realizes that letting them take it may save other residents from whatever fate Janson suf- fered. He allows the PCs to take the diary if they promise to return it as soon as they have finished with it. For every hour that a PC spends reading, give him one of the clues that follow. Four weeks prior to his disappearance, Janson writes:
I have never seen the City Watch in this part of the city. Yet last night, well after midnight, I heard a commotion down the street. I tried to ignore it, but whatever was happening was just too loud. I stuck my head out of this shack and saw five members of the City Watch led by a man in black pants, a red shirt, and a black half-cloak. They were accusing some poor man of being a pickpocket in the City. He denied everything they said, but they certainly weren't interested in what he had to say—they only wanted to make an arrest. After half an hour of this ruckus, the guards led him away. Their leader knew that people were watching, and announced loudly, "Now let that be a lesson to all of you. We know where to find you. No one here is above the law." I thought the City Watch ignored this place. I can't believe they made such a spectacle. Three weeks prior to Janson's disappearance, he writes: I'm concerned about something I heard last night. I was asleep, but I'd swear that I heard a woman scream. I thought I heard some shuffling noises and a man's voice, but suddenly all was quiet. I thought I was only dreaming, but this morning, I heard that one of the local girls has disappeared. I've seen her around—her name is Mara, and she's about my age. Who would have done such a thing as to kidnap her? No one in Shacktown has any money to pay a ransom. I hope she's all right.
Two weeks before Janson's dis- appearance, he writes:
It's been one week since Mara disappeared. No one has seen her. I worry about what may have happened. I heard today that another girl disappeared in the night the day after Mara vanished. Her friends went to the Citadel, but the officials refused to even listen. Funny that they'll come here in the night to find a pickpocket, but they won't investigate a missing person.
1 Week Before:
I saw a strange man wander- ing through Shacktown today. No one from the city ever comes here—there's really nothing here, no businesses, no shops. This guy seemed to be looking for something—or someone. As he passed people, he'd look at them very hard, as if he were trying to recognize someone. He stared at me too, and for a mo- ment, I thought he was going to say something, but he just walked away. He seemed to know his way around here, but I've never seen him before.
  Reaping 7th, 580 Worvin discovered some things about warehouses in the Great Burn. They decide to check there next.
You can smell the Great Burn long before it actually comes into view. Residents of this area go about their daily life without even noticing the gaping black void in the middle of their neighborhood. As you approach the burn site, you realize that as many as a dozen buildings were proba- bly consumed by the blaze. You've heard that the fire was large, but you didn't expect it to be quite this large. It appears that no effort was made to clear away the rubble. Stones, bricks, timbers, and sec- tions of walls and roof lie in an enormous, blackened heap. Talasek tells you that the mayor of Greyhawk decided that clearing the area would be more dangerous than leaving it lie. A low fence (4') was con- structed around the site to pre- vent children from wandering in accidentally. The fence is cer- tainly no barrier to anyone who wants to enter the site badly enough.
  They learn nothing from the Burn Site, but note the warehouses. They learn the following from the locals * The City
  • Watch patrols Old City, but at night they travel in pairs and do not venture off the Processional or the main roads.
  • Although the Thieves' Guild is powerful, it is not as strong as it has been in past years.
  • Sometimes people can be seen coming and going from some of the warehouses around the burn site at odd hours of the night.
  • The Thieves' Guild is aware of every activity in the city, thanks to its strong spy network.
  •   They stakeout the warehouses at night:
    • Produce Warehouse: Beginning about one hour after midnight, people begin trickling toward the warehouses. During the first hour, six people arrive: one pair, and the rest alone. During the second hour, two men arrive together, burdened by great packs on their backs. These men appear to be travelers, judging from the belongings they carry. During the third hour, four people exit the warehouse. The PCs can recognize them as four of the people who arrived during the first hour.
    • Fish Processing Warehouse: Beginning two hours after midnight, three people arrive individually, approximately ten minutes apart. They exit the warehouse together approximately one hour later.
    • Grain Warehouse: One person arrives at this warehouse one hour after midnight. He exits again two hours later.
    •   They capture one of them and he is a cult member. Worvin Casts a Geas on him. He reveals all that there is a secret sewer entrance to each of the warehouses and where they are located. Worvin kills him with Phantasmal Killer.   They rest and head out for the sewers in the morning.
