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official’Advanced Dungeon

James M. Ward

A co mpendium of GREYHAWK@ ampaign ideas for the AD&D@role playing system.

TSR, Inc. TSR UK Ltd.


P.O. Box 756 The Mill, Rathmore Road
Lake Geneva, Cambridge CBl 4AD
WI 53147 U.S.A. United Kingdom

ADVANCED DUNGEONS & DRAGONS, AD&D, GREYHAWK, WORLD OF GREYHAWK, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc.

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.DebicatioN ’
I would like to dedicate this work to those uncounted numbers of people who
ha ve liked my material and were kind enough to tell me so. Thank you, very m uch.
JM W

Introduction
Warning:This book is designed for experienced campaigners!
I preface my introduction wit h th e above statement because I want you to realize tha t this isn’t a role-playing aid for newcomers.When th e AD&D
game was first published, th e GREYHAWK@ampaign system had been up and running for several years. Since then, I hope I have helped, in my ow
sma ll way, t o make t ha t campaign and the AD&D game system grow a little larger and run a little better. Now, others have taken up t he gau ntlet a n
quite probably hundreds of thousands of player cha racters have walked down the d irt roads of the City of Greyhawk and roamed the l ands of Oert
This book was creat ed out of th e demand by thos e GREYHAWK game lovers for more inform ation.
The oldest, running fantasy campaign has a very vocal following.Each section of th is book came out of a dir ect requ est for more in formati on abou
part icul ar aspect of Oer th and Greyha wk. If you’re new t o Greyha wk, you may find part s of thi s book confusing-you’re sur e t o find it intriguing. (
brin g yourself up t o speed, check out TSR s previously published GREYHAWK materi al.) If you’re already a GREYHAWK gam e player, t hi s book w
present you w ith f un and adventure like you’ve never seen before.
Still, as I sit her e writi ng th is introduction, I know tha t I am doomed in my effort to please everyone. I feel I’m about to enter i nto a lovehate re
tion ship w it h thousa nds of GREYHAWK game fans. I truly believe there are sectionsin th is book that everyone will read and love, but t he ot her si
of the coin is also true-I plan on being asked (for th e rest of my life!) “Why didn’t you put in a section on government? ” or “Why didn’t you p ut in
longer section on spells?’ The answers to these questions and th e thousands of others th at will be asked ar e long and only vaguely interesting
worked hard t o put tog ether a cross section of what everyone said they wanted. I hope I hit the mark most of the time.
Let me give you a quick rundown of the material in th is book:
Deities: The mai ngods and goddesseswho influence PCs and NPCs are listed. The conceptof these beings coming down in “Avatar” form i s presen
ed for the first time. More information on role-playing clerics has been added for people who like the ir role-playing with more meat in it.
Monsters: Creatures unique t o the world of Oerth , from the steaming jungles to the dr y deserts have been created. These monsters can also fit i n
any fantasy campaign or adventure.

Heroes:
strong andPowerful and important
weak points non-player
in a n effort t o providecharacters were requested
new springboards by almost everyone. These characters, good and bad, are listed with the
for PC adventures.
Spells: The lists in th is book describe he spells of the g reatest spellcasters in the GREYHAWK campaign.Now, player cha racters can cast th e spe
of Drawmij, Rary, and others. There is a certain satisfaction i n knowingjust which wizard gave your character t he useful spell tha t saved your party
bacon when times were hard. Now you know.
Magicitems: A book on GREYHAWK Adventu res wouldn’t be complete withou t some mention of th e magic al item s uniqu e to Oe rth. In ad dition
the usual enchanted objects (rings, wands, and so on), I wanted to include magical items like coins, caps, eyepatches, lockets, and tu rban s, al l wi
the ir own useful magic.
Geography:The int ere sti ng sights of Oerth have long been ignored. This section deals with some of th e more famous geographical features, all sit
of a dventures past and futur e. These geographical features provide endless exciting possibilities.
Adventures: To o u r surp rise , hundreds of le tt er s claimed th at no GREYHAWK book would be complete without adventur es, so, of c ou rs e we’
included some here. T his concept is a totally new one for TSR and one tha t i s on the te sting block. If you like adventures i n your hardbounds, t he i d
stays; if you don’t, the id ea goes, never t o be seen again.
Zero-Leuel Characters: Many people wondered what characters were like before they became first level. Now, a special appendix in th is book giv
you the chance to role-play characters who aren’t q uite ready for first level.
I would like t o make n ote of the sound developmen tal work of the de signers and edit ors who helped me put a ll th e puzzling pieces of thi s book toget
er. This, more th an a ny othe r recent TSR project, was a group effort. Only a few of the people who participated could be mentioned in t he cred its. I wa
to go on record as being very appreciative of everyone’s efforts.
As a final note, thi s book more tha n any other AD&D game book, was created by you, the players. Your letters, questions, and comments determin
the contents of the volume you hold i n your hands. I t i s my hope tha t you got what you wanted.

July 4, 19

Credits
Design and Organization:Jam es M. Ward
Design: Daniel Sala s, Skip Williams, Nigel D. Findley, Thomas Kane, Stephen Innis, Len Carpenter, Eric Oppen
Editing an d Coo rdination:Warren Spector
Editing: Anne Brown, Karen Boomgarden, Steve Winter, Mike Breault, Scott Haring, Jo n P ick ens
Special Developmental Work J on Picke ns
Cover Art: Jeff Easley

Interior Art: Jeff Easley. Also Jeff Dee, Diesel, Larry Elmore, Jim Holloway, Erol Otus, Dave Suth erland, Dave Trampie
Gary Williams.
Graphic Design: Lori S vikel
Typography: Linda Bakk an d Betty Elmore
Keyline: Stephanie Tabat

Distributed to t he book trade by Random House, Inc. and in Ca nada by Random House of Canada, Ltd.
Distributed to t he toy a nd hobby trade by regional distributors. Distributed in th e United Kingdom by TSR UK Ltd.

01988 TSR, Inc. All Rights Reserved.

0-88038-649-5

This work is protected under th e copyright laws of the United States of America. Any reproduction or unauthorized use of the materia l or artwork contained herein
prohibited wit hout th e express written permission of TSR, Inc.

Printed i n th e U.S.A.

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Introduction ................................ 3  Geography of Oerth ...................... 89

Deiti es and Clerics of Greyhawk ......... 4  Pinnacles of Azor’alq .......................... 89


T he Se a ofDust ............................... 90
Terms Used In This Book ........................ 4  The Pits of Azak-Zil ........................... 91
Boccob ....................................... 5  Skrellingshald ................................ 92
Celestian ..................................... 6  The Sinking Isle .............................. 93
St . Cuthbert .................................. 9  The Twisted Forest ............................ 95
Ehlonna ..................................... 10   The Burning Cliffs ............................ 96
Fharlanghn .................................. 11  Csipros Erd-The Geysers of Death . . . . . . . . . . . . . . 7
Incabulos .................................... 12  Tovag Baragu-T he Stone Circles . . . . . . . . . . . . . . . . 8
Istus ........................................ 13  Rigodruok-The Rainbow Vale . . . . . . . . . . . . . . . . . . 9
Iuz ......................................... 14   Esmerin .................................... 10 1
Nerull ...................................... 15   Turucambi .................................. 102
Pholtus ...................................... 16 
Ralishaz ..................................... 17  Adventures in Greyhawk ............... 04
Ulaa ........................................ 18 
Horsesense ................................. 104

Monsters of Greyhawk .................. 20 Diver Down .................................


BeamingUp ................................ 105 107
Beastman ................................... 20 The Entrance to the Valley of the Mage . . . . . . . . . . 09
Cactus. Vampire .............................. 21 The Rescue of Ren ............................ 111
Camprat ..................................... 22 The House of Cards .......................... 113
Changecat ................................... 24
Crystalmist .................................. 25 Appendix 1: Zero-Level Characters . . . . 117
Dragon’Greyhawk ............................ 26
The Fledgling Character ...................... 117
Grung ....................................... 27
SpecializedAbilities .......................... 118
Inguni ...................................... 28
Class Abilities and proficiences . . . . . . . . . . . . . . . . 20
Nimbus ..................................... 29
Languages .................................. 123
Sprite. Sea ................................... 30
Swordwraith ................................. 31
Combat and Wounds .......................... 124
Equipment a nd Money ........................ 124
Wolf. Mist ................................... 32
Using Magical Equipment ..................... 124
Zombie. Sea .................................. 33
Joining a Character Class ..................... 124
Hall of Heroes ............................ 35 Abilities From Other Character Classes . . . . . . . . . 25
NPCs ...................................... 125
The Free City of Greyhawk ..................... 35 Oriental Characters .......................... 126
The Valley of th e Mage ......................... 42 Acting a s DM for Zero-Level Chara cters . . . . . . . . . 26
The Scarlet Brotherhood ....................... 44
Elsewhere on Oerth ........................... 47 Appendix 2: Greyhawk Spell List . . . . . . 127
Magical Spells ............................. 51 Bigby ...................................... 127
Drawmij .................................... 127
Bigby’sSpells ................................ 51 Mordenkainen ............................... 127
Drawmij’s Spells .............................. 54 Nystul ..................................... 127
Mordenkainen’s Spells ......................... 56 Otiluke ..................................... 128
Nystul’sSpells ............................... 58 Otto ....................................... 128
Otiluke’s Spells ............................... 61 Rary ....................................... 128
Otto’s Spells .................................. 65 Tenser ..................................... 128 A
Rary’s Spells
Tenser’s Spells.................................
................................ 67
69

Magical Items of Greyhawk .............. 72

.
Rings ....................................... 73
Rods. Staves. and Wands ....................... 74
Amulets ..................................... 76
Miscellaneous Magical Ite ms .................... 77
Armor an d Shields ............................ 86
Swords ...................................... 87
Miscellaneous Weapons ........................ 88

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Deities and Clerics of Greyhawk

he gods often visit the Prim e Material Plane i n when a deity infuses part of its life force into a physical
av ata r form to aid thei r worshippers or jus t to form. Greater deities have been known to use a s many a s
enjoy themselves. I n one way or another, they three a vata rs at th e same time. Lesser deities have never
influence the actions of all creatures on the been known to use more than one. Demigods cannot use
Plane. This chapter provides a detailed look a t avatars. Deities usually create equipment to go along with
9 the most influential deities. It describes their avatars, the form. Only the most common avat ar for each deity is
the ir clerics, and th e special powers th e deities use (and listed here, but avatars of considerably greater power are
gra nt to thei r clerics) in th e Prime Material Plane. known to exist.
For some unknown reason, th e city of Greyhawk gets a n Some deities keep several a vat ars on th eir home planes,
unus ual amou nt of atten tion from these deities-at least in case one is destroyed. (Destroying an ava tar does not
one of these beings usually ha s an ava tar i n th e city. Many harm a deity in any way, however.) When an avatar is
ballads tell of awe-inspiring confrontations between ava- destroyed, its equipment is usually destroyed along with it,
ta rs of opposing alignme nts on th e city’s crowded streets. but the deity might choose to leave it behind if doing so
Needless to say those streets needed considerable repair would serve its purposes.
when th e battle was done. Deities send avatars to the Prime Material Plane in
order to influence, help, or instruct their worshippers.
Many of th e grea tes t heroes of any race of people or intelli -
Book
Terms Used
Each deity’s In are
particulars This
presented in three parts: a
gent creatures
avatar will takewere
greatavatars
pains notsent to help
to reveal ththat race.
at they areEach
part
deity. If a n av atar dies, th e body will vanish after several
section on the deity itself, a section on th e a vat ar most com-
monly used by the deity, and a section describing the dei- days. This body cannot be revived by magical means. Ava-
ty’s clerics. The spells listed with the deity are always ta rs usually appear i n desolate area s and move towards the
available t o th e clerics of his or h er order. The special, spell- people they would protect.
like powers ar e available to t he head cleric of any temple of
th at deity. These powers are granted to the cleric during Abbreviations
times of special need. The following abbreviations ar e used throughout thi s book
to describe characters of al l sorts. Information app lying
The Deity only to avatars is listed in italics.
The deity’s name is given first, followed by its status H D Hit Dice. The number of hit dice th e av at ar has.
(Greater Deity, Lesser Deity, or Demigod). A deity’s sta tu s THACO Acronym for ““b Hit Armor Class 0”. The score
reflects its power in relation to other deities. Sta tus also needed on a twenty-sided die to hit an opponent th at ha s
helps to dete rmine how powerful a deity’s ava tars are, how a n armor class of 0. The score needed to hi t tar gets with
many a vata rs there are, and what special abilities th e dei- other armor classes is easily calculated from th is num-
ty has when its avatars are at full power. Note th at only th e ber. Note th at t he THACO does not ta ke into account “to
powers of th e deities’ av atar s ar e given here. hit” adjustments from stre ngt h or magic.
S p A Spell Ability. The class and level at which the char-
Abbreviations acters casts spells (MU = magic-user; CL = Cleric).
A L Alignment. Indicates the deity’s behavior (see PH B
Note that the deity’s unique spell-like abilities are cast at
a higher level which reflects the deity’s true powe r
and DMGfor notes on t he various alignments). A listing
MV: Movement. This is how fast a c reatu re moves:
in parentheses after alignment indicates a deity’s ten -
I#” = flying speed
dency to s tray from the primary alignment.
I/#” = swimming speed
WAL: Worshippers’ Alignment. The align ment of the dei-
= burrowing speed
(#”)
ty’s non-clerical worshippers.
*# ” = speedinweb
SoC: Spheres of Control. The ideas, events, or subjects th e
A C Armor Class. This is the character’s frontal armor
deity controls or is interested in, and what th e deity is
worshipped for. class, tak ing into account its dexterity, magical protec-
tions, and in nat e toughness. The armor class could be
Symbol. The sign by which the deity is known. lerics must
worse if th e character is attacked from the flank or from
have a copy oftheir deity‘s symbol in order to cast spells.
behind.
C R Color. The color most commonly associated with the
hp: The character’s hi t points. This is number of hit points
deity. A deity’s avata rs an d clerics often dress in th is col-
the deity ‘ loans” the avatar (usually about one third of
or. Visible effects of spe lls cast by clerics of th is deity
its total hit points).
will alwa ys be in h ues of th is color.
#AT: Number of Attacks. The number of at tac ks th e char-
P N Plane. The plane where the deity maintains its pri-
acter can make in a single round.
mary residence.
Dmg: Damage. The damage inflicted by a single attack.
M R Magic Resistance. The chance of a spell failing when
Avatars used against th e character, usually about half the deity’s
An avatar is a physical manifestation of a god created true magic resistance.

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S Z Size. The size of an avatar is always slightly larger Boccob’s Avatar


tha n the normal size of a member of the race the avatar is
HD 14; THACO 13; SPA MU 18; MV 1 8” ;AC -2; hp 62;
sent to help.
#AT 1; Dmg l d6 + 1 o 4 (stren gth bonus + variable
Str: Strength magical bonus); MR 50%;SZ M; Str 16, In t 20, Wis 18,
Int: Intelligence
Dex 18, Con, 16, Cha 18
Wis: Wisdom
Dex: Dexterity Boccob rarely leaves h is ow n hall. When he does go forth,
Con: Constitution
he appears as a handsome man of indeterminate age clad
Cha: Charisma in flowing purple garments. His clothing is covered with
shimmering golden runes which move and change. He is
Clerics indifferent an d reticent to those he meets, neither seeking
Each of G reyhawk’s deities d emands worsh ip of a differ- nor avoiding confrontations, but he always seeks to gain
ent sort, and attracts a different so rt of cleric. The unique knowledge.
qualities, specialties, and chara cteristics of Oerth‘s diverse His most common av ata r is hi t only by weapons of + 3 or
clerics a re described in detail, but you’ll need to know th e better enchantment. No mat ter wh at his form, he can draw
meaning of several abbreviations. power from either the Positive or Negative Material
Planes. This allows him to str ike fear in a 15 foot radius
into undead or creatures from the Positive or Negative
Cleric Abbreviations
Material Planes, saving throw a t -4.
A L Alignment. The alignment required for a character The ava tar ha s double normal vision into all spectrums
to become a cleric of this deity.This is always more restrict- and can regenerate ld4 hit points per round. Boccob is
ed th an a worshipper’s alignment. immune to all spells involving the mind, including
RA: Raiment. W hat th e cleric wears when performing feeblemind and similar magics.
formal ritu als to t he deity a nd th e cleric’s preferred g arb at Once per day, Boccob can create a disc of Concordant
other times. Opposition. The disc is a 10-foot web of force th at blas ts
AEx: Additional Experience Cost. The penalty, in expe- into nothingness any creature with fewer than 10 evels or
rience points, the cleric must pay when advancing in hit dice, or less tha n 50%magic resistance (unles s a save is
levels. This is offset by unique special abilities the deity made). Characters of more than th e 1 0th level take 50
grants to its clerics. points of damage, no save allowed. Any creatur e wit h a
W PN Weapons. The types of weapons th e cleric may magic-resistance greater t ha n 50% is unaffected. Casting
use. Weapons marked w ith a n asterisk are strongly associ- time is one segment. The disc’s range is limited only by
ated with th e deity and t he cleric must be proficient with Boccob’s line-of-sight.
them at 1st level. Boccob generally ca rries hi s S taff of th e Archmage. Th is
Numerous deities insist that their clerics learn about, combines th e powers of a staff of the magi with a wand of
an d become proficient i n t he use of edged-weapons. These conjuration. Though it can never contain more than 25
deities have the ir ow n reasons for breaking th e commonly charges, it can absorb 24 spell levels per day. Boccob
enforced rule of clerics not usi ng edged weapons. always wears a t least five amulets and protective devices,
SPH: Spheres. The kinds of spells th e deity makes av ail- including a periap t of wound closure, a scarab ofprotection,
able to its clerics. This is intended for use with a n optional a n amulet ofproof against detection and location, a periapt
rule in the second edition AD&D@game, and can be of health, and a stone of good luck.
ignored if th e DM wishes.
SPL Specials. Special abilities th e deity gr ant s its cler-
Boccob’s Clerics
ics, usually spells or spell-like powers. Special abilities
accrue to th e cleric automatically each day. AL Neutral; RA Purple robe with gold trim ; AEx:
A D D Additional Spells. Spells th at fall outside the dei- special; WPN flail, mace, staff*, dagger, knife, sling; S PH
ty’s spheres, bu t are available to th e cleric. Astral, Charm, Combat, Divination, Elemental,
Summoning, Healing (minor), Guardi an (minor); SPL see
below; ADD disc of Concordant Opposition, dispel magic
Boccob (Greater Deity)
AL Ne utr al; WAL Any; SoC Magic, Arcane Knowledge; Priests
when theyofreach
Boccob8thgain limited
level. sage ability
The cleric (see D
has access toMthe
G)
SY Eye in a st ar ; CR Purple; P N Concordant Opposition
major field of the Supernatur al and Unus ual, with one spe-
Boccob, The Uncaring, patron of neutrality, foreknow- cial category per 4 points of intelligence. The cleric can
ledge, a nd foresight, is th e Archmage of th e Deities. He h as answer questions or conduct research only if he h as access
few followers, but thi s does not appear to concern him in to a library. If a priest of Boccob builds a religious strong-
the least. Throughout the Flanaess seers and diviners hold (see P H B), he may ench ant one or more of Boccob’s
ent rea t him for omens, sages revere him, and those seeking eyes in a star symbol to a ct as a scrying device.
to create new magical items or spells often seek his aid. Each s crying device costs 5,000 g.p. an d takes 13 weeks
Services to Boccob, when held at all, include complex rit- to construct. The cleric can build one of thes e devices for
uals , incense, recita ls of alchemical formulas, and readings every 3% points of Intelligence h e has. The devices func-
from special works honoring knowledge. tion only within the stronghold, each acting as a crystal
ball, but capable of scrying only the area in which it is

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Deities and Clerics of Greyhawk /


h

placed. The cleric may use them from any location on the Celestian’s Avatar
Prime Material Plane. The chance for successfulscrying is
HD 23; THACO 5; SpA MU 13; MV 1 8” ;AC - 5 ; hp 104;
100%. There is no limit to t he number of times th e cleric
#AT 2; Dmg by weapon +6; M R 45%; SZ M; Str 18 (00))
can scry through these devices, but th e total scrying time
In t 18, Wis 16, Dex 18, Con 18, Cha 17
allowed is three hours per day; the cleric may divide his
time between th e available devices as he sees fit.
When Boccob’s clerics reach 10th level, they gain the Celestian appears a tall, lean, middle-aged man in
black garments. His as symbol is a n arra y of seven “stars”
ability to handle magical items normally usable only by
(diamond, amethyst, sapphire, emerald, topaz, jacinth, and
magic-users. The items they can use include all wands (but
ruby) blazing with th e fires of dista nt suns. This symbol is
not rods or staves, save those usable by clerics), crystal
always par t of his attire, worn as a n adornment or worked
balls, robes (but not a robe of the archmagi). Once they into the cloth. His smooth skin is ebony, and h e ha s eyes to
reach 10t h level, clerics pay an additional 5% experience
match. His movements are quick and silent. He speaks but
point cost when gain ing fur the r levels.
seldom, and th en only i n a cold, unea rthl y w hisper, which
carries well despite its softness.
Additional Spell
Once per round, he can use a ny magical spell involving
Disc of Concordant Opposition (Evocation) movement or tra vel, at th e 18th evel. Celestian casts these
spells in addition to any others he has memorized. Each
Level: 6 Components: V, S, M
casting takes one segment no matte r what its normal cast-
Range: 10 yards Casting Time: 6 segs.
ing time.
Duration: 1 attack Saving Throw: Special
Celestian typically carr ies one or more of th e following
Area of Effect: 1 creature weapons: a magical long bow + 3 with 20 + 3 arrows; a
This spell is granted to clerics of Boccob when they spear + 4 , normally 5 feet long but extending to 10 feet
become eligible for 6t h level spells. It i s a less powerful ver- whenever Celestian wills; a short sword +5 ; a battle axe
sion of Boccob’s own disc of Concordant opposition. When +4 tha t he can hurl up to 40 feet; and a dagger +6 made of
it is cast, th e cleric brings into being a disc which will blast unbreakable metal.
most creatures into nothingness unless they a re resistant Celestian also has t he following powers, usable a t will,
to magic. once per day:
Creatures with less tha n 6 hi t dice or 35% magic resist- Aurora-When he uses th is power, an immobile, seven
ance ar e destroyed, if they fail th eir save. Creatures with 6 foot high hollow cylinder of scin tillat ing light surr ound s
hi t dice or more tak e 75 points of damage, if they fail the ir Celestian or any creature he chooses within a 20-yard
save. Creatures with 6 or more hit dice take 40 points of
damage, saving to half damage. Any creature with a
magic-resistance grea ter t ha n 35% is unaffected.
The cleric mu st have Boccob’s symbol-on his person in

order todcast
iron an th is spell.
electrum wheel The material
with component
a rod rising is a center
from the small
of one side. The disc is hurled at th e target while th e cleric
completes a prayer to Boccob.

Celestian (Lesser Deity)


AL Neutral good; WAL Any good; SoC Stars, Space,
Wanderers; S Y Black circle with seven stars ; CR Black;
PN Astral

It is said that Celestian and Fharlanghn are brothers


who followed similar but different paths. While
Fharlanghn traveled the world, Celestian was drawn to
the endless reaches of the stars and the Astral Plane.
Celestian, The Star Wanderer, has only a small following
in the Flanaess, being revered by astronomers, astrolo-
gers, navigators, philosophers, dreamers, and others
involved with t he cosmos or th e sky. Shrines to C elestian
ar e located in th e country, away from city lights, and ar e
bui lt on mountain peaks or hilltops with a clear view of th e
nig ht sky. Services to Celestian are held outdoors under a
star ry sky.

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Deities and Clerics of Greyhawk

rang e. The cylinder’s radiu s c an be anywhere from one to Priests of Celestian wander about emulating their deity,
seven feet, at Celestian’s option. The light l as ts up to seven whenever possible, by tr avelin g th e depths of space. They
turns-Celestian can dispel it at will. tend to be detached, more concerned with t he sta rs tha n
Celestian an d his clerics are immune to th e effects of th e with Oerthly affairs. All Celestian priests stu dy th e stars
cylinder, but an y other livin g thin g touching or touched by and have a working knowledge of astronomy a nd naviga-
th e light suffers 3d8 points of damage (save vs. spells for tion. Priests g ain special spells as they advance in level:
half). If a creature fails it s saving throw it cannot leave th e
confines of th e au ror a area. Those tryi ng to ente r the field Level Spell
must also make their saving throw to enter t he area. The
1st-2nd feather fall
cylinder counteracts th e effects of magic resistance.
Comet-This is a flaming missile which can unerringly 3rd-4th jump
5th-6th levitate
str ike one target w ithin 20 yards. The missile ignites any
7th-8th spider climb
combustibles it touches. Its poisonous, flaming gases
9th-10th fly
inflict 5d6 points of damage on any thing it strik es (save vs.
11th-15th dimension door
spells for half). The targ et must be constantly in sight for
16th & up teleport
th e spell to work. Even those creatures w ith fire resistance
ta ke t he ful l effect of comet damage. Celestia n and h is cler- Each special spell is gained immediately when t he cleric
ics a re immune to t he spell’s effects, however. reaches the listed experience level. Special spells are
Heat Lightning-This spell calls a bolt of lightning down cumulative, so that a 16th level cleric has seven special
from th e sky. The bolt unerringly strikes any single target spells per day. Each spell is usable once per day. Casting
with in 70 feet of th e caster, inflicting 5d10 points of dam- times are normal, and t he cleric casts the spells at hi s expe-
age (save vs. spell for half). The target must be con stantly rience level.
in sight for the spell to work. Even those creatures with These spells are granted like all clerical spells and th e
electrical resistance take the full effect of the lightning clerics don’t have to study for th em as a magic-user does.
damage. Celestian and his clerics ar e immune to its force.
Meteors-Seven to 1 6 (ld 10 +6 ) stone spheres, each six Additional Spell
inches i n diameter, shoot from Celestian’s hand. They can
Meteors (Evocation)
be directed at a single target within 20 yards, or split
among several targets. Each meteor inflicts ldlO +4 points Level: 4 Components: V, S, M
of damage (save vs. spells negates, one save per striking Range: 20 yards Casting Time: 5 segs.
meteor). The meteors may be released one at a time or Duration: 1 ound/level Saving Throw: Special
simultaneously, but any not released before two turn s have Area of Effect: Special
elapsed are lost.
This spell creates 2-5 (ld4 + 1) stone spheres, each six
Space Chill-A wave of cold and vacuum, 40 feet wide
inches in diameter. They shoot from the caster’s hand, fol-
an d 70 feet long, originating from Celestian’s hands, k ills
lowing a straight path toward the target or targets the
all vegetation it touches. Other living things suffer 4d10
points of damage. A save vs. spells reduces tota l damage by caster selects. The meteors hit t heir targ ets unless a save
vs. spells is made (dexterity and racial bonuses do not
one half.
apply), and ther e is a -2 penalty to the save if th e range is
S ta r Shine-A blazing white sheet of light stre ams from
10 yards or less. Each meteor inflicts ld 4 +4 points of dam-
Celestian’s eyes, enveloping up to four crea tures up to 70
age if it hits. The caster may release the meteors one at a
feet away. Targets ar e blinded for one tu rn (save vs. spells
time or simultaneously, but any not released when the
negates th e effect). This blindness c an be removed with a
spell duration ends are lost. The material component is
cure blindness spell or successful dispel magic.
Celestian’s circle of s tar s symbol, an d th e cleric mus t be
Thunder-A great , rolling thunderclap sounds directly
under an oDen skv to cast th e spell.
over Celestian’s head. All creatures within 30 feet that
have fewer th an 20 hit dice (except Celestian and his cler-
ics) are stunned for one round and deafened for ld4+1
rounds, no saving throw. Creatures between 30 feet and 70
feet are simply deafened (save vs. spells negates).
Celestian (or his spell-casting cleric must be under the
open sky to use any of thes e powers. Casti ng time is instan-
taneous. Saves, where applicable, are made at - 3.

Celestian’s Clerics
AL Any Good; RA Black robe covered with stars ; AEx
+ 10%;WPN spear*, sho rt sword, staff; SPH Astral,
Creation, Sun, Necromantic (minor), Healing, G uardian
(minor); SPL see below; ADD meteors, cre ate water,
endure cold/heat, resist cold, resist fire, flame walk, create
food and water, quest, chariot of Sustarre, wind w a l k

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Deities and Clerics of Greyhawk

St. Cuthbert (Lesser Deity) pled hat s of brown and green ta rt an with St. Cuthbert’s
starb urst symbol, in copper, pinned to them. The Chapeaux
AL Lawful good (Lawful neutral); WAL Lawful good,
seek to convert people to the faith. Beginning at third
Lawful neutr al; SoC Wisdom, Dedication, Zeal; SY
level, Chapeaux can cast one shillelagh spell per day. The
Wooden billet, sta rb ur st, crumpled hat ; CR Brown, green;
spell is cast at th e cleric’s level.
PN Arcadia
The Stars wear dark green robes with th e starbu rst in
copper, gold, or platinum , depending on th e cleric’s stat us .
St. Cuthbert, t he patron of common sense, trut h, and forth- Stars seek to ret ain doctrinal purity among th e faithful-
rightness, ha s a large following, and many wayside shrine s
they tolerate no backsliding. Most Stars (70%)are lawful
and small, crude chapels dedicated to his worship ar e scat-
neutral. Beginning at fourth level, Stars can cast one E S P
tere d throughout th e Flanaess. His worshippers are most
spell per day. The spell is cast at th e cleric’s level.
numerous in the Central Flanaess, in the City of
The Billets are th e most numerous of St Cuthbert’s cler-
Greyhawk an d vicinity, th e Wild Coast, Urns t, and Verbo-
ics. They dress in simple brown and russet garments and
bonc. In the se a rea s his places of worship are large, elabo-
wear St. Cuthbert’s cudgel symbol in oak or bronzewood.
rate, and well-maintained. There is a great personal
Billets minister to and protect t he faithful, most (70%)ar e
enmity between St. Cuthbert and Iuz.
lawful good. Beginning at second level, Billets c an cast one
friends spell per day. The spell is cast a t t he cleric’s level.
St. Cuthbert’s Avatar
HD 17; THACO 10; SpA CL 16; M V 18”;AC 2 ( - with Additional Spell
plate mail); hp 80; #AT 1; Dmg 2d4 + 5 or ld6 +9 ; MR Beguiling (Enchantment/Charm)
40%; SZ M; Str 18 (011, Int 10, Wis 19, Dex 17, Con 18,
Cha 16 Level: 2 Components: V, S, M
Range: lbuch Casting Time: 5 segs.
St. Cuthbert only leaves his plane when some great duty Duration: Special Saving Throw: Negates
brings him forth. He hates evil, but is mostly interested i n Area of Effect: Special
law an d order and t he dual t ask s of converting th e unin- This spell imbues t he cleric’s bronzewood or oaken cudgel
formed an d preventing backsliding among the faithful. He with th e power to charm an opponent by touch. The cleric
usually appears as a stout man with a ruddy complexion, can opt to attempt a non-damaging touch, or a normal
apple cheeks, flowing white hair, and a drooping mous- melee attack. In either case, the t arge t must save vs. spells
tache. I n this guise, he wearsplate mail +5. His helmet is when a hi t is scored or be charmed. Should th e cleric opt to
crowned wit h a crumpled hat , and a sta rbu rst of rubies set make a damaging atta ck, however, each point of damag e
in platinu m hangs from his neck. He carries two weapons, th e target suffers from a hit gives a + 1 onus to t he save (a
a bronzewood cudgel in h is left h and an d th e Mace of St. roll of a “1”always fails).
Cuthbert in his right. Charmed creatures regard the cleric as their comrade,
St. Cuthbert ha s also been known to appear as a manure-
covered yokel, a brown-and green-robed wanderer, or a n friend,
and tru or mentor,
st ing treat
him or hering th e cleric
implicitly. with love and respect,
If communication is pos-
aged and slight tinker. His a vata rs ar e hit only by weapons sible, th e charmed creature will obey the cleric to th e best
of + 2 or bette r enchantment. of its ability as long as the instructions seem plausible an d
St. Cuthbert’s bronzewood cudgel is a + 3 weapon equal do not obviously consign the creature to needless injury,
to a morningstar in his hands. Anyone touched by it must loss, or violation of alignme nt.
save vs. spells or be beguiled for 5-20 urn s. The Mace of St. Charmed creatures remain so for 2d10 rounds. This spell
Cuthbert is a mace of disruption +5 . On a roll of a natural is particularly useful for getting incorrigibles to listen to
20, th e creat ure struc k loses one point of intelligence per- the teachings of St. Cuthbert or to contribute to worthy
manently, no save (however,a successful magic resistan ce causes.
roll negates th e effect). The mace also has th e following If this spell is used in conjuction with a shillelagh spell,
powers at 18th level: bless (by touch), know alignment th e victim saves at -
1. The dweomer last s thre e rounds
(once per day), tongues, and remove curse (seven per week). plus one round per cast level, or unti l th e cleric scoresa suc-
cessful hit with t he cudgel, whichever comes first.
St. Cuthbert’s Clerics
AL Lawful good or Lawful neutral ; RA see below; AEx
none; WPN club*, flail, mace*, staff+, ling; SPH Charm,
Combat (minor), Divination, Protection (minor), Healing,
Necroma ntic; SPL see below; ADD beguiling, speak with
dea d, create food and water, speak wi th plants, heroes’
feast, stone tell, succor, dispel evil, symbol, holy word

St. Cuthbert’s priesthood is divided into three orders:


the Chapeaux, the Stars, and th e Billets. There is a great
rivalr y between th e followers of St. Cuth bert a nd those of
Pholtus of th e Blinding Light.
The Chapeaux dress in varying garb, but all wear crum-

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Deities and Clerics of Greyhawk

-3-7
Ehllonna (Lesser Deity) In human form, Ehlonna can summon and command
horses, while in elven form she has power over unicorns.
AL Neutral good; WAL Any good, neutral; SoC Forests,
She can summon either from as far away a s thre e miles.
Flowers, Meadows; S Y Unicorn horn; CR Pale green; PN
Summoned creatures willingly s erve as mounts and will
Prime Material
perform any task given them to t he best of their abilities.
Elves, brownies, gnomes, and halflings are especially
Ehlonna of th e Forests, venerated as a fertility goddess,
is also patrones s of animal s an d all good folk who dwell in attuned to Ehlonna- if she requests a service from any
good or neutral member of these races it is 90% ikely tha t
the woodlands. She is the deity of hunters, fishermen,
her request will be granted, no matte r wha t is required.
woodcutters, and others who make the ir livelihoods from
Ehlonna’s most common avatar is struck only by weap-
th e forests. Temples to Ehlonna ar e located in sylvan s et-
ons of + 1or better enchantment, and ha s the abilities of a
tings, although small sh rines a re occasionallyfound in vil-
10t h level ranger.
lages. Her following is strongest in the area from the Wild
Ehlonna’s ava tar always wears iron bracers th at bestow
Coast to the Ulek fiefs, and from th e Kron Hills to th e sea.
an ar mor class of zero and gr an t a + 2 to all saving throws.
More females than males serve Ehlonna. Services to
In addition, she carries a long bow and 40 arrows, a long
Ehlonna involve wooden and horn vessels, various herbs,
sword, and a dagger. The bow never misses its target , even
and music from pipes and flutes.
when fired at maximum range (21”). Half the arrows ar e
arrows of slaying for various evil woodland animals and
creatures. The remainder a re arrows +3. The long sword is
a defender + 6, and the dagger is +4.

Ehlonna’s Clerics
AL Neu tral good or neutra l; RA Pale gre en robe; AEx
+ 5 % ; WPN Long bow*, knife, spear, staff, lasso, club;
SPH Animal, Combat, Elemental (minor), Creation
(minor), Weather, Sun, P lant, Healing; SPL see below;
ADD stalk

Ehlonna’s clerics wear pal e green robes, and choose one


species of pl ant as the ir special ward. The cleric need not
fanatically protect individual plants from all harm, but
must see to i t tha t th e species as a whole flourishes, and
th at common folk respect i t for any beneficial properties it
might have. Most clerics carry a supply of seeds with the m

asethey
th travel,
species’ planting them where appropriate to insure
survival.
All clerics of Ehlonna track as if they were ra nge rs a t a
level of ability eq ual to the ir clerical level. Beginning at
5t h level they can cast one animal friendship spell per day;
the spell is cast at the cleric’s level, and does not count
agai nst t he cleric’s spell maximum.

Additional Spell
Stalk (AlteratiodAbjuration)
Level: 2 Components: V, M
Range: Touch Cast ing Time: 2 segs.
Duration: 5 roundsflevel Saving Throw: None
Ehlonna’s Avatar Area of Effed: Crea ture touched

HD 22; THACO 12; SpA MU 10; MV 24 ”; AC -2 ( - 4 This spell makes the target nearly invisible in natural
with bracers); hp 100; # ATT 3/2; Dmg ld 8 + 5 o 11, or surroundings and almost totally silent, a s if he or she were
l d 6 + 8, or ld4 + 9; MR 35%; SZ M; Str 18 (99), nt 18, wearing cloak and boots of elvenkind. Fur ther more , th e
Wis 18 , Dex 18, Con 18 , Cha 18 recipient’s scent is almost completely masked. The
dweomer makes a stationary recipient undetectable by
Ehlonna appears as a human or elven female. In her non-magical means a t any range over 30 feet. Movement
huma n guise she has ei ther chestnut or black hair; as a n doesn’t negate the spell; it only makes non-magical detec-
elf her tresses are golden-pale or coppery gold. In either tion possible. The spell ends when its duration expires or
form, her eyes are st artl ing blue or soft violet, and her sk in whenever th e recipient attacks. The material components
is clear and fair. Her g arb varies, ranging from the service- ar e Ehlonna’s unicorn horn symbol and a piece of dried c ha-
able clothing of a forester or ran ger to th e delicate gown of meleon skin.
an elven princess.

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any locale on the Prime Ma terial Plane. After viewing thi s


image for a single round, Fharlanghn can teleport to the
AL Neutral good; WAL Any (Neutral preferred); SoC
locale pictured without error. Other viewers studying t he
Horizons, Distance, Travel; S Y Wooden disc with a
image for one round can teleport to th e locale as though it
curved line, representing th e horizon, across the upper
had been studied carefully.
half; CR Brown, Green; PN Prime M aterial
The Disc
varying can also
intensity, shoot
once every ten a
forth burning golden ray of
rounds:
Fharl angh n, Dweller on t he F ar Horizon, is venerated as
Pale yellow-This ray h as the intensit y of a continual
the deity of roads, as well as travel and distance, and his
light spell and can light a n area six feet in diameter an d up
name is usually invoked throughout the Flanaess when-
to 600 feet long.
ever a road is built or undergoes major repair. As th e deity
Brilliant gold-This ray is bright enough to cause any
of travel, his symbol is seen on th e doorways of inn s and
crea ture to be permanentl y blinded (save vs. spell negates).
stables throughout the continent. His non-priestly fol-
The ray is eight inches in diameter and can be up to 60 feet
lowers are usually adventurers, merchants, and it inera nts
long. Creatures th at save when struck in th e eyes, and all
of all sorts. Services to Fharla nghn’s ar e conducted out of
creatures within thr ee feet of th e ray, are dazzled by its
doors whenever possible, preferably under a sunny sky,
brilliance and blinded for one round.
and with a clear horizon in view.
Fiery red-This ray can slice through virtually any thing.
The beam is pencil-thin and can be up to 16 feet long. The
Fharlanghn’s Avatar ray can cut through 112 inch of stone or 114 inch of stee l in a
single blast. Creatu res struck by the ra y suffer 10-60 10d6)
HD
-5 ; 18; THACO
hp 85; #AT 14; SpAl CL
1; Dmg MU
d6 + M V unlimited;
919;40%;
2 ; MR AC
S Z M; Str 18 points of damage (save vs. spell negates). The beam’s he at
(251, In t 19, Wis 18, Dex 18, Con 19, Cha 1 7 instantly sets fire to any combustibles it touches.

Fharlanghn appears as a n elderly, weatherbeaten man Fharlanghn’s Clerics


wit h deeply-wrinkled ski n and sparkling, youthful green
AL Neutra l; RA see below; AEx none; WPN St and ard;
eyes. He wears nondescript clothing, usually leather and
SPH Astral, Elemental, Healing, Weather, Summoning
unbleached linen. H is garments are always travel-stained,
(minor), Combat (minor); SPL none; ADD footsore, endure
but seldom dirty. His movements appear slow and methodi-
coldfheat, locate animal, resist cold, locate plant, resist
cal, but he’s actually very spry. He will greet fellow trav -
fire, create food and water, locate object, plant door,
elers politely, and is always glad to converse, but not at any
tongues, quest, pas s plant, transport via plants , find the
great length.
path
Fharlanghn can speak all th e languages of Oerth and can
communicate with any intelligent creature throu gh telep-
Fharlanghn’s priesthood is most active in the Central
athy.
charm,Heevil,
can good,
also read langumagic,
illusion, ages and magic,
snares, and
and canadetect
pits t will. and Southwestern Flanaess. There are two sorts of
priests: urban and pastoral. Urban priests wear brown
He can curse an enemy so th at any journey of more th an
robes and maintain small chapels in towns and cities. Pas-
one league will tak e twice as long a s normal, no save. The
toral priests wear green robes. Although they maintain
curse lasts one month, a nd can only be removed by a priest
small wayside shrines, pastoral priests are wanderers, sel-
of Fha rl an gh n of 1 0t h level or higher or by a deity capable
dom remaining i n one place long and preaching a s they go
of casting remove curse.
from shrine to shrine. All clerics of Fharlang hn have a n
When he ha s initiative, he can atta ck and leap clear of a n
acute sense of direction when wanderi ng t he o utdoors. At
opponent, jus t as though h e were wearing boots of striding
first level, all Fharlanghn clerics have a 35% chance to
and springing-except he never falls after making a leap.
avoid getting lost when travelin g outdoors (see DMG‘),an d
He is never surprised on the Prime Material Plane, and is
th is increases 1% or each level gained.
immune to an y spell involving earth.
His most common avat ar is hi t only by weapons of +2 or
Additional Spell
better enchantment, regenerates 1 hit point per melee
round, an d has th e abilities of a 9t h level thief. No mat ter Footsore (Enchantment/Charm)
what his form, he can cast t he following spells, one a t a
Level: 4 Components: V, S, M
time, once per round, at 18 th level ability:
Range: 20 yards Casting Time: 7 segs.
Dig, polymorph self; dimension door,pas s without a trace,
Duration: 1 day/level Saving Throw: NA
dispel magic, plan t door, earthquake, rock to mud, find the
Area of Effect: 1 creature/level
pat h, stone tell, improved invisibility, transport via plants ,
move earth, wall of thorns, pass plant, wind walk, pass This specialized curse causes any journey of more t ha n
wall. one league (thr ee miles) to become twice as long as normal.
Fhar lang hn casts these spells in addition to any others The victim will drag his feet, walk i n circles or in a n irregu-
he h as memorized. Each casting ta kes one segment. lar line, insist on long rests, and t ak e other actions (or inac-
Fhar lang hn always carries the Oerth Disc, an ornate ver- tions) to increase the distance traveled or slow travel time
sion of his symbol. This artifact, six inches in diameter, is (or both). Any mount the victim rides will be similarly
made of many k ind s of wood inlaid w ith jade and turquo ise, affected.
with a bright amber gem set into it. By concentrating on
the Disc, Fharl angh n can produce a tiny reproduction of

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The only way to counteract this spell is with a remove Incabulos’ Clerics
curse spell cast by a cleric of higher level th an t he original
AL Any Evil; RA see below; AEx +5% ; WPN club, flail,
caster, or by waiting for its duration ru n out. The material
mace, staffF, lasso, sling; SPH Astral , Combat,
component is Fharlang hn’s disc and curved line holy sym-
Divination (minor), Healing, Necromantic, Summoning,
bol and a pinch of road d us t or damp mud.
Sun (reversed); SPL see below; ADD plague, dispel magic,
bestow curse, spike growth, giant insect, spike stones,
lncabulos (Major Dei quest, transmute water to dust, wall o f thorns, weather
summoning, creeping doom, insect plague, earthquake
AL Ne ut ra l evil; WAL Any evil; SoC Evil, Plagues,
Nightmares; S Y Eye of possession; CR Black, orange; PN Incabulos’ priests are most secretive, fearing th e w rath
Hades of those who detest what Incabulos represents. Priests
dress in black durin g services and a re maste rs of disguise.
Incabulos is th e deity of evil sendings: sickness, famine, At first level, clerics of Incabulos have a 20% immunity
drought, and disaster. Being a baneful deity, he does not to all diseases and slimes, including those caused by cause
have a large following. Nevertheless, common folk disease or plague spells, mummy rot, or gre en slime, violet
throughout th e Flanaess give him offerings, usually foul- fungi, and similar creatures. This resistance increases by
smelling, guttering black candles, trying to appease him 2% for each level gained.
an d avoid hi s wrath . D espicable persons of all s o r t s vener- When they reach 5t h level, clerics gain th e ability to cast
ate Incabulos, respecting h is power an d malignancy. Tem- a hypnotism spell, once per day, at 3rd level ability. There-
ples to Incabulos are hidden underground or in isolated, after, the level of casting ability increases by one every
desolate wildernesses. Services are held in secret, with the time th e cleric gains a level.
scene dimly lit by fat, smoky, black candles. The faithful When they reach 8 th level, clerics gain th e ability t o cast
celebrate multiple iniquities, while the priests hum and a permanent sleep spell once per day. Casting tim e is one
cha nt monotonously or join th e debauchery. segment, and the spell affects one touched creature in a
round (save vs. spells a t - 3 negates).
Incabulos’ Avatar
Additional Spells
HD 18; THACO 12; SpA CL/MU 13/13;M V 15”;AC -4;
hp 83; #AT 1; Dmg ld 6 + 1 + special; MR 45%; S Z M; Str Plague (Alteration)
16, Int 18, Wis 15, Dex 17, Con 19, Cha 13 Level: 4 Components: S, M
Range: 10 yards Casting time: 7 segs.
Incabulos appears as a horrid-looking ma n of inde termi- Duration: 6 tur ns Saving Throw: Special
nate age with skin inged a diseased blue. He ha s a twisted, Area of Effect: special
nightmarish visage, deformed body, and skeletal append-
ages. He wears a filthy robe colored dead black, lined with This spell allows the cleric to inflict a virulent, infectious
sickly orange and trimmed in moss green. He visits the disease on a single targ et. If the target makes a save vs.
Prime Mater ial Pla ne only during darkness, and he rides a spells, ther e is no effect. If the save fails, the ta rget imme-
nightmare with maximum hit points when it pleases him diately suffers an att ack of plague, becoming feverish an d
to do so. disoriented with illnes s for six turns. During this time, th e
Once per day, Incabulos can gate in four night hags or victim loses 10%of his or iginal hi t points, loses one point of
eight hordlings (but not both or any combination of the Strength and Constitution, and suffers a -2 to saving
two). The gate always opens, and one creature arrives each throws and “to hit” rolls, and is +2 to be hit.
round until the full number is attained. These creatures All creatures (and characters) within 10feet of the victim
serve willingly. must pass a constitution check or contract the plague
His most common avat ar i s hit only by weapons of + 3 or themselves. Creatures currently suffering from the plague
better enchantment, regenerates 2 hit points per round, cannot contract multiple cases, and creatures within r ang e
an d has t he abilities of a 1 3th level thief. of more th an one victim need check only once.
Once per day, Incabulos can cast a double streng th sleep When the plague at tack ends, the penalties end, but lost
spell, each casting takes two segments. Once per day, he hit points and ability scores tak e l d6 d ays to retur n. Before
th e plague’s effects wear off th er e is one final attack, and
can also cast
creature he touches. Only asleep
a permanent spell thspell
n exorcism at can affect
can any
awaken the victim must make a constitutio n check again st his low-
th e victim (saving throw vs spells negates t he effect). ered score. If this fails, the victim dies; if the victim sur-
Incabulos’ favorite weapon hi s staff of wounding, which vives, lost hi t points and ability scores retur n.
combines the powers of a staff of withering with a reversed
stuffof curing. The item h as 60 charges, and only Incabulos
can recharge it.

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turne d to dust; if magic resistance or save vs. spells fails,


the creature is forever gone. This strand can be cast once
AL Neutral; WAL Any (neutral preferred); SoC Fate,
per day.
Destiny; SY Golden spindle with th re e str ands; CR Gray,
Strand of Hostility-The creatu re stru ck becomes hostile to
black; PN Unrevealed
anyone or anything which opposes Istus (save vs. spell

Istus , t he Colorless and All-colored, Lady of Our F ate, is negates). The including
defend Istus, creature will do whatever
turning on former is associates
necessary toor
also th e deity of th e future, destiny, and predestination.
friends (fate decrees tha t it should be so). The effect is per-
She h as few tru e followers, but many people throughout
manent, and only Istus can remove it. This strand can be
th e Flanaess call upon her in times of want or need. Some
cast twice per day.
prognosticators and seers venerate Istus. Her cult is
Strand of Passage-This instantly connects th e plane Istu s
strongest in Divers, th e City of Greyhawk, Rauxes, Re1
is on with any other plane Istus wishes. Any creature
Mord, and Stoink, places where people tend to count on
touching it is immediately transported to the other plane.
good fortune to sustain them. Services to Istus include
The strand remains for three rounds, but allows travel i n
gauze hang ings, clouds of incense, woodwind music, cha nt-
only one direction. This strand can be cast twice per day.
ing, an d group meditation.
Strand of Sending-The creature struck is sent to the place
and future time (up to 200 days) where the DM feels its
Istus’ Avatar freedom or existence is most in jeopardy (save vs. spells
HD 16; THACO 10; SPA CI/MU 16/16; MV 12“;AC -2; negates, willing creatur es need not save). Is tus can also use
hp 75; #AT 1; Dmg typically ld 6; M R 50%; SZ M; Str 14, th e strand to send a creature to th e time and location in th e
In t 19, Wis 19, Dex 18, Con 16, Cha 19 near fu ture of greatest opportunity. This stra nd can be cast
at will.
Istu s appears i n many guises. Sometimes she is an old Web of Enmeshment-All creatures caught within thi s 30-
crone, at other times a noble dame, shepherd girl, or gen- cubic foot web become lost i n a misty lab yri nth of unlim -
tlewoman. She always appears to be unarmed, but can use ited size. Vision within t he lab yrint h is limited to ten feet.
any object as a n effective weapon for ld 6 points of damage. Also, the prisoners are filled with a nameless dread, and
No one knows where Is tu s makes he r abode. Most probably are 50% likely to attack any creature they meet, friend or
it is located in some pocket universe or Deep Ethereal foe. The web lasts one turn, but creatures lost in t he laby-
demi-plane which only she and her strands of fate can rin th may escape before them. Prisoners who a re not in
enter. combat may attem pt a save vs. spell on t he second round of
Istus can never be surprised. When attacking with an confinement, and each round thereafter until they escape.
item, she always hits her ta rge t, as she can influence fate. Creat ures with magic resistance may roll when struck: If
Damage is variable-her control is not tha t fine. She can the roll is successful th e creat ure is not confined; if th e roll
move into the future and back instantly, once per day. fails, the creature is trapped until it saves. Creatures
These jaunts into the future restore 3d10 x 10 lost hit killed or struck unconscious within the labyrinth remain
points. th ere un til removed by another creature. This web can be
Istus is immune to t he effects of a ll time-related spells cast once per day.
(such as augury, divination, time stop, and tempus fugit), Web of Entropy-This invisible, 30-cubic-footweb affects all
however applied. A noble time elemental with maximum magical energy within it. The web las ts one turn. Magical
hit points always attends Istus, but it accompaniesher ava- items must save as though struck by a strand of cancel-
tar only 20% of th e time. Her most common avata r is h it lation each round they rema in i n th e web. Spells cast from,
only by wea pons of + 3 or better enchantment. into, o r through th e web are negated. This web can be cast
Istus always carries the Spindle of Fate, a golden rod once a day.
wound with silver-gray threads. This device responds only Web of Stars-This web transports M u s and every creature
to Istus. She can move freely among all times and places within a 15-foot radiu s to an unbounded time/space in a n
while she has t he Spindle. If it is lost, she retu rns immedi- unknown location which might be her abode. The web is a n
ately to her abode, where she makes a new spindle-the ultra-dimensional pathway to anywhere or anywhen , if th e
lost artifact crumbles to dust. Remaking th e Spindle take s way is known. Mu s, naturally, knows th e way. Other crea-
3d10 x 1 0 days; Istus cannot control fate du ring this time. tur es caught within t he web see an infinite, star ry space
filled with silken strands. Distances are distorted, and a
Istus also uses the Spindle to cast various strands and
webs: single step can move a creat ure a vast distance. Creatu res
Strand of Binding-The creatu re struck must save vs. more th an two “steps” away appear as glowing stars of red,
spells or be held immobile, as though bound by heavy iron orange, yellow, green, blue, violet, or white. The weblasts
chains, for 10 0 rounds min us its hi t dice, strength notwith- one hour or 600 “steps” of time.
standing. This s tran d can be cast three times per day. Creat ures of supra-genius ntelligence can find the ir way
Strand of Cancellation-Any non-living object struck is back to their point of origin. Those with greater than
treated as if it never existed! Only non-living things are supra-genius intelligence can determine the locations of
affected. Magical items are entitled to save at 5% per other points along th e web (10%chance per point of Inte lli-
“plus” or equivalent. Artifacts save a t 50% and relics a t gence over 20) and can use t he web to travel to othe r planes
75%plus 5%per plus (e.g., a n artifa ct sword + 4 would save and times. Creat ures with geniu s intelligence can also dis-
at 70%). This s tr and c an be cas t twice per day. cover th e na tur e of th e time/space(1% hance per point of
Strand of Death-Any creatu re (even a deity) struck is Intelligence) and locate points along it, but each portal
must be studied for one tur n (100 “steps”) before it can be

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used. Creatures may try to comprehend the timekpace Additional Spell


only once per visit. Points along the web are spaced 3d8
Enmeshment (ConjuratiodSummoning)
steps apart. Creatures within the web when it fades are
instantly teleported to a random location on their home Level: 6 Components: S
planes. This web can be cast once per day. Range: 10 yards Casting Time: 6 segs.
Strands have a range of 60 feet, webs 30 feet (except th e Duration: Special Saving Throw: Negates
web of stars which is always centered on Istus). Istus casts Area of Effect: 30 foot cube
her stra nds and webs at 24th level. She has often granted
This spell creates a mass of weak, sticky threads which
stra nd casting to he r high clerics, but thes e clerics are nev-
lasts one turn. The threads block vision but do not impede
er granted more than two str and s a day. movement. They are non-flammable and can only be
removed by a successful dispel magic spell. Creatures
touching the threads must save vs. spell at -3 or be
insta ntly teleported to a misty labyr inth of unlimited size.
Prisoners within th e labyrinth are filled with a nameless
dread, and vision is limited to 10 feet. Prisoners ar e 50%
likely to attack any cr eature they meet, frien d or foe.Pris-
oners not engaged in combat may attem pt a save vs. spell
on th e second round of confinement, and each round there -
after unti l they escape or th e spell duration ends.
Creat ures with magic resistance may roll when touching
the threads; if the roll is successful the creature is not con-
fined; if th e roll fails the creature is trapped until it saves
or the spell duration ends. Prisoners in th e labyrinth w hen
th e spell duration ends ar e retur ned to th eir point of origin.

AL Chaotic evil; WAL Any evil; SoC Oppression, Deceit,


Pain; SY Grinning huma n s kull; CR Rusty black; PN
Prime Material

Iuz, The Old, is th e patron of wickedness. He ru les a por-


tion of the Flanaess named after him, holding court in his
Istus’ Clerics capital city of Molag where he plots the conquest and
AL Neutral; RA see below; AEx 5%; WPN club, flail*, dominion of th e enti re Oerth. Iuz’s wickedness and tre ach-
hammer, mace, staff, lasso; SPH Astral, Charm (minor), ery a re infamous throughout the Flanaess, an d few crea-
Divination, H ealing, Necromantic. Protection (minor); ture s living outside his domain even speak his name, let
SPL none; ADD enmeshment, bless, predict weather, alone venerate him. There is great personal enmity
chant, prayer, quest, stone tell, reincarnate between Iuz and St. Cuthbert. Ceremonies venerating Iuz
include foul-smelling incense or burning dung, the bang-
Most clerics of Is tus a re female (80%).Generally, only in g of great drums , gongs, or bells. Blood sacrifices are
unfeeling or cynical persons serve he r (fate often being too often pa rt of rituals. A ltars ar e usually of bone, and include
cruel or unreliable to inspir e stro ng devotion) although many skulls . Services to Iuz ar e held i n ancient, filthy, and
some worship Istus because fate has been uncommonly da rk places.
generous to them. Clerics of Ist us wear gray or black robes.
Form al vestme nts for high-level clerics have web patterns . True Form ( N o Avatar)
All clerics ar e expected to wear th e golden spindle openly,
and to let their ha ir grow at least six inches long. Since HD 36; THACO 10; SPA CL 16; MV 18”;AC -4 (- 8 with
clerics of I st us tend to be resigned to (or confident about) cape); hp 165; #AT 1 or 2; Dmg ldl O + 12 or
their fates, they tend to make unimportant decisions l d4 + 10/ld4 + 10 MR 45% (65%with cape); SZ M or L; Str
randomly-by coin toss or die roll. Even when faced with 21, In t 18, Wis 20, Dex 18, Con 18, Cha 18
a n important decision, a cleric will often consider two or
more courses of action of appare ntly e qual mer it and Whether Iuz is a human who has become demonic
choose one randomly. through th e centuries, or whether h e is a cambion (Orcus’
Clerics of Is tus who ar e or 3rd level or higher can cast one offspring, some suggest), no mortal knows. He has been
augury spell per day. This does not count agains t th e cler- known to appear a s a n ogre-sized fat man with demonic
ic’s normal spell total. Clerics of 7t h level or higher can features, reddish skin, pointed ears, and long steely fin-
cast a strand of binding, once per day. The strand has a gers, and as a wrinkled old man scarcely five feet tall.
range of ten feet, and t he binding lasts one round per level Iuz has no avatar. If he is slain, he is banished to the
of the cleric. Victims who fail their saves can make one Abyss-just as if he were a demon prince. His soul objectis
atte mpt to bend barsflift gates and break th e strand. reputedly hidden on the Abyssal Plane. Iuz is struck only
by weapons of + 1 or better enchantment.

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I n his demonic form, Iuz usually wields a great two- All effects las t l d4 + 1 ounds. Th e DM migh t choose to
handed sword + 3. In his old man form, Iuz can generate a alter t he hi t location chart to account for tar get facing or
disgusting spittle. Once per round, he can project this spit- non-humanoid body type.
tl e at tar get s within 10 feet. Iuz must m ake a successfulto
hit roll, an d all targe ts ar e considered at short range. Crea-
tur es struck a ge ld 6 years, no saving throw. Furthermore, ajor Deity)
th e are a struck becomeswithered and numb, and is useless AL Neutra l evil; WAL Any evil; SoC Death, Darkness,
for ld 4 + 1 ounds. Underworld; SY Skull an d scythe; CR Rust-red; PN
In eit her form Iuz is stru ck on ly by weapons of + 1or bet- tarterus
te r enchantment. He usually wears a n old, short cape. This
acts as a cloak of protection + 4 and increases his magic Nerull, the patron of covert activity, is known as t he
resistan ce by 20%. Iuz has th e abiliti es of a 20th level thief. Reaper, Foe of all Good, Hater of Life, Brin ger of Darkn ess,
Iuz also h as th e following powers, common to a ll demi- King of all Gloom, and Reaper of Flesh. He is th e deity of
gods. all who embrace evil for enjoyment or gain. Many evil
At will: finger of death, invisibility, phantasmal force, humans and some humanoids pay homage to Nerull. In
protection from good 10’ radius, remove fear, summon fol- wicked lands, such as the Great Kingdom, temples of
lowers (1-2 creatures of th e same type and alignment, up to Nerull operate openly. Elsewhere his temples operate
20 hi t dice total, per day), wall of orce. secretly in subt erranean v aults. Services to Nerull ar e con-
Twice per day : dispel good, dispel illusion, dispel magic, ducted in darkness, with a l itany glorifying death and suf-
true seeing. fering. Blood sacrifices are common. Altars are made of
Once per day: anti-magic shell, command (2 round dura -
tion), gate, heal, unholy word, limited wish, symbol. rust-colored stone; service pieces ar e copper and malach ite.

Nerull’s Avatar
Iuz’ Clerics
HD 20; THACO 12; SpA CL MU 14/14; M V 15“/45“;AC
AL Chaot ic Evil; RA see below; AEx none; WPN club, -4; hp 90; #AT 1; Dmg 5-30; MR 50% ; S Z M; Str 15, Int
flail, mace*, staff, sling, garroe; S P H Combat, 16, Wis 19, Dex 18, Con 18, Cha 1 4
Guardian , Divination (minor), Healing, Necromantic
(minor), Summoning, Su n (reversed); SPL change self; Nerull appears as a skeletal figure with dull rust-red
ADD spittle, cause fear, heat metal, dispel magic, true skin. His skull-like head h as locks of da rk green, ropey
seeing, feeblemind, forbiddance, confusion hair. His eyes are a green, suggesting verdigris; his talons
and teet h are the same hue. He wears a black cowl an d car-
Clerics of Iuz are as cold-blooded and m alevolent as th ei r ries the Life Cutter, a red-veined sablewood staff. He
deity. They dress i n black (th eir master’s favorit e color), or appears on the Prime Material Plane only during dark-
in bloodstained white. Beginning a t 3rd level, they can cast ness.
change self once per day. The spell is cast at the cleric’s
level. All clerics of Iuz a re dedicated trophy hunters , ta k- Nerull can fly. All
ultravision-are his as
twice senses-including
effective as theinfravi
human sion and
norm.
in g souvenirs from defeated foes. A cleric’s stat us is parti- Furthermore, his vision cannot be obscured by da rkness or
ally de termin ed by the nu mber of trophies in his clouds, magical or otherwise. This makes h im, for al l prac-
collection-particularly skulls. tical purposes, immune to surprise, except through some
extraordinary means. Once per day, Nerull can summon
Additional Spell thr ee demodands of th e same type. The summoning tak es
Spittle (Alteration) three segments, and the creatures appear l d8 segments
later. The creature s serve willingly.
Level: 1 Components: S His most common av at ar is st ruck on ly by weapons of + 2
Range: 10 yards Casting Time: 1 eg. or better weapons, and has th e abilities of a 17t h level
Duration: 1 attack Saving Throw: Negates thief.
Area of Effect: One crea ture Nerull generally carries one or more cursed magical
This spell allows the cleric to generate a disgusting spit- items. Among his favorites a re a necklace of strangulation,
tle that can paralyze any creature it touches. The cleric a bag o f devouring, a rug of smothering, and a poisonous
must make a to hit roll, and all targ ets are considered o be cloak. Sometimes,
where
he simply leaves these i tems lying about
they can hu rt th e greedy or unwary, but u sually h e
at short range, Any creature st ruck must save vs. spell or
lose th e use of th e are a struck: uses these items offensively,preferably from behind.
The Life Cutter is actually a scythe. At Nerull’s com-
d8 roll Area Struck Effect mand a huge blad e of red force exten ds from its tip. The
blade is equal to a + 5 weapon. With it, Nerull ca n sweep a
1 Head Unconscious 180-degree arc 10 feet long and 2 feet deep. Each crea ture
2-4 Body Paralyzed within the arc is subject to attack (normal to hit roll
5 Weapon Arm No atta cks required). Even creature s in Astral, Ethereal, or gaseous
6 Non-weapon Arm No shield bonus form are affected. Victims struck must save vs. death or
7-8 Leg Lose defensive dexteri- expire instantly ; those saving suffer 5d6 points of damage.
ty bonuses; movement Creatures from, or drawing energy from, the Positive
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Material Plane suffer double damage. Undead struck by Pholtus, of the Blinding Light, is the deity of order,
th e blade crumble to dust unless they, too, save vs. death. inflexibility, th e sun , and t he moon. Some followers of t he
The double-damage and d eath effects ar e negated by a suc- Blinding Light claim th at Pholtus set th e su n and moon in
cessful magic resistance roll, but t he base damage is not. the sky and maintains them in their rigid procession to
show all creatures th e One True Way, a strict p ath which
Nerull’s Clerics allows no deviation but absolutely assures righ tness. Such
claims are not regarded as doctrine.
AL Any evil; RA Rust-red or black garments; AEx 5%; Buildings consecrated to Pholtus are white. Services
WPN staff*, plus specials; SPH Astral , Combat, include many brightly bu rning candles, long sermons, and
Divination (minor), Healing, Guardian, Necromantic, choruses of th e worshipper’s anthem , “0 linding Light.”
Su n (reversed); SPL none; ADD ebony tendrils, command,
pass without trace, s anc tu ay, hold person, obscurement,
Pholtus’ Avatar
withdraw, dispel magic, meld into stone, quest, part water,
aerial servant, word of recall, succor HD 20; THACO 14; SpA CL/MU 12/12;M V 21 “; AC -4;
hp 90; #AT 1; Dmg ld lO + 3; MR 40%; SZ M; Str 17, Int
Clerics of Nerull dress in ru st-red or black garments. All 16, Wis 18 , Dex 17, Con 18, Cha 18
carry th e skul l an d scythe either openly or cleverly hidden
somewhere on thei r persons. All of Nerull’s clerics ar e Pholtus appears as a tall, slender man with a pale com-
trai ned to be al ert, an d ar e surprised only on a roll of 1.At plexion, flowing white hair, and bright blue eyes lit with
1st level, clerics ar e trained to use small sickles (equal to th e fire of devotion. He always wears a silky white gown
daggers). At 5th level they learn to use scythe-like pole and a cassock trimmed with gold and silver and embroi-
arm s (t rea t a s hook-fauchards).These weapon proficiencies dered with sun s and moons. His most common avat ar is hi t
are in addition to the cleric’s normal weapons. Nerull’s only by weapons of + 2 or better enchantment.
clerics never sh are sec rets or confide in anyone. Pholtus can summon ld4 monadic devas per day. Sum-
moning requires one segment. Thereafter, the devas a rri ve
Additional Spell once per two segments.
He carries th e Staffof the Silvery Sun , a n ivory staff cov-
Ebony Tendrils (Conjuration/Summoning)
ered with silver and topped with a n electrum disc. The staff
Level: 5 Components: V, S, M acts as a helm of brilliance and a rod of rulership. It inflicts
Range: 10 yards Castin g Time: 5 segs. ldl O +2 points of damage, plus t he wielder’s str eng th
Duration: 5 rounds Saving Throw: Negates bonus, if any. It strikes as a +6 weapon and has all th e
Area of Effect: Special powers of a wand of illumination. I t also has th e following
abilities:
This spell summons a lum p of blackness five feet in diam-
Cure Blindness-By touch, as spell.
ete r with four 10-foot arms ra diating from it, 90 degrees
Spectrum Beam-This beam is eight feet wide an d 80 feet
apart. Touching the central lump causes death unless a
long. Creatu res struc k must save vs. spell or fix the ir gaze
save vs. death is made. The arms attack with the same on the Staff and obey every command uttered by th e wield-
chance to hit as the cleric casting the spell, inflicting
er for ld 6 turns. The beam can be used four times per day.
d10 + 2 h it points of corrosive and constriction damage.
Brill iant Globe-The globe ha s a 60-footradius . All with-
Creatures struck have one chance to break free, which is
in it, except Pholtus, must save vs. spell or become perma-
th e same as he chance to open a door. (If th e chance t o open
nently blind. The blindness i s curable only by th e Staff of
doors is unknown, assume that smaller than man-sized
Silvery Suns, a wish, or a deity able to cure blindness or
creatu res escape on the roll of a 1 on l d6 , man-sized crea-
gr ant a wish. The globe can be used once per day.
tures on a roll of 1 or 2 on ld6, and larger t han man-sized
creatures on a 1, 2, or 3 on ld6). In addition to his Staff, Pholtus h as th e following powers,
The round after scoring a hit, an arm retracts into the usable four times per day. Casting time is one segment, an d
central lump, where th e victim i n its grasp must save vs.
the powers are cast at 20th level:
death. Thereafter, the victim is held fast, and continues to Dispel Darkness-Pholtus can dissipate any area of magi-
suffer corrosion and constriction damage, but continued
cal darkness by touching it. The darkness can reform after
contact with the lump does not cause additional saves vs. eight turn s if its duration allows. As a cleric spell, th e cast-
death. Broken arms ret ract into th e central lump without
making f urth er attacks. Arms holding dead creatures con- er must have
segment Pholtus’toholy
incantation symbol
Pholtus and touching
while utter a four-
the
tinu e to hold them unti l the spell duration expires.
darkness.
The mat erial componentsfor this spell a re Nerull’s unho- Glow-By point ing his finger, Pho ltus can cause any
ly symbol (the skull and scythe) and a small, rusty iron creature within 80 feet to glow with a radiance equal to a
ball. continual light spell, bu t wit h a 100-footradius , for ei ght
rounds. There is no saving throw, but magic-resistance
applies. The light can also issue from Pholtus’ face ( + 2
charisma) or eyes (twin beams of l ight 400 feet long an d 40
AL Lawful good (neutral); WAL Any lawful; So C Light, feet wide). As a cleric spell, the caster must have a holy
Resolution, Law; S Y Silvery sun; CR White, silver, and symbol. Casting time is five segments; duration is one
gold; PN Arcadia round per caster level.

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Reflect-With a mystic pass and incantation, Pholtus can Ralishaz\ (Lesser Deity)
cause hi s body to reflect all forms of radiation. Creatu res
AL Chaotic Neut ral (Evil); WAL Any, bu t usually chaotic;
using infravision or ultravision will be struck blind for ld 8
SoC Chance, I11 Luck, Misfortune; S Y Three bone sticks;
rounds after looking a t him (save vs. spells negates). If the
CR none; PN Limbo
lighting is very bright, even creatures with normal vision
can be st ruck blind for 2d8 rounds (save vs spells negates).
As a cleric spell, the caster must have a holy symbol and a Ralishaz, th e Unlooked For, is the deity of randomness
and madness. Most people in the Flanaess see him as t he
set of crystal prayer beads. Casting time is six segments;
entity responsible for unforseen events which bring woe
duration is one round.
more often than weal. He is the patron of gamblers and
those who tak e unusu al risks-his intercession is never
Pholtus’ Clerics looked for. He has few worshippers, although a handful of
AL Lawful Neutral; RA see below; AEx + 5%;WPN small shrines and modest temples can be found in larg e cit-
Standard; SPH Astral, Charm (minor), Combat, ies and out-of-the-wayplaces. S ervices to Ralish az include
Divination (minor), Protection (minor), Healing, Sun; random notes played on various musical instrum ents, bab -
SPL see below; ADD sunburst, produce flame, bling paeans, frequent castings of various aug ury devices,
pyrotechnics, dispel magic, rainbow and wildly varying conditions of ligh t a nd darkness, noise
and quiet, hea t and chill.
Pholtus’ priests are most active in cities, where they con-
tinually seek to reveal the light to unbelievers. Being as Ralishaz’ Avatar
inflexible as their deity, they brook no argument, and
resis ters ar e quickly shown th e way of the Blinding Light HD 15; THACO 10; SpA CL/MU 16/7; M V see below; AC
see below; hp 70; #AT 1; Dmg ld 20 +2 ; MR see below; SZ
(usually with a continual light spell squarely between the
M; Str 18 (281, Int 17, Wis 18, Dex 17, Con 16, Cha 8
eyes). Clerics of Ph oltus a re divided into thr ee ranks , based
on step s of four levels: Glimmering (levels 1-4),Gleam (5-
Ralishaz usually appears a s an ancient and oddly dressed
8), and Shining (9 + 1.
mendicant, sometimes male, sometimes female. H e begs or
Glimmerings wear w hite robes and can cast dispe2 dark-
gambles in this guise. At other times, he appears as a ester
ness once per day. Gleamings wear white and silver robes
or idiot. At stil l other times he appears in a semblance of
and can cast glow once per day. Shinings wear wh ite an d
his (or her) true form, which is awful to behold. At one
gold robes and can cast reflect once per day.
moment the deity’s face and body ar e handsome, th e nex t
All special spells are cumulative so that a Shining cleric
wrinkled and hideous. During all these shifts, whether t he
can cast thr ee special spells. The spells are cast at t he cler-
countenance is that of a scabby beggar or beautiful maid,
ic’s level and do not count against the cleric’s spell maxi-
an au ra of unease pervades, for Ralishaz’ randomness is
mum. Clerics of Pholtus a re never completely without
palpable and disturbing. His weapon is always wooden-a
light if they can help it. Magical light is preferred but a
staff or club. His avata r is hi t only by magical weapons. In
candle or piece of luminous fungus will do in a pinch. keeping with his random nature, the enchantment varies
form day-to-day.Roll ld4-the result is th e required “plus.”
Additional Spell
Ralishaz can sometimes reverse th e effects of at tacks:
Su nb urs t (Evocation)
d20roll Result
Level: 4 Components: V, M
Range: 30 yards Castin g Time: 7 segs. 1 Attack affects both Ralishaz and t he attacker
Duration: 1 segment Saving Throw: Special 2-19 Attack affects Ralishaz
Area of Effect: 40’ ra di us globe 20 Attack affects attacker
This spell creates a brilliant flash of golden light.
The av ata r has t he followingpowers,usable once per day,
Undead wi thin t he are a of effect ta ke 6d6 points of damage
cast at 18th level. Casting time is instantaneous. Saving
(no save). All other creatures within or facing the burst
throws do not apply, but magic resistance does.
mu st save vs. spells or be blinded for 2-12 segments. Crea-
Gaze-Causes sleep (as spell) for ld 20 rounds, one crea-
tu re s without eyes, and those not sensitive to visible light,
ture per round. Any creature can be affected. Range 10
are not effected. A sunb urst negates darkness spells within
its are a, provided the darkn ess was cast by someone of feet.
Curse-As spell, with one of the following effects:
equal or lower level than the cleric. The material compo-
1: Always loses games of chance
nen t for thi s spell is Pholtus’ silvery s un holy symbol and a
2: Miss next luck (save or simi lar) chance
bead of any clear crystalline substance.
3: Tw o abilities of unequal r ati ng switch places
4: Always surprised during th e next ld20 encounters
Ralishaz always carries th e same weapon, but its appear-
ance varies. I t inflicts 1-20 points of damage, plus th e
wielder’s stren gth bonus, if any, and is equal to a + 3 weap-
on.

