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crevhawk: ofth

Flanaes
A gazetteer of the
Free City of crevhawk and the surrounding area
Samuel Potter (Order #37675198)
Fantasy World Supp lement

Gem of the Flanaess


BYOouq las n1l€s

CR€01tS tasl€ o~ Cont€ nt s


Editing: Mike Br ea ult Chapter 1: The Gem of the Flanaess .......... 2
Editoria l Coordinator: Kim Mohan
Cover Art : Erik Olson
Int erior Art: Valerie Valusek
Chapter 2: DM's Guide to the City Ca mpaign . .. 7
Typography: Gaye O' Keefe
Cartog raph y: Diesel Chapter 3: Territory Sur r ounding Greyhawk ... 16

Chapter 4: City Walls and Beyond . . ........ . 40

Chapter 5: The Grand Citadel .............. 47

01stnbutedto the book trade in the Umted States Chapter 6: The High Quarter ..... . ......... 58
by Random House, Inc.. and m Canadaby Random
House of Canada,Ltd. Distributed to the toy and
hobbytrade by regionaldistributors. Distributed in Chapter 7: Markets and Gar den s ............ 62
the Unlled Kingdomby TSR Ltd

AOVA."ICEDDU:-IGEONS& DRAGONS. AD&D. Chapter 8: Clerkburg-The Halls ......... .. 66


GREYHAWK. WORLD OF GREYHAWK.
PRODUCTSOF YOUR IMAGl :O.ATION.and the
TSR logo are trademarksof TSR. Inc Chapter 9: The Artisans' Quarter .... . . . . .. . 73
11usproduct is protected under the cop) right laws
of the UrutedState~of Amenca. An)' reproducuon Chapter 10: The Foreign Quarter ........... 77
or other unauthorizeduse of the matenalor an work
containedherein is proh1b1ted without the express
written permissionof TSR, Inc.
Chapter 11: The River Quarter ............. 80
'1989 TSR. Inc. All Rights Reserved. Pnnted in U.S.A Chapter 12: The Old City ... ..... ... ..... .. 84
TSR. Inc. TSR Ltd.
POB 756 120 Church End. Cherr) Hmton Chapter 13: The Undercity ................ 91
Lake Geneva, CambridgeCBI 3LB
WI 53147 USA United Kingdom
Appendix: The Grapevine . ...... ....... . .. 94

ISBN 0-88038-731-9
TSR, Inc ,
i,ROOUC:ff OP YOUfl tMAOtN&TtOM - 1043XXX1901

Samuel Potter (Order #37675198)


Chapt€R 1: th€ Cj€m Ofth€ flana€SS
From the darkest alleys and most fetid that her efforts have paid off handsomely. T - Thi eves' Quarter
cellars of the Old City, along the alabaster This map does not attempt to picture S - Slum Quarter
spires of temple and university lining the every building in the vast maze of the
great length of the Processional, and on Fr ee City. Its purpose is to give the visi- The final map displays the lands sur-
to the regal grandeur of the High Quarter tor an example of the city's districts as rounding Greyhawk in all Lheir glory.
and the looming towers of the Grand Cit- they look. Thus, the general appearance While the districts of the city itself offer
adel beyond .... of houses in a neighborhood, or of the more than enough opportunity for adven-
The city beckons. Greyhawk, grandest temples and inns of the city. is shown. ture, there comes a time in many a stal-
jewel of the Flanaess,awaits you, offering This information is useful for description wart hero's life when he desires to move
adventures to stagger your imagination, and atmosphere, as well as trail-finding. on. Such a time often precedes the sud-
treasure beyond your wildest dreams-and Keep in mind that the actual number of den arrival of the city watch, as those
of course, dangers aplenty. buildings in the city is greater than those worthy guardsmen actively seek the re-
The city and its lands lie in the heart of shown on the map. cently motivated character. Or perhaps
civilized Oerth. The barren slopes of the For those who prefer more detail to your activities have caused some un-
mysterious Cairn Hills loom to the north their cartography, we also provide a con- healthy interest to be directed in your
of the city, within sight of the high walls. ventional street map of the city. This, direction-the interest of enforcers hired
The placid expanse of the great river Se- most adventurers discover, proves useful by the Thi eves· Guild, for example. Even
lintan meanders past Greyhawk's bus- in negotiating the byways of the city it- the most courageous individual finds that
tling wharf region, giving the city its self. Many of Greyhawk's more notable some of that fresh country air, which
primary claim to strategic significance, features are displayed on this map, lures seems to grow more invigorating as one
for it lies along that waterway between for the curious, unwary, or both. journeys farther beyond Lhe city walls, is
the great lake of Nyr Oyv to the north and Closely tied to the aforementioned map, just the cure for such a malady. Thus this
the broad surface of Woolly Bay and the of course, is the Undercity Map. This sheet map shows you roadways and riverways
Azure Sea to the south. displays the network of pipes, passages, that take you beyond Greyhawk City, but
In light of the recent revi, •al of arts and and sewers that lie beneaththe streets and not far beyond.
education occurring in this grand city, and buildings of the city. Adventurers may find For we suspect that you will want to re-
particularly in view of its new-found pros- themselves crossing from upper to lower turn.
perity and increasingly important political map and vice versa at different points dur-
role in the area, it seems only appropriate ing their explorations of the city. We trust Using the Adventure Cards
that this guide to the city be enscripted. you will take the time to fold a map neatly as
Thu s, without further ado, let us tum you finish with it, tucking it away until such The adventure cards are used in much
our attention to the contents of this mis- time as it must again be pulled forth. A the same way as the adventures in the
sive, the Life's labor of a veritable host of wrap of oilskin is recommendedif adventur- Book of Lairs I and JJ. These are prede-
sages-and your profitable companion for ing is likely to result in prolonged immer- signed encounters that can be inserted al-
many adventures to come. sion in water. most anywhere and anytime in a
Most of the locations described in campaign. They are to help the OM flesh
these two books are indicated on one or out an area ofGreyhawk and its environs,
Maps more of these three maps. Each of the or to provide a change of pace in a long-
sections of the city is detailed in its own term mission.
The maps included with the package
section in this book. In order to aid play- Each adventure card is self-contained.
are the works of skilled cartographers
ers and DMs in locating these areas. an The section of initial statistics helps the
who relied heavily upon the researches of
abbreviation for each city quarter is used DM place the adventure and tells the DM
explorers, sages, and others. You wiU
as part of the location description. For if the adventure is really suitable to the
note that the maps, four in number, give
example, location G 1 is the first listing in levels of the PCs. The "Total gp" line
you looks at different aspects of our
the Garden Quarter. gives the value of all treasure (including
topic.
The Quarters of the Free City, to- gems and jewelry) in the adventure. but
The Fir st Map of Greyhawk, as the ini-
gether with their abbreviations, are listed does not include the monetary value of
tial parchment is named, provides a magi-
here: magic items or other objects of value that
cally enhanced view of the city and its
H - High Quarter may be gained, since attaching values to
environs. fn truth, the artist who did the
G - Garden Quarter such objects is the DM's prerogative.
painting endured long hours of levitation,
C - Clerkburg The "Monster XP" number gives the
perched at a precariously high altitude. to
R - River Quarter amount of XP the party will earn for de-
gain the perspective view of the city as
F - Foreign Quarter feating the opposition. The OM may alter
portrayed here. We trust you will agree
A - Artisans' Quarter the XP award for an adventure, adding or