      Reaping 8th, 580 They go into the sewers to find the cult headquarters. Carcarius easily finds the area of the Burn and finds the cults headquarters. They do not think a full assault is wise. They encountered many zombies in the sewers, that didn't appear hostile but seemed to be cleaning. Veenaira destroyed most of them.
      Reaping 9th, 580
        They go to consult with the Temple and the Paladin. They learn about the cult through Talasek's Grandfathers Diary.   They devise a plan to defeat this cult. They reach the Cult hideout and Narciara easily enters. They make their way to the Ceremonial Chamber
      Main Ceremonial Chamber:
      This is the site of all the important rituals that the cult performs. It is also the site of meetings that involve the entire membership of the cult. Tb say that this room is hideous would be an understatement. Every detail of this room is derived from and devoted to evil. The ceremonial chamber is 50' wide and 90' long. The cavern was hollowed out of the earth, then the walls and ceiling were tiled with blocks of polished obsidian. The reflection of candle and torchlight off the tiles give the room an eerie, supernatural feeling. It also gives the room a strange, unearthly echo. The floor of the cavern is made of slabs of black basalt, also highly polished. A long, black carpet runs the length of the main aisle in or- der to muffle the noise created by hard shoes and boots. Despite the polished stone, the chamber is filthy. Dust and dirt lie everywhere, and webs fill corners and spaces beneath the benches and altar. The remains of herbs and incense lie on the floor, along with ash and black wax from can- dles and torches. Even dung from underground animals litters the floor. The building materials for this chamber arrived slowly over a per- iod of many months. They were carried in by cult members arriv- ing from distant cities. A special- ized magical item was created for this purpose, similar to a bag of holding. This item resembles a small crate and is capable of hold- ing 3,000 pounds while weighing only 20 pounds. Once emptied in- side the chamber, the crates were carried back out of the city to be filled and reused many times. None of the crates are stored in the complex. Two visible doors provide access to the ceremonial chamber. One of these is the set of double doors that leads from the assembly room (area 5). The other is a single door at the back of the chamber and leads from the private meeting room used by the cult leaders. There is a secret door in the front of the chamber, behind the upper- most of the three steps (described below). It is sometimes used in combination with smoke tricks to make dramatic entrances or exits. Only the cult leaders know of its existence and the mechanism which activates it. From the cham- ber side, it is opened by two latches: one near the floor which is tripped with one's foot, and an- other at chest height between the cracks of the stone blocks. From the opposite side of the wall, the se- cret door is opened by pulling down on the lower jaw of a stone snake which hangs near the secret door. Another unusual feature of this room is six holes in the walls ap- proximately one and one-half feet in diameter. The holes are posi- tioned at the point where the wall meets the floor. At first glance, they appear that they could be part of a drainage system or perhaps an animal burrow. The holes are ob- structed (but not impassable) with dust, webs, and filth. The holes lead to hollow sections behind the walls. Each section is home to one scryxull. The scryx- ulls attack upon verbal command, and despite the size and construction of the chamber and its inher- ent echo, those verbal commands are easily received. The ceremonial chamber is eerie in its own right, but the furnish- ings here make it even more fright- ening. Long benches arranged in rows provide seating for the cult members; the carvings of the black, wooden benches depict faces twisted and distorted in pain and torture. Distributed throughout the chamber are six large (4' diame- ter), bowl shaped drums. They are constructed of some type of black- ened skin stretched over a bronze bowl, supported on tripods of large bones. Near each drum is a large bronze gong, hung from a frame built of bones. Twelve mallets of bone, padded with black hair, lie near each drum and gong. Near the front of the room, an al- tar stands in silent testimony to the evil that dwells here. The altar has a black marble top deeply engraved with runes. It is supported on both ends by two more slabs of black granite, but these are nearly hidden by many blackened hu- manoid skulls. The skulls are stacked on top of each other with the largest skulls at the bottom. Both ends of the altar are flanked by copper braziers in black wrought-iron stands. These give off a foul odor even when cold. They are used to burn incense and herbs derived from poisonous plants and noxious weeds, as well as the dung of humans and ani- mals. The room is lit by torches that line the walls at four foot intervals. Again, the evil of the cult is re- vealed in the features of the torch holders. Each torch is thrust into the hole in the base of an over- turned skull that hangs on the