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eities and Clerics of Greyhawk

Ralishaz’ Clerics
AL Chaotic Neu tral; RA Varicolored robe; AEx none; AL Lawfu l good; WAL Any good, neutral; SoC Hil ls,
WPN sling”, mace; SPH Combat, Healing, Guardian Mountains, Gems; SY Mountain with ruby hea rt; CR
(minor), Divination (minor), Creation , Protection; SPL see Green, brown, gray; PN Seven Heavens, Concordant
below; ADD vicissitude, commune, reincarnate, confusion Opposition

Clerics of Ralishaz wear multicolored robes of varying Ulaa is th e patroness of miners, hillmen, moun taineers,
cuts and materials. They seldom suffer misfortune or ill- and quarrymen. She also has a large following among
luck, but when they do, it tend s to be very, very bad. They demi-humans, particularly dwarves, gnomes, and half-
avoid taking chances whenever possible. “Tempt not lings. Shrines, temples, and chapels dedicated to Ulaa are
Chance” is the ir byword. When clerics reach 3rd, 4th, 5 th, scattered throughout the Flanaess. They are always
or 6th level (roll ld 4 for each cleric) hey g ain th e ability to located in stony are as, if not underground. Services to Ula a
put a victim to sleep (as th e spell) by gazing into th e eyes of include displays of earth and gemstones, rhythmic ham-
th eir victims, once per day (save vs. spells negates). merings on stone, and hymns featuring ch ants w ith deep
notes.
Additional Spell
Viciss itude (Conjuration/Summoning) Ulaa’s Avatar
Level: 2 Components: S, M HD 22; THACO 8; SpA CL N U 13/13; MV 9” (1 8”);AC
Range: Special Cas ting Time: 1 eg. -5; hp 100; #AT 2 (1with hammer); Dmg
Duratio n: Special Saving Throw: None ld 6 + 13/ld6 + 13 or se e below; M R 45%; SZ M; Str 19, Int
Area of Effect: Special 18, Wis 18, Dex 17, Con 18, Cha 16 (18 in dwarves and
gnomes)
This spell allows th e cleric to bend fate, but not without
risk. When faced with any situation involving chance th e Ulaa can appear as male or female, dwarf, gnome,
cleric need only make th e mystic passes of th is spell to hum an, or any oth er crea ture s she chooses. All of her guis -
receive a + 10% bonus to th e die roll, (cf., stone of good es, however, tend to have dwarf-like proportions and a
luck). However, each time thi s spell is used ther e is a non- gnomish visage. She generally accoutres herself with a da-
cumulative 5%chance th at it will backfire and produce the mantite chain mail with a gem-studded harness. She
worst possible res ult for th e caster. always carries an enchanted military pick and a hammer
When applied to saving throws, this spell gran ts the cast- of thunderbolts.
er a + 2 bonus to the die roll (a roll of “1“always fails), but Ulaa is immune to all earth-based spells. She can pass
if a natural “20” is rolled, disaster strik es and th e cleric through ea rth or rock at a rat e of 18” per tur n. Creatures of
suffers maximum damage from the attack. the Elemental Plane of Earth respect her, serving faith-
The cleric must be alive to use th is spell and must have fully at her request (if good or neutral), or fleeing when
Ralishaz’ thr ee bone holy symbol openly displayed. sighting her (if evil). Her hearing is double the human
norm, and she h as infravision to 240 feet and ultravision.
Her most common av ata r is hi t only by weapons of + 3 or
better enchantment and regenerates one hit point per
round when in contact with ea rth or stone. No mat ter w hat
her form, she can cast t he following spells one at time, once
per round, at 12t h level:
Once per day: earthquake, statue, move earth, glassteel,
wall o f stone, conjure earth elemental (24HD)
Twice per day: transmute rock to mud, stone to flesh,
flesh to stone, wall of stone
Three times per day: passwall, dimension door, stone
shape, glassee, wall of force
Ulaa’s military pick is +5 . She can hurl her hammer of
thunderbolts every other round to a 140-foot ange, with no
rest required. Her most common avatar inflicts 2d4+12
damage on large opponents (assuming it doesn’t kill t hem
outright, see D M G ) . When attacking small opponents (less
than 1 hit die) Ulaa can slay 2d4 + 12 hi t dice of creat ures
per attack with t he hammer.

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Ulaa’s Clerics Additional Spell


AL Lawful good, ne ut ra l; RA see below; AEx + 5 % ; WF” Command Earth (Alteration)
club, flail, hammer*, mace, staff, military pick*, sling;
Level: 6 Components: V, M
SPH Combat, Elemental, Protection, Healing, Gu ardian,
Range: Special Castin g Time: 9 segs.
Divination (minor) SPL ee below; ADD command earth,
light, continual light, quest, animate object, heroes’ feast; Duration: 6 tur ns
Area of Effect: + lflevel Saving Throw: Negates
Special
PN Elemental Plane of Eart h
This spell gives the cleric limited power over creatures
Clerics of Ul aa wear robes of brown, green, or a combina- th e element of earth. While this spell is in effect, ear th ele-
tion of these colors, depending on level. They ar e serv ants mentals and other creatures from the Elemental Plane of
an d protectors of the community. At 1st level they must Earth cannot approach within five feet of or attack the
select a foe, usually some type of monster that is a local caster. The caster can forego th is protection and a tte mp t to
menace. When attacki ng th is foe in melee, th e cleric gets a charm the creature. Saves against th e charm ar e at a - 2
+ 1bonus to damage. This bonus increases by a n addition- penalty. If th e charm fails the creature is free to atta ck the
al + 1 for every th ree levels th e cleric gains, to a maximum caster. While the spell is i n effect, th e caste r is able to con-
of +4. Th e foe must be one particular kind of creature, i.e., verse with ea rth elemental creatures, and ea rth elemental
hill giants , orcs, trolls, etc. At lower levels, Ulaa’s clerics creatur es of th e cleric’s alignment will tend to be friendly
ar e granted th e following spells: toward the cleric (unless a charm is attempted). If an e art h
elemental is successfully charmed, the caster may use it to
1st-3rd detect invisible objects
move earth, as th e sixth level magic-user spell. The materi-
4th-6th dig al component for thi s spell is Ulaa’s holy symbol (the moun-
7th-9th passwall
tain with a ruby he art) and an opaque gemstone.
10 + stone to flesh
Demi-humans with infravision have th is capability dou-
bled when usin g th e detect invisible objects spell. Casting
times are normal, and the spells are cast at the cleric’s
level.

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Monsters of Greyhawk
Beastman
his chapter describes the many and varied
Clima telTer rain: Tropical and sub-tropical forest
monsters found near (and sometimes in) he
Frequency: Very rare
city of Greyhawk. The astounding variet y of
monsters found in and around Greyhawk is a Organization: Tribal
Act ive Times: Day
direct resu lt of an un usual fad which gripped
Diet: Omnivore
% th e city several hundred years ago-it seemed as if every-
Intelligence: Average (8-10)
one wanted mated pairs of unusual creatures. At t ha t time,
Treasure: K , Q
a huge market existed for expensive mated pairs of rare Alig nment : Neut ral (good tendencies)
(and often dangerous) creatures. The mated pair business Reac tion Modifier: + 2
was big business.
All too often, however, th e new owners of these r are (and
Nu mb er Appeari ng: 4-24 (40-60)
often dangerous) creature s didn’t know how to take care of
Arm or Class: 8
them. Many monsters were set free, and others escaped
Movement: 12”
into th e wilds around th e city. There they grew and raised
Hi t Dice: 2
their young. And that is why creatures normally found
THACO 16
only in the Crystalmist Mountains or the Plains of the Pay-
Num ber of Attacks: 1weapon
nims ca n be found ne ar th e city of Greyhawk.
Damage pe r A t t a c k 1-8
edNeedless
to say, th ere is now a law against bringing mat- Special Attacks: Nil
pairs of any creatur e into th e Greyhawk area. Strangers
Special Defenses: Camouflage
ar e always amazed when the ir male and female donkeys
Magic Resistance: 80%
ar e slain before their very eyes, righ t in front of the gates of
Size: Medium (5 feet tall)
th e city. Such precautions ar e a little like locking the b arn
Mora le: Steady (13)
door after th e horse escapes, however-countless unus ual
Experiencevalue: 30 + 2/hp
creatures thrive in the Greyhawk area. These creatures
ar e described below.
Beastmen a re primitive jungle-dwelling humanoids , liv-
Three of th e headings i n th e monster listings below may
ing through hunting and gathering.
be unfam iliar to experienced AD&D@game players:
Physi c a l Appe a ra nc e : Be a st me n a re huma noi d,
Reaction Modifier is a guide for DMs in determinin g a
slightly shorter (about 5 feet) and slimmer than average
creature’s in iti al reaction. Roll 2d10 and add (or, in some
humans. They’re covered from head to toe with a soft green
cases, subtrac t) he Reaction Modifier. The higher th e num-
pelt. Beneath the green fur is a shorter black undercoat. By
ber, the less aggressive the creature will be. A low roll
consciously contracting and relaxing muscles under the
means the creature acts more aggressively.
skin, beastmen can cause the green fu r to ripple, showing
Size is how big (or small) th e creature is. First edition the black beneath. Thus, when they choose (for example,
players can trea t “Tiny” creatures like “Small” creatures;
when they’re hunting), they can camouflage themselves
“Huge” and “Gargantuan” creatures can be treated like
with rippling pattern s of green and black, like the shadows
“Large” ones.
of moving leaves. This natu ra l camouflage ability makes
Mora l e is a measure of how likely a creature is to stand
them almost invisible in the forests. They surprise oppo-
its ground i n th e face of danger, adversity, or overwhelm-
nents on a roll of 1-4, and ar e effectively 90% concealed a t
ingly bad odds in combat. Roll 2d10. If the total of th e two
ranges in excess of 30 feet i n wooded are as. They’re well
dice is less tha n or equal to t he creature’s listed Morale val-
adapted to arboreal life. Their toes are long, to aid with
ue (the number in parentheses), the creature stands its
climbing, but not sufficiently so to allow the beastmen to
ground. If th e number rolled is higher th an t he Morale val- hang from their feet. Their faces are very human-looking
ue, th e creature might surrender, run away, or whatever
(apar t from the covering of green fur). Beastmen rarely
else th e DM feels is appropriate.
wear clothing or ornamentation of any kind.
Each of these concepts is treated in greater detail in th e
Combat: Beastmen aren’t aggressive creatures; they
second edition AD&D@game rules.
only attack when threatened. If they’re forced into combat,
however, their natural camouflage and magic resistance
makes them daunting adversaries. They’re typically armed
with primitive spears, stone-headaxes, blowguns, and bolas,
which they use to great effect from concealment. Blowgun
darts ar e usually tipped with weak poison (saveat +4). They
also use large weighted nets, woven from creepers, which
they drop from above to capture enemies alive. If the tribe
judges th at it’s safe to do so, prisoners are disarmed and set
free (albeit some distance from the tribe’s village, an d some-
times in hazardous terrain). Prisoners judged to be a threat
even if disarmed, ar e killed painlessly.

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Most encounters with beastmen a re with hunting parti es est in luxury items. Their civilization, such as it is, is self-
collecting food for th e tribe. If th e beastmen gain surprise, sustaining, and they have no dependence on trade with
they typically shadow th e intruders, only attackin g if they anyone else (this doesn’t mean that they won’t consider
deem it necessary. trade in special circumstances, however).
HabitatlSociety: Although they may be judged as

primitive
reinforces tby
hismany measures (and Amedio
their common name
widely-held opinion), Jungle beast- Cactus, Vampire
men are by no means unintelligent, and th eir social organi- Climate/Terrain: All desert
zation migh t profitably be copiedby man y races. Beastmen Frequ ency : Very rare
are tribal, with a single tri be comprised of up to 60 individ- Organization: Solitary
uals. The central figure of th e tribe is th e “chief,” although Activ e Times: Any
th is te rm might be misleading. The chief doesn’t seek th e Diet: Special
position, a nd isn’t elected or otherwise chosen by th e tribe. Intelligence: Non-intelligent (0)
When decisions have to be made, or when the tribe h as to Treasure: Incidental
be led, some individual leads. This individual is always th e Alignment: Neutral
best for th e job at hand, and always has the support of th e Reaction Modifier: 3 -
tribe, but just who acts as chief can va ry from day to day,
depending on the current circumstances. Numbe r Appearing: 1-3
The selection process isn’t random-if a n indiv idual tri es Armo r Class: 7 leaves), 6 (core), 8 (threa ds)
to lead but isn’t supported by of the tribe, t he self-chosen Movement: 0
leader is ignored. This vague “non-structured structure” Hit Dice: 3 (core), 1 + 1 leaD, 4 p (thread)
works for th e beastmen because every member of th e tribe THACO 16
is involved in every decision. For outsiders, however, its N um ber of Attacks: 12
fluidity often makes discussion and diplomacy with the Damage pe r A t t a c k 1 - 2 x 12
tribe difficult (the response to th e request “ta ke me to your Special Attac ks: Blood drain
leader” will depend on the context). Special Defenses: Nil
Beastmen are totally eg alitarian with regard to sex. The Magic Resistance: Nil
only time females don’t participate in all facets of tribal Size: Medium (5-6feet high)
life is when they’re pregnan t and very close to term. Beast- Morale: Fanatica l (20)
men offspring are raised by th e tribe a s a whole; in any par- ExperienceValue: 65 + 3 h p
ticular trib e, typically 10% are immature (10-80%grown).
Young aren’t involved in huntin g and gathering-although Vampire cacti are plants of the deep desert th at supple-
the y show camouflage ability from birth-until they reach ment their water supply by drain ing liquids from animals
maturity at th e age of 10 years. Beastmen live to be about th at come within range.
50 years old. Elderly members of th e tribe ar e cared for in Ph ysi ca l Appe aranc e: Vampire cacti resemble centu-
th e same way a s children, and typically m ake up 5% of any ry plants, with 12 fleshy leaves each tipped with a sharp
tribe. needle about 1 nch long. Sprouting from the plant’s cen-
Beastman tribes dwell in the trees, in sh elters cunningly tra l core is a single spike rising to a height of 5-6 feet. The
woven from growing branches. Each dwelling houses one leaves are about 5 feet long, but droop towards th e ground
family (3-4 adu lts of both sexes in a loose group marriage , s o th e main body of the pla nt sta nds about 3 feet high. The
plus children). leaves are dusty green with a narrow band of yellow
Unlike most other “primitives,” beastmen have no reli- around their margins. The needles on their ti ps are white.
gion whatsoever. They don’t believe in gods, spirits, g hosts, The central spike is golden yellow. Once every midsummer
magic or any thi ng supernatural: If they can’t touch and a single sm all flower blooms at th e top of the cent ral spike.
measure it , it doesn’t exist. Thus they have no tribal sha- This flower is blood-red in color. After t hi s flower ha s been
man s or witch doctors. It’s not known wheth er th is philoso- pollinated, a small blood-redfru it forms. This fru it is moist
phy arose because of the creatures’ resistance to magic, or and sweet-tasting, and almost irresistib le to most birds.
whet her it’s somehow a cause of this resistance. The plant itself is rooted to one spot, but it ca n move it s
Beastman tribes tend to keep to themselves, communi- leaves rapidly. Vampire cacti are usually surrounded by
cating only with other beastman tribes. They use and pro- th e skeletons a nd d rained corpses of warm-blooded deni-
duce few artifacts, and hence have little interest in trade. zens of th e desert (kang aroo rats , etc.).
They speak thei r own language, but a few individuals can Combat : The vampire cactus attacks by shooting th e
converse haltingly in t he common tongue. The bulk of the ir needles at th e tips of it s leaves into its victim. These nee-
population seems to be in the Amedio Jungle, although dles have a range of 3 yards, and remain attached to th e
there are reputed to be beastmen tribes in the jungles of leaves by a thick rubbery thread th at unreels from within
Hepmonaland as well. the leaf. This thread is th e vessel through which the p lant
Niche: Beastmen are a t the top of the food chain. They drains its victim’s bodily fluids.
hunt smaller forest-dwelling animals, and gather edible The needles do 1-2 points of damage eac h when th ey
vegetation. They have no interest in any form of agricul- strike. Each subsequent round, the plant drain s 1-3points
ture or animal husbandry. They are hunted-often with of liquid (i.e., blood) thro ugh each needle t ha t rema ins in
limited success, tha nks to their intelligence-by large jun - its victim’s flesh. The victim ca n tea r free or pull th e nee-
gle carnivores. They manufacture very little-usually jus t dles loose, but they are viciously barbed a nd pulling t hem
weapons and rudimentary tools-and have almost no inter-

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Monsters of Greyhawk

out of flesh causes 1-3points of damage each. The plant c an Camprat


fire all twelve needles simultaneously, but no more than
Climate/Terrain: Temperate barrens and hills
six can be directed at a single target. The plant can engage
Frequency: Common
as many target s as it has needles. Any needle tha t fails to
Organization: Pack
penetrate its target is reeled in, and is ready to be fired
Act ive Times: Night
aga in in 30 seconds. Once a tar get is dead, th e plant reels
in t he needles from th at target and readies them to fire at Diet: Omnivore
Intelligence: Animal (1)
any other victim t ha t presents itself. The plant becomes
Treasure: Nil
sati ated a fter dr ainin g 50 points worth of damage. When it
Alignment: Neutral
reaches satiation, it reels in all i ts needles, and does not
Reac tion Modifier: + 1
attack an ythin g again for 48 hours.
The thre ads connecting the needles to the leaves ar e very
Numb er Appearing: 11-30
resilient: AC 8, taking 4 hp to sever. The leaves ar e AC 7,
Armo r Class: 6
and each takes 1+ 1 hit dice of damage. Damage to threa ds
Movement: 15”
or leaves does no permanent h arm to t he plant, since it can
Hi t Dice: 1-2 hp
regrow a damaged leaf in 5-8 days (although destroying a
THACO 17
leaf or severing a thr ead decreases th e plant’s number of
Number of Attacks: 1 bite
attacks, of course). The only way to kill the plant is to
Damage pe r A t t a c k 1
destroy its core. This core is AC 6, and takes 3 hi t dice of
damage. Damage done to th e leaves doesn’t count against
Special Attack s: Leaping, Gnau a t +3
th is total. Because the core is surrounded by leaves which SpecialResistance:
Magic Defenses: Nil
Nil
can move, any att ack directed at th e core has a 75%chance
Size: Tiny (8” ong)
of hitting a leaf instead.
Morale: Shaky (6)
Vampire cacti are immune to lightning and electrical
Experiencevalue: 5 + l h p
att ack s (they ground the electricity into t he desert through
their roots). They’re very vulnerable to fire, however:
Camprats are rodents with voracious appetites t ha t belie
Fire-based att ack s do double damage. Since they have no
the ir small size. They’re generally harmless, but the ir abil-
mind, sleep, charm, illusion and other mind-affectingmag-
ity to get the ir teeth into anything edible is aggravating i n
ics have no effect.
the extreme to travelers. Camprats have many other
Hab ita Moc iet y: Creatures of the Bright Desert, vam-
names across th e continent, most of the m unprintable.
pire cacti evolved their blood-draining abilities to help
Physical Appearance: Camprats are similar in
meet their water needs. Other adaptations to life in the
appearance to prairie dogs or small gophers. Their fur is
deep desert include the dusty-looking surface of their
light, sandy brown, shading to da rk brown or even black i n
leaves (to help slow down evaporation), the single small
a strea k down thei r spine. They have a ti ny s tu b of a tail.
bloom (to minimize wate r loss) and a conductive root sys- Their eyes are small and beady, and th eir front t eeth ar e
te m (vampire cacti ar e often th e tallest objects around, and
long and exceedingly sharp. The creatures move very
hence frequently struck by desert lightning). Migrating
quickly, and can climbju st about anyth ing.
birds seem to have carried t he seeds of vampire cacti to the
Comb at: Camprats are timid creatures, and fight only if
margi ns of th e Dry Steppes, and even to th e forbidding Sea
cornered. Ifthey must fight, however,their razor-sharpfront
of Dust, because some of th e deadly plant s a re found there.
teeth ca n pierce leather as easily as hi n cloth. The creatures
The only treas ure s to be found near a vampire cactus ar e
would much rathe r flee th an fig ht-climbin g, jumpi ng over,
th e personal possessions of any unlucky victim.
or gnawing through any obstacles.Unlike normal r ats , cam-
Niche: Nothing eats th e vampire cactus: Its tissue is
prats are clean, and so c a r r y no signSicant risk of disease.
too tough and bitter (in contrast to its fruit). Anything
Because they can move so swiftly, they’re difficult to hit
warm-blooded is a potential victim for the cactus.
(thus their relatively high armor class).
Habitat/Society: Like rats, camprats live in loosely-
bonded packs, with males and females in roughly equal
numbers. There is no pack leader and no organization to
speak of.
Females mate once every nine months; l itt ers contain 6-8
young, of which two-thirds usually survive. While the
female is bearing and raisin g he r young (a period of about 3
months), she stays within her lair (usually a small cave or
gap between some rocks, or a hole she’s dug for herself).
During this time, the male brings food for her an d th e off-
spring. When the offspring are ma tur e and leave t he lair,
th e male and female pa rt company.

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Monsters of Greyhawk

Camprats are fast-moving, and can make astounding Changecats ar e feline creatures with two forms: One is
leaps: up to eight feet horizontally and thre e feet vertical- identical to a normal house cat; the other is similar to a
ly. They can climb any surface th at offers th e slightest pur- large plains cat like a cheetah. The changecat can change
chase to their tiny claws. Their front te eth grow constantly, between these forms a t will. (In th e listing above, statistics
and th e creatures must gnaw on things to prevent them outside the parentheses refer to t he house cat form; sta tis-
tics within parentheses refer to th e plains ca t form.)
from
sharp.growing
C ampratstoo can
long. Thisthrough
chew gnawing also cloth
thick keeps(for
theexam-
tee th Physical Appearance: In its smaller form, the change-
ple, a sack) in five seconds, th in l eath er in 15 seconds, and cat is indistinguishable from a domestic cat. Coloration
thick l eath er in 30 seconds. Even wood presents lit tle prob- varies from pure black through tabby to pure white (the
lem: th ey can gnaw throug h one inch of wood in 60 sec- same range as a house cat). The only difference is i n t he
onds (soft wood) to 90 seconds (hard wood). creature’s eyes: They’re even steadier th an a normal cat’s,
The camprats diet is simple: If it isn’t on fire, they’ll ea t and hold more confidence.
it. They’re continuously scavenging, and will go to great In its larger form, the changecat is similar in size and
lengths to steal food. Typical precautions taken by body line to a ch ee tah sleek, powerful, and very fast. Its
travelers-storing food overnig ht in thick leather sacks or coat is tawny like a lion’s, and lacks the spots th at mar k a
hanging it from tree-branches-won’t deter camprats, cheetah. Like a cheetah, its claws are non-retractable,
making th em a major ir rit an t for people traveling through designed for traction as well as for combat.
barrens a nd hills.
Knowledgeable travelers ar e often warned of t he pres-
ence of camprats by dead trees in th e area: The creatures
gnaw on th e bar k, frequently to the e xtent of “banding”
and killing th e trees. Camprats are irritatingly common in
most hills and barrens, including the Hestmark High-
lands, t he Abbor-Alz and th e Kron Hills. In fact, there are
tale s th at a gnomish king of centuries ago dedicated a dec-
ade to try ing to rid th e Kron Hills of camprats (with no suc-
cess, of course).
Niche: Camprats are pure scavengers, and will eat any-
thi ng they can find, but they don’t hunt. They have reason
to be tim id Many large carnivores consider camprats to
be delicacies. Ogres love live camprats, and red dragons
will often breathe fire into camp rat holes, the n dig out the
cooked appetizers with in.

Changecat
ClimateD’errain: Temperate forest, grassland and for-
ested hills
Frequency: Rare
Organization: Solitary
Active Times: Any
Diet: Carnivore
Intelligence: Animal (1)
Treasure: Incidental
Alignment: Neu tral, good tendencies
Reaction Modifier: + 1

Number Appearing: 1
Armor Class: 8 (7)
Movement: 9”(15”,45” for 2-round “sprint”)
Hit Dice: 4
THACO 15
Combat: In house cat form, the changecat h as only one
Number of Attacks: 1 claw, 1 bite (2 claws, 1 bite)
effective attack with its front claws. If this front claw
Damage per Attac k 1-2 (claw), 1 (bite) (1-3 claw) x 2,2-
attack succeeds, it can also rak e with its rear claws (treat
12 (bite))
as one attack). In plains cat form, the creature has two
Special Attacks: Rear claws for 1-2(Rear claws for 14)x 2
front claw attacks. If both a re successful, it can rake with
Special Defenses: Surprised only on a 1
both rear claws (treat as independent attacks). In both
Magic Resistance: Nil
forms, the changecat moves so silently that it surprises
Size: Tiny high a t shoulder) (medium (3 eet high at
(loll
prey on a 3 in 6. Because of its highly-attuned senses and
shoulder))
instincts, it is surprised only on a 1 n 6. Its balance and
Morale: Elite (17) dexterity are such that a changecat-in eith er form-
Experience Value: 85 + 4 h p
always lands on its feet.

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- .
The changecat can change between its two forms at will, Crystalmist
but th e transformation tak es one round. It can make up to
Climate/Terrain: Temperate and sub-tropical mountains
five changes per day. There is no limit to the amount of
Frequency: Uncommon
time it can rem ain i n one form. Normally, it spends most of
Organization: Swarm
its time i n house cat form. If threatened, however, it imme-
Active Times: Night
diately changes int o plains c at form, becoming a dangerous
adversary. Diet: Nil
Intelligence: Non-intelligent (0) animal (1)
In house cat form, the creature rarely at tacks anything
Treasure: Nil
larger t ha n itself, preferring prey such as mice, small rats,
Alignment: Neutral
and birds. In plains c at form, it hun ts larger prey such as
deer or antelope. Its hunting style is to stalk its prey until
Reaction Modifier: 5 -
it gets within 100yards or so, and t hen b urst from conceal-
Number Appearing: 1 warm of 200 -b ldlOO
ment, using its amazing sprint speed to ru n th e creature
Armor Class: 10 (7 )
down. The changecat can maintain this sprint speed for
Movement: /18"(/ 6 ")
two rounds, and then must rest for two rounds before
Hit Dice: 1 hp (50 hp)
sprin ting again.
THACO Nil (13)
Habitat/Society: The changecat resulted from a Re1
Number of Attacks: Nil (1)
Ast ran wizard's experimentation many decades ago. While
Damage per Attac k Nil (1-6)
attempting to engineer a perfect a nimal companion and
Special Attacks: Light beams
guardian , he magically manipulated a normal house cat's
Special Defenses: Nil
DNA, producing th e first changecat. To the wizard's sur-
prise, th e trait bred true: Changecats can breed with any Magic Resistance: Nil
Size: Tiny (1/2" diameter) (small (12" diamet er))
feline, and the offspring all retain the full abilities of a
Morale: See below
changecat.
Experience Value: 3 (75)
Though the y arose to t he eas t of th e Grandwood Forest,
changecats have been spread steadily westward and
The crystalmist is a swarm of living crystals th at dwells
througho ut th e world. By natur e, they're solitary (at least
in high mountainous regions. When threatened, th e indi-
with regard to oth er felines), and breed only once each year,
viduals in t he swarm can combine to form a community
producing small l itt ers of one to thr ee offspring. (This is
with enhanced intelligence and powers. (In the listing
fortunate; otherwise they might overrun t he planet.)
above, statistics before parentheses refer to t he individual
A changecat must ea t enough to support its body mass i n
creature; statistics within parenth eses refer to the commu-
th e form it currently holds. Thus, it's in t he creature's best
nity.)
inter est to remain i n house ca t form as much as possible (a
Physical Appearance: An individual crystalmist crea-
small cat can easily find enough food to sustain itself
ture appears as a tiny drifting crystal, like a large snow-
where a cheetah mi ght h ave difficulty).
flake with its own internal light. This light can be any
The changecat ha s a n affinity for humans, elves and half-
elves. It treats smaller demihumans (halflings, gnomes color. The individuals congregate in large multicolored
swarms th at drift aimlessly through t he air. If the swarm is
and dwarves) with suspicion, and has a strong antipat hy
threatened , t he individuals coalesce, forming larger crys-
towards half-orcs. If a huma n or demihuman trea ts it kind-
ta l communities approximately a foot in diameter. Each
ly, it's likely to adopt that person and travel with him or
community is composed of 50 individuals, and t ake s one
he r (75%chance). Once it ha s adopted a buddy, it will nor-
round to form. Communities can hover and move slowly.
mally ma int ain house ca t form, not giving i ts companion
They glow with a pure wh ite light.
any clue tha t it's more th an th e domestic cat it appears to
Combat: The individuals have no combat abilities and
be. If its companion is threatened , however, it is 50% ikely
no measurable intelligence. The communities, on t he other
to change form and fight to defend him or her. It will never
hand, have an imal awareness. They a re also able to gener-
hunt humans or demihumans, or attack them without
at e brilliant beams of white light with a range of 20 feet.
provocation.
These beams are intense enough to cause damage, and c an
Niche: The changecat is at th e top of th e food chain. It
ignite flammable materials if they fail their saving throw
rarely h unt s intelligent creatures, preferring herd animals
against magical fire. Armor can absorb or reflect these
as easier prey. In plains c at form, it h as no nat ura l enemies
beams (although sometimes at th e cost of ign iting t he
(except, perhaps,
hunt ed by for man).that
larger creatures In house cat form,eitatmay
might normally cats .be
. armor's material), so attacks are handled with a regular
hit roll, rather than as a spell attack havin g throw situa-
but the hunter s ar e in for a nasty-and potentially
tion. If a community's hit roll is unsuccessful but still
terminal-surprise.
exceeds 3 (the roll necessary for the creatu re to h it AC l o),
th e beam has struck the target's shield or a piece of armor.
If the equipment struck is flammab le (e.g., padded armor,
wooden shield, etc.), it must save against magical fire or
burst into flame.

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Monsters of Greyhawk

A community consists of 50 individuals, and so ha s 50 hp; Dragon, Greyhawk


however, if it receives 1 0 or more points of damage, it ClimatelTerrain: Temperate cities; rarely, temperate
breaks ap ar t into i ts component individuals. Each point of hills, barrens or forested hills
damage done to the community destroys one individual Frequency: Very rare
(thus a community sustaining 12 points of damage will Organization: Solitary
immediately decompose into 38 individuals). Individuals Activ e Times: Any
from a scattered community won't form another commu-
nity for 5 rounds after t he dissolution of the ir last commu- Diet: Omnivore
Intelligence: Supra-g enius (19-20)
nity. Treasure: U
Crystalmists-whether individua ls or communities- a re Alignmen t: Lawful neu tra l (good tendencies)
immune to sleep, charm, illusion,or other mind-affecting Reaction Modifier: + 2
magics.
Crystalmists have limited and temporary awareness, Numbe r Appearing: 1
and hence have no morale i n th e normal sense. As dictated ArmorClass: 0
by the constraints above, crystalmists will continue to Movement: 12"/24" (MC:E)
form communities and atta ck until th e thre at to the swarm Hi t Dice: 11
ha s gone, or until they have all been destroyed. THACO 10
Hab itat /So ciet y: Individual crystalmists have less self- Nu mb er of Attac ks: 2 claws, 1 bite
awareness and intelligence th an insects. Over the millen- Damage pe r Att ack : 1-10(claw) x 2, 3-30 bite)
ni a, however, they've evolved the ability to coalesce into Special Att ack s: Breath weapon, magic use
lar ger communities i n time of need. In thes e communities, Special Defenses: Spell immunity
th e insignificant mind s of individuals merge together to Magic Resistance: 75%
produce animal-l evel intelligence. Size: Huge (25 feet long)
Crystalmist communities form if any creature tries to Morale: Fanatical (20)
pass through a swarm. Most denizens of the mountains Exp erie nce Value: 6200 + 2 0 h p
know this, and avoid th e drifting points of light.
During the day, crystalmists are inert, lying like salt Greyhawk drag ons love th e companionship of hum an-
crystals sprinkled on th e ground. Their glow is gone, and kind, and prefer to live i n cities. They are highly magical
the y cannot move. They spend the daylight hours absorb- and intellectual.
ing what l ittl e sustenance they need from th e air and from Ph ys ica l App ear ance : Although considerably smaller
the rocks: oxygen, hydrogen, silicon, some carbon, and than many of its kin, the Greyhawk dragon shares the
other tra ce ele ments. They also absorb th e energy of sun - stre ngth a nd robustness typical of other dragons. It s scales
light, storing it somehow within the ir crystal lattices for ar e a rich metallic grey reminiscent of brushed s teel, rang-
later use. ing to a darker hue-almost like blued gunmetal-on th e
Crystalmist individuals reproduce rarely, and then by creature's underside and towards its tail. The membranes
binary fission like unicellular creatures.
Although they can be found in any temperate or sub- of Comb
it s wings
at: have thrt
At hea e sheen of finecreature,
a peaceful silk. the Greyhawk
tropical mountain range , they're most common in th e Cry- dragon avoids combat where it can. If conflict is inevitable,
stalmist M ountains (whether th e range was named for the however, it fights with great intelligence and lethality. I n
creatures or they for the range is still a point of contention addition to its clawlclawhite attack routine, three times
among sages). per day it can exhale a highly toxic ga s (save vs. poison at
Niche: Since they consume nothing but energy and - 4 or die). The maximum am ount it can exhale would fill a
inanimate matter, crystalmists are a t the bottom of the cube 30 eet on a side; however, the dragon can carefully
food chain. They ar e a source of necessary minerals for meter the amount. The gas is quickly absorbed through th e
some nocturna l predators-mostly birds and bats, who can skin, and is just as lethal as if breathed. P arti al protection
sna tch a few individuals from th e air before communities can be gained through coating all exposed ski n with l ard or
can form to drive th em off. Slow-moving and earthbou nd other grease, as this atte nua tes he effect of the poison (the
creatures tend to avoid crystalmists. .., -
save is now made a t 2). The toxic ity is very short-lived-
within two minutes of exposure to oxygen, th e ga s becomes
inert.
In preference to any physical attac k, the dragon is likely
to use magic. At the very young age, it has four 1st level
spells. Thereafter, it gain s four spells of progressively high-
er level at each new age bracket ( thu sat old age, it has four
spells of each leve l 1st through 6th). From birt h, it can also
polymorph self five times per day. Unlike the regular
magic-user spell, thi s ability ha s a n unlimited duration.
The Greyhawk dragon is immune to magic use r spel ls of
1st through 4t h level. Against all other magical effects, it
ha s a magic resistance of 75%.It can use all magical items
permitted to t he magic-user class.

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Hab itat /So ciet y: Because of its love for and fascination Grung
with humanity, the Greyhawk dragon usually lives poly-
Climate/Terrain: Tropical and sub-tropical swamp
morphed into human form. Its favored habitat is a large
Frequency: Uncommon
city, where i t typically ow ns a large house, and where it’s
Organization: Tribal
often th e center of artis tic and intellectual gatherings-
Act ive Times: Day
poetry readings, discussion groups, etc. In their human
Diet: Carnivore
identities, Greyhawk dragons are often well-knownamong Intelligence: Average (8-10)
th e intelligentsia an d patrons of th e arts . They keep their
Treasure: C
tr ue nat ure inviolably secret.
Alig nmen t: Lawful evil
Food is usually the creature’s biggest problem:
Rea ctio n Modifier: + 1
Although it might take the form of a man or woman, it
must eat enough to maintain its true bulk. Every two
Numbe r Appearing: 4-48 50-100)
weeks or so, it drops out of sigh t and trave ls to nearby w il-
Ar mo r Class: 7
derness areas (where it might claim to own a hunting
Movement: 9” /12“
lodge). Her e it hunts , making up for its enforced fast (at
Hi t Dice: 1 + 2
least, by dragon terms) in th e city. Like other dragons, the
THACO 18
Greyhawk variety is omnivorous, but prefers fres h meat. It
Num ber of Attacks: 1 bite, 1 weapon
never eats domesticated herds, preying instead on wild
Damage pe r A t t a c k 1-3 bite), 1-6 weapon)
animals-particularly those baneful to man.
.Special Attacks: Poison
Greyhawk dragons are very rare creatures: even the
Special Defenses: Nil
large st city migh t h ave only one or two living (secretly) in
its midst. Although they ta ke s tringent precautions to pre- Magi c Resistance: Nil
Size: Small (3 feet tall)
vent their true nature from being discovered, one
Morale: Steady (13)
Greyhawk drag on can recognize anot her on sight. Dragons
Experie nce Value: 35 + 2/hp
in the same city are usually cordial to each other, though
they don’t usually seek each other’s company. Every
Grung are highly territorial, toadlike humanoids that
twelve y ears, however, the dragon seeks a mate, often from
dwell in swamps and marshes. They bear a strong resem-
another city. When it ha s found one, the couple retires to
blance to frogs and other amphibians, and might in fact .
th e wilderness, where they raise a single offspring. Once
have evolved from them.
the youngster is old enough to fend for itself-about 24
Physical Appearance: Standing about 3 feet tall,
months-the parents separa te and retu rn to their individ-
Grung have a lower body tha t strongly resembles a g ian t
ua l lives. The creatures very rarely select the same mate
frog or toad, with powerful legs and large webbed feet.
twice.
Thei r upper body, however, is more developed, with muscu-
Greyhawk dragons speak their own language and the
lar forelimbs, opposable thumbs, and smaller, more
languages of most humans, demihumans and humanoids.
humanoid-looking heads. They st and upright, and move
They can be found-if they wish to be found-in any large with rapid, short hops. They are incapable of the prodi-
town or city. There are reputed to be no fewer then five
gious leaps and jumps shown by frogs, toads or bullywugs,
Greyhawk dragons in t he city whose name they bear! ... however. While evolution ha s given the m intelligenc e and
although nobody-least of all the dragons themselves-
tool-usingforelimbs, it’s take n away th e prehensile tongue
seems willing or able to substantiate this.
th at frogs have. In its place, the Grung’s wide mouth is full
Niche: Greyhawk dragons are at the top of the food
of shar p carnivore’s teeth.
chain, with no na tur al enemies. In cities, they rarely work
Grung have the slick skin of other amphibians. Since
as artisans, preferring to act as collectors and dissemina-
they breath through their skin, they must keep it moist.
tors of information (like sages).
Their coloration is like th at of bullfrogs: dappled green
and brown on their backs, shading to white or yellow on
the ir bellies. Their eyes-smaller th an the ir evolutionary
forebears’, and protected by bony ridges-are red with
black pupils.
Males are slightly smaller than females, but both sexes

are equally aggressive


Combat: and dangerous.
Because they’re small, Grung prefer ambush
to frontal ass aults. Their favorite tactic is to lie concealed
unt il their enemies-whether travelers, or a group of
Grung from another tribe-have wandered into the killing
zone, then open fire with short bows and spears. These
attacks are particularly deadly against non-Grung,
because the cre atures invariably poison their arrowheads
and spear tips. This poison is secreted by the Grung’s
skin: before using a weapon, th e Grung wipesit on its ow n
skin to pick up th e poison. The poisonis highly toxic to non-

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Gru ng (save vs. poison or die unpleasantly in 1-4 minutes); Ingundi


Grung are immune. The poison breaks down quickly on
Climate/Terrain: Temperate wilderness forest
contact with air, becoming inert i n 10 minutes. The skin of
Frequency: Very rare
a Gru ng also becomes non-poisonous 10 minutes after the
Organization: Solitary
creature is dead.
Act ive Times: Night
Although they prefer t o use the ir bows and spears, Grung
Diet: Carnivore
can deliver a nasty bite. Their saliva th
also
an contains poison, Intelligence: Low (5-7)
but a t a much lower concentration the ir skin: The
Treasure: D
saving throw is made at + 2.
Alignment: Chaotic evil
Grung die if their skin dries out. They must immerse
Reac tion Modifier: - 2
themselves in w ater every th ree hours or suffocate, since
their skin will not pass sufficient oxygen if it is dry. Such
Number Appearing: 1
immersion must last at least one minute to be effective.
ArmorClass: 6
The water around Grung settlements is tainted by their
Movement: 6”
poisonous secretions. Any non-Grung drinking the water
Hit Dice: 3 + 2
must save vs. poison at + 3 or become nauseated for 2-8
THACO 16
rounds (attack and defend at - 1).
Num ber of Attacks: 2 claws, 1 bite
Habitat/Society: Grung are warlike creatures, and
Damage pe r A t t a c k 1-6 (claw) x 2 , l - 1 2 (bite)
extremely territorial. They typically claim all territory
Special Att acks : Spell use (see below)
within a mile of thei r tri bal settlement a s theirs. Anyone
Special Defenses: Nil
unwise enough to ent er this territory is a tar get for imme-
dia te attack. Grung from other tribes a re also fair game; MagicMedium
Size: Resistance: Niltall)
(5-6feet
nasty little border w ars between neighboring tribes are th e
Morale: Regular (10)
rule. Most encounters with Grung ar e with wandering war
Experience Value: 100 + 4/hp
bands.
Grun g settle ment s ar e untidy collections of crude shel-
The ingundi is a n intelligent humanoid reptile.
ters, sometimes concealed inside large dead trees. Tribes
Physical Appearance: In its true form, the ingundi is
number up to 100 individuals, with 25% of that number
similar in appearance to a small lizard man-a lightly-
juveniles. Like the frogs from which they descended,
built, bipedal reptile standing five to six feet tall, with a
Grung lay eggs, and th eir offspring go through a tadpole
tai l which balances its upper body. It s mouth is wider th an
stage (AC 10; MV //12“; HD 1/2;#AT 1; Dmg 1; AL LE). Over
a lizard man’s, however, and filled with sharp, rending
a period of 3 months, the tadpoles absorb their tails and
teeth. Its forelimbs, though slimmer a nd weaker, bear long
develop limbs, then climb out of th e water and join th e
and hideously sharp claws. Color ranges from a ligh t green
tribe as immature Grung. These immature Grung have 1-1
on the back to a pale yellow-white on th e creature’s belly.
HD, and are able to move and fight from the moment they
Its small eyes are yellow with large black pupils. The
leave the water; They reach full maturity in another 6
months. ingundi wears no clothes or ornamen ts of any kind .
The ingundi rarely appears in its tr ue form, however. It
Grung tribes are m atriarchal. War chiefs are a ll female,
has a well-developed change self power and typically
and th e tribal chieftain is th e strongest fighter among the
appears as some other, more innocuous, creature. When
war chiefs. Subordinate females may challenge the chief-
hunting hum ans or demihumans, it appears a s an attrac-
tai n at any time to ta ke he r position; these challenges a re
tive individual of th e same race (but opposite sex)as its pro-
always to the death. Each tribe also has a single female
spective victim.
sha man of up t o thi rd level. War chiefs, shamans, and th e
Combat: The ingundi uses its innate powers to pick out
chieftain herself are identified by ornaments made from
a victim and lure that individual away from the herd or
th e bones of enemies. Within th e tribe, males are domi-
group, where it can kill and eat its chosen prey at leisure.
nated and have no say i n any decisions.
The creature has evolved a powerful form of ESP. With
Grun g occasionally ta ke live prisoners-particularly oth-
this, it picks out of its chosen victim’s mind th e imag e of t he
er Grung. These prisoners and t he bodies of thei r enemies
individual the victim most wants to meet romantically.
form the main course at tribal feasts.
Then, using its power of change self, it takes on th e appear-
Grung speak thei r own language, and can communicate
ance of the desired individual. The ingundi can take the
in a rudimentary way with frogs, toads, and other sw am p form of any cr eatur e rangin g in size from th at of a large dog
dwelling amphibians. They have no interest in learning
to that of a bear. The incubus can use t he ability twice per
th e common tongue, or other demihuman and humanoid
day, and the effect lasts for ld10+10 rounds, unless dis-
languages: Other creatures are for eating, not for talking
pelled before th at time.
to.
In th is form, the ingundi approaches its selected victim
Niche: When they’re not eating unwary travelers (or
and tries to engage him or her i n conversation (or courtship
each other), Grung hunt rats and other swamp-dwelling
ritual, for non-speaking prey). Conversation or courtship
mammals. They have few nat ura l predators- th e poison in
allows the creature more intimate contact with the vic-
thei r skin makes them a deadly meal. Certain giant snakes
are immune to this poison, however, and these pose the
greatest dang er to the Grung. Grung a re among the crea-
tur es most deadly to travelers in th e Vast Swamp.

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tim’s innermost desires. Play ing on these desires, th e crea- Niche: The ingundi is at or near the top of the food
ture casts a strong charm person spell (or charm monster, chain. It’s an efficient predator, preying on cre ature s from
whichever is applicable) on its victim. Because the crea- deer to traveling humans and demihumans. It produces
t ure has access to th e depths of its target’s mind, the victim nothing. Some sages believe th at incubus populations are
receives a - 2 penalty on its saving throw. part ially responsible for th e dire repu tatio ns of Fellreev
If the spell is successful, th e ingundi attempts to lead th e Forest and Hornwood.
victim away from his or her companions, o a place where it
can slay and eat the victim i n private. It also entices th e
victim to remove any armor h e or she may be wearing. The imbus
creature’s first attack is at +4 to hit, and the victim Climate/terrain:All mountains
receives no attack on that first round. Thereafter the Frequency: Very rare
charm is broken, and th e victim can defend and a ttac k nor- Organization: Solitary
mally. Active Times: Any
The ingundi’ ES Ppo wer can be blocked by magical spells Diet: Nil
affecting the mind(e.g., mind blank). The ingundi can’t Intelligence: Animal (1)
charm a potential victim whose mind is so shielded. Obvi- Treasure: Incidental
ously, an ingundi won’t approach an individual whose Alignment: Neutral
thoughts it’s unable to read. If, however, th e shield is erect- Reaction Modifier: + 5
ed after the ingundi has started its approach, it will with-
draw as quickly as it can without giving away its true Number Appearing: 1
nature.
If somebody other th an th e victim witnesses the ingundi’ ArmorClass: 2
Movement: /48“ (MC:A)
discussion with the victim, they hear a one-sided HitDice: 8
conversation-the victim is carrying on his or her side of THACO 12
the dialogue, but the other figure (the ingundi) is silent. Number of Attacks: 1
This is because the ingundi isn’t actually speaking-it’s Damage per Attac k 5-30
generating th e conversation within th e victim’s mind. Wit- Special Attacks: Lightning bolt
nesses to this exchange are immune to the creature’s Special Defenses: Spell immunity, + 1 weapons to h it.
charm; only the in itially selected targ et can fall victim to Magic Resistance: Nil
it. Size: Small
If t he charm fails, or if someone else intervenes, the Morale: Steady (14)
ingundi will try to flee. It will only fight if cornered. Experiencevalue: 1500 + l O h p
HabitatlSociety: The ingundi is a solitary creature. It
typically makes its lair inside a dead tree or among the The nimbus is a creature from the Quasi-elemental
roots of a live one. Individuals willingly approach each oth- Plan e of Lightning. An occasional visitor to t he P rime
er only to mate, and th en only once per year in t he depths of Material Plane, it’s seen only in high mountain ranges,
winter. The female lays a single egg in a concealed and and then only during the storm season (typically the
sheltered area, then totally ignores it. The egg hatches months of Sunsebb through Coldeven).
after 12 weeks. The young ingundi is barely two feet long Physica l Appearance: The nimbus is a creature com-
from nose to tail, but from birth it can fend for itself, hav- posed entirely of electrical energy, and thus has no fured
ing full ESe change self, an d charm abilities. (It can only form. It usually appears i n one of four shapes: as ball light-
use these abilities on small animals, however). It grows ning (a slowly drifting ball of light easily mistaken for a
quickly, reaching full size in six months. will-0-wisp);sheet l ight ning (a veil of li ght simi lar t o a
Although t he ingundi’ powers work well on humans and small auro ra); bolt light ning (bolts of ligh t ar cing from
demihumans, such beings aren’t the ingundi’ usual prey. object to object); or St. Elmo’s fire (a diffuse, flickering glow
Normally, th e ingundi reads the minds of other forest th at surrounds a n object). The creature can change from
creatures-deer, for example-and uses it s change self abili- one form to another a t will. The creature can reach its max-
ty t o appear as a har mles s member of i ts victim’s species imum movement of 48” only in bolt form; in other forms,
(for example, if it’s after a stag, it might appear as a doe; if it’s limited to a movement of 18”. n all its forms, th e nim-
it’s after a doe, it might appear as a fawn). In th is form, it
draws close to i ts victim an d touches it. With thi s touch, bus gives off a brilliant white or blue-white light.
Combat: On the Material Plane, the nimbus isn’t an
th e ingundi casts its charm. Normal (i.e., non-monstrous) aggressive creature, playing among the mountain peaks
animals receive no saving throw against th is charm. The for th e s heer joy of it. If attacked, however, it’s well able t o .
ingundi then leads its victim away, to slay and e at a t its lei- defend itself. Its preferred means of attack is to surround
sure. its victim in its St. Elmo’s fire form, and electrocute the
The ingundi has few natural enemies. There are crea- creature. A successful o hit roll indicates th at t he nimbus
tures that would ea t it if they recognized it for what it was, has managed to engulf its target and has discharged its
but the ingundi’ ESP and change self abilities can be used shocking current. If th e targ et is w earing armor made of
defensively as well. Unless it’s surprised, th e ingundi will ferrous metal (iron or steel, but not mi thril or adamantin e),
detect th e thoughts of a creature hunting it , and will take or is carrying more than 250 gp weight of ferrous metal
on th e form of a creature the hunte r would not eat. equipment, the nimbus receives a +2 bonus to its hit roll.
The ingu ndi ha s no language; individuals communicate Although thi s is th e creature’s preferred mann er of attack ,
by read ing each other’s thoughts.

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Monsters of Greyhawk

t can only use this att ack four times per day, since further prite, Sea
att ack s prohibitively d rai n the creature’s energy.
Climate/T errain: Tropical oceans
It can also cast small light ning bolts, one per round, to a
Frequency: Rare
maximum range of 60 feet. These bolts deal 2-12 oints of
Organization: Family
damage each (save for half damage).
Active Times: Any
The nimbus can be harmed only by + 1 or better magic
Diet: Omnivore
weapons. If th e weapon used again st th e creature is made Intelligence: Very (11-12)
of ferrous metal, its wielder suffers 1-4 oints of electrical
Treasure: D
damage for each successful hit on the nimbus, and has a
Alignm ent: Chaotic ne utr al (good tendencies)
25% chance of dropping the w eapon. Lightning and electri-
Reac tion Modifier: + 4
cal attacks do no damage to the nimbus; in fact, for each
such attack tha t strikes the nimbus, it regenerates 3-12
Numb er Appearing: 5-40
point s of damage. Poison and acids are also ineffective.
Armor Class: 6
Fire and cold-based attac ks do normal damage, while mag-
Movement: 6”//24”
ical attac ks tha t include water (e.g., ice storm) do double
Hi t Dice: 1
damage (non-magical water does the creature no harm,
THACO 17
however). The nimbus is immune to sleep, charm, illusion
Numb er of Attacks: 1 weapon
and other mind-altering magics.
Damage per A t t a c k 1-4
When a nimbus is aroused, it generates a static charge
Special Atta cks: Spell use
powerful enough to give creatures with in 30 eet a n uncom-
Special Defenses: Nil
fortable feeling of “t hei r hai r stan ding on end.” Within 10
Magic Resistance: 5%
feet of th e nimbus, this static charge is enough to cause any Size: Tiny (2” all)
ferrou s metal objects to glow with t hei r own St. Elmo’s fire.
Morale: Steady (14)
This induced charge does no damage, although it may look
Experiencevalue: 20 + l/hp
dangerous.
Habitat/Society: Although frequently misnamed as a
Sea sprites are reclusive creatures, s imilar in many ways
“lightning elemental,” th e nimbus isn’t a t ru e elemental,
to t hei r land-dwelling cousins. They’re implacable enemies
merely a denizen of tha t quasi-elemental plane (such as he
of cre atur es who would destroy th e delicate ecology of thei r
xorn is of th e Elemental Plane of Earth). It gains access to
coral reef environment.
the Prime Material Plane through gates that sometimes
Physical Appearance: Sea sprites look like tiny
open at the core of mighty thunderstorms. Possibly
human figures no more than two feet tall. They have no
because the thin air is more conducive to the creatures,
wings, but show delicate webbing between their fingers
only storms in high mountains usher the nimbus to the
and toes. Their s kin is delicate an d pale, sometimes with a
Prime M aterial Plane. For some reason, they’re particular-
slight bluish tinge. Their hair-which they usually wear
ly pa rtial to t he Sul haut Mountains (possibly because the
long-is bright green. The creatur es usually wear jer kin s
winds from th e Sea of Dust carry the ir own static charge,
leading to horrendous lightning storms among these made from eel-skin
They commonly seek or other
skins soft and
i n bright supple
marine materials.
colors: blues,
peaks).
greens and aquamarines. They often wear orn aments fine-
On this plane they a re solitary creatures. On thei r o w n
ly crafted from precious metals. Females are slightly
plane, however, they ar e common, congregating i n groups.
smaller and more delicately built t ha n males.
The nimbus h as no conception th at “bags of mostly
Sea sprites are armed with tiny but wickedly sharp
water” (like animals) are alive. If they thi nk aboutit at all,
swords, and there’s a 50% chance one will be carrying a
the creatures are more likely to assume that energy phe-
light crossbow tha t o perates with fu ll effectiveness under
nomena like fires and lightning bolts are alive.
water as well a s above. (These weapons are much too tin y
The mea ns of communication used by th e nimbus is
for human s or demihumans-even halflings-to use.)
unknown. Telepathy, tongues and other magics are totally
Sprites are able to become invisible at will (opponents
ineffective in communicating with t he nimbus.
strike at -4). They detect good/evil at up to 50 yards.
Niche: On the Prime Material Plane, the nimbus con-
Com bat: Sea sprites are reclusive, an d engage in face-
sumes nothing and produces nothing, and it has no preda-
to-facecombat only if there’s no othe r option. They prefer to
tors. It s energy requirements are drawn from the
attack from ambush, using the ir lig ht crossbows. The bolts
Quasi-elemental Plane of Lightning.
ar e tipped with a potion which causes any creatu re st ruck
to save versus poison or sleep for 1-6 ours in a comatose
state-this can have lethal consequencesfor creatures tha t
must surface to breath air. Sea sprites generally slay evil
creatures, removing neutr al or good ones to a locale well
away from where they encountered the sprites. Usually,
air-breathing creatures are left above the surface, on a
nearby deserted shore, for example. The spr ites don’t usu-
ally concern themselves wit h wha t happens to t he sleeping
creatu res afterwards.

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Sea sprites often use other marine creatures a s pack ani-


mals an d guards. A group of sea sprite s is 45% ikely to be
accompanied by 1-6 carnivorous fish su ch as ba rracuda or
quippers. Climate/Terrain:Any land environment (old battle-
A sea sp rite can endow 2-5 turns of water breathing by grounds)
touch. A sprite
l o t h evel can also
of ability, slowairy
and cast water th
(by touch) once
reeper
timeday
s per th e
at day Frequency: Rare
Organization: Military uni t
at th e 5t h level of ability. Active Times: Night
Habitat/Society:Sea spr ites live among the coral reefs Diet: Nil
and warm shallows of t he Densac Gulf, th e Tilva Stra it, Intelligence: Average (8-10)
an d waters s outh. They can breathe equally well above or Treasure: Incidental
below water, althoug h they much prefer a submar ine exist- Alignment: Lawful evil
ence, and rarely venture onto land. They’re joyful crea- Reaction Modifier: + 3
ture s, loving to frolic among the brilliant fish tha t inhabit
their home waters. They can flash through the water so Number Appearing: 2-8
quickly th at they can catch and pet th e fastest of th e reef Armor Class: 3
fishes. Movement: 9”
They hun t fish with t heir crossbows, but kill only to eat, Hit Dice: 7
an d are very selective in the ir hunting. Fish husbandry is THACO 10
is practiced so they n ever deplete th e fish population. They Number of Attacks: 3/2 (as F7)
respect-and ar e respected by-fishermen who tak e only Damage per Attac k 1-10
enough to feed the ir people: That’s th e way of the sea. Sea Special Attacks: Strength dra in
sprit es dislike people who kill too many fish, or those who Special Defenses: +2 or better weapons to hi t
fish for sport. They feel strong enmity towards those who Magic Resistance: Nil
despoil the coral oceans, and are likely to take action Size: Medium (6 feet tall)
against them. Morale: Fanatical (20)
Sea sprites live in family groups, and dwell in nat ural Experience Value: 1000 + 5/hp
coral caves, or in th e hulks of ships tha t foundered on the
reefs. The family is led by the oldest male, but th e senior Swordwraiths are the s pirits of warriors cu t down at th e
female acts a s his advisor, and is often the “power behind height of battle, and kept from th e dissolution of de ath by
the throne.” They believe tha t any wealth th at the sea their ow n indomitable will.
take s (in the form of sunken treasu re) should remain with Phys ical Appearance: Only seen at night, or under-
the sea, and th us oppose treasure hunters and those who ground where the sun never shines, swordwraiths appear
would salvage wrecked vessels. as warriors, garbed in armor and armed with assorted
Sea sprites speak their o w n language, and 50 % of them weapons of war. Although the armor and weapons are
ar e conversant i n th e common tongue. They can also com- unremarkable, the flesh within appears insubstantial.
municate on a rudimen tary level with th e more intelligent Under certain lighting conditions, all th at can be seen ar e
denizens of th e deep. They’re great believers in a balanced two glowing eyes within the shadow of the helmet.
ecology, and so have no antipathy towards sha rks and oth- ‘ Swordwraiths reek of mold and decay, but th is scent is car-
er predators. They have hatred only towards the more evil ried by their armor and weapons, not by the creatures
and cx+el ocean dwellers, particularly sahu agin an d thei r themselves. They are surrounded by a n au ra of intens e
ilk (who they atta ck on sight). cold-uncomfortable, bu t not enough to cause damage.
Niche: Sea sprites are a t the top of th e coral reef food Combat: Swordwraiths, when they were alive, were
chain. Their only na tur al enemies are sahuagin, but the ir hardened warriors, and even as undead they reta in th eir
speed and th e accuracy of th eir crossbows make th em diffi- knowledge of strategy and tactics: They fight small-unit
cult prey. They’re on friendly ter ms with aquatic elves, and engagements with textbook precision, knowing exactly
sometimes trade w ith them, although th e two races never when to attack, give ground, and counterattack. They’re
live together. intelligent, and speak the common tongue of humanity,
and therefore they might accept parlay. . . but only if it’s
asked by someone
Swordwraiths they consider
attack as normal th eir milita ry
warriors equ al.with
would,
th eir varied weapons. No ma tte r what weapon is used, th e
damage is th e same: 1-10hp. Each hi t also drains 1 point
of str ength from the victim. If a victim’s st ren gth reaches 0,
death occurs. Strength lost to a swordwraith’s attack can
only be regained by complete rest (1point per day of total
inactivity), or through a wish, limited wish or equally
potent magic.
Swordwraiths can only be harmed by + 2 or better weap-
ons. They are totally immune to sleep, charm and other
mind-affecting magic. They are turn ed as vampires.

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HabitatlSociety: Swordwraith s were once professional If, Mist


soldiers: officers and mercenaries, or others for whom Climate/terrain:Any non-desert land environmen t
fighting was all ther e was i n life. Though slain on the field Frequency: Very rare
of battle, thei r will was such tha t they were unable to leave Organization: Pack
behind the trade of violent death. In many cases, their Active Times: Night
stubborness is such th at they won’t admit-even to Diet: Carnivore
themselves-that they ar e in fact dead. Swordwraiths are Intelligence: Average (8-10)
totally free-willed, and feel no kinship towards other Treasure: Nil
undead (in fact, they hat e th e “mindless lack of discipline” Alignment: Lawful good
th at characterizes most other undead). Reaction Modifier: 0
The creatures a re active only at night, or underground
where t he sunlight cannot reach. Their bodies were typi- Number Appearing: 2-20
cally interred in barrows or buri al mounds. During day- Armorclass: 6
light hours, intruders into such barrows may meet Movement: 18”
swordwraiths preparing for t heir nocturnal activities. Hit Dice: 3 + 3
Swordwraiths congregate i n small u nit s and councils of THACO 16
war, planning and executing midnight raids on settle- Number of Attacks: 1 bite
ments near their battleground resting places. They are Damage per Attack 2-6
also likely to at tac k any traveling party unwise enough to Special Attacks: Nil
spend the night within the ir territory (the “lawful” part of Special Defenses: Breath weapon
their
other alignment refers
swordwraiths to to
and loyalty
no onewithin
else).their group-to
Swordwraiths Magic Resistance: 10%
Size: Medium (4 feet high at the shoulder)
gat her no loot an d occupy no captured territory as a result Morale: Elite (16)
of these raids. They fight because fighting is all they know. Experienc evalue: 60 + 5 h p
If swordwraiths have a credo tha t they “live” by, it would
have to be “Mer cenaries don’t die; they jus t go to Hades to Mist wolves are cousins of norma l wolves, but they ar e
regroup.” They speak t he common tongue of humankind. larger and have some magical abilities. Although they’re
lawful good in alignment, mankind’s innate fear and
hatre d of wolves ensur e tha t these crea tures will always be
misunderstood.
Physical Appearance: Mist wolves are alm ost identi-
cal to the ir non-magical cousins, except they’re high er a t
the shoulder and their fur is smokey grey with w hite tip s
on the hackles. They’re slim and muscular, wi th fearsome-
looking teeth. Their eyes are black, without t he red tinge
oftenseen i n wild wolves.
Combat: Mist wolves attack in packs like common
wolves, often using sheer weight of numbers to dr ag down
opponents. They’re more intelligent th an t he ir cousins, so
they ar e less likely to continue a n obviously losing battle.
Mist wolves have a magical ability that makes it easier
for them to disengage from stronger opponents: A single
wolf can exha le clouds of thick mist (similar to a wall of fog
spell) blocking all vision, filling a volume 10 feet on a side
and lasting five rounds unless blown away. The mist is
purely defensive, since it’s as opaque to th e wolves as it is
to th eir opponents. This ability can be used twice per day.
HabitatBociety: Because of their alignment, mist
wolves only attack humans or demihumans who ar e behav-
ing in a flagrantly evil manner. Normally, mist wolves will
protect travelers from evil creatures tha t may wish th em
harm. Unfortunately, fear and hat red of wolves is taught
from the cradle, and is embodied in everything from chil-
dren’s tales to common expressions (“a wolf in th e fold,”
Swordwraiths a re common in th e Stark Mounds region - “th e wolf at th e door,” etc.). The fact th at mist wolves ar e
probably as a resu lt of ancient terri toria l wars between frequently seen when evil is abroad doesn’t help; people
&off and Sterich, or th eir forebears-but they can be found never realize-or refuse to believe-that th e wolves only
in any other pa rts of th e world tha t boast old battlefields appear when evil is near in order to fight it. Therefore, mist
and war graves. wolves are often slai n by the people they’re tr yin g to pro-
Niche: Swordwraiths consume and produce nothing. tect.
Their only victims a re travelers who wander into their ter-
ritory, and th e occupants of nearby s ettlements.

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Mist wolves have an innate ability to detect evil. This Drowned ones (also known as sea zombies) are t he ani-
power operates continuously, and without conscious voli- mated corpses of hu ma ns who died at sea. Although simi-
tion. They’re implacable enem ies of evil, and defenders of lar to land-dwelling zombies, they ar e free-willed, an d are
goodness and law. They’ll often go to gr eat lengths-even rumored to be animated by th e will of the god Nerull the
giving the ir lives-to protect humans an d demihumans. Reaper.
Mist wolf society is based around th e pack, as with com- Physical Appearance: The appearance of drowned
mon wolves. Packs comprise up to 20 wolves, with a n equal ones matches their name: They look like human corpses
number of males a nd females. The leader of th e pack is th e th at have been underwater for some time-bloated an d dis-
stronge st individual (us ually male, but not necessarily so), colored flesh dripp ing with foul water, empty eye-sockets,
who gains a nd defends the position by challenge and (non- tongue frequently protruding from between blackened
lethal) combat. If th e pack is encountered in its own territo- lips. Their visage and thei r stench of decay ar e so disgust-
r y (usually wilderness forests), the re a re half as many cubs ing th at anyone seeing a drowned one or coming within 20
present as th ere are females. Mist wolves are monogamous feet mu st s ave vs. poison. A failed saving throw indicates
and m ate for life, and both parents share th e responsibility th at th e character is nauseated, and att ack s and defendsat
of caring for the cubs. Cubs grow rapidly, reaching full -1 for 2-8 rounds. On land, drowned ones move slowly,
maturity at th e age of 1 2 months. They gain th eir brea th with a clumsy shambling gait. I n water, however, they ca n
weapon ability at half th at age. swim with frigh tening speed.
Mist wolves have th eir own rich language consisting of Combat: Like most undead, drowned ones have a n abid-
yips, barks, and growls. They understand the common ing hatred for the living, and attack them at any opportu-
tongue, but are unable to speak it for anatomical reasons. mity. These attacks often show surprising cunning (for

These creatures
reputations, becauseare that’s
most common in forests
where they can do with evil
the most example,
sailors as luring ships
they try onto themselves
to save the rocks, then
fromattacking the
the wreck).
good. (Of course, thi s doesn’t help th e wolves’ reputations Drowned ones ta ke ad vantage of th eir swimming speed by
at all ..) There are large populations of mist wolves in attacking ships as they lie at anchor-climbing aboard th e
Dreadwood and in the Burneal Forest, although they vessel and trying to drive the sailors overboard, where th ey
aren’t limited to these areas. can deal with t hem more easily.
Niche: Mist wolves are highly efficient predators with Drowned ones attack with the weapons typical of sail-
few natu ral enemies. They’re intelligent enough to select ors: sho rt swords, daggers, hooks, clubs, etc. Because of
the ir victims an d control thei r hunting w ith care, making the unnatural strength of the creatur es, these weapons all
sur e never to over-predate an a rea or prey population. do 1-10 points of damage. The putrid water th at drips from
the drowned ones contains many pathogenic bacteria, so
any successful hit ha s a 10% chance of causing a severe
Zombie, Sea (“Drowned Ones”) blood disease i n th e victim.
Climatepl’errain: Shallow coastal waters, sal t and fresh
Frequency: Rare
Organization: Pack
Active Times: Night
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: M
Alignment: Chaotic evil
Reaction Modifier: 3 -
Number Appearing: 2-24
Armor Class: 7
Movement: 6”1/12“
Hit Dice: 5
THACO 15
Number of Attacks: 1
Damage per Att ack
Spe cial Attacks: 1-10disease, spell use
Stench,
Special Defenses: Spell immunity
Magic Resistance: Nil
Size: Medium (6 feet tall)
Morale: Fanatical (20)
Experience Value: 130 + 5 h p

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The w ater-logged condition of t he creature’s flesh means drives a sea fog onto the coast, however, they can roam
th at fire and fire-based magic do only half damage. Light- inland as far as the fog reaches. When t he fog retr eats , or
ning, electrical an d cold-based attack s do double damage. when the sun is about to rise, they must return to the
Drowned ones are immune to sleep, charm, illusion and water. Dwellers on foggy coastlines usually fear the fog,
other mind-altering magics. Because they ar e created by although they might not know why; in some areas (for
th e direct will of a deity, they cannot be turned like other example, the Amedio coastline), huma n sacrificesare often
undead. cast into the fogs when they roll inland, in th e hopes th at
Many of the humans who become drowned ones were th e drowned ones will tak e the offerings and leave every-
clerics while alive, an d they r etai n the ir clerical powers as one else alone.
undead. There is a 50% chance that each drowned one Drowned ones communicate among them selves by a form
encountered is a cleric of level 1 o 4 (random determina- of telepathy, an d have no need of a spoken language (other
tion). These creatures are g ranted th eir spells directly by th an for spell-casting).The verbal components of spells are
Nerull, and only receive baneful spells. spoken in hideous, sibilant whispers.
HabitatBociety: Drowned ones congregate in loose Perh aps because th e Azure Sea provides a steady supply
packs. Their only motivation is hatred for the living. Being of raw materials (in the form of Amedio pirates, and free-
undead, they h ave no need to eat, although the y sometimes booters in general), drowned ones ar e most common in th e
rend and chew the flesh of thei r prey (this is probably jus t shallows of th is body of water. The w aters aroun d Flotsom
to s trike terror into others). and Jetsom Islands, Fairwind Isle, and t he O lman Islands
Underwater, drowned ones ar e active around th e clock, ar e prime “breeding grounds” for these hideous creatures.
and a re often found in the sunken wrecks of the ships in a Niche: Drowned ones consume and produce nothing.
which they drowned. They a re only active above the sur- They interact among themselves only to make t heir killing
face during th e hours of night. Drowned ones normally more efficient.
stra y no more tha n 100 yards from the water. If th e wind

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he world of Greyhawk is populated by great tion to detail makes it difficult for anyone not in h is favor
heroes, great villains, and just plain folks. to cheat or oppress citizens. He is demanding of hi s staff,
What follows is a description of some of Oerth’s but does not spare himself, routinely working twelve-hour
best-known, most feared, best-loved, most days. He take s bribes freely, but hi s theory is to “let both
hated inhabitants. Plaver characters should sides pay bribes, then judge th e case on it s merits.”
9 run-into these larger-tha n-life NPCs only rarely, a nd when His goals as Mayor of Greyhawk ar e o make the city run
they do, th e occasion should be a memorable one. as smoothly as possible and to be remembered as the best
The characters described here came to prominence some Mayor in th e city’s history. His private goals ar e different:
years after events described in previously published He wants to be a member of t he aristocracy. However, th e
GREYHAWK@ ooks and game material. They can be in tm old rich don’t hold him in th e same rega rd as th e new rich,
d u d nto campaignsa few at a time or all at once, asyou wish. and he is snubbed as much as th e upper classes dare due to
We begin in th e city of Greyhawk its elf . . . his lower-class accent and th e “vulgar” origins of his
wealth (the gaming house).
The nobility secretly sneer at him, but no one forgets
The Free City of Greyhawk what happened to one wealthy family so unwise as to shun
him publicly: Thieves descended repeatedly upon their
Nerof Gasgal house; several family members died mysteriously; and
Lord Mayor-Free City of Greyhawk their business competitors exhibited uncanny knowledge
AC 5 (leather a rmor and dexterity bonus);M V 12”; 10; hp of their business plans. This did not stop until the whole
45; #AT 1;Dmg by weapon type (proficient with sling, long- family was reduced to beggary.
sword, or dagger); Str 10, In t 11,Wis 8, Dex 17,Con 12,Cha
16; THACO 8; AL LN; SA quadruple damage from back-
stab; SD high dexterity, thiefly skill s
Nerof Gasgal was born to desperately poor bu t proud par-
ents in one of th e most squalid districts of the city of
Greyhawk. Despite his parents’ best efforts to dissuade him,
Nerof idolized th e Guild thieves. He admired their courage,
the ir sk ills, and, most of all, their wealth. When his parents
tragically starved to death in his tenth year, he decided to
change his fate, and sponsored by a family friend who was a
Guild official,he apprenticed himself o th e Thieves Guild.
Once he was a full-fledged thief, Nerof advanced rapidly,
becoming known for his meticulous planning of every last
detail of operations. He believed in leaving absolutely noth-
ing to chance, and would pore over plans and models of a tar-
geted building until he could draw the entire floor plan from
memory. His thoroughness and attention to detail endeared
him to his superiors and peers, although he became the terror
of apprentices and lower level thieves who were assigned to
work under him.He did not tolerate slip-upsor errors.
Then, a tra uma tic experience caused Gasgal to change
careers-and th e direction of his life. While looting a
mage’s long-abandoned cas tle, he tripped a magical trap
and found himself falling down an airshaft. Luckily, the
tr ap was a n illusion, but his fellow thieves found him i n a
catatonic state and returned him to Greyhawk. Clerical
help saved him, but he began to suffer severe bouts of verti-
go an d developed a fear of falling. That incident convinced
Gasgal to give up th e thieving life and enter politics. Nerof Gasgal is a n attractive, charming man, 5’9“ tall,
Nerof was never known publicly as a thief; to th e public, with graying hair. He dresses in conservatively cut, but
he was the proprietor of a gambling house catering to extremely expensive, clothing. He appears to be a trust-
Greyhawk’s wealthy youngsters. Despite the fact th at the worthy, able businessman who is in politics only for the
odds on th e games bla tantly favored the house, Nerof was a good of his beloved city.
popular f igure among th e newly wealthy. He had long been Nerofs office is equipped with many luxuries: heavy
urged to follow a political career, assured of support by his draperies (which conceal th e fact t ha t h is office is several
customers, and when h is disabili ty forced him to qu it thiev- stories above ground), several att ract ive se cretaries, an d a
ing, he took up th ei r offers of political support and was large, elaborate safe in which he keeps all th e city files and
delighted by th e opportunities he discovered. a wealth of information useful for blackmailing trouble-
As mayor, Nerof is popular and well-respected.His a tte n- makers agai nst whom he doesn’t wish to use force.