Samuel Potter (Order #37675198)


subtracting points from thb total to take ter number and one of the two book ti- jor center. but for those who can learn to
into account how the PCs perform m tles, as m Chl GoF (Chapter 1 in "Gem li,·e within its rules (which are qutte differ-
wars that don't direct I} relate to defeat- of the Flanaess") or Ch5 FFF (Chapter 5 ent from its laws, tt should be noted), it is a
ing monsters. of "Folk. Feuds, and Factions"). city of unparalleledopportunity.
The "Set Up" section gi\'es the OM
one or more suggestions as to how to get
the PCs started on the adventure out-
lined. From that point on. the course of Why the Gem of the Greyhawk'sClimate
the adventure is up to the D~I and the
players.
Flanaess? The city is not subject to the extreme<;
of the weather across the Flanaess. This
A number of factors ha,e contributed fact is important to the poorer denizens of
to Greyhawk's key posIuon m the affairs the Slum Quarter, who often must sleep
of the Flanaess. Among them are tts loca-
The Tomes tion, long history, eronormc versatility.
without a roof over their heads.
The city suffers a midwinter period of
The true key to the City of Greyhawk and the ,·igor and , ariety of its popula- 10-16 weeks where the mghtly tempera-
lies in the wealth of information contained tion. ture dips below freezing regularly, some-
in this tome. enlltled the "Gem of the Greyhawk has long been a beacon for times plungmg 15 or 20 degrees below
Flanaess" and its companion volume. men and women of leammg, or great that mark. Daytime temperatures remam
"Greyhawk: Folk, Feuds, and Factions." faith. or high magic. Such people of belo,\ freezing for an average of 11-20
In these pages you will find the masters power often seek the companionship, or days per year.
and mastered of Greyhawk, the nch and at least the acquamtance,of equals. Thus Winds, tending to blow from the east,
the poor. the might} and the miserable. the city has provided for them a focal pose few problems in the city. The Cairn
These selfsame documents will take pomt and gathcrmg place. ~!any are the I I ills absorb the brunt of the worst north-
you on a guided tour of our fair-and mages who study for a decade in east ,,,nter gales, and only the shanties of
sometimes not-so-fair- city. \ ou will be Greyhawk before embarking on an ad- Shackto,,n have any vulnerability to dam-
spared no detail of shameful darkness, no ventunng career that might span half a age from high winds.
scrap of seemingly insignificant detail. centul'). In the twilight of their lives. such Precipitation ts common, with a 25°1.1
The "Gem of the Flanaess" book pro- wizards often return to the place of their chance per day of 1,2 inch or less of rain-
,·ides a general look at the city and envi- training. fall. During the wintt>r. there is a 60110
rons. Many locations are explained, and But current!) acti,·e adventurers arc chance that the prec1pt1ationwill fall as
the general appearance and atmosphere also drawn to the cit}. The nearness of snow, 1d6 mches of accumulation.
of the city districts is revealed. the great ruin, Castle Greyhawk, has If a 01 Is rolled for the precipitation
Th e "Folk, Feuds. and Factions" book proven to be the most irresistible draw to check on ldl OO.the city suffers a major
brings you the city in great detail. There treasure-seeking bravos ever discov- thunderstorm (1f It rains), with lightnmg
you will find characters of all \'aneties, ered. (Of course. more of these bravos striking ld6 x 1 locations in the city and
friends and foes. The important people of \'tstt the city before their excursion into an inch or more of rain falling. The
the city are introduced there. as are the the castle than after