wall. When lit, the torchlight fills the empty cavities of the upside- down skulls, making them appear alive and silently laughing. Behind the altar is a series of three wide, semi-circular stone steps. They simply provide an ele- vated platform to enable cult lead- ers to be better seen and heard. Around the altar and positioned strategically on the steps are nu- merous black candelabra that each hold six black candles. Each candlabra is slightly different from the others; upon inspection, PCs will discover that these differences are due to the fact that they are constructed of bones, blackened by fire. The candles are held in small brass cups, but all other parts of the candelabra are made of bone. The candles that they hold give off a foul odor even when they are not lit; when they are, the fumes and smoke are nauseating. For ceremonies which induct new members into the cult, special can- dles are used whose fumes are mildly hallucinogenic. This seems to help the new recruits believe in the powers of Iuz and and reinforce their decision to join the cult. Between the altar and the front of the stone steps is an enormous two-piece tapestry curtain. The curtain may be drawn to opposite sides of the room if desired. It is of- ten used for dramatic effect, some- times assembling the cult leaders behind the curtain then opening it with a bright flash and a cloud of smoke. Sometimes it is kept closed so that its portrait may reinforce the mission of the cult. The tapestry work of the curtain depicts a mural of death and de- struction in the City of Greyhawk. Across its 50' width, various scenes depict citizens being slaughtered by followers of Iuz, fires raging uncontrolled, and lightning raining from the sky. Dark clouds hang over the city. The largest of the scenes depicts the destruction of the Sacred Tem- ple of St. Cuthbert. The Temple lies in ruins and the bodies of its clerics litter the scene. The most important element of the tapestry is visible only when the two sections of curtain meet in the center of the room. Each side bears half an image that is view- able when the halves meet. The image is that of an enormous fal- con, claws extended as if reaching down to snatch up its prey. The fal- con hovers at the top of the mural, directly in the center. The chamber is otherwise empty; no papers, books, scrolls, or personal items are kept here. Such items are removed immedi- ately after ceremonies are finished and are only brought in when ceremonies are about to begin.
        Veenaira tears down the blasphemous tapestries, and throws them in the Bag of Holding to destroy them (One of the new ones 3,000 lbs, 20 lbs.)   They almost disrupt the ritual but the watch led by Nestor breaks up the fight and orders it stopped. The Company realizes it is not prudent to disobey the watch. They leave, and are escorted out with assurances the cult is stopped by the watch. None of them beleive this so.   Reaping 11th, 580 They are summoned to the citadel for their reward. They are each given 5,000 gp.

Rewards Granted

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Character(s) interacted with

Gruenab the Hill Giants WGA1 Gruenab is truly an anomaly. His giantish appearance belies his actual nature. He was the victim of a curse put upon his father, Boz- bob, by a witch over 100 years ago. His father was arrogant and boast- ful beyond measure, and in order to shame him, he was cursed by a witch whom he had annoyed once   too often. The witch declared that Bozbob's sons would be stunted and have the tendencies and na- tures of the humans. This was the ultimate shame for Bozbob, who considered himself superior in every way to humans and most gi- ants. He did not believe the witch's curse, but when Gruenab was born, Bozbob exiled his wife and infant son. Gruenab's mother, Garna, found refuge with another settlement of giants, and Gruenab was raised in the ways of the hill giants. When he reached adulthood, he took leave of his village and eventually settled in Greyhawk. He never felt as though he belonged with the gi- ants, for he was taunted as a child and shunned as an adolescent. His puny size and sickly appearance (by giant standards) made him the object of much ridicule by the other giants. When he reached Greyhawk, however, he found an entirely different attitude. Here, he was respected for his mass and strength. He was hired immedi- ately as a bodyguard for a wealthy merchant. Upon the merchant's death, Gruenab inherited a minor fortune in reward for his loyalty and effectiveness. He used this in- come to build The Whistling Fish. Gruenab's human tendencies give him a pleasant, benevolent disposition. Despite the cruelties of his childhood, he always re- mained friendly and trustworthy. Although his appearance is intimi- dating, most people take a quick liking to Gruenab once they get to know him even slightly. Gruenab is outgoing, friendly, and exceedingly loyal to his friends and to the city of Greyhawk. After all, this city has provided him with a comfortable lifestyle, good friends, and security. He is a ready source of information about Greyhawk and directions around the city. He does not discuss gossip or rumors unless he feels the information is accurate.