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His leathe r armor is of th e finest quality. It was custom As a postulant of Pelor, Derider was quick to lear n, risi ng
made for him by the head of the Leatherworkers Guild rapidly to th e st atu s of a full (fir st level) cleric. Upon her
after he excused th e leatherworkers from paying taxes dur- investiture, she accepted an offer to join a party of adven-
in g a severe shortage of leather. H is weapons are also of th e turers. Her superiors were sorry to see her go because they
best possible quality, stolen especially for him by the loved her, but also were relieved that she was gone-she

Thieves Guild
He also owns Master
a set as a gift
of thieves’ upon
tools, his
and election
s till to yoffice.
regularl prac- had
ness.won
Shenotice not only
was always for her sorry
sincerely tal entabout
, but for
herh er clumsi-
accidents,
tices all th e thieves’ skills th at do not involve climbing. He and she was not capable of malice, but even her most sin-
ha s access to many magical items, but does not keep many cere apologies did not repair the mirrors, jars, a nd other
on hand unless he actually needs them. He feels that fragile thin gs she constantly dropped. While she was at th e
becoming dependent on a magical tool or weapon would temple of Pelor, her superiors seriously considered hiring a
make him too vulnerable. When Nerof does use magical low level mage ju st to minimize breakage.
items, he prefers those tha t facilitate theft without involv- Derider’s career as an adventurer lasted for several
ing flying or climbing. There is a 20% chance of finding years, duri ng which she travelled th e length and breadth
such items in h is office or safe. of Oer th with he r friends. She advanced rapidly, gaining
Outside of politics, Nerofs interests ar e limited to his confidence in herself and f ait h in her deity a s she saw th e
gami ng house (which he still owns) an d the honing of his results of her prayers. At the same time, her clumsiness
thieving skills; he has no other re al interests. Although he haunted her, causing her grief over the trouble she caused
is a social climber, he doesn’t find social gatherings very when she was near breakable items. She began to feel tha t
interesting-he att end s them for information. He culti- fragile items just waited for her, so that she could drop
vate s good relations with t he G uildmaster s of th e city, as them t o sh at te r on th e floor. Her companions loved he r a nd
all mayors must, b ut th e only one he socializeswith is th e were very patient with her, but when she managed to drop
Thieves Guild Master. They often spend evenings together, and smash a beaker of plentiful potions, the day after she
drinking wine and yarning about the “good old days” had tripped while carrying a decanter of endless water,
before they achieved their present ranks. Nerof is still a they suggested gently that perhaps the adventuring life
power i n th e Thieves Guild, and holds the titl e of Assistant was not for her.
Guildmaster. Back in Greyhawk, Derider learned th at th e temple of
Player characters might encounter Nerof Gasgal in sev- Pelor needed a cleric who specialized in healing. She was
eral ways. They might be ambassadors from a neighboring take n on immediately, but on the condition tha t she swear
land on business wi th th e Lord Mayor of Greyhawk, or solemnly not to touch anything breakable ( the high priest
th ey could be lower level thieves seekin g his expert advice. was a former classmate, and he k new of he r weakness).
If any PC ha s information regardin g an outside thr eat to Settled in at the temple, Derider was quite happy to have
Greyhawk, Nerof will pay very well for it. He is also inter- a position as a healer. Her adv entur ing background proved
ested i n buying any thing magical, especially items of use valuable when th e temple district was plagued by a band of
of dexterity or chimes of opening.
toIf
thieves, a regauntlets
th e PCslike enemies of Greyhawk, they will find Nerof undead creature
brought s. Her
her to the work among
attention of the th e poor of Greyhawk
Directing Oligarchy,
to be a deadly enemy. He cultivat es close relations with t he and when a constable died after being nursed devotedly by
Assassins Guild Master. There a re several assa ssins on his Derider, she was offered the post.
private payroll, and he h as been known to use them to qui- As Constable of th e City, she is a n influence for mercy
etly eliminate threats. and moderation on th e par t of th e city government. Sh e is
trusted by the entire Directing Oligarchy to care for them
Derider Fanshen when they are sick o r injured. Her clumsiness has not
deserted her, but t he Directing Oligarchy can afford to be
Constable-Free City of Greyhawk more tolerant of the breakag e th an th e priests of Pelor or
AC 3 (full plate + shield, dexterity penalty); M v 6” in her former adventuring companions. When she tripped
armor; C 12;hp 58; #AT 1; Dmg by weapon type (flail, mace, over her ow n robe and knocked over a ta ble of very expen-
staff of striking, staff sling, lasso); Str 13, In t 10, Wis 17, sive glassware, the Directing Oligarchs simply chuckled
Dex 4, Con 16, Cha 16; HAC0 13;AL N G SA Spells: 8- lst , quietly and sen t for a mage to repair th e damage.
7-2nd, 6-3rd, 3-4th, 2-5th, 2-6th Derider Fanshe n is a tall, attra ctive woman in her early
Derider Fanshen was born to middle-classparents in t he forties, with t an skin, honey-blonde hair, a nd bright grey
Fre e City of Greyhawk. From a n early age, she was fasci- eyes. She is in excellent physical condition, and looks con-
nated with healing sick creatures, and innocently annoyed siderably younger tha n he r tr ue age. She has never mar-
he r pare nts by filling th e house with every sick or hur t ani- ried, preferring to form friendly relationships with the
mal she encountered. Her tal ent and love for healing various men important in her life.
caug ht t he atte ntion of th e priests of Pelor. They offered to Although she has retired from adventuring, Derider
trai n th e young girl in t he ways of the ir deity, the patron of Fanshen keeps her armor in good repair, and exercises
sun, str engt h, light, and healing. Her pa rents were over- daily in armor with h er weapons. Her weapons ar e souve-
joyed, not only for the honor shown their daughter, but nirs of her a dventuring days, and she will happily tell sto-
because the y could finally have a normal household. ries about how she obtained them. H er favor ite weapon is a
staff of striking th at also functions as a staff sling + l .

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a c
Derider Fanshen’s goal as Constable of Greyhawk is sim- Soon after he achieved this success,news came th at near-
ple: Keep the city safe and secure. Her relatives live in ly shat tered him. His beloved brother had not joined th e
Greyhawk, as well a s friends from her advent uring days, watch, preferring to hire out as a caravan guard. The
and she is qui te conscious of he r obligation to them. She brothers had tried to keep in touch, but Sental had not
keeps i n touch with old friends and family, and is a popular heard from him in a long time. Then , word reached Sent al
guest at parties, once th e breakables ar e securely stored through trustworthy channels th at hi s brother was a pris-
away. oner in one of the Bandit Kingdoms. Shortly after this
The poor people of Greyhawk often leave petiti ons at he r news arrived, Sental received word th at his brother’s cap-
residence, asking h er to int ervene for the ir friends and rel- tors were demanding sensitive information about
ativ es when they face Greyhawk‘s justice. She does what Greyhawk. If Sen tal refused to give it to them, hi s brother
she can, and Sental Nurev, Captain-General of t he Watch, would suffer.
often has to remind her that his decision alone does not This dilemma caused Sental many sleepless nights. H e
decide a criminal’s fate. did not want to endanger Greyhawk and he knew th at t he
At th e same time, she is not a fool. Real evil-doers know information he was asked for could, in enemy hands, jeop-
better than to ask her to intervene in thei r cases, since she ardize Greyhawk seriously. On th e other h and, h e knew
ha te s cruelty an d wanton malice (having seen too much of that his brother’s captors did not make idle threats, and
both). The only time she shows anger is when flagrant refusal to comply could doom his brother. Faced wi th t hi s
examples of unprovoked evil-doing come to he r att ention. problem, he decided to stall. He se nt information, but made
When sh e gets angry, th e people, as well as th e Directing absolutely certain th at it was always ei the r obsolete, or as
Oligarchy, pay attention. Although she doesn’t often use harmless as possible.
spells for purposes other than healing, she still has the This worked unt il hi s brother’s captors decided to sin k
capability, and t he anger of a twelfth level cleric is nothing the ir hooks deeper. They informed Sental t ha t if he didn’t
to invite. cooperate more fully, they would tell the authorities of
PCs might encounter Derider Fanshen in several ways. Greyhawk that their trusted Captain was a traitor-and
They may hav e business wit h t he Directing Oligarchy of they had hard evidence to back their claim. Sental was
Greyhawk, and she would be present at t he deliberations of forced to give in. As Captai n of th e Watch, he had auth orit y
th at body. She has a soft spot in her h eart for adventurers, over who was recruited into the watch, and what duties
an d a part y of adve ntur ers with a genu ine need for aid each watchman was assigned. He was forced to recruit
from the Directing Oligarchy might find her willing to help watchmen whose loyalties were with the Bandit King-
them plead th eir case. doms, and to juggle work schedules so th at these men could
PCs might also meet her by letting her know that a party spy a t will. In th e event of a n attack, h is orders were to
member is sick or injured, but cannot pay for clerical place thes e men i n control of a section of wall, to fa cili tate
assistance. Her adventuri ng days paid well, and she is now th e besieger’s attempts to ta ke th at particular section.
financially secure, which allows her to indulge the same
impulses th at made he r poor parents’ life difficult so long
ago-healing every str ay th at crosses her path. She is
known to disappear into th e slums of Greyhawk for days a t
a time, healing every sick or injured person she finds.

Sental Nurev
Captain-General of the Watch-Free City of
Greyhawk
AC 3 (splint mail and shield); MV 9“;F 13; hp 85; #AT /1;
Dmg by weapon type (lasso, halberd, man catcher, long-
sword, bo sti ck, jo s tick, crossbow, club); Str 16, In t 12, Wis
15, Dex 13, Con 13, Cha 14; THACO 8; AL NG
Sental Nurev was born near Greyhawk, the child of
impoverished, country gentlefolk. At an early age, he
decided th at th e only way out of his poverty was his skill
wit h weapons. A neighbor who had r etired from the adven-
turing life offered Sental and his brother tutelage, and
when they became orphaned, they headed for Greyhawk.
Sen tal oined the watch, learning about city life while serv-
in g as a policeman/militiaman. H is dedication to duty an d
his nat ural talen ts soon earned him promotion, and his
ut ter fearlessness helped him gain skill rapidly. While still
in his earl y thirties , he became Captain of th e Watch, and
was known to all as a solid, respected citizen.

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With these false watchmen reporting his actions, Sental Org Nenshen
could no longer bluff h is brother’s captors wit h useless, out-
“hieves Guild Master-Free City of Greyhawk
of-date information. He was forced to send the very best
AC 1 elfin chain an d dexterit y bonus); MV 1 2” ;T 14; hp
information available as quickly as he could get it. He
50; #AT 1; Dmg by weapon type ( sling, short bow, falchion,
threatened to q uit h is post once, and received his brother’s
dagger, sap); Str 13, In t 15, Wis 11, Dex 18, Con 11,Cha 16;
thumb
painfully in aawar
package
e tha taif
t his
his home a fewwere
treachery daysdiscovered,
later. He was
he THACO 14; AL LN; SA quintup le d amage from back stab;
SD high dexterity
would at th e very lea st be imprisoned for a long time in
Greyhawk’s dungeons. Org Nenshen was a young thief rising wit hin t he Thieves
Sental Nurev is currently a haggard-looking man. He is Guild at the same time as Nerof Gasgal. The two often
tall but stooped, with thi nning blond ha ir and a ragged worked together. Org was present on tha t disastrou s foray
beard and moustache. He chews his moustache when he is when Nerof fell victim to a mage’s magical tr ap ; in fact , it
worried, an d since he ha s had much to worry about recent- was Org who found Nerof lying motionless with a look of
ly, hi s moustache is well-chewed. Sental is married and ha s horror on his face. Org helped to pay for th e clerical help
three children, ages 1 4,11, and 9. His wife worries a great th at restored his friend, and worked tirelessly an d secretly
deal about him; she can see th e burden upon him, but can to advance Nerofs political career.
not learn what it is. As Org advanced within the Thieves Guild, his name
In all matters except those controlled by his unseen mas- became a byword for reckless confidence an d ski ll. When
ters, Sental Nurev is an excellent Captain-G eneral of th e th e reigning Guildmaster died, Org was proclaimed Guild-
Watch. He is nearly incorruptible (his brother’s kidnappers master almost unanimously, and th e Guild has prospered
knew this; tha t is th e reason for the kidnapping), earless, and under his leadership.
always under perfect control. His preference for non-lethal Org is uncertain of his birthplace. His parents died not
weapons such as he lasso or man-catcher is a remn ant of his long after his birth, and the inf ant O rg was adopted by a
days as an ordinary watchman. He learned tha t criminals cousin, Ramin of Greyhawk City. The greedy Ra min soon
were easier to take in if they came under their own power, showed th at his intentions in adopting young Org were to
rath er th an needing stretcher-bearers, and then a cleric to live in luxury by forcing the child to steal for him.
heal the m before trial. He is not a man who kills needlessly. As Ramin should have expected, hi s activity was noticed
When possible, he will capture his subject alive and ta ke him by th e Thieves Guild. An extreme ly displeased Guildmas-
to jail. This preference sometimes causes misconceptions; ter dispatched several burly thieves to bring Ramin and
some very foolish people think that, because Sental Nurev his young protege to t he Guild to answer for their thefts.
prefers not to kill, he will not kill. They are wrong. When Ramin finally confessedit0 th e sordid practice, t he
Sental owns a man catcher +3, halberd + I , bo stick of Guildmaster had to be physically restraine d from attack -
striking (as staff), and a shield with a symbol of hopeless- ing th e would-be master thief. The terrified Ramin was
ness cast on th e front, behind a hinged cover th at he can grateful to be turned over to the authorities alive. The

manipulate
useful should while
a riotusing
occur.th e shield. These items ar e very thieves
Easilythen turned
winnin g th eth eir atte
child’s ntion to young
confidence, Org.s ha d no
th e thieve
Sen tal Nu rev is popular, even with thieves and trouble putting little Org through a series of tests that
assassins-unlike some of th e watchmen, he doesn’t feel proved to their satisfaction tha t th e child had a na tur al tal-
th at lawbreak ers exist simply to be killed on a whim. Even ent as a thief.
th e most notorious thief or assassin will be treated as fairly Thus began th e best p ar t of Org’s life. As an a pprentic e of
as any other person in Greyhawk, or Senta l will demand the Thieves Guild, he learned everything he was taught
an explanation. If Sental ever learned of any watchmen with a zeal that pleased his teachers. He soon proved his
exto rtin g bribes from citizens, those responsible would find usefulness at squeezing into gaps th at were too small to
themselves in a gr ea t deal of trouble. admit a n adult. Before he was sixteen, Org Nenshen was a
Player characters could meet Sental Nurev in several first level thief, well-respectedby his superiors within th e
ways. If th ey wish to join th e watch of Greyhawk, they will guild and rising quickly through the ranks.
need to prove themselv es to Sent al. He only accepts pros- During this time, Org was forging a friendship with
pects who prove to his satisfaction tha t they ar e sufficient- Nerof Gasgal. The two youths were inv eter ate competitors,
ly skilled and loyal. but f ast friends. They often worked together, with N erof s
Any PCs who obtain information about the current calm, methodical methods tempering Org’s more flamboy-
wherea bouts of Sen tal Nurev’s brother will have made a ant, exuberant style. As the “Gruesome Twosome,” they
friend for life. Sental has been unable to learn the exact raked in loot hand over fist from any victim allowed by
location of his brother in th e Bandit Kingdoms. If th e PCs Guild rules: Those who had not paid for immunity from
provide Sental with information while in Greyhawk, he thef t an d those of whom the Guild disapproved, were fai r
will go directly to the Assassins Guild Master. Turin game.
Deathstalker is indebted to Sental Nurev and likes him The advancem ent of Nerof and Org was so steady tha t
personally, and therefore would be quite willing to attemp t some of th e Guild members were secretly relieved when
to convince the kidnappers that releasing their captive Nerofs fear of height s forced him in to politics. They had
would be in the ir best interests. foreseen a bitter quarrel between the friends over th e even-
If th e PCs ar e lawbreakers, they may find themselves deal- tual Guildmastership. The Thieves Guild instead became
ing with Senta l Nurev on a professional level. He will not be fortunate to have two loyal members i n the governme nt of
amenable to bribe attempts, but will not treat people who Greyhawk.
attempt to bribe him any worse th an h e would anyone else.

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As Guildmaster, Org’s goals a re to cooperate with th e Turin Deathstalker


Directing Oligarchy to keep Greyhawk safe. Greyhawk is
Assassins Guild Master-Free City of Greyhawk
th e only home he has ever known, and he realizes t ha t if
AC 5 (elfin chain mail); MV 12 “;F 15; hp 79; #AT 1; Dmg by
th e city were to fall, h is livelihood would be jeopardized.
weapon type (bastard sword, long bow, short bow, short
Org Nenshen is a compact, graceful ma n with blond hair,
sword, dagger, sling); Str 15,Int 14, Wis 10, Dex 13, Con 14,
violet eyes, and tan skin. He always dresses well, and
very proud of his elven chainmail, which was a gift from is Cha 16; THACO 6; AL LE (stron g LN tendencies)
some gray elves whom he assiste d in t he recovery of a Tur in Deaths talker, Master of th e Guild of Assassins, is a
stolen treasure. He practices daily at the Guild, and is an man feared and respected far beyond the the city of
instruct or i n al l the skills necessary for th e most promising Greyhawk. He is possibly th e highest-ranking assassin in
young apprentices. all Oerth, and exercises informal control over assassins
Org owns a sling + I , a flame tongue falchion, dagger of nearly everywhere. Due to other political influences, this
throwing, a cloak of the but, a ring of jumping, boots of control is nominal at best, but no assassin willingly defies
elvenkind, and h is favorite, a chime ofopening. These items Turin Deathstalker’s known wishes.
are th e rewards of a lifetime of theft, and, with th ese trea - Turin was born in th e Shield Lands, on th e border of th e
sures, Org is all but unstoppable. He has commissioned a Horned Society lands. H is father, a low-ranking soldier i n
new magic item, thieves’ tools of opening, but these have th e armies of th e local ruler, hoped th at his son would get
not yet been created. a n education, but fate intervened. When Turin Birdstalker
Despite his success, Org is secretly very insecure. He (his given name) was te n years old, a gre at force from th e
can’t quite believe tha t he ha s risen to such heights and he Horned Society struck th e Shield Lands. Turi n was but one
feels like a fraud. He ha s always felt this, which is th e rea1 of many prisoners who were marched into th e land s of th e
reason for his flamboyance. He believes tha t if people thin k Horned Society. To his knowledge, the rest of his family
he is invincible, they will make it so , regardless of his tal- was killed.
ent (or lack of it). His sec ret fear of failur e drives him on to When the prisoners were divided, Turin found himself
ever more daring stunts, long after most Guildmasters th e slave of a half-orcish fighter, th e chief of a n impor tant
would be content to res t on their lau rels and make a living orc tribe. For th e next several years, he was forced to do all
on th e spoils of th eir un derlings. manner of foul tasks for th e tribe, un til hi s master decided
In addition to his chronic fear of failure, and h is secret th at t he youth showed promise, and began tutoring h im in
feeling of fraudulence, he now has a new worry: old age. th e ar ts of assassination.
Org Nenshen is reaching middle age, and this concerns Turin was very bright, and learned quickly. His mentor
him. An ag ing thief often finds his skill and agility declin- was pleased and amazed that the young hu man bore him
ing, an d th e thought fills Org with terror. Without his thief no grudge for his yea rs of servitud e, and h e passed along
skills, he trul y feels th at h e would be nothing but a middle- every bit of knowledge he possessed. Turin’s first assign-
aged fraud. The thought of his time run ning out haun ts ment as a full-fledged assassin was t he elimination of a
him, and he is determined to preserve hi s skills for as long hobgoblin, th e chief of a riv al trib e. He performed th e job
as he can. with relish, since he had heard t ha t hobgoblin soldiers of
Org’s friends a re worried. They know th at he is taking th e Horned Society were responsible for th e dea th of his
ever greater risks, and they also know that he won’t family.
always be able to beat the odds. His victims are getting Turin seemed to have adapted well to life among the orcs,
tired of being repeatedly robbed, and are constantly but he never let his true feelings show-in fact, he hated
improving their security, with more and more traps, better th e orcs. They came to take him for grante d, however, and
and newer locks, and various magical defenses. Org has he spent several years with his mentor, absorbing every-
even had to defeat a few lesser gu ardian daemons, sum- thi ng t he scarred old half-orc could teach him. When he
moned by certain unscrupulous mages to protect their reached th e orcish ran k of Waghalter, he decided th at th e
property. time was ripe for his revenge. One fine, sunn y day, he sys-
Chief among those who worry about Org is Mayor Nerof tematically assassinated every orc in t he tribe, saving his
Gasgal, who often bitterly regret s t ha t his vertigo and fear mentor for last. With this pleasant tas k completed, Turin
of heights forced him into a political career. He believes Deaths talker (as his mentor ha d renamed him ) walked off,
th at if he were Org’s partn er again, his cautious natur e with the tribe’s wealth over his shoulder, to accept an offer
would sufficiently offset Org’s flamboyance, and perhaps he had received from a high -rank ing member of the
prolong his friend’s life. Nerof has resigned himself to th e Horned Society at Molag. Turin Deathstalker never for-
fact th at he will one day hear t ha t Org finally challenged gets a grudge.
th e odds once too often. At Molag, Turin Death stalker proved to be an excellent
weapon for his new patron. He soon learned of intrigue
among the lea ders of th e Horned Society, a society of
incredible complexity,laced wit h betra yal an d doublecross.
Young Turin gained greatly in skill, eliminating anyone
his patron saw as a n enemy. He learned t he fin er points of
disguise, poison, and espionage, and when his patron was
assassinated, young Turin had already reached th e sta tu s
of Senior Assassin, known to many Guilds as a worthy
recruit. Of th e Guilds tha t bid for his service, Turin chose
Greyhawk‘s, and he has resided i n th e city ever since.

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Hall of Heroes

Turin Deathstalker was a valuable recruit to Ren o’ the Star


Greyhawk’s Assassins Guild, and he rose swiftly within
Master of the Traders Union-Free City of Greyhawk
th e Guild. As all members ar e required, he submitted to an
AC 3 (antique bronze plate mail + shield); MV 6” ;F/MU 71
oat h against killing another Assassins Guild Member or
7; hp 58; #AT 3/2; Dmg by weapon or spell type (bastard
any person under Guild protection.
sword , long bow, dagger, mace);Str 17, Int 17, Wis 10, D 17,
He was soon commissioned by t he Directing Oligarchy to
undertake several extremely dangerous and delicate mis- Con 18, Cha 16; THACO 14 ; AL CN; SA Spells: 4- ls t, 3-2nd,
2-3rd, 1-4th; SD a s half-elf
sions. When the upper ra nk s of th e Guild were decimated
by a mezzodaemon conjured by a mad mage, Turin Death- Ren 0’ he Star was th e product of th e dalliance between
sta lker became Guildmaster. a human merchant’s daughter an d a n elven noble in the
As Guildmaster, his goals are to keep t he Guild active, Kingdom of Celene. His mother loved him a nd raised him
attr act promising young recruits, provide the best train ing by herself, with help from her father. When Ren was two
possible, and to distance th e Guild from quarrels w ith oth- years old, his mother married a merchant whom she had
er gu ilds or powerful groups in Greyhawk. As a member of known since childhood. The combination of h is s tepfather’s
the Directing Oligarchy, he is the head of Greyhawk’s careful training, his father’s influence (for he visited his
intelligence network, a nd h is knowledge of events i n plac- father regularly), and his maternal grandfather’s advice,
es such as Iuz, the Great Kingdom, and even the Scarlet he decided to s tudy th e a rt s of dweomercraft and swords-
Brotherhood is unequaled. manship.
Turin Deathstalker has the appearance of a typical As Ren 0’ th e Star grew up, he displayed the stigma of his
Shield Lander, with olive skin, red-brown hair, and pale father’s noble House: a reddish, star-shaped birthmark on

grey eyes. He practices his skills regularly. He can disguise his shoulder (hence,ishis nickname). His proper name
whichin t he
himself in a hundred ways, from an orcish soldier to a wise human languages Ren Shan Fitsparaleen, indi-
old sage. He has been known to collect magical items to cates his illegitimate relationship to t he noble elven House
sustain these deceptions. He commonly uses three dis- of Paraleen . The combined weal th of his fa ther, ste pfather,
guises in Greyhawk, and using them, keeps up three busi- and mother could pay for the best tutors, and young Ren
nesses: a locksmith shop, a servant agency, and a was, like most half-elves, an excellent pupil, combining th e
pawnshop. These fronts provide numerous services to his best fe ature s of his mixed ancestry.
Guildsmen, and also provide him with income. He has When he reached maturity, he received an inheritance
th re e mistress es, one for each of his disguises, and none of from his maternal grandfather, which he used to begin a
the m suspect his tru e identity. business. He traded furs, ivory, and precious metals-
Turin owns a cloak of invisibility, a dagger of venom, a anyt hing t ha t combined high va lue an d low bulk. If offered
short sword +2 ( + 5 against humanoids), boots of striding something bulky a t a n irresistible price, he would buy it,
and springing, a ring of regeneration, and a quiver of but the bother of transportation and security in getting
arrows of humanoid sla ying th at he commissioned from a bulky goods to a profitable market made him hesitant to
mage. accept such items.
If Turin Deathstalker h as a fault, it is his bitterness. He He soon realized th at t he hu b of mercantile activity on
did not choose to become an assass in, an d althoug h assassi- Oerth was the city of Greyhawk. After accumulating a
nation h as brought him wealth and power, he often wishes respectable amount of wealth, he moved ther e and joined
th at t he hobgoblins had killed him with th e rest of his fam- th e Traders Union. His knowledge of variou s pa rts of
ily. He sometimes disap pears from Greyhawk for days at a Greyhawk and his connections in human and elven com-
time, and r etu rn s tired and filthy, but undeniably satisfied. munities made him a valuable recruit for the Union. Soon
On these expeditions, he tak es a one-man carpet offlying to he was a wealthy, respected trader, investing his w ealth in
th e Pomarj or other humanoid-infested area, and goes on a more and more trading ventures across Oerth.
killing spree. He has slaughtered whole tribes of hobgob- His success was not without problems, however. There
lins, goblins, and orcs, and he intends to continue. His were various envious people who resented the “half-
guild is unique in Greyhawk, in t ha t half-orcs are excluded breed’s’’ success. Their actions against Ren varied, from
from membership. magical scrying methods to learn his business plans, to
Except for his obsession with killing humanoids (a spe- actual assassination attempts. There were even attempts
cial form of homicidal mania), Turin Dea thsta lker i s not a to bribe bandits and humanoids to attack his caravans.
bad man. He is fond of relaxing with t he higher level assas- Whenever Ren found out who was behind these attempts,
sins and talking shop over a mug of mead until the wee he retaliated. After a while, surviving enemies began
hours, o r attending to city business with the rest of the spreading th e word tha t he was not an easy mark. Eventu-
Directing Oligarchy. Despite his a lignment (which is lean- ally, Ren was chosen as a M aster of th e Traders Union, ful-
ing toward lawful neutral), and his profession, Turin filli ng one of hi s life’s ambition s.
Deathstalker is quite fond of children, an d remembers his Ren 0’ th e Star is a half-elf, and tak es strongly after his
own days as a helpless sl ave of th e orcs vividly. When cruel elven father. He is 5’9” tall, with black hair, upswept eye-
tre atm ent of children comes to his attention, he h as been brows, pointed ears, and a thick moustache.
known to unleash the Assassins Guild against those He ha s a set of antiqu e bronze plate mail of which he is
responsible. At first, these persons will be warned, but if very proud. This armor was given to him by a tribe of bar-
they do not change the ir behavior, the assassins will put a n baria ns who found it while looting an ancient ruin. It was a
end to t hei r cruelty permanently. great day for him when he persuaded them that, in

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exchange for the armor, he would present them with a won- The Valley of the Mage
derful horse. The horse was a magnificent beast. He had
made cert ain of tha t, when he polymorphed it from a mon- Jaran Krimeeah
key a few hours earlier. When the barbarians found the The Mage of the Vale, the Exalted Mage, the Black
horse missing, the y nat ural ly checked Ren’s camp, but no One-Valley of th e Mage
one made the connection between the lit tle monkey sitting AC 2 (bracers of defense, AC2); M V 1 2 ”;MU 1 9; hp 55; #AT
so innocently on Ren’s shoulder and t he missing steed. 1; Dmg by weapon or spell type; Str 8, In t 19, Wis 9, Dex 17,
In addition to his armor, Ren owns a wand of lightning Con 15 , Cha 13; THACO 13; AL NE; SA spells; SD spells,
which he won in a dice game, gauntlets of swimmin g and high Intelligence; 5- lst , 5-2nd, 5-3rd, 5-4th, 5-5th, 3-6th, 3-
climbing, a necklace of adaptat ion, and a folding boat. His 7th, 3-8th, 1-9th
collection of magical weap ons includes a longbow of speed,
bastard sword of sharpness, and a cursed sword + 1 that he The Laird of th e Valley of the Mage is a mysterious figure
sometimes sells to raise cash, knowing tha t it will return. to the outside world. Few have spoken with him, and of
The bastard sword of sharpness ha s an intelligence of 14, those, fewer still have lived to tell of it. The ta le s of alleged
an alignment of chaotic neutral, detects precious metals eyewitnesses do not even agree about such things as th e
and gems, and a rgues constantly with Ren. “Some people Mage’s appearance or man ner of speakin g, so it is obvious
ar e hen-pecked,” Ren will moan, “b ut I’m sword-pecked!” th at either people ar e lying or the Mage uses spells to dis-
His old tradi ng associates ar e used to seeing him walking guise his appearance a t leas t some of the time.
along, arguing w ith his sword. The Laird of th e Valley of t he Mage was born f ar from th e
Ren’s main weakness is gambling. In t he old days, when Valley he has made his own, in the capital of th e G reat

he was a tr ad er crossing half of Oerth, he was able to sat- Kingdom.


relative of Ja
theraGnreat
Krimeeah,
King, anas he was
d was known
given the n,
th e best was a
magical
isfy his taste for ris k easily, and make a profit. He gambled
then, but it was mostly minor dice games with his trading tra inin g the Kingdom could afford.
associates. He kept his losses well within what he could As he rapidly gained magical skill, and felt his powers
afford. increase, he became dissatisfied with his life. He asked
With lit tle to en ter tai n him i n Greyhawk except count- himself why his cousin, who could not even cast one first
ing his gold, he has let h is tas te for gambling overpower level spell, should be King of the Great Kingdom. Jaran
him. He spends endless time in Nerof Gasgal’s gambling viewed mages as the elite of humanity, with wonderful
house, as well as others. He bets on horse races, on elec- powers, which should predestine th em to ru le everywhere.
tions, an d his friends have been amazed to see him seri- Accordingly, the young mage gathered his forces and
ously tr yin g to make wagers on which of a pair of flies will attempted a coup d’etat. Unfortunately for Jaran Kri-
take off first. meeah, his skill with magic far exceeded his skill at palace
Possibly Ren 0’ th e Star feels tha t he is too wealthy to be politics. The commanders he suborned had, it turned out,
hu rt by his losses. This is not exactly true. He is rich, but little real authority, and when they tried ordering the
he is not infinitely wealthy, and already he has run troops they supposedly commanded, the soldiers queried
throu gh a n incredible amount of money. His friends have th e orders to higher authority, and were told not to obey
tried warning him, but he brushes off their warnings. them. The whole misbegotten enterprise died almost as
Nerof Gasgal an d other proprie tors of gambling houses soon as it began.
love him, since his w ealth is funneling rapidly into thei r The royal family did not execute Jaran Krimeeah.
pockets. Instead, they exiled Jaran, forcing him to submit to an
oath never to reveal his relationship with th e royal family,
and never to retur n or involve himself in th e Great King-
dom again.
Forced out into a hard world, Jaran Krimeeah (or the
Black One, as he t he n called himself) easily found employ-
ment in the Bandit Kingdoms, casting spells for the
uncouth rulers of that region. He began to believe that
age nts of the Grea t Kingdom pursued him, became
obsessed with magical defenses against unseen enemies,
and left his position to devote himself exclusively to magi-
cal research.
He traveled through the Shield Lands, the lands of th e
Horned Society, Furyondy, Veluna, Keoland, th e Yeoman-
ry, and Sterich, alway s searching for more spells and magi-
cal knowledge. Finally, in the Grand Duchy of Geoff, he
found the hidden valley th at he now rules. “Here,’ he said
to himself, “is what I’ve been looking for. A safe, secure,
hidden base, easily defended and not claimed by anybody
who cares abo ut it. If I ta ke t his place over, I’ll final ly be
able to pursu e my res earch in peace!”

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He quickly ingratiated himself with th e valley elves and Tysiln San


with th e local gnomes. When he finally suggested, as deli-
First Protector-Valley of the Mage
cately as he could, th at perhaps he would be a better over-
AC 4 (bracers of defense, A C 4 ) ;M V 12”;MU 8; hp 35; #AT
lord than t he distan t, uncarin g Grand Duke of Geoff, they
1; Dmg by weapon type (staffofstriking, agger); Str 12, Int
proclaimed him th eir Laird unanimously.
20, Wis 9, Dex 13, Con 17 , Cha 13; THACO 19; AL CN; SA
With t he e nthusiastic help of th e elves and gnomes, the as female d ark elf, Spells: 4-lst , 3-2nd, 3-3rd, Z-Qth, 1-5th,
Mage of th e Valley fortified the entrance to the valley heav-
and special; SD as female dark elf.
ily, both physically and magically. Secure at last, he
devoted himself almost completely to his magical research , Tysiln S an was born i n th e Vault of t he Drow, to a family
let tin g th e elves and gnomes ru n thei r own affairs. He only of merchants. She was trai ned in magic use by her family,
handled problems tha t they could not. and expected to spend her life with them. She was unflinch-
The Mage of th e Valley is a tall, thin man with kinky ingly loyal to her kinfolk, and when they began plannin g
brown ha ir, pale olive skin, an d slate-colored eyes. He is to overthrow the priestesses of Lolth, she gave them her
only interested in hi s magical research and in new spells, full cooperation.
and tends to tr eat non-spellcasters as mentally deficient. Unfortunately, h er family’s plan failed, and th e at tempt-
He is so convinced of th e supe riority of spellcasters (partic- ed rebellion was crushed a lmost before it started. Fleeing
ular ly mages, of course) ha t he will not even use a weapon. for her life, Tysiln San met a huma n mage who had come to
He scorns daggers, darts, and non-magical staves as th e Vault of th e Drow on magical business. S he threw her-
unworthy of mages. self on his mercy, and he agreed to tak e he r back to th e sur-
His obsessionwith magic has led him into some very dan- face with him.
gerous situation s. W henever he hea rs of a spellbook with a Once she was on th e surface, Tysiln S an found herself i n
spell he does not yet know, he will go to almost an y lengt h a world for which her t rai nin g had not prepared her. For
for it, even if it means teleporting into a ruined city to fight several weeks, she had agoraphobia (fear of large open
a lich. spaces), an d refused to go out-of-doors.The mage managed
He is so completely consumed with desire to use magic to overcome her fears, and gave her a pair of magical
th at h e is even preparing to foil death, though not as a lich. lenses. The lenses were fashioned by a master mirror
He considers any sort of undead s ta tu s as unworthy of a maker so tha t th e wearer could see through them, but th e
mage. Instead, he pla ns to work unt il he feels his physical lenses resembled mirrors from t he outside. Before he gave
body begin to seriously deteriorate, and then become a the m to her, he cast glassteel on them to make them almost
shade by infusing his body with shadowstuff from the unbreakable.
Pla ne of Shadow. As a shade, he knows th at he would never With th e new lenses, Tysiln San could function in br ight
rise i n level, but t he ability to stay alive for centuries and sunlight as well as she could in darkness. For several years
do more magical research makes t ha t a small price to pay, she assisted the mage in his magical experiments, until
particula rly since he intends to be 24th level by th at time. one of th e experim ents went seriously wrong. The mage
The Mage owns dozens of spellbooks, and a grea t load of tried to create a variatio n of the gate spell, and thought h e
magical items. Among others, he h as rings of feather fall- had succeeded.His first experiment was an attem pt to gat e
ing, spell turning, spell storing, and wizardry. He has a staff in a heirarch modron. He got a frog-like death slaad
of the magi, a wand offire, a wand offrost,a book o f infinite instead, who promptly killed him and trie d to kill Tysiln
spells, a cloak of displacement, a special deck of many San. Only her dark-elf ability to levitate saved her.
things wit h no good cards at al l (“Pick a card-any card!”), Alone on the surface for the f irst time, Tysiln San wan-
a gem of seeing, a mirror of li fe trapping, and a hat of dis- dered for several years. Sh e settled into a halfling commu-
guise. These ar e only the items he is known to have, and nity, casting spells such as mend in re tur n for her food and
the re a re probably many more he hasn’t revealed. shelter. When she left there, she wandered through m any
The Mage of the Valley is obsessed with agents of the lands until she was caught wandering through the Dim
Great Kingdom. In fact, he considers any outsiders in his Forest by a patrol of Valley Elves.
Valley to be potential agents of the Great Kingdom, on a W e n before the Mage of t he Valley by his faithful guard-
mission to h ar m him. Hence, his fixation on defenses and ians, the female da rk elf found herself falling insanely in
his desire to be a shade. He maintains a large network of love. At this time, the Mage was still consolidating his

assassins, mostlyhvalley
countries outside elves
is valley. passing
They carryaout
s humans,
various in t he
tasks, power in thidolized
mage who e valley,him
andwas
t he sudden appearance
like a gift of a skilled
from th e gods. After
such as searching for old enemies, but the ir main t ask is determining th at Tysiln Sa n was indeed loyal to him, the
th e endless search for agents of the G reat Kingdom. If th e Mage gave her freedom, on condition she pass a series of
Mage were convinced th at no such age nts existed, he would tests. These tes ts placed her i n greater and grea ter danger,
be devastated. but she passed them all, and became the mistress of the
Mage at the same time tha t she became his most trus ted
servant.
Tysiln Sa n is a n exquisitely beautiful dar k elven female,
with long, straight, w hite hair, white upswept eyebrows,
huge yellow eyes, delicate features, and black s kin. Sh e is
quite aware of her beauty, and is perfectly willing to
exploit it, or anything else she has, in th e service of t he
Mage of th e Valley. !b her, the Mage decides right and

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Hall of Heroes

wrong. She is completely loyal to him and madly i n love The Scarlet Brotherhood
with him. She realizes tha t t he Mage is perfectly capable of
sacrificing her in order to fulfill his o w n ends, but thi s does Korenth Zan
not bother her. She looks forward to th e day he becomes a The Father of Obedience-The Scarlet Brotherhood
shade, since she feels tha t hi s only flaws are his pale ski n AC -2 ; MV 3 0” ; MK 16; hp 60; #AT 4/1; Dmg 5-30 r by
and his sh
Tysiln ort owns,
San huma n lifespan.
besides her mirrored lenses, a pair of weapon type + 8; Str 17, Int 11, Wis 16, Dex 17, Con 18,
Cha 13; THACO 10; AL LE; SA as 16t h level monk; SD a s
elven boots, a cloak of arachnidia(a souvenir of her family’s 16t h level monk.
att emp t to overthrow Lolth’s priestesses), a bag of holding,
a wand of lightning, a ring of elemental command, and a Korenth Zan was born among the Scarlet Brotherhood,
staff of striking. th e product of a program of selective breeding i niti ated by
She h as complete access to h er lover’s spellbooks, as well th e first Fat her of Obedience. His fath er was a n evil fighter
as he r form er master’s collection of spellbooks. Having in t he service of th e Brotherhood, and h is mother was a n
learned from h er former master’s demise, she ha s a set of assassin. He knew his parents, but since he was raised by
scrolls of protection, including those again st demons, dev- th e Brotherhood,and his parents were both killed i n action
ils, lycanthropes, snakes, and undead. against the enemies of the Brotherhood, he regards the
At th e present time, Tysiln San is the Fir st Protector of Brotherhood as his tru e family.
th e Valley of t he Mage. She begged her lover for a responsi- At a n early age, he was tested repeatedly, to find hi s tr ue
ble post, and he gave her t he tas k of supervising th e guards strengths. He was eventually determined to have th e qual-
of hi s Valley, thereby ensu ring t he area’s safety. She took ities needed to become a monk, an d was accordingly select-
th e post with joy, and set to work to try to make t he Valley ed for monkish training. For the next fifteen years he
impregnable to all enemies. trained intensively, learning the beliefs of the Scarlet
“aking command of th e gnomes and valley elves who nor- Brotherhood as well as th e monkish skills. I n his youth, he
mally guarded th e entrance, Tysiln San went to work with was known to be th e leader i n al l sort s of childish mischief,
a n intensit y tha t astonished the Mage. She created such as midnight raids on th e pantries, as well as vandal-
inviting-looking paths, studding them with many subtle ism against the residences of unpopular teachers. This
but dangerous traps. She created paths that seemed pleased the traine rs, and they decided tha t t he boy showed
impassabl e, but which led righ t into t he Valley, and secret marked leadership qualities of th e sort th at th e Brother-
hiding-places where gnomish a nd valley elf assassins could hood needed.
watch th e paths, and ambu sh any intruders. When she was When he had completed his training, Korenth Zan was
done, she had hardly altered t he entrance to th e Valley, but sent int o the world with a part y of assorted Brotherhood
she had ensured th at any enemy would be warned away (by Servants, to gather trea sure for their leaders and foil the
magic mouth spells placed in unexpected and creative enemies of the ir order. For several years, t he evi l adven tur-
spots), scared off by illusio ns placed by gnomish spell cast- ers traveled, slaying good creatures for their treasures,
ers, or killed if they persisted. aiding allies of th e Brotherhood, an d gaining much exp eri-
Her own post is at th e narrowest pa rt of th e entrance to ence of t he world outside t he Brotherhood’s stronghold.
th e Valley,and is heavily fortified. If anyone gets tha t far, a Korenth Zan soon became th e leader of his group, and hi s
huge statue standing nearby will announce (by magic cunning saved his party many times. He rose rapidly
mouth):“Stop at th e station and sta te your business!’’ This through th e rank s of monks, and used his mar tial a r t s to
statue is designed to look like a stone golem, and gnomish defeat a host of foes.
spellcasters will make it appear to move to further the When the surviving adventurers had reached about
impression tha t it is a golem. ten th level, they came back to t he Brotherhood, laden with
When meeting Tysiln S an in th e Valley, intruders will be gifts and information. With th ei r knowledge of th e outside
quizzed by her, to determin e if they h ave valid reaso ns to be world, thei r advice was in demand, and all of Kore nth
there. The more dissatisfied she is with thei r answers, th e Zan’s former companions were soon high in th e councils of
more flirtatious she will be, to distract them. Meanwhile, a th e Brotherhood.
real and invisible stone golem awaits her signal to squash Korenth Zan himself returned to t he monastery, and con-
th e intruders. Tysiln San will use he r female drow abilities centrated on rising higher than the rest. He fought and

of clairvoyance, detect lie, know alignment, and suggestion defeated


it, challengers
unt il he as necessary
became a Master to gain
of Spring. He ra nkfound
also , or defend
him-
to determine intruders’ business. If she is satisfied tha t th e
int rud ers are on legitimate business, she will guide them self elevated through th e rank s of th e Scarlet Brotherhood
through th e entrance, past t he traps. to become th e Fa th er of Obedience.
Korenth Zan is an average-sized man, with a shaved
head (required by his order of monks), pale skin , an d black
eyes. He is completelyloyal to th e Brotherhood, a nd works
ceaselessly to advance its goals in the world. He spends
much time overseeing the activities of t he Scarlet Brother-
hood, and almost all th e rest of his time tr ain ing new
monks and keeping himself in training.

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At lower levels Kore nth Zan used various weapons, and Alesh Marin
became proficient with t he ha nd axe, bo stick, club, cross-
Member, First Order-The Scarlet Brotherhood
bow, dagger, javelin, jo stic k, spear, a nd falchion. He still
AC 6; MV 2 0” ; MK 6; hp 32; #AT 1 or 312; Dmg 2-8 or by
practices daily with each of these weapons to set a good
weapon type + 3; Str 15, nt 10, Wis 17, Dex 18, Con 18,
example to his trainees, but in actual combat he scorns
Cha 9; THACO 18;AL LE; SA as 6t h level monk; SD as 6t h
weapons. He owns a club + 5, a crossbow of accuracy + 3, a
ring of invisibility, and a ring of marid summoning. level monk.
As Fat he r of Obedience of th e Scarlet Brotherhood, Alesh Marin is a product of t he Scarlet Brotherhood’s
Kore nth Zan i s suspicious of his subordinates. He tends to breeding program, th e child of two high level monks. He r
suspect the m of am bition, an d of plotting to replace him. testing, like Korenth Zan’s, indicated th at she had t he abil-
Some secretly believe tha t his mental sta te is deteriorat- ities to be a monk, so she was accepted for monk tra inin g i n
ing, an d th at he will slip into paranoid insanity. His subor- th e Scarlet Brotherhood’s traini ng center.
dinates are still loyal to him, but his accusations of At t he center, Alesh’s record was competent, but undis-
treason, usually followed by swift execution of the “trai- tinguished. Her training period ended recently, and she
tors,” ar e shak ing heir loyalty. Eventually, th e imaginary was sent out, as is th e custom, with a group of assorte d
tra itor s will actually exist, and he will have sealed his own young people from th e Brotherhood, to prove herself. The
fate. Brotherhood feels th at knowledge of t he outside world and
Korenth Zan is a n excellent administrato r, when he isn’t th e chance of bringing back tr ea su re is well worth th e high
trait or-hu nting. He checks his subordinates’ work so often risk t ha t many of these young people will not retu rn.
th at they dare not dawdle or make avoidable mistakes. I n At thi s time, Alesh is in Stoink, in th e Bandit Kingdoms,

fact,
caughtmany
wereof theordinary
only “traitors” Korenth Zan
subordinates whothinks he has
had erred in where
vor sheois
of her an inn-keeper’s
riginal mistress.
adve nturi ng She hisas
group, and t he solealsurvi-
sever pow-
some way. erful magical items. Her preferred method of operations is
Korenth Zan’s list of actual and potential enemies to entice a wealthy-looking adven turer into allowing her to
includes all those not of t he S carlet Brotherhood. In his accompany his party, then wait for a chance to filch any
years outside the Brotherhood’s stronghold, he heard treasur e she can carry.
enough bad opinions of t he Brotherhood to thoroughly con- She is determined to rise in power, and has dreams of
firm to him that those outside of the Brotherhood were someday being th e first female “Fat her” of Obedience of
plotting against it. In many cases, he is right. There are th e Scarlet Brotherhood. When she is not adventuring, she
plots enough against th e Brotherhood, bu t mostly because practices and trains in her inn room, or works as a
th e Brotherhood is seen a s a major danger to all of Oerth. barmaidbouncer in t he inn’s common room. Sh e will
Korenth Zan is unmarried, but has fathered several chil- remain in th e inn, as th e inn-keeper’s mistress as long as
dren through a selective breeding program. Since no mem- she thi nks he h as t he big chest of gold he’s always braggi ng
ber of th e Brotherhood is permitted to have children in a ny about, o r as long as he can continue to convinceher th at th e
other way, he accepts this as normal, and would be very mythical chest really exists.
surprised if anybody told him th at this was wrong. He has Alesh Marin is a slender woman with short, blonde hair,
been known to sneer at outsiders who dared to criticize it , blue eyes, and white skin. H er success as a bouncer is part-
“You of t he outside ta ke more care breedi ng dogs th an you ly because the bullies who drink in Stoink do not wa nt to be
do in breedin g your own descendants! And the n you won- seen being thrown through th e window or door by a wom-
der why we of th e Brotherhood are so powerful!” His chil- an. She rose to the coveted position of head barm aid by
dre n include an evil 3rd level fighter, an assassin, and two framing the previous head barmaid. When “evidence”
monks. He is enormously p roud of his progeny, but does not came to light that the previous head barmaid was skim-
show it in public; this is contrary to Scarlet Brotherhood ming money from th e till, she was fired and Alesh got th e
principle, and he is always a stickler for principle. job. Unfortunately, Alesh was not aware th at th e former
Currently, he ha s a mistress who is an evil mage in the head barmaid was a sister of the Guild Master of Assassins
service of th e Brotherhood. She knows th at u sing her spells of th e city of Stoink. When th e Guild master lear ned of his
on any high- ranki ng official, much less th e Fa th er of Obe- sister’s dismissal, and found out the reasons for it, he
dience himself, would re sul t in her unpleasant demise, so became rather irate. He has figured out that Alesh is a
she uses only high comeliness and charisma to keep her monk and a member of th e Scarlet Brotherhood, but will

lover’s
monks,affections.
is of LawfulSince Korent
alignme nt, hhe
Zan,
doesalong with allinother
not believe ra n- not seek
eous his revenge unt il he can t hink of a suitably hid-
method.
dom promiscuity. Alesh’s main weakness is th at she is an incurable schem-
As long as Korenth Zan manages to avoid falling into er and intrigue r. If given a choice between a simple solu-
paranoia, h e will continue to lead th e Scarlet Brotherhood. tion and a complicated,sneaky plan t ha t involves stabbing
P Ai ’ some of he r “friends” i n th e back, she’ll ta ke t he second
way every time. Alesh does thi s because she enjoys it and
she studies ways to improve her technique. Once, she was
th e mistress of a n assassin, until s he learned all that he
could teach her of poison, whereup on she promptly poi-
soned him and absconded with his belongings. She regards
other people as objects, fulfiller s of her desires, or obstacles
th at must be removed so th at she can continue to advance.

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Hall of Heroes

She isn’t always able to keep this attitude out of her Elsewhere on Oerth
speech and behavior, hence her relatively low charisma
score. Most people who ar e not blinded by he r beauty dis- Karll of Urnst
trus t her, and treat her as they would a poisonous snake. Duke-Duchy of Urnst
Sh e is suspected, correctly, of being responsible for the AC - 5 (fullplatearmor +4 and shield + l ) ; V 6” ;R 12; hp
de at hs of her companions. Rumor of thi s has reached t he
Scarlet Brotherhood, and he r superiors plan to harness her 71; #A!l’ 312;
proficient Dmg
with by weapon
two-handed type halberd,
sword, specialized with
long longbow;
sword, dag-
desir e to succeed for the ir own uses. ger, battle axe); Str 16, In t 14, Wis 14, Dex 14, Con 17, Cha 17;
Her ambitions are fueled by t he magic items she owns: a THACO 10; AL CG; SA spells, as 12th level ranger
ring of three wishes, a stone ofgood luck, and a clear spindle
ioun stone (which can su stain her without food or water). Karl l of Urnst was th e youngest of six children of th e last
Her collection of weapons includes a dagger of venom and a Duke and Duchess of Urnst. Even in his early years, he
bardiche +2 . She h as expanded th e knowledge of poisons showed a liking for the outdoor life. Since he was not
that her late lover, th e assassin, gave her, unti l she is as expected to succeed to th e chair of th e duchy, his par en ts
adept wit h poison as a n alchemist or high level assassin. were thrilled and pleased when a family friend offered to
She is in contact with th e Scarlet Brotherhood through a have thei r youngest son trained i n the ways of th e rangers.
low level fighter in th e Stoink are a who is in command of Karl l himself was so eager to go th at he was packed almost
th e Brotherhood’s intelligence network for th at region. She before his parents finished giving him th e news.
sends in regular reports to th e headquarters of th e Brother- The Duchy boasts of th e only ranger tr ai ni ng school in
hood, making sure t ha t s he always sounds like a willing theworld, and young Karll became its best pupil. Here,

tool in t he h ands of her leaders. However, th e only kind of Karll shone.


fighting He learned
giant-clas everything
s crea ture aboutan
s very quickly, tracking and
d was made
leader th at would please he r is herself. She does not know
th at the fighter who transmi ts her reports sends reports on a Runner at 21, th e ear liest possible age.
her from other sources, and adds his own information. For t he next couple of decades young Lord Ka rl l (a cour-
Thus, she is unaware th at th e leaders of the Brotherhood tesy tit le derived from his father) lived in a world of ut ter
know of her deviance. bliss. He easily absorbed his mentors’ teachings about th e
Alesh Marin’s ultimate ambitions range far beyond need to crusade endlessly against evil in all its forms, par-
becoming th e fir st female “Fat her” of Obedience. She is ticularly if the evil involved giants and humanoids. His
convincedth at she would make a fa r bette r leader of Oerth chaotic good nature made him an individualist, and he
th an t he cu rre nt ruling body, and plans to use her hoped- would often plunge off into the wilderness by himself for
for position as leader of th e Scarlet Brotherhood to extend months at a time, emerging tired, dusty, and travel-
he r rule over more lands. Eventually, she thin ks th at she stained, with a string of fresh trophies to show his peers
could extend t he Sc arlet Brotherhood breeding program to and a few words of news for his superiors.
produce a perfect race, combining alleged Suelese superior- Meanwhile, in t he Duchy, things were not going well for his
ity with th e undeniable numbers of th e other races. family. Karll’s oldest brothers were killed in a border war
Alesh Marin is a grim, dri ven woman who seldom smiles with desert nomad raiders, and his two sisters were assassi-
unless she’s committed some treachery that particularly nated by unknown enemies (a neighboring lord who had been
amuse s her. The last time she smiled, she had just enticed a turned down for both of their hands n marriage was suspect-
ma n who was ca rryi ng money into embracing her, so th at ed). When Karll’s last survivingbrother ascended the chair to
she could draw her dagger of venom and stab him i n the become Duke at the death of their father, he was sufferin g
back. from the effects of wounds and did no t have long to live.
She is utterly despicable, and will never voluntarily Accordingly, much to his surprise and displeasure, Karll was
change. She likes being evil, and prefers it to being good recalled from his work with the ran gers and groomed for the
because she feels t ha t only evil provides suitable scope for Ducal chair, since he was the only heir.
a person of her partic ular ta len ts to shine. She will pretend When his brother died, Karll became heir to t he duchy,
to be good if she ca n get something out of the deception, but but he was unhappy about the whole thing. H e had never
as soon as she ha s what she wants, she will show her t rue expected to become Duke, had no tra inin g for th e job, a nd
colors. Sh e hat es all of her superiors, even if they’ve done was not thrilled about giving up th e carefree life of th e for-
he r good tur ns, simply because they have what she wants. ests. He almost had t o be dragged home, and only a direct
command from
resigning his titlhis ranger
e and superiors
re turn prevented
ing to the woods. him from
Karll decided to make the best of his new position. He intro-
duced many improvements in the army, including better
armament, armor, and training. He imported many rangers
to train the army, and did a great deal of training himself,
passing along his knowledge of woodcraft an d trackin g.
He is concerned about his duchy, mainly b e c a u s e it serves him
in his neverendmg war against evil. He is impatient with the
daily necessities of government, and has become a magnet for
unscrupulous persons.He naively thinks hat other people mean
as well as he does, and since he has received no training n the
arts ofrulership, he has managedto surround himselfwith the
greatest crowd of hieves outside of he Bandit Kingdoms.

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As a re sult of al l this, th e Duchy is not well-ruled. The Duke Karll’s ultima te goal is to launch a grand crusade
verdicts in the courts go to those who offer the biggest against evil, particularly that associated with the evil
bribes to the judges, the peasants ar e taxed and cheated, giants and humanoids. He is a reasonable man on most
an d their daughters ar e dragged off a t the whim of any- subjects, but if told th at this is impossible or u ndesirable,
body i n authority. The peasants blame th e Duke’s corrupt he will fly into a wild rage. Even though many functio ns of

advisers, not th
Petitioners whoe Duke
try tohimself.
advise the Duke about actual liv- government
th require
e forests for days athis presence,
a time, he still
hunt ing evil disappears
humanoids into
and
in g conditions in h is land find themselves menaced by mys- giants.
terious bandits, and t he duchy has seen the assassination Duke Karll does not understand th at behavior desirable
of persistent protesters. If the Duke were not so obsessed in a ranger is not necessarily good in a ruler. He sees the
with h is crusade against evil and giant-class creatures, he Duchy as a base for his crusade against evil, and cannot be
would probably notice th is a nd do something drastic about convinced th at his duties as Duke supersede his d uties as a
it, but he is deliberately kept in ignorance by the corrupt ranger. His subjects like him, but the y know he would sac-
advisors around him. rifice them if it were necessary to protect some greater
Duke Karll is a tall, strong, handsome man tanned from number from evil. Not surprisingly, they rese nt t his at ti-
a lifetime outdoors. His hair is brown, his eyes an icy tude. Unless conditions change, Duke Ka rll is doomed. At
green. He specialized in the bow early in his ranger career, his ministers’ insistence, he is seeking a wife, but cannot
and owns a long bow + 4 an d a quiver of arrows of slaying understand why neighboring potentates seem reluctant to
evil beings. He is immensely proud of two family heirlooms: entrust th eir daughters to him.

a sui t of
flame fullplate
tongue two-handed and shield
armor + 4sword, .He
+ lof
a cloak also owns a
displacement Tang the Horrific
th at he took from a n evil mage’s corpse, a ring of regenera-
tion, an d gauntlets of ogre power. Prince of the Clan-Dry Steppes
Duke K arl l values magic items i n direct proportion to AC 6 (padded armor, shield, an d dexterity bonus); MV 12”
the ir value in combatting evil, a nd would cheerfully trade F 12; hp 80; #AT 3/2; Dmg by weapon type; Str 16, Int 12,
th e crown, orb, or sceptre of hi s office if he could obtain a Wis 8, Dex 15, Con 16, Cha 13; THACO 10; AL CN
magic item designed specifically o kill evil humanoids and Tang the Horrific, tarkhan of the Purple Eagle Tribe,
giant s. He also owns a fairly complete set of spellbooks, but was born in a yur t on th e Dry Steppes. He had a normal
does not have much need for them, except for relearning Dry Steppes boyhood, learn ing to ride a t a very e arly a ge,
th e spells he knows. shooting th e bow, huntin g, a nd raiding neighboring tribes.
Unlike other nomad boys, young Tang was restless. He
wanted to see th e wonders of the r es t of Oerth, if only to
inspire hi s people to descend on the sedentary peoples and
conquer
his son histhem. His father,
blessing, the Kha
allowing himkha n of thei
to spend r tribe,
time gave
tra velin g
among th e nations of settled folk. He gave his son a one-
man yu rt and a bactrian camel, as well as a str ing of strong
nomad ponies.
Since then, ‘Pang th e Horrific (a nickname given him by
th e first civilized folk he met) ha s roamed over Oerth, ma k-
ing a living a s a mercenary. He still refuses to live indoors,
pitching his yurt where he can. He ha s served many mas-
ters, both good and evil. For a while, th e young nomad was
in charge of tra ini ng he cavalry of several of th e local lords
of th e Shield Lands, as well as serving ma sters in places as
varied as Iuz, the Great Kingdom, Greyhawk, Furyondy,
and Tenh. When he was “between jobs,” he would accompa-

nyCurrently,
bands of bold
Tangadisventu rers jobs,
between on raids.
and is living on his sav-
ings. His yur t is pitched in th e Shield Lands, an d he soon
expects some local lord, dissatisfied w ith t he st at e of his
light cavalry, to contact him to arr ang e for training. Mean-
while, he relaxes i n th e way he loves best, riding h is pony,
practicing his archery and scimitar work, and learning
new woodslore.
Tang is skilled in the use of th e knife, spear, hand axe,
scimitar, short bow, horseman’s flail, spiked buckler, ligh t
lance, dagger, and javelin. He ha s th e barbaric skills of hi s
people: cliff climbing, hiding i n na tu ra l surr oundings, sur-
prise, back protection, leaping and springing, illusion an d

47

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Hall of Heroes

magic detection, leadership, survival, first aid, outdoor Tang left Iuz under a great cloud, and he is consumed
craft, tracking, animal handling, horsemanship, long dis- with insane hatred for Iuz. He has sworn a vendetta
tance signalling, and yu rt construction. He does not like against Iuz, and will attack any evil humanoid he sees,
magic, and uses no magic weapons, considering them believing it to be a n agent of Iuz. If any one asks him w hat
unworthy of a tru e Tarkhan. he most wants to do, he launche s into hours of ta lk about

Tang is still,
barbarian, and for all hisfast
h e holds residence among
to th e tene ts ofcivilized folk,
his people, par-a how
alonghe would
with th elike to bring
Rovers of thin a huge horde
e Barrens a nd thofe hi s people,
Tiger and
ticularly th eir traditi on of th e vendetta. Despite his align- Wolf Nomads as allies, t o lay Iuz’s ent ire kingdom to waste
ment , if he h as sworn enm ity toward someone, he will do and kill every creature in it. He pores over hi s maps, and if
anyth ing in his power to bring them woe. he can find a way, he will go back to his homeland t o sum-
Tang is a short, bandy-leggedman with a round, flat face, mon a barbarian horde of his own folk, to lay Iuz in ruin s.
snub nose, black ha ir st reaked with gray, and black slanted Tang’s obsessive hat red of Iuz s unusual for him, since he
eyes. He is almost always smiling, and is very friendly is usually friendly and easy going. His hatred of Iuz sta rt ed
with anybody who he knows is not evil, or connected with while Tang was serving as a mercenary commander of Iuz’s
Iuz or his evil allies. He owns many maps of Oerth, and cavalry. With his contempt for “civilized” folk, Tang didn’t
pores over the m frequently, try ing to figure out how a bar- much mind riding wit h Iuz’s horsemen against t he settled
ba ri an horde of Dry Steppes nomads could travel t o Iuz folk. When Iuz wanted to send him and his command
without having to traverse so much hostile territory in- again st t he Rovers of th e Barrens, th ough, Tang rebelled.
between. He can read, and s peaks several languages flu- There was too much resemblance between th e Rovers an d
ently. hi s ow n people, and he couldn’t brin g himself to slau ghte r
He has a few barbarian quirks and taboos: He does not people so like his own. Iuz s ent orders to a rres t th e young
willingly sleep anywhere but in a yurt, ten t, or th e open; nomad, but Tang managed to persuade hi s command of cav-
and if he is forced to spend the night indoors, he feels alry to slau ghter th e messengers, and he defected with hi s
trapped, and will often have terrifying nightmares . He also cavalry to t he Wolf Nomads.
is forbidden by a personal taboo to ride anything but a The young nomad’s impertinence in refusing to be
horse or a camel. Donkeys, elephants , vehicles, and other arrested sent Iuz into a raving fury. He has not stopped
modes of tra vel ar e forbidden to him. searching for Tang, and if he were t o be brought before Iuz,
th e nomad could expect no mercy. Iuz had planned to u se
th e cavalry Tang was trai nin g against th e nomadic peoples
on his northern borders, and seeing the nomads strength -
ened by hi s ow n men enraged him.
Tang the Horrific is unmarried, since he does not con-
sider “civilized” girls to be proper company for a Tarkhan
of the Purple Eagle Clan. He has become very good at
repairing his yurt, and makes excellent kumiss (fermented
milk). He is always glad to see fellow nomads, and will
cheerfully sit up till the wee hours talki ng shop with them,
arguing about what kind of bow is best, or discussing
horseflesh, or comparing methods of hu ntin g.
Tang is an excellent general, in th e nomad style, and is
accustomed to commanding all t ypes of troops. Iuz is cor-
rect in feeling tha t he poses a thr eat , for if he manages to
bring a horde of his people to Iuz, along wit h th e north ern
nomads, there would be littl e th at could stand against him
except th e cities, which would starve with out supplies.

Timitrios Spartakos

Magic-User-Great Kingdom
AC 3 (bracers of defense, A C 3) ;M V 12”;MU 6 ; hp 19; #AT
1; Dmg by weapon or spell type (staff, dar t, dagger); Str 4,
In t 17, Wis 13, Dex 12, Con 9, Cha 8; THACO 19; AL CN;
SA spells: 4- ls t, 2-2nd, 2-3rd; SD magic items
Timitrios Spartakos was born i n th e capital city of th e
Great Kingdom, Rauxes, to shabby but genteel parents.
His father had been a minor nobleman until a relative’s
conviction for treason was t he family’s undoing. Timitrios
Spartakos grew up on the streets u nti l a family friend used
influence to get him accepted for trai nin g with t he grea t

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Hall of Heroes

Ja ra n Krimeeah. This was a great honor, for Jaran Kri- In Greyhawk, Timitrios began to drink heavily. He often
meeah w as a rel ativ e of th e Imperial family, and could be spent weeks in a stupor, and would only stagger out when
very choosy about hi s pupils. With th e cynicism of a street- his supply of dr ink was r un nin g low. He finally noticed
sma rt child, young Timitrios waited to find out just what th at his savings were run ning out, and managed to sober
price would be exacted for h is good fortune. himself.
On the f i s t night with his new master, Timitrios found Now, at age 27, Timitrios Spartakos has black hair, olive
out. An age nt of th e Imperial Secret Police, posing as Jaran skin, and black eyes. He is of average height, an d usual ly
Krimeeah‘s butler, interviewed him in his room at the wears ordinary stre et clothes instead of wizard’srobes. His
mage’s house. His position as apprentice-mage brought familiar, a calico cat, is never far from his side.
him deep i nto his master’s confidence. The “bu tler” forced In addition to his amulet ofproof against detection, Timi-
th e youth to agree to report any suspicious conversations. trios owns a ring of spell storing, once the property of hi s
Ja ra n Krimeeah was politically suspect because he was a last teacher. This contains only defensive spells (feather
relative of the Imperial family. The secret police’s web fall, invisibility, protection from normal missil es, and tele-
around him was fairly tig ht, but unobtrusive enough th at port. He also ha s th e following:two potions of treasurefind-
th e arrogant mage did not seem to be aware of it. There was ing, a ring of protection + 2 , a wand of negation, boots of
evidence th at th e mage was plotting a coup d’etat, and he speed, an efreeti bottle, and two ioun stones, one pale laven-
would be most likely to confide in his apprentice. Timitrios der and one lavender & green (which absorb spells up to
was to report everything he heard t o the Secret Police. 4th and 8 th level, respectively);all ta ken from his two pow-
The boy took to h is new double life with glee. He felt a erful former masters.
malicious sort of power to be able to mislead t he foremost The Mage of th e Valley has not forgotten th e young pupil
mage of th e Empire. H e also liked being a secret agent for who betrayed him. His valley elf assassins a re watching for
th e Imperial Secret Police, sending secret messages tha t Timitrios, to report his exact location to t he Mage. Once he
were read by hig h Imperial officials. learn s precisely where his er ring pupil is, th e Mage of th e
As the Secret Police expected, Jaran Krimeeah began Valley intends to pay him a visit so they ca n, in h is words,
plotting a coup. He confided in hi s apprentice a t every step, “t al k over old times together.”
being unable to resist bragging. Timitrios swiftly learned Unsavory rumors have also sta rte d in Greyhawk about
how to draw hi s master out, and his reports to th e Secret th e young mage from th e Great Kingdom. He h as slipped
Police were full of exact deta ils on the planned coup. back into drunkenness several times, an d ha s fumbled sev-
When Jaran Krimeeah was arrested, Timitrios Sparta- eral jobs while drunk. He refuses clerical help, claimin g to
kos was a primary witness against him. The mage, con- be fine, but people who want a reliable spell caster are
fined in locked plate armor (as was the custom in t he Great increasingly reluctant to hire the dark young man from
Kingdom when tryi ng a mage), listened helplessly as his Rauxes.
traitorous apprentice dissected his a ttempted coup d’etat If Timitrios Spartakos were asked, h e would probably be
in fine detail. At his conviction, he shrieked threats to willing to accompany a party of adventurers to th e places
avenge himself against all whom he felt h ad a part in his on his trea sure maps. However, he would be likely (90%) o
downfall, and Timitrios Spartakos was his main target. take “his share” at night, and leave.
After Jaran Krimeeah was exiled, the Imperial Secret
Police gave the ir favored spy an amulet of proof against Guiliana Mortidus
location in recognition of th e fact th at a n angry mage could
easily carry out hi s revenge. They also gave young Timi- Cleric-The Horned Society
trios a n opportunity to study with a famous mage. AC 3 (banded mail + shield); MV 9 ” ; C 8; hp 50; #AT 1;
Timitrios was happy to continue his studies, but he quickly Dmg by weapon or spell type (mace, staff, staff sling, club);
found tha t his teacher was quite unworldly, and did not pay Str 10, In t 11,Wis 16, D 18, Con 14, Cha 18; THACO 16; AL
much attention to his young pupils when they were outside of LE; SA Spells: 5- ls t, 5-2nd, 3-3rd, 24 th ; SD spells
class, so the students were left to their ow n devices. Unsuper- Guiliana Mortidus was born to members of the Horned
vised, Timitrios took to drinking-just for th e fun, e said. Society. Her mother was a n evil fighter and he r fa ther was
When he learned t ha t some of his fellow pupils were using an evil priest. They dedicated the ir child to th e service of
their arts n unlawful ways, Timitrios Spartakos decided to th e Society before he r birt h. When s he was old enough, s he
turn his knowledge to his own advantage. By an artful com- was tested exhaustively, and the tests indicated th at she
bination of tattling to th e Secret Police and backstabbing, he had th e potential to be a cleric. Accordingly,she began cler-
soon had all th e other pupils in fear of him.He made certain ical traini ng at t he earliest possible age.
to remain on good terms with his master, and by delicately Guiliana Mortidus was not a popular pupil-her sneer ing
smoothing over a minor scandal involving his teacher and a contempt for those who were less talen ted, combined with
comely serving wench, earned his master’s gratitude and her ability to hold a grudge ensured tha t she would have
good opinions. His magical talents were all that remained to few friends.
make him his master’s prize pupil. She advanced through t he school precisely on schedule,
When hi s maste r died, Timitrios was left a box of maps, but did not show any unusual talent. She performed the
purpo rting to show th e locations of treasu res. Timit rios menial task s tha t were assigned to th e pupils without com-
moved to th e city of Greyhawk, since th e treasu res were plaint, although without enthusiasm. When she had com-
located near there, and to get away from people who pleted her training, she was invested with the rank of
remembered his betraying and backstabbing. In cleric.
Greyhawk, his unsavory reputation had not preceded him,
and he had no difficulty gaining employment.

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She had carefully concealed her burning hatreds from She has started a small network of spies who work
her superiors and teachers, estimating that they would directly for her, consisting mostly of hobgoblins who thi nk
betray her to he r enemies. Secretly, she raged tha t she was tha t this activity is authorized by t he Horned Society. With
not in a position to crush everyone who had ever dared the ir information, she plans to tr y to incriminate he r ene-
offend her. When she was assigned to a low-ranking tas k in mies, so th at she can avenge herself. She is not aware th at
th e temples of the Horned Society, she sm iled politely and a lowly potboy she re cruited is really an assassin using his
accepted, biding her time. disguise to spy o n her.
After seve ral years, her patience was rewarded. She was Her superiors do not currently have reasons to be con-
given a position as a clerical “adviser” to t he armies of th e cerned about her schemes, but they wan t to be s ure th at
Horned Society, which were pre parin g for a war. She hap- her schemesdo not endanger them. I fh er plans ar e consist-
pily went off with t he armies with her eyes open for possi- ently inept, s he will be brought up on charges, condemned,
ble mea ns of promoting herself. and executed. If he r plans show promise, she will be subtly
She gained experience rapidly with the armies, and encouraged to adapt th em to t he overall plans of he r supe-
gained a few magic items, bu t none of any gr eat value. Th e riors.
valuables always went to t he high command, and seeing Guiliana is currently a cleric of medium ra nk a t he main
them flaunting objects she craved for herself made her temple of th e Horned Society, in t he city of Molag. She h as
blood boil. been on sever al minor missions to allies of t he Society, such
Finally, after a battle against th e Shield Landers, her as Iuz. She ha s a few underlings, whom she rule s by thre ats
patience was rewarded. Searching among th e dead and and abuse. Everyone unfortunate enough to be beneath
wounded Horned Society members for those who needed her in ra nk hates and fears her.
healing, t he young cleric found a ring of human influence In addition to her other items, Guiliana owns a staff of
on a dead leade r of Shield Lands troops, and a talisman of withering which also functions as a staff sling +2 , an d a
pure evil on a wounded and unconscious Horned Society mace + l . She is currently negotiating for a set of chain
cleric, whom she promptly killed so tha t she could take his mail +2 with th e hobgoblins who captured it in a recent
talisman. fight. Unfortunately, th e hobgoblin sham an who owns the
She ha s used these items ever since, but always careful- armor is quite a ware of its value and is asking a h igh price.
ly: She doesn’t want anyone to know she possesses them. Except for her ambition for revenge, Guiliana is com-
She ha s seen ma ny of her colleagues stabbed or smothered pletely loyal to th e ideals an d goals of th e Horned Society.
in t hei r sleep for their magical items, and does not wish to Her relative lack of experience with t he outsid e world ha s
share th at fate. Using th e ring, she ha s suggested to her left her with almost no comprehension th at any o ther view
peers th at they shouldn’t oppose her in h er climb to th e top, of life is even possible, much less reasonable.
and she has been experimenting with suggesting to her Secretly, she thin ks t ha t anyone who fails to convert to
superiors th at she is worthy of promotion. th e ten ets of t he Horned Society is a t least guilty of willful
Owning these two items makes Guiliana even more vain self-deception, if not insanity. She h as seldom conversed
and unpopular than before. Previously, she was merely with prisoners, and t he few times she did, she was unable
unbearable, with her disagreeable behavior an d her well- to comprehend th at th e prisoners could hold views so dia-
founded defensiveness about her unattractive appearance. metrically opposedto her own. She will gladly argu e points
Now, with h er special magic items, she has alienated near- of philosophy and alignm ent, bu t will not be convinced th at
ly every one of equ al or lower ran k i n th e Society. She is th e Horned Society is anything but a paradise on eart h for
carefully watched by her superiors, who correctly suspect those wise souls who work hard and obey the Society’s
her of ambition. laws.
Guiliana Mortidus is a thin, slatternly woman with
stringy brown hair, weak features, bad teeth, and faded
blue eyes. She wears a battered suit of banded mail and
carries a shield i n battle.,She does exactly what h er superi-
ors in t he Horned Society tell h er to do, and nothing more.