  Talasek is a tall (6'3"), solid man who takes great care in maintain- ing his physical condition. He practices and exercises daily, working out with friends and in- structing some local youths. Talasek's wavy brown hair falls just below his shoulders, where it gradually ends in a peak. He has bluish-grey eyes and sharply de- fined facial features. He never seems to notice the heads that turn his way or the girls who gaze at him dreamily. Talasek is a third-generation pal- adin who was raised by his mother after his father was killed in a fire, attempting to rescue several el- derly people. Talasek was six years old at the time, and therefore has faded but heroic memories of his father. His childhood was filled with stories of battles, noble deeds, and holy causes. Talasek was instilled with a de- sire to live his life as a champion of good and combatant of evil and its vices. His lineage, however, is a mixed blessing. Talasek is obsessed with proving himself in the manner of his father and grandfather. He will take on almost any cause, and sometimes acts without consider- ing the consequences of his actions. The result is Talasek's greatest weakness; he might easily be duped into misguided activities because, in his eagerness to prove himself, he might accept a mission without fully considering or com- prehending it. Talasek is too trust- ing of others and must learn to be more cautious. Talasek's good looks and charm instill instant trust in those he meets. He seems to attract people in need of help, whom he usually escorts to the temple (the priests have convinced him to bring the needy to the temple, since he has a tendency to run out of money by giving it away). As a trusted servant of St. Cuthbert, Talasek has the same privileges and access to the temple that the priests are allowed. Al- though not allowed access to areas such as the vault and the private quarters of the temple leaders, he is allowed to come and go as he pleases. He keeps his valuables in the temple's vault, and may re- quest them whenever he chooses. Talasek lives in a boardinghouse in Clerksburg, near the wall that separates the High Quarter from New City. He is an ideal tenant, but a somewhat disorganized house- keeper. His neighbors in the board- inghouse are all bachelors; some are students, some merchants, some apprentices. As a paladin, Talasek has few possessions. He buys only what he needs and donates the rest of his money to the Temple or to Nicholi. The few valuables that Talasek does own are his armor and weap- ons, a ring that belonged to his mother, and a portrait of his par- ents. He keeps the ring and por- trait in his room, but his armor and weapons are stored in the vault in the temple. The armor, shield, and long sword are family heirlooms; Talasek inherited them from his father and grandfather. Talasek's shield bears his family crest. The shield is divided into three wedges, each depicting a dif- ferent goal. Where the three lines that divide the shield come to- gether, a symbol of St. Cuthbert (the starburst) unites them.   Towards the end of the night, Talasek who claimss to be a palading asks to join them. They are all in conversation and eventually Talasek says:
In a hushed, distressed voice, Talasek tells you that he senses a growing evil but cannot pin- point it. "I've been getting this feeling for many months now," he tells you. "City officials seem indifferent to the problem. I can't tell them where I think the problem is, so they just tell me that they can't deal with a prob- lem that isn't there. But I've seen some strange things. We've had some strange folk move into town. They're not the ordinary families or farmers or merchants. They're too quiet and aloof. Sure, there'll always be people like that, but there have been too many lately. They always come alone. And they al- ways seem to find others of their kind. I don't know where they live; I've tried to find them. They just seem to disappear into the city.
dventurers like yourselves. But lately, they leave town soon after they arrive. I've heard that their rooms have been ran- sacked, they've been am- bushed, and they've been threatened. Talasek falls silent for a while, then adds apologetically, "I'm not trying to scare you folks. I thought you should know some of this so you can watch your backs. But I'm raining on your good time, and for that I apolo- gize. I've said too much. Tell you what. Let me show you around the city tomorrow. It really is a great place. I promise I'll be more fun and I'll show you some really interesting things. This city has treasures you won't find anywhere else. What do you say? I'll meet you here right after breakfast."  
  After Talaswk leaves, Carcarius notices a strange man in blue that follows the paladin out. It looks suspicion and at night he has a strange dream:
You dreamt of many robed fig- ures wearing strange symbols on chains around their necks. The figures appeared to be searching for something in a huge, dim cavern. Eventually, one of them found an enormous glass globe which was moved to the center of the cavern. The fig- ures clustered in a circle around the globe and began chanting louder and louder as if their chanting would break the globe. The globe rumbled and shook, but never broke. One of the fig- ures became angry and shouted at the rest of the participants. Then they filed out of the cave, leaving the globe to be guarded by four of the figures.
  Reaping 4th, 580 7 am to 9 am the paladin does not show. They are worried. Guards come the door, and are asking the party questions. When they try to interject the guards are rude but Carcarius disabuses them of their attitude and they are Kinder. The party agrees to accompany them.
There they meet the constables assistant as the constable is out. Everyone except Worvin distrusts the man. He seems to be dodging most of their questions. Finally Carcarius tells them of the strange man. Nestor Responds strangely : the PCs mention the man in the tavern who was watching Tala- sek, Nestor asks for a description, then gets a strange look on his face for a brief moment. He finally lets out a long sigh and says, "That's a poor lie. No, I'm sorry—I don't be- lieve there was any such stranger." The questioning took about 3 annoying hours. Finally its revealed that Talasek is at the Temple of St. Cuthbert. They travel there.   They are lead to Talasek by a priest and they meet him there. He begins to apologize for draggin them into this. When he stops profusely apologizing he tells them: "After I left the Whistling Fish, I started heading home along my usual route: up the Processional, then down the side street to my boarding house. I was within 100 yards of home when suddenly I felt lost, as if I had never been on my street before. I started to look around for anything familiar, but things just looked stranger and stranger. "As I turned around, I noticed a man in a robe walking toward me. I couldn't see his face, but I asked him if he could help me because I suddenly seemed to have lost my way. He raised his hands as if to lower his hood, then I was struck on the head from behind. "I remember falling to the ground and being kicked all over by hard boots. I could see three men in robes beating me, and the other man, the one I saw first, just standing there, watch- ing. I felt as if I couldn't move; I tried to fight back but I was just swinging at the air, as if I had never fought anyone in my life. "Finally, the first man made a hissing noise and the beating stopped. The three men followed the other off into the darkness. "I don't know how long I lay there, but it felt like forever. I still didn't know where I was, but I knew my name and I knew that I had come from the Whis- tling Fish. I knew that I was try- ing to find my way home. "I began to pray to St. Cuthbert, and gradually, my memory returned. I continued to pray and eventually I felt well enough to make it to the Tem- ple. I was lucky when I passed through the Garden Gate that the guards didn't notice my in- juries. If they had known I had been beaten, they would have dragged me to the Citadel for questioning immediately. Un- less you talk to Derider Fanshen herself, the guards tend to forget that injuries need attention before they hear your story. I longed for the comfort of this shrine, for the care of the priests. In the event that they couldn't heal me, I wanted to die close to St. Cuthbert's favor."   Carcarius tells him of the dream and the party discusses their feeling on the constable. Not much information is discerned. Talasek asks them to get some things for him from his boarding house. Veenaira agrees before anyone else.
You arrive at the Temple and approach the building where Ta- lasek stayed after his attack. A cleric waits for you in the foyer. He does not ask your names, but recognizes you, smiles, and says, "Please follow me." You are led to a large meeting room which holds a long, oval table. Talasek is here, but the clerics have not yet arrived. The cleric who led you here says, "I will let the others know that you are here. They will be along mo- mentarily." The furnishings and draper- ies of this room are simple but of excellent quality. Two ornate holy symbols hang on the walls at opposite ends of the room. The most striking features here, however, are the twelve life-size paintings which fill the long walls of the room. Each portrait hangs in its own intricately carved frame. Of the twelve portraits, five can be recognized as paladins and seven as clerics. The men are attired in their best cos- tumes: the paladins in plate armor, bearing sword and shield, and the clerics in fine robes. Talasek notices you observing the paintings, and begins to ex- plain. "These are men who de- voted their lives to St. Cuthbert and performed noble deeds in his name. The priests you see are the former heads of this tem- ple. The paladins, each in their own way, performed some out- standing service that required bravery and selflessness in the superlative. "The man you see here"— Talasek approaches one of the paintings—"is my grandfather, Talamar Thraydin. I never knew him, but the legends say that he fought and defeated an evil cult in the city. It somehow seems appropriate that we are here to- day to discuss a similar evil. "These were humble men— many of them objected to being honored in this way. But the priests insisted, so that all who followed in their footsteps could learn from their examples. Many of the apprentices—in fact, all the priests here—come to this room in times of need and to extract inspiration. The cler- ics who started this tradition were wise indeed. I wonder if they know how many men and women have been helped along the way by the inspiration this room provides. This is why meetings are held and decisions are made in this room—in the hopes that these men will guide us in the direction of truth, as St. Cuthbert would desire. The painting of Talamar Thraydin portrays a tall man wearing beautiful plate armor. You can see the resemblance to Talasek in his strong features and green eyes. He cradles a small, green book in one arm, and his other hand rests on the hilt of his sword which stands on end, the tip pointing into the ground. His shield stands propped up next to his feet. A gold holy symbol of St. Cuthbert hangs from a woven silver and gold chain around his neck.