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t is common knowledge in all t he interplanar in a surface, and t hu s detect th e presence of a s ecret or con-
dimensions tha t t he spell casters of Oerth ar e cealed door with a 50% chance of success. The han d c an
th e most powerful in all t he multi-verses. Each search a 10 foot by 10 foot are a each turn . The han d cannot
an d every one of th e most powerful have, at one be destroyed by physical attacks , but it is dispelled if deal t
time.
- ~made
~ ~ th eir
. home in t he citv of Grevhawk. four or more points of magical damage. The hand can tr ip a
d The following is a list of l it tl e known but‘ hig hly useful nonmagical trap if the location of th e tr ap is known. The
spells from these powerful mages. A great effort has been material components for the spell are a child-sized silk
made to present t h e most useful of these spells, bu t also not glove and a swan’s feather.
to give away the entire store. There are no 8th and 9th
Bigby’s Dextrous Digits (Evocation)
level spell s because thes e were too well protected for even
this powerful scribe to acquire. Spells like Drawmij’s Level: 2 Components: V, S, M
Instan t Stripping and Otto’s Gelatino us Cube Transforma- Range: 90yds Casting Time: 2 segments
tion to Edible Gel have b een left off a s too esoteric for even Duration: 3 turnsAeve1 Saving Throw: N one
th e most curious spell crafter. Area of Effect: Special
Because of thei r st ay i n the city of Greyhawk and th e high-
ExplanationlDescription: This spell summons into
ly magical nature of that town, all of thes e spells can be
existence a pair of disembodied hand s th at will follow th e
seen in use i n and out of the city. Scrolls of thes e spells can
be found in all th e best treas ure hoards. Strange wands mage’s
tions of every order.
an unseen The hands
servant, canalso
but can perform all the deeds
accomplish func-
an d rings of magic will often have th ese spells planted i n
requiring fine coordination, such as tinke ring with tools,
them for instant use.
working with laboratory equipment, sculpting, painting,
or playing a musical instrumen t. The hands can perform
Bigby’s Spells any t ask th e caster can accomplish, including non-weapon
proficiencies known by th e mage. The ha nds w ill perform
Bigby’s Bookworm Bane (Evocation) with a dexterity equal to th at of th e caster. Each hand can
Level: 1 Components: V, S, M hold and carry up to 200 g.p. weight individually, or 500
Range: 20yds Casting Time: 1 segment g.p. weight together. The hands can move no far th er ap ar t
Duration: 1 t d e v e l Saving Throw: None tha n t he caster’s own hands. The ha nds c an move 120 feet
Area of Effec t Special per round, regardles s of weight carried, bu t can move no
farther tha n 90 feet away from th e caster or they vanish.
Explanatioflescription: This spell is used to seek out The hands cannot act out th e somatic component of a spell.
an d destroy one of th e most feared enem ies of th e mage: The hands cannot wield a weapon in melee or punch or
th e bookworm. When cast, th e spell creates a disembodied grapple. Although the hands are immune to physical
hand t ha t will search through a library and crush all book- attac ks, they can be destroyed by six more points of magi-
worms it finds. The hand can search through 100 books or cal damage. The material component is a pair of gloves
scrolls per round, seeking out bookworms with a 95% embroidered with th e mage’s initials.
chance of detection. Once a worm is found, th e hand will
pursue t he bookworm relentlessly, atta cking with th e skill
of a fighter eq ual i n level to t he caster. A successfulhi t by
the hand means the bookworm is instantly crushed to
death. The ha nd possesses a s trength of 8, so it can move
aside books and scrolls in pursuit of a fleeing bookworm.
The hand cannot be harmed by physical attacks, bu t it can
be destroyed by four or more point s of magical damage. The
hand is incapabl e of performing a ny oth er function or com-
bat tin g any other foe. Bigby uses th e spell periodically to
safeguard his valuable library. The materi al component is
a child-sized glove made of toug h leather.
Bigby’s Feeling Fingers (Evocation)
Level: 1 Components: V, S, M
Range: 60 yd s Casting Time: 1 segment
Duration: 1 hour + Saving Throw: None
1 ur n per level
Area of Effect: Special
Explanatioflescription: This spell calls into existence
a disembodied hand under th e caster’s command. The hand
cannot hold, grasp, or carry, but it does have a n amazingly
sens itiv e sense of touch. The hand’s sense of touch is so fine
t h a t it can note miniscule cracks, separat ions, or openings

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Bigby’s Silencing Hand (Evocation-Enchantment) Against a living target, th e ram ha s no effect. The caster
must always remain within 60 feet of th e ra m or it will dis-
Level: 2 Components: V, S, M
sipate. The ram cannot be damaged by physical attacks,
Range: 40yds Casting Time: 2 segments
but it can be destroyed by magical damage if it suffers one-
Duratio n: 2 roundsflevel Saving Throw: None
half t he number of hit points of th e caster. Dispel magic or
Area of Effect: One crea ture
disintegrate spells can also destroy th e gauntlet. The spell
Explanatioflescription: This spell creates an appro- cannot be used to open chests or ba tte r anythin g but a door.
priately sizedhand th at will fly toward t he chosen creature It only functions against portals th at ar e designed to open
and clamp tightly over the creature’s mouth unless the at sometime. The m ater ial component is a metal rod with a
creature makes its saving throw. A creat ure affected by the chain mail ga untle t slipped over one end.
spell will be unable to ta lk clearly, cannot cast any spell
Bigby’s Construction Crew (Evocation)
requiring a verbal component, or use a magical item trig -
gered by a n audible command word. The hand cannot be Level: 4 Components: V, S, M
pulled away from a creature’s mouth or be harmed by a Range: 120 yds Casting Time: 1 tu rn
physical attac k, b ut c an be destroyed by six or more points Duration: 12 hours Saving Throw: None
of magical damage, although most magical attacks carry Area of Effect: Special
the ris k of harming t he affected creature. A successful dis-
Explanation/description: his spell creates as many
pel magic spell destroys the hand without injury to the
pair s of hands as th e caster’s experience level. All of th e
creature. The material component is a cloth glove smeared
hands come equipped with carpentry tools. The ha nds do
with sticky syru p or honey.
the wor k of a construction team equal i n ability to any crew
Bigby’s Pugna cious Pugilist (Evocation) of professional carpente rs, masons, miners, or sappers. The
hands never need to rest or eat. Each pair performs as one
Level: 3 Components: V, S, M
worker. They are unable to fight or inflict physical damag e
Range: 60yds Casting Time: 3 segments
on anything. They cannot be destroyed by non-magical
Duration: 2 roundsflevel Saving Throw: None
means and each pair has a s many hit points as the caster
Are a of Effect: Special
has levels. The material components include an assort-
ExplanatiodDescription: This spell creates a pair of ment of minia ture tools, worth a t least 500 g.p.
man-sized hands, appearing as clenched and padded fists.
Bigby’s Force Sculpture (Evocation)
The han ds pummel wi th t he effectiveness of a n 18/50
st re ng th fighter of one-half th e caster’s experience level. Level: 4 Components: V, S, M
The hands together fi ght as a character w ith AC 4 and 3 hi t Range: 30yds Casting Time: 1 ound
points per level of th e mage. The hands a re dispelled when Duration: 1 urn/level Saving Throw: None
they run ut of hi t points. The han ds can pummel only, and Area of Effect: Special
cannot hold a weapon or grapple. The hands cannot be
Explanation/Description: This very flexible spell
grappled or overborne,
material components arsince they ca
e a mitten n easily
stuffed flit
with away.and
cotton Thea enables the mage to create a visible plane of force th at can
be shaped into any form the cast er wishes. The caster could
brass bell.
create a table, ladder, club, bucket, st ilts, or cane, for exam-
Bigby’s Battering Gauntlet (Evocation) ple. Once an object is formed, it retains its form for the
duration of the spell. The object imitated must be fairly
Level: 4 Components: V, S, M
rigid, can have no moving parts, cannot have a sharp point
Range: 60yds Casting Time: 4 segments
or edge, and cannot possess finely detailed feat ures. A rope,
Duration: 1 oundflevel Saving Throw: None
long bow, sword, chariot, or ac curate s ta tu e cannot be cre-
Area of Effect: Special
ated with t he spell. All objects formed out of force cannot be
Explanation/Description: his spell brings into exist- harmed by physical atta cks, but can be dispelled by magi-
ence a shimmer ing violet force shaped like a battering ram cal attacks t ha t inflict more points of damage to t he object
with a clenched fist as th e ram’s head. The force assumes a th an t he creator’s hi t points. Up to one cubic foot of ma tt er
cylindrical shap e 12 feet long by 2 feet in diameter, but th e per level of the ca ster can be simulated. The mate rial com-
caster can shorten its length to 3 feet in order to fit in a ponent for the spell is a lump of soft clay with diamond dus t

cramped
The spell space.
acts as a batter ing ra m of gre at power, destroying mixed into it.
Bigby’s Fantastic Fencers (Evocation)
a normal door with one hit, destroying a reinforced door
with thr ee hits, destroying a stone door with five hits, and Level: 5 Components: V, S, M
having a 50% chance to destroy a metal door (the spell is Range: 60yds Casting Time: 5 segments
destroyed if the gauntlet fails). Only one attack can be Duration: 1 oundflevel Saving Throw: None
made per round, as with any ordinary battering ram. Used Area of Effect: Special
against a smaller physical obstruction, such as a dungeon
ExplanatiodDescription: This spell creates one hand
door or metal gra te reinforced with magic, a saving throw
for every th re e levels of th e caster, each of which holds a
is made for the door at th e level of th e mage who cast th e
long sword. Each hand fights with t he skill of a fighter of
reinforcing spell on th e door. If the save is successful, the
one-half he experience level of th e caster. Each hand is AC
gauntlet spell is destroyed. If the save fails, the gauntlet
2 because of its small size and speed, and each can s usta in
spell begins working on th e door.
15 points of damage before being dispelled. Each fencer is

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capable of disa rmin g an opponent and does so on a roll four magic siege bolt for every two levels of t he caster. The bolt
greater t han the roll needed to hit. A fencer likewise dis- will behave as a given siege engine missile in range and
armed of its sword is dispelled automatically. The caster effect. The type of siege missile the bolt mimics depends on
need not concentrate on th e fencers to keep them function- th e caster’s level.
ing, but only ha s to give the m orders as if they were hench- Magic-user’s Level Siege Engine
men. The material component is a small, silver amulet
shaped like a mailed gauntlet holding a gem-encrusted Missile Mimicked
sword, worth at leas t 1,000 g.p. (this vanishes when th e
12th catapult, light
spell is cast).
14th catapult, heavy
Bigby’s Superior Force Sculpture (Evocation) 16th trebuchet
Level: 5 Components: V, S, M
Range: 30yds Casting Time: 1 ound The bolts must be launched at th e rat e of one every two
Duration: 3 turns + 1 Saving Throw: None rounds in succeeding rounds. During thi s time t he ca ster
turdevel can do nothing else. If th e spell is interrupted, no addition-
Area of Effect: Special al bolts can be launched. The bolts strike their target
unerringly. The mate rial component is a small stone sprin-
Explanation/Description: his spell is a more advanced kled with diamond dust.
form of the 4th level force sculpture spell. The object or
objects formed from force can be more complex, composed of

large,
be moving
fairly rigid.parts, or have
A wagon, a n edge
quiver or point,
of q uarr but still
els, shovel, must
sword,
or water wheel could all be simulated, but not a mechani-
cal timepiece, crossbow, or spring. Fine details can be
worked into a n object, provided the caster h as sufficient
skill as a n ar tis an or sculptor. Fine details tak e 2d4 rounds
to place on a n object, but remain for the duration of th e
spell. Up to 8 cubic feet of ma tt er per level of th e caster c an
be simulated . The duratio n of the spell is also longer tha n
force sculpture. Superior force sculpture is otherwise identi-
cal to th e 4th level spell. The material component is a lump
of clay wi th diamond du st mixed into it.
Bigby’s Strangling Grip (Evocation)
Level: 5 Components: V, S, M
Range: 10 yds/level Casting Time: 5 segments
Duration : 2 rounds Saving Throw: None
Area of Effect: One crea ture
ExplanatiodDescription: This spell creates a pair of
disembodied hands t ha t will seek out a creature’s throat
and strangle the creature with t he same effect as a n attac k
with a garrote. The hands must make a successful attac k Bigby’s M o s t Excellent Force Sculpture (Evocation)
roll to grab the creature’s throat, attacking with + 4 to hit Level: 8 Components: V, S, M
on the mage’s usua l at ta ck roll, because of th e speed and Range: 30 yds Casting Time: 1 u rn
ferocity of th e att ack. The strangling grip will strangle its Duration: 6 tur ns + 1 urn/
victim to death by the end of the next round unless the level Saving Throw: None
creature is freed of th e hands. The victim can break t he Area of Effects: Special
grip if he makes a successful roll to bend bars. The grip can
also be released if th e mage’s concentration is broken. The Explanation/Description: This spell is the most
limits on which creatures can be affected by the spell are advanced form of the force sculpture spells. The object
the same as th e restrictions on the use of a normal garrote. formed can be highly complex, containing many moving
The material components ar e a pai r of gloves sewn into a parts, such as a siege machine or sailing ship. Parts of an
clutching grip around t he neck of a bottle. object simulated could be a s flexible as a rop e or th e wood of
a bow, so a lar ge ne t, ballista, rope bridge, or collection of
Bigby’s Besieging Bolt (Evocation) crossbows could be formed. A s with lesser force sculptures,
fine or accurate details require an additional 2d4 rounds to
Level: 6 Components: V, S, M
form, along with sufficient skill as an art ist or artisan. Up
Range: Special Casting Time: 1 ound to one cubic yard of matter per level of th e caster can be
Duration: 1 ound per 2 Saving Throw: None simulated. With th e exceptions noted above, th e spell is
levels of th e spellcaster
otherwise identical to th e 4th level spell of th e same type.
Area of Effect: Special
The materi al component is a lump of clay mixed with 1,000
ExplanatiodDescription: This spell is similar to magic g.p. worth of diamond dust, which vanis hes when t he spell
missile. When the spell is cast, the mage is able to fire one is used.

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Magical Spells

r -

Drawmij’s Spells Drawmij’s Breath of Life (Alteration)


Drawmij’s Beast of Bu rd en (Alteration) Level: 2 Components: V
Range: 100 yds Casting Time: l/6 segment
Level: 1 Components: V, S, M
Duration: 5 turns Saving Throw: None
Range: 30yds Casting Time: 1 ound
Area of Effect: 1 creatureilevel
Duration: 2 hoursilevel Saving Throw: None
Area of Effect: Special Exp lan atio n/d escr ipt ion : With the power of this spell,
th e mage can endow one or more creatu res with sufficient
Explanation/description: This spell partially lightens
endurance to hold th eir breath for five full tur ns. Affected
goods placed upon a single mount. The effective encum-
creatures cannot d r o w n or be subject to the effects of
brance of all objects on the mount, including riders, is
inhaled gases while holding thei r breath. The caster can
reduced by one-half, in effect doubling the amount of
bestow th e spell upon one creatur e for every level of experi-
weight th e mount can carry. ence. The spell is only one word long, and h as no somatic or
A mount t ha t suddenly finds itself carryin g one-and-one-
mater ial components, so th e mage can cast the spell quick-
half its maximum load without the spell’s protection can-
ly i n a n emergency.
not walk, slowly sinks to th e ground, and stands a 50%
chance of going lame. A mount suddenly burdened by twice Drawmij’s Scent Mask (Illusioflhantasm)
its maximum load collapses to t he ground, suffering l d6
Level: 2 Components: V, S, M
points of damage an d automatical ly going lame.
Range: Touch Casting Time: 2 segments
The material components are a lodestone and pinch of
Duration: 1 urdlevel Saving Throw: Special
metal filings. Area of Effed: 1 creatureilevel
Drawmij’s Light Step (Alteration)
Explanation/description: This spell will conceal all
Level: 1 Components: V, S, M odors emanating from a creature for th e duration of th e
Range: Touch Casting Time: 1 segment spell. If cast upon the mage or another person, th at person
Duration: 5 roundsflevel Saving Throw: None cannot be detected by scent.
Area of Effect: One creatu re The recipient of thi s spell cannot be tracked by a n animal
or being th at uses i ts sense of smell to track, such as a
Explanation/Description: This spell gives a creature a
bloodhound. If cast upon a creature that uses its odor as a
very limited form of levitation. The creature walks normal-
weapon or form of defense, th e spell negates th e odor if the
ly over any surface, but walks so lightly th at no tracks are
creature fails a save versus spells. The musky odor of a
left behind. If th e creature breaks into a charge or run th e
skunk or wolverine or the stench of a troglodyte could be
spell ends immediately.
suppressed by th e spell. The materia l component is a scent-
The crea ture can also move across a fluid as well as a solid
less flower.
surface, but th e movement rate is reduced to one-half th e
creature’s normal walking rate, as th e creature must step Drawmij’s Swift Mou nt (Alteration)
carefully. The light step spell will not enable a creature to
Level: 2 Components: V, S, M
walk across turbulent water or ocean waves, however,
Range: Touch Casting Time: 1 ound
since the chaotic motion of th e fluid disturbs t he levitation
Duration: 2 hours + Saving Throw: None
field. The spell actually makes the creature unable to acti-
1/z hour per level
vat e pit traps. It doesn’t allow th e creature to leap higher
Area of Effect: One mount per two levels
or jump safely from a cliff, only to walk w ith a lighter step.
This spell will also increase the movement rat e of the crea- Explanation/Description: This spell will double the
ture by 50 percent for the durati on of th e spell. The materi- movement ra te of any mount t ha t run s, swims, or flies for
al components ar e a bit of fur tak en from a cat’s paw and a th e duration of th e spell. After the spell expires, th e mount
duck’s feather. is completely exhausted and refuses to move any fart her
for 24 hours. The spell will in no way increase the amo unt
Drawmij’s Adventurer’s Luck (Alteration)
of weight a mount can carry. The maximum encumbrance
Level: 2 Components: V, S, M limit for the mount is unaffected. Overloading the mount

Range: Touch
Duration: 3 turns Casting Time: 1
Saving Throw: ound
None beyond its of
m$s beast limit automatically
burden negates with
cannot be combined the spell. Draw-
swift mount
Area of Effect: Creat ure touched to increase th e load a racing mount can carry. The material
component for the spell is a hare’s foot or a bit of fur from a
Explanatioflescription: This spell bestows upon the
cheetah.
touched creat ure a special form of luck. For the durat ion of
th e spell, th e recipient of thi s magic can act as though he or Drawmij’s Marvelous Shield (Evocation)
she were holding a luckston e and using i ts magical effects.
Level: 3 Components: V, S
The mate rial component is 5,000 gold pieces worth of ruby
Range: 0 Casting Time: 3 segments
dus t sprinkled over th e creature’s head; this vanishes after
Duration: 1 urdlevel Saving Throw: None
th e spell expires.
Are a of Effect: The mage
Expl anati ofles cript ion: This spell is a n improved ver-
sion of th e 1st level shield spell. The improved shield will
protect th e caster against at tacks from all sides, including

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the rear and above, provided the mage is aware of the The party h as no control over where they will be teleport-
attack. A surp rise a ttac k will completely dispel th e protec- ed, and there is always a 5%chance the spell will malfunc-
tion of th e improved shield. The protection afforded by th e tion and dump the party into the ethereal plane. To
spell is -2 against all attacks, so th e improved shield acts determine where the mage and his friends a re s ent, consult
as AC 0 again st hand-hurled missiles, AC 1 gains t device- th e DM map, track back along the pat h of th e party, and
propelled missiles, and a -2 bonus on th e mage’s armor place them in a random a rea where they h ave been before.
class against all other att ack forms. This spell cannot send the party into unknown territory.
The material component is a miniature silver door deco-
Drawmij’s Iron Sack (Alteration)
rate d with ruby chips worth 5,000 g.p. th at vanishes after
Level: 3 Components: V, S, M the spell is cast.
Range: Touch Casting Time: 1 ound
Drawmij’s Protection from Non-Magical Gas (Abjura-
Duration: 6 hrs + Saving Throw: None
tion)
2 hrsllevel
Area of Effect: One sack Level: 4 Components: V, S, M
Range: 0 Cast ing Time: 2 segments
Explanation/Description: This spell will provide
Duration: 5 roundsllevel Saving Throw: None
greater protection for the contents of one normal sack or
Area of Effed: 20’ radius sphere about the caster
backpack. An affected sack is protected as if t he interior
were completely lined with inch-thick solid steel, although ExplanationlDescription: This spell creates a volume of
the sack becomes no heavier or less flexible. The sack space 20 feet in radius about the caster, within which all
makes its savin g throws a gains t physical or magical dam- creatu res a re protected from the effects of all non-magical
age as if made of har d metal, with a n additional + 2 bonus gases, fumes, and smoke. All natur al gases tha t touch th e
applied to th e saving throw. Items within t he sack must edge of the sphe re of protection a re dispersed. The air with-
check only if the sack fails its check. The material compo- in th e sphere always remains clean, fresh, and replenished
nent is a st rip of leat her with mail sewn on one side. with oxygen, so those within t he sphere will not suffer from
lack of oxygen if th e air outside is contaminated or its oxy-
Drawmij’s Handy Timepiece (Conjuration/Summoning)
gen consumed by fire. The spell will not work unde rwate r
Level: 4 Components: V, S, M or in a vacuum. The sphere moves with t he caster. It is dis-
Range: 0 Casti ng Time: 1 hour pelled if touched by magical gases or if the caster moves
Duration: Lengt h of Saving Throw: None using magical means. The material components are a fan
other spell and a sm all vial containing perfume worth at least 100 g.p.
Area of Effect: Special Both vanish after t he spell is cast.
Explanation/Description:After this spell is cast, the Drawmij’s Tool Box (Conjuration/Summoning)
next spell cast by the same caster is timed. A small golden
Level: 4 Components: V, S, M
gong appears i n front of th e caster and softly chimes a
Range: 0 Casti ng Time: 1 ound
warn ing one minut e before th e spell ends. This magic only Duration: 1 urn/level Saving Throw: None
works with spells with a duration less th an 48 hours.
Area of Effect: Special
To cast th e spell, the mage must collect a feather from a
migratory bird, a fru it fly, a few grains of sand, a solid sil- Explanation/Description: his useful spell permits the
ver pendulum worth 100 g.p., and a solid gold orb of exqui- mage to temporarily acquire one to te n tools when needed.
site craftsmanship worth 5,000 g.p.; all of these vanish The object or objects conjured can be as large as 200 g.p.
with t he end of th e spell. encumbrance value of goods. The caster can continue
exchanging items for new items througho ut t he du ration of
Drawmij’s Instant Exit (Alteration-Conjuration)
the spell. The caster can conjure a hammer and chisel in
Level: 4 Components: V, S, M the first round, exchange them for a saw in round five,
Range: 30 yds Casting Time: 1 segment trade th e saw for a pry bar i n round eight, and so on. Only
Duration: 1 ound Saving Throw: None non-living matter can be conjured. The tools cannot be tak -
Ar ea of Effect: Special en more than 100 yards away from the box. The box is
immovable and only th e caster can ta ke tools from it. The
Explanation/Description: his spell enables the mage
only tools th at can be take n from th e box are th ings th at a
and others
When to use
th e spell a limited
is cast, ansuddenly
a door d risky form of teleportation.
appears on a wall or carpenter or builder might have. Things th at shouldn’t be
taken from the box include: thief tools, wax key blanks,
other fl at surface within 3 yards of th e caster. The caster
ball bearings, magical weapons, and gem cutter blades.
an d as many others who can pass through the door in one
Things th at migh t be in a skillful carpenter’s box include:
round (usually at th e rate of one creatu re or person per seg-
rope, skeleton key, huge hammers and m etal stakes, large
ment) can enter into a zone of nil-space by passing throug h
canvas sheets, nets, and sand.
th e doorway. When th e door is closed behind by t he mage,
The material component is a miniature wooden tool box.
the mage and all those with him in t he nil-space zone are
teleported to a random location within 250 yards of the
door. If the door is not closed before th e end of th e spell’s
duration, then the door slams shut automatically at th e
end of th e round. The door disappears when closed by the
mage or after it sh uts itself.

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Drawmij’s Flying Feat (Alteration/Enchantment) a wish, the creature will be quite bewildered, suffering the
effect of a confusion spell for 2d4 rounds. After th e confu-
Level: 5 Components: V, S, M
sion passes, the creature gradually recovers its previous
Range: 10yds Casting Time: 1 round
knowledge and memories over a period of ld 4 days. The
Duration: 3 urnsflevel Saving Throw: None
mater ial component is a cocoon soaked i n a balm of honey,
Area of Effect: Special
powdered yellow-white moss agate worth 500 g.p., and
Expl ana tion /De scr ipti on: This special flying spell is not powdered emerald worth 700 g.p., all of which vanish w ith
cast upon a creature but an object. The enchanted object th e casting of th e spell.
gains the power to fly up to 180 feet per round under the
caster’s direction. A broom, chair, table, carpet, wagon, or
hu t could all be made capable of flight. The mage ca n affect Mor denkainen’s
up to 500 g.p. weight per level of t he caster, a nd th e object Mordenkainen’s Pr otec tion Fro m Avians (Abjuration)
can carry twice th at amount of weight i n passengers or
freight if th e object is large enough and sufficiently strong Level: 1 Components: V, S, M
to support the weight under normal circumstances. An Range: Touch Casti ng Time: 1 segment
18t h evel mage could lift a 9,000 g.p.-weightboat and up to Duration: 5 roundsAeve1 Saving Throw: None
18,000 g.p. weight of cargo, for example. The cast er must Area of Effect: Cre atu re touched
concentrate upon t he flying object to dire ct its motion and Expl anat iodD escr ipti on: A creature protected by this
maintain its flight. If th e caster is knocked unconscious, spell receives a special benefit when in combat with a vians
stunned, or slain while directing the flying object, the totalling no more tha n 15 hit dice. If more hit dice attac k,
object will immediately begin to plummet ear thwar d a s a
falling object. The material component is a wing feather the spell
rolls is negated.
to hit Affected
the protected avians
creature hav
for theeaduration
-2 penalty on
of th e
taken from a roc. spell. The material component for the spell is a feather
Drawmij’s Benef icen t Pol ymo rph (Alteration) from any bird wrapped with a s tr ip of tough leather.

Level: 6 Components: V, S, M Mordenkainen’s Encom pass ing Vision (Alteration)


Range: Touch Casti ng Time: 6 segments Level: 2 Components: V, S, M
Duration: 1 turn/level Saving Throw: None Range: Touch Casti ng Time: 1 round
Area of Effect: Cr ea tur e touched Duration: 1 hrAeve1 Saving Throw: None
Expl anat ion/ Des crip tion : This spell endows the touch- Area of Effect: C rea ture touched
ed and willing creature with all th e benefits of apolymorph ExplanatiodDescription: This spell grant s a creature a
self spell. The creature affected does not need to make a full 360 degrees of vision, so th e creature can see sides and
system shock roll to survive. While th e first form tak en by rear as well as it sees to the front. The creature cannot be
the creature is chosen by t he caster, the creature is totally surprised from th e rear by any attacker th e creature can
in control of its form changes for th e remainder of th e
spell’sduration, and can change form as often as it wishes, see
sor tnormally. Theor
of enhanced spell will work
magical i n combination
vision, with any
includin g infravision,
abiding by all t he limitations of polymorph self: The spell ultravision, or x-ray vision. A creature with both detect
does not bestow any special abilities of a polymorphed invisibility and encompassing vision can see invisible, ethe -
form. The spell does not affect the creature’s men tal s ta te real, or a stra l beings from th e flank or rear as well. The
in any way. When th e creature ret urns to i ts original form, person affected by t his spell also has a -2 penalty on all
ld1 2 hit points ar e restored. saving throws vs. gas attacks. The mate rial component is a
The mater ial component of th e spell is a soft, silk caterpil- crystal disc with ei ght eyes inscribed upon it, spaced at 45
lar cocoon. degree interval s around th e edge of th e disc.
Drawmij’s Merciful Met amor phos is (Alteration)
Mordenkainen’s Defense Against Lycanthropes
Level: 6 Components: V, S, M (Abjuration)
Range: 10 ydsflevel Casting Time: 6 segments
Duration: Perm anent Saving Throw: Negates Level: 3 Components: V, S, M
Area of Effect: One crea ture Range: Touch Casti ng Time: 3 egments
Duration: 2 roundsflevel Savin g Throw: None
Expl anat ion/ Des crip tion : Drawmij developed this spell Area of Effect: Cre atu re touched
as a merciful way to get rid of a n adversary. The spell poly-
morphs an opponent into another creature as does poly- Explanat ion/Desc ription: This spell will aid a creature
morph other, but th e target’s save is made at -2. The in surviving attacks made by lycanthropes. Any attack
targ et can only be polymorphed into a natural animal no -
made upon th e creatur e by a lycanthrope has a 2 penalty
larger than a typical herd beast. The polymorphed creature to hit. No mat ter how much damage is inflicted by a lycan-
does not need to make a system shock roll to survive the thrope, the creatur e will not contract lycanthropy as long
spell. The polymorphed creature automatically assumes as the spell is in effect. The spell will not protect th e crea-
th e mental s tat e of the anima l, forgetting all knowledge of ture from contracting lycanthropy if injuries occurred
its previous self. The anim al does not radia te magic or th e before the spell was cast or a fter it expired. The material
creature’s original alignment aura, so there is little evi- component is crushed moonstone.
dence the animal was anything other than w hat it appears
to be now. If return ed to it s original form by dispel magic or

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Mordenkainen’s Defense Against Nonmagical Rep Explanation/description: This spell summons a pair of
tiles and Amphibians (Abjuration) shimmering violet phantom beings th at will st ay on eithe r
side of th e mage and protect him from all atta ckers. The
Level: 3 Components: V, S, M
shield-maidens ar e AC 4 (phantom chain mail and large
Range: Touch Casting Time: 3 segments
shield) ; Move 12”; HD 3; hp 20; Dmg ld 6 (phantom spear);
Duration: 5 roundsflevel Saving Throw: None
Area of Effect: Cre atur e touched THACO
the 16;for
caster ALtheir
N. The shield-maidens
shields sta y close
to help cover enough
the mage. to
The
Explanation/description: creature protected by thi s shield of one maiden will provide th e caster with a - 1
spell gains a n advanta ge in combat with nonmagical rep- armor class bonus. If both shield-maidens protect th e same
tiles or amphibians, including snakes, dinosaurs, frogs, side of the caster w ith the ir shields, the arm or class bonus
an d giant-sized species of such animal s. Dragons ar e is -2. While the shield-maidens can protect the caster
excluded from th e spell’s effect as well as other creatures from attacks from different directions, they will move no
with un nat ura l abilities. All such animals have a - 2 pen- farther th an 50 feet away from th e caster, even if the mage
alty to hi t the protected creature, and the creature gains a orders them to move away. They follow magically wher-
+4 bonus to saving throws versus reptile or amphibian ever the caster goes. The material components ar e a pair of
venom. The mat eria l components ar e a bit of snake sk in small crystal shields tied with s tri ng to a miniature wood-
an d a dried frog‘s le g placed i n a pouch of hardened leather. en figure of t he caster.
Mordenkainen’s Protection From In sects and Arach- Mordenkainen’s Protection From Slime (Abjuration)
nids (Abjuration)
Level: 4 Compo nents: V, S, M
Level: 3 Components: V, S, M Range: Touch Cas ting Time: 4 segmen ts
Range: Touch Casting Time: 3 segments Duration: 2 roundsflevel Saving Throw: None
Duration: 5 roundsflevel Saving Throw: None Area of Effect: Cre atur e touched
Area of Effect: Cr ea tu re touched
Explanation/Description: This spell helps protect a
Explanatioflescription: This spell provides a mea- creature against attacks by all molds, slimes, puddings,
sure of protection from insects, spiders, and scorpions, oozes, and other formless, primordial beings. All attacks
including giant-sized and u nna tur al species of such an i- against the protected creature a re made with a -2 penalty
mals. All such animals a tta ck the protected creature with and th e protected creature’s saving throw ha s a +2 bonus.
a - penalty to hit and all of th e protected creature’s sav- In addition, the creature’s flesh is highly resistant to any
ing throws against insect or arachnid venom have a + 4 corrosive atta ck by such monsters, and is treated as being
bonus. The spell works on no more th an 20 hit dice of bugs solid stone for the purpose of wit hsta ndin g a slime mon-
of all types. If more th an 20 hit dice of insects attack, t he ster’s corrosive attack. The spell negates up to 10d4 points
spell dissipates. The material component is an insect of damage from slime before it collapses. The mater ial com-
trapped i n amber. ponents are a bit of food mold pressed between two flat
stones, and a pinch of diamond dust.
Mordenkainen’s Electric Arc (Evocation)
Mordenkainen’s Faithful Phantom Defenders (Sum-
Level: 4 Components: V, S, M
moning)
Range: 5 ydsflevel Cas ting Time: 4 segment s
Duration: Instantan eous Saving Throw: half damage Level: 5 Components: V, S, M
Ar ea of Effect: Specia l Range: 60yds Casting Time: 5 segments
Duration: 1 oundAevel Saving Throw: None
Explanatioflescription: This spell cause s one or more
Area of Effect: Special
small flashes of lightni ng to eru pt from the caster’s finger-
tip s a nd st rik e one or more opponents. One arc of lightning Explanation/Description: This spell summons a set of
will be evoked for every three levels of the caster. Each phantom beings seen as shim mering outlines of violet
electric arc will inflict l d6 damage plus one point per level light. The defenders do the ir best to keep between th e mage
of th e caster. A save vers us spell reduces damage by one- and his adversaries, providing the caster wi th enough time
half. The spell is most effective when each electric arc is and space to defend himself with spells. To most creature s,

directed at combat
tar get per a separate opponent.
round; othersOnly one arc
stri king the may
samestrike a
target th phantom
Toe he defenders
mage, the ar eare
defenders solid, seemingly
completely rea l entities.
transpar ent and
have no effect. The material components for the spell ar e a noncorporeal, so any attack spell cast by the mage h as no
bit of fur and a glass rod. effect on th e defenders. The mage’s spells can be cast
through the defenders to strike enemy creatures. If th e
Mordenkainen’s Faithful Phantom Shield-Maidens
defenders ar e caught within the are a of effect of a caster’s
(Summoning)
spell, th e defenders suffer no harm. One of four different
Level: 4 Components: V, S, M set s of phantom defenders can be summoned by t he mage,
Range: 50yds Casting Time: 4 segments but the caster must decide which set will be called forth
Duration: 3 roundsflevel Saving Throw: N one when th e spell is memorized. Each set is best suited for a
Area of Effect: Special particular environment. The four sets of defenders are
described on th e following page.

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Magical Spells

Three faithful phantom soldiers: AC 4 (phantom chain cal weapons. The guardian will fight for up to one round
mail and shield); Move 9” ; HD 4; hp 24; #AT 1; Dmg ld8 per level of the caster or un til it is destroyed. The mage also
(phantom long sword); THACO 15; AL N; SA able to hit has th e option of summoning the guardian to his side at
creatures which ar e hit only by + 1 magical weapons. any time. The guardian will appear in one round and fight
Two faithful phantom centaurs: AC 5; Move 18”;HD 4; hp under the same time limit. Once the guardian has spent its

28; AT
N; SA 1; Dmg
able to hi tl cr
d 6eatures
(phantowhich
m li ght
arelance); THACO
hi t only by +21weap-
5; AL time on the
sion and prime
will material
no longer overitth
plane,
watch hae scaster.
completed its mis-
ons. The guardian appears as a shimmering outline of violet
Eight faith fulph antom giant bats: AC 8; Move 3”/18”;HD light. The phantom guardian cannot speak, so it cannot
2 +2 ; hp 12; #AT 1; Dmg ld4 ; THACO 16; AL N; SA ab le to shout a warning to the mage if he or she is attacked. The
hit creatures which ar e hit only by + 3 weapons. mater ial component is a 1,000 g.p. diamond, which is s en t
Five faithful phant om sharks: AC 6; Move 24”; HD 3; hp to the guardian when the spell is cast as a payment for its
15; #AT 1; Dmg l d 4 + 1; THACO 16; AL N; SA ab le to hi t service.
creatures which ar e hit only by + 1 weapons.
Mordenkainen’s Penultimate Cogitation (Alteration)
The material component is a small lead crystal figure
depicting the type of defender to be summoned and a 1,000 Level: 7 Components: V, S
g.p. emer ald for each cre ature summoned. The emeralds Range: 0 Casting Time: 1 segment
vanish when the spell is cast. Duration: Instantaneous Saving Throw: None
Area of Effect: Spellcaster
Mordenkainen’s Private Sanctum (Alteration-
Abjuration) This permits t he mage to call
ExplanationlDescription:
to mind one spell from one of t he caster’s personal spell
Level: 5 Components: V, S, M
books, provided th e appropriate spell book is within one
Range: 0 Casti ng Time: 2 turns
mile of the mage. The spell must be one th at th e caster
Duration: 1 hour/level Saving Throw: None
knows, as explained in the Players Handbook. The spell
Are a of Effect: One room
cannot be called from a scroll or anoth er mage’s spell book.
ExplanationlDescription: This spell is used to insure The called spell can be any of the 1st to 6t h level. Only one
privacy in a room of up to 1,600 squar e feet in a rea, or 40 spell can be called per casting o ft he penultimate cogitation.
feet by 40 feet in dimension. All windows in the room The called spell can be cast on any succeedinground. There
become dark and misty as seen from th e outside, prevent- is always a 10%chance th at the called spell will be magi-
in g crea tures w ith norma l vision, infravision, or other spe- cally erased from th e mage’s spell book.
cial vision from looking into the room. Those inside can
still look out normally. X-ray vision will not be able to pen-
etrate into the room, as if the room were completely
enclosed in a lead shield. No sounds, no matter how loud,
can escape th e room, so a thief cannot eavesdrop from out-
side. Scrying attempts, such as ESp, clairaudience, clair-
voyance, or crystal balls, cannot penetrat the protected
room, and a wizard eye cannot get inside. The mage can
freely leave the room without the protection being dis-
pelled. The mater ial components ar e a th in she et of lead, a
piece of opaque glass, a wad of cotton or cloth, and pow-
dered chrysolite.
Mordenkainen’s Faithful Phantom Guardian (Sum-
moning)
Nystul’s Spells
Nystul’s Dancing Werelight (Alteration)
Level: 6 Components: V, S, M
Range: Special Casting Time: 3 turns Level: 1 Components: V, S, M
Duration: Special Savin g Throw: None Range: 60 yds + 20 yds/levelCasting Time: 1 segment
Area of Effect: Special Duration: 2 hours + Saving Throw: None
1/z hour/level
ExplanationlDescription: This spell summons a faith- Area of Effect: Special
f u l phantom being to watch over and protect th e mage for
one day. The guardian will remain an undetectable observ- ExplanationlDescription: This spell creates a mote of
er, watching the caster from the ethereal plane. The guard- light completely under th e caster’s control. The light shed
ian can see what is happening within 60 feet of th e caster, by the mote can be increased or decreased at the caster’s
an d can spot invisible, out-of-phase,duo-dimensional,ethe- will, ranging from the brightness of a light spell to th e dim
real, or a stral creatures within th e ar ea around the mage. glow of a candle. The werelight can flit a bout from place to
If the guardian spies any cre ature about to launch a sur- place a s the caster directs, as long as it stays within th e
prise attack on the caster, the guardian will instantly range of th e spell. The werelight could be called upon to
materialize to intercept th e attacker and defend the mage. hang over th e caster’s head as a convenient reading light.
The faithful phant om guardian: AC 2; Move 15 ” HD 6; hp The werelight spell cannot be attac hed to an object or crea-
36; #AT 1; Dmg ld lO (two-handed sword); THACO 13; AL ture. It can only exist as a mote hanging in the air. The
N; SA able to hit creatures which ar e hit only by + 2 magi- mater ial component is a live firefly.

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Magical Spells

Nystul’s Flash (Evocation) Nystul’s Cr ys ta l Dag ge r (Evocation-Conjuration)


Level: 1 Components: V, S Level: 2 Components: V, S, M
Range: 30 yds + 5 ydsAevel Cas ting Time: 1 segment Range: 0 Casti ng Time: 2 segments
Duration: Insta ntane ous Saving Throw: Special Duration: 2 rounds plus 1 Saving Throw: None
Area of Effect 10’ rad ius globe round/level
ExplanatiodDescription: This spell creates a sudden Area of Effect: Special
flash of bright light in a 10’ radius globe. All creatures Explan ation/De scriptio n: This spell summons into the
with in t he a re a of effect who fail a save versus spells ar e caster’s hand a dagger composed of material from the
blinded for ld4 rounds. Those who make their saving quasi-elemental plane of mineral, strongly infused with
throw ar e merely dazed for ld 4 rounds, suffering a - pen- energy drawn from th e Positive Material Plane. The crys-
alty on all h it rolls. They ar e also off-balance n melee,so tal dagger has no hit bonus and inflicts ld4 + 2 points of
any attack made against a dazed creature has a +2 hit damage to opponents struc k in melee. Against undead an d
modifier. Creatures outside the globe facing the flash do creatures from th e lower outer planes, th e dagger inflicts
not suffer any ill effects. Creatures without eyes are not ld 4 + 3 points of damage. If the crystal dagger does maxi-
affected by th e spell. mum damage to a n undead or a lower plane creature, th at
monster is paralyzed for the next melee round and th e dag-
Nystul’s Blackmote (Evocation)
ger vanishes. The material component is a tiny dagger
Level: 2 Components: V, S, M made from fine lead crystal, worth 250 g.p.
Range: 30 yds + 5 yds/leve1Casti ng Time: 1 ound
Nystul’s Cr ys ta l Dir k (Evocation-Conjuration)
Duration: Special Saving Throw: None
Area of Effect: Special Level: 3 Components: V, S, M
Range: 0 Casti ng Time: 3 segments
Expl anat ion/ Des crip tion : This spell summons a micro-
Duration: 3 ounds + 1 Saving Throw: None
scopic mote of energy from th e Negative M ateria l Plan e to
roundilevel
th e caster’s hand. The caster mu st immediately roll a sav-
Area of Effect: Special
ing throw versus death magic at +2 to be able to control
th e blackmote. If the caster saves, the blackmote will lie Explanation/description: This spell creates a weapon
dormant in the mage’s hand for one round, building up similar to that described in the 2d-level crystal dagger
power. The caster can do nothing else durin g th is period,as spell. The dirk is faintly magical, gra ntin g a + 1 bonus on
he or she must concentrate fully on th e blackmote. If the atta ck rolls. The dirk does ld 4 + 2 points of dama ge when
caster’s concentration is broken during this time, the it hits. Against undead and monsters from th e lower outer
blackmote is dispelled. At the end of th e round, the spell is planes, the dirk does ld 4 + 3 points of damage on a success-
a t full power, and th e blackmote can be hurled at a creature ful hit. If the crystal dirk scores maximum damage, th e
within th e range of th e spell. The blackmote automatically monster will be paralyzed unti l th e end of th e next round

strikes,
2d6 damageexploding in apoint
plus one burs tof
ofdamage
darknes per
s and cold,
level ofinflicting
the cas t- following
made from thlead
e hit.crystal
The mat erial350
worth component
g.p. is a tiny dagger
er. Undead and creatures from the Negative Material
Nystul’s Expeditious Fire Exti ngu ishe r (Evocation)
Plane or lower outer planes are unaffected by a blackmote.
If the caster fails the initial save versus death magic, the Level: 3 Components: V, S, M
mage loses control of th e mote. It immediately explodes in Range: 20 ydsAeve1 Cast ing Time: 1 segment
th e caster’s hand, inflicting one point of damage and pa ra- Duration: 1 egment Saving Throw: Special
lyzing the mage for l d4 rounds. The material componentis Area of Effect: Special
a slive r of bone taken from a n undead skeleton.
Explanation/Description: This more powerful version
Nystul’s Blazing Be am (Evocation) of the affectnormal fires spell enables th e caster to quickly
extinguish a large fire. When the spell is cast, anti-energy
Level: 2 Components: V, S
from the quasi-plane of a sh is momentarily drawn down
Range: 30 yds + 10 ydsAevel Casting Time: 2 segments
upon th e fire. An are a of non-magical fire up to 10 feet by
Duration: Insta ntane ous Saving Throw: Special
10 feet per level of the caster can be put ou t in us t one seg-
Area of Effect: One cre atu re
ment, so th e spell is ideal for combatting forest and brus h
Explanation/desc ription: This spell draws a parcel of fires. The spell is less effective against magical fire. The
energy from the positive material plane to the caster’s chance of extinguishing a magical fire is only 60%, and a
hand, which can be fired in a ra y 1‘wide and up to 30’ + maximum ar ea of 1 0 yards by 10 yards, regar dless of th e
l0’Aevel of th e caste r i n range. Except for undead, a crea- level of the spellcaster, can be snuffed. The spell has no
ture struck by the beam is entitled to a saving throw. A effect on a fire-based creatu re or flames eman ating from a
creature that successfully saves is struck by a glancing creature’s body, such as fire elementals, fire grue, or the
shot and is only dazed for ld 4 rounds, suffering a 2 penal- - type VI demon. The material componentsfor the spell a re a
ty on hit rolls and a + 2 penalty to armor class. A creature pinch of cold ash mixed with salt.
tha t fails is struck full i n th e face by th e beam and is blind-
ed for 2d4 rounds, suffering a -4 penalty on hit rolls and a
+ 4 penalty to AC. An undead creature struck by th e beam
is not entitled to a save, and is not dazed or blinded, but suf-
fer s 4d6 points of damage.

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Nystul’s Go lden R evel atio n (Alteration) Nystul’s Blacklight Burst (Evocation)


Level: 3 Components: V, S, M Level: 4 Components: V, S, M
Range: 0 Casting Time: 3 segments Range: 10 yds/level Cast ing Time: 4 segments
Duration: 5 rounds/level Saving Throw: None Duration: Instantaneous Saving Throw: Special
Area of Effect: 30’ wide cone 60’ long Area of Effect: 20‘ rad ius sp here
Explanation/Description: With this spell, the mage can Explana tion/De scripti on: This risky spell brings forth a
reveal hidden, concealed, or invisible crea tures within t he blast of energy from the Negative Material Plane for an
conical area. The concealed creature will be surrounded insta nt. Those within th e ar ea of effect suffer l d4 points of
with a n a ur a of golden light, shining out in a 1-footdiame- damage per level of th e caster, or only half d amage if a save
ter about the creature, making it easily seen. The mage vs. dea th magic is successful. Affected creatur es who fail
can make a full 360 degree sweep-search of the ar ea in one the ir save will also be slowed (as the spell) for l d4 rounds.
round. The spell might reveal a thief hiding i n shadows, a Creatures from th e Positive Material Plane or upper outer
barbarian concealed in na tural terrai n, or a creature hid- planes ta ke a n additional point of damage per level of th e
ing behind a n obstacle. The spell creates a glow around a n caster, and t he saving throw is made a t - 2 . Such creatures
invisible, out-of-phase, ethereal, duo-dimensional, or who fail their save will also be stunned for ld4 rounds,
astr al being in th e ar ea of effect, as well as a creature using rat her tha n slowed. There is always a 10%chance th at th e
a cloak of elvenkind, robe of blending, or ring of chameleon mage will lose control of th e spell and be affected by its
power. A saving throw against being affected by th e golden attack, as a ray from the area of effect bounces back to
revelation is not permitted, although successful magic strike the caster. Undead are never affected by th e spell.
resistance protects a creature from being outlined by the The material component is a bit of ea rt h ta ken from th e
spell. The materia l component is a box wrapped with wax- grav e of a ghoul or ghast.
ed parchment, c ontaining a glowworm.
Nystul’s G ru e Conj ura tio n (Conjuration/Summoning)
Nystul’s Ra di an t Ba to n (Evocation)
Level: 4 Components: V, S, M
Level: 3 Components: V, S, M Range: 60yds Casting Time: 1 ur n
Range: 0 Casting Time: 3 segments Duration: 3 roundsflevel Saving Throw: None
Duration: 1 ound/level Saving Throw: None Area of Effect: Special
Area of Effect: Special
Expl ana tion /des cri ptio n: This spell, which is actually a
Explanatio n/Descr iption: When the mage casts this group of four risky spells, will summon one grue-harginn,
spell, it summons into the caster’s hand a slender baton ildri ss, chaggrin , or varrdig-from one of th e four elemen-
formed from energy drawn from the quasi-elemental plane tal planes:
of radiance. The baton can be one of th e seven colors of th e
Air-Incense
rainbow as th e caste r chooses. The att ac k form of th e baton
Earth-Soft Clay
will correspond to the color chosen, being similar to the Fire-Sulfur
atta ck of a radiance quasi-elemental creature, as follows:
Water-Sea Water
Red baton: cold energy ( + 1 damage to fire-based crea-
These mater ial components must be used when summon-
tures , no dam age if cold-based)
ing th e grue desired. The type of gru e to be summoned
Orange baton: heat energy ( + 1 damage to cold-basedcrea-
must be decided before the caster memorizes the spell.
ture s, no damage if fire-based)
Grue a re notoriously untrustworthy and difficult to con-
Yellow baton: acid damage (save vs spells to tak e no dam-
trol, so th e caster must rely on more th an just concentra-
age) tion to keep the grue under his command. As soon as th e
Green baton: neutr alize poison (per cleric spell)
grue is summoned,it will demand a payment from the cast-
Blue baton: electrical energy ( + 10 damage to metal
er for i ts service. The payment offered must be a t least 500
armored enemy)
g.p. worth of goods of int eres t to t he grue , or th e gru e will
Indigo baton: undead specific (Only undead harm ed) be angered and immediately a ttac k the caster. If t he grue
Violet baton: vegetation specific (only plant s ha rmed) is satisfied with the offer, it will grudgingly perform one
The baton will do a base 2d4 points of damage plus one service for th e caster for th e duration of t he spell. The grue
point of dama ge per level of th e caster when a hi t is scored. will try to subve rt or openly disobey th e caster’s orders if
The type of damage corresponds to t he color of th e baton. th e grue finds them unpleasant.
The color of th e baton is chosen durin g casting, and cannot
be changed thereafter. Creatures are allowed no saving
throw ve rsus th e effects of th e radiant baton. The baton
automatically h its any creature t ha t successfully strikes
th e caster i n tha t melee round, otherwise the caster must
use his o w n THACO to dete rmine a successful strik e on a n
enemy.
The material components are a crystal prism (which shat-
ters after the spell) and a set of seven small, silv er rods.

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Nystul’s Lightburst (Evocation) The ray will inflict ld 6 points of damage per level of th e
caster, of a type corresponding to th e color of t he ray. If th e
Level: 4 Components: V, S, M
creature makes its save, only half da mage is suffered.
Range: 10 yds/level Casting Time: 4 segments
The mage must concentrate to keep the radiant arch
Duration: Insta ntan eous Saving Throw: Special
active, so any attack that breaks the caster’s concentr ation
Area of Effect: 20’ radiu s sphere
will dispel the rainbow and prevent t he c aster from launch-
Explanation/Description: This spell summons a burst ing a ray. The material components are a crystal prism
of energy from the Positive Material Plane. All creature s (which breaks after the spell) and a small black board with
with in or facin g th e sudden blaze of energy a re blinded for a pinhole through the center.
one round, with no saving throw. Cre atures without eyes
cannot be blinded. I n addition, all undead, cr eatures from
th e Negative Materia l Plane , or beings from the lower out-
er planes w ithin t he a rea of effect take ld 6 points of dam-
age per level of th e caster. Such creatu res suffer only half
damage if they make th eir saving throw, but undead make
their save at -2.
The material component is a small, solid gold orb worth
500 g.p. It is destroyed after th e spell dissipates.
Nystul’s Enveloping Darkness (Evocation-Alteration)

Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segments
Duration: 5 rounds + 2 Saving Throw: None Otiluke’s SpeR9s
roundAeve1 Otiluke’s Bubbling Buoyancy (Alteration)
Area of Effect: 20’ ra di us globe about th e caster
Level: 1 Components: V, S, M
Explanation/Description: This spell creates a zone of Range: 20 ydsllevel Casting Time 1 egment
impenetrable darkness around the mage 20 feet in radius. Duration: 1 d e v e l Saving Throw: None
Although the caster can see in and through the zone of Area of Effect: 100 poundsflevel
darkness without trouble, all others cannot see through
the envelope, not even with infraviswn or ultravision. In Explanation/Description: By the use of this spell, the
addition, a distortion exists within t he globe, appearing as mage ca n allow normally non-buoyant objects to float upon
if th e caster ha s th e power of displacement as a displacer a layer of small crystal bubbles filled with air. Up to 100
beast. The caster is attacked at -2 , in addition to th e dark- pounds of matter per level of the caster can be made to
ness penalty. float, including gold, lead, stone, or a living creature. An
Nystul’s Instant Daylight will negate t he spell. The materi- object that has sunk can be raised to the surface if the
al components ar e a drop of pitch, a whisker from a black object is within t he spell’s range. The mate rial components
cat, and a bit of fu r from the coat of a displacer beast. ar e a small cork and a pinch of bromine sal t.

Nystul’s Radiant Arch (Alteration) Otiluke’s Smoky Sphere (Evocation)


Level: 5 Components: V, S, M Level: 1 Components: V, S, M
Range: 10 yds/level Cast ing Time: 1 ound Range: 60yds Casting Time: 1 segment
Duration: Special Saving Throw: Half damage Duration: 1 ound Saving Throw: N egative

Area of Effect: One creat ure Area of Effect: 10’radius globe

Explanation/Description: This spell creates a glimmer- Explanation/Description: This spell summons into t he
ing rainbow of light th at arches between t he caster’s open caster’s hand a small crystalline sphere filled with a gray,
hands. Once the rainbow t ake s form, the caster can choose hazy mass. The smoke sphere can be thrown as far as 60
to fire a ra y 1 oot wide from the rainbow, aimed at one feet away from the caster as a grenade-like missile. The
creature up to 10 feet away per level of th e mage. The ray sphere s hatte rs when it hits, filling an area 10 feet in radi-
can ta ke t he form of one of th e seven colors of energy drawn us with har sh, ir rit ati ng smoke. Unless a save versus poi-
from the quasi-plane of radiance. son is made, all creatures within the area of effect will
suffer a fit of coughing, gasping, and choking for l d4 + 1
Red: cold energy ( + 1 damage to fire-based creatures, no rounds. The affected creatures attack and make saving
damage if cold-based) throws with a -2 penalty until the fit passes, and any spell
Orange: heat energy ( + 1 damage to cold-based creatur es, with a verbal component ha s a 30% chance of failu re when
no damage if fire-based) cast by a coughing spellcaster. The smoke cloud disperses
Yellow: acid damage (save vs spells to take no damage) and becomes harmless after one round. The sphere must be
Green: neutraliz e poison (per cleric spell) used within three rounds of casting or the substance
Blue baton: electrical energy ( + 10 damage points to metal becomes inert a nd useless, and th e crystal sphere disinte-
armored enemy) grates. I ft he smoke sphere is shattered before it is thrown,
Indigo: undead specific (only undead harmed) th e smoke cloud will affect th e caster. The mate rial compo-
Violet: vegetatio n specific (only plan ts ha rmed) nent is a cha rred stick or piece of charcoal an d a small, hol-
low glass ball.

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Otiluke’s Boiling Oil Bath (Evocation-Conjuration) material components are a miniature umbrella made of
wood and leather and a pinch of diamond dust.
Level: 2 Components: V, S, M
Range: 60yds Castin g Time: 2 segments Otiluke’s Steaming Sphere (Evocation)
Duration: 1 segment Saving Throw: Negative
Level: 4 Components: V, S, M
Area of Effect: One cre atu re
Range: 60 yd s Casting Time: 4 segments
Explanatioflescription: This spell creates a cauldron- Duration: 1 oundl2 levels Saving Throw: Special
shaped conta iner of force filled with boiling oil, which Area of Effect: 30’ ra di us globe
appea rs over th e target’s head. The cauldron will dump its
Explanation/Description: This spell creates a small
contents onto th e creature unless a save versus spells is
crystalline sphere filled with hot steam in the caster’s
made. Success with t he saving throw means th e creature is
hand. The mist within the sphere will remain active for
aware of the cauldron’s sudden appearan ce an d leaps clear
three rounds. The sphere can be hurled up to 60 yards away
before the oil is poured. A creature who fails the save take s
from the caster. When th e sphere hits a solid surface, it
th e full dose of boiling oil, suffering 3d4 hea t damage. The
instantly shatters, freeing the contents and filling an ar ea
material components are a few drops of oil and a pinch of
30 eet in radius with thick steam. It does 4d4 points of he at
sulfur.
damage per round of exposure to t he s team, wit h no save
Otiluke’s Acid Cloud (Evocation) permitted.
The steam totally obscures vision, reducing visibility to
Level: 3 Components: V, S, M
only 30 feet in front of a n affected creature. Creatu res
Range: 60 yd s Casting Time: 3 segments
within t he are a of effect of th e steam b at h will also be disor-
Duration:
Area 1 oundl2
of Effect: levels globe
30’ diameter Saving Throw: Special iented, making it difficult for creatures to find the ir way
out of th e steam bath. Each round a creature is within the
Explanatioflescription: This spell creates a small steam cloud, th e creature must make a save versus spells
crystalline sphere filled with a yellowish-brownmist. The to escape from th e cloud. A creatu re who sav es will emerge
crystal can be held for as long as the caster likes, but the from the steam bath in a random direction; Imagine a clock
contents become useless aft er thr ee rounds. The sphere can face and roll 1 d12 to find the direction in which the creature
be thrown up to 20 yards as a grenade-like missile. When escapes. If the saving throw is failed, the creature stumbles
the sphere shatters, t he mist is released, filling the air i n a around i n the steam ba th for another round. The material
30-footrad ius with yellowish acid fumes. Everything with- components ar e a few drops of pure water, a pinch of dust,
in th e area of effectis affected as if placed in an acid bath. and a bit of sulfur.
All creatur es with in th e fumes will take 4d4 points of acid
Otiluke’s Dispelling Screen (Evocation-Abjuration)
damage immediately, with no save allowed, and will suffer
ld 4 points of damage for every additio nal round of expo- Level: 5 Components: V, S, M
sure to the fumes. All objects touched by the acid fumes Range: 5 yds/level Casti ng Time: 5 segments
mus t make a saving throw versus acid or be eaten away. Duration: 1 ound/level Saving Throw: N one
For every additional rou nd of exposure to the fumes, an Area of Effect: 20‘ squ are
item must save again. The atmospheric acid bath will
Explanatioflescription: This spell creates a shimmer-
rem ain i n existence for one round for every two levels of
in g screen of violet energy. As with other such screens, th e
th e caster, but any winds or rain s or turbulent atmospheric
dispelling screen can be shaped as th e caster wishes. Any
conditions will negate t he spell. The materi al componentis
creature passing through t he screen is affected by dispel
a small vial of diluted aq ua regia (“royal water”).
magic with t he same level of effectivenessas tha t spell cast
Otiluke’s Force Umbrella (Evocation) by the mage, and is affected by dispel illusion as if cast by a
mage two levels of experience lower tha n t he caster. Thus,
Level: 3 Components: V, S, M
creatu res possessing some form of ench antme nt who pass
Range: 50yds Casting Time: 3 segments
through the dispelling screen often come out weaker t ha n
Duration: 1 urdlevel Saving Throw: None
when they started. The material componentsare a sheet of
Area of Effect: Special
fine lead crystal and a chrysolite gemstone worth 1,000
Explanatioflescription: This spell creates a broad, g.p., which vanish after t he spell is cast.
bowl-shaped dome of force over th e caster’s head, 10feet in
radius, shimmering violet in appearance. The dome will Otiluke’s Electrical Screen (Evocation)
follow th e caster w herever he or she travels. The dome will Level: 5 Components: V, S, M
not only shield th e caster from ra in, sleet, or snow, but also Range: 5 ydsflevel Casting Time: 5 segments
against physical or magical attacks from above, such as Duration: 5 roundsflevel Saving Throw: Special
siege missiles, giant-hurled boulders, or a breath weapon Are a of Effect: 20’ squa refle vel
from a flying dragon. The force umbrella provides a +4
Explanatioflescription: This spell creates a shimmer-
saving throw bonus against magical attacks from above,
ing screen of electrical energy th at can be shaped int o a
an d a - 6 armor class bonus against physical attacks from
wall, hemisphere, or sphere, with a 20-foot diameter, as th e
above. The umb rell a will also deflect 75% of arrow or bolt
caster wishes. It is always immovable. Any creat ure pass-
atta cks from above or a high angle of indirect fire, such as a
ing through the electrical screen will suffer a strong shock.
volley of arrows. It will conform to restric ted spaces and
Unless th e creature makes its save, it will suffer l d4 points
allow th e caster to move through narrow openings. The
of damage, lose any dexterity bonuses for l d 4 + 1 ounds

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due to numbness, and suffer a -2 penalty on atta ck rolls The screen will affect anythi ng passing through it as if the
for a n equal amount of time. Creatures who make their creature were being attacked by energy or matter of the
saving throw take no damage and suffer no penalty on type determined by the screen’s color. The caster can
the ir dexterity, but ar e mildly numbed and hit at -1 for change t he color of th e screen from round t o round at will,
ld 4 + 1 ounds. Creatures wearing metal armor save at -4 but only one color per round can exist. The radiant screen
when passing through the screen. The material compo- will inflict two points of damage per level of th e caster.
nents are a bit of fur, a glass rod, and a th in sheet of fine Cold-based crea tures will take three points of damage per
crystal, all of which vanish after th e spell is cast. level of the caster when passing through th e orange screen,
while fire-based crea tures will suffer th re e points of dam-
Otiluke’s Polar Screen (Evocation)
age per level from the red screen.The mater ial components
Level: 5 Components: V, S, M ar e a crystal prism, a beryl gemstone worth at least 500
Range: 5 ydsAeve1 Castin g Time: 5 segments g.p., and a th in shee t of fine crystal colored th e seven colors
Duration: 5 roundsflevel Savin g Throw: Special of th e rainbow, all of which vanis h af ter t he spell is cast.
Area of Effect: 20’ squar enev el
Otiluke’s Diamond Screen (Evocation)
ExplanatiodDescription: This spell creates a misty,
Level: 6 Components: V, S, M
bluish-white screen of energy th at can be shaped to form a
Range: 5 yds/level Casti ng Time: 6 segments
wall, hemisphere , or sphere dimension. Any creatur e pass-
Duration: 2 roundsAeve1 Saving Throw: None
ing through th e polar screen will be affected as if the crea-
Area of Effect: 20‘ square
ture suddenly passed through a freezing blizzard. Any
creature who fails a saving throw vers us spells will be coat- ExplanatiodDescription:This spell crea tes a glittering
ed with ice crystals for ld 4 + 1 rounds until the crystals screen of energy of any color chosen by th e caster. All crea-
melt away, during which time the creature suffers one tur es passing through th e screen will be attacked by a mul-
point of cold damage per level of th e caster. The cre atu re is titude of razor-sharp blades made of substance draw n from
also severely chilled, suffering a -4 attack penalty until the quasi-plane of mineral. Each creature suffers 3d20
th e ice melts. A creature who makes t he saving throw is points of damage no matt er wha t its armor class. The spell
only affected by th e ice crystals for one round, but is affect- can be shaped into anything th e caster wishes. The materi-
ed in th e same way as those who fail th e save. A melt spell al component is a collection of sha rp diamond chips wor th
will dispel the ice crystals from a creature’s body, while a at least 5,000 g.p., and these vanish after t he spell is cast.
fireball, but no other flame, will destroy the polar screen.
Otiluke’s Excruciating Screen (Evocation)
The mater ial components ar e a th in sheet of fine lead crys-
tal an d a few bluish-white quartz crystals , all of which van- Level: 6 Components: V, S, M
ish after t he spell is cast. Range: 5 ydsAeve1 Casti ng Time: 6 segments
Duration: 3 roundsnevel Saving Throw: Special
Otiluke’s Radiant S creen (Evocation)
Area of Effed: 20’ squarenev el

Level:
Range: 55 ydsflevel Casti ng Time:V,5 S,
Components: M
segments ExplanatiodDescription:This spell creates a m i s t y grey
screen which can be shaped into a wall, hemisphere, or
Duration: 2 roundsAeve1 Saving Throw: None
sphere, within the designated dimension, as the caster
Area of Effect: 20’ squar e
directs. Any creature passing through t his screen is affected
ExplanatiodDescription: This spell creates a screen of as if the creature were momentarily transported t o one of
energy dr awn from th e quasi-ele mental plane of radiance. the four negative quasi-elemental planes. The plane which
The screen can be up to 20‘ squar e, and can be shaped into a will affect creatures touching the screen must be chosen
wall, hemisphere, or sphere as th e caster orders. The radi- when the spell is memorized. Any creatu re passing thro ugh
ant screen can be one of the seven colors of th e rainbow, th e excruciating screen must make a save versus dea th mag-
each color exhibiting a different form of energy iden tical to ic. Those who fail will be stunned for l d4 rounds and suffer
th e colors of Nystul’s radiant baton. 4d4 points of damage due to th e shock and pain. Creatures
Red energy: cold energy ( + 1 damage t o fire-based, none if -
who make the save suffer a 1 on all saves for l d4 rounds.
The four planes th at c an be simulated by th e screen and the
cold)
screen’s particular effect ar e described below.
Orange energy: heat energy ( + 1 damage to cold based,
none if fire) Vacuum:
tur es whoThe shock
do not needcaused is due to
to breathe ar easphyxiation. Crea-
unaffected by the
Yellow energy: acid damage (save vs spells or take +2
screen.
splash)
Green energy: neutralize poison Salt: The shock is th e result of body moisture draw n from
the creature. Creatures without body fluids will not be
Blue energy: electrical energy ( + 10 damage to metal
affected, such as golems, undead, or beings from th e ele-
armored)
mental pla nes of ear th, fire, or air.
Zndigo energy: undead specific (only undead harmed)
Ash: The shock is caused by a loss of t he creature’s body
Violet energy: vegetation specific (only plant s harm ed)
heat. Undead and cold-based creatures ar e unharmed by
the screen.
Dust: The shock is produced by havin g pa rt of a creature’s
solid body mass dispersed. Cre atu res of a gaseous or liquid
form’will not be harme d by t hi s screen.

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The material components ar e a crystal sheet and a hollow Otiluke’s Fire and Ice (Evocation)
sphere, lum p of s al t, pinch of ash , or bit of dust, depending
Level: 7 Components: V, S, M
on the type of screen.
Range: 50yds Casting Time: 7 egments
Otiluke’s Orb of Con tai nm ent (Evocation) Duration: Instantaneo us Saving Throw: Special
Area of Effect: 30’ radiu s globe
Level: 6 Components: V, S, M
Range: 30y ds Casting Time: 1 ound E x p la n atio flesc rip tio n : When th e sp ell is cast, a red
Duration: Special Saving Throw: None crystal sphere immediately appears before th e caster, the n
Area of Effect: Special flies away at great speed toward an a rea targeted. A split-
second later, a blue cr ystal sphere appe ars an d quickly fol-
ExplanatiodDescription: This spell is used to create a
lows behind t he red sphere. When th e red sphere reaches
useful containe r for very dangerous substances. When th e
th e ar ea chosen by the caster, it explodes in a fireball 30
caster has a n object or substance to be contained, th e spell
feet in radius, i nflicting 4d4 points of fire damage to a ll
can be cast to create a crystal sphere 6 nches in diameter,
within th e a re a of effect. A successful saving throw will
up to 30 yards away from the caster. The crystal orb will
reduce the damage by one-half. A split-second later, th e
surro und th e object or par t of a semi-liquid substance an d
blue sphe re explodes in t he same a re a of effect, causing 4d4
hold it securely. The interio r of th e orb has t he hardness of
points of cold damage to all within a 30 foot radius. Those
adamantine steel, so even t he most volatile or corrosive of
who made the save versus fire will also tak e only one-half
substances will be held safely. Time within th e orb is fro-
damage from th e cold blast, but those who failed th e save
zen, so th e substance held will not age. The orb cannot be
ta ke full damage from th e cold. The gre ates t effect of th e
shattered by physical force or most magical attacks,
one-two attack combination is the tremendous shock
although a dispel magic or disintegrate spell can destroy inflicted on inanimate objects by t he radical change in tem-
th e orb and free its contents.
perature. All items in th e ar ea of effect must save as non-
The orb of containment will exist for one day, afte r which it
magical items. Failing t his save will probably cause the
fades out, freeing the contents. If the spell is cast again
materials to crack or shatter. The material components ar e
before th e orb fades, th e spell will be renewed and t he orb
a pinch of phosphorus an d a small quartz crystal.
will continue for an additional day without disturbing the
contents. The ma terial components ar e a diamond worth Otiluke’s Siege Sphere (Evocation)
1,000 g.p. encased i n glass, both of which shat te r when th e
Level: 7 Components: V, S, M
spell is cast.
Range: Touch Casting Time: 1 ound
Otiluke’s De ath Screen (Evocation-Alteration) Duration: 1 ur n Saving Throw: None
Area of Effect: Special
Level: 7 Components: V, S, M
Range: 5 ydsflevel Casti ng Time: 7 segments Explanation/description: This spell creates a large,
Duration: 1 o u n aev el Saving Throw: Special boulder-sized sphere of force tha t can be fired by a catapult.

Area of Effect: 20 feet square The siege


out of sphere will
existence, last
90 it for one
must complete
be fired tu rn
within one turnitof
before fades
t he
Explanation/description: This spell calls into existence
spell’s casting. The siege sphere can take several different
a grey, misty screen shaped as the caster wills. Any crea-
forms, and the type of sphere t o be created must be decided
ture passing through the screen will suddenly find itself
when the spell is memorized. The siege sphere is as hard as
trapped in a mysterious zone of nil-space where th e crea-
adamantine steel before it is launched, and can only be
tu re is subject to anti-ene rgy drawn from one of th e four
destroyed by a wish, dispel magic, or disintegrate. ARer the
negative quasi-planes. For every round the creature is
sphere is fired, it will take on a different form th at depends on
trapped, it will lose 25% of its current h it point total, drop-
the attack type of the sphere. Regardless of th e form th at th e
ping to 0 hit points a t the end of th e 4th round if the crea-
attack takes, the siege sphere is dispelled after it performs its
tu re fails to escape. The creature will be dead with - 0 hi t
attack. Different types of siege spheres are described below.
points a t the end of th e 5t h round. For every round a crea-
Liquid Fire: When the sphere strikes its target, it instant-
tu re is trapped, it is entitled to a saving throw versus death
ly shatters, spraying a mass of liquid fire over an are a 30
magic. Success indicates the creature escapes back into t he
feet in radius. All combustibles in t he area of effect will be
prime mate rial plane, emerging from the side of th e screen
ignited. Any creature struck by t he liquid fire will ta ke 2d4
opposite
made a t th-1 e side
n theentered. The-2saving
1st round, 2d, -to
in thethrow escape
3 in is
the 3d, points of damage per round for 2d6 rounds unle ss th e fire is
doused or t he burning fluid is washed off. The material
and -4 in the 4th round.
components for thi s form ar e a drop of pitch , a bit of phos-
If th e spell ends before a creature escapes or dies, the crea-
phorus, and a pinch of diamond dust.
ture is released onto th e material plane as he screen disap-
Crystal Shards: This siege sphere splinters ap art 30 feet
pears, as if the creature had escaped on its own. A creature
above the ground, raining down crystal shards in a 20-foot-
re-emerging onto the prime material plane, injured but
radius circle. Each creature i n the area affected will t ak e
alive, is stunned for ld4 rounds as it recovers from the
5d6 points of damage regar dless of its armor class. The
effect of the life-draining zone. Those imprisoned in the
material component is a sample of s ha rp diamond flakes.
zone may heal themselves and use any other magics, but
WreckingBall: Upon nearing i ts targe t, the sphere’s densi-
can’t escape unless they make saving throws for the zone.
ty dramatically increases so it strikes with thre e times the
The material components ar e a sheet of lead crystal, eart h
impact (and damage) of a heavy catapult. The mate rial
from a vampire’s coffin, and a hollow sphere (for vacuum).
components ar e a lodestone and a pinch of diamond dust.

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Otto’s Spells Otto’s Crys tal Rhy thm s (EnchantmentKharm)


Otto’s Chime of Rel ease (Alteration) Level: 3 Components: V, S, M
Range: 10 ydsflevel Casti ng Time: 3 segments
Level: 1 Components: V, S, M
Duration: 2 roundsflevel Saving Throw: Negates
Range: 60yds Casting Time: 1 segment
Area of Effect: One cre atu re
Duration: 1 segment Saving Throw: None
Area of Effect: One crea ture Expla nati odDe scri ptio n: Unless the victim of this spell
makes its saving throw, th e creature’s ear s will be filled
Expla natio dDes crip tion: When this spell is cast, a deli-
with th e sound of energetic crystal chimes th at no one else
cate chime rings out, th e vibrations of which will release
can hear. The creature will immediately drop anything in
any form of nonmagical bonds holding a single creature or
it s hands and begin clapping, so th e creature cannot use its
person. Ropes will be untied, chain s and shackles loosened,
hands for any thing else. Spells requi ring a somatic compo-
leather straps unbound, a gag undone, or a wooden stock
nen t cannot be cast, thieving skills cannot be performed,
will be opened by th e chime. The spell can even be used to
tools cannot be used, a nd weapons cannot be wielded by th e
release a bit an d bridle on a horse, freeing the mount from
clapper. Obviously, only creature s th at have hands will be
a rider’s direct control. The material component is a small
affected, and any creature with more than one pair of
bra ss tubu lar chime, which disappears when th e spell is
hands will clap along with as many hands as the creature
cast.
has. The material components for the spell ar e a pair of
Otto’s Soo thi ng V ibr ati ons (Enchantment/Charm) crystals worth 500 g.p. t ha t vanish after t he spell is cast.
Level: 2 Components: V Otto’s Sure-Footed Shuffle (Alteration-Enchantment/
Range: 60 yd s Casting Time: 2 rounds Charm)
Duration: 1 roundAeve1 Saving Throw: Special
Level: 3 Components: V, S, M
Area of Effect: 20’-radius spher e
Range: 30 yards Casti ng Time: 3 ounds
Expla nati odDe scri ption : As the mage casts the spell, Duration: 1 turn Saving Throw: None
all creatures i n th e are a of effect begin to hear soothing + 1-6 urnsflevel
vibrations that cause them to pause and listen. As th e Area of Effect: All creature s within range
music continues, the creatures feel t he mage broadcasting
ExplanatiodDescription: When this spell is cast, the
peaceful, kindly thoughts to them. The creatures will do
listeners hear fiddle music for one round. Thereafter, t he
nothing for one round u ntil t he mage is finished casting
creatures are given the walking agility and sure-
th e spell. Thereafter, all animals i n th e a rea of effect of
footedness of a mountain goat. The creature can climb an
semi-intelligence or lower will feel kindly to t he mage, a nd
incline of up to 50 degrees with no trouble. In any situa tion
show no aggression or fear unl ess attacked first. All other
where the c reature might trip, slip, stumble, or lose his
creatures are entitled to a saving throw at +2 to avoid th e
footing or balance, the cre ature is allowed a + 4 bonus to a
spell’s lullin g effect. All ani mals a nd those cre ature s who
fail the save are more susceptible to charm spells cast savingtothrow
check avoidor - 4 modifier
falling, to the creature’s
using whichever dexterity
roll is applicable.
before the spell’s duration ends, and suffer a -2 penalty
The material components are a fiddle stri ng and a sliver
against any charm spell cast upon them, such as animal
from th e hoof of a mou ntain goat.
friendship, charm person or mammal, or charm monstel:
There is no somatic or material component to the spell, ust Otto’s Dru ms of De spa ir (Enchantment/Charm)
th e soothing, vibratin g voice of th e caster. reversible
Otto’s Tones of Forgetfulness (EnchantmentCharm) Level: 4 Components: V, S, M
Range: 20 ydsflevel Casting Time: 4 segments
Level: 2 Components: V, S, M
Duration: 2 roundsflevel Saving Throw: Special
Range: 10 ydsflevel Casti ng Time: 2 segments
Area of Effect: 400 squar e feetflevel
Duration: 1 ur dl ev el Saving Throw: Special
Area of Effect: One cre atu re ExplanatiodDescription: This spell will create the
sound of oppressively loud war drums i n a large ar ea, fill-
ExplanatiodDescription: When the mage casts this
in g all creat ures in th e ar ea of effect with feelings of dread
spell, th e ea rs of th e tar get cr eature ar e filled with exotic
tones no one else can hear. Unless th e creature makes its and
th despair.
e caster, soThe spell
a 10th will
level cover
mage a n a affect
could re a a t an
t hea re
direction of
a 200 feet
savin g throw, th e cre ature will lose all memory of non-
by 20 feet, 100 feet by 40 feet, or 50 feet by 80 feet. All
weapon proficiencies known by the creature, and any
affected creatures will be -2 on all attack, damage, and
at tem pt to use such a proficiency will meet with aut omatic
saving throws, and will suffer a - morale penalty. Crea-
failure. If the creature’s save is successful, the creature
tur es of 2 hit dice or less are not entitle d to a saving throw
merely suffers a + 2 penalty to t he chance of success with a
to avoid the enchantment. Creatures of 2 + 1 o 4 hit dice
non-weapon proficiency for th e durat ion of t he spell. The
make their save at -2, and creatures of 4 + 1 hit dice and
material components are a string from a sitar and a wood-
higher roll a n unmodified save. The mater ial components
en mallet.
ar e a pair of miniatur e bronze drums with onyx decora-
tions, worth 1,000 g.p. in material s and workmanship, th at
vanish after th e spell is cast.

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Magical Spells

The reverse of th e spell, Otto’s rousing anthem, produces a Otto’s Tonal Attack (Enchantment/charm)
loud trumpet call tha t raises th e spirits of al l allied crea-
Level: 4 Components: V, S, M
tur es in the same-sized area of effect. All affected creatures
Range: 20 ydsnevel Casting Time: 4 segments
will be + 1 on atta ck and saving throws, and NPCs will
Duration: 1 urdlevel Saving Throw: Special
receive a two-point bonus on morale checks. The materia l
Are a of Effect: One cre atu re
component for the anth em is a set of four miniatu re silver
trumpets trimmed with lapis lazuli, worth a total of 5,000 ExplanatiodDescription:This spell will cause a spell-
g.p., which vanish after th e spell is cast. using c reatu re to temporarily lose th e knowledge of how to
cast all spells unless a saving throw is made. Clerics and
Otto’s Silver Tongue (EnchantmentKharm)
druids make their saves at +2 . If the save is successful,
Level: 4 Components: V, S the n any spell cast by the affected creature is reduced in
Range: 0 Casting Time: 4 segments effectiveness, as if the spell were cast by a character two
Duration: 2 roundsnevel Savi ng Throw: None experience levels lower for figuring spell range, area of
Are a of Effect: The mage effect, duration, or damage. The material components are a
sitar string and a crystal mallet (1,000 g.p.1, which vanish
Explanation/description:When this spell is cast, the
after th e spell is cast.
mage’s voice take s on a n enthralling sing-song tone th at
insta ntly catches th e ear of any listener. Anything sa id by Otto’s Warding Tones (Enchantment/charm)
th e caster will sound very convincing, as if the mage had a
Level: 4 Components: V, S, M
19 charisma ( + 40% reaction adjustment). Any half-truth
Range: 120 yds Casting Time: 4 segments
spoken by th e caster h as a 75% chance of sn eakin g past th e
Dur.ation: 1 oundllevel Saving Throw: None
notice of a listener using a detect lie spell and a n outright Area of Effect: 50’ by 50’ square
lie has a 50 % chance of not be ing discovered by detect lie.
ExplanatiodDescription: All creatu res affected by thi s
Otto’s Tin Soldiers (Alteration)
spell will have th eir ear s filled with loud tones only they
Level: 4 Components: V, S, M can hear. The notes will drown out al l other sounds, effec-
Range: 10yds Casting Time: 1 ound tively making the creatures deaf, but also rendering the
Duration: 5rounds + Saving Throw: None creatures immune to all sonic attacks, such a s sirens’ song,
1 ound/level a banshee’s wail, drums of panic, drums of deafening, or
Area of Effect: Special th e first use of a horn of blasting. The material components
ar e two lumps of bee’s wax and a s tr ing from any orc hestral
ExplanatiodDescription: To use this spell, the caster
string instrument.
must have a pair of small, t in soldiers appropriate for one
of th e four versions of th e spell. When the spellis cast, rous- Otto’s Gong of Isolation (Enchantment/Alteration)
ing ma rtial music fills the air as th e ti n soldiers grow to
Level: 5 Components: V, S, M
hu ma n size and come to life. The tin soldiers will obey all
Range: 10 ydshevel Casting Time: 5 segments
orders faithfully , even to th e death. The type of soldiers Duration: 1 u d e v e l Saving Throw: N egates
th a t can be conjured into existence depends on the level of
Area of Effect: One cre ature
th e caster, as follows.
7t h level caster-two heavy infantryman : AC 4 (chain ExplanatiodDescription:When this spell is cast upon a
mail an d larg e shield); Move 9’’; HD 1+ 2; hp 8; #AT 1;Dmg creat ure, th e mind-numbing sound of a n extremely loud
ld 6 (spe ar or shor t sword); THACO 18; AL N. gong fills its mind. If th e creature makes a saving throw a t
9t h level caster-two heavy foot archers: AC 5 (chain - 2, the creature is only stunned for one round. But if the
mail); Move 9 ” ; HD 2 +2 ; hp 15; #AT 2 or 1 long bow or save fails, the creature loses all normal sensory input into
shor t sword); Dmg l d6 (arrow or shor t sword); THACO 16; the mind. The creature cannot see, hear, feel, taste, or
AL N . smell, effectively maki ng th e creatu re helpless. If th e crea-
12 th level caster-two light cavalrymen (if there is room tur e engages in melee, all attacks a re made at -6 to hit,
for th e horses): AC 6 (ring mail); Move 12 ”;HD 3 +2; hp but t he creature ha s no idea of what it is attacking or even
23; #AT 2 or 1 composite short bow or broad sword); Dmg if the attack succeeds. Telepathic communication with t he
l d 6 or 2d4 (arrow or broad sword); THACO 16; AL N. They creature is still possible, and the creature might receive
are ridin g ligh t warhorses: AC 6 (leat her barding); Move information about the world through such a link. A wish,
21 ”; HD 2; h p 14; #AT 2; Dmg ld 4/l d4 ; THACO 16; AL N. heal, or restoration spell will completelycure t he condition.
14 th level caster-two foot knights: AC 2 (plate mail and The material components are a miniatu re gold gong and
larg e shield); Move 6 ”; HD 4 +2; hp 30; #AT 1; Dmg l dl O tiny gold striker with a jade stone as its head, together
+ 3; THACO 15; AL N. worth 7,000 g.p. in materials and workmanship, which
The ma teri al components are th e pair of soldiers worth 100 vanish after t he spell is cast.
g.p. in workmanship and a miniature brass bugle worth 50
g.p., which vanis h after t he spell is cast.

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Rary’s Spells Rary’s Mind Scan (Divination)


Rary’s Empathic Perception (Divination) Level: 4 Components: V, S
Range: 10 ydsflevel Casting Time: 4 segments
Level: 1 Components: V, S, M
Duration: 5 oundsflevel Saving Throw: Special
Range: 5 ydsflevel Casting Time: 1 egment
Area of Effect: One creatur e per probe
Duration: 3 roundsAeve1 Saving Throw: None
Are a of Effect: One crea ture per probe ExplanatiodDescription: This spell allows for deeper
study of an unshielded mind tha n E SP ca n accomplish. The
Explanatiodllescription: This spell enables the caster caster can pick up th e surface thoughts or emotions of a
to se nse th e basic emotions of a creature, person, or animal,
creature on the first round of the probe, read deeper
such as fear, hunger, th ir st , anger, pain, joy, or love. The
thoughts or memories on the second through fourth rounds
spell will work on al l creatu res possessing a mind, but not
of study (allow save vs. spells), an d all begin ning w ith t he
automato ns, golems, undead, or inh uman beings from oth-
fifth round. The caster may learn of a creature’s dreams,
er planes. Only one creatur e can be probed every five
suppressed memories, or primal desires. One major fact or
rounds, and th e creature must be within t he caster’s line of
subject can be lear ned or s tudied per round of deep probing.
sight, not behind a door or wall. A shielded mind cann ot be
The limits on which topics can be probed are the same as
probed empathically. The mate rial component for empath-
for th e ESP spell.
ic perception is a copper piece.
Rary’s Spell Enhancer (Alteration)
Rary’s Aptitude Appropriater (Divination-Alteration)
Level: 4 Components: V
Level: 2 Components: V,
Range: Touch Casting Time: 1Sound Range: Special Cast ing Time: Special
Duration: Special Saving Throw: None
Duration: 1 d e v e l Saving Throw: Special
Area of Effect: Special
Are a of Effect: Special
Explanation/Description: This one-wordspell will focus
ExplanationLDescription: By using this spell, the mage and increase t he effectiveness of a spell cast by the mage.
can temporarily acquire the ability to use a nonweapon
The spell enhancer is cast first, followed immediately by
proficiency known to another creature. The caster must
the spell to be enhanced, during the same round. The
touch the creature already possessing the desired skill. If
enhanced spell will str ike with gr eater power, resulting in
the creature is willing to transf er his knowledge of th e pro-
a - 2 penalty to all saving throws made against th e spell.
ficiency, the transfer takes place without difficulty. If the
creature is unwilling to tran sfer th e proficiency, the crea- Rary’s Mind Shield (Alteration)
tu re is entitled to a saving throw versus spells to prevent
Level: 5 Components: V, S
th e transfe r from occurring. The creatur e touched does not
Range: Touch Casting Time: 1 ound
lose his knowledge of t he proficiency, but merely allows th e
Duration: 1 hour + Saving Throw: None
caster to know
proficiencies canthe transf erred as
be proficiency by well. OnlyOther
th e spell. nonweapon
skills, 1/z hourAeve1
Are a of Effect: Creat ure touched
abilities , powers, or types of knowledge will not transfer.
The mage’s level of ab ility w ith t he proficiency is exactly Explanation/Description: This spell is used to protect a
th at of the original owner, even if the appropriate ability creature from intrusions into the mind. Spells or ment al
for th e proficiency differs between t he caster and creature. powers tha t can probe a mind have no effect on th e crea-
ture. The creature makes its saving throw at +2 against
Rary’s Memory Alteration (Enchantment/Charm)
all enchantment/charm magic th at can affect thoughts,
Level: 4 Components: V, S memories, or behavior-charm, suggestion, quiet, emotion,
Range: 60 yd s Casting Time: 1 ound fascination, or others. The mind shield allows a saving
Duratio n: Special Saving Throw: Negate s throw at -
to avoid a gem spell.
Area of Effect: One creat ure
Rary’s Replay of the Past (Divination)
ExplanatiodDescription: This more powerful version
Level: 5 Components: V, S
of th e forget spell allows the mage to actively alt er a par t of
Range: 0 Casting Time: 1 ur n
a crea ture’s
affect memory.
is limited The
t o one portion
specific of memory
event the cas ter life.
in th e creature’s ca n Duration: Special Saving Throw: None
Area of Effect: Special
The memory of a real event can be altered a s the caster
wishes. The mage could replace rea l facts about the event Explanation/Description: This spell enables the c aster
with false ones, or even place a completely new memory to read th e residual psychic impressions i n a room or area ,
int o he creature’s mind, causing th e creature to remember replaying a past event as an illusion t ha t everyone in the
a n event t ha t never happened. The caster, however, is are a can see clearly. When an especially unusual or violent
unable to remove a memory of an event in its entirety. event occurs, it leaves behind psychic vibrations that
There is no time limit on how fa r into the past a n event can remain for years. The more important the event, the
be altered. The creature is entitled to a save versus spells stronger the psychic residue and the longer the impres-
to avoid having his memory changed. A heal, restoration, sions last. When the mage casts the spell, the strongest
or wish will correct any alterations made to a creature’s impressions currently in th e are a ent er th e caster’s mind.
memory. The event that produced the psychic impressions is
replayed in the caster’s mind in real time, so the replay

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Magical Spells

take s a s long to complete as the original event. The replay familiar, magic mirror, conjure elemental, contingency,
in th e mind is crystal clear, so th e caster can readily iden- enchant an item, ensnarement, guards and wards, legend
tify persons, creat ures, or objects. lore, Tenser’s transformation, limited wish, simulacrum,
If the spell is cast again in the same area, the event that true name, binding, permanency, succor, and wish. The
created the second strongest psychic impressions will be material component is a sapphire worth 1,000 gold pieces,
replayed. The caster can continue replaying past events, which is crushed when th e spell is cast.
reading weaker and weaker psychic impressions, unti l all
Rary’s Protection from Scrying (Abjuration-
psychic residue in th e ar ea h as been reviewed.
Divination)
Rary’s Superior Spell Enhancer (Alteration)
Level: 6 Components: V, S, M
Level: 5 Components: V Range: Touch Casting Time: 1 u rn
Range: Special Casting Time: ‘/6 segment Duration: 1 hour + Saving Throw: None
Duration: Special Saving Throw: None 1/z hour/level

Area of Effect: Special Area of Effect: Cre ature touched


Explanation/Description: This spell enhancer increases Explanation/Description: his spell will protect a crea-
th e amount of damage caused by a spell cast by the mage. ture from all scrying attempts or intrusive divination.
The one-word spell enhancer is cast first, followed by t he Clairaudience, clairvoyance, E S E empathy, telepathy, crys-
attack spell to be enhanced. When the attack spell is tal balls, or a magic mirror will not succeed in locating,
launched, all saving throws versus the spell are made at 1. - detecting, or studying th e protected creature. The cre ature
The spell inflicts a n additional point of damage per die of will immediately become aware of th e attemp t, no m att er
damage of the spell, so a fireball inflicts ld 6 + 1 point of how great t he distance between th e scryer and creature. If
damage per die. When a magic missile is cast after the spell cast on himself, the mage has a 5% chance per level to
enhancer,each missile does ld 4 + 2 points of damage. divine th e location of the scryer aft er one round of concen-
tratio n. The scryer must save versus spells immediately or
Rary’s Telepathic Bond (Divination-Alteration)
his identity will be revealed. Detect eviUgood and know
Level: 5 Component: V, S alignment will also not work on the affected creatu re. The
Range: 2“ Cast ing Time: 1 ound material component is a star sapphire worth 5,000 g.p.,
Duration: 2 t u r d l e v e l Saving Throw: None which must be kept on the creature for the duration of th e
Area of Effect: Two or more creatures spell (and which vanishes after th e spell).
Explanation/description:With this spell, the mage can Rary’s Plane Truth (Divination)
forge a telepathic bond between two or more creatur es with
Level: 7 Components: V, S
a n intelligence of 6 or higher. The bond can only be estab- Casti ng Time: 1 urn
Range: Special
lished between willing creatures. The creatures involved
Duration: 3 rounds + 1 Saving Throw: None
need not all speak th e same language to communicate via
round/level
th e bond. The telepathic bond can be placed upon one crea- Area of Effect: One crea ture per 2 rounds
tu re for every thre e levels of th e caster, so a 16th level
mage can forge a link among five creatures. Once the bond Explanation/Description: This spell is a more precise
is formed, the creatures can stay in contact only if they and exacting version of know alignment. A creature’s
re ma in on th e same plane. No special power or influence is alignment will be revealed to t he caster in t he first round
conferred through th e bond. A permanency spell does not of study. With a second round of concentration, t he crea-
have th e power to make a telepathic bond a life-long link, ture’s home plane is revealed. The deity or deities wor-
bu t a wish spell does, although no more tha n two creatures shipped by the creature also become known to the mage.
can be permanently bonded together in th is way. One creature can be studied for every two rounds of the
spell’s duratio n.
Rary’s Urgent Utterance (Alteration)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Up to 24 hour s Saving Throw: None
Area of Effect: One spell
Explanation/Description: This spell empowers the
mage to specially prepare anoth er spell for quick casting in
an emergency. Urgent utterance is cast first, followed by
th e spell to be readied, except for th e last word of th e spell.
When the mage needs to cast the readied spell, the caster
need only utte r th e final word of th e spell. The utterance of
th e final word only takes one segment, saving much time
on most spells. The readied spell will stay in t he caster’s
mind for only one day before it atr ophies an d fades out of
memory. No more than two readied spells can be in the
caster’s mind at an y time. Almost a ny spell of level 6 or less
can be readied for quick casting, except th e following: find

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Tenser’s Spells
Tenser’s Eye of the Tiger (Alteration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 ound
Duration: 1 ound/level Saving Throw: None
Area of Effect: Cre atu re touch ed
Explanation/Description: By casting this spell, the
mage can endow a creature with superior night vision
equal to t ha t of a gr eat cat. The creature will be able to see
in dim light up to a range of 30 feet and notice moving
objects 60 feet away. Under conditions of total darkness,
the creature can note moving objects slightly better. A
crea ture who does not posses s th e blind-fighting proficien-
c y is granted th e proficiency while th e spell is in effect, and
a creature who already knows th e art of blind-fighting will
fight in the dark at only -1 to hit. The materia l compo-
The hawk’s first strike is a swooping attack, strik ing a t +2
nents ar e a tiger’s whisker an d ground carrot.
bonus to hit with i ts claw attacks doing double damage, but
Tenser’s Steady Aim (Alteration) no beak attack is allowed. Thereafter, the hawk will con-

Level: 1 Components: V, S, M tinue to


round perattack
level opponents as the
of experience of thcaster orders,
e caster, for one
or until the
Range: Special Casting Time: 1 segment
hawk is destroyed. If a magic arrow ha s hunting hawk cast
Duration: 1 urdlevel Savin g Throw: None
upon it, then the hawk ret ain s whatever magical bonuses
Area of Effect: One person (fighters only)
the arrow had, including attack o r damage bonuses, so a
ExplanatioN/Description: his spell will aid a moving hawk formed from an arrow +2 will also be + 2 on all
archer or crossbowman with a steady shooting hand. No attack and damage rolls. An arrow of slaying cannot be
matt er how fast the archer is moving or how unsteady his affected by the spell. When the spell’s duration ends, the
motion, th e fighter will suffer no attack penalty on shots affected arrow disappears perman ently. The ma teri al com-
made wi th device-propelledmissiles. The s pell provides no ponent is a wing feather.
archery bonuses. The material component is a small coiled
Tenser’s Deadly Strike (Alteration)
spring.
Level: 3 Components: V, S, M
Tenser’s Brawl (Alteration)
Range: Touch Casting Time: 3 segments
Level: 2 Components: V, S, M Duration: 3 rounds + l d 6 Saving Throw: None
Range: Touch Casting Time: 2 segments Area of Effect: Spellcaster
Duration: 1 ound/level Savin g Throw: None
ExplanatiodDescription: This spell improves the mar-
Area of Effect: Spellcaster
tia l prowess of th e caster. All melee att ack s made by t he
ExplanatiodDescription: This spell grant s the recipi- caster a re a t th e usual chance to hit , but every successful
ent greater prowess in weaponless combat. The fighter attack does maximum damage to the opponent for the
gains a + 2 bonus to hit w ith all pummeling, grappling, or duration of the spell. The spell will work in combination
overbearing attacks. The fighter receives a + 2 initiative with any other magic that enhances fighting ability. The
bonus for pummeling atta cks and a 10% bonus to stu n a n spell only affects hand-held melee weapons or hurle d weap-
opponent. The fighter suffers no initiative penalty when ons, but not device-propelled missile weapons. The m ater i-
performing a grappling attack, and any grappling hold al component is a full se t of tiger claws.
achieved by th e fighter is more secure, so th e held creature
Tenser’s Eye of the Eagle (Alteration)
attacks at -4 . The materi al component for the spell is a bit
of chest fu r from a bear or gorilla. Level: 3 Components: V, S, M
Tenser’s Hunting Hawk (Alteration) Range: Touch Castin g Time: 1 ound
Duration: 1 urn/level Saving Throw: None
Level: 2 Components: V, S, M Area of Effect: Person touched (fighters only)
Range: Touch Castin g Time: 2 segments
ExplanatiodDescription: This spell endows a fighter
Duration: 1 ound/level Saving Throw: None
with superior eyesight th at also gran ts expert weapon use.
Area of Effect: One arro w
The rang e of the person’s vision i s effectively doubled, even
ExplanatiodDescription: When this spell is cast upon in combination with infravision or normal vision. This
a n arrow, th e missile gains a special dweomer tha t changes advantage dramatically improves accuracy at great dis-
th e arrow into a hunting hawk as th e arrow leaves th e bow. tances. In addition, the fighter gai ns a + 2 bonus to hit a t
The hunting hawk: AC 6 ; Move 33“;HD 1; hp 6; #AT 3; th e weapon’s normal ranges. The material components are
D mg 1 - 2 0 - 2 4THACO 19; AL N. a few feathers from th e head of a n eagle and ground carrot.

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Magical Spells
-

Tenser’s Flaming Blade (Alteration) zation. There is no double weapon specialization allowed
with t he s pell effect. The spell will only affect fighte rs an d
Level: 4 Components: V, S, M
fighter sub-class characters. The material component for
Range: 2” Casting Time: 4 segments
master of arms is a feather from a crane.
Duration: 3 rounds +1 Saving Throw: None
round/level Tenser’s Running Warrior (Alteration)
Are a of Effect: One dagger Level: 4 Components: V, S, M
Explanation/Description: his spell will endow a dag- Range: 60yds Cas ting Time: 4 segments
ger wit h t he power of flame or frost, as chosen by th e caster. Duration: 1 d e v e l Saving Throw: None
Each power has a n effect as described below. Are a of Effed: One person
Flame: The blade ignites like a torch, casting light in a 30-
Explanation/Description: This spell will improve a per-
foot radius. The flame will ignite any combus tibles which
son’s abil ity i n a runn ing battle. First, t he person is grant-
th e blade contacts. The blade gains no magical bonus, but
ed a movement rate of 150 yards, reg ardless of t he
will inflict a n additional point of damage in melee. The
encumbrance of arm or or goods carried by t he character.
blade does th re e additional poin ts of damage aga inst cold-
Second, no matter how far the person moves during a
based creatures, so a flaming dagger will inflict ld4 + 3
melee round, t he person is still entitled to the same num-
damage to a yeti.
ber of melee attacks as he or s he normally receives. If th e
Frost: The blade glows with a cold blue aura that sheds
character was entit led to 211 attac ks per rou nd, th e fighter
light in a 10-footradius. The blade ha s no magical bonus,
could now move 60 yards, at tac k one foe, move anot her 90
bu t will do one extra point of damage when it hits. The frost
yards and attack a second creature. The material compo-
blade will
based do three
creature, ex tra
such as apoints of damage
salamander against
or fire a fire-
grue. The nent is a bit of f u r from a live wolf.
blade c an als o freeze up to one cubic foot of water per round Tenser’s Staff of Smiting (Alteration)
when the blade is in contact with water.
Level: 4 Components: V, S, M
The spell will have no effect on a weapon tha t already h as a
Range: 0 Casting Time: 4 segments
flame or frost capability. The material component for the
Duration: 2 roundsflevel Saving Throw: None
spell is phosphorous to produce a flame blade or quartz
Are a of Effect: The mage’s staff
crystal to create a frost blade.
Explanation/description: his spell increases th e effec-
Tenser’s Giant Strength (Alteration) tiveness of the caster’s staff when used i n melee. The spell
Level: 4 Components: V, S, M will work only on non-magical staves. The spell adds a + 1
Range: Touch Casting Time: 1 urn bonus to hit and a +4 on damage rolls. The material com-
Duration: 3 turns/level Saving Throw: None ponent is a small iron bar.
Are a of Effect: Person touched
Explanation/Description: This improvement of the
strength spell empowers the recipient with superhuman
physical strength. The strength gained depends on the
experience level of th e caster, a s shown below.
Mage’s Level Increase Stre ngth To:
7th 16
9th 17
12th 18/01
13th 18/75
14th 18/90
15th 18/00
16th + 19
Those with str eng th already greater tha n th e spell’s effect
get one more point of stre ngth . Neither permanency nor a
wish can make th e strength permanent. The material com-
ponent is a bit of hair from a giant or a titan.
Tenser’s Master of Arms (Alteration)
Level: 4 Components: V, S, M
Range: Touch Cast ing Time: 4 segments
Duration: 1 urn/level Saving Throw: None
Area of Effect: Figh ter touched (fighters only)
Explanation/Description: his spell, when bestowed
upon a fighter, improves th e fighter’s skill w ith one melee
weapon. A weapon with which the fighter is not proficient
becomes a weapon of proficiency in t he character’s hands.
A weapon of proficiency is treat ed as a weapon of specia li-

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Magical Spells

Tenser’s Primal Fury (Enchantment/Alteration) Tenser’s Fortunes of War (Abjuration)


Level: 5 Components: V, S, M Level: 6 Components: V, S, M
Range: 20 yd s Casting Time: 5 segments Range: Touch Cas tin g Time: 1 turn
Duration: 1 oundhevel Saving Throw: None Duration: Special Saving Throw: None
Area of Effect: One person (fighter s only) Area of Effect: Person touched (fighters only)

Explanation/Description: This spell temporarily Explanation/description: This spell gran ts one fighter
endows a fighter with a surge of rage and energy rivaling a bonus of special luck in battle. The fighter is given one
th at of a berserker. Magical fear will not affect an enraged chance to avoid any one att ack th at would reduce th e fight-
fighter. The fighter also receives a +2 bonus on attack and er to zero or fewer hit points, or ag ainst magic th at would
damage rolls, and gain s a n ext ra att ack every other melee remove the fighter from battle by turning to stone, paraly-
round, so an at tack routine of 312 att acks becomes 2/1. The sis, petrification, sleep, charm, fear, disintegration, death,
fighter also gains a temporary endowment of an ex tra 4d4 power word, or any o ther magical effect. The fighter is enti-
hit points, from which any damage is subtracted before th e tled to a saving throw to avoid defeat, even if a prior save
character’s permanent hit point total is reduced. The spell failed. The fighter must m ake a saving throw versus dea th
does carry a risk, however, because the berserker rage is magic at -2 . If this save succeeds,then th e fighter miracu-
main taine d throughout th e duration of the spell. If all of a lously avoidsdefeat. A damage at ta ck th at would normally
fighter’s opponents are defeated before the spell expires, reduce the fighter to zero hi t points or less in stead reduces
then the berserk fighter will tur n on th e nearest living the fighter’s hit point total to one-half its current level;
creature, an d continue attacking without regard for friend that is, a fighter with 17 hit points who takes 17 points of
or foe until the spell expires. A dispel magic spell will damage is reduced to 9 hit points. Any other att ack which
immediately re tur n a berserk fighter to his normal s tate. would cause instant defeat take s no effect if th e death mag-
The materi al component is a bit of fur from a wolverine or a ic save is made. Regardless of th e result of th e save, th e for-
grizzly bear. tunes of war spell is immediately dispelled after t he att ack.
The materi al component is a valuable sacrifice made to t he
fighter’s patron war god, worth a t least 5,000 g.p. in goods
desirable to the deity.

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11of these magical i tems from th e Flanaess ar e Once it has been placed on a character’s finger, th e ri ng
named for th e geographical area of their ori- causes problems when th e wearer attempts to use his cha-
gin. This reflects the fact that these magical risma reaction bonus. As the character tries to make a good
items weren’t created for general use by merce- impression, he will commit an embarrassing faux pa s
naries and adventurers (Le., player charac- instead. The effect depends upon the occasion: If the
gh some of these items were designed by encounter requires manners, the character might belch; if
magic-users who sold th em for profit, most items were cre- it is a solemn event, he might giggle; if it requires silence,
ated for a specific use. Only by chance, diplomacy, and/or he might sneeze; f i t requires the character’s full attention,
combat does such a n item pa ss from its creator to an unin- he might yawn; and so on.
tended (and sometimes unwanted) owner. Only the fairly A character making a successful saving throw versus
recent and best-guarded magical items are still controlled spell is unaffected and receives his normal charisma
by their creators. bonus. If th e saving throw is failed, th e character receives
Player characters will usually find a magical item in t he a - 50% penalty to the reaction check. The ring itself can
place of its origin, though well-traveled items are not be removed from the unfortunate character’s finger, but
uncommon and can provide thei r own surprises. No magi- the curse remains unti l negated by a remove curse spell.
cal item given here is limited to the area th at carries its Note th at t he rin g can be passed to many owners, and the
name. However, often th e item will not work elsewhere, or rin g can affect them all equally.
have limited usefulness; examples of each include the X.P.value: - G.P. value: 2,000 g.p.
cloak of the Hellfurnaces and the Medegina bracelet of lost
ships. Ring of the Pomarj: This black ring was created by a
The information listed after each item includes experi- wizard from the Wild Coast. Hating all inh abi tan ts of th e
ence point values awarded to characters who keep the Pomarj, he used it to gathe r troops of goblins, ogres, or orcs.
items and gold piece sale values. Class restrictions a re list- He then led these troops into battle against t he humanoids
ed in abbreviated form: C (clerics),F (fighters), M (magic- of th e Pomarj. The ri ng is considered a thr eat by many oth-
users), and T (thieves). Any sub-class can use items er land s other as well.
restricted to i ts major class. The ring allows a character of evil alignment t o gath er a
horde of goblins, ogres, or orcs (in much th e same fashion as
a barbarian horde is summoned). The wearer of t he r in g
Rings decides which race he wishes to gather, an d can gat her a
Admundfort Ring of Leadership (F): This silver ring number of creatures determined by his experience point
was created by a wizard in th e service of th e Knights of th e total:

Shield. The ring is traditionally given between rangers Race Horde S i z e


an d paladins of at least 9 th level, in retu rn for loyal friend- Goblin X.P. divided by 750
ship or unexpected favor. Ogre X.P. divided by 4000
The ring allows a fighter to at trac t twice as many men- Orc X.P. divided by 1000
at-arms as normal as followers. The ri ng also gives a + 25%
bonus t o th e loyalty of such followers. If a fighter loses th e The horde can be raised only on th e Wild Coast, and must
ring, he or she reta ins t he followers, but no longer receives be raised for a specific, short-term purpose. For example,
th e loyalty bonus. th e horde might be gathered to attac k a rival tribe, to raid
X.P. value: 1,500 x.p. G.P. value: 8,500 g.p. th e County of Ulek, or to destroy elves in Celene. It tak es
the horde at least a week to assemble and, whatever its
Lucky Ring of the Wild Coast This magical ri ng was purpose, the horde will remain together for a maximum
created by a wizard who liked to gamble, though his gre at- number of weeks equal to half of the ri ng wielder’s level.
est gamble was to use it under th e suspicious eyes of th e Deviation from the stated purpose may cause th e horde to
Thieves Guild. The ri ng increases a gambler’s chances of disband sooner, at t he D Ms option. Disbanded humanoids
will return to th e Wild Coast by the quickest a nd safest
winning,
The user can is prizedtoamong
and choose add orthe roguesone
subtract of the Wild
from Coast.
each die route. Note th at t he ri ng does not charm, beguile, or other-
rolled in a game of chance. The direction of the change wise compel obedience, and that a ring wielder whose
mus t be st ated before any roll is made. Thus, a 3d6 roll of 2, humanoids disband will not receive a warm welcome the
4, and 6 can be decreased to 1, 3, and 5, or increased to 3 ,5 , next time he returns to them. The ring can be used but
an d 6.The ring is useful only to a character who is actually thrice in one year.
gambling, and has no effect on “to hit” or damage rolls, X.P. value: 4,000 x.p. G.P. value: 20,000 g.p.
saving throws, etc.
X.P. value: 500 x.p. G.P. value: 3,500 g.p.

Cursed Ring of the Great Kingdom: This cursed magical


item was created by a wizard who was loyal to the Great
Kingdom. Though th e rin g has only limited power, its use to
plague the diplomats of th e Iron League was well known.

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I .

Rods, Staves, and R od of Welkwood (C): Fashioned from a n oaken branch,


th is item was created by druids ser ving th e woodsmen who
Diplomacy Rod of Fu ry on dy : This rod was created for
inhabit t his majestic forest. As they enchanted t he branch,
use by th e Prince of Furyondy, though his disappearance
they instilled in it their awe and respect for the grea t trees
left it in t he hand s of less noble officials. The rod gives th e
and vegetation th at set this woodland apart.
holder a + 15% reaction bonus when negotiating or debat-
The rod can be used as a shillelagh (magical weapon, + 1
ing with other intelligent creatures. “to hit,” damage 2-8 ersus S and M or 2-5 s L). If charges
Once per day t he rod allows th e holder to cast a sugges-
ar e expended, th e following effects can be created as if by
tion spell by expending a charge from the rod. The sugges-
an 8th level druid
tion must involve matters of peace or cooperation, or the
subjects of th e spell will receive a + 1 aving throw bonus. entangle 1
The rod holds up to 25 charges and is rechargable. plant growth 2
X.P. value: 4,000 x.p. G.P. value: 15,000 .p. wall of thorns 3
This rod ha s up to 25 charges and can be recharged.
R o d of the A e r d i Sea (M): This defensive weapon was
X.P. value: 5,000 x.p. G.P. value: 25,000 .p.
fashioned for use by merch ants who sail th e pirate-infested
waters between Hepmonaland and th e Great Kingdom. It
Skull-Staff of Hep mo n alan d (C,M): This is a 7‘ ong
allows the wielder to cast t he following effects by expend-
pole th at is topped with a skull with a wild mane of white
ing a certain number of charges from the rod:
hai r a nd sharp, demonic features. The shaman who uses
fog cloud 1 the staff claims that it is the skull of a n ancient demon,
spectral forces 2 though many suspect that it belonged to an evil wizard
programmed illusion 3 who died in th e hands of head -hun ters in Hepmonaland.
The skull can magically cause fear in any creature gazing
The rod takes 5 segments to activate, and th e user can
upon the skull when this power is invoked.
move normally (not melee) and concentrate to maintain
Its secondary powers, which require no charges, are a
th e effect. The rod ha s a rang e of 240 yards and affects an
personal protection from evil effect that surrounds the
area 180’ n a side. Illusions not closely relate d to t he se a
wielder, and displacement, as a cloak of displacement (a + 2
or sailing ar e saved against at + 1.
bonus to armor class and saving throws, and the first
X.P. value: 5,000 .p. G.P. value: 25,000 .p.
attack misses) against creatures from the lower planes.
The rod ha s up to 25 charges and cannot be recharged.
R o d of On nw al (M): This magical rod was originally cre-
X.P. value: 5,000 x.p. G.P. value: 20,000 g.p.
ated to help protect t he inha bitants of Onnwal against the
fierce storms tha t regularly lash th e Sea of Gearnat. I t is
Staff of Gn atmarsh (C , M): Enchanted by a shaman of
also known to have been used effectively against dust
the tribesmen in Gnatmarsh, this staff has t he following
storms in the Bright Desert, blizzards in the northern
countrie s, and on the windy peaks of various mounta in spell-like functions:
ranges. 1. Death ray against a single insect or insectoid monster,
Upon command, the rod causes air in a 50’ adius to fatal unless a saving throw versus death ray is suc-
become calm, w ith a wind velocity of 0. It can be used to cessful (1 harge).
negate damage to structures as long as the side against
2. Animate dead insect or fallen insect life in a 10’ re a
which the wind is blowing can be included in t he rod’s radi -
(2 harges).
us of effect. However, th e rod does not influence r ai n, snow,
or any solid objects carried upon th e wind and hurled into 3. Summon ld 4 + 2 riendly thri-kree n (or insects decid-
its ar ea of effect. The rod also will not protect a fli ght of ed by the DM) to fight for th e summoner for 8 hours or
missiles tha t is fired or hurl ed out of its area of effect. until until slain (at which time they disappear, 3
The rod has will prevent damage from creatur es employ- charges).
ing high winds as a special form of atta ck. For example, an
The staff can be recharged.
air elemental would be able to att ack normally, but would
X.P. value: 4,000 x.p. G.P. value: 20,000 g.p.
not be able to atta ck in whirlwind form.
Each use of th e rod drai ns one charge. Each charge lasts
one hour, and th e rod can be recharged.
Staff of Hornwood (M): Thi s wooden staff was enchanted
by a wizard who wanted to mak e his trave ls i n th e wilder-
X.P. value: 4.000 X.D. G.P. value: 15.000 E.D.
ness less dangerous. When t he command word is spoken,
the staff creates an area of antipathy in a 20’ adius tha t
will be avoided by normal anim als (including gian t varia-
tions) unless atta cked by the staff holder or his party. Ani-
mals with higher t han animal intelligence can e nter th e
warded are a if a successful saving throw versus rod, staff
or wand is made.
Enchanted creatures of the forest will be ir rit ate d by th e
operation of the staff;75% of the t ime these will leave th e
area in disgust, and the other 25% of the time they will
tak e steps to drive away the staff holder.

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The staff can also be used a s a melee weapon, in which Each time t he wand is used, th e general weather condi-
case th e antipathy effect will cause any animal struck to tions over a broad area can become unexpectedly severe.
flee th e encounter, subject to any applicable saving throw. The chance for and type of severe wea ther depends on the
Each such hit drain s a charge from the staff. original effect th at t he caster h as attem pted to summon:
Note th at with sufficient time and effort, animals can be
Chance for
trained to withstand th e effects of thi s staff. The staff can
be recharged. Effect
Attempted Severe
Weather Typeof
Weather Charges
Drained
X.P. valu e: 4,000 x.p. G.P. value: 15,000 g.p.
wall of fog 10% Thick, persiste nt fog 3
War Staff of Nyrond (M) Jus t after Nyrondal troops will- precipitation 10% Rain or snow squall 3
ingly withdrew from the Theocracy of the Pale and the gust of wind 20 % Gale or tornado 4
County of Urnst, a Nyrondal wizard created this staff cloudburst 20% Hailstorm or severe
because he feared tha t other lands might see this as a sign snow 4
of weak ness an d at ta ck th e Kingdom of Nyrond. Though chain
such att ack s never occurred, th e staffw as useful to certain lightning 30% Lightning storm 5
powerful magic-users guarding t he borders of Nyrond. influence
Possession of th is wooden staff allow s a magic -user of a t weather 30% Heavy ra in or blizzard 5
lea st 1 1th level to att rac t personal followers as a fighter of
name level. A magic-user can use the staff only once per The charges drained for severe weather ar e immediately
year, and it mus t rema in in th e spellcaster’s possession for lost from the wand if th e severe weather occurs. The wand
a full month after the followers have gathered, or the can,be recharged.
troops will disband an d desert. Once the month ha s passed, X.P. value: 6,000 x.p. G.P. value: 40,000 g.p.
th e troops will be personally loyal to the spellcaster for one
year, barring exceptional conditions or poor treatment. Dark Wand of the Sulhaut Mountains: This ebony
Note th at t his i n no way affects th e hiring of men-at-arms wand was encha nted by a n elven magic-user who traveled
in t he normal fashion. from Loftwick to the Sulhaut Mountains to hu nt down the
X.P. valu e: 5,000 x.p. G.P. value: 30,000 g.p. ancient enemies of his race. The wand is a specialized ver-
sion of th e wand o f enemy detection.
Bisselite Wand of Peace (C): This item has served the The wand ha s two functions. First, it can be used t o dis-
clerics an d border g uard s of th e March of Bissel. Once per cover th e direction of th e neare st drow or drider. The user
day it can cause all mortal beings in a 50‘ radius to save simply so commands and pivots unt il t he wand reacts.
versus wands or become calm and unwilling to fight. Second,th e wand can be used to observe a drow or drider.
Calmed beings will defend themselves ag ains t atta ck, but When pointed in t he proper direction and commanded, th e
will not a tta ck or otherwise tak e hostile action. However, wand will create a n illusory image of t he nea rest drow elf
or drider in that direction and his or her immediate sur-
those affected
dura tion of th e do notisnecessarily
effect 3 turns. become friendly. The roundings. The wand user receives a vague impression of
X.P. value: 3,000 x.p. G.P. value: 15,000 g.p. distance (e.g.,within a mile, within 5 miles, far away). The
image lasts one turn and reveals whatever that drow or
Scant Wand of Storms (M): This wand was created in the drider is doing in some detail, but not enough for th e user
capital city of Onnwal, an d has been used agains t raiding to be able to, for example, rea d a scroll being read by th e
warships from the South Province. Its creator was subject.
undoubtedly influenced by observing th e furious weather The range of th e wand is 10 miles per c harge expended.
in th e Sea of Gearnat. X.P. value: 1,50 0 x.p. G.P. value: 8,000 g.p.
The wand is usable only outdoors and creates various
weather effects with th e expenditure of charges: Fire Wand of Suloise 0 : his wand may have been the
device th at caused the destruction of t he Sue1 Empire, or it
wall of fog may have been create d to reproduce th e event. No scholar
precipitation doubts tha t i ts creator was a wizard of gr eat power and vio-
gust of wind lent tendencies. The wand is rarely bought or sold, since
cloudburst few magic-users dare t o use it. Often it merely falls into the
chain lightning hands of an unsuspecting spellcaster who never realizes its
influence weather full powers and dangers un til too late.
Chain lightning is similar to t he magic-user’s spell, but The wand can summon a deadly “fire” to ra in down in a
with a range of 70 yards. The bolt strikes th e first object 60’ cube from a range of up to 80 yards. The “fire” inf licts 5
targ eted for 6d6 of damage (half damage if a sav ing throw points of damage per round to al l creatures, regardl ess of
versus wands i s successful), arcs randomly to another protections, resistances, or immuni ties to normal or magi-
object wit hin ra nge for 5d6 of damage, the n to another for cal flame. Such damage cannot be cured by any spell less
4d6, etc. The bolt continues arcing to from each object powerful than a heal spell. Furthermore, the fire will
struck, ending when a sixth object has been struck for 1 die destroy buildings of less th an stone construction, and will
of damage. evaporate free-standing liquid to a depth of 1 foot per
Influence weather is similar to th e spell control weather, round. Objects exposed to th e “fire” must save versus dis-
bu t ca n be used only to increa se cloudiness, rain/snowfall, integration or be destroyed. Note, however, th at mat ter is
and/or wind velocity. burned to dust and ashes, not vaporized. Though t he wand

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itself is never affected by the fire, the wand has a 5% Amulets


chance of malfunction, in which case the effect is centered
Amulet of the Cairn Hills: Originally created to protect
upon th e wand user.
the common folk from the spirits that haunt these hills,
The fire requires 3 charges to operate and h as a mini-
th is am ulet h as become a favorite among graverobbers. It
mum duration of 6 rounds. After this t he caster can end the
allows a saving throw versus spell to avoid any special
rain by concentrating for a round and making a saving
throw versus spells. Each round the wand continues to attacks from undead (aging, energy drain, fear, disease,
strength drain, etc.). Physical attacks and spells cast by
operate will drain 1 more charge. If the wand is emptied,
undead a re unaffected by th e amulet. A successful saving
th en t he fiery ra in vanishes and t he wand explodes, engulf-
throw against an undead attack uses 1 charge, except th e
ing t he magic-user and everything within 10’ in a blast
following: a two-level energy dr ain use s two charges, and
t ha t inflicts 3d10 points of damage.
aging uses 1 charge per 10 years of aging. The amule t ha s
The wand can be recharged, but only in the Quasi-
2-20 charges and cannot be recharged.
Elemental P lan e of Ash, which lies between th e th e Ele-
X.P. value: 2,000 x.p. G.P. value: 18,000 g.p.
mental Pl ane of Fir e and th e Negative Material Plane.
X.P. value: 4,000 x.p. G.P. value: 35,000 g.p.
Amulet of Furyondy: The first of these amulets were
enchanted to protect t he good natives of Furyondy, thou gh
Wand of Highfolk (C, M): A favorite weapon of high elves
they have since been used by characters of many lan ds an d
in the northwest, this wand causes dissension between
alignments. Hung around th e neck from a silver chain, th e
human s, demi-hu mans, or humanoids of evil alignment in
amulet bestows a remove curse upon any wearer who is
a 30’ X 30’ area. Any of these creatu res th at fai l a savi ng
throw versus wands will become unusually factious and cursed. The amulet
curse subject glows,
to th e spell expending
remove one
curse is charge,
broken. and
For any
exam-
quarrelsome, convinced th at the ir allies are in fact danger-
ple, it will immediately allow a character to be rid of a
ous enemies. This may lead to open fighting: those affect-
cursed item, such as a helm of alignment change, although
ed by th e wand must make a saving throw versus spell at
it will not cure lycanthropy. The amulet has 2-7 charges
each significant provocation to avoid coming to blows.
and cannot be recharged.
If the DM desires, at tacks by common enemies or strong
X.P. value: 1,400 x.p. G.P. value: 7,000 g.p.
leadership may improve the saving throws, while mali-
cious insults or act ual blows may worsen them. The effect
Amulet of Spinecastle: The wizards of t he Kingdom of
of th e wand lasts a maximum of l d 6 turn s, less if one fac-
Aerdy created this amulet to aid in the war against the
tion h as been slain.
northern b arbarians. After the fall of Spinecastle, th e amu-
X.P. value: 4,000 x.p. G.P. value: 18,000 g.p.
let disappeared. Scholars assumed it didn’t survive the
wrath of th e barbarians, bu t s tories of th e amulet’s use still
Yatil Wand of Zooming: This ite m was created by moun-
surface in t he Bone March.
tai neer s of th e Yatils to ease their travel s among the agged
Once per hour th is golden amul et can be commanded to
slopes and ledges. However, th e wand ha s since become a radiate a magical aura in a 30’ radius for one turn. The
device of mischief, and t he caus e of many-deaths.
au ra has negative effects on all northern barbarians, rais-
The wand can affect one object or creature at a time,
ing their superstitious fears and generating a hatred
“zooming” up to 2000 g.p. weight (200 pounds) per charge
toward magic. Those of 1st to 4th level must save versus
expended, to a maximum weight of 600 pounds. Zooming
spell or immediately retr eat out of th e area of effect for ld 8
movement is in a str aig ht line, and any creature moved in
turns . Those of 5t h to 7th level must s ave versus spell or be
th is fashion is responsible for its own landing. The maxi-
stun ned for one round. Those of higher level suffer a - 1 on
mum distance is loo’, though a shorter distance can be
their “to hit” rolls.
specified by the wand’s user. An unwilling creature can
X.P. value: 900 x.p. G.P. value: 4,500 g.p.
save versus wand to avoid th e effect.
An object or creature can be hurled horizontally through
th e ai r and accelerated as if falling vertically if twice th e
normal number of charges are expended. A creature that
hi ts a n obstacle tak es ld 6 points of damage for every 10’
traveled; items save versus fall. A 30-foot “zoom”, for
example, inflicts a to tal of 3d6 points of damage upon a
character striking a solid surface. Note that a creature
hurl ed over the edge of a cliff ta ke s no damage from the
“zoom”, but does suffer normal falling damage.
If insufficient charges are expended, th e results will be
correspondingly slight.
X.P. value: 3,500 x.p. G.P. value: 17,500 g.p.

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Miscellaneous agis Items einheriar (spirit warrior) and fights on th e side of th e tribe
unti l destroyed. These einheriar will usually have 4 to 12
Anvil of the Lortmil Mountains: This blacksmith’s tool
hi t dice and will require + 1weapons to hit . They will bear
was enchanted in a shri ne of Moradin, king of th e dwarven
the equipment they used in life. Such creatures can be
gods. It allows a dwarven weaponsmith to create extremely
turned as special undead. I t is reported th at several villag-
strong an d sha rp blades. Each weapon tak es twice as long
es have up to 10 of these s piri t warriors on call.
to
ancreate, bu t when
unsuccessful finishedcheck)
proficiency is either
or aaweapon
normal of
weapon (on
fine qua l- X.P. valu e: 1,00 0 x.p. G.P. valu e: 5,000 g.p.
ity (on a successful proficiency check). All weapons of fine
Casket of Furyondy: Clerics of Furyon dy first enchant-
quality created by this anvil a re worth 100 imes the cost of
ed this finely-engraved wooden coffin to preserve the
a normal weapon of th e same type. It is rumored tha t this
bodies of the honorable deceased. Any lawful good cleric
anvi l was used to forge legendary magical weapons for th e
can activate its powers by placing into t he casket t he body
dwarves.
of a human or demi-human who not more tha n nine days
X.P. value: 3,000 x.p. G.P. valu e: 30,000 g.p.
dead, the n casting a bless spell upon th e body. The casket
preserves t he body from decay indefinitely. The deceased
Bear Cloak of the Sulhaut Mountains (C, F): Many
character can be returned to life by a resurrection spell
years ago, tribal shamans called upon their gods to
after any length of time. For purposes of resurrection sys-
ench ant th e hide of a cave bear slai n in combat. The cloak
tem shock, th e subject’s constitution is considered to be 3
became a powerful aid in th eir struggle to survive against
points above th e curr ent ability score (no maximum). He or
th e hostile creatur es and th e forces of nature t hat forever
she a lso receives th e benefits of heal once th e resurrection
thr eat en th eir tribes. The fur cloak included a bear-head
cap, pelt, an d claws. The cloak allowed the wearer to speak is complete.
X.P. value: 2,500 x.p. G.P. value: 27,500 g.p.
with animals twice per day and hold animal once per day. It
also increased th e wearer’s strength to 18(50) and gave
Chalice of the Shield Lands: This golden chalice was
50% mmunity to fear. Once a week, th e wearer could tu rn
enchanted in response to the growing menace of the
into a cave bear for l d4 + 2 hours. The c urre nt location of
Horned Society. It allows a lawful good fighter to tempora r-
th e cloak is unknown.
ily become a paladin of the same level for a single quest,
X.P. value: 1,500 x.p. G.P. value: 17,500 g.p.
with all appropriate powers and abilities of a paladin. The
chalice can be activated only by a lawful good cleric who
Black Crown of Aerdy: This evil headgear w as worn by
performs a ceremony that includes special vows and the
one of th e original Overkin gs of the House of Naelex i n th e
quest spell. The fighter take s vows to t he c ause of lawful
ancient Great Kingdom. Whether t he crown was enchant-
good, the n drink s holy water from the chalice. Thereafter
ed by a n evil wizard, or whether it merely became a recep-
he or she can act as a paladin, with alignment changed to
tacle for the Overking’s cruel spirit is not known. The
lawful good for the dur ation of th e assigned quest. Devia-
powers of th e crown exist only to recreate t he gre atness
tion from th e vows may cause t he loss of some or all
and wickedness of th e fallen empire. acquired powers, at th e discretion of th e DM. The failu re of
Once donned, the crown will not be voluntar ily given up.
th e quest will cause the chalice to shatter.
It will raise intelligence by + 2 a nd wisdom by + 3 (toracial
X.P. value: 3,000 x.p. G.P. valu e: 25,000 g.p.
maximums) an d confer one level of magical or clerical abil-
ity. Cha ract ers who aren’t magic-users or clerics can select
one level of clerical or magic-user ability-player’s choice.
When the crown is put on, and each month thereafter,
character must save once versus spell or become lawful
evil, and the n must save aga in versus spell or be overcome
with megalomania. Once both of these are in effect, the
character must make a saving throw versus spells each
mont h or lose a point of constitution. Any characte r totally
drai ned by th e crown becomes a spectre guarding it.
The crown ca n be removed only by use of a wish or equiv-
alent. While this removes the benefits of th e item, only
then can the alignment change be reversed by a remove
curse and an atonement spell, while the character’s person-
ali ty can be restored only with a heal spell.
X.P. value: -- x.p. G.P. valu e: 2,000 g.p.

Black Sails of Schnai: Enchanted i n the la nd of Snow


Barbarians and blessed by shamans of the ir barbaric gods,
these square sails ar e hoisted only on the funera l ships of
gre at barbar ian heroes and lords. The deceased warrior’s
body is burned along with the ship and all but a small piece
of the sail. Afterwards, th e character’s spirit can be called
on by th e tri bal chiefs in time of bat tle by burning the
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M agical Items of Greyhawk

Cheetah Cloak of Amedio: This yellow, black-spotted allow the charmer and his or her allies to ride them. Airborne
cheetah hide was enchanted by the original tribesmen of riding maneuvers tha t do not require a proficiency check can
th e Amedio jungle. It gives the wearer a + 3 dexterity be accomplished using land-basedriding techniques, but air-
bonus (to racia l maximum). Once every 3 turns th e wearer borne maneuvers that require a check automatically fail if
can sprint for 3 rounds at a movement rat e of 45”. At night the rider has no proficiency i n airborne riding. If the wearer
under a moonless sky, th e wearer can tu rn into a cheetah rides a griffon into combat, the chances of breaking t he spell
for up to 6 hours i n any 24 hour period. are doubled (check before the battle).
X.P. value: 1,500 x.p. G.P. value: 15,000 g.p. X.P. value: 1,500 x.p. G.P. alue: 8,000 g.p.

Cloak of the Hellfurnaces: Created by a wizard who Holy Symbol of Greyhawk Hung from a gold chain,
sought treasure in the volcanic mountains, this magical th is golden symbol was ench anted to symbolize th e power
red garment provides protection against many of the vol- of its home city. The symbol gives a wearer t he combined
canic dangers, an d gives protection against similar dan- effects of the bless andprotection from evil spells, which can
gers from other sources. The wearer takes only half be called on once per day.
damage from natur al hea t sources. The cloak also protects X.P. value: 300 x.p. G.P. value: 3,000 g.p.
th e wearer from sparks and hot ash ejected during a vol-
canic eruption , bu t not c hunk s of rock (called “bombs” or Crown of Blackmoor: This black, iron headpiece bears a
“blocks”). The cloak’s hood ha s a st ri p of cloth th at can be large fire opal at th e front. It was created by a powerful lich
wrapped around a character’s mouth and nose to keep dust who used it to spread evil and destruction through the
an d as h from ent erin g th e character’s lungs; th is also pro- world, and now only th e most wicked (or foolish)characters
vides a + 3 saving throw bonus against inhaled poison. seek, ts powers.
The cloak provides a +2 bonus to all saving throws When th e crown is placed on t he he ad of a deceased evil
against magical fire or fiery dragon breath, and reduces character who had reached a t least 18t h level as magic-
damage by 1 point per di e (each die will inflict a minimum user, it animates the character as a lich. A system shock
of 1 point of damage). survival check is necessary, modified by - 1% er 5 years
X.P. value: 2,000 x.p. G.F. value: 8,000 g.p. after t he wizard’s death , or t he wizard’s body disin tegrates
to dus t can never be brought back to life again. The lich’s
Coin of Almor: This cursed item was created not to har m intelligence score starts at 0, but increases by one per day
its owner, but to benefit those in need. It is a normal- unt il supra-genius ntelligence is reached. At th at time t he
looking platinum coin that affects any character who lich gains th e full powers and abiliti es of its kind.
intends to keep it for himself, and not sha re it with others. The character placing th e crown has no control over the
Th at cha racter must save versus spell or be overcome with lich, so a reaction check is necessary, with the following
gr ea t feelings of philanthropy. No mat te r what th e charac- cumulativ e modifiers:
ter’s alignment, h e will want to give wealth to th e poor and
Summoner Modifier
needy. The charact er will not keep more tha n 50 g.p. a t any Good-aligned - 30%
one time, and instead will hold extra money only unti l a
Evil-aligned + 10%
suitable NPC (preferably a beggar, peasant, etc.) accepts
th e money as a gift. Such generosity does not extend to t he
Paladin, fighter, or thief - 20%
character’s magical items, which are generally useless to
Cleric + 10%
laborers and farmers. The character’s uncontrollable gen-
Magic-user + 20%
0-level character - 0%
erosity can be ended only by a remove curse spell.
X.P. value: x.p. G.P. value: 500 g.p.
1st to 5 th level - 30%
--
6th to 11th level - 0%
Collar of Tusmit: This adamantite neck-shield was
12th to 18th level - 10%
enchanted by a wizard who bore an unnatural fear of
Over 21st level + 10%
decapitati on. He wore it until his death, though the collar
Offers treas ure (per 500 g.p. value) + 1%
gave no protection against t he magical spells tha t killed A deceased PC who is brought back as a lich becomes a n
him. The collar offers no armor class bonus, but provides NPC under the Dungeon Master’s control. The lich may

immu nity
ons. Ful from
l hit decapitation,
point especially
damage is still from
received, butvorpal weap-
t he wearer have been
but will a friend
tend and
to leave companion
the ir companyoto
thpursue
e player
itscharacters,
own path.
will still have his head attached. X.P. value: x.p.
-- G.P. value: 80,000 g.p.
X.P. value: 1,000 x.p. G.P. value: 5,000 g.p.
Disk of the Azure Sea: This item, popular among sea
Coruskian Stone: Set in a golden necklace, this green trade rs, was originally sold to a rich merchant on th e coast
stone was enchanted by a Nyrondese spellcaster who of Keoland. As wide as a man’s hand , th e wooden disk
sought to control th e griffons of th e Coruskian Mountains. bears a small circle of gold in t he center. When it is set on
Though the magical item worked well, the wizard over- the bow of a ship and a prayer is spoken to Fharlang han,
looked his inability to ri de airborne creatures, and he met god of travel, the ship is protected for the next 24 hours.
hi s doom at th e bottom of a deep and jagged chasm. Since During tha t time, if buccaneers, pirates, or raid ers from
the n, th e stone has been used by the nomads and tribesmen beneath th e waves try to attack, there is a 75% chance a
who happen to find it. misty fog will come up, allowing th e ship to escape with no
The stone gives its owner th e ability to charm griffons (sav- damage. Failing th at , th e att ack occurs as normal.
ing throw applicable) once per day. Charmed griffons will X.P. value: 1,000 x.p. G.P. value: 10,000 g.p.

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Magical Items of Greyhawk

Dream Cap of Veluna: This cap was enchant ed by a wiz- Gemcutter’s Tools of Sunndi: This magical s et of vises,
ard who sought to unlock the mysteries of t he in ner mind. hammer s, blades, and chisels was enchanted by th e moun-
The res ul t of his work is a small leather cap th at can affect ta in dwarves who work the gemstone mines in t he County
the futur e of a sleeping wearer. of Sunndi. It helps any character with gem cutting profi-
For each full night spent asleep, th e wearer of th e cap ciency to increase th e value of his work. For individual
experiences dreams of warning. The sleeper dr eams of th e stones, th e cutter c an make a proficiency check to g ain a
next crea ture or force th at will threa ten or attack him. If modifier to th e Gem Base Value tal be in t he DMG. The
th e charact er will be attacked by a n NPC, monster, spell, DM rolls ld 8 to determine th e modifier:
or natu ral hazard, the cap will reveal it in a dream. How-
ever, th e threateni ng creature/force is usually symbolized Roll Modifier
ra the r tha n revealed in act ual form. For example, a mino- 1-5 -1
ta ur may appear as a bull or a large, hairy man; a fireball 6-7 -2
may a ppear as a landscape of flames (such as th e Elemen- 8 -3
ta l Plane of Fire).
The dreamer m ust save versus paralyzation to face th e The tools are also useful for finishing stones in a mine;
danger courageously. If the saving throw is passed, he the c utter can add 20-50% o t he final average value listed
gains a +2 bonus to saving throws, ability checks, and “to on tabl e 34: Gemstone Quality in the Dungeoneer’s Sur-
hit ” rolls while encountering the rea l danger when it actu- vival Guide. A gem cutter with th ese tools can demand up
ally arrives. If th e saving throw is failed, the character ha s to four times the normal fees for his services.
not faced his fears, and receives a -2 penalty to saving X.P. value: 3,00 0 x.p. G.P. value: 25,000 g.p.
throws, ability checks, and “to hit” rolls in the actual
encounter. Goblet of the Great Kingdom: Created for use by the
The character will always remember a drea m caused by ty ra nt s of Aerdy (who had good reason t o fear assassina-
thi s cap, though th e DM need not mention th e memory tion), th is magical goblet appears to be a normal dri nking
unless th e player asks. After the actu al encounter with the vessel made of polished oak. However, th e goblet automa ti-
danger, a character can make an intelligence check to cally neutralizes all venoms and poisonous liquids th at are
make th e connection between t he dream an d reality. Thus, stored in it for at least one round.
th e cap’s owner may not re alize th e cap’s powers unti l after X.P. value: 1,20 0 x.p. G.P. valu e: 8,000 .p.
many n ights of premonitions.
X.P. value: 1,50 0 x.p. G.P. valu e: 7,500 g.p. Golden Girdle of Urnst Created to protect a powerful
magic-user against malevolent warriors, th is magical gar-
Eyepatch of Tenh This black patch is often found i n th e ment is made of red silk strewn with golden flakes. It is
possession of clerics an d judges because of its power to dis- enchanted to give a + 3 armor class bonus against swords
cover truth . When it is worn over an undamaged eye, the of any type, though other weapons ar e unaffected.
wearer c an see all invisible, astra l, and ethereal creatures X.P. value: 500 x.p. G.P. valu e: 3,000 g.p.
within normal visual range. Also, illusions and poly-
morphed creatures/objects can be seen for what they really Golden Circlet of Greyhawk (M, T): This golden circlet
are. The eyepatch gives a - modifier to rolls for disbeliev- was fashioned for use by th e Lord Mayor of G reyhawk, a nd
in g a phantasmal killer spell. The patch cannot be used is rumored to be in his tre asu re vaults. When worn on th e
more than 1 urn at a time, or more than thrice per day head, the circlet allows a character to summon a band of
without causing perm anent damage to the eye, headaches, thieves in much the same way a s a horn of valhalla sum-
and other complaints. mons fighters:
X.P. value: 2,000 x.p. G.P. value: 15,000 g.p.
User is 4th level or less-summons ld 4 4t h level thieves
Flaming Mirror of Tenh (MI: T his mirror is a silve r oval, User is 5th-8th level-summons ld 4 8th level thieves
6’ all and 3‘ wide, set in a n oak stand. It was encha nted by User is 9th-12th level-summons ld 4 12t h level thieves
a plane-traveling wizard who sought easy access to her User is 13th level or more-summons one 18t h level thief
favorite plane, th at of Elementa l Fire. Few other magic- with maximum ability scores
users have shared her enthusiasm for that dangerous
place, though some have found use for the mirror.
The command word causes the mirror to open a gate to The user can employ the circlet at less than its full
th e Elem ental Plan e of Fire. The plane can be observed, powers if desired. The summoned thieves are friendly to
entered, or exited through th e mirror. Each round th e gate th e user, but refuse foolhardy tasks: “GO fight th at
remains open, there is a 10% chance tha t a fire elemental demon,” would get a good laugh from them. The thieves
will leap through the mirror into the Prime Material remain for eight hours or until they ar e killed. The 12t h
Plane, a nd will seek to kill and burn everything in sight. level and lesser thieves all have average statics, wear
The mirror ha s a maximum of 30 charg es, though it can be leather armor, use short swords, and have normal thief
recharged. One charge is spent for each round tha t the gate equipment. The 18t h level thief h as a n armor class of 2
is open. When all charges are drained, the mirror shatters. (still wearing leather armor), uses a short sword + 3 , and is
X.P. value: 2,000 x.p. G.P. valu e: 8,000 g.p. 30% likely to steal t he best magical it em he can use from
any treasure hoard found during his stay there ; it vanishes
when he does.
X.P. valu e: 2,000 x.p. G.P. value: 30,000 g.p.

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Hasty Barge of Nyr Dyv: This magical boat was created Holy Star of the Bright Desert: This is a copper star
by a wizard who had been adopted by the people of Ny r marked wit h th e silver axe and energy bolts of Heironeous
Dyv. The magic-user gave it a s a gift to a Rhennee noble, th e Invincible. It was fashioned by dervishes to aid them in
and th e wizard was i n tu rn made a noble by the grateful their holy battles against infidels. The star gives a good
lak e people. wearer 30% immunity to fear, and a +20% bonus to reac-
The barge looks like a common vessel of th e Rhennee. I t tions with dervishes in t he Bright Desert. An evil-aligned
is 14’wide and 35’ ong. Upon command it can move at wearer ha s a -4 penalty all saving throws involving fear
twice normal speed or 60 miles per day, for unlimit ed tim e (magical or otherwise), and h as a +20% morale penalty.
and under its own magical power. Four heavy crossbows The device glows brightl y w ithi n 30 eet of any ext remely
ar e mounted along each side, and more can be added. The evil cre atur e (cf. detect evil spell).
barge has a lugsail t ha t can be raised i n windy weather to X.P. value: 1,000 .p. G.P. value: 6,000 g.p.
hide th e magical n ature of its movement.
The hasty barge magically repels water creatures with Holy Medallion of Almor (C): This golden medallion
less th an low intelligence. These will not att ack th e barge, was created while Almor was under the Great Kingdom’s
and get no saving throw agains t th e effect. rule. The clerics of Almor foresaw great evil coming to Fla-
X.P. value: 2,500 x.p. G.P. value: 30,000 g.p. naess, so they enchanted th is item t o help keep peace.
Once per day th e medallion’s powers can be used on one
Headband of the Corusk Mountains: Carved from th e human, demi-human, or humanoid within a 30 yard range.
sku ll of a n ancient white dragon, th is headband was The affected creature must save versus spell or become
enchanted by a powerful wizard who sought to drive the extremely nauseated by violence. The mere sight of vio-
mountain dwarves from their homes and rich mines. lence causes th e affected creature t o save versu s poison or
Though the magic-user died in a cloud of throwing axes become helpless and una ble to t ak e action for 2-5 ounds. If
from the dwarven army, th e ite m was never recovered, and the creature attempts to physically harm another living
so remai ns lost (or possibly in someone’s possession) in t he creature, it must save versus poison at -5 or suffer the
Corusk Mountains. The headband allows the wearer to same effect as above. Also, th e cre ature suffers th e penal-
affect white dragons a s a potion of white dragon control, tie s of - 3 “to hit” and damage, and a n affected PC or NPC
and also gives airborne riding proficiency with white ha s stren gth, wisdom, and dexterity scores halved while he
dragons a - 2 die roll modifier. or she continues to act violently. Certain spells (such as
The wearer is totally resistant to white dragon breath strength) can help the victim, but only remove curse will
an d all effects of cold att acks (spells, weather, or any other completely free a crea ture. The medallion’s effects la st for
type of cold). 24 hours.
X.l? value: 1,800 .p. G.P. value: 18,000 .p. X.P. value: 1,200 x.p. G.P. value: 9,000 g.p.

Healing Cap of Veluna ? This small cloth cap was Horn of the Azure Sea: This magical horn was created
enchanted When
wounded. to help clerics
worn by aofcleric,
Veluna it heal the double
restores dying and
th e by an evil
befriend high
and priest“he
control. who a source
sought of
mention of causes
this item undeadall
to
number of hit points restored by any of the various cure sailors and ocean-faring merchants great distress, and
wound spells. they refuse to sail with a character whom they suspect of
X.P. value: 4,000x.p. G.P. value: 22,500 .p. owning th e horn.
Once per week, only at night on th e open sea, the horn
Headband of the Jotens (C, M): This s tr ip of elk fur was can summon a ghost ship. The ship appears in 2-5 ounds,
enchanted to insur e th e safety of travelers i n the Jotens. materializing from the Ethereal plane into the Border
When worn around a character’s head, th e item allows its Ethereal, where it can be seen from the Prime Material
wearer to understand the psychology of hill giants. If the plane. The vessel is usually large and multi-decked, with
wearer can communicate with hill gi ants, he receives any two or three masts and ta ttered sails. It is white and trans -
reaction modifier he or she wishes, down to - 60% or up to parent, and it makes no sound. For ten turns, it floats
+25%. Once per day the character can inspire one of the beside the ship upon which the summoner stands, then
following emotions in a group of hill giants: vanishes back into th e Deep Ethereal.
Any character who sees th e ghost ship must save versus
Courage -20% morale bonus (see DM Q spell or be struck with fear for one turn. The summoner
Fear + 20% morale penalty himself is immune from th is effect.
Anger -40% reaction modifier, + 2 “to hit,” The ghost ship appears to be deserted, but is actually
an d + 2 damage ag ains t th e object of anger haun ted by th e following types of un de ad

These emotions can be inspired in an y group of 12 or less ldlO Roll Undead


hill giants, including friendly ones. The emotions last 2d8 1-2 1-4 apparitions
tur ns and mu st affect a single group within th e eyesight of 3-4 1 ghost
th e wearer. 5-7 3-12 hadows
X.P. value: 800 x.p. G.P. value: 4,500 .p. 8-0 1-4 spectres

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Magical Items of Greyhawk

These undead do not normally ma ke themselves known, Iron Pin of the Icy Sea: Set in a circular container of
but there is a 75% chance tha t one of them will transfer to transparent crystal, this pin was originally used by the
th e summoner’s ship. Thereafter it will reluctantly obey barbaria n hunters/raiders who sail the Icy Sea in the foggy
th e orders of th e summoner for th e rest of th e summoner’s summer. One command will make the pin point always
life or unti l it is destroyed. eastward. A second command can make it point to the
X.P. value: 750 x.p. G.P. value: 5,000 g.p. desired destination. Furthermore, if outside magical or
supernatural forces affecting navigation are active, the
Horn of the Barrier Peaks: This iron instrument was crystal will glow.
enchanted by a dwarven smith to cement the friendship Like a lodestone, however, th e it em is subject to stron g
between demi-humans and gian t eagles. It is not used often magnetic forces, and offers no protection against na tur al
out of respect to t he gre at birds, but has found occasional navigational hazards, such as the gigantic icebergs that
use i n desperate times. loom in th e north ern fog.
The horn is usable only once per week. In areas where X.P. value: 500 x.p. G.P. value: 4,50 0 g.p.
giant eagles dwell, it can summon 7-12 giant eagles, and
the y ar riv e in 4-7 rounds. If dwarves, elves, or halflings a re Lantern of Greyhawk (BOO X.P.; 7,000 g.p.): This hooded
in danger, th e eagles will attack w hatever is threatening lan ter n was found by looters in t he abandoned castle of
them and/or carry the demi-humans (and their compan- Zagig Yragerne, t he Mad Archmage. Exactly why he used
ions)to safety. The eagles will not fight to t he death or r isk it remains a mystery, though many people suspect th at it
the ir lives uselessly, but will call reinforcements if more served as a guard against the supernatural creatures with

hum ans or demi-humans


‘Ib ensure tha t the eaglesneed to beto
continue saved from
answer to danger.
th e horn’s which he for
cal light dealt.
oneOnce
turn .per day,
This the rl ant
light ern ca
enders n shine
visible magi-
allainvisi-
call, a those rescued must accept a geas to perform some ble’, out-of-phase, and ethe rea l cr eatu res in a 50’ radius.
service for the eagles. Failure for all those rescued to do so The ethereal cr eatures will then be visible as transparent,
breaks th e ancient pact an d causes the horn to shatter. ghost-like entities .
X.P. value: 3,000 x.p. G.P. value: 18,0 00 g.p. This light also automatically tur ns any undead as a 15th
level cleric.
Horn of the Vast Swamp (C, M): This conch shell was X.P. value: 3,000 x.p. G.P. value: 25,0 00 g.p.
enchanted by a renega de magic-user who was banished by
.
th e Count of Sunndi for criminal behavior. The wizard Locket of the Great Kingdom (M): This item was cre-
sought to gain power over th e inhab itants of his new home, ated by a wizard who greatly feared death. It has since
though he paid a heavy price for it (see explana tion below). been used by two or thr ee other spellcasters, though usu-
The horn summons 7-12 gian t toads. Any summoner can ally at th e expense of another living creature. Under str ess
command thes e toads for a numbe r of rounds equa l to twice th e locket makes saving throws as a hard metal.
his level. A non-evil summoner must m ake a saving throw When th e command word is spoken, the locket draws i n
versus spells or lose control of t he toads a nd be attacked by th e magic-user’spsyche (soul)and holds it safe. If the char-
them. Each use of the horn causes the summoner to save acter l ater dies, his or h er life force travels to th e locket (cf.
versus spells or permanently lose 3 wisdom points. The magic ja r spell). If th e owner is on a different plane than
summoner will not notice the change until his wisdom th e locket, his life force has 7 days to ret ur n to locket or the
score drops to 0, when h e becomes a gia nt toad. The cumu- psyche departs to th e outer plane of t he character’s align-
lative changes are: ment. Once the life force is i n th e locket, it is aware of
events tha t occur in a 50’ radius, though it cannot commu-
Total Wisdom nicate with creatures tha t ar e not telepathic or have appro-
Points Lost Effect priate spell abilities. If the locket is destroyed while
3 glassy eyes, war ts containing a psyche but no life force, the psyche is utterly
6 light green hair and irrevocably annihilated; but if it is destroyed while
9 frog-like facial feat ures, containing the life force, the psyche travels to the outer
croaki ng voice plane of th e character’s alignment, allowing resurrection.
12 dark green skin The locket allows th e life force thre e spell-like abilities,
15 bloated body, hunched bac k each usabl e once per day: animate dead (a single skeleton
or body only), magic ja r (as t he magic-user’s spell), and
X.P. value: 1000 x.p. G.P. valu e: 2,500 g.p. feeblemind, at t he user’s own level. Note tha t a n animated
body (zombie)or sk eleton ha s all th e characteristics of the
monster, but h as th e user’s intelligence. Also, a zombie
tha t is animated for more than 60 days must save versus
Iron Crown of the Bandit Kingdoms: Fashioned in th e death each additional day or tu rn into a skeleton.
land of warriors, th is meta l headgear completely removes X.P. value: 3,500 x.p. G.P. value: 25,000 g.p.
the chance for the following spell-like powers to work on
the wearer: feu< charm person, magicjar, suggestion, and Medallion of Malog (M): Hung on a golden necklace, thi s
hold person. A fighter g ains one level and a cleric or magic- medallion was created in t he evil temples of th e capital of
user loses one level while wearing t he device. th e Horned Society. It allows any magic-user with a mini-
X.P. value: 3,000 x.p. G.P. value: 35,000 g.p. mum of 12 intelligence and 10 wisdom to perform a mon-
ster summoning V spell once per week.
X.P. value: 1,500 x.p. G.P. value: g.p.
7,500

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Magical Items of Greyhawk

Medegian Bracelet of Lost Ships: This silver disk con- There is a 50% chance tha t the wearer will transfer his
tains a zircon stone t ha t was enchanted by a greedy wizard vengence to others than the creature responsible for its
who used it to a tta in great w ealth before he was captured deat h, under t he following conditions: 1) he others were
and hung by pirates. with th e primary subject when the wearer was killed, 2)
The stone i n th e bracelet glows red on th e side tha t faces the others aided the primary subject and were present
the nearest sunken ship within 1 mile. When the gem when the primary subject was slain, and 3)th e others slew
enters within 50’ of horizontal ( not vert ical) distance from the primary subject, frustrating the wearer’s desire for
a sunken ship, the stone glows blue. When the command revenge. Otherwise, the wearer departs when hi s vengence
word is spoken, the bracelet causes the sunken ship to rise is completed or his time r un s out.
to th e surface for 2 turns. X.P. value: x.p.
-- G.P. valu e: 2,000 g.p.
The bracelet has up to 25 charges and cannot be
recharged. The detection ability drains no charges, but Oracles of Greyhawk (M): Appearing to be crystal balls
raising a sunke n ship drain s a number of charges depend- with slight tinges of color, these were created m any ye ars
ing on th e size of th e ship: ago for th e then-L ord Mayor. However, no one is sure how
many oracles ar e still in th e government’s possession, and
Small boat or barge
how many have been lost or stolen.
Small galley
The oracles can be asked one question per day, as if the
Large galley
magic-user was consulting a sage (see DMG.) There are
Small merchant ship
seven known oracles:
Warship
Large merchant ship
Color Area of Knowledge
For each sunken vessel found, there is a 25% chance tha t red ‘ Horned Society
1-6 other lost ships lie in t he same area. Only one ship can orange Wild Coast
be raised at a time. Each vessel has a 75% chance of being yellow Kingdom of Furyondy
inhab ited by a ra ndom monster. Lost ships tend to consist green Gnarley Forest
mostly of rot tin g wood covered with seawee d. Each charac- blue Shield Lands
ter who boards a raised ship ha s a 20% chance per t ur n of violet City of Grey hawk
taking 1-6 damage from falling through unstable floor- brown Cairn Hills
boards (optional dexterity check to avoid damage). Note
also tha t a ship broken into several fragments may require Possible questions might include populations of huma ns
several separate charges, and tha t a badly shattered ship and demi-humans,numb ers and types of troops, types of mon-
may not be recoverable by th is means. sters, and special knowledge categories (see D M g ) isted
X.P. value: 1,500 x.p. G.P. valu e: 15,000 g.p. under Humankind, Demi-humankind,Fauna, and F lora.
Each question may be considered o be in t he oracle’s major
Necklace of Almor: Appearing as a rusted, worthless field unless th e question pert ains to a different geographi-
piece of jewelry, thi s item was enchanted by a spiteful wiz- cal ar ea or to a field of study not l isted above. Due to t he
ard who wore th e it al l of h is life. Ironically, his peaceful alignment of th e items’ creator, th e chance of knowing a n
dea th did not activate its vengeful powers. Other weare rs answer i s also affected by th e questioner’s alignment :
have since used it.
The item is cursed, it cannot be removed once it is put on
lawful + 10%
except with t he aid of a remove curse spell. Its magic takes
chaotic - 10%
effect only if an intelligent creature causes the wearer’s vie
good + 10%
evil - 5%
lent death. Nine days aRer death, the wearer rises as a walk-
neutral +25%
ing corpse, whose single goal is to destroy those responsible
These modifiers ar e cumulative.
for its death. It will ignore any except those who interfere
X.P. value: 2,000 .p. G.P. valu e: 12,000 g.p.
with it , and the n only until the interference ends.
The power of th e item anim ates t he body, allowing it to Paints of Blackmoor: This set of multico lored paints was
regenerate damage as a troll (3 hp per round), or to anima te enchanted when th e city of Blackmoor was i n full power.
a fres h body nearby if th e origina l body was destroyed. The After the city and castle fell into ruin, the magic-userused he
animated corpse is immune to clerical tur ns, holy water, or paints to insure his ow n survival in the hostile land.
other clerical items; t he only su re way to destroy the body Each set has five applications of each color. Each color
is to burn it to ashes. comes in a tiny ja r held in a box of holding (as the smal lest
For purposes of combat,th e an imated corpse will have 8 hit bag of holding). The pai nt is applied all over th e body of th e
dice, and will att ack by strangling for 2d8 points of damage, user and la sts for 24 hours. During thi s time its effects can
which is continuous once th e initial attack succeeds. It single only be tak en away by a remove curse.
mindedly attacks th e creature responsiblefor its death.
Although all damage will be eventually regenerated (or Red: transforms the user into a 7th level fighter with a n
another body taken), t he corpse will show an irreversible AC of 2, a two-handed sword + I , and 7 0 hit points.
process of decay. After 15 days, during which th e weare r
will try to ta ke his revenge, th e character’s psyche can no Blue: transforms the user into a 7th level cleric with a n
longer remain and will depart forever from the Prime AC of 3 , a footman’s mace +2 , and 60 hit points.
Material Plane; neither reincarnation nor resurrection is Spells should be selected immediately: 3- ls t, 3-2nd,
possible once thi s occurs. 2-3rd, 1-4th.

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Magical Items of Greyhawk

Green: transforms the user into a 7 th level ranger with an In trading with others the robe gives its wearer a 20%
AC of 4, a longbow + 3 , and 55 hit points. chance to make a more favorable deal.
X.P. value: 2,000 x.p. G.P. value: 10,000 g.p.
Black: transforms the user into a 7th level thief with a n
AC of 5 , a dagger +2 , and 32 hit points. Scarf of the Dry Steppes This brown garment was

White: transforms the user into a 7 th level paladin with enchanted


vishes of thby a n evil
e Dry wizard
Steppes. who used
Though th e it against the
dervishes der-
eventu-
a n AC of 1, a long sword +3 ,and 67 hi t points. ally caught and imprisoned th e magic-user, they never
found the item, and so it disappeared into the wasteland,
Brown: Transforms th e user into a 7th level druid with a n possibly into th e hands of th e nomads or tribesmen who fre-
AC of 6, a quarter staff +2 , and 44 hit points. quent the land.
Once per week t he scarf allows a magic-user to summon
Using the paints twice in a 24 hour period results in ld4 invisible stalkers. The summoner must save versus
inst ant death for the user. Upon re tur n to normal the user spell to control the cre atures, at - if good-aligned and a t
regains ld12 lost hit points. For purposes of operating in + 2 if evil-aligned. If t he saving throw fails, the n th e stalk-
th e assumed class, all ability scores are treated as a t least ers will attack if the summoner is good; otherwise th ey will
th e minimum s tar ting scores required for th e class for the depart. If the saving throw is successful, th e magic-user
durat ion of th e effect. A transformed character h as all th e can command a service th at can be carried out within 200
memories of th e original character bu t th e have t he powers miles.
of th e new class. Fail ure to adhere strictly to th e limits of X.P. value: 2,000 x.p. G.P. alue: 12,500 g.p.
the assumed class will break the magic and restore the
original form. A transformed characte r is proficient in th e Sceptre of the Forgotten City: A relic of a lost civiliza-
new weapon magically acquired (which vanishes wi th th e tion, th is wand-like sceptre is a 2‘ long shaft of silver with a
effect) and in any weapons they might have known before large red gem a t the tip. It was used by some of th e original
th e transformation. (Note: X.P. value and g.p. value are lords of th e Suel Imperium, and when t ha t kingdom was
per pot of color.) burned into t he Sea of Dust, th e wand was lost. A recent
X.P. value: 300*** x.p. G.P. value: 2,500*** .p. expedition from Yeomanry rediscovered the wand, and
those explorers claimed that it came from the Forgotten
Prism of Greyhawk @ I)
his :
c rystal sorcerer’s tool was City itself. Whether or not that claim is true, t he sceptre
enchanted to enhance th e prism’s ability to create dazzling certainly contains some of th e greatness t ha t built the lost
colors. The prism can c ast two spells, each once per day: empire, and much of th e madness tha t destroyed it.
color spray (as a 6th-level spell caster) and hypnoticpattern. When the command word is spoken, the holder of the
Note tha t t he prism must be used in t he presence of direct sceptre receives a bonus of two wisdom points an d four cha-
sunlight. It cannot be used under moonlight, normal torch- risma points (to racial maximums) for 4 + ld 6 days. He
light, or daylight on an overcast day. must then make a successful saving throw v ersus spell or
X.P. value: 1,000 x.p. G.P. value: 4,500 g.p. become confused until a remove curse is received; this will
also remove the beneficial effects of th e sceptre.
Purple Gem of the Vesve Forest (F): Set in a silver The sceptre h as 5-11charges (2d4 +3). Each use costs one
bracelet, t hi s magical gemstone ha s occasionally been used charge, and the sceptre cannot be recharged. A character
by th e elven wizards who created it. However, the King of who attempts to use t he sceptre more tha n once per week
Furyondy refuse s to ad mit t he gem’s existence because he must save versus spell or lose four intelligence points per-
prefers t ha t elven warriors join his own infantry, not form manently, and then must make a successful system shock
troops outside his command. survival check or die,
The gem allows a sylvan or high elf to summon a n elven X.P. value: 1,000 x.p. G.P. value: 5,500 g.p.
army for a single declared purpose. The user can raise a
number of elves equal to his or her age. This army take s a Silver Crown of Veluna: Encrusted with small green
week to gathe r and can be kept together only as long as he gems, this item recently appeared among the ruli ng clerics
stated goal is still in effect. In addition to the lesser mem- of Veluna. The Canon himself h as often worn it, though he
bers of the army, th e summoner will gain seven aides: two may sometimes loan it to trusted agents of Veluna when
magic-users, two clerics, and th re e rangers 1-3 evels lower they embark on important, holy missions.
th an t he user’s level. The crown radia tes protection from evil when worn by a
X.P. value: 3,000 x.p. G.P. value: 35,000 g.p. lawful character. A lawful good or ne utr al good chara cter
receives + 4 wisdom (to racial maximum) while t he crown
Robe of Veluna: Enchanted by a wizard who enjoyed th e is worn. A lawful evil character who wears t he crown tem-
luxuries of wealth, this purple garment gives its wearer porarily has a -4 wisdom penalty, while a ne utra l evil
th e physical appearance of nobility: well-groomed hair, character has a - penalty. A chaotic evil character cannot
clean skin, an d rich, colorful clothes of silk and fine wool. use th e crown at all.
The character’s charisma rises by 2 points (to racial maxi- X.P. value: 2,000 x.p. G.P. value: 22,500 g.p.
mum), and h e or she will tend to be treated with respect by
memb ers of a civilized society (i.e. a +15% reaction by
NPCs below Upper Middle Class). However, etiquet te and
social graces are left to the character’s intelligence, cha-
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Star of Celene: Set on a silver necklace, this golden Timeglass of the Mage (M): Appearing to be a 1’ tall
medallion was given as a gift to a halfling thief who per- hour glass, this magical item made i ts sudden appearance
formed great services for high elves in Celene. The item in t he hands of a n adventurer who had forced his way into
was intended for use by the halfling and his family and the Valley of the Mage. He returned with only the
friends, though no one knows who has it now. timeglass and the scars of many dangerous encounters.
The star gives a good-aligned wearer a +20% reaction Since then, t he timeglass has been sought by many spell-
bonus from NPC elves. This bonus is halved for elves above casters because of it s reputed powers, which ar e rumored to
4th level, and negated for elves above 8th level. The star be a s follows:
causes a n evil-aligned wearer 1 point of electrical damage
per touch and will not function. Vanish time. Time itself will bypass a 30’ cubic are a for
X.P. value: 500 x.p. G.P. value: 2,000 g.p. 1 hour per 1 charge expended. Subjective time does not
pass for those within t he are a, and they simply appear
Storm Rider of the Gearnat Sea: This large merchant to vanish for the intervening time. They reappear a t the
ship is enchanted to withstand t he violent storms and huge end of the duration set by the number of charges
waves of the Sea of Gearnat in spring and autumn. Many expended.
merchants gathered their wealth to pay the wizard who
Ageless casting. If th e timeglass is held while casting a
enchanted it. A bloody fight erupte d after wards when th e
spell th at would normally age th e caster (such as gate or
deed of ownership mysteriously disappeared. Now the
wish), the spell will instead drain 1 charge from the
Storm Rider is a n item for anyone strong enough to take it
timeglass for each year t he caster would have aged.
and crafty enough to keep it. The vessel ignores th e effects
of stor ms sailing a s if in a brisk breeze all times. Waves
fla tte n out when th e keel touches thematand th e effects of Restore youth
or any crea . Youth
ture
can be restored to t he t he wielder
of hi s choice upon command. The proc-
ra in or snow do not touch any par t of th e ship. ess drains 1 charge from the timeglass and one level
X.P. value: 5,000 .p. G.P. value: 50,000 .p. from the wielder, and will restore 2 years of youth to th e
subject creature. The level given up cannot be restored,
Tapestry of Ekbir: This 10’X 15’woven tapestr y displays (doing so will cancel the time reversal); t he level must
a scene of a dar k river i n a bleak, rocky landscape. The tap- be earned anew.
estry was intended to be a gate from Ekbir to th e lower
Secondary power. Once per 24 hour period, th e owner
planes for disposal of its worst criminals. It is rumored,
can invert the timeglass and command one of the follow-
however, th at th e tapestry actually opens into a previously
in g spell effects to‘occur: time stop, haste, slow, or part
undiscovered plane and not one of the lower planes,
water. Each use ages the wielder 1 year, except timestop,
although the landscape is bleak enough.
which ages the wielder 2 years.
The command word causes a branch of th e river to enter
th e Prime Material Plane. The water rushes out from the
The timeglass has up 25 charges and i s not rechargeable.
tapestry and forms a 10’ wide, 5’ eep river. It flows for 50‘
before vanishing back into the plane t ha t it normally occu- When the last charge is expended, it shatter s into useless
fragments. Note: It is rumored th at t hi s device is of extra-
pies. The river exists in the Prime Material Plane for 3
planar origin and cannot be constructed on the Prime
turns, and can only be summoned once per month. The
Material Plane.
water is brackish and evil-smelling, and the current is
X.l? value: 5,000 .p. G.P. value: 50,000 .p.
swift and strong.
A character who enters th e river must make a stren gth
Turbans of Tusmit (C, M): These colorful gar men ts hav e
check or be swept along with th e water. This check must be
been used for many purpo ses in Tusmit. Some of thes e tur-
made every five rounds, or once per 10’ of the river traveled
bans have led their owners to gre at wealth a nd fame, while
by swimming, whichever comes first. A char acter who fails
others have caused their owners horrible suffering.
the check in the last 10’ of th e river is carried through th e
Each turban can summon one of the geniekind each
gat e into the land beyond and cannot retu rn back through
week. The genie’s reaction and t he course of th e action is
the gate.
decided in play. There a re five turban s, each of a different
X.P. value: 1,250 x.p. G.P. value: 12,500 g.p.
color:

Tiger Cloak
complete hide of
of aChakyik
n adu lt tiger, , T):cloak
(C,this Fashioned from the
includes a tiger- Brown Turban of Jann Summoning (500X.P.; 2,000 g.p.)
Grey Turban of Djinni Summoning (1,000 X.P.; 3,000 g.p.)
head cap, skin, and claws dangling a t the sides. It was the
Black Turban ofDao Summoning (1,0 00 X.P.; 2,000 g.p.)
favorite magi cal item of th e Tiger Lord and the lesser
Red Turban of Efreeti Summoning (1,000 X.P.; 2,500 x.p.1
khans, until it disappeared.
White Turban ofMarid Summoning((1,500X.P.; 3,000 g.p.)
The cloak gives t he wearer a + 20% reaction from Tiger
Nomads, but a -50% reaction from Wolf Nomads and
The summoned genie must obey th e first order of th e tur-
tribes of the Burneal Forest. In melee, the wearer of the
ban wearer. From then on there is a 5% cumulative chance
cloak enters a berserk rage and gains a + 3 strength
per additional order (over th e life of th e tur ban) tha t t he
( + 50% for fighters with 18 stren gth) to racial maximums,
summoned genie may ignore the order and instead atta ck
but loses any dexterity bonus to his armor class. Ifhe or she
the summoner. There is no way to tell how many times
wishes to cease fighting while live enemies ar e in sight, the
each tur ban h as been used. Ift he genie associated with the
character must save versus spell or continue to attack.
turban is killed, t he tu rban is useless.
X.P. value: 1,500 x.p. G.P. value: 12,500 g.p.

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Magical Items of Greyhawk

Tusmit’s Battle Cres cen t Set in a golden necklace stud- Wolf Cloak of Wegwiur (C, F, T): This magical cloak was
ded with gems, thi s medallion is a prized possession among made from the hide of a winter wolf, and includes a wolf-
th e rule rs of th e northwest. A warlord will gladly pay the head cap, pelt, claws, and tail. It was enchant ed by a cleric
full price for it, though a treacherous lord might send his of th e Wolf Nomads, and since the n h as served a s a tool for
thieves and assassins to retrieve t he payment. those who seek th e swift, sleek power of wolves.

+Once
2 (or in every
10%) 24 hour
bonus period,
on any th ecombat-related
single character can receive a
die roll. The cloak
Wolves gives
of the the wearer
Prairies, +20%
but a a-50% reaction
reaction from
from the
Tiger
The decision to ta ke th e bonus must be made before the die Nomads. In melee, the wearer ga ins 3 wisdom and 4 dex-
is rolled. terity points (to racial maximums). If a character wears
The crescent also protects the wearer from all normal thi s cloak at night i n th e light of th e moon, he or she can
missiles, and all weapons striking the wearer are at - to turn into a winter wolf (with average statistics) ld4 + 3
hit and damage. hours.
X.P. value: 1,000 x.p. G.P. value: 18,000 g.p. X.P. value: 2,000 x.p. G.P. value: 15,000 g.p.

Whistle of Ax ew oo d This silver instrument was created Woodworker’s Tools of Dyvers: This set of magical
by elven wizards for use by young human and elven maid- hammers, spikes, axes, chisels, files, and other tools was
ens. Anyone who successfully uses the whistle gains the created for a carpe nter in th e City of Dyvers, and though h e
respect of the demi-humans of Axewood, while any rumor payed much gold for it, the set eventually brought him
of its misuse will draw the wrath of many angry elves, great wealth. It allows a character with carpentry profi-
gnomes, and halflings. ciency to build very sturdy wooden constructions with
Once per month t he whistle ca n summon 2-5 unicorns. 150%of normal defensive point values. Consequently, th e
The unicorns make a reaction check with th e following carpenter receives double to triple the usual fees, or a
cumulative modifiers: weekly average of 50 to 75 g.p.
X.P. value: 2,000 x.p. G.P. value: 24,000 g.p.
The summoner is good-aligned + 10%
The summoner is hum an or elven + 10%
The summoner is a sprite, dryad, etc. + 30% Armor and
Blue Armor of the Crystalmist Mountains +3 F): Cu t
If summoner or companions are evil or if the reaction is from the hide of a n adult blue dragon, this set of chain mail
poor, th e unicorns immediately leave. If they stay, a good- + 3 was fashioned for use by t he mou ntain dwarves of th e
aligned huma n or elven maiden of pure hea rt can attempt area. The armor can be loosely hung on a human-sized
to tame one of them for use as a steed. To the base 25% character, though th e character loses all dexterity bonuses
chance, add 2% for each point of the character’s intelli- to his or her armor class, and fights at -2 “to hit.” Aside
gence, wisdom, and charism a over 15. Also add th e follow- from the armor class bonus, th e wearer saves against elec-
in g cumulative modifiers: tric al att acks for half damage or none.
X.P. value: 3,000 x.p. G.P. value: 17,500 g.p.
The maiden is a ranger or cleric + 10%
Sh e is not alone - %per companion
Sh e was once evil-aligned -20%
Thus, a maiden ranger with a n 18 charisma and one com-
panion would have a 36%chance to tam e a unicorn (25 + 6
+ 10 - 5 = 36).
X.P. value: 3,500 x.p. G.P. value: 32,000 g.p.

Wings of the Ra ke rs : This white cloak was enchanted by


a wizard who found a welcome home among the Griff
Mountains a nd t he Rakers. He especially enjoyed his time
among the a arakocra bird people, and so he created this
item to enhance his encounters with them. When he
neared his na tural death and returned to his home in The-
ocracy of th e Pale, he passed t he cloak on to a trusted
friend, and it ha s gone from character to character since.
The cloak acts as wings offlyin g, except th at wings of the
rakers ta ke th e appearance of white seagull wings. The
cloak also gives its wearer t he ability to speak and under-
sta nd the la nguage of th e aarakocra, and to mimic their
diving at ta ck maneuver. A good-aligned wearer receives a
+ 2 0 % reaction bonus from the aarakocra, but an evil-
aligned wearer receives a 20%penalty. -
X.P. value: 1,000 x.p. G.P. value: 9,500 g.p.

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Goblin Shield of the P o m a r j +2: This metal shield


bears t he coat of a rms of goblins in th e Pomarj: th e red
face of a medusa. Its creator is unknown, though rumors Equalizer of Gr an March: Also known as th e Sword of
indicate a weak and treacherous wizard who sought his Neutrality, th is silver long sword is a tool for the balancin g
own safety during t he invasion of humanoids from th e powers of th e universe. It s creator desired th at it be used to
Lortmil Mountains. Now the shield is found only in the equalize (or, more accurately, to term inat e) th e extrem es of
hands of a goblin chief. While giving a + 2 bonus to its nature, shifting the universe closer to the true neutral
wielder’s armor class, the shield can cast flesh to stone alignment. Only a character of tr ue neutr al alig nment can
(reverse of stone to flesh) once per day. fully use thi s sword. In th e hands of such a character, th e
X.P. value: 1,250 .p. G.P. value: 7,500 g.p. weapon is treated as a + 3 weapon when determining wh at
can be hit by it, even though its “to hit” and damage
Keolish Plate Mail of th e Seas + 1 (C, F): This mail bonuses a re but + 1. In th e hand of a tru e neut ral charac-
armor was given by t he Kin g of Keoland to an admiral who ter, t he sword receives special combat modifiers according
had fought successfully again st th e Sea Princes. It is plate to t he opponent’s alignment:
mail + I , and also stays afloat in water, negating the
chance for its wearer to sink in mild or slightly choppy Opponent’s Alignment “To Hit” Damage
water. The wearer can tre ad water indefinitely, but cannot lawful neutral, chaotic neutral +1 +2
dive underwater more tha n two feet. Swimming speed is neutral good, neutral evil +2 +4
not affected by thi s armor. lawful good, chaotic good,

X.P. value: 1,500 .p. G.P. value: 7,500 g.p. lawful evil, chaotic evil +3 +6
Red Armor of the Hellfurnaces +4 (C, F): This blood- Each time a n opponent of a n extreme alig nment is struck,
red arm or was cut from th e back plates of a n adult red th e creature must make a saving throw versus spells or be
dragon. Many warriors from the Yeomanry died in th e bat- disintegrated. Against true neutral opponents the sword
tle to kill the creature, and the best dwarven armorers receives only th e bonuses of a long sword + 1 .
were hired to rework t he plates into a wearable suit. The X.P. value: 10,000 .p. G.P. value: 50,000 .p.
final product is a set ofplate mail + 4 th at allows its wearer
to sav e agains t fire-based at ta cks for half or no damage. Flying Scimitar of Tusmit + 3: Forged in preparation for
Red dragons seeing thi s armor will make unusual efforts a possible war against Ekbir, this enchanted weapon is
to kill the wearer. used only by th e Pasha’s most trusted war-ministers. When
X.P. value: 6,000 x.p. G.P. value: 35,000 g.p. used in combat it gains + 3 “to hit” and damage. It can also
be thrown (minimum range: lo’, maximum range: 30’).
Shield of Greyhawk + 3 (F): This metal shield bears When thrown, th e scimitar spins like a razor-edgedpropel-
Greyhawk’s coat of arm s, and was created by the Society of ler and strikes as a sword of sharpness. It returns to the
the Magi. It now hangs in t he audience hall of the Lord thrower’s hand th e next round. Anyone else who atte mp ts
Mayor’s mansion, and is well guarded. As well as giving it s to catch the flying sword must m ake a saving throw versus
user a + 3 rmor class bonus, the shield can cast dispel evil death r ay or lose th e member. There will be no effect on th e
as a 9th-level cleric, once per day. weapon’s flight.
X.P. value: 1,050 x.p. G.P. value: 10,500 g.p. X.P. value: 8,000 x.p. G.P. value: 40,000 g.p.

Thillonrian Shield of Berserking + 2: A prized magical Re1 Astr an S word of Enmity +1, + 3 vs. Racial Ene-
item to fighters in the Thillonrian Peninsula (home of mies: This long sword was enchanted for a paladin from
Frost, Ice, and Snow Barbarians), this shield gives a + 2 th e City of Rel Astra. The weapon has a normal bonus of
bonus to the wielder’s armor class. Its greatest benefit, + 1 “to hit” and damage in melee. However, it also raises
however, appears during mass combat. When held by a th e wielder’s atta ck and damage rolls by a n additional + 2
commander, at least half of whose troops are barbarians, when used again st racially ha ted opponents. Examples of
th e command word can cause the shield to cast a spell of those gaining the bonus include: paladins against chaotic
berserking on up to 200 warriors in the commander’s evil creatures, rangers against giant-class creatures, bar-
troops. Those warriors g ain a +2 onus to their attack rat- barians against magic-users, elves against driders and
in g and never need to check morale. They also have a disci- drow elves, and so on.
pline rati ng of 0 and will not enter a closed formation. X.P. value: 750 x.p. G.P. value: 3,750g.p.
X.P. value: 1,200 x.p. G.P. value: 12,000 g.p.
Stonefist Sword of Rag e +2: This two-handed sword
White Armor of the griff Mountains + 3 C, F): A fter was enchanted durin g th e reign of Vlek Col Vlekzed. No
tribesmen of the Griff Mountains slew an adult white one is su re if Vlek wielded it himself, though t he warriors
dragon, they sold the hide to th e dwarven armorers who of th e Hold of Stonefist stubbornly (an d violently) claim so.
created this sui t of scale mail + 3 . The dwarves created it No one doubts that th e weapon contains the streng th and
for a human-sized wearer, thoug h a dwarf or halfling can ferocity upon which Vlek built his domain.
wear it at a penalty of - o his or her armor class;th us th e Aside from its normal + 2 bonus to attack and damage
total AC modifier is +2. The white armor also gives the rolls, t he sword allows th e wielder to voluntarily e nte r a
wearer t o save versus cold-basedattac ks for half damage or st ate of mindless rage. While enraged, the character gain s
none. an additional + 1 “to hit,” + 3 damage, and a n additional

X.P. value: 2,250 x.p. G.P. value: 13,500 g.p.

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+ 2 hit point s per level. (Note: These bonus hit points ar e Good-aligned characters save at -2. This power mus t be
lost to damage before the character’s own hit points, cf. summoned before th e arrow is shot, and a miss wastes its
potion of heroism.) However, the character also loses any killing magic for tha t day.
dexterity bonuses to his or h er armor class, and cannot con- X.P. value: 750 x.p. G.P. value: 7,500 g.p.
trol th e rage unti l he or she makes a save versus spell (one
atte mpt per round). Cord of Ekbir +1: Since strangulation is the favorite
X.P. value: 1,000 x.p. G.P. value: 5,000 g.p. attack method of assassins a nd thieves i n th e civilized
northwest, a magical garrote was destined to appear in th e
Sword of the Wild Coast +3: This cursed two-handed hand s of Ekbira n murderers. Th is black cord strikes a t + 1
sword was enchanted by a bitter magic-user to expose th e “to hit,” and forces the victim to save versus spell or be
“true inner personalities tha t all warriors possess”. stunned and unable to resist th e attack.
This weapon causes its owner to save versus-spell or X.P. value: 450 x.p. G.P. value: 4,500 g.p.
become ne ut ral evil a nd a lover of battle. Modifiers to th e
saving throw depend on th e victim’s class: Iron Gauntlet of Urnst This item was created by an
iron-fisted wizard who wan ted a magical item t o symbolize
paladin +6 hi s philosophy of life. It is a leather gauntlet covered with
ranger +3 flat iron plates on the upper surface. When used in melee
fighter or thief -3 combat, th e wearer ha s one attack per round at + 2 “to hit.”
Damage inflicted is determined as per t he following table:
If the saving throw is failed, the wielder will always be

looking for a
sees a fight orfight a nd weapon,
a drawn always fighting to resists
he seldom th e death. If he
t he urge DieRoll
1-12’ Result
glancing blow-ld6 points
to en ter battle. Even the th rea t of combat causes him to 13-16 solid punch-2d6 points
make a wisdom check or immediately attack . The charac- 17-19 ha rd punch-3d6 points and opponent is
ter can be released only by a remove curse spell. If a charac- stunned next round
te r dies while under th is curse, his psyche travels to the 20 crushing blow- 4d6 points and opponent is
outer plane of Acheron, never to return. stunned for next 3 rounds
Any character can attempt to wield thi s weapon, but one
who is not neutral evil does not receive its magical Add +4 to th e next “to hit” and result rolls against a
bonuses. Also, a good-alignedcharacter takes 1-4 points of stunned opponent instead of +2.
electrical damage per u se of it. X.P. value: 2,000 x.p. G.P. value: 12,000 g.p.
X.P. value: x.p.
-- G.P. value: 1,000 g.p.
Razor Claws of Chakyik +2 (F, TI: These were created
Warlord Blade of the Shield Lands F): This magical by a magic-user loyal to the Tiger Lord of th e northwest .
broadsword +2 increases it s possessor’s leadership ability Always appearing in pairs, each razor claw of th e se t con-
in combat. Thus, a Commander’s charism a is considered to sists of four curved daggers attached to a leather gauntlet.
be 18, giving a + 2 morale modifier to troops under h is com- The weapon gives + 2 “to hit” and ld6+2 damage, and
mand. T he sword also doubles his or h er command radius requires no special proficiency for use. When both claws
and gives his or h er troops a +2 discipline modifier. are used a t once, the character ha s two attacks per round if
X.P. value: 1,600 x.p. G.P. value: 8,000 g.p. his or her class level does not alread y allow it.
X.P. value: 1,500 x.p. G.P. value: 7,500 g.p.

iscellaneous Weapons Trident of the Oljatt Sea +2: Rumored to be a weapon of


Axe of Sulward +2 : Magically sharpened t o aid woods- sahuagin fighters, t his weapon givesa bonus of + 2 “to hit”
men in cu tting th e ra re woods to be exported from the Lord- and damage. Once per tur n, it can fire a jet of steam in a n
ship of the Isles, this axe can also serve as a valuable are a 60’ long, 20’ high, and 20’ wide. The steam inflicts
weapon. Though it causes damage as a battle axe + 1 , its 6-36 points of damage (6d6), half if a successful saving
+ 2 bonus is gained only ag ains t wooden objects and plants. throw versus spell is made. When fired under water, th e
On a roll 4 higher th an t he required “to hit” roll, th e axe steam travels only half t he distance, and causes half dam-
age (a saving throw for one-quarter damage is applicable).
destroys a n opponent’s wooden shield. X.P. value: 1,500 x.p. G.P. value: 12,000 g.p.
X.P. value: 400 x.p. G.P. value: 2,250 g.p.

Black Arrow of Iuz + 3 Carved from th e bone of a black Whip of Zeif +3: When wielded by a ch aracter proficient
dragon, this enchanted arrow strikes a t + 3 “to hit” and with th e whip, this weapon strikes at + 3 “to hit” an d dam-
damage. The arrow reappears in t he owner’s quiver each age. It can also be cracked in t he air t o produce a deafening
dawn after it is used, i.e. th is item is permanent unless lost sound, causing all creatures under eight hi t die (exceptth e
to a special att ack form, deliberately destroyed, etc. Once wielder) in a 20’ radiu s to s ave versus sp ell or be deafened
per day, an archer can call upon its deadly powers, causing for 2-5 turns. The sound can be heard up t o 1000’ away.
th e targ et to save versus death magic or die immediately. X.P. value: 800 x.p. G.P. value: 5,000 g.p.

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Geography of Oerth
n
erth’s geography is little known because trav el trees, some of which cling to t he cliffs, and a wealth of
is 50 dangerous to one’s health. Only the rich lesser ferns, mosses, and flowers. Above these is a cloud-

and
ards,powerful can who
and clerics afford th e armed
make guards, wiz-
long-distance tra- forest
grant of odd
and fleshy-leavedplants
silent realm contrastsan d rarthe
with e orchids.
highestThis fra-
levels,
vel possible. Because of this , ta le s of far away which are raucous and white-stained with innumerable
“6 lands a re always sought after by those unable to move free- se a birds; puffins, eider, albatrosses , and ot hers less recog-
ly. nizable. On rare clear days the Pinnacles may be marked
The unusu al places described here ar e some of th e most a t some distance by th e plume of fea thered life above them.
infamous and best-known bits of topography in t he la nds The Pinnacles seldom offer an easy landing. Broad
men travel. In addition to being interesting in th eir own though they may be, the shelves between cliffs ar e seldom
right, these are as were selected for inclusion in th is chap- . conveniently near sea level. In most cases a landing party
ter because they illustrate an important point: An area must climb ten s or hundreds of feet upwards from th e sea.
doesn’t have to be filled with monsters, tricks, and tra ps to The difficulty of the terrain, and the mists, numerous
be inter esting to players and DMs alike. waterfalls, and thick vegetation at first conceal the fact
that the Pinnacles are not natural formations, or even
shaped ones, but a re composed of tita nic blocks. On ra re
The Pinnacles of Azor’alq occasions one encounters openings leading to th e int erio r
The Pinnacle s of Azor’alq which have haunt ed Bakluni of these constructions. There is no report of wha t may be
legend for upwards of th re e thousand years. They have found if one ascends or descends th e broad sta irwa ys lead-
been variously described as the ancient dwellings of the ing away from these bat-haunted cave mouths, or ra the r
gods, th e protruding spires of a ti tanic drowned city, th e doorways.
monumental tombs of the near-mythical First Dynasty of Whatever else dwells among the pinnacles, it is certain
the Bakluni, and the nesting place of phoenixes, rocs, or th at dragons of all sorts and sizes make their home there,
th e Dram idj Ocean’s numerous dragons. The epic hero for from tiny varieties that sport among the beautiful and
whom they a re named is said to sleep the re with his pala- unique birds of t he forests t o huge coiled reptiles.
dins. The last royal house of th e Bakluni Empi re is said to
have fled here from th e Invoked Devastation. The Cup and
Talisman of Al’Akbar is rumored to reside there. Such a
wealth of speculation betokens the fact t ha t few have seen
the Pinnacles even at a distance, and (perhaps signifi-
cantly) fewer yet report any close approach or landing.
Mariners regard a sighting of t he Pinnacles as a n ill omen,
an d will rarely so much as speak of them, and then only
when ashore.
It would appear from accounts th at t he Pinnacles ar e no
more tha n 50 leagues from the mainland, somewhere in
th e angle of the Dramidj between Ekbir and Zeif. They are
less frequently found th an one would think, but t his is per-
haps accounted for by their being away from th e regular
shipping lanes, and by the dense fogs peculiar to the
Dramidj. Indeed, the Pinnacles are often concealed by
ba nks of fog even when those waters are otherwise clear.
Perhaps this is because of the unusual warmth of the
wat ers in th eir immediate vicinity, and the peculiar calm
that seems to envelop the region. Certainly that is what

th e ba
fog merc
nk shant
evencapta insopen
on the believe; they
ocean, stamost
and y well away carry
vessels from
oa rs for the express purpose of rapidly removing them-
selves from regions i n which they might be becalmed.
The Pinnacles themselves are massive spires no less
th an 40 in number (some say loo), in an irregular cluster,
none more tha n two miles from its near est neighbor. They
are perhaps a quarte r mile in diameter at the base, circular
in cross-section,and rise steeply upward in a regular series
of cliffs. How far the y extend downward into th e ocean is
unknown, but their heigh t above th e water is in excess of
1,000feet. The lower portions ar e clothed i n forest, includ-
ing massive coniferous trees which are themselves some-
times more than 200 feet tall. These ar e mixed with lesser

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Notes for the Dungeon Master Forgotten City remains, if not forgotten, at least unfound
Golden, faerie, pseudo-, silver, and mist dragons are al l in so harsh and discouraging a region. Some would also say
appropriate residents . ROCS, ian t eagles, and a phoenix or it is unfounded. There are peculiar glassy depressions
two may also be included. These live in relative harmony, which dot th e central Sea of Dust and which some claim
foraging outward for fish , whales, or even for food on th e correspond to former S uel cities.
mainland. All are concerned th at no rumor of the Pinna- Paradoxically it is the most distant part of the Sea of
cles reach th e outside world, and will either str and or kill Dust, the southwest, which is best known. In pa rt t hi s is
intruders (depending on alignment and circumstances) if because some small amoun t of ra in reaches th e Sea of Dust
they possibly can. Treasures to be found include not only a t this point, and t he lands a re inhabited by nomads. Some
th e precious thin gs gathered by the intelligent in hab itan ts of the natives show Suelish origins, but the majority are
but also certain orchids and birds-of-paradise. Some of th e from farth er south: a tall, slender, curly-haired folk with
latt er have been bred by th e longer-lived dragons, and are blue-black skin and slanted eyes. Though not otherwise
regarded as personal property. The guardians and trea- hostile, the nomads guard thei r wells against any outsider
sure s of th e interior should be powerful (possibly undead), and do not permit so much as a drop to be stolen or sold. The
and the exterior inhabitants do not wish them to be dis- water is not only difficult to reach, but it has a tendency to
turbed. The isle may have hum an inhabitants. dry up or grow salty as th e wells ar e used more frequently.
The nomads therefore move from one site to the next,
searching for new supplies. When they find a well they
The Sea of Dust must apply either brute animal force or (in the caseof some
No one has accurately described the entirety of the tribes) windmills to pull t heir prize to the surface.

wasteland created by the Bakluni mages. Reports are When


Seabf water
Dust, doesby
either reach t he surface
artificial means of th eassouthwe
such wells orstern
dur-
sometimes contradictory an d a lways incomplete, since few
have th e hardihood to penetrate t he region and fewer still ing the rar e spates of rai n in t he “wet” season, the result is
th e will to make a stu dy of it. Nevertheless, certain broad most gratifying. The dust of these parts is not alkaline
regions may be identified. material or s terile volcanic ash bu t tr ue d irt, heaped into
The Sea of Dust was fir st named for its appearance jus t great hills: perhaps t he once-fertilesoils of th e former Suel
west of the Hellfurnaces, where volcanic ash is spread in Empire. It is in any case extraordinarily productive, both
gray waves over a land surface now deeply buried. Each in wild and cultivated plants.
year th e Hellfurnaces add new weight to t he column of fine Unfortunately th e rich southwestern dust also supports
gray dust. What lit tle water makes its way westward per- a number of monsters which burrow through it. Most nota-
colates through th e bedrock, which is of limestone i n those ble of these are a nameless wormlike beast which may
regions. Unwholesome creatures from the Hellfurnaces exceed 50 feet in length, and a n insectlike creature which
inhabit thi s sterile wasteland, and have gateways upward ra the r resembles a cross between a mantis and a centipede
through th e ash. These entrances a re sometimes disguised and may be as much as 20 feet long. These are att racted by
as protrusio ns of the country’s original limestone. What- soil moisture and by vibrations of humans and livestock,
ever treas ure s th e Suel of these pa rts might once have had and present a great hazard. Fortunately they a re rare, and
are deeply buried here. No ruins are reported except for avoid th e nomad arrows and spears.
those of a few former mountain towns i n what a re properly Poor as they may be in other things, the southwest
considered the western Hellfurnaces, and these must long nomads are rich i n gems and gold, the accumulated fortune
ago have been looted by fire newts and fire giants, which of th e Suel empire. They regard these as minor ornamenta-
ar e numerous in those parts. tion, and place much higher value on cattle and vegetables.
The northe rn p ar ts of th e Sea of Dust a re less ash-clogged The way in which they obtain the ir baubles is most inter-
an d therefore show clearer evidence of th e former Suel civi- esting, however; the young men dive for the m a s par t of t he
lization. Here may be found the forts that guarded the rit es by which they pass to adulthood.
passes over th e Sul hau t range into Bakluni lands, and f a r - Dotted about the region are “Ktosor-hep”, or “dus-
the r into th e desert a re th e remains of walled cities. The tlakes.” These are expanses anywhere from half a mile to
most accessible of these, neares t th e Sulhau ts, have appar- six miles across in which th e dust is charged with a magic
ently been strip ped of valuables by various bold scavengers tha t causes it to take on th e characteristics of water. The
over th e past millennium, but the sites farther into the des- grain s form a sort of fluid which permits th e passage of air
between them but retains them in a single body which sup-
er t harpies.
by ar e less Idisturbed,
t is notablein part
tha because
t th e they ar
architecture ofethis
inhabited
region ports waves and boats and swimmers as if it were a true
shows the characteristic high angular buildings still lake. Unlike water, however, it may be made somewhat
affected by such people as the Sea Princes and the Lendor- breathable if a fine cloth mask is placed over th e mouth
ians. (although strenuous action is not possible under such con-
The central pa rt of th e Sea of Dust is th e most forbidding ditions). It is therefore possible to descend to the surface
of all, and certainly the most alien. There are dunes of a beneath the dust, and there to examine in the dim and
white, powdery, caustic materia l, and th e air’s dryness will dust-laden atmosphere the ruins of towns and cities, for
empty an unglazed jug in a day or two and cause tho se who each dust-lake seems to have been just such a site before
do not cover thei r mo uths w ith damp cloth to cough blood. th e Rain of Colorless Fire.
The white dunes and glassy exposed bedrock also cause Were a descent into t he dim and choking lower reaches of
sunblindness in those who fail to protect their eyes with a dustlake th e sole barrier to manhood among th e nomads,
slitted masks or visors. It is littl e wonder th at t he so-called there would not be so many “boys” of 30 and 40 years.
Unfortun ately for divers a number of other creatu res also

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live in the soup of particles. Among these ar e he aforemen- pure metals a t the site: certainly iron, and possibly gold
tioned burrow ing worms, which seem to prefer these spots and mith ral as well. The direction of Jemr ek Longsight’s
as lairs. Water pools ther e in small amounts, and certain study ha s often been cited as evidenceth at dwarvish habits
peculiar fungoid life forms are also attracted. Last but not of mind persist even in those who choose the most un-
least there are the abhorrent “osid-mrin,”a man-like race dwarvish occupations.
which according to local legend first built the cities Longsight’s announcements resulted in a flur ry of activi-
ben eat h the dustlakes, and which (again according o hear- ty on the part of al l the political interests in t he region. All
say) have a desire to bring recruits into their new race over th e Iron League there was a ferment of allianc e, mis-
through a gruesome operation or transformation. Never- alliance, and reliance between the dwarvish clans an d oth-
theless the rewards a re a s great as th e perils: not only full er groups preparing expeditions. The Herzog of S outh
manhood in t he tribe but also gems and jewelry for decora- Province sent forth a l arge group of warriors and prospec-
tion as well as other more civilized treasures which are th e tors, reportedly with orders to re tu rn with news of th e
more prized tok ens of a dive, such as artw orks or books, or deposit or not at all. The Principality of Ulek took an inte r-
even magical items. est, a s did Almor, Nyrond, and th e Duchy of Ur nst, an d
The architecture of the southwestern ruins is notable for trading houses from the Wild Coast and even Greyhawk
its large domes and ta ll onion-toppedminar ets, which occa- and Dyvers. Even the rulers of the Pomarj, then new to
sionally protrude above the dust and provide a channel their power, sent an ill-prepared company of orcs, goblins,
downwards. and ogres. A s these varied forces converged on the are a
delineated by Longsight, chilling tal es of murder, treach-
No tes to the Dungeon Master ery, and bloody massacre began to make th eir way back to
th e outside world. Soon the weaker forces turne d back for
The nomads in the southwest each have type Q treasure. lack of supplies or manpower. The Pomarjis were sla ugh-
The “osid-mrin” ar e meenlocks. Also present i n th e fertile tered by a temporary alliance of dwarvish interests.
dust are purple worms and ankhegs. Movement in the Nyrond and Urnst were unexpectedly impeded by the
water-dust is the same as th at in water. The bottom of th e inhab itants of Celadon Forest, who did not desire such
dust-lakes will suppo rt a wide variety of fungoid creatures, activity near the ir lands. The Herzog’s troops disappeared
including myconids in those not infested wit h meenlocks. into the Bright Desert and were never seen again. All par-
The dust of the central regions forms a strong lye when ties were harassed by t he n ative s of th e Abbor-Alz,who as
mixed with water. always resented intrusion, and by the Sea Princes, who
were attracted to th e supply ships.
After half a decade of strug gle, th e house of Highforge,
The Pits of &a one of the more prominent dwarvish clans in Irongate,
I n mid-locktime of CY 198, the Great Kingdom was emerged as discoverer and holder of th e starstone’s wealth.
astounded by a ball of fire which appeared over th e Oljatt A port was established on the waterless coasts where the
Abbor Alz touches the Bright Desert, and a secret trail was
Sea, passed
vanished over Sunndi,
somewhere Idee,
beyond th eAhlissa, and Onnwall,
Sea of Gearnat. It was and
vis- established leading inland. Highforge and it s allies main-
ible as far south as the Olman Isles and as far north as tain ed thorou gh secrecy, and for good reason: iron, plati-
Eastfair and Rel Mord, and was cause for wonder and con- num, gold, mithral, and adama ntite began to pour out int o
cern even i n those prosperous and confident times. Selvor th e world at large through th e carefully guarded harbor.
th e Younger, after careful ext rapolation to its origin in th e Few have reported concerning the mine inland, but from
constellations, declared the shooting star to signify peripheral comments it appears tha t t he dwarves discov-
“wealth, strife, and a living death.” The pronouncement ered a broad depression of fused and shocked rock marki ng
caused a panic in certain of the larger cities, particularly th e landing point of their prize and established themselves
Rauxes, where a number of prominent nobles took the pro- in a nearby mesa from which they coordinated a well-
nouncement to be a signa l for th e end of th e world, or a t planned mining operation. They dug deep artesian wells
least of a n era , and created se veral disturbances. Accord- and established cisterns. The mine and settlement they
ingly, when afte r several years t he predicted events failed called Azak-Zil, or Pur ehear t.
to m ake themse lves evident, Selvor was banished from his For five years Highforge swelled with w ealth; the re were
post and from the court, and held by his colleagues as a disruptions in metal m arkets as far away as Rauxes. Then,
laughingstock. There mat ter s were to lie for more than 300 abruptly, the flow was cut off. The port city of Zar ak
years, while chaos enveloped th e greater par t of t he Fla- remained, but communications with th e mines ceased and
naess and few had the time or patience to study the work of probes into the interior found the roads to be erased an d
a discredited astrologer. th e dust storms to be intolerable. Members of a powerful
It was in 514 hat Jemrek Longsight, a dwarvish sage expeditionary force disappeared suddenly and silently at
who as a child had been gre atly impressed by th e phenome- night, even from guarded tents. Clan Highforge, after
non undertook a study entir ely opposite to Selvor’s: using expending much of its considerable fortune in a n atte mpt
records of th e falling star’s flight she traced it not back to to refind and retake the mines, took heed of unfavorable
its origin but downward to the Oerth. Longsight’s calcula- auguries a nd abandoned th e effort. Zara k was abandoned.
tions showed a landi ng along the ea ster wing of th e Abbor
Alz, between the Bright Desert and the Nesser River. On
th e basi s of previous instan ces of shooting stars and their
tangible results, Longsight predicted a great deposit of

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Since the failu re of Azak-Zil most southern dwarvish Skrellingshald


clans have declared t he folly of meddling with “t hings from
It is commonly held th at t he Fl an peoples of ea st er n
th e sky.” Not a few suppose th at th e mine was visited by a
Oerik were simple tribesmen before the events tha t led to
curse, either by something imported from the heavens or
the Suel and Oeridian migrations. There remain to be
by something wakened by the shooting star or the activi-
explained certain ruins found in the Griff and Corusk
ties of th e miners. Many have cited Nomad legends tha t a n
ancient no nhuma n people dwelt in th e mesas of th e south- Mountains. The massive stone foundations, str ai gh t level
roads, and flattened or terraced areas of mountainside
ern Abbor Alz and s till guard them.
seem from the proportions of the rarely preserved door-
Only one individual ha s claimed to have found th e site of
ways to be intended for creatu res of hu ma n size, and it
th e mines since the ir abandonment: one Pont Sandmorg of
seems unlikely that elves or humanoids would have had
Narwell. Sandmorg’s account would place th e mesa on t he
th e inclinati on to produce such works. What is more, th e
ea ste rn slopes of th e hills, facing th e Bright Desert, about a
occasional ade car vings and green ceramic figurines found
hundr ed or more miles inland. There was a poisonous salt
both a t these si tes and occasionally in riv ers flowing out of
lake filling par t of th e nearby depression, and there were
the mountains show a people of Flannish features and
hills of tailings from extensive mining operations, and
dress, and there r emai n in th e Duchy of Tenh and among
pla in ev idence of a d warvish cliff-city could be seen on th e
th e Coltens stories of a powerful mountain sta te of Flann-
south face of t he mesa. However, Sandmorg and his men
ish race. Perhap s th e dwarves of th e region know more, but
were content to raid a few ingots from a former roadside
if so they show th e typical reticence of dem i-human races
depot. Their number had been depleted by native tribes
concerning prehistoric events. One of th e grea test works of
and by packs of unusua lly ferocious and c unning ghouls,
this ancient people, whoever they were, is the mountain
and th ey turn ed back after ‘‘a most horrible howling, like a known in F lan as Tostenhca,but more commonly known by
thousand jackals which emanated from th e city tha t night,
the name the Suel barbarians gave it, Skrellingshald. I t is
an d a most foul apparition which appeared to t he men on
a place which has been discovered many times, and as
watch.” Attempts to duplicate Sandmorg’s route have
often lost again from huma n knowledge.
either resulted in failure to find the mines or failure to
Skrellingshald is among th e Griff Mountains, but un like
return a t all.
the untamed crags surrounding it its peak is entirely lev-
eled. Perched on t his plateau is a city of heroic portions
Notes to the Dungeon Master carved from the rock itself. It holds many noble houses, as
The environs of the port-city will show only a few hard y well as large pyramids and ramps of unknown purpose.
and surly nomads. Inland the t errain is extremely treach- There are large water storage tanks, and evidently water
erous, an d dust storms a re likely. There will be evidence of was once piped throu gh th e enti re city. The broad avenues
former expeditions as th e mines grow nearer, though most ar e lined with tal l statues of th e same greenish-black rock
of th e tre asur es carried by these ill-fated groups will be in as the mountain and city, all of them showing typical
th e lai rs of various desert monsters. There will be unusual Flannish feature s (from which trai t the name of the city is
numbe rs of undea d, especially ghouls and ghasts, many of derived). Some of t he dwellings may be th re e or more sto-
dwarvish origin. ries high, and the interiors contain among other things
Should th e player characters reach th e cliff-city or th e murals with pigments tha t ar e still fresh and scenes th at
diggings they will discover tha t th e work of mining still depict the lives of th e inha bitan ts. One block covered with
goes on, as does the fighting tha t always attended it. Each such work was brought to th e town of Calbut in t he D uchy
individual, now in undead form, seeks to amass for itself of Tenh, and exhibited a s an example of an cient F la n excel-
all of the treasure. Their number is large, mostly ghouls lence, but it is regarded by some as a clever forgery.
and ghasts. There a re no noncorporeal undead i n the city Beneath the city and leading downward to various open-
and mines themselves. The undead will attack on sight in ings on the lower mountain is a series of tunnels. Most of
search of food or treasure. these terminate in terraced regions tha t must once have
The cause of thi s horrible transfor mation is an ellipsoid been farmers’ fields. The climate of th e region must surely
of bluish metal about 2 feet long and one foot in diameter. have been more pleasant i n its heyday, for much of th e year
All who die with in 5 miles of it rise a t he next full moon as the city is wreathed i n snow.
undead creatures unless the corpse is first blessed. Undead For al l its enigmatic glory, Skrellingshal d might rema in
relatively obscure were it not for the stories that great
within one mile a re turned at -5, those within two a t -4 , treasure might be found there. Indeed it bears some pass-
an d so on to th e limi t of t he a re a of effect. The stone also
causes consuming greed and transformation to a lichlike in g resemblance to a land placed by popular legend in t he
state in its possessor. It is presently held by a lich, a dwarv- Griff Mountains, where th e buildings a re (‘roofed n gold.”
ish cleric of 1 6th level. In addition to raisin g a primary However, the citadel of Skrellings hald is most certainly
attribute by +2 , the stone should have various other not inhabited by any human race, and does not flaunt what
effects as determined from the Dungeon Masters Guide; it treasure it may have so openly. Its inhabitantsare reported
is an artifact. to be particularly malevolent and cunning kobolds, and
perhaps certain diabolic allies, who haunt the tunnels
beneath the mountain. The skies of the region are th e
hunti ng ground of griffons and gigantic eagles. The city
itself is supposedly guarded by its statues. If th e city ever
had gold roofing it has long since been looted. What
remains is a wealth of jade jewelry and st at ua ry scattered

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throughout the region, an d a gr ea t store of gold in most magical trap s and by undead or extrap lanar beings. Ar t -
unus ual form: it is in spheres abo ut th e size of a double work tak en from the city will be of high value if it can be
fist. Th e troves of gold spheres a re to be found somewhere removed, especially in t he Duchy of Tenh.
within the pyramids, but it is supposedly unhealthy to The magical curse of th e golden spheres is permanent,
meddle with them. Stories have it that those who carry but its effects on an individual can be removed with cure
away the spheres contract a horrible wasting and rotting disease and remove curse. The chance of success with each
disease. of these is equal to the chance of dispel magic against a
The citadel is protected not only by its remote position 12th-level enchantment. The curse affects anyone who
and t he ferocious inhabitants. It is surrounded on all sides owns the golden spheres, or who remains near them for
by deep gorges or high mountains, and the high altitude more than four hours. It take s effect as a chronic severe dis-
saps th e s trength of lowlanders. The weather is chilly and ease of th e blood and sk in, which strikes within ld 4 weeks
windy in all seasons, and often so cloudy that vision is and worsens to a terminal case onceit ha s seen full effect as
obscured over distances of more tha n a few hundred yards. a severe malady.
The precise location of th e place is not known. Few have
sought it out, and those who have returned after finding it
ar e generally reticent. Typical is th e case of Hradji B ear- The Sinkin Isle
tooth, a chief tain of the Frost Barbarian s, who tooka band The Sinking Isle has haunted th e waters near t he Isles of
of men in search of th e marvel in 520. the Sea Barons from time immemorial. The earliest Oeri-
Hradji returned l ater t ha t year with a diminished follow- dian tribes to fish th e Solnor ther e knew of it; th e Fla n
ing and with a greatly increased wealth which consisted before them had legends of i t; th e seagoing elves of Lendore
largely of the aforementioned golden spheres. He quite
nat ura lly refused to disclose th e location of th e mountain, Isle have tales yet more ancient. Neither our own civiliza-
tion nor even tha t of th e Elvenfolk was the first i n t he Fla-
as he planned to gathe r a stron ger force for the next season naess; there were others in times so far past th at th e very
and return with still greater booty. Unfortunately Hradji shape of the la nds ha s since changed. The Sinkin g Isle is a
an d th e majority of his m en died within t he year, some of reminder of them.
them as soon as hey arrived home. What is more, all those The region about Asperd Isle, the northernmost held by
who had any prolonged contact with the gold similarly th e Sea Barons, is prone to infrequent if powerful quakes.
sickened and died. Hradji’s heir disposed of t he hoard by Perhaps it was one of the se which in the distant past car-
trading it to merchant interes ts in t he Great Kingdom, and ried a n island city to the sea bottom, and perhaps it is th e
reputedly the curse still circulates as th e coin of th at land, same restlessness tha t on occasion raises it again into the
although this last may be a tal e fabricated to weaken th e air. Local mariners hold th at w hile these movements ar e
Emperor’s currency. never predictable they are at times presaged by tremors
In confirmation of Hradji’s story that he had reached and a boiling and bubbling th at stirs dark mud from the
Skrellingshald, it is noteworthy th at he also brought with bottom and relea ses bubbles of foul smelling gas. It is also
him two young griffons and a shield of a pebbly, fire- said th at th e rise of the Sinking Isleis most likely in storms
resistant hide which has since been identified as tha t of a or fog. At such times coastal traders and pirates, who nor-
diabolical creature. mally seek the protected inner passage between Asperd
It is rumored th at certain of the dwarvish clans of the Island a nd th e Solnor’s unpredictable w aves, either go the
Griff Moun tains know th e location of th e citadel. Certainly long way round or stay aport. Many northern captains
they mak e use of th e roads supposedly produced by S krel- raiding southward will not attempt the stra it a t all, for
lingshald’s constructors, as well a s their tunnels and road- lack of friendly informants.
side fountains. I t would not be surpris ing to find th at they The Sinking Isle is not always so kind as to give warning
had discovered something of Skrellingshald’s where- of its reemergence. Neither does it always show itself
abouts. entirely above the waters. Often only the highest extremi-
ties jut upwards, as if they were lying in wait for unwary
Notes to the Dungeon Master ships. Indeed seamen credit the isle or its manipulators
with a malign will, and attribute any disappearance in th e
The kobolds of Skre llingshald ar e well prepared to fight
strait to its action. More tha n one will tell tale s of a near-
off invasions, and to do so with little use of kobold lives.
grounding, a suspicious darkness i n th e water on a clear
They use missile weapons from a height, and roll down
boulders to crush any opposition. Their average intelli- fair
veryday,
fewor the sto
claim ight of break
have ers where
watched the islanon
nd,eor
ought
evento be. A
landed
gence is higher t han th at of typical kobold tribes, and their
on it. They do so in whispers, as it is said that foolhardy
sha man s and witch doctors are numerous. The chieftain
boasters are apt to vanish from the ir homes on some dark
bears a medallion which allows th e bearer to summon an
and rainy night thereafter. S o it is tha t for the most part
ice devil once per year if one intelligent creature is sacri-
only a faint rumor reach es the outside world of th e Sinking
ficed. Those who attempt th e difficult ascent of th e moun-
Isle and its twisted ruins.
ta in from the outside, or who take an aerial approach, must
In the past one notable man was far less circumspect
deal with griffons and white dragons and the uncertain
than modern adventurers: Atirr Aedorich, a hero of the
and windy weather (increase all windspeeds around Skrel-
Great Kingdom in the days of i ts youth. I n 155,as a young
lingsha ld by 15 miles per hour). The constitution of low-
man, he was sent southward by his f ather to t he university
landers drops 2 points a t this altitude.
a t Rel Astra, the n a great center of learning i n the magical
The city is guarded by sto ne golems(a portion of the st at-
arts. The Sinking Isle was less active in those days,
uary) and, if tombs or alta rs ar e disturbed, by nat ura l and

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Geography of Oerth

but as th e fates would have it Atirr’s ship was caught i n a Notes to the Dungeon Master
sudden squall , and driven onto the hidden claws of the Isle
The Sinking Isle is held jointly by sahuagi n and k rakens,
itself. At irr was fascinated rath er t han terrified (such were
according to the local currents at the time. The waters
th e Gre at Kingdom’s nobles in those days). For a ful l hour,
about the isle are alternately very clear and warm as the
while th e crew sweated at th e pumps and strained to place
southern current reaches it, or chilly and dark as it is
a patch
th over
e s tran th e hull’s single landscape,
ge phosphorescent rent, t he young man gazed
and prepared at
sev- touched by the northern currents. Each sort of water has
its characteristic fauna, t he former typified by sahuagin
eral sketches, unti l one of th e Solnor’s strange and unpre-
and the lat ter by krakens. There is a 10% chance in any
dictable great came questing the strait and
month that the currentswill change Over th e course o f t h e
lifted t he wounded vessel clear. Atirr vowed to ret ur n and
following month to the opposite direction.
discover th e island’s secrets.
The risings and fallings of the island are controlled by
Ati rr did retu rn northward some years later, but as Her-
sacrifices of intelligent creatu res a t an altar in t he middle
zog of North Province. Not until his middle years did he
of the largest ruin. The city is not of sahuagin manufac-
have the leisure to up his study* the exami-
ture, but it would not be amiss to suggest th at th e builders
nation of certain ancient Suel tomes, and the exercise of
were the once-human ancestors of the sahuagin them-
the arts he learnedat Astra, he devised a to either
selves. They were in any an evil race toward t he end.
predict or command th e vagaries of th e Sinking Isle. This
The ruins are reminiscent of Gothic architecture, with
knowledge, like much else, was lost in the Turmoil
much decoration and many high pointed arches.
Between the Crowns, but several different descriptions
The isle is relatively uninhabited during changeovers
survive of wh at he found when he drew alongside th e risen
city. from one current
own each to atanother.
month th It isar
characters 15%
e inlikely to rise
the area onwill
, and its
In the short time before the sank Once again remain above water for l d6 hours. It normally rest s on the
beneath the waves’ Atirr and his were to
bottom. Local fishermen ar e 10% ikely to know th e precise
recover and record information a great many
location; local mermen 50% ikely. Neither will be eager to
facts from among th e spiky and highly decorated ruins.
reveal th e information or serve as guides. The sahuagin
Among these were many panes of fine stained glass , some
and krakens have a few allies ashore to apprise them of
still intact, and some in ti nt s never yet achieved by modern
events.
artists. Besides thes e were a number of twisted ornaments
It might be suggested that the House of Rax holds the
Of gold and lead, later discovered to be Of sahuagin manu-
book discovered by Aside from historical information
facture. Attir also discovered a book sealed against the
it is both a libram of inefable amnation and a book of vile
water in a lead casket. All of these were returned to the
deeds,
court at Rauxes in honor of the Overking. The patient
Ati rr hoped to study the m furth er in his retirement. He
declared the book in particular to be most interesting, The Twisted Forest
being among other thin gs a recording in a lost lang uage of The Drachensgrabs have always been a peculiar land , an
“an ancient history together with magical secrets.”
Tragically, Ati rr was never to a tt ain his goal. Two years anomaly among th e more settled regions of th e Flanaess.
after hi s discoveries he an d all hands went down in a storm Legends Persist t ha t Some Powerful being Sleep sthere, and
off th e coast of North Province in a storm which apparently that some unclean air is about certain of the hills. The
even the Herzog’s powers could not quell. The book has retaki ng of th e Pomarj by humanoid forces is ju st such a n
since disappeared, thou gh it may yet be found somewhere event as might be expected of this region- Rumors aside,
in t he catacombs at Rauxes; it is difficult to be sure, as 90 there is a t least one sleeping and dangerous power in th ese
li tt le word now reaches the outside world of th e doings a t superficially Pleasant lands: th e m km me d ‘‘TwistedFor-
th at court. It is known tha t Ati rr was convincedfrom a pre- est.”
liminary study that the city itself was not primarily of The Twisted Forest is no forest at all, but rat her a collec-
sahuagin construction but must have been built by a ter- tion of Stony Pillars; these Pitted P a y Shap eshave as much
rest ria l race, though sahuagin-like creatures and other sea the aspect Of humanoid Shapes as of trees. They ar e Scat-
life are depicted frequently i n t he architecture. tered over the hillside meadows like so many leafless
Lat er observers have examined the coastlands and sea olives, but it would be difficult to mistake the m for vegeta-
nea r th e sit e of the Sinking Isle, and have on a da rk eve- tion. They range in size from th at O a very small goblin to
nin g seen wha t may have been its upper towers. The region that Of a VerY large ogre, but their twisted upper exten-
is chill an d forbidding for such a southern latitude. Fisher- sions are as suggestive of upraised arm s as of branches.
men say that the catch in those parts is extraordinarily They have overall an UnWholesome nd un nervi ng aspect.
good, but th at nets are often fouled. Those attempting th e One has th e feeling of being watched- The Pattern s on th e
water, find it dark and chill. Most ar e content to leave th e tr un ks ar e suggestive of tormented faces, and it is notable
Sinking Isle to th e sahuagin , or whatever race of th e deeps th at despite their great age they do not bear th e abundant
now holds it. mosses, lichens, and birds’ nests that the local outcrop-
pings of native rock display in suc h abundance.
An examination of th e ground between th e “trees,”
which is rich in flowers, shows a surprising number of
bones and many weathered remains of weapons and equip-
ment. One might a t first suppose these to be t he relics of a
battl e, but they ar e of varying ages-some old enough to

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have crumbled entirely and be evident only as strains in Notes to the Dungeon Master
th e soil, while others are much more recent. Where they
The pillars ar e largely th e remains of evil creatures. Any
have not been disar rayed by scavengers the bones and
being of evil alignment which enters t he demesne of th e
equipment ar e still whole. The source of th is car nage is not
Twisted Forest will be affected within ld 4 to ld2 0 tur ns
any danger i n th e hills round about, but th e forest itself.
depending on th e degree of evil involved. Thereafter such
Those who touch
The goblins of ththe ePomarj
stone shapes often
a re now welldie, or go
aware mad.
of th e dan- creatures must make a saving throw vs. spell each round or
be converted with a ll the ir goods and equipment into twi st-
gers of the Twisted Forest. Early during their influx a
ed stony parodies of t he ir origi nal forms. They will thereaf-
large company of goblins scouting for new lands ascer-
ter be fully aware and able to hear and see and even feel
tained from the local herdsmen tha t t he Forest might con-
thei r surroundings, but are immobile and practically inde-
ta in trea sur es somehow locked within t he stone shapes.
structible. Fire, cold, and lightning, as well as acids and
Precisely wha t occurred on th e day they entered the Forest
nonmagical weapons will cause no damage, b ut will cause
is not known, but it seems to have been something beyond
excruciating pain. The rock is also immune to common
even the tra ditional danger (of which the goblins and their
spell effects such as rock to mud, stone to flesh, or dispel
allies might have been aw are had they not in th eir eager-
magic, though know alignment is effective. Only poly-
ness to push onward hastily slaughte red the ir informants).
morph any object can release a trapped individual, and
Later observers have since examined this field of stone
the n th e success if checked as if dispel magic were being
shapes, and it seems th at t her e are rat her more of them
used against a 20th-level spell. This restoration is perma-
th an implied in earlier accounts. There is moreover some-
nent if th e victim survives th e system shock roll.
thing which was surely not present in past centuries-a
Trapped creatures typically have only one avenue of
contortedriver of stone among the pillars, more than thir ty escape; they c an attem pt to ta ke over the body of a nother
feet long, tapered at eithe r end. Unfortunately, it is not pos-
creature th at touches or strikes them, a s if using a magic
sible to compare past and present eyewitness accounts
j a r spell. One attem pt to ta ke over i s allowed on each round
directly, as former native s of th e region ar e now dead or dis-
in which there is contact. A takeover attem pt may also be
persed.
made against someone who attempts speak with stones.
The Twisted Forest would be entirely mysterious were it
Once in it s new body, th e new tena nt must survive a sys-
not for records of t he Keoish Court at Niole Dra. An
tem shock check or die. Resurrection or raise dead on a
ancient a nd much recopied manuscript ther e purports to be
body slain in this way will bring back th e newer tena nt,
a history of the Suel peoples immediately af ter th e last
not the old. In any case the former owner of the body is
disaster of the Suelite empire, penned by one Uhas of
trapped i n th e stone form of th e aggressor. All crea tures
Neheli. I n this history is the t ale of a particularly wicked
are susceptible to these effects, but natu ral animals are
band of Suloise who fled with all the ir tre asure s eastwa rd
subject to a n antipathy effect and will avoid the pillars.
along th e norther n coast of th e Azure Sea, seeking a new
Released creatures vary widely in origin. Some are the
lan d in which to build a powerful new nation. They were as
original Suel band, including some powerful spellcasters.
learned and powerful as they were cruel, and met with suc-
cess in all their evil ventures, until at last they slaugh- Others ( the smaller ones) are goblins or kobolds, while th e
larger ones ar e typically ogres. The large snake like figure
tered a band of innocent Flan tribesmen in a particularly
is a red dragon. Some will be other non-evil creatures
vile manner i n the Suenha Hills. By so doing they brought
trapped in new bodies. Reactions will vary according to
on themselves a most terrible curse from certa in of th e
align ment and leng th of imprisonment (some of th e older
Flannish gods th e tribe had worshiped: th at neither they
ones are quite mad). Equipment will be likewise variable.
nor any of thei r kind should leave the valley in which the
massacre occurred, and tha t they should be monuments to
th ei r own wicked behavior, “pillars of tortur ed stone for all
th e world to see.” This would seem to be a clear reference to
The
the Twisted Forest, and it is commonly accepted among The stretch of land facing the Icy Sea between t he Cold
historians th at th e Suenha Hills were the Drachensgrab as Marshes and the Forlorn Forest is one of the least trodden
known to ear ly Sue l colonists. The malevolent effect of th e regions of th e Flanaess. Not even t he Rovers of th e Bar rens
stone figures themselves rem ains to be explained, since it see much profit in it; they generally keep to t he grassla nds
would surely not have been a pa rt of th e original curse, but farther south, and even these hardy folk refer to these
perha ps t he powerful Suel mages contrived somehow to see par ts ahave
naess s “The Wastes.”
their Even however;
wonders, the poorestinpar ts ofcase,
this th e Fla-
the
that their malice would continue to wound the world, at
least within a limited area. As additional evidenceth at the famous Burning Cliffs.
stone figures are former Suelites, the flowers peculiar to The Burning Cliffs were named for thei r north ern border
th e Twisted Forest a re of types seen only in t he f ar western with th e Icy Sea. Ships traveling along tha t coast may see
pa rt s of th e Se a of Dust. them for distances of a hundred miles or more on a clear
As for th e trea sure s which some insist ar e buried i n the day, where the smoking rocks drop sharply to meet the
stone figures, it is perhaps best not to seek them since th e water. In fact the region of burni ng extends a good distance
Twisted Forest has so dire a n effect, but it is doubtless a inland. It consists largely of oily shales and a black flam-
great treasure indeed if these stone figures are in fact a mable rock which release smoke and steam from a process
host of transformed Suelites. What if anything could be of burning which has been continuous since the earliest
gained from wha t may be t he more recent additions to t he histories. It may even have spread in recent centuries.
collection of pill ars is unknown, even in rumor.

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Geography of Oerth

It might be thought th at a fire would make th e local cli- rich’s following, as only he was protected from the full
mat e more bearable, but in fact the smoldering and steam- effect of th e Burn ing Cliffs (apparen tly by magical effects
ing rubble gives rath er more heat than is comfortable, and of certain of his possessions). The iden tity of th e crea ture s
in places is actually i n flames. In any event it would be nec- which Storrich robbed is uncertain; his claims gradually
essary i n most seasons to stan d amidst t he conflagration, grew more diverse. At various times they were elementals,
since the fierce northern winds soon carry away the heat. I t devils, demons, and harginn, and even efreeti. Unfortu-
would in any case be a dubious comfort, being accompanied nately these discrepancies were never resolved. Within a
by sooty fumes and steam. Ships sailing downwind of the month of his arriva l Sto rrich died of a choking fit at a ban-
Cliffs are a pt to leave with darker sails tha n those they set quet. There were no other survivors to corroborate Stor-
out with. Neither would the warmed traveler have any- rich’s story, but it is clear tha t he had somehow acquired a
thi ng to ea t in those desolate regions, with th e exception of great wealth of jacinth and gold. He spent liberally i n hi s
a few scrawny northern deer which feed on the sparse last weeks of life, and still left behind a considerable trove.
lichens and willows upwind of the Burning Cliffs region. Since Storrich’s death a number of individuals have
The Rovers seldom bother to visit t he place, and regard it attempted t he Burning Cliffs. Some have entered by t he
as simply another obstacle in th eir r are t rips through th e paths which are now occasionally evident throughout th e
Wastes. region, while others have attempted ae ria l surveillance or
The character of the Burning Cliffs has apparently have relied on magical protections against th e heat and se t
changed somewhat over th e past century or so. Mariners out cross country. None who penetrated deeply into the
rem ark t ha t t he clouds billowing upwards from the m con- land of th e Burning Cliffs have retu rned . A number of
tai n rath er more soot th an steam, and that by night a dull reports indicate th at Iuz and the Horned Society have tak-
glow enfolds the entire region as if there were higher en a n interest, an d have sen t large companies northward.
flames nea rer t he center. Both th e Rovers and th e seamen What t he purpose of thi s may be is unknown save to the
have noted th at t he ar ea of burning ha s spread by up to sev- rule rs of Doraka a and Molag. Some unknown persons have
eral hundred yards a year (it is already nearly 30 miles erected a n a lta r to F’yremius along th e nort hern coast of
across), though in cold winters it retreats somewhat. On th e Burning Cliffs; whethe r for purposes of propiti ation or
occasion shapes ar e reported moving about behind t he bar- worship remains unknown. Members of th at cult have on
rier of cloud and soot. Perh aps most significantly, th e for- occasion been linked to th e region, but they fiercely deny
ests, marshes, a nd grasslands a t th e edge of th e Wastes, it.
hun dred s of miles away, have begun to sicken a nd die, sup-
porting t he claims of some scholars tha t t he Burning Cliffs Notes to the Dungeon Master
are in fact responsible for th e Wastes to begin with. This is
of lit tle concern to most northerners, however; th e lands Depending on th e local intensity, t he h eat and fumes of
ar e wide there, and apparently inexhaustible. th e fires will inflict l d 3 points of heat damage and I d4
None of these more recent repo rts h as been sufficient to points of poison damage (save vs. poison to avoid t he l at te r)
spu r th e practical northern peoples into any sort of action anyt hing from once per day t o once per round. These effects
or investigation, and it was quite by accident that any- ar e halved for someone standing on a pathway or otherwise
th in g more was discovered.In 523 one Storrich of t he Hold outside of direct contact with th e burnin g rocks.
of Stonefist failed in a n atte mpt to advance himself by less The residents of the a rea a re all from th e plane of fire; Iuz
th an traditi onal methods. Poisoners ar e not highly regard- and the Horned Society have been encouraging and
ed even in th at grim country, and so Storrich and hi s fol- recruiting evil fire creatures from among these. A large
lowers were obliged to flee. Since th e season was summer town has grown up near th e center of th e conflagration,
and t he Ice Barbarians would not be likely to let his ship where there is a gate to the plane of Fire. The wily Stor-
pass unmolested, Storrich and his pursuers turned west- rich’s boasts are t rue to the hilt; he passed through to th e
ward. Unfortunately for Storrich and his men, t he pilot of City of Brass itself, and made off with some minor trea-
the ship ran it aground offshore th e Wastes, and Storrich’s sures. As a result residents are now alert for intruding
company was obliged to ta ke to th e land, th e pursuit still “vermin.” Unless th e connection to t he plane of F ire is bro-
hot on their heels. As a last desperate measure Storrich ken, t he Burning Cliffs region will continue to grow, much
attempted ent ry into th e Burning Cliffs region, risking a to t he delight of th e cult of F’yremius.
stone path th at he and his men found leading into the smol-
der. Storrich’s purs uers tu rned back at thi s point well satis-
fied, and informed the Master of th e Hold th at they had Csipros Erd-The Geysers of
driven Storrich to his death, havin g waited some days for
him to attempt a retur n and having seen nothing. It proved
eaah
to be untrue. In 510 CY th e last of the Euroz and Jebli tri bes were driv-
Two years later Storrich appeared in Dyvers, and being a en forth from the Lortmil Mountains. One particularly
ra th er loquacious individual he soon disclosed his story- large horde made the ill-advised attempt to reach t he Yatil
seve ral stories , in fact, some of them mutu ally contradicto- Mountains by crossing th e gap from t he Lorridges. Unfor-
ry, but it is possible to piece together a relatively plausible tunately for these creatures they had been preceded by
scenario from his boastings. The gene ral outlin e of th e sto- lesser bands, an d th e combined cavalry of Bissel an d
r y was t ha t Storrich’s company happened on a city of fire- Veluna stood ready to stem th e tide. A larg e par t of th e
loving creatures, an d managed to steal some valuable gold force was destroyed, but t he remaind er survived by din t of
an d jewelry. The subsequent conflict, and t he flight south- a ferocious counterattack and ent ered th e so uthern Yatils.
ward throu gh t he flames and fumes claimed all of Stor- There they were harassed by halfling, hu man, and elven

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forces raised by t he locals, who were not a t all of a mind to who had firs t seen th e valley. The sig ht of th e wealth of th e
allow such prolific and ferocious creatures a foothold. The Euroz and Jebli trib es had inflamed his desires, and he was
horde finally turned southward in a n attempt to reach the certain that with certain magical treasures he had
Barrier Peaks region by passing through th e Bramblewood acquired he and his force would re tu rn wit h weal th suffic-
Forest. H ere they met the ir final and f atal opponent, one ient to make Polvar a nation in its own right. He never
Sandor th e Headstrong, t he young lord of Polvar province returned.
in eastern Ket. Many have since sought Csipros Erd, the Geysers of
Unlike th e other ha rrie rs of the goblidorc horde, the lord Death, but none have return ed to report of them. The maze
of Polvar was not par ticula rly concerned th at they would of hills and valleys about the northern Barrier Peak is
settle i n his lands (clearly they did not desire to do so). He large, and not a few have geysers and hot springs. Of the
was motivated instead by rumors th at had filtered into Ket “blood red lakes ” mentioned i n Sandor’s account ther e ha s
after the earlier engagements: that the cartloads so been not a trace. To common knowledge Urgush’s wealth,
fiercely protected by the horde’s leader (the half-orc along with what m ust be a considerable quan tity of hu ma n
Urgush) represented a great store of gems and precious and humanoid bone, remain s undiscovered.
metals garnered during t he horde’s years in t he Lortmils.
Sandor was determined that such a prize should not Notes to the Dungeon Master
escape, and he pursued th e host in a series of forced march-
es which unfortunately exhausted h is footsoldiers to th e The geysers and hot springs of the Valley of Dea th a re no
extent th at many fell behind and th e remainder could not more dangerous th an those of other regions-which is to
bring about a decisive attac k ag ainst Urgush’s resistance. say that one must be quite careful. The blast of a geyser
The chase led through th e Bramblewood and into the hills, might inflict anythi ng from 2d2 to 2d20 points of damage
Sandor’s force gradually regaining strength and Urgush’s (a saving throw vs. breath weapon is appropriate). The
growing fewer. In desperation Urgush turned up an intervals between activity and quiescence for most are
unknown valley, determined to make a final stand. Here essentially unpredictable. The various water and mud
disaster met both sides. pools could inflict similar damage to thos e immersed over a
There ar e numerous hot springs in the northern B arrier time scale of anyt hing from segmen ts to hours (even com-
Peaks and in the Yatils, and they are widely known and fortable temperatures sap vitality over time).
generally appreciated by th e Kettites, so Sandor was not Poisonous gases are sometimes released from smal l clear
surprised or particularly worried when he began to pass sterile lakes in t he region. There are two along th e Csipros
through th e outlying regions of a system of geysers, full of Erd approach, and there is a larger one a t the head of th e
white frothy stone and colored pools and pits. He only valley above th e basin containing th e geysers. The ga s is
slowed his c avalry over th e difficult terra in. A supremely odorless and colorless, and otherwise acts as a cloudkill
confident man, he was not much disturbed either when spell. It fills a very large volume, and disperses reluctantly.
scouts reported a numb er of nearb y lake s of a blood-red col- Flowing downhill it can move swiftly, like a flood of water.
or said to be unlucky by K ettite peasants. The wains of the The lakes generally release th e gas only if there is a strong

humanoid horde were i n sigh t, and obviously bogged down. disturbance,


weeks like a minor
after discharging earthquake,
they ar e rust or or a slide.
blood red, aFor 3d8
nd will
Sandor prepared his men for a har d pressing attack, hop-
ing to disperse the horde and take their prize, when the not release any poisonous gas.
ground began to tremble. The gems, jewelry, precious metal, and magical it ems of
With terrible swiftness, a powerful wind swept down the Csipros Erd a re now scattered over a broad region, having
valley, tumbling th e orcs on their faces and oversetting the been scavenged at various times by locals who risked the
precious carts. A wea lth of gems could be seen to spill from geysers which are now extremely active about the site.
them. Sandor’s force had bar ely begun t o comprehend thi s Much still remains in t he hot pools, guarded by ste am and
when they too were bowled over. Only those on th e upper mud elementals th at have moved into the region. The res t
slopes, where Sandor had been organizing the crossbow- is owned by ogres, various giants, and g ian t ravens and
men, were spared. None of the others rose again, even so eagles, as well as lesser creatures. Sandor’s force ra n afoul
fa r as their knees. Farther down the valley trees were of a coalition of hill giant tribe s which formed to loot the
snapped at he base by th e stra nge wind. Geysers triggered treasure and which fell apart in quarrels shortly after-
by the earlier tremors spouted into the air. ward. A tribe still remains by Csipros Erd, and they have
Sandor sen t a cautiou s group of scouts into the ruined developed th e tactic of heaving boulders into t he lakes
valley, but the y fain ted well before they had descended to when enemies approach up th e valley floor; thi s trigg ers a
th e floor. He himself attempted th e descent, and had to be release of th e gas. It is remar kable for the nu mber of bones
dragged back out of th e are a by the rope which he had th e in it, many now encrusted with minerals from the hot
foresight to a tta ch to himself beforehand. Sandor and some springs.
of the scouts recovered, as did some of those who had been
on th e valley’s middle slopes. But all others were lost and
th e invisible poison barred further entry. After two fruit-
less days Sandor yielded to the demands of his much
reduced force and made his way back to Polvar, swearing
each of hi s men to secrecy concerning th e location of th e More than one scholar has remarked that whereas the
trea sur e and vowing to return. destruction wrought by th e Bakluni mages on th e S uelites
No sooner had S andor recovered at Polvar tha n he set out has been the longer lasting, having persisted to th e present
again, being careful to put under his command all those day as the S ea of Dust, th e Invoked Devastation which th e

98

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Suloise first unleashed against the Bakluni must have ner it is possible to lea rn some astounding thi ngs, as in th e
been the more thorough. Even a thousand years later, case of Celene-but th at is a topic for anoth er account th an
ru in s of Suel c ities may be found in th e desolate Sea of this one. With concentration it is sometimes possible to
Dust, whereas th e Dry Steppes, which are far more habit- sharp en th e focus, or choose one's targe t. However on occa-
able, seem to contain no remn ant s of th e Bakluni cities a t sion things may be seen through the pillars which are
all. A notable exception is 'Ibvag Baragu, known in th e almost surely distant in time or planes rather than in
East as the Stone Circles. This large feature still stands space. One of t he most frequent is a glimpse of a g re at lake -
near t he sa lt lake of Udrukankar at th e edge of th e Fla- side city, usually at night. Another is of a verdant plain
naess. crowded with t he peculiar mammalia n life which may be
'Ibvag Bar agu (''Navel of the Oerth " in Bakluni) is a se t found on occasion near th e Sulh auts . More rarely one may
of five broad circles composed of huge , smooth pillars of a n see or hear regions which must sure ly be those of th e Oute r
extremely har d white rock. The pillars ar e sometimes flut- Planes.
ed but more often entirely featureless, and they a re set in a These views would be entertaining r ath er tha n unnerv-
broad pave ment of blocks made from the sa me material. ing were it not th at on occasion a connection is formed, an d
The entire structure is circular, and more than a mile objects may pass between 'Ibvag Baragu and the area
across. It is perfectly level, though th e land about it slopes depicted. Whether fortunately or unfortunately, these
westward towards Udrukankar. On it s western border one openings are rather fleeting. They may however account
may descend from th e platform in a series of broad shallow for some of the unusual creatures i n th e southern pa rt of
steps that ends rather abruptly some 20 or 30 feet above the Dry Steppe.
the salt flats. The eastern border of %vag Baragu is of a It remains to be mentioned th at th e locals believe 'Ibvag
height with th e surrounding ter rai n, and dust and vegeta- Baragu h as a n effect on th e weather. This is well substanti-
tion have invaded its margin. ated,,since those few outsiders allowed to observe th e year-
It must have been a great work to transport t he pillars, ly ceremonies may see that the weather summoning
which are some 40 feet high each, to their present site. powers of the nomads' priests are greatly augmented.
There is not rock of that sort within more than 20 0 miles, Whether in fact 'Ibvag Baragu operates unguided is an
and indeed th e origin of th e stone is not known. Perhaps open question.
th e blocks could have been transported on barges if the
large rivers that once flowed across the steppe were Notes to the Dungeon Master
present when 'Ibvag Baragu was built. Also surprising,
especially since so lit tl e else survived the Invoked Devasta- 'Ibvag Baragu should be treated as an artifact, as
tion, is th e pristi ne condition of 'Ibvag Baragu. There is no described in th e Dungeon Masters Guide. Its powers, and
erosion, and not so much as a tilte d pillar or canted paving the times a t which it is activ ated, depend on astronomical
stone. The local tribes make no claim tha t the ir ancestors phenomena of Oerth. Each circle is linked to a particular
ever constructed 'Ibvag Baragu. This is most unusual given moon or planet a nd operate s only when it is visible in th e
the nature of the locals and the undoubted accomplish- sky. The actions of those in t he circle a t such time s ca n
ments of their ancestors. For instance, nomads will sol- affect th e outcome, but p layer cha racters should not be per-
emnly aver that the rocky pinnacles north of Lake mitted to learn all th at is required for proper control. The
Udruk ankar were once a vast lighthouse constructed for most frequent full connection is to a Pleistocene setting.
th e lakeside city which stood ther e a millennium ago! Per- Whether the city seen represents t he past or an alter nate
haps they are correct. 'Ibvag Baragu does bear some fleet- world or the future is up to the DM. Player characters
ing resemblance to the badly eroded ruins one may might be allowed to gather the impression that 'Ibvag
encounter in th e Jotens a nd Crystalmists, which have been Baragu m aint ains t he Sea of Dust's pres ent condition, but
att rib ute d to a n ancient civilization of stone giants. In th e they ought not to be able to do anythin g about it until they
absence of evidence, however, Ibvag Baragu cannot be said reach extremely high levels, if then.
to have any certa in origin, though th e most obvious one is If the campaign includes the Cu p and Talisman of
that of Bakluni construction. Al'Akbar which are described under Artifacts in the
Local human and centaur nomads hold 'Ibvag Baragu to Dungeon Masters Guide, a number of interactions m ight be
be holy, and many of th e Dry Steppe tribes ma ke it the sub- set up between it and 'Ibvag Baragu.
ject of a yearly pilgrimage and festival, where they trade, The nearest settlement to 'Ibvag Baragu is a very large
community of dervishes sworn to protect it from foreign
contract
tion marriages,
of the Suelites'and meet in ceremonial
destruction while theircommemora-
priests call meddlers. The human and centaur tribes of the Dry
down further curses on that land. The entire event lasts Steppes will be generally of a s imilar if less radical out-
two weeks, and those attendin g it or traveling to or from it look, and will do what they can to discourage adventurers
must abstain from feuds or warfare and are themselves from approaching the spot. They will certainly not serve as
immune from th e same. For much of th e res t of th e year t he guides (except possibly in t he cases of some individual
site is abandoned and it is considered ill fortune to see it members of th e tribe who are unscrupulous).
even on th e horizon. This is readily understandable; some
of th e phenomena t ha t may be encountered there ar e dis-
tur bin g even to th e civilized mind. igosdruok-the Rainbow Vale
One effect which is frequently observed by those who It is clear to any student of the natural world that the
wander among the circles is that distant objects seen ebony fields of ice which cover th e norther nmost ti p of t he
between the m a re sometimes magnified. Similar augmen- Oerik continent are no natural phenomenon, but are
tati ons of th e other senses may occur as well. In this man-

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almost certainly magically produced and sustained, much sudden downward drop as a cavern collapses under the
as is the Sea of Dust. Quite simply, the towering wall of weight of travelers. In places too, ther e a re small volcanoes
blackened ice that greets the northbound traveler ought which blacken th e snows newfallen on t he ice. Between
not to persist. Even ord inary snows and ices do not remain these dangers an d th e jumbled ar eas of collapsed ice, as
on land over summer at such latitudes, as may be clearly well as certain “iceworms” (most probably remorhaz) and
seen in t he case of t he Icy Sea, which breaks up each th e hostile dark-furred bugbears of th e region, th e progress
spring. What is more, dark ice is particularly vulnerable, of the expedition was rather slow and several members
since it gathers the heat. It is a common practice i n north- were lost or refused to go on. At last, however,they reached
er n cities for merchant s to scatter ashes on their doorsteps a ran ge of low peaks jut tin g jus t above the ice as their
to melt th e ice, a tactic t ha t works well even in th e weak directions had described. What greeted the m on th e other
winter sun. Given such a magical natur e, it is hardly sur- side must first have appeared t o th e surviving members to
prising that strange tales abound from such a region. Of be a paradise. Henr iki calls it th e Rainbow Vale.
the se one of th e odder but more reliable is th at of the Rain- After a region of mists th e explorers saw before them a
bow Vale, Rigodruok. green and fertile bowl of land, warmed and lighted by a
Some years ago a fragme ntary document was recovered sunlike body floatin g half a mile above its center. Several
from Blackmoor Castle which gave substance to t he wide- larg e islands of land likewise drifted abo ut it, some of th em
spread accounts of a land “beyond th e black ice where the larg e enough to hold small rive rs whose cascades of drop-
sun never sets.” While a firm description of th e land itself let s caused Henriki to name th e valley as he did. Below th e
was lacking, the parchment gave explicit directions for miniature sun was a central la ke, beside which th e mem-
finding it among the wastes of the Black Ice. This informa- bers of Sormod’s group could see sev eral clumps of broke n
tion fell into the hands of one Sormod, a merchant and reddish towers.
adventurer from Perrenla nd who was visiting Eru-Tovar, Sormod and his band descended th e steep cliffs into th e
where th e parchment surfaced for sale a t th e bazaar. The valley’s forests, passin g first through birch, fir, and sable-
romantic Sormod mounted an expedition as soon as he wood, then through oak and beech woodlands where they
could gather t he backing, and departed from Dantredun i n stopped to gather uskfr uit an d yarpik nuts, th en past mag-
Richfest of CY 453. nolias and fig trees, and down to the shores of the lake
In CY 460 there surfaced in t he city of Greyhawk a vol- where they found palm and deklo trees flourishing in th e
ume purportin g to be the personal journal of one Henriki steamy he at. C urls of vapor could be seen risi ng from th e
Ardand, t he expedition’s magician. Whether tr ue or false, are a of th e lake beneath th e valley’s illuminator. They
it is a most marvelous tale. Henriki tells of the difficult camped beside one of th e skyborn waterfalls n ea r th e ru ins
passage over the sooty ice, where the expedition was they had seen from th e valley’s rim, and discovered to the ir
endangered by su bte rra nea n hot springs of th e same sort surprise that the buildings were of deeply rusted iron.
th at underlie Blackmoor. These apparently weaken the ice Finally they pitched camp. Perhaps exhausted by th e long
and make passage over it a risky business, apt to result i n a journey, or drowsy in t he unaccustomed heat , th e watch-

men slept. part y was neit her par ticu larl y weak nor poorly
Sormod’s
equipped, but they had l itt le chance unwarned against th e
sudden onslaught th at overtook them: goblins, bugbears,
and g iant spiders, some of th e latt er of astounding size and
speed and fiendish intelligence. The camp was scattered,
and Sormod, Henriki, an d th e other survivors watched i n
horror as their companionswere bundled away an d hauled
up on ropes of spider-silk to th e neare st of th e floating
islands.
Henriki and th e others managed to regroup, and for some
weeks they cautiously explored their surroundings. They
discovered a group of huma n prim itives who evidently wor-
ship the spiders and thei r humanoid henchmen, and the y
also found many inexplicable constructions of metal and
glass in the ruins. Without their equipment they did not
wish to ris k a n overland journey, but they discovered from
conversations with one of th e friendly cavemen th at the re
was a tun nel leading southward which eventually would
reach t he surface. Assured of a n escape route, they mount-
ed a raid on the sky-island to which their companions had
been taken, using Henriki’s remaining powers. They dis-
covered no sign of th ei r comrades, bu t th ey did find some
very large sta tue s of spiders in a grove beside th e spider-
village, each decorated with lar ge diamond eyes. They took
these and fled.

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The long passage southward through the tunnels These events reawakened a tal e long dormant set down
claimed yet more members of th e group, in some cases to by Pontus Hardiggin, a halfling trav eler who ranged wide-
heat exhaustion as they passed the warm springs. Eventu- ly about th e world between th e years 350 an d 390 before
ally, however, th ey emerged so uth of th e Black Ice a t th e ret iri ng to write his memoirs. Among other stories, some
headwaters of the Fler. From there they passed through obviously fabricated, H ardiggi n described a visit to an idyl-
th e Bu rneal Forest, where Sormod was lost to a poisoned lic land in which halflings and giants lived in peaceful
arrow in a dispute with forest tribesmen. The survivors cooperation, blessed with fertile soil, health, and a g rea t
(including Henriki, a priest of Pharlagn from Schwartzen- deposit of gold, emeralds, an d useful met als, and most of a ll
bruin, and two Wolf Nomads) divided th e tr eas ure between with concealment from the outside world. Hardiggin
themselves and dispersed, none willing again to risk th e placed this land in the Yatils, but this may have been
terrors of th e land beyond th e Black Ice. intended as a joke, or simply to protect th e in hab ita nts of
th at happy land. There are a number of surp risi ng coinci-
Notes to the D ungeon Master dences between his account and th e story of th e casket: th e
na tu re of th e halflings (tallfellows, unu sual ly handsome),
The chief inh abi tan ts of th e valley ar e goblins,bugbears, th e nat ure of th e land’streasures (silk, gold, emeralds, res-
giant spiders of various sorts, and the subject cavemen. ins), and even funeral customs (placement in a cave in a
DMs with access to Oriental Adventu res rules may wish to bronzewood casket). It seems unlikely that simple river-
add bakemono and goblin spiders. Creatures from almost folk could perpetrat e so elaborate a hoax as to duplicate an
any climate zone might be added to t he list. The whole val- old tale no longer widely known, or so expensive a hoax-
ley is rich i n diamonds, and t he spiders and their allies two of th e emerald ornaments hav e since surfaced in ewel-
have a number
Sources of magical
of knowledge items salvaged
concerning from
how to get to the
t he ruins.
region ers’ shops on th e Wild Coast, and they ar e flawless and of
distinctive design.
could include the survivors of t he expedition or thei r Nevertheless it is difficult to see how the land and people
descendants. T he origin of th e valley needn’t be explained, Hardiggin described could go so long undetected. His
at least i n th e initial series of adventures. The passage at descriptions make the entire valley at least ten miles
th e headwate rs of th e Fler will be difficult to find without a across, and in any case a large settlement including giant s
long search and probably impossible without directions. It is hardly inconspicuous. There may be, however, a number
is in hex Y4-56. Rigodruok (the cavemen’s name for it, and of contribut ing factors. The slopes of th e nearby mou ntai ns
th e name on any old sources giving directions to t he place) as Hardiggin describes them a re foggy and thickly clad i n
is in W4-51. dense forest, and t he only passes requi re one to scale sheer
cliffs or seek out secret passages hollowed into t he rock. I n
either case the high altitude is debilitating, an d th e entir e
way is guarded. The only other means of ent ry to th e land
of Esmerin is by means of a riv er which flows thro ugh

Esmerin underground cavernsquarter.


in Esmerin’seastern after disappearing near aaroute
This is certainly whirlpool
even
The Lortmils have always been famous for their gems more difficult. As for views from the air, only the giant
and precious metals, and stories abound of hidden settle- eagles and the aarakocra are likely to gain such, and these
ments in which th e dwarves, gnomes, or halflings a re as were described by Hardig gin as allies. Last but not least
rich as kings. Some of thes e have a firm basis, though in th e land of Esmerin is described as protected by th e magi-
fact th e wealth of the inh abita nts is greatly exaggerated cal power of a hug e emerald “ as big a s a giant’s head,”
gems and gold are worth a good deal less near th ei r source which stands in a pavilion at th e center of th e chief settle-
of supply, and th e expense of safe export is high, even since ment. Hardiggin described this emerald as having the
th e Hatefu l Wars of CY 520. Nevertheless, one of th e more power to alt er t he appearance of a land a s seen from the dis-
extravagant tales may have been tr ue after all. tance. He also attributes powers to control th e weather and
In Growfest of 556 t he simple riverfolk of a river that various other matters to thi s agency.
flows into t he Jewel south of Courwood discovered a bron- According to Hardiggin, those who somehow stray into
zewood casket of exquisite workmanship lying on a sand- Esmerin are compelled by th e i nhabi tants to rem ain (or if
bar. When they opened it they found th e body of a young they are evil, they are simply killed). This is done in cases
halfling of tallfellow race, with unusually handsome and of apparent recalcitrance by means of a geas placed on th e
noble features, preserved i n a sweet-smelling resinou s liq- intruder never to leave. The charming Hardiggin narrowly
uid. He was clad in silks and gold brocade worked with escaped th e imposition, or a t leas t delayed it long enough,
emeralds, an d wore arml ets, rings, and necklaces of gold to escape by a perilous route down the caverns running
and emerald, together with much other treasure. Perhaps alongside th e underground river t ha t leaves Esmerin, past
because of elvish influence the rivermen of th at region ar e the burial chambers, and through several siphons (one
not as other men. They took each a single ornament, a s it is wonders why so foolhardy an individual lived to write hi s
the ir custom tha t pallbearers a re entitled to an item from memoirs). It is possible tha t somehow, with th e exception
the gravegoods, and buried the casket in a secret place, of Hardiggin, all outs iders have been deterred or detained .
each swearing never t o reveal it s location. Nevertheless Whatever protections Esmerin may have, it most surely
th e story spread up an d down th e river like wildfire, and has need of them. Hundreds of fortune seekers have tra-
soon listeners as far away as Gradsul and Highport were versed th e Lortmils in search of it over th e past two dec-
speculating a s to th e casket’s origin. ades, and many are of a dire and evil nature. Certain
well-equipped expeditions from the Pomarj have made

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incursions into the Lortmils via the Suss forests, for and much of it is saw-edged or contains a poisonous sap
instance. So far none have returned w ith any report, but th at raises blisters wherever it touches skin. These branch-
thi s may well be only a ma tte r of time given th e hard evi- ing islands ar e riddled with lakes and lagoons, many con-
dence of th e emerald ornaments. One hopes, too, th at th e nected to the sea through subterranean passages which
caske t will not be discovered and its contents (and possibly ru n through the entir e region. All the rock is limestone,
th e spir it of t he corpse) examined. and riddled with large and small caves; the footing is
extremely difficult, and th e chief land fa una seems to con-
No tes to the Du ngeon Master sist of venomous and ill-tempered sna kes, and a few croco-
diles. Turucambi’s wealth, however, is in th e water.
The inha bita nts of Esmerin a re 1,600 allfellow halflings The Turucambi reefs are among the most complex
an d 400 stone giants. All are well-fed, well-educated, known, and present surprises at every turn. The tidal
healthy, peaceful, and handsome, and th ere ar e maximum range is great, a nd the re a re shallows regularly exposed by
numbers of exceptional individuals among them. They the tides, deep unfathomed sinkholes, and complex and
have two colonies of g ian t eagles as allies. In th e center of powerful tidal rac es which can toss a ship lik e a toy. Ther e
th e major settlement is an artifact as per the DMG. In addi- ar e white coral plains, expanses of seagrasse s, mangrove
tion to an y other properties, i t is intelligent, can use the swamps, and complex rockeries of bright coral, al l swarm -
senses of its bearer, and can cast spells as an 18th-level in g with life from microscopic to gigantic. The wate rs te em
cleric/l4th-level druid. It can also create hallucinatory ter- with mermen, sahuagin, water nagas, se a elves, koalinth,
rain sufficient to conceal Esmerin from the air. Within a saltwater trolls, ixitxachitl, and even a tribe of seagoing
five-milera di us of t he e merald, crop yields ar e doubled and lizardmen. These fight constantly with one another to
minerals in the natural state regenerate themselves in maintain t heir territories, and to exclude uninvited lands-
2d10 years. It is quite naturally very well guarded, and folk. Nor ar e these th e only hazard. Many of th e corals and
will if necessary defend itself. sea jellies carry poison stings that may raise painful or
The stone giant-halfling civilization has existed since deadly welts, and a number of the molluscs and fishes a re
before the Bakluni-Suel wars, and has been isolationist similarly armed. Plesiosaurs roam the shallows, sculling
since its inception. The two races have somewhat influ- about i n searc h of food both large and small.
enced one another, to the point where many of th e halflings The attra ction of Turucambi to th e aquatic races is two-
have decidedly neutral tendencies and the stone giants fold: first, it is one of th e richest in sealife of the Oljatt’s
lawful a nd good tendencies. They do not like to ta ke lives, reefs, and second it attr act s huma n trade. Precious corals
but will fight hard to maintain thei r peaceful isolation. In can be harvested from th e deeper pa rt s of th e reef: not only
a freak accident the burial casket was dropped into the riv- th e familiar red and black corals, but the r ar er golden cor-
er th at leaves Esmerin, and ever since they have been on al. There are also certain ancient treas ures such as small
guard (remember, halflings and stone giants live longer figur ines of precious ston e, or delicately colored bowls,
lives tha n humans, so th e memory has not yet faded). apparently of terrestr ial manufacture , in some of the dar k-
Playe r ch arac ters may, if they ar e of good alignment, feel er a nd less well explored corners of Turucambi. These a re
compelled to help repel evil invaders, who will be closing n highly prized. In ret ur n they g ain goods not easily made in
on the settlement a t about the time the PCs first arrive. In th e wate r; glass, copper or bronze (they have little desire
any case it will be difficult to persuade the inhabitants of for iron, which rusts too readily), and silver or gold jewelry,
Esmerin to allow the adventurer s to leave. as well as much more mundane items such as wood and
stone (particularly obsidian). Most have tr ea tie s with mer-
chant s from civilized lands or wi th Hepmonaland native s
Tirucambi allowing safe passage a nd free trade. Indeed it is possible
The Oljatt Sea is largely unexplored owing to th e hazard th at they tr ad e yet more widely. A Duxchaner vessel blown
of the predatory sea creatures t ha t dwell there, but none- out to sea and unsure of its bearings once approached from
theless th e intrepid Sea Lords have tra de routes along the th e east, and observed a huge hulk more than a hundred
shallower portions well down th e Hepmonaland coast. One feet long, with many mast s an d a slender shallow body. Sh e
of th e primary reasons for taking such a difficult ourney is appeared to be really holed, and to have a cargo clearly vis-
th e lacework of islands, reefs, lagoons, and lakes known as ible in the six fathoms of water over her, but th e practical
Turucambi. and incurious Duxchaners turned away. It is hazardous to
approach an unfamil iar par t of Turucambi, not merely
bottom some is
Turucambi 20a leagues
maze of limestone jut tin g upof
from th e mainland from th e sea
Hepmona- because of th e natu ra l hazards but because of th e locals,
land’s easternmost extremes. Generally sea captains who are more tha n willing to attempt piracy rath er th an
approach along the coastline rat her t ha n across th e deeps, tradi ng, and who ar e resentful of possible coral poachers.
as native attacks are preferred to seabeasts the size of It ha s been suggested th at Turucambi might be artificia l
ships. What they seek ther e is a wealth of precious coral as in whole or in part. Such convoluted islands are found
well as th e occasional odd relic trade d by th e locals. nowhere else in such numbers. Certainly this would
The complex interpenetration of land a nd water t ha t is explain th e odd tr ad e goods occasionally ak en, but t he size
Turucambi is rich in life, both above and below the of the structures strains belief. The hardheaded traders
surface-indeed ra th er too much so for the t as te s of most who visit are not eager to spend time searching out the
merchants. The region is some 30 miles across, roughly answer to the problem, and the residents, even t he friendly
oval, and has numerous small islands which consists ones, do not seem anxious to answer t he questions of th e
almost enti rely of steep ridges. The vegetation is dense, idly curious.

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Geography of Oerth

Notes to the Dungeon Master If the player characters explore on their own without
local sponsorship they will very probably be treated as
Because of the dangers of these waters, the numbers of
poachers. If they tr y to determine whether or not pa rts of
exceptional individuals among the traders at Turucambi
Turucambi are artificial, they will most probably be con-
reef should be at a maximum. The same applies to the
fused by th e coral dwellings of th e present residents .
diverse aquatic races.
The wreck on th e east side of Turucambi is of a clipper-
Some of th e(use
temperature lakethe
s will be for
ru les very warm,
heat above hu
exhaustion ifma n body
these a re ship (naturally the characters will never have heard of
such a thing). Its cargo consisted of china an d tea . It s origin
explored). Other lakes are filled with poisonous dissolved
is possibly extraplanar or from across th e Oljatt or simply
gases below a certain level (tre at this as a cloudkill spell).
unexplained according to the needs of the campaign. If
Such waters will have a pungent smell characters ar e not
player ch aracters somehow manage to copy th e design a nd
likely to mistake more tha n once.
find a shipbuilder willing to build such a “monstrosity”
The minor reef life might h ave any of th e insinuative poi-
and a crew able and willing to man it (these are not triv ial
sons, from types A to D (see th e DMG‘). Others might have
tasks) they will find tha t though fast, it is flimsy, hard to
th e sa me effect as a Portugu ese man-0-war. Some of these
control (in fact they will probably wreck it experimenting)
may have been obtained by th e locals.
and very expensive to maintain, and th at t her e is little call
Tidal curr ents and ranges will be strongest when Celene
for such a ship eith er i n commerce or war.
and Luna ar e both full or new, and weakest when one is in
It is likely th at all the locals will regard player charac-
first or last quar ter and the other is full or new (the range is
ters as pawns to be used in thei r various disputes.
zero at about th e time of Growfest or Neefest). However it
is unlikely that the currents’ directions can be predicted
without local help. Tidal changes will expose or drown
underground chambers, and pull divers into or out of tun-
nels.

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in Greyhawk

n this final chapter you will find adventure. 40’ wide, and t h e stabl es begin 20’ from the door.
Actually, several adventure s: Some showcase
magical items, non-player characters, mon- Warhorses
12, (6):
13; # AT 2; Dmg 7; MV 15”;HD 316;
AC 1-8/1-8;THACO +3;AL
hpN.
12,15,11,16,
sters, an d places you read about earlier; others
ar e designed to show off th e tal ent s of players Whitey: AC 7;MV 12”;HD 3; hp 12; #AT 2; Dmg 1-3/1-3;
of particular levels. Some offer several ways to get player THACO 16; AL N.
a char acte rs involv ed; others offer only one way. Some tell a
The previous night when Erollson blew out the barn’s
story with a beginning, middle, and end; others offer a
lanterns , one of them continued to smoulder and h as now
seri es of encounters-making a story of them is up to th e
returned to life. During the first two tur ns th at PCs are in
DM an d th e players.
the barn, this lante rn licks the pitch-soaked beams with
Variety is th e key in this chapter-the infinite variety of
flame. It is hidden in a feed stall, so the PCs receive no
adventu re in t he world of Greyhawk.
warning except from Whitey, who stamps her foot and
whinnies constantly. Fire th en sweeps th e ceiling. It fans
Horse Sense out along each beam as horses kick and bellow in their
stalls. Each character and horse must check to see if burn-
This zero-level adventure begins when a sage named ing debris strikes him or her. There is a 10% cumulative
Erollson agrees to accept the PCs as apprentices. On thei r chance of being hit each round. PCs will be h it automat i-
first day at his country mansion, Erollson asks th e party to cally after te n rounds. Anyone hi t suffers 1-8points dam-
stack hay for his prized horses while he goes to town. As age from smoke and flaming cinders.
fat e would have it, th e bar n will catch fire, forcing the PCs If a character uses a luck roll to cast a precipitation spell
to escape, rescuing as many horses as possible. This com- (silver buckles from th e horses’ tack could be used for t he
pels them to adapt th e skills they possess to new uses. material component), his subd ues th e fire enough to halve
Brutish fighters who prize thei r great strength might tr y th e chances of being hit from falling debris while t he spell
to d rag horses o ut forcibly,while others may pray for druid- lasts. Cloudburst would eliminate damage entirely du ring
ic spells or clerical powers of heali ng. How th e PCs rescue the spell’s duration, but characters can only cast it with
the horses while saving themselves will determine what insight. The horses could easily be killed by thi s fire. Any
Erollson decides to teach the PCs. The party cannot get PCs who reach zero hit points may survive by using AP and
outside help un til t he fire i s out because Erollson lives over will be found in th e ashes later, unconscious bu t alive.
five miles from town. The panicking horses refuse to be led to safety. It tak es
Erollson is a short man, w ith a r ed beard fading to white. one round to open a stall, and then the horse must be
If his horses ar e saved, th e old sage will not punish PCs for removed. PCs can force the animals out by making a
th e fire, although he may tease them about it after a new strength check with a + 4 penalty ( + 2 for Whitey). Charac-
barn ha s been built and the m atter is no longer so painful. ters with a horsemanship proficiency, possibly obtained
Erollson: AC 10; MV 12 ”; HD 8; hp 20; #AT 1; Dmg throug h luck rolls, can also try to coax horses out, by mak-
unarmed; Str 10, Int 18, Wis 17, Dex 9, Con 11, Cha 14; ing wisdom checks at a + 3 bonus. Any time a character
THACO 20; AL NG, SA two first-level druid spells per day; attempts to command a horse and fails, the panicking s teed
minor fields in F aun a and Supernatural & Unusual, major attacks t he PC with both hooves, using t he normal combat
field in Humankind, special categories in Weapons & procedure. One round later, the character may attempt
Strategy, Theology & Myth, Crime & Criminals, and Lan- another st rength or wisdom check. Characters must make
guages. these checks twice to lead a horse to t he b ar n door. PCs may
attempt to blindfold a horse. This takes one round and
requires th e same streng th or proficiency check a s leading
Barn Fire th e animal, bu t after being blindfolded, th e horse will fol-
Early one morning, Erollson takes the PCs to h i5 barn, low it s leader nervously.
where he tells them to stack hay i n the loft. The hay is i n a At th e bar n door, PCs must spend one more round to lead
pile, with pitchforks alongside. Erollson has locked the main a horse through the tight humans’ entrance. Only one
barn doors, but PCs can go in and out throug h a man-sized beast can pass a t a time. In addition, any horse which is not
hole which ha s been cut in one panel. A few silver harness blindfolded will be afraid to go through, forcing the PC s to
pieces are on display, but nothing else of interest is visible. make two more proficiency/strength checks. PCs could
Although the PCs do not know it, Erollson keeps a unlock the main doors by using a bend bars roll to break
decanter of endless water for watering hi s animals beneath th e hinges, or a luck roll to obtain a thi efs ability to pick
a secret panel in the horses’ trough. The decanter’s com- locks. There a re plenty of loose bits of wire on t he floor
mand w ords are: “clear” (for a clear stream ), “blue” (for a which could be used for lockpicks.
water fountain, range 5 7 , “white” (for a foamy geyser, When these doors ar e open, th e horses can easily be herd-
range 20’), and “black” to stop the water. A hint on the ed outside once they a re out of th ei r stalls. Most horses will
jug’s stopper reads, “What color is the water?” stamp impatiently as they reach safety, breathin g heavily.
Seven horses live here , named Wind, Steel, Blaze, Arrow, Whitey, as some fire-crazed animals do, will stubbornly
Light ning, and River-six magnificent warhorses-and attempt to go back. If the PCs le t her, she will lead the m to
Whitey, a wise but stubborn mare. The bar n is 100’ ong by th e trough and nuzzle the panel which conceals Erollson’s

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decanter of endless water.The PCs could use th is a gainst telling them that th e last person to cross him was turned
th e fire, halving the chance th at debris will fall, or to douse into a tree like the one he jus t fried.
a part icul ar victim, preventing one character or horse from
suffering severe damage. Th e Market
The PCs may find themselves here if they need supp lies
Aftermath
Th at evening, Erollson returns. When t he sage lea rns of
or spell components. The market is where people of all
sorts buy and sell goods-peasants with pigs and chickens
the fire, he will tear his beard and rush to his beloved under their arms stand side by side with merchants hawk-
horses. If they were all killed, he orders th e PCs out of his in g racks of pottery. PCs would immediately notice a sign
sight forever and refuses to teach them. If the horses were th at reads in pictographs “Linneus-Barber, Apothecary
saved, he calms himself and realizes t ha t t he PCs were not and Doctor of Physic.” The other tabl es i n th e a re a ar e occu-
to blame. Recovering his decanter of endless water he mus- pied by ten peasants who ar e selling animal furs. Each of
es that the PCs have had a far more realistic test of thei r these merchants has a purse of 50 sp. Two other pottery
adventuring talents than any teacher could devise. His mercha nts have locked coinboxes each holding 100 g.p.
horses watched it all, so the sage talks with them using a If the PCs rob anyone, subtract two points from the
speak w ith animals spell. Together, Erollson, th e horses, thieves’ law/chaos and good/evil scores. Should a PC be
and t he party discuss what omens can be found in th e inci- detected trying to steal something, a hubub e rupts a nd ld 8
dent, and what sort of trai nin g it suggests for each PC. As passersby pursue the thief. They hold him u nti l th e Town
DM, play th e roles of Erollson and t he horses, helping each Constable arrives. Captured thieves are imprisoned for
PC decide what to study. Increase each PC’s tendency to l d 4 days.
good alignment by one point for every hit point he or she
People at the Ma rket: AC 10; M V 12; HD 1/2; hp 2; #AT 1;
lost while rescuing horses.
Dmg unarmed combat rules; THACO 20; AL N.
Erollson will tr ai n th e PCs for the next several months or
possibly longer. The DM is free to revise his personality Town Constable: Str 16; In t 14; Wis 11; Dex 15; Con 12;
an d fields of knowledge to s ui t the campaign. Cha 14; AC 4; MV 9; HD 5F ; hp 38; #AT 1; Dmg ld 8 + 1;
THACO 16; AL L G Longsword and chain mail.

Beaming Up The PCs should realize t ha t of all t he people a t the mar-


ket, only th e barber would have quicksilver. Linneus spe-
In this zero-level adventure, the PCs have become cializes in surgery, but he ha s a n assortment of chemicals
apprentices to Tharkun, a bright young wizard who is and will sell mercury for 25 s.p. per ounce. He is fat and
eager to subject them to th e ordeals he suffered as a novice. serious, and balances his knowlege of medicine with sage
Their first test involves a wooden beam, weighing 100 advice and a little sorcery. If the PCs simply ask him for
pounds. The students must find a way to suspend thi s shaft mercury, free, he refuses, saying th at his business is fixing
above th e ground, using only thei r own powers and their bodies, he isn’t a charity. A m agic m ou th shouts, “Stop
wits, but not using thei r hands. I fth ey need material spell Thief?” if anyone but Linneus takes something from his
components, they must get them at th e city marketplace, shelf. This shouting always at tra cts a crowd.
without t aki ng money. If the players tr y to trick Linneus into giving them mer-
To prepare th em for their t rial, Tharkun agrees to teach cury, subtract two points from their law/chaos and good/
th e PCs any spells or cantrips from th e following list: Ten- evil scores. If PCs offer services in re tu rn for t he merc ury,
ser’s floating disc , message, detect m agic, sleep, change, col- Linneus acce pts gladly an d ha s lots of jobs for them.
or, p a l m , an d distract.
It would be easy to raise t he beam on a Tenser’s Floatin g Linneus: Str 9; In t 16; Wis 11; Dex 15; Con 12; Cha 15;
disc. However, th e PCs will need mercury to cast thi s spell, AC 10; MV 12; HD 3/MU; hp 6; AT 1; Dmg 1-4 (dagger);
and they will have to steal or ear n it. Especially smar t PCs THACO 20; SA Spells: SD Magic Mouth alar m; AL LN;
may thi nk of other ways to lift th e beam. Tharkun accepts Spellbook: charm person, comprehend languages, friends,
such solutions, although the y elicit groan s of surprise. light, mending, read magic, write, forget, knock, magic
mou th, shatter, strength.
Tharkun: Str 10; In t 17; Wis 15; Dex 15; Con 12; Cha 11;
AC 9; MV 12; HD 6; hp 14; #AT 1; THACO 19; SA Spells; If th e PCs
chance that use magic
Ghen thewhile at the market,
barbarian there is them.
fighter notices a 35%
AL C G Dmg 1-4(Dagger);
(Ghen will also show up a s par t of a ny crowd th e PCs
Tharkun’s spellbook contains burning hands, charm per- attract.)
son, detect magic, identify, magic m issile, read m agic, write,
knock, levitate, strength, web, wizard lock, fireball, hold Ghen: Str 17; In t 8; Wis 8; Dex 17; Con 14; Cha 9; AC 5;
person, ligh tning bolt, slow, suggestion. M V 12; HD 3 F; hp 21; #AT 1; Dmg 1-6 + 1; THACO 18; AL
Tharkun is a crue l master, but strongly believes in pay- CN; Spear and leat her armor.
ing for a good days wo rk If th e PCs raise th e beam on the ir Ghen has traveled from the lands of th e Tiger Nomads
fir st try, they don’t have to pay Tharkun back for th e learn- and is trading furs for iron weapons. Throughout his tri p
in g of th e spells. Ift he y fail the n they have to work double he ha s become progressively more shocked at how sorcery,
th e time to ea rn the ir instruction points. Jus t to convince which his tribe hates, prevades th e whole civilized world. If
the characters that they shouldn’t try to cheat the mage, Ghen notices the PCs using spells, he will decide to act.
Thark un uses a lightning bolt to blast down a large tree, Ghen confronts the PCs, “No, no you fools. Sorcery is evil!
You do not know th e dan ger of your actions!”

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The fighter is 7 feet tal l, muscular, and fierce looking. tak e them to t he ship’s resting place, and, if possible, clear
The only way to avoid a fight is for all of th e PCs to agree th e wreck area of anythin g harmful to life and limb.
with everything G hen says and t hen move away. The other If th e PCs ar e killed in this pursuit, no grea t loss: The
people in t he m arketplace will move away from Ghen, not thieves will take what they can and make th eir escape in
wanting anything to do with so fierce a warrior. If the PCs th e longboat, threading th rough t he reefs where a larger
don’t wish to play along with t he rav ings of Ghen he will boat can’t follow. If the PCs survive the exploration and
wade into ba ttle, fists swinging. When the constable comes actually bring up anything of value, Bella and he r friends
to stop the fight he is knocked unconsc ious by one blow of intend to slay them at th e fir st convenient opportunity,
Ghen’s powerful fist. If th e PCs ru n, Ghen won’t follow; stea l th e longboat or-if they’re sur e they can get away
otherwise, there is a fight until Ghen or the PCs are out with it-the PCs’ ship, and make the ir getaway.
cold.
Bella. Str 12, In t 13, Wis 10, Con 15, Dex 17, Ch a 15; AC
10; M V 12“; T7; hp 33; #AT 1; Dmg by weapon type; SA
Diver Down backstab; AL CE. Thief abilities: PP 60%, OL 52%, FT
50%,MS 55%,HS 43%, HN 25%,CW 94%, RL 35%.
This adventure is for thre e to four player characters of
4th-5th level. If your party is significantly stronger or Stront: Str 18, In t 10, Wis 8, Con 15, Dex 13, Cha 9; AC
weaker, adjust the number and sta tistics of th e opposition 10; MV 12”; T5; p 25; #AT 1; Dmg by weapon type; SA
accordingly. backstab; AL CN. Thief abilities: PP 50%, OL 42%, FT
During a n ocean voyage, th e PCs put i n at a small island 40%,MS 40%, HS 31%,HN 20%, CW 90%, RL 25%.
for reprovisioning. The island is peopled by tribal fisher- Tethus: Str 9, Int 11, Wis 10, Con 10, Dex 13, Ch a 13; AC
men, very simple in lifestyle and friendly to strangers. 10; MV 12”; T5; hp 20; #AT 1; Dmg by weapon type; SA
Casual conversation informs the PCs th at a rich merchant backstab; AL CN. Thief abilities: PP 50%, OL 42%, FT
ship went down in a storm several years ago in a nearby 40%, MS 40%, HS 31%, HN 20%, CW 90% , RL 25%.
uninhabited atoll. Surprisingly, the fishermen have no
inter est in finding the wreck and retrieving anything of Torok: Str 10, In t 9, Wis 8, Con 10, Dex 12, Cha 10; AC
value from it. 10; Move 12”; T4; hp 18; #AT 1; Dmg by weapon type; SA
Having learned th is, th e PCs ar e approached by a young backstab; AL CN. Thief abilities: PP 45%, OL 37%, FT
woman who tries to enlist their aid. It was her father who 35%,MS 33%,HS 25%,HN 15%,CW 88%, RL 20%.
captained the ship that was lost, and she and her three None of th e four openly carrie s weapons: Thei r equip-
brothers w ant t o retrieve some family heirlooms from the ment is concealed in t he ir packs. Bella’s pack hides a short
wreck-heirlooms of sentimental rath er tha n monetary sword, hand axe, 6 darts, and a potion of water breathing
value. The island fishermen refuse to help them. Will the that she bought before undertaking this voyage. Bella
PCs come to thei r aid? won’t mention th is potion to anyone, even he r colleagues;
it’s her “ace i n th e hole” if she must do any salvage herself.
The Lair Torok’s pack concea ls a li ght crossbow, two daggers, an d
six darts. Each of th e others h as a short sword, two dag-
The young woman, who calls herself Bella, is th e spokes- gers, and a dozen darts hidden in his pack. All have lock-
person for th e group, and introduces he r male companions
picks and other tools of th eir tra de concealed in the ir packs
as her brothers: Stront, tethu s, and Torok. She explains to and about their persons.
th e PCs tha t, when they hear d of the ir father’s death, they
The four thieves play the ir roles well. Although Bella is
made the ir way to th e islands in th e hope of finding where
obviously the spokesperson, the others can believably
hi s ship went down. Although t he locals were quick enough answer questions about their background and about th eir
to tell them where the wreck is, they refused to help the
father. When they’re with t he PCs, al l four do the ir best to
family retrieve anything from it, believing tha t what th e
appear harmless and even slightly incompetent. They
sea takes, t he sea should keep.
move almost clumsily, disguising the fluid grace they’d
If the PCs decide to help, Bella and he r brothers board show on th e job, and Stront does nothing to demonstrate
th e PCs’ vessel, each beari ng a ligh t pack of personal pos-
his above-average strength.
sessions. Once underway, Bella gives th e captain a course
to a n archipelago made up of tiny coral atolls, surrounded
by wicked reefs. Bella tells them, and any experienced sail- The Atoll
or confirms, th at it’s suicide to try to approach her father’s Formed entirely of coral, th e island is small, jus t 50 yards
restin g place in any vessel larger th an a ship’s 12’ long- in diameter with a shallow central lagoon. At its highest
boat. point, it’s no more tha n 10 feet above the high tide mar k.
Surrounding th e island is a coral reef whose jagged top is
Conspiracy only inches below the breaking waves. The only way to
pass the reef is thro ugh one of several cha nnels no more
There’s more to Bella and companions than meets the than 10 feet wide. Even here , passage is made treacherous
eye, and only a germ of tr ut h i n her story. In fact, Bella and
by the waves, which threa ten to throw a small boat onto
the others are related only in occupation and goal. They
th e knife-sharp coral. The reef acts a s a breakwater, and
ar e thieves who’ve heard rumors of a rich treasure vessel,
the inshore waters are calm and clear, with many
wrecked on a coral atoll (needless to say, the captain was no
brilliantly-colored fishes darting here and ther e.
relation to a ny one of t he thieves). Unwilling to wander Pa rt of th e shipwreck is visible from outside t he reef. The
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forward quarter of a fairly large galleon shows above 200 g.p. and worth 1,000 .p. The mark stamped into th e
water, splintered against th e sharp coral of th e atoll itself. ingot identifies it as coming from th e coffers of t he Prelacy
Fur the r out from shore, th e tip of a shatt ered mast breaks of Almor.
th e surface. It’s obvious what happened: A storm blew th e (Note: When it went down, “The Outward Bound” was
ship right over the reef, tearing th e vessel’s bottom out. It carrying the proceeds of a daring robbery, a raid on the

swiftly
more sank From
to this: in thewhat
inshore
she’swaters. Bella
heard, th e shipcan addineven
broke two. treasure
aware of rooms of Almor.
this hence Bella and
the ir interest in th her companions
e ship, are
but deny any
The forward section is partially aground on the atoll; the knowledge of if questioned.)
it
remainder of th e vessel is in deeper water, but still inshore
of the reef. Jaws Among the Coral
Bella points out th at th e only way to reach t he wreck is
by small ship’s boat, which can hold no more than eight The aft two-thirds of th e ship lies und er 40 feet of water,
people and still make it across the reef. Bella and her about 50 eet offshore. The coral slopes between th e bow
brot hers demand th e ri gh t to go-it’s th eir father’s ship, section and th e remainder of the ship ar e littered wit h nine
after all-so th at leaves room for four PCs. platinum ingots identical to the one already found (200 .p.
(Note: One person plus light equipment is equivalent to weight, 1,000 .p. value). To retrieve thes e ingots, some-
about 2,000 .p. of weight. Thus, if Bella and friends kill body must dive for them. Bella’s companions immediately
th e four PCs accompanying them, they can anticipate mak- volunteer for th e task, but are so enthusiastic th at they’ll
in g off with 8,000 g.p. weight of treasure.) probably make th e PCs suspicious enough to tak e on t he
Passage through the reef is treacherous. The passage tas k themselves. This is exactly what th e thieves want.
tak es two rounds, and there’s a 10% chance per round of A character of average consti tution can hold his or he r
th e boat going aground on th e coral (the DM should make breath for two rounds while working under water; if the
the danger seem much greater, however). If the boat is character’s constitut ion is 15 or more, this extends to thr ee
skippered by a PC with a secondary skill of “fis her” or rounds. It takes about three segments to swim down to t he
“sailor,” th is chance drops to 5% per round (but th e passage depth at which th e ingots lie (assuming th e character can
should still appear highly dangerous). swim), and a n equal time to ret ur n to th e surface unladen.
The coral of the island itself also poses a threat to the A character of stren gth 12 or more can swim to t he surface
unwary. It’s hideously shar p, causing 1-3 oint s of damage carrying one (and only one)ingot, bu t it takes six segments
to anyone careless enough to walk on it with bare feet or to do so . A character of stren gth 11 or less can’t swim to th e
improper footwear (anything with soles less resilient t ha n surface carrying an ingot. Of course, without magical
leather). If anybody falls on the coral (during a fight, for assistance, characters working underwater can wear no
example), the y have a 50% chance of taking 1-4 points of metallic armor, and can carry only the l ight est of weapons.
damage from puncture wounds and abrasions. Coral Living in fissures in th e coral are two gia nt (moray) eels.
wounds are very painful, and h ave a 50% chance of becom- Each time a character swims down to examine or retri eve
in g infected if not tre ate d promptly. ingots, there’s a 25% chance a n eel will attack. These eels
typically bite once and hold on, trying to keep their prey
under water until it drowns. A character who stays down
The B o w longer than he can hold his breath drowns in ld6 +2
The bow of th e wrecked ship is partially aground, and so rounds. A trapped character can pull th e eel loose from its
can be entered and explored from shore without swim- purchase on the rock by rolling under the character’s
ming. The condition of the hull shows th e violence of th e strength on 5d6. Such an attempt takes a n entire round
storm tha t wrecked it, and also indicates that the wreck during which the character can do nothing else. If an eel is
has been here for several years. pulled loose, it will usually release its prey and ret reat to
The decks are at str ang e angles, since the ship is bow- its lai r to await another less difficult victim. A dead eel can
high and lying partially on its port side. The air inside is easily be pulled from th e coral, but even in death it s jaws
heavy a nd thick with t he stench of decay. Within t he for- remai n locked in t he victim’s flesh and must be pried loose.
ward com partments, or what’s left of them, all is chaos and
Eels (2): AC 6; MV 119”;HD 5;hp 20; AT 1; Dmg 3d6;
destruction. There ar e several huma n skeletons, most with
THACO 15; A hold victim under w ater u nti l it drowns; A L
broken
ty of th ebones
stormindicating th at they
an d the wreck, were
not by killed byCha
drowning. th erts
feroci-
and N.
ship’s papers have long since weathered away, but a
plaque, brok en loose from a bulkhead, identifies t he vessel Sea Sprites
as “The Outw ard Bound-Free Trader.’’ The remainder of th e wrecked ship is th e home of a fami-
The aftermost ar ea of th e bow section is under water. The ly of eight sea sprites. As is their way, they believe that
water is clear enough, however, so th e PCs can see th at t he what the sea has taken should stay with the sea, and there-
bulkhead separating t he forward compartments from th e fore will try to stop salvage attempts. The sea sprites won’t
hold has been smashed in. From t he damage, it looks as willingly leave the wreck, preferring to wait within to
though the load in the hold must have shifted forward, ambush anyone try ing o enter. Before th e sea sprites enter
staving in the forward bulkhead. In fact, since the ship th e picture, however, two barracudas, under t he o rders of
must have broken ap art right at t he hold, it’s possible th at th e sprites, will atta ck anyone approaching the wrecked
it was a shifting cargo th at finally broke th e ship’s back. stern.
In about 3 eet of water, in a n aft corner,is something th at
shines dully in the light: an ingot of platinum, weighing

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Adventures in Greyhawk

Barracuda (2): AC 6; MV 1/30”;HD 3 ; hp 15; #AT 1; Dmg The Gallows


2d4; THACO 16; AL N.
Five turns after entering the valley, the PCs will see a
Sea sprites (8): AC 6; MV 6 “1/24“;HD 1; hp 5; #AT 1; gallows with six skeletons han ging from it. The skeletons’
Dmg 1 4 ; THACO 17 ; SA weapo ns tipped w ith sleep potion, hand s ar e tied, and they dangle limply. If a PC gets close,
can cast slow spell thr ee times per day at 5t h level of abili- th e skeletons will seem to come to life. Magic mouth spells
ty ; AL CN. will say: “G o back! There is nothing f or you here! We dis-
pleased th e Mage of th e Valley, an d you can see th e result!
If the PCs attempt to communicate, the sprites will
Go back, and keep your necks!” The skeletons are not
explain that they are merely “protecting the sea’s prop-
undead, and except for th e magic mouths, have no enchant-
erty.” If the intruders leave things as they are, the sprites
ments.
have no quarrel with them and will let them leave
If the PCs try to c ut down th e skeletons, an invisible juju
unharmed.
zombie guarding th e gallows will atta ck. Unless th e juju
The shattere d cargo hold of t he wreck contains another
zombie was detected earlier , it will atta ck with surprise.
20 platinum ingots. A chest i n th e captain’s cabin at th e
stern contains a broadsword + I an d a mace +2 . Both Invisible Juju Zombie: AC 6; MV 9” ; HD 3 + 12; hp 35;
weapons are badly rusted, concealing their true nature, #AT 1; Dmg 3-12;SA Nil; SD hi t only by + 1or better weap-
but can be made usable through the ministrations of a ons, piercing or blunt weapon attacks do Y2 damage, it is
weaponsmith. The chest also holds the ship’s log, wrapped unaffected by m ind-affecting magic or poison, electricity,
in oiled leathe r and t hus partially protected from the sea. magic missiles, deat h or cold-based spells, it takes Yz dam-
The log confirms th at “The Outward Bound” was a some- age from fire, is turned as spectre; THACO 13; AL NE.
time pirate ship, and that its cargo was stolen from the
The juju zombie was once an adve nturer who angered th e
Prelacy of Almor.
Mage‘of th e Valley, and w as kille d by a n energy drain spell.
His punishment after death was to guard thi s gallows, and
Conclusion-The Danger Above he will not willingly leave it. If the PCs retrea t, he will
The thieves will choose the best opportunity to slay th e chase them unt il they ar e 100 feet from the gallows.
PCs-possibly when they surface, exhauste d from fighting As the PCs proceed deeper into the valley, they will
th e dangers below-and make off with as much treasure as notice broken bones and skulls underfoot, as well as bro-
the y can. Bella and her friends ar e sly, however, and won’t ken, rusted weapons, rotted backpacks, and other items
tip t hei r hand too early. (For example, if a PC re tur ns to the tha t indicate th at a battle was fought here. These things
boat badly wounded, they might “help him along,” making were scattered on th e orders of t he Mage of th e Valley, to
his death look like a resu lt of his wounds.) If the thie ves ensure t ha t nobody w ithout a valid reason would ent er th e
successfully stea l the ship’s boat, they’ll make the ir escape Valley.
by sailing through small openings in the reefs around the
islands. If the PCs ar e stupid enough to follow in their larg-
er vessel, there’s a 50% chance per turn of pursuit that The Frog
Three turns after leaving the gallows, the PCs will
they’ll ru n aground on the coral.
encounter a n ordinary frog. It will hop out from behind a
Note: The amount of tre asu re to be collected from the
rock and say: “Stop! Go back! I was once a noble paladin,
wreck m ay seem excessive. Remember, however, th at it’s
until th e Mage of th e Valley became angered with me, a nd
underwater, and it’s unlikely that the PCs will make off
changed my form to this! Go back, and consider yourselves
with more th an a fractio n of it. If they decide to retur n to
lucky th at you can still leave!”
the wreck later, better equipped, they might find that
The frog radiates magic if checked, but th e PCs will not
another storm ha s obliterated any signs of the wreck.
be able to tur n it back into a paladin. The Mage of th e Val-
ley put a magic mouth on a n ordinar y frog to fool people. In
The Entrance to all other respects, the frog is ordinary. It ha s no effective
attacks and will behave exactly like a n ordinary frog.
th e Valley of the e While the PCs ar e busy with th e frog, several gnomish
spell casters will be alerted to the ir presence. These illu-
5tThis
h to 6t h level. Ifis
adventure designed
you forPCs
want t he th reto
e encounter
to four characters of
th e Mage sionists are th e outer guardians of t he Valley, and will com-
bine thei r spells to create truly frigh tening illusions with
of th e Vale himself, however, you’ll probab ly need more (or
visual and audible components. They have worked togeth-
more powerful) player characters. er for years, and coordinate the ir illusions expertly.
Those who seek th e Valley of t he Mage will find them-
selves clamberin g down into a bleak, ba rren valley. A per- Carl Sneakystufl AC 8-dexterity bonus; M V 1 2 ”; 1 7 ;
mane nt fog hangs over the area , and th e wind sounds like HD 7; hp 22; #AT 1; Dmg by weapon type (staff sling, d ar t,
th e voices of th e restless dead. Scrubby gra ss and mosses dagger); Str 11, Int 17, Wis 10, Dex 16, Con 8, Cha 11;
are th e only signs th at life even exists here. THACO 19; AL CN; SA Spells: 4- ls t, 3-2nd, 2-3rd, 1 4t h .
Just why the player characters are here is up to you:
Piotr P restochango: AC 7-dexterity bonus; MV 1 2 ”;1 5 ;
They could be on a mission to slay the Black One-the HD 5; hp 16; #AT 1; Dmg by weapon type (staff, dagger,
Mage of the Vale; they could be on a thieving mission, t o
dart); Str 10, In t 18, Wis 9, Dex 17, Con 12, Cha 8; THACO
retrieve valuable magical items known to be here; they
20; AL N; SA Spells: 4- ls t, 2-2nd, 1-3rd.
could stumble int o th e deadly valley by accident. It’s up t o
you. Once they’re in t he valley, here’s wha t happens:

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Adventures in Greyhawk

Tatanya Stickyfingers: AC 7-leather an d dexte rity The O ffice of the First Protec tor
bonus; MV 12”; I 4pT 7; HD 417: hp 28; #AT 1; Dmg by
From outside, this building looks like a small temple,
weapon type (short bow, short sword, dagger); Str 12, In t
with a large st atu e of a ma n standing outside. Any PCs
16, Wis 12 , Dex 17, Con 13, Cha 14; THACO 19; AL N; SA
looking at the statue and failing to save vs. spells will
Spells: 3 - M ) 2-2nd, triple damage from back stab; SD
spells. think
harmless. is hidden
this A a stone gnome
golem. spell
The sta tu e is
caster isnon-magical, anto
casting a spell d
They work together to cast a very believable illusion. make it seem to be a golem. Any PCs attacking t he s tat ue
One will cast a phantasmal force, while another will pro- will only end up wasting their spells or breaking their
vide a n au dible glam e r . The DM should make th e PCs save weapons. Weapons striki ng he s tatu e must save vs. crush-
vs. spells twice to disbelieve both forms of t he illusion.. in g blow or the y will break.
One of th e gnomes’favorite t ricks is to conjure the image First room: This room is airy and clean. Behind a
of a robed, hooded man, a nd use ventriloquism to make it counter, three pretty Valley-elven girls smile and ask:
talk to intruders. It will imitate the Mage of the Valley, “What can we do for you, please?’’
aski ng intruders what they wan t, scaring them with dire These girls ar e not what they appear to be. Tw o of them,
threat s, making it clear tha t intruder s a re unwelcome. Sharlene and Elspeth, are 8th-level thieves; the other,
If th e illusionary “Mage” or other illusions ar e attacked, Marinian, is a 6th-level magic-userl6th-level thief. They
ta ta ny a Stickyfingers will slip behind th e PCs and pick a will not wantonly att ac k PCs, but will defend themselves if
pocket or two. She loves to pick up magical ite ms, and will attacked. If they can tell tha t the PCs a re not authorized to
try to steal any things tha t are not i n use. If she feels it is enter the Valley, Marinian will cast a suggestion to wait
necessary, she will back st ab a t every opportunity. She is there, and a hold person on anyone making their save
almost impossible to detect, since she is wearing elven against the suggestion. PCs failing their saves against
cloak and boots and has improved invisibility cast upon her. eithe r or both spells will be turne d over to th e Mage of th e
Valley immediately, to account for the ir presence in h is val-
The Valley Elves ley.

Once th e PCs get past th e gnomes, th e next guardians of Sharlene and E lspeth: AC 5 (elven chain); MV 12 ”;T 8;
the valley will make their appearance ld8 turns later. HD 8; hp 4 1,4 0; #AT 1; Dmg by w eapon type (sh ort bow,
From hidden vantage points, arrows will shower down long sword, dagger); Str 15, In t 13,Wis 11,Dex 14, Con 16,
upon th e party. An elf or a ranger has a chance of detec ting Cha 17; THACO 19; AL LE, NE; SA tri ple dama ge from
a hidden guardian-multiply th e detector’s level by 5% to back stab, + 1 o hi t w ith bow a nd sword; SD 90% immu-
determine th e chance. nity to charm and sleep, normal thief abilities

Valley-elven fighter s (7): AC 5; MV 9 ” ; HD 5 ; hp 49,45, These elves ar e sisters, and resemble each other strongly.
41 ,3 8, 37 ,3 4, 33 ; #AT 1; Dmg by weapon type (long bow, They will cheerfully flirt with male PCs, if necessary, to
long sword, dagger); THACO 16; AL CN; SA + 1 o hit with distract them. Neither is carrying treasure.
bow and sword; SD 90% resistance to sleep an d charm. Marinian: AC 5-elven chain; M V 12”;MU 6pT 6; HD 6/
These elves are pa rt of th e Valley Militia, and th ei r 6; hp 44; #AT 1; Dmg by weapon type (long sword, long bow,
orders ar e to make s ure th at only persons authorized by dagger); Str 16, Int 16, Wis 1 0, Dex 15, Con 12, Cha 13;
th e Mage of th e Valley ar e allowed inside. They wear elven THACO 19; AL LE; SA tri ple damage from back sta b, + 1
chain mail an d elven cloaks, making them very hard to see with sword or bow, Spells: 4-lst, 2-2nd, 2-3rd; SD 90%
in th e ever-present fog. resistance to sleep and charm, normal thief abilities.
If the PCs manage to kill four or more elves, the res t will Marinian is, he r anking person in this room, and will
scatter and re tur n to the ir base i n th e Valley. Their leader, give the others any orders necessary. She is ruthless in her
Lemin Kainin, wears a golden circlet on his head, and if work, and will do anything i n her power to keep intr uder s
PCs pursue him, he will call forth a skeleton in rusty plate out of th e Valley of th e Mage. She owns a flame tongue long-
mail and command it to attack, hoping tha t t he PCs will sword and a necklace of magic missiles.
think it is a skeletal warrior. Room 2 This room is filled with papers. In t he middle of
Skeleton: AC 4-rusty plate mail; 7”; HD 1; hp 8; the papers sits a skeleton, and what appears to be a behold-
#AT 1; Dmg 1-6;THACO 19; AL N; SA MVnil; SD shar p weap- er is floating right above the skeleton. The papers are
ons do 112 damage, amulet ofproof against turning (turns as detailed descriptions of th e valley, all fake an d showing
a Spectre) paths leading to death t ra ps of one type or another.
The “beholder” is really a gas spore. The regular i nhabit-
Captured elves won’t willingly give out any information. an ts of the building know what it is and ar e careful not to
If they are coerced (magically or otherwise), they don’t touch it. It is there so that snoops and thieves, two of the
know a gr ea t deal about t he Mage of th e Valley. They do Mage’s pet peeves, will eithe r be scared out or killed. The
know that he is a magical man w ith th e power to keep thei r papers a re mostly files about various enemie s of th e Mage
valley safe. Despite their alignment, they a re fanatically or of th e valley-folk,and m ight, at th e DM’s option, contain
loyal to t he Mage of the Valley, and do whatever he orders. very complete dossiers on th e PCs.
Anyone who gets past these first encounters is channeled
by th e shape of th e valley to th e Office of th e First Protec- Gas pore: AC 9; MV nil; HD 1; hp 1; #AT 1; Dmg special;
tor. THACO 19; AL N; SA touch-infestation; SD explosion for 6-
36 points damage when hit .

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Adventures i n Greyhawk

-
Room 3 This is where Sharlene, Elspeth, and Marinian
sleep. Various items of clothing an d cosmetics can be found,
The rescue O f re n
Here is an adventure for three to six player character s of
an d pictures of handsome, scantily-clad elven and h uman
3rd to 6th levels. A small party better be toward th e high
men are pinned up on th e walls. Searching this room will
end of th e level-suggestions; a lar ger pa rty may survive
yield a total of 3,800 g.p., one dagger of venom, a manual
wit h less power.
written in elvish about assassination, and Marinian’s spell
The party of adventurers is in the Free City of
book. The spell book contains feather fall, charm person, Greyhawk, looking for employment. One day,a messenger
magic missile, read magic, forget, invisibility, suggestion
comesto th e inn where th e party is staying. He asks for th e
an d hold person. Along with t he spell book ar e enough
leader of th e group, presses a piece of paper into t he lead -
mater ial components to cast each spell ten times.
er’s hands, and asks for a tip.
Room 4: There is a variety of gym equipment here,
The paper reads: “Bold ones! Your rep uta tion for brav-
along with several books in elvish, gnomish, and common
ery and s kill ha s preceded you! Come to th e headq uarte rs
about increasin g one’s stre ng th or dexterity. There ar e also
of th e Traders’ Union, if you wish to learn something of
dummies representing various races, with the vulnerable
advantage.” It is not signed, but th e seal of the Traders’
points marked in red. One of the dummies is animated to
Union at t he bottom authenticates it. If the messenger boy
provide actual combat experience for th e thr ee women. At
is still waiting for his tip, he will be willing to guide the
th e approach of a PC or anyone who is not a regular user of
group to t he Traders’ Union.
th e facility, it will rise and attack.
T ra i ning d um m y : AC 5; MV 12 “; HD 3; hp 24; #AT 1; The Traders’ Unio n
Dmg special; THACO 16; AL N; SA nil; SD nil.
Any hit s th is dummy scores will feel real, but when the guarded by fiveis
This building fighters.section of t he city, and is
in a respectable
6th-level
dummy takes its maximum of 24 hp damage, it will de-
anim ate and th e wounds will stop hurting. The dummy is Fighters (5): AC 4; MV 9 ” ;HD 6; hp 45,42,40 ,39,3 6,33;
worth 15,000 g.p. to a ny thieves’ or assassins’ guild, or any #AT 1;Dmg 1-8 Longsword);THACO 16; AL N
teacher of fighting skills. The fighters will be courteous, but will not allow anybody
Room 5 This is Tysiln San’s room. She will not be into the Traders’ Union building without proper authoriza-
home, but h er possessions are scattered about. She owns tion. If th e boy is with the group, th e fighters will accept his
quite a few diaphanous dresses, worth 500 g.p. each to any word as o the PCs’ status. I ft he boy is not with th e group, th e
elven or hum an woman, and jewelry worth a total of 8,089 letter with t he seal will persuade th e fightersto admit them.
g.p. If any thin g is stolen from here while Tysiln Sa n is still On the inside, the Traders’ Union is a bustling, busy
alive, a magic mouth will appear on the wall and begin place. Members of al l th e races in Greyhawk ca n be found
shouting: “Thieves! Thieves! Thieves!” until Tysiln San there , dickering over bales of goods. The guard s escorting
appears, help comes, or the items are returned to their the PCs are unfailingly polite, but will not tolerate idle
places. sightseeing or theft. Any PC who trie s to steal any thin g in
Courtyard
Mage. This arfarms
In th e distance, ea looks
andout over
fields thbe
can e Valley of th
seen, and thee the Traders’ Union building will be detected by magic
mouth spells placed i n every room, an d forced to m ake com-
air will be clear of fog for the fir st time since th e PCs pensation.
entered. The PCs are led through the e ntir e Traders’ Union, to an
Tysiln San is waiting i n th e courtyard (see page 43 for upper story, where a respectable-looking dwarf an d incred-
detail s on Tysiln San). If she ha s been alerted by fighting ibly old elf await them, along with several prosperous-
noises, she will be ready for th e PCs. Otherwise, she will be looking humans.
snoozing in the sun, wearing her glassteel mirrored sun- When the PCs are ushered into the room, the oldest
glasses. Tysiln Sa n is wearing jewelry worth 2,000 g.p. human present will stand an d welcome them, asking th em
If the PCs sur prise her, she will be smiling and friendly. to be seated. When everyone is comfortable, he will begin:
This is not necessarily a n act, since she feels rath er alone “My good sirs (and/or ladies), welcome to the humble
in t he Valley. Except for th e Mage and his rar e visitors, she head quar ters of th e Traders ’ Union of th e City of
is generally n ot very welcome by others i n th e valley. Greyhaw k. My name is Strim tin Cannasay, an d these good
Beside her on t he courtyard is a stone golem. It is invisi- merchants with me help to keep th e Union free, respected,
bile cast upon it, and unless t he PCs save vs. spell or attack and honest. We called you in for your, well, l et u s say, exper-
Tysiln San , they will not know it is there. I ts orders are to tise in certain m atte rs with which we ar e not able to deal.
protect Tysiln San, and any attack against her will acti- “The Master of th e Traders’ Union, Ren 0’ he Star, ha s
vate it. disappeared. We have determined th at he was capture d by
Stone golem: AC 5; MV 9 ”; hp 60; #AT 1; Dmg 3-24; certain unsavory people with whom he was wont to play a t
THACO 9; AL N; SA slow spell; SD hit only by +2 magic games of chance. We believe th at his kidn appers wish t o
weapons, immunity to most spells. extort money from him. We know where h e is being held,
and we want you to get hi m back to us.”
If th e PCs ask how th e Traders’ Union knows where the ir
leader is being held, Strimtin Cannasay just grins and
says: “Professional secret.’’ The traders will supply a
guide to th e area, and even th e exact house, where Ren is
being held.