You notice that all the other paladins hold their sword in one hand and shield in the other, in various poses. You ask Talasek about the importance of the book that he holds so carefully. Talasek thinks for a moment, then says, "You know, I've seen this portrait so many times that I don't even notice the book any more. I wonder if it could be the same book my father used to read. I was very young when my father died, so I'm sure it was something I wouldn't have un- derstood. But I do remember seeing my father reading a book that looked just like that one. I must ask Eritai when she ar- rives whether the book still ex- ists. You're right—it couldn't have been a trifle if Grandfather wanted it in his painting."
    Goldie This merchant is really being evasive. Worvin has enough of it and casts Suggestion on him. determine that the pendants are made for a stran- ger as a special order. He thinks the stranger is not a resident of the city, since Goldie never sees him anywhere but the market. The stranger requires four variations of the pendant, pays well, and has told the jeweler that he must never use the design for other jewelry. Goldie must never tell anyone about the orders or he will lose the stranger as a customer. This is all the information Goldie knows about the pendants.   Eritai Kaan-Ipzirel, head of the Temple

Created Content

We have finally put an end to the menace that threatens Greyhawk. Gods willing, we will never be forced to fight such a battle again. We all feel fortunate that we learned of the cult in time, before it became too powerful. The cult was discovered by the priest who operates the shrine in Old City. He received complaints from his parishiners that their teenage children were being recruited into a "club." At first, the parents were not worried much, but as the behavior and attitudes of their children began to change for the worse, their concern grew. They asked their priest, Nymman Sent, to speak to the club leaders and learn what was happening. Nymman arranged a meeting with the "club." Afterward, he told some of the parents that the club had no intention of slowing or stopping their activities. Nymman informed the club that this would not be the last time they would hear from him. The evening following his meeting with the club, Nymman 's room was broken into and he was severely beaten. His attackers told him not to meddle in the business of others, and that a club in Greyhawk was not his concern. Some of his parishioners found him and took him to the main Temple in the New City for aid. Nymman told his story to the clerics there, and they decided to investigate the club. Nymman felt that this was no ordinary club; there was something deeper and darker involved. He was right. At this point, the Temple clerics decided to assemble a party to investigate and, if necessary, put an end to the club. The clerics who investigated began at the place where Nymman had his meeting. When no one could be found, they examined the room and found a secret passage. The passage led to an underground chamber. A small room was found filled with cloaks, hoods, black candles, and foul-smelling incense and herbs. They knew that this evil was great. On the other side of this room, a doorway led to an enormous chamber. This was not a natural chamber; it had been hollowed out of the earth recently. But what terrified the clerics most was the enormous unholy symbol of Iuz that stood in the front of the chamber. It was surrounded by black candelabra bearing black candles, draped in filmy, black fabric. An altar also stood in the front of the chamber, which appeared to be carved from the rock that made up the floor of the room. It appeared that as the room had been excavated, a great block of stone had been left behind, which was in the process of being carved into an altar. This was the greatest reassurance; the altar was unfinished. Perhaps their powers were still weak. The investigators hid in the chamber in order to learn more. Eventually, a woman entered the chamber, examined the altar closely, and made some notes on a parchment. Then she checked the candles and the unholy symbol, looking pleased. As she prepared to leave, the clerics approached her to speak with her. She became angry immediately and told them to leave. Before the clerics could even move, a lightning bolt issued from her fingertips, wounding the clerics severely. She transformed into a falcon and flew from the room. The clerics escaped with their lives. The second time, more powerful clerics were sent to investigate. They entered the large chamber and observed the falcon-woman with three men. Together, the clerics examined the altar, the unholy symbol, and the candles, talked among themselves, and finally knelt before the unholy symbol of Iuz and began to chant. This went on for several minutes before they were finished. The clerics launched an attack, but the woman again turned into a falcon and escaped. The clerics battled her assistants, but were forced to retreat when they were badly wounded. The Temple clerics decided that stronger measures were needed and selected myself and Elliman Neshir, another of the Temple clerics, to lead an attack on the cult. Elliman and I had been acquainted for many years. We were told to select two other men to accompany us; men of our own choice, but who could be trusted implicitly. We did not need to debate long to decide who our fellows would be. We chose Quevell Maxem and Mizaab Zalen, both mages. They readily agreed to assist us. Meanwhile, Nymman, the cleric in the Old City, was