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The trade rs know a great deal more tha n they are telling “Ten coppers apiece to pass, strangers. Nobody goes
th e PCs. Ren 0’ th e Star’s kidnappin g was approved by the through Owlbear’s turf without paying Owlbear’s toll!”
Union, as a way to scare Ren into giving up or cutti ng back sneers the leader, while the r est swing knives, daggers, a nd
his gambling. They dislike the way his gambling losses clubs threateningly.
force him to deal with his customers, and know that his
Owlbear-street-gang leader: AC 9-Very poor-quality,
behavior ref lects badly on all of them. None of th e trade rs
ill-fitting leather armor; MV 1 2 ”;HD 4; hp 26; #AT 1; Dmg
will admit th at they were involved with Ren’s kidnapping. 1-6 (club); Str 13, In t 7, Wis 8, Dex 12, Con 11, Cha 13;
Since the whole affair was arranged through intermedi-
THACO 20; AL CE; SA nil; SD nil.
aries, the kidnappers don’t even know who their true
employers are . Street gang members (11): AC 10; MV 1 2 “;HD 0; p 1
Ren was kidnapped neatly from the street, but things (x ll) ; #AT 1; Dmg 1-4(dagger);THACO 20; AL vario us, b ut
quickly st ar te d to go wrong: The kidnappers, intoxicated always evil; SA nil; SD nil.
by th e sense of power a t having a wealthy, powerful mer-
Gangs like this survive by bullying and robbing weaker
chant like Ren at their mercy, began making ridiculous
slum residents, but if th e PCs ar e able to kill Owlbear, or
demands. Instead of simply going thro ugh with th ei r
kill two or three gang members, the rest will retreat. They
assigned charade to scare Ren away from the gaming
know they’ll find easier pickings elsewhere. Ow lbear leads
tables, they asked a ran som of 1 00,000 g.p. and safe pas-
th e gang by virtue of his superior level and str ength. O ther
sage out of Greyhawk!
gang members have no stat s greater t han 11.
The justifiably upset traders just want to get their col-
If th e PCs pay, th e gang lets them pass, sneerin g and spit-
league back (and if the kidnappers are silenced-forever-
tin g to show the ir contempt. Secretly, even Owlbear was
so much th e better). The Traders’ Union will pay the PCs’
expenses, and add a reasonable reward, plus whatever terrified, but he knew th at avoiding thi s encounter would
brand him a coward. They have been paid by the kidnap-
they plunder from th e kidnappers.
ping gang to divert attent ion from the ir headquarters.

The Wrong Side of the Tracks The Kidnappers’ H eadquarters


The PCs’ guide leads them throu gh a maze of stre ets and
Tw o tu rn s after meeting Owlbear’s gang, the PCs will be
alleys. The neighborhoods become worse an d worse. The
in view of th e house where Ren 0’ the Star is being held. It
houses get more ruinous, the people shabbier, and the
is a two-story house, indistinguishable from the other
str eet s themselves more filthy. Finally, the guide and the
houses around it. Once th e PCs ar e certain of the house,
PCs are stopped by a gang of youths, dressed in r ags.
the ir guide will disappear. He was not hired to figh t, and
will not fight under an y circumstances.
The door of th e house is locked, but any thief can easily
pick the lock: It was put t her e only to discourage th e slum-
dwellers from trying to enter. The walls of the house are
soundproofed; t is impossible o hear noises through them.
The doors between rooms are not locked, and th e hinges
ar e oiled to open quietly. In a ny room, ther e is a base 10%
chance of a P C party being caught by surpr ise when a door
opens from another room, unless tha t room is empty or h as
been cleared by th e PCs.
Room 1: This was once the front parlor, when t he house
and neighborhood were not in such bad condition. Here,
two men in chain mail with shields and weapons are play-
ing dice.
Fourth-levelfighters (2): AC 4-chain mail + shield; MV
9” ; HD 3; hp 25; #AT 1; Dmg 1-8 (battle axe and spiked
buckler); Str 13, Int 8, Wis 9, Dex 11, Con 12, Cha 10;

THACO 18; AL CN.


These fighters were hired by th e kidnappers, an d know
nothing of th e activities of th ei r employers. They fight
well, but will surre nder if they see tha t th eir odds of win-
ning ar e slim.
Room 2 This room is nearly bare. There are heavy mat s
on the floor, and carpets have been hun g from the wa lls to
pad them. A man and a woman in leather armor, with a
family resemblance to each other, ar e exercising here.
Moriton tal linn -m ale4 th level thief: AC 8-leather armor;
Move 12”;HD 4; hp 18; #AT 1; Dmg 1-6 short sword); Str 13,
Int 10, Wis 9, Dex 14, Con 12, Ch 14; t h a c o 20; AL NE; A
double damage from back stab SD normal thief abilities.

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Jerilyn Tallinn-female 4t h level thiee AC 8-leather The stairway to the upper level is trapped. The second
armo r); Move 12” ;HD 4; h p 14; #AT 1; Dmg 1-6 (short bow step from th e top is hinged so th at t he riser will drop away
or dagger); Str 11,In t 1 4, Wis 10 , Dex 14, Con 13, Cha 12 ; under a person’s feet. Anybody triggering this trap must
THACO 20; AL LE; SA double damage from back stab; SD save vs. dexterity or suffer ld 6 points of damage. Persons
normal thief abilities. failing their save vs. dexterity must th en save vs. constitu-
tion or their ld6 points of damage will be a broken leg,
Moriton
per and Jer
gang. They ily nwhere
know Tallinn
Ren are members of the kidnap-
0’ he Star is, but will not
reducing thei r effective movement ra te to 3”.
When the PCs climb the stairs, they must save vs. spell,
tell. If they see tha t they ar e losing th e fight, they will try or they will believe they see a n attic t ha t ha s been heavily
to escape through Room 1 nto the street. They feel litt le damaged by fire. This room is th e headq uarte rs of a spell
loyalty to th e rest of th e gang. Each of them h as l d20 g.p.
caster. He has cast invisibility on himself, then cast
and 180 sp; they supplement their salaries with a little
improved phantasmal force on the room to make it look
theft.
ruined.
Room 3 This is a dining room, with a rough, improvised
table. At the table, a woman in rus ty mail and a man wear- Ke e Ar kg u ar d-m ale 7th -le v e l m agic -u s e r : AC 7-
ing studded leat her armor ar e eating. . dexterity bonus); Move 12 ”;HD 7; hp 21; #AT 1; Dmg 1-6or
1-4 staff, dagger); Str 6, Int 18,Wis 10, Dex 17, Con 8, Cha
A lia Halaby-female 3rd-level fighter: AC 5-chain mail; 9; THACO 19; AL N E ; SA Spells: 4- ls t, 3-2nd,2-3rd, 1-4th;
Move 9” HD 3; hp 29; Dmg 1-6 + 1 short sword + 1 , ham-
SD spells, high dexterity.
mer or dagger); Str 13, Int 16, Wis 8, Dex 11, Con 12 , Cha
14; THACO 18; AL LN; SA nil; SD nil. Kee Arkguard, th e last gang-member,is interested only

Alia Halaby, one of th e people at t he table, is a member of in his ownout


something safety. He owns
of it. He will betray
a wan danybody if as
of illusion, hewell
can as
geta
the gang, and if she is allowed to surrender, she will tell
staff of swarming insects. He ha s 6,000 g.p. hidden in t he
where Ren 0’ th e Star is being held. room, and will bargain for his life if he th ink s he is likely to
Trin ian Poolgazer-ma le 3rd-level cleric/5th-level thief lose a fight.
AC 7-studded lea ther; MV 11 ”;HD 3/5; hp 37; #AT 1;Dmg He knows th e spells hallucinatory terrain, non-detection,
1-6 (quarter staff, sling, a nd club); Str 10, In t 12, Wis 16, improved phantasm al force (already expended), nvisibility
Dex 14, Con 9, Ch a 13; THACO 19; AL LN; SA Spells: 4- (already expended), misdirection, change self; hypno tism,
ls t, 3-2nd, triple damage from back stab; SD as half-elf, phantasmal force. He ha s his spell book nearby.
normal thief abilities. Guarding the spell caster a re several undead, animated
by Grugrunk Abedluthic.
Trinian Poolgazer, the other person at the table, is a half-
elf, and a member of th e gang. Under no circumstances will Monster Zombies (2): (AC 6; MV 9 ”; HD 6; hp 39 each;
he reveal where Ren 0’ he Star is. If he enter s combat, he #AT 1;Dmg 4-16; THACO 13; AL N; SA nil; SD immune to
will delay using his spells (spiritual hammer, command charm, cold, dea th m agic, hold, sleep, turned as ghasts.
an dt cause
jus fear), to try to make th e attackers think th at he’s
a thief. Animal Skeletons (12): (AC 8; MV 6”;HD 1-1;hp 7 each;
#AT 1; Dmg 1-4;THACO 20; AL N; SA nil; SD immunity to
Under t he table is a bucket with an executioner’s hood
charm, cold, death magic, hold, sleep, edged weapons
inside. If the fighting is going badly for th e gan g members,
inflict 1/2 normal damage) guard t he illusionist’s safety.
Trini an Poolgazer will uncover th e bucket and throw th e
hood at th e highest-level PC he can see. The wall underneath the stai rs has a secret door. Behind
th is door, Ren 0’ he Star is tied up and gagged, suffering
Executioner’s hood: AC 6; MV 6 ” ;HD 6 + 6; hp 35; #AT 1; from lack of water and food, but otherwise unharmed.
Dmg ld4; THACO 13; AL N; SA surprise on 1-3; SD
immun e to sleep spells.
The House of Cards
Conclusion-Ren Returned This setting can be used in any campaign, by any number
Room 4 This room is nea t and clean. A half-orcish wom- of PCs of any level: The DM decides how tough t he s it ua -
an in splint mail is sitting in a chair, reading a book. tions described below ar e to survive. If you wa nt t o play ou t
Against t he wall, s tair s lead up, presumably to a second th e optional encounters, you should have four t o six play-
floor. ers of 3rd to 7th levels.
Always in search of fame and fortune, the player charac-
Grug runk Abedluthic-fema le 7th-level cleric: AC 4- te rs have enter ed th e city of Elredd of th e Wild Coast
splint mail; MV 9” ;HD 7; hp 49; #AT 1; Dmg 2-7 + 3 (mace because of its reputation for adventure a nd fast money. The
+ 3 ) ;Str 14, In t 13, Wis 17, Dex 7, Con 14, Cha 11; THACO House of Cards is a gambling den with a bar, but no rooms
16; AL LE; SA spells: 5- ls t, 5-2nd, 3-3rd, 1 4 t h; SD Nil.
for rent. I t is well-known for it s tough customers-and th e
Grugrunk Abedluthic, a half-orc, is the leader of th e large sums gamblers claim to have won there. Anyone with
gang. Sh e knows exactly where Ren 0’ he Sta r is, but she a brave heart a nd a little luck can hope to gathe r a small
will only confess hi s whereabouts if she is forced to surren - fortune in one night. Rumors say tha t t he House of Cards
der a nd the n convincedth at her captors will kill her if she has relations with t he local Thieves Guild, but th e nat ure
doesn’t ta lk. She knows th e following spells: spell immu- of those relations is unknown to outsiders. The Thieves
nity, animate dead, feign death, hold person, silence 15’ Guild is powerful in Elredd and no one dares to ask too
radius, spiritual hammer, comman d, cause feu); sanctuary. many questions.

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The Salesman The main floor of the House of Car ds is occupied by t he


spacious common room. On one side of th is room is the bar,
Before the PCs enter the gambling den, they are
where customers can purchase ale (1 .p. per pint) or ru m (2
approached in th e str ee t by a shifty-looking salesman
s.p. per shot). Behind th e bar is a door leading to a rear
(actually, a thief).
storeroom and a stairway to th e second floor. Next t o th e
3rd level “salesma n” thief: AC 8 with leather armor; MV bar is an iron-barred window, behind which sits the clerk
12” hp 9; AT 1; Dmg 1-6wit h short sword; THACO 20; AL who pays winning gamblers. A loaded crossbow always l ies
CN. next to th e clerk, with extra bolts close at hand. The center
of t he common room contains four gambling table s a nd six
The thief offers the PCs the Luck Ring of the Wild Coast
customer tables. Non-player 0-level characters employed
and claims tha t it is enchanted to influence dice rolled in
at th e House of Cards include the clerk, the bartender,
th e hand which wears the ring. He offers to sell the magic
thr ee ser ving maids, and one dealer (whether dice or cards)
item for 5,000 g.p., but can be ta lked down to a lower price,
at each gambling table.
withi n reaso n, (3,000 g.p. bottom price). As th e encounter
The House of Cards opens in th e early evening. By night-
ends and the salesman departs, there is an 80% chance
fall, t he commonroom is crowded with 3d10 + 30 gamblers,
th at he will a tt em pt to pick th e pockets of one of th e PCs
drinkers, rogues, and mercenaries. At the first dawn of
(randomly). His chance to pick pockets is 40%, -5% per
morning light, when most of th e customers are e ith er home
class level of th e PC above 3rd.
or passed out, the half-orc removes all remaining cus-
tomers an d locks th e doors.
The Gambling Den The Second Floor: This consists of qu ar ter s for the
Once a rest aura nt for wealthy nobles, this establishment hench man a nd followers
doubly-locked and trappedof Garon. Thearrow
(usually door oftrap).
each room is
A con-
was recently converted into a haven for gamblers and ruffi-
ans. The present owner is a human named Garon. cealed compartment i n each room contains 50-500 .p. and
0-3 jewelry pieces. The twelfth and last room is also
Garon: AC 1;M V 12” T 10;HD 10; hp 48; #AT 1; Dmg by trapped, and holds the stairway to t he t hird floor.
weapon type; Str 17, Int 15, Wis 9, Dex 16 , Con 10, Cha 9; The Third Floor: This consists of a small maze of inter-
THACO 16; AL LE; SA short sword + 3 ; SD bracers of twining corridors. Somewhereinside is a secret door which
defense AC 2 . opens into Garon’s room. The door has two arrow traps,
Garon is a moody character who has set up his gambling plus two gas traps which cause nausea (t rea t as stinking
house in total disregard of the Thieves Guild. Naturally, clouds) and sleep (tre at as sleep). Only Garon can automat i-
th e Guildmaster resents the intrusion, so serious trouble is cally activate and deactivate all four traps. In th is room is
brewing in Elredd. However, Garon is not alone-he main- a secret compartment wi th 3,500 g.p. an d four pieces ofjew-
tain s a small group of followers plus one fighter- elry. There is a 20%chance tha t Garon is here in th e morn-
henchman; all of these have average statistics: ing or daytime, and a 50% chance during th e evening and
night. Otherwise, he is in town (75%)or disguised in t he
Rogues (4): AC 8-with leathe r armo r; MV 12”;T 1; HD common room (25%).
1;hp 5 ,4 ,3 ,3 ; #AT 1; Dmg 1-8with longswords;THACO 20;
AL LE.
Gambling at the Tables
Footpads (3): AC 8 with leather armor; MV 12” T 2;HD
Each dealer’s table in t he common room feat ures a differ-
2; hp 9,8,8; #AT 1; Dmg 1-8with longswords; THACO 20;
ent game. Where appropriate, a dealer h as thr ee levels in
AL LE.
gambling proficiency. (Note: One level in gambling profi-
Cutpurses (2): AC 7 with studded leathe r arm or; MV 9” ciency costs one proficiency slot). In each game, t he mini-
T 3; HD 3; hp 17, 15; #AT 1; Dmg 1-8 with longswords; mum bet is 10 g.p. and t he maximum be t is 50 g.p. All bet s
THACO 20; AL LE. are made before any dice are rolled or cards are dealt.
Game winners are given signed notes to be tak en to th e
Robber (1): AC 7 with studded leath er ar mor; MV 9”;
clerk for payment. However, no amount more t ha n 2,000
4; HD 4; p 18; #AT 1; Dmg 1-8 ith longsword; THACO20;
g.p. will be given to any one character in one night , so a
AL LE.
lucky gambler might have to wait unt il th e next evening to
Ch am pion ( I ) : AC 4 with splint mail; MV 6” F 7; HD 7; collect all of his or her winnings.
hp 55; #AT 312; Dmg 5-6 or by weapon type; THACO 14; AL Table 1: Dragon Cards. This card game involves a bat tl e
NE; SA + 3 to hi t i n pummeling attacks. between a n army of knigh ts (th e player’s hand) and a red
dragon (t he dealer’s hand). It is simulated by both sides
The thieves serve as secret guards, mixing inconspicu-
rolling ld20. A character with gambling proficiency may
ously with t he customers and striking only when there is
use a + 1bonus to th e roll per level of proficiency.The hig h-
trouble. They never harass or rob customers without
er score indicates the winner. The player has a choice of
Garon’s permission, which is only rarel y given.
three age categories to challenge: a young dragon game
The fighter-henchman is a half-orc who serves as a
gives +6 (total) to the dealer roll and pays 2:1, a n adul t
bouncer in t he house. He is doubly proficient in boxing and
dragon game gives + 10 o the dealer roll and pays 5:1, and
wears chain mail gauntlets, but carries a longsword for
an ancient dragon game gives + 14 to the dealer roll and
serious combat. Any customer who starts trouble is likely
pays 1 O : l .
to be expelled. The half-orc is rath er dull and totally loyal
to Garon, so will fight to th e death for him.

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Table 2 In Between. This is a simple game using percen- The PotentialHenchman: One of th e PCs, preferably
tile dice. The bettor rolls t he dice twice, getting two num- a fighter or ranger, is approached by a mercenary named
bers. Then they tr y a thir d time to get in-between th e two Conrad.
rolls with a third number.
Conrad: AC 5 with chain mail; MV 12” F 1: HD 1;hp 8;
Table 3 Two and Three. In th is game, the dealer rolls
#AT 1; Dmg 2-8 with broadsword; Str 17, In t 11, Wis 10,
ld20 and the player rolls 5d4. Each side’s roll is added
together a nd th e higher score wins with ties going to the Dex 14 , Con 16 , Cha 12; THACO 20; AL LN.
dealer. This game pays 2:l. The mercenary offers to become th e PC’s henchm an for
Table 4: Dice Racing. Each participant rolls one six- 75 g.p., plus all considerations listed in the DMG. Note
sided die at a time and attempts to reach 25 before the oth- that Conrad already possesses chain mail armor, broad-
ers. The highest score of each ld6 roll receives a + 1 sword, and a dagger.
modifier on th at roll. The dealer receives + 1 o each roll, The Hammer: A random male PC is the victim of an
plus th e + 1bonus if he rolls th e highest roll on tha t round. attack by a drunken warrior.
Tables 5-10 Card Games. Of th e five other tables , one
Drunken Warrior-6th-level fighter: AC 7 with studded
tab le is occupied by card players per ten total customers in
leather; MV 9 ” ; F 6; HD 6; hp 60; #AT 1; Dmg by weapon
the common room. There will be 2-5 customers playing
type; Str 18/75, Dex 17, Con 16; THACO 16; AL CE ; SA + 3
cards, usually a poker variant. A character may enter an
“to hit” in overbearing attacks.
existing game with NPCs by making a positive reaction
check, or may start a new game with other characters. The warrior surprises th e PC and makes a n overbearing
Each random poker-playing NPC has a 3d4 + 6 wisdom attack at a total of +7 “to hit,” and continues overbearing
score an d 0-3 levels of gambling proficiency. attacks until successful. Thereafter, he uses his to
To resolve a poker game, each player rolls ld6 , adding his pummel the PC, striking at + 6 “to hit” and 4-5fists points
or her wisdom, and + 1 per proficiency level in gambling. damage. The prone PC fights a t - “to hit” until he is back
All bets are made and raised until a final amount is on his feet, which requires a str eng th check because of th e
reached. Then th e scores ar e revealed and th e highest score warrior on top of him. If the PC regains his footing, the
wins. drunk NPC mak es overbearing attacks and the n pummel-
ing attacks as before.
Random Encounters The attacking NPC will concentrate his full attentio n on
his unfortunate victim until the PC’s companions inter-
As the common room gets crowded, there are many fere, or un til t he half-orc bouncer arrives, 4-7 rounds after
opportunities for the PCs to have encounters. Some sugges- the initial attack. Garon’s henchman will attempt grap-
tions a re listed below. There is no order of occurrence or pling attacks against th e wild NPC to drag him out the
percentage chance th at any will happen. That decision is door, but if unsuccessful, he will try t o pummel th e dr unk
left to th e DM. warrior into unconsciousness.

The Arm Wrestler: The PC with t he highest combined


strength and constitution score is challenged to an arm-
wrestling contest by a hulking brute.
Hulk ing Brute: 3rd-level fighter; AC 5 with chain mail;
M V 12” ;F 3; HD 3; hp 30; #AT 1; Dmg by weapon type +5 ;
S 18/95,In t 8, Wis 12, Dex 9, Con 15, Cha 9; THACO 1 8; AL
CN; SA + 2 “to hit” streng th bonus.
If the PC refuses t he challenge, the br ute pours ale over
his head while nearby customers burst into laughter. What
happens next is up to t he players.
If th e PC agrees, th en a small crowd of onlookers gat hers
around the t able to make bets and cheer for the opponents.
To resolve the contest, both characters roll ld4, adding
their strength damage bonuses and constitution hit point
bonuses. Also add the difference between their strength
scores to the character w ith higher str eng th (drop all per-
centile scores, such as 95% n 18/95).The higher fin al score
indicates the winner.
The Clumsy Dwarf: A dwarf(6th-levelfighter) steps on
a PC’s foot, ca using 1 oint of damage and a bad limp for 2-5
turns (3/4 movement rate). Roll ld10: On 1-5, th e dwarf
apologizes and offers to buy the P C a drink, on 6-8, th e
dwarf walks away without noticing th e event; on 9-10, the
dwarf curses the PC for getting in his way.

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Adventures in Greyhawk

Th e Ma ps el le r: An elf (4th-level ranger) tells tales of Optional Encounter 2:


adventure i n th e Suss Forest. He claims that he owns a Wrath of the Guildmaster
map which shows th e location of a lost city ful l of treasur e.
He offers to sell th e map for 1,000 g.p., bu t no NPC is brave Elredd’s other master thief decides to tak e action again st
enough to accept th e adventure. Garon. A group of guild-hired mercenaries en ter s the
Ift he PCs get thei r hands on th e map (either through sale House of Cards one by one and mingles wit h th e customers.
or theft), they find it to be strictly geographical, showing The complet e group consists of one leade r a nd 5 swords-
th e coast, th e bay, the forest, and th e surrounding hills. A men.
star is marke d i n th e forest 120 miles southw est of Elredd. Leader-8th-level fighter: AC 5 with chain mail; MSJ 12” ;
If the PCs travel to t hat spot, they find a ruined city full of F 8; HD 8; hp 62; #AT 3/2; Dmg 1-8with longsword;AL NE;
treasur e an d undead. SA + 3 “to hit” and + 3 damage with longsword.
Th e Hu nt er : A halfling (7th-level thief) approaches the
player characters and shows them a small painting of a Sw o rd sm e n (5): AC 7 with ri ng mail; M V 9”; F 3; hp 18,
beautiful young halfling woman dressed in blue robes. He 16, 15 ,1 4, 14; #AT 1; Dmg 1-8with long swords; AL N.
ask s if th e PCs have seen or hea rd of th is woman. He offers At midnight, th e leader gives a signal to his men. Simul-
50 g.p. for information, though he will not accept offers of taneously they charge into th e rear of the bar toward the
assistance i n his search. If th e PCs tra de th e gold for false stairs. Garon’s followers ru n after t hem for a run ni ng bat-
information, there is a 75% chance th at th e halfling will tle to t he th ird floor. Garon will be in h is room when t he
retu rn in 2-5 days to seek revenge. ruckus starts.
Th e Pickpocket: A half-elf (5th-level hief) tries to lift a Chaos immediately erupt s in t he common room. Most of
money bag or item from a PC. The thief‘s base chance of
success is 60%. On a roll of 81 or above, th e PC notices the the customers
take, while a fewrunbold
for ones
the door, grabbing
att ack what
th e clerk. Thethey can
half-orc
attempt. Reduce these numbers by 5% or each of the PC’s bouncer attacks anyone who seeks to damage or rob the
levels above 3rd. place.
Whether the theft is successful or not, there is a 50% After one turn , a group of city watchmen ar riv e to ar res t
chance that t he act is seen by one of Garon’s thief-followers. everyone in th e building. This group is identical to t he f irst
Four rounds later the half-orc bouncer seizes the pick- group in the previous optional encounter. If they are
pocket, returns all stolen goods to the PC, and th en drags destroyed, th e second group of lawmen arr ives one t ur n lat-
th e half-elf outside for a quick beating. er.
If th e PCs become involved in th e combat upstairs, the n
Optional Encounter 1: th e mercenaries will fight against Garon and his thieves in
Raiders of the Law a round-by-round battle. If th e upsta irs fight occurs “off-
stage,” then roll ld 8 for the result:
A murder in a nearby s tree t prompts a raid by 23 city
watchmen. Led by a lieutenant (4th-level fighter), the die
roll result
watchmen are 2nd-level mercenaries. All have chain mail
and wield short swords at + 1 “to hit.” 1-2. Garon, his followers, and the mercenaries are
Upon entering the House of Cards, the lieutenant slain.
announces t ha t all customers must leave immediately. The 3. Garon and his followers are slain, the merce-
employees remain calm, but 25% of t he customers start a naries escape.
brawl with th e watchmen, while the rest of them flee. At 4. Garon and his followers are slain, the merce-
first, th e watchmen str ike to subdue, but if one of them is naries are captured and jailed.
slain, the y inflict full damage on all opponents who do not 5. Garon survives and escapes, but his followers and
surrender. th e mercenaries are slain.
If the watchmen a re beaten, reinforcements arrive in one 6. Garon survives and escapes, but his followers and
tur n. There will be one lieutenant (5th-level fighter), two th e mercenaries are captured and jailed.
serge ants (3rd-level fighters), and 20 watchmen (1st-level 7. Garon is captured and jailed, while all th e res t ar e
fighters). Any customer found in th e House is immediately slain.
arrested, while th e lieutenant proclaims to the employees 8. Garon and the re st of them a re all captured and
tha t Garon must appear in c o u r t in four days. Anyone who jailed.
resists is dealt wi th severely.
Any character who trie s to damage or rob the House dur- Subtract 1 rom the roll if t he second group of watchmen
ing th e chaos will be attacked by Garon’s henchman and is needed to ta ke control of t he House of Cards.
followers. Prisoners captured by th e watchmen ar e thrown If Garon survives and escapes, and was no t on bad rela-
into jail for 2-5 days, during which ther e is an 8% chance tions with the PCs, then he may hire them for an a ttack on
per day of contracting a disease and a 10% chance per day the Thieves Guild. Either way, he will not let himself be
of parasitic infesta tion. seen in Elredd until the Guildmaster is eliminated and
Garon can tak e control.

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Appendix 8: zero-Level Characters

lthough player characters most often start a t AP to overcome th e racial penalty before th e score can be
first level, they do not have to appear from raised above three.

nowhere.
level, theyBy
may the time characters
already reach
have studied first
for years No amount
more than 18ofhitapti tude or
points, canangive a zero-level
attribute characte
score above ther
and made t he choices which mold the ir lives. racial maximum. Gray elves can have intelligence scores
Instead of skipping th is constructive period, players may of 19, but all other characters ar e limited to attr ibu tes of 18
color the ir characters by beginning at zero level without or less. The exceptional stre ngth of figh ters can only be
th e skills of any c hara cter class. This allows players to achieved with special training. Characters should be care-
design exactly th e characters they want, even if these ar e ful not t o spend too many AP on any one attr ibut e, since
sword-wielding wizards or thieves who can tu rn undead. they will need aptitude to lea rn other skills.
Few adventures could be more exciting than these first Attribute scores have all the ir usual effects at zero level.
ones, where the PCs, as ordinary, inexperienced people, Characters who neglect thei r st ren gth suffer penalties in
must discover power within themselves, survive, and combat; those with low dexterity cannot use thief skills.
become strong. Since characters can instantaneously raise any att rib ute ,
they will seldom be forced to suffer penalties. However,
wise players may neglect some attr ibut es in order to con-
The Fledglin Character centrate on others.
When characters are created, their abilities are feeble, Hit points are very special to a zero-level character.
thei r s trengt hs are undefined, and thei r only advantage is These points have not hing to do with skill, luc k, o r innate
tremendous curiosity and enthusiasm. When first cr eating hardiness. Each of these points represents sheer youthful
a zero-levelcharacter , rolls are not made for any character- exuberance and vitality. The initial tot al of thr ee hi t points
istics except those which are completely predetermined, represents body mass. Cha racters who raise t hei r constitu-
th at is: height, weight, social stat us (if this is used). The tion are entitled to the usual hit point bonus, as if they
standard attributes (strength, dexterity, constitution, were fiist level. The ability to gain t hre e hi t points for con-
intelligence, wisdom, and charisma) a re recorded, but a t stitu tions of 17, or four a t 18 is a special ability of fighters,
preliminary value s of three. The character also sta rts with just like exceptional strength, so zero-level character s
three hit points. aren’t eligible for th e special bonus. A zero-level char acte r
Zero-level char acte rs do not have experience points and can never have more than 18 hit points a t one time. When
cannot gain them at this level. The only real resources the character finally becomes a first level character, the
zero-level characters have ar e aptitude points (AP), which player must reroll for hit points in t he normal fashion.
ar e spent to crea te other abilities. Each character begins
the game with 90 + ld20 aptitude points. Alignment
Zero-level player characters begin with no real align-
Raising Attributes Scores ment. Spells and magical items affect zero-level PCs as if
Characters will very soon need higher at tri bute scores. they were tr ue neu tral . Inste ad of fixed beliefs, zero-level
Once per ga me week, a player can assign one to eight AP to characters have an alignment tendency, which the DM
a single attribute score or hit points. The points are assigns to reflect each PC’s behavior and attitude. DMs
instantly subtracted from the total AP and added to the may keep track of alignment tendencies by giving each
attribute. That attribute is never decreased while at zero character two alignment scores: one for law/chaos and th e
level. (In theory, the character always had a latent talent other for good/evil.On a scale of one to 20, higher numbers
an d suddenly developed it.) Attributes still require a long indicate greater commitment to law or good, with 1 0 in th e
time to mature to their full potential. Therefore, charac- middle. A character’s alignment remains true neutral
ters can never spend more th an e ight AP per week in this until t he score drifts more than five points in e ith er direc-
manner. tion. The charts below show what alignment tendency th e
Demi-humans must raise all their attributes to their different scores represent . Negative n umbers ar e possible.
racial minimums before entering the game. They spend
the AP before play begins, to reflect the experiences of Morality Chart
the ir long childhoods. A zero-leveldemi-human has all th e Alignment
natural features of his or her race, including bonuses to Tendency Evil Neutr al Good
att rib ute scores. Attribute penalties, however, such as a Score 5 or less 6-14 15 and above
halfling’s - 1 on stren gth, never cause a score to fall below
thre e. They become effective only once these stat istic s ar e Ethics Chart
raised above three. A newly-created dwarf, for example, Alignment
ha s a charisma score of thr ee (the -1 penalty cannot be Tendency Chaotic Neut ral Lawful
applied yet) and a constitu tion score of four (one bonus Score 5 or less 6-14 15 and above
point). The charac ter m ust immediately spend eight AP on
constitution to reach th e racial minimum of twelve. When The DM adds or sub trac ts points from a character’s align-
thi s dwarf decides to improve his charisma, it will cost one ment score whenever the PC does something typical of a
cert ain alignm ent. These acts ar e easy to recognize. Love,

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Appendix 1: Zero-Level Characters

forgiveness, and heroic bravery are good, while cruelty, To earn a class ability, th e character m ust be ta ugh t by
greed, and treachery ar e evil. Chaotic characters dislike a n NPC who possesses th at ability. Any thief ca n teach
and disobey rules, preferring to make decisions as the pocket picking and wall climbing to the character. The
moment inspires them. They might also exhibit different zero-levelcharacter can be tau ght by more tha n one NPC
behavior in similar situations. Lawful characters work at a time if he wants to pick up several different abilities.
toward organization and consistency. Neutrality might be When he tries to use these abilities, the zero-level charac-
manifested as th e absence of opinion, or it might represent ter must roll on th e Learning Table on page 119 to see how
a conscious attempt to balance extremes. Isolated acts of successful he is. I n other words characters don’t perform a t
necessity, such as mak ing fr iends or self-defense, do not th e level of the ir teacher or at th e first level of experience.
alter ali gnm ent scores. Actions of choice, such as forming Remember tha t these zero-level character s a re filled with
close friendships or giving to charity, might affect align- youthful zest and t he confidence of those who haven’t had
ment. Willful actions such as senseless slaughter on the time to realize th e full danger of what they ar e attempting.
part of a good or lawful character certainly require an For example, a first level cleric carefully pre sents his holy
alte rati on of one’s alignment. symbol and carefully pronounces the words th at can tu rn
When a zero-level charact er is first created, the player undead; a zero-level character wanting to do the same
can choose for th e character any score between zero and 20 thing might just rush up and th rus t his holy symbol in t he
in both law/chaos an d good/evil, f they don’t wish to begin face of the vampire and scream, “BOO!” at it. The first
the game as a tru e neutral. This represents th e teachings level cleric couldn’t turn the vampire, but the zero-level
of th a t character’s friend s an d family. The score can change cleric might t ur n th e vampire a s a 12t h level cleric ju st
rapidly if the character does not follow old habits. A PC because the vampire was so surprised!
might take part in fascinating adventures which cause In learning a class ability t he zero-level character picks
alignment changes. In thi s way the player characters can up one Instruction Point per week of study. He must s tudy
move themselves off th e tr ue n eut ral ma rk if they wish to at least one hour a day with the instructor. If he doesn’t
start the game with a n alignment. study every day he won’t ear n th e point for tha t week. The
The DM should tell players wh at th eir characters’ align- player must keep track of th e number of points his charac-
ment tendencies are at th e end of each adventure, but not te r h as earned and what they apply to. Zero-level charac-
the exact scores. PCs rarely know precisely how lawful, ter s also use up one aptitude point per every six instruction
chaotic, good, or evil they are. Every decision is a moral points they pick up.
dilemma for zero-level charact ers w hich could shape the ir It is possible and often advisable to gain more point s in
ent ire lives. When characters reach first level, they auto- an ar ea of study than is needed for the character class. It
matically become whatever alignment they tend toward a t only take s two instruction points to le arn a fighter ability,
that time. for example, but more points i n th e fighter section help the
zero-level character when he tries the many abilities of
Specialized Abilities th at character class.

Once a character has raw attributes, he or she must le arn


ways to use them. A zero-level character experiments con-
Luck
stantly, perhaps t ryi ng to weave spells one day and cross When resorting to luck to at tempt a task, th e zero-level
swords th e next. This flexibility makes learning new abili- character jus t hasn’t had time to study what h e is trying to
tie s th e most exciting, but also the most dangerous, part of do, but says to himself, “thi s can’t be too hard, other people
a zero-level characte r’s life. Whenever a zero-level charac- do it.” He tries to get the job done by bulling his way
ter wishes, he or she may study-or simply attempt-a spe- through t he task. The Learning Table is used to note the
cialty normally used by some character class. Characters effects.
might try to l ear n abilities of up to 12t h level in difficulty, In “trusting to luck,” a character can a tte mpt a specific
but they will almost never succeed a t anything more tha n task only once per day. A character experimenting with
that which a first-le vel character could do. thief skills can try his luck once when picking a pocket,
Abilities are defined as th e many different tas ks of a n again when climbing a wall, and again when tr ying to hide
adventurer. Warriors fight a t a given ability level; clerics in shadows, but he can’t try to pick more tha n one pocket,
turn undead with a given ability level; mages cast spells using luck, in a 24 hour period.
with a given ability level; and thieves pick locks with a On successful luck attempts, zero-level characters gain
given ability level. All of th e thin gs tha t player characters instruction points because they ar e learn ing by deduction
try to do are a t a n ability level. A zero-level character ha s and intuition. The DM determines how many points PCs
two options when trying to perform tasks that are class- get.
related. He can try to do th e task by blind luck or can tak e
some time and study the tasks he wants to attempt.

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Locating Instructors cial penalty, unique to th e situation. For example, a begin-


ning a rcher mi ght shoot one of his friends, or an amateur
Finding a n instructor should be one of th e first adven-
sorcerer could flood his mentor’s laboratory.
tur es t ha t a zero-level character has. Finding clerics and
Failure: The character learns nothing from the att emp t
fighters to teach a player character shouldn’t be too hard.
but suffers no penalty.
Finding mages is a litt le more difficult, and finding thieves
and the r are r character classes is very difficult. Partial
ability first levelThe
as aSuccess: character
character. may perform
I f a character this this
achieves one
In exchange for the ir services, instructors will expect th e
result by blind luck and la ter studies the same ability, he
character to work. There are always odd jobs that NPC
automatically earns two instruction points during his first
instr uctor s need done. These tas ks should provide many of
week of study.
the beginning adventures the zero-level character has:
Learning: The character may be regarded as a first level
fighters always need the ir equipment fixed, mages need
character with respect to th is one ability. Chara cters who
spell components gathered, thieves need lookouts, and
achieve this result through luck and the n go on to study
clerics need th eir temples cleaned.
the ability further earn three instruction points during
Ear nin g one instruction point take s one week.
their firs t week of study.
When a PC is studying, he must finish his studies in one
Insight: The novice not only succeeds with t he skill , but
are a and not break up t hat study time. This means a PC
uses it as a 12th-levelcharacter. If th e skill in question is a
studying to be a fighter must study for two consecutive
weapon proficiency, the character attacks as a 12th-level
weeks (to earn two instruction points) or lose all the infor-
fighter with a weapon specialty. Non-weapon proficiencies
mation h e ha s gained. As long as he keeps studying, a char-
can be performed with a bonus of -4 o th e die roll. After
acter remembers everything he has learned. If the one hour per point of intelligence, th e character forgets
character drops his studies in an a rea, however, he ret ain s
this special insight. Characters who achieve this result
th e instruction points he earned for thr ee times as many
through luck and later study it automatically earn four
months a s th e number of points. When a zero-level charac-
instruct ion points afte r one week of study.
ter earns six points toward magic use, for example, and
Great Insight: The character gains all t he advantages of
th en stops studying magic, he remembers his lessons for 18
insight, above, and reta ins them for one week per intelli-
months. When th e time expires, the character must begin
gence point. Then he forgets thi s special ability. Furt her -
studying again from scratch. The character always reta ins
more, the DM is encouraged to invent some special bit of
instruction points earned through luck, however.
good luck. For example, as a result of a single shot, an
archer might rout a n entire bandit gang. Similarly, an arti-
Study Time Table
san could produce a beauti ful item which i s also magical.
Type of Skill Study Points for Success If a character got this result using luck, he loses th e asso-
Fighter 2 points ciated abilitie s afte r two weeks (four weeks for magic-user
Mage 6 points spells). If a character studies a sk ill in which he had g reat
Cleric 4 oints insight, he gains six instruction points after one week of
Druid 6 points study.
Paladin 8 points The character can perform the ta sk he was try ing when
Ranger 7 points he achieved great insight at th e 12t h level for two weeks
Bard 10 points even if he has never studied that skill. For example, if a
Thief 3 points cleric was trying to turn undead and achieved great
Monk 10 points insight, he could turn undead as a 12th level cleric (but
could not necessarily perform any other clerical functions
Learning Table
at 12th level).
Percentile Luck Instruction Result Note tha t th is table never allows the impossible. A char-
Roll Roll Points acter cannot cast spells without a spellbook or pick locks
01-10 01-10 None Terrible without tools, no matter how much luck or training is
Failure applied. Also note th at results on this Learning a b l e
11-49 11-55 None Failure apply to one specific skill only. A character who lea rn s the
3
50-75 56-80 Partial
Success thief ability
Sages makeof picking
the bestpockets still
possible cannotbecause
mentor hide i n shadows.
they can
76-85 81-87 6 Learning teach a ny of the many skills they have studied. The typical
86-97 88-95 9 Insight sage’s fields of knowledge ar e shown i n t he Dungeon Mas-
98-100 96-100 12 Great Insight ter’s Guide. Tw o other bra nches of knowledge exist which
sages might know and teach to zero-levelcharacters. These
When trusting to luck, the player rolls percentile dice
ar e “Weapons & Warfare” and “Crime & Criminals,” both
and takes whatever result he gets. The DM works the
of which a re special categories studie d as fields of huma n-
result into the adventure. When the PC is relying on
kind, demi-humankind, and humanoids/giantkind. To
instruction points, the player rolls percentile dice also. If
determine if a sage can teach a given skill, use the table in
th e PC ha s earned enough points for the result, it happens.
th e D M G which shows th e percentage chance tha t a sage
If he doesn’t have enough points, the DM must work in th e
might be able to answer a question. Sages have the same
Failur e result.
chance to teach a skill a s they have to provide exact infor-
Terrible Failure:The character fails and breaks or loses
mation about it. Many of these fields overlap. For example,
an y equipment involved. The DM should also create a spe-
a sage with the major field of humankind ha s a 57%-60%

119

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chance of understanding a clerical spell well enough to cast, zero-level characters must roll ld20 . If t he re sult i
teac h i t (using th e special category Theology & Myth) and above the character’s wisdom score, the spell fails and
a n equal chance to teach pickpocketing (using the new cat- small boil appe ars on th e caster’s forehead, reducing cha
egory, Crime & Criminals). His students could pursue risma by one point for th e rest of th e day. Charac ters aut o
either ability without needing to find both a cleric and a matically fail th is check if they have broken clerical code
thief to teach them. within the past 24 hours. The most univer sal code forbid
edged weapons; certain gods will have additional customs
Zero-levelcharacters with wisdom scores of 12 or less mus
ills and Proficiencies also check for spell failure normally (see th e Player’s Han d
Every field of study h as its pitfalls and customs th at stu- book). Characters with wisdom scores less than nine can
dents must observe. Advanced sciences, like magic, not learn clerical spells.
require extra expenditures of AP and study. The DM If a cha racter decides to abandon study of th e priesthood
should be aware of the attitudes of certain mentors and th e exact penalties once agai n depend on the religion. Usu
role play the m to reflect these sentiments. ally, zero-level characte rs can switch fields and ke ep cleri
Novice characters may serve some patron as a n appren- cal skills. The most they would suffer is a n impassione
tice, or study a t th e university of a great clerical order or speech from a ranking priest. However, characters wh
magical cabal. A college might charge as much as 500 gp switch to a n opposing religion or alignment tendency ar
per year in tuition, but nobles might gra nt scholarships to viewed as trait ors who accepted th e blessings of th e churc
promising stude nts. Most donors expect these scholarships and the n betrayed it. A tra itor will be stricken with a ran
to be repaid in some way, perhaps with a quest or adven- dom disease from the D M G . Specific religions may hav
ture . Some clerical colleges may be free of charge, but only special punishments or enemies for such heretics.
open to worshipers of that particular deity. Wealthy PCs
who cannot find a college but scoff a t apprenticeship migh t
hir e tutors, who will cost at least 100 gp per month. PCs
may also need to travel in order to find the instructors they
need. In isolated areas, PCs will be limited to studying
from th e few skilled people who live nearby, and they may
quickly outgrow these teachers. However, while city-
dwellers might have greater learning resources, they tend
to forget the ways of na tur e, and might need to travel into
th e wilds to lea rn from rangers or druids.

Clerical Skills
Different deitie s have different customs for the ir new fol-
lowers. Many churches eagerly seek new worshipers, while
othe rs a re secretive. I n a fa ntasy world, zero-level charac-
te rs a re quite free to mix religion with th eir other pursuits.
Still, no sect knowingly welcomes its enemies. A lthough
zero-levelchar acte rs have no fixed alignment, they cannot
use clerical powers unless the ir cu rrent alignment tenden-
cy matches t he alig nment of th e god they serve. Even luck
rolls cannot provide clerical powers unless the character
appe als to a deity of friendly alig nmen t. The use of cleri-
cal powers increases a character’s commitment to th at par-
ticular alignment. When PCs use clerical skills, the DM
should modify the ir alignment tendencies by one point in
th e direction of th e deity’s alignment.
Zero-levelcharacte rs can cast one first-level clerical spell
per day, or two spells if they have wisdom scores of 14 or
higher. Results of “gre at insight” on the Learning ta lb e
allow characters to cast any one spell as if a 12t h evel cler-
ic. Although t his one spell may be as high as sixth level in
power, th e in sight does not confer a high-level cleric’s full
repertoire of spells. Also, each new spell must be studied
separately. A character who can cast command still knows
nothing about cure light wou nds. Novice clerics can also
learn to tu rn the undead.
Learning a spell and casting it once is free, but if the spell
is cast more tha n once it costs th e charac ter one AI?
Deities resent being trifled with, and t he trivial requests
of novices sometimes irritate them. Each time a spell is

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Appendix 1: Zero-Level C haracters

Dru idic Skills Whenever a zero-level character uses paladin abilities,


add one point to both law a nd good. The DM should record
The woodland cult of druids is extremely demanding of
each instance in which a zero-level character attem pts th e
its followers. Druidic rituals are never described openly,
abilities of a paladin. The gods themselves bestow a pala-
an d practiced only at th e will of nat ur e itself. Druids will
din’s benefits, so if a character accepts this help and lat er
be extremely reluctant to teach new students unless these
pupils have already demonstrated great community with abandons
th the powers.
e paladin’s lawful good
The alignment,
next time thhe
at or
chashe losesenter
racter al l of
s
th e powers of natu re. DMs should creat e quests and ordeals
battle, a curse affects him or her. (This is th e reverse of th e
for neophyte druids , but t he best way to gain a druid’s favor
first-level clerical spell, bless.) Certain gods have special
is to perform a great druidic feat thr ough luck. Becoming a punishments for such traitors.
professor for novice druids is not a druid’s primary goal.
A paladin would be willing to tr ai n a ny zero-level charac-
Zero-level characters use druidical powers like other
te r acceptable to his (or her) deity, and most gods care noth-
clerical talents. They may cast one first-level druid spell
ing about mortal social divisions. Of course, few mentors
per day, and the y mu st m ake a wisdom check to use it cor-
demand such stric t obedience as a paladin. Most paladin
rectly. This check automatically fails if the char acter wore
mentors will only accept pupils who want to become pala-
metal armor or used forbidden weapons within t he past 24
dins themselves, and they would be outraged to catc h thei r
hours. With “great insight,” a zero-level character might
studen ts exploring less honorable arts.
use high-level druid abilities, such as shapechanging or
knowledge of pl an ts and animals.
Learning a spell and casting it more th an once costs one

AI?
Stude nts of druidism ar e not required to tend toward true
neutral alignment, although all must have close ties to
nature and the nature deities. Rangers and bards both
lear n druidical spells despite the ir varied alignments, and
zero-level characters might be allowed this variance as
well. The use of druidic powers does not affect a character’s
alignment tendency.
Druids never punish their former students for their
alignment choice. The actions they despise are crimes
again st na tur e. For example, if a zero-level character dese-
crat es some unspoiled place, he or she will contract a dis-
ease as do fallen clerics and will lose all magical druidic
powers. Worse, all th e world’s druids will seek revenge on
th at character, after t he deed is discovered. Magical Skills
Magic is hard to master, and characte rs who delve deeply
Fighting Skills into it will find little time for other pursuits. Neophyte
mages must lear n each new spell separately. Even afte r a
Of all skills, those of a fighter ar e easiest to master. A
character knows a spell, he cannot automatically cast it.
budding warr ior needs only to study weapon proficiencies
The novice must still memorize formula s from a spellbook
and weapon specialties. A fighter might also desire physi-
each day, like any other mage. Zero-level char acter s can
cal tra inin g to gain an e xtr a constitution bonus or excep-
memorize no more tha n one fiist-level spell or four can trips
tional strength. A character cannot attain exceptional
for one day. “Insight” lets characters cast one spell as if
str engt h until he or she has a strength score of 18. When
they were 12th level, but the character will not receive a
th e chara cter successfully lear ns th e methods of increasing
12th level mage’s full selection of spells. However, insigh t
one’s muscles, a result of “great insight” on the Learning
does allow a character to cast spells of up to si xth level i n
ta lb e a utomatically confers a score of 00 to strength. Oth-
power.
erwise, the p layer rolls percentile dice to obtain a score in
It costs one AP point per spell learned and used more
the usual manner.
tha n once.
Zero-level char acter s may attemp t any of th e abilities of
a range r or paladin. This includes th e fighting techniques Few beginners own their o w n spellbooks, so apprentices
borrow thei r master’s tome each day. This means t ha t zero-
th at cause extra damage to giant-type humanoids and arts
level characters must justify each spell they wan t to the ir
of dodging (dexterity bonus), endurance (hit-point bonus),
teacher, but it also gives them a gr eat var iety of spells from
and avoiding damage (saving-throw bonuses). However,
which to choose. The DM may decide exactly which spell s a
only a few solitary rangers and holy fighters know these
wizard owns, and which ones student s a re allowed to use.
skills. Zero-level chara cters must brave t he wilderness to
Zero-level characters are subject to normal intelligence
find them, and the n they must demonstrate their worthi-
limits to lea rning spells, which a re described in t he Players
ness to learn. Few woodsmen like to reveal their secrets,
Handbook. A s those tables indicate, no one can le ar n magic
and all paladins scorn, impure characters, so mentors
without a n intelligence of a t least nine.
skilled in these abilit ies must be carefully sought. Charac-
Novices never completely understand any spells but can-
ters will also find th at th e study of th e wilderness limits
trips. When zero-level characters try to use higher-level
the ir learni ng of other arts, since they must stay with the ir
magic, the player must roll ld20. If the result is higher
mentors f ar from civilization.
tha n the character’s intelligence, the spell either backfires

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or fails to work. Harmful spells might injure th e caster, and they abandon their training , no master will ever consent to
all other s produce nothing bu t clouds of blue smoke. DMs teach them again.
should also feel free to improvise amusing or horrifying A character can’t reta in th e monkish powers of open
results for spell failure. hand attack, running ability, and thieving skills after
The armor an d weapons of war dis tract a magician’spsy- breaking monkish codes. Further, zero-level characters

chic powers,
Characters so even
cannot neophyte
cast spells inmages
armor.usually shun them.
If a character uses will betreas
excess barredurefrom studying
or use a monk’s
forbidden weapons.skills if they
Armor hoar d
prevents
weapons forbidden to mages within 24 hours of casting a any use of monkish marti al ar ts , us t as it h ampers thieves’
spell, th e intelligence check for spell failure is penalized by abilities. If the character learned an y of a monk’s mental
+ 3.Most teach ers of magic forbid weapons and armor com- powers with insight, th ese powers disappear oncethe char-
pletely, and if they catch their students using such items, acter defies a monk’s laws. Only char acters w ith a lawful
they may withhold teaching or impose punishments, all alignment tendency can learn monk skills, and eac h use of
while warning the culprit about famous magical disasters. a monkish power adds one point to the character’s law/
Certain spells are absolutely required for a zero-level
mage to progress beyond borrowing bits of magic from a
patron. Read magic is essential to all magic-user work, and
a mage’s tra de is far easier if he or she knows identify
detect magic and erase. Most teachers of magic require
their students to learn these spells and urge pupils to
record them i n their first spellbooks.
Many zero-level characters, especially those who hope to
become tru e magic-users, will eventually w ant thei r own
spellbooks, but even if the PC can find enough money, roficiencies
spellbooks cannot be purchased easily. They mu st be craft- Many of the skills that characters perform are not
ed by bookbinders skilled in th e art and s tocked with spells restricted to an y particu lar class. Zero-level PCs may stu dy
by a magician. In a world without printing presses, only a any proficiency for which they can find a mentor, and
few scribes unde rstan d bookbinding, and they cluste r near again, tutors are far easier to locate in cities. In any loca-
universities or at the courts of particularly learned kings. tion where a guild controls some craft, PCs mus t obey its
Even after a PC o wn s a book, most teach ers of magic refuse regulations. Guilds usually limit the number of new arti-
to give thei r spell formulas permanently to anyone but a san s which may be trained, to prevent a sur plu s of goods or
fellow mage, so zero-levelchara cters will probably need to services. They also regu late th e qual ity of the ir members’
adventure to obtain copies of spells. Then, the character work and charge dues.
must find a sympathetic mag e to help inscribe th e book. The cost of lea rni ng one proficiency is one AP per profi-
A zero-level mage rolls on th e Learning Table to discover ciency an d it tak es two weeks of instructio n to pick up.
if he has properly memorized any given spell. When he
wants to use this spell he rolls ld20 and compares the onZero-level characters
proficiencies, andwill findpenalty
their themselves
for needing
using a weap-
non-
res ult to his intelligence score to determine if it works. If it proficency weapon is - 3 o hit. Weapon specialization is a
doesn’t work he doesn’t lose th e spell-he can tr y again in class skill of fighters a nd can only be learned from anoth er
th e next round. He can keep this memorized spell until he specialist. No character may ever specialize in more than
ha s finally used it up. two weapons.

Thieving Skills
Almost all zero-level characters learn a few thieving
skills. St eal th can often save one’s life where force cannot, Every character begins t he game knowing one language,
and thieving skills can supplement the arts of any class. th at being the local common tongue. Whenever the charac-
Bulky armor will penalize or prevent thievery. Those who ter’s intelligence score becomes high enough to permit
depend on thievery will desire instruction. Despite the v ast knowing more languages, th e character may study these
num ber of thieves in every community, few robbers will as if they were one-slot proficiencies. All study times are
halved if the student is surrounded by speakers of th e new
admit
will t heir be
usually craft, muchinless
trained teach
cities, it. Apprentice
where victims are thieves
plenti- language and doubled if no native speakers ar e present.
ful and criminals are often brazen enough to run semi- Characters cannot rely on luck to use a language un til th ey
formal burglary schools. These courses allow characters have heard it spoken for at least one hour. To interpret
one extra learning point per month. results from th e Learning Table, use t he following guide-
lines.
Partial Success means that the character can converse
Monk Skills generally and reque st basic needs.
Few zero-level characters care to follow the lonely life- Learning means that the character is fluent but has a
style of a monk. Teachers of th e mart ial arts can be found at strong accent which identifies him as foreign.
an y monastery, bu t monastic isolation absolutely prevents Insight lets a character pretend to be native by making a
any o ther form of study, an d few characte rs care to follow a successful intelligence check on ld20 .
monk’s rigid discipline. Characters who study monkish Great Insight makes th e new language sound completely
skill s but find t he life too hard may leave freely, but once natural.

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Characters may travel to lea rn languages, or they may ical Equipment


try to find teachers who come from distant lands. Most
Zero-level characters may employ any magical i tem. The
teachers of foreign languages will be sailors, pilgrims,
use of magical items tha t a re limited to one class is a class
scholars, merchants, or foreign exiles ta kin g refuge in a
skill, so zero-level characters must study or make luck rolls
noble’s court. Teachers of non- huma n languages will be
to learn the secrets of these devices. Each item must be
particularly difficult to find. Elves might teach their
tongue, but dwarves keep their words secret, and most studied
scroll separately.
spells, althoughZero-level characters
they hav e high can
chances even use
of failure, as
humanoids are too barbaric to formally exchange knowl-
shown in the D M G . It costs one AP per magical item
edge. Characters can only study orc or goblin by living
learned.
with t he foul creatu res or by finding some veter an of wars
against them who knows thei r tongue. The DM is always
free to decide that a teacher’s knowledge is incomplete,
leading to hilarious (or deadly) misunderstandings.

Combat and
Most of th e fighting ru les needed for zero-level charac-
ter s a re covered under ability scores, class skills, and profi-
ciencies. Zero-level chara cters alw ays attac k an d make a Character Class
saving throws as zero-levelfighters. The only exception for
Joining a character class is the turnin g point of a zero-
attacks is when a character ha s a flash of “insight” while level character’s life. Every apprentice d reams of gradua -
attempting to use a weapon proficiency and attacks as a
tion, of becoming a real first-level adventurer. To become
12th level fighter. Fortunately, most enemies underesti-
first level, characters must first fulfill the minimum
mate zero-level characters, giving the m ex tra chances at
requirements of a class and th en prove to the world tha t
heroism.
they ar e worthy of thei r new titles. PCs may atte mpt thi s
Zero-level characters often survive frightful wounds
whenever they wish. Nothing ever forces characters to
throu gh s heer exuberance. When zero-level characters a re
enter a character class, but once PCs have no more AP,
reduced to zero or fewer hit points, they may stop losing hit
their only other alternative is to stagnate, with no way to
points by spending an AP and th en heal themselves at t he
improve skills or rise in level. Wise PCs will choose a class
rate of one hit point per hour. Each hit point healed costs
early and start preparing for it while they have plenty of
one AF? Characte rs can only r each a maxi mum of one hp in
AP to concentrate on th e skills they need. Th e more powers
thi s manner, and then normal healing occurs at th e usual
that a class offers, th e more the PCs must study to qualify
rate . C haracters ar e maimed when reduced below -6 hp
for it.
and die if they pass - 10. During th e period tha t a charac-
To actually become first level, characters mu st le arn t he
ter has negative hit points, he or she is comatose and
should be treat ed a s if under a clerical feign death spell. last secrets of their class from some patron. final
teacher always tests t he novice with a special This
initiation.
Most enemies will assume tha t they struck a mortal blow
Rangers undergo nature rites, clerics must be ordained,
and abandon their victim. Particularly determined foes
knights must be dubbed, and other characters have similar
might check for signs of life, or imprison (or dismember)
graduation rituals. Some graduation procedures may be
thei r victims jus t to be absolutely certain of th e kill.
less formal. Apprentice thieves might be exploited and
humiliated for several months to see if they will become
Equipment and audacious enough to rob their own masters. Fighters
would be likely to meet thei r final te st on the battlefield.
Zero-level characters are often, but not always, poor. Once zero-level characters receive their final counsel,
They often begin play with more money than a first-level they receive first-level modifications to th eir abilities:
character, since they have not yet spent their funds on Alignment tendency solidifies into a fixed alignment.
teach ers an d equipment. As a genera l rule, zero-level char- Hit points ar e rolled for in t he normal fashion.
acters begin th e game with normal clothing and 20-200gp Ability scores become frozen at thei r current level.
(2dlOx10). Proficiencies and languages do not change. Characters
The DM may choose to subs titute th ese s tart ing funds who have fewer proficiencies or language s t ha n they ar e
with other, more appropriate forms of wealth. For example, entitled to may le ar n new ones normally.
if th e PCs are children of herdsman nomads, they may own Any remaining AP ar e converted into experience points,
weapons, food, and horses, but have no cash. Or, some a t the r ate of 10 experience points per A€?
wealthy adv enturer may have died recently, and a PC has The character begins receiving experience points nor-
inherited his equipment and his spoils from adventures. mally.
DMs might start whole campaigns by giving a PC an The character gains all the abilities due a first-level
enchanted ite m or one with a dreadful curse. Even weak member of his or h er class. Professional spellcaster s no
magic can give chara cters enough self-confidence o adven- longer must make a bility checks for spell failu re.
ture and a n incentive to live up to th e item’s legacy. When characters advance in level, they lose all skills
which are not used by their m ain character class unless
they make a special effort to study them, as described
below.

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Skills From Other Character Fighter Skills: Few other pursuits interfer e with fight-
ing, so only rangers and paladins must avoid other class
Classes skills. No ranger or paladin would ever use t he abilities of
Zero-levelcharacte rs experiment wit h many professions. a thief. These inhibitions do not apply in reverse. Members
Naturally, they hope to remember the ir old skills and thu s of any other character class may use ranger and paladin
obtain th e benefits of several classes at once, even after abilities. The magical powers of paladins should be tre at ed
join ing one class. They can do so , but unfortunately, differ- as clerical spells, both for experience prices and limita-
en t characte r classes have lit tle in common, and th e more tions. No character can use a paladin’s powers without fol-
one studies one field, the less time one ha s for others. Char- lowing the paladin’s restrictions.
acters must practice auxiliary skills, and pay experience Magic-Users:No one can cast spells in armor, or without
points for them. The X P prices are shown on the table a spellbook. Furthermore, all characters except mages
below. must make intelligence checks or fail their spells, as
described in the section on learning skills. Even true
Experience P rice For Auxiliary Abilities mages must make t his check if they have used a forbidden
weapon within the past 24 hours. Therefore, low-level
Type Of Skill mages often resort to forbidden weapons, bu t more power-
Character’s ful magic-users prefer daggers, because failure with the ir
Class C1 F MU T Mk powerful magic can r ui n kingdoms. Members of ot her
classes can never cast more tha n one mage spell per day.
Cleric 5 % ” 10% 25% 25% 10% Thieves: The only restriction to thief skills is th at th ey
Fighter 25% 5% * 50% 10% 25%
Magic-User 25% 50% 5%” 10% 25% cannot be
leather or used in most
padded armorforms
can beof worn,
armor.but
Atcauses
th e D Ms option,
penalties.
Thief 25% 10% 25% 5% * 25% Charac ters of lawful and good alig nme nts must be caref ul
Monk 25% 50% 50% 50% 5%” not to violate the ir principles with th ieving skills.
*Subclasses are included with the ir main class (a ranger Monks: A monk’s ski lls cannot be performe d in armor.
would be found under fighter), and paladins can be treated Any character may remember how to ru n like a monk, use
as fighters. Characte rs pay only a five percent penalty for monkish thief abilities, gain bonuses on weapon damage,
using skills restricted to a different subclass of their o w n or st rik e with th e open hand. However, only a real monk
general character type, as opposed to g reat er penal ties for can remember ment al or magical skills. Monks never use
out-of-classskills. th e skills of other character classes. These ar e rem nan ts of
Characters must also practice their skills at least once more worldly times, which monks have chosen to ab andon.
per level, or lose the m when they r ise to th e next level. The
abilities mus t be used in crucial situation s during actual
adventur es. The DM should keep a list of th e times when
characte rs use old skills from classes other th an t hei r own.
If players advance in level without practicing a skill, th e
DM does not remind them. If t he playe r cannot remember
to use a skill, the n th e character certainly does not. When
the PC finally does attemp t the skill, he discovers tha t it
ha s been lost forever.
Each time PCs advance in level, they lose all neglected
extraneou s skills. This includes 12th-level skills which th e
characte r gained through “great insight.” Naturally, for-
gotten skills no longer impose experience penalties on th e
character. Maintain ing ce rtain skill combinations involve
PCs
other restrictions, which are described below. These rules are intended to show how beginning PCs
Cleric and Druid Skills: All characte rs who use divine become experienced adventurers, not to a lte r th e zero-level
abilities m ust obey the gods. The DM should deny clerical NPCs who populate every fa ntas y world.
magic to charac ters who violate thei r alignments or fail to Ordinary peasants and citizens usually exhau st thei r AP
behave piously. Clerics and druids themselves may never a t a n early age, competing with peers, surviving childhood
use forbidden weapons or other items, even by retaini ng a hazards and lear ning to work. Furthermor e, many people
proficiency from some other class. Members of ot her c lass- ar e not adventurous and do not begin with a full 90 Al? The
es cannot use clerical abilities on the same day th at they DM may always choose to give NPCs AF? Adventu ring par-
wield edged weapons or, in t he case of drui d spells, wear ties will tre at ordinary people with far more respect after
metal armor. Characters who are not clerics may never attacking a helpless beggar who makes a luck roll and
cast more t ha n one clerical spell per day (or two with a high strikes back like a 12th-level fighter. Many zero-level
wisdom score),and non-clergymust always make a wisdom NPCs use aptitude points to excel in their trades. For
check to avoid spell failure. example, a blacksmith might do research until he has
enough study points to qualify for “great insight” in cast-
ing the spell enchant an item. This is one way dwarves, who
ar e not mages, might enchant hammers + 3 and dwarven
throwers.

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Appendix 1: Zero-Level Characters

Oriental Characters When generating an Orienta l zero-level character, roll


for family and birt hrig hts normally. The DM should care-
Characters living in th e Far Eas t face more social pres- fully role-play a zero-level Oriental character’s relatives,
sures th an thei r Western counterparts, but beneath these since they always exercise great influence on a zero-level
cultural differences they are quite similar. They also character’s life. They may drag the PCs into their own
develop themsel ves wit h AF? A zero-level PC who begins political plots, or they might be indigent and need help.
th e game with ability bonuses, won with t he honor of th e Also, characters will be expected to study t hei r father’s pro-
player’s previous character, receives thes e p oints as extra fession. Each time characters attempt skills from other
A Start ing funds can simply be converted from gold piec- classes and fail, they lose one honor point. This penalty
es to equally valuable sums in tael. only applies to zero-level character s.
The DM may determine t he basic requirements for enter- Zero-level characters begin with a n honor score equal t o
ing a n Oriental character class by listing the skills th at the ir family honor, but they immediately begin developing
class members can u se at first level. Since each Oriental a reputation of their own. All the standard honor awards
class has so many special abilities, such a s ki powers, East- and penalties apply, as do several special ones unique to
ern characters must be much more careful in spending zero-level characters. These modifiers ar e shown on th e
th ei r AP. This accurately represents t he stratified Oriental tab le below.
society, where young people are expected to ceaselessly
immerse themselves in study. Honor Awards For Zero-Level Characters
Most Oriental class skills can be treated like analogous
Western pursuits. Noble warriors lear n similar skills eve-
Points
Awarded
rywhere, whether
effectsthey are called rangerschances
or samurai.
Study tim es, on alignment tendency, to use Unquestioning obedience to mast er +3
spells, an d other information a re th e same for both Orien- Disobedience to any superior -2
tals and Westerners. The following table shows what cate- Studying a skill from father’s
gory to use when zero-levelcharacters attempt th e skills of character class +1
Oriental classes. Extreme devotion to p arents +3
Dishonoring a superior -2
Oriental/W estern lass Analogies Gaining a peaceful proficiency +1
Pleasin g someone of higher ra nk +1
Oriental Western
Quarrel with other apprentices -1
Barbarian Fighter
Bushi Fig hter (or thief for pickpocket skills) Characters cannot mix Oriental skills with gajin ones
Kensai Fighter (Kensai tra ine rs demand unswerv- without actually studying in both th e West and th e Orient.
in g dedication, like monkish masters)

Monk
Ninja Monk
Thief Acting as
Samurai
Shukenja
Fighter or Paladin
Cleric
Characters
Sohei Paladin (fighter) or Cleric DMs have far more control when PCs s ta rt at zero-level
Wu Jen Mage Zero-level PCs ar e completely dependent on mentors , an d
Yakuza Thief these tu tors can become alter egos for the DM, assigning
quests or giving hints. By limitin g the type of tutor s avail
The Orient bases its educational system on respect for able, DMs can control wha t classes th ei r PCs become. If th e
elders and devotion to study. Learned masters teach every DM wants to ru n a wilderness campaign, h e or she does no
art, and any cha racter may win over a teacher. Sohei, shu - have to arbitrarily rule against a courtly assas sin. The DM
kenja, and some orders of monks recru it avidly. Ninja an d simply does not provide an NPC to teach assassination.
yakuza limit thei r training to a few trusted accomplices. Just as PCs must conform, the DM must also tailor
Characters who seek the s kills of a wu jen will have to adventures for them. Zero-level characters cannot win
spend long periods isolated i n t he wilderness, since Orien- fierce battles, and they need trai nin g more tha n gold. Sim
tal wizards dislike civilization. All Or iental teachers rely ple activities such as learning to hu nt, fight, or sail a ship
on inventive tes ts a nd ordeals, which may become adven- can become exciting adventures. A zero-level PC’s main
tures. goal is to develop a character, so th e storyline can be quite
simple as long as it enhances th e PC’s personality. These
might be moral dilemmas and problems which they mus
solve with t he skills of eithe r one character class o
another. The PCs will be eager to discover the campaign
world. This learn ing period is a n opportunity to introduc
important NPCs and give the PCs opinions about the
world’s great issues. These discoveries can keep the PCs
adventu ring for many years.

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Appendix 2: Greyhawk Spell List

Bigby Mordenkainen
Level One Level One
Bigby’s Bookworm Ban e Mordenkainen’s Protection From Avians
Bigby’s Feeling Fing ers
Level Tw o
Level T w o
Mordenkainen’s Encompassing Vision
Bigby’s Dextrous D igits
Bigby’s Silencing Hand Level Three
Level Three Mordenkainen’s Defense Against Lycanthropes
Mordenkainen’s Defense Against Nonmagical Reptiles
Bigby’s Pugnaciou s Pugilist and Amphibians
Level Four Mordenkainen’s Protection From Insects a nd Arach nids
Bigby’s Battering Gauntlet Level Four
Bigby’s Construction Crew
Mordenkainen’s Electric Arc
Bigby’s Force Scu lptur e
Mordenkainen’s Faithful Phantom Shield-Maidens
Level Five Mordenkainen’s Protection From Slime
Bigby’s Fantastic Fencers Level Five
Bigby’s Superior Force Scul pture
Bigby’s Stra nglin g Grip Mordenkainen’s Faithful Phantom Defenders
Mordenkainen’s Priv ate S anctum
Level Six
Level Six
Bigby’s Besieging Bolt
Level Seven Mordenkainen’s Faithful Phantom Guardian

None Level Seven


Level Eight Mordenkainen’s Penu ltima te Cogitation
Bigby’s Most Excellent F orce Scu lpture
Nystul
Drawmij Level One
Level One Nystul’s Dancing Werelight
Nystul’s Flas h
Drawmij’s Beast of Bu rden
Drawmij’s Ligh t Ste p Level Tw o
Level Two Nystul’s Blackmote
Drawmij’s Adventurer’s Luck Nystul’s Blazing Beam
Drawmij’s Breath of Life Nystul’s Crystal Dagger
Drawmij’s Scent Ma sk Level Three
Drawmij’s Swift M ount
Nystul’s Crystal D irk
Level Three Nystul’s Expeditious Fire Exting uisher
Drawmij’s Marvelous Shield Nystul’s Golden Revelation
Drawmij’s Iron Sa ck Nystul’s Radiant Baton

Level Four Level Four


Drawmij’s Handy Timepiece Nystul’s Blacklight Bur st
Drawmij’s Ins tan t E xit Nystul’s Gru e Conjuration
Drawmij’s Protection from Non-magical Gas Ny stul’s Lightbu rst
Drawmij’s mo l Box
Level Five
Level Five
Nystul’s Enveloping Darknes s
Drawmij’s Flying Feat Nystul’s Radia nt Arch
Level Six
Drawmij’s Beneficent Polymorph
Drawmij’s Merciful Metamorphosis

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Appendix 2: Grey haw k Spell List

Rary
Level One Level One
Otiluke’s Bubbling Buoyancy Rary’s Empathic Perception
Otiluke’s Smoky Sphere Level T w o

Level T w o Rary’s Aptitude Appropriater


Otiluke’s Boiling Oil Bat h Level Three
Level Three None
Otiluke’s Acid Cloud Level Four
Otiluke’s Force Umbre lla
Rary’s Memory Alteration
Level Four Rary’s Mind Scan
Otiluke’s Steam ing Sphere Rary’s Spell Enhancer

Level Five Level Five


Otiluke’s Dispelling Screen Rary’s Mind Shield
Otiluke’s Electrical Screen Rary’s Replay of t he Pa st
Otiluke’s Polar Screen Rary’s Superior Spell Enhancer
Rary’s Telepath ic Bond
Otiluke’s Radia nt Screen
Level Six Level Six
Otiluke’s Diamond Screen Rary’s Protection From Scrying
Otiluke’s Excruciating Screen Rary’s Urgent Utterance
Otiluke’s Orb of Containment Level Seven
Level Seven Rary’s Plane Truth
Otiluke’s Deat h Screen
Otiluke’s Fir e a nd Ice
Otiluke’s Siege Sphere Tenser
Level One
Otto Tenser’s Eye of t he Tiger
Tenser’s Steady Aim
Level One
Level Two
Otto’s Chime of release
Tenser’s Brawl
Level T w o Tenser’s Hunting Hawk
Otto’s Soothing Vibrations Level Three
Otto’s Tones of Forgetfuln ess
Tenser’s Deadly Stri ke
Level Three Tenser’s Eye of t he Eagle
Otto’s Crystal Rh ythms Level Four
Otto’s Sure-Footed Shuffle
Tenser’s Flam ing Blade
Level Four Tenser’s Giant St rengt h
Otto’s Drums of Despair Tenser’s Master of Arms
Otto’s Silver Tongue Tenser’s Running Warrior
Otto’s Tonal Atta ck Tenser’s Staff of Smiting
Otto’s Tin Soldiers Level Five
Otto’s Warding Tones
Tenser’s Prima l F ury
Level Five
Level Six
Otto’s Gang of Isolation
Tenser’s Fortunes of War

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lor experiencea role


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