appealing to the young men and women who were known to be cult members. Many of them would not discuss the cult, but two young women expressed their desires to cease their involvements. They had been told, however, that once in the cult, they were not allowed to leave, and they would suffer if they tried to quit. Nymman learned from the young women that the falcon- woman and her three assistants were the only leaders of the cult. We were horrified to learn that nearly every member of the cult was under the age of twenty years. There were approximately seventy followers. The women guessed that no one had acquired any powers due to the infancy of the cult. They also provided the date and time of the cult's next ceremony. We decided to spare the followers due to their youth, and focus on the woman and her cohorts. The mages debated long and hard about the falcon-woman's powers. They could come to no conclusions about whether her powers were the results of a spell, a magical item, or even natural ability. Their final decision was that Greyhawk would be safer if the woman were trapped in an eternal prison with no means of escape than if we killed her. By killing her, there was a risk of her reforming or resurrecting, depending upon where her powers were derived. We built a plan with the goal of destroying her assistants and imprisoning the falcon- woman. The mages went to work to plan their spell casting. I retired to rest and pray. Four days later, after intense research and discussion, Quevell and Mizaab were ready. They explained that the Falcon, as we had come to call her, would be trapped in her own dimension, completely cut off from the outside and absolutely alone. Using both their powers, they could make certain that the prison would hold for all eternity. Although I understand little of arcane power, I trusted them to be correct. We arrived at the chamber near the time that the ceremony was supposed to begin. We slipped inside invisibly and waited for the moment to strike. When everyone was assembled in the main chamber, a bird flew into the room and landed at the front. We could see that it was a falcon, but within moments, the bird transformed into the woman who had been described to us earlier. After a few moments, we put our plan to work. The mages prepared to cast their spells, and I began to creep toward the front of the chamber. I waited for them to begin, and stood ready to fight her assistants. Suddenly, a shimmering globe appeared around the woman. She opened her mouth to scream, but no sound was heard. A cloud began to form at her feet, growing ever larger. Her assistants moved toward her to help, but I rushed at them to prevent their interference. Some of her followers screamed, others threw themselves to the floor for protection. The cloud at the Falcon's feet had risen up to her waist, and now lightning crackled inside the cloud. The woman writhed in anger and in pain, then began to transform again. A hole began to open in the cloud, beneath her feet, and she began to sink. I could see that the magic of my friends was working, but I had not anticipated the sight that now stood before me. The woman's body had transformed into an enormous snake, but her head remained. The snake body writhed and wriggled, but could not break free of the spells that now held it. As I battled her assistants, I could see her form continue to sink into the cloud. My battle was easy, for her men were not trained to fight, and wore little protection. Finally, the snake-woman sank completely from view and the cloud closed the hole above her head. The last swirls of mist seemed to sink into the floor after her, then it was over. The snake-thing was trapped. Her assistants were dead. Elliman had managed to control her followers, who now stood in shock. Elliman spoke eloquently and informed her followers that they were no longer the victims of this woman's evil. They would do best to forget what had happened, if that was possible, and to go on with their lives. We collected the robes, hoods, and candles, the bodies of the dead cultists, and all other objects of evil, and made a heap in the center of the floor. Some of the followers assisted us, obviously relieved to be free of this evil. Others left quietly. We set fire to the evil pile and watched it burn, then began evacuating the cult members. This was not difficult, because the foul odors were more than any of us could tolerate. When all had been evacuated, we returned to the chamber to see that the fire had died to a smoldering pile of glowing embers. Satisfied that we had conquered this small part of Iuz's evil, we returned to the main temple. As we discussed the events of the battle, I learned that the mages were as surprised by the woman's snake transformation as I was. They admitted that they had not expected this, but they felt certain that their magic would still hold her. This led them to believe, however, that her ability to change shape was a natural ability and not the result of spells or magical items. I cannot help feeling uneasy, however. Although I trust my colleagues completely, I do not understand enough of the arcane arts to feel certain that the snake-falcon-woman is trapped for all eternity. I have recorded this account of our battle in order to advise those who may face her again. If she escapes, she will surely return to seek revenge on this city and those who trappped her.

Related Reports

Reaping 5: Iuz is heard in relation but nothing definitive
Report Date
04 Jul 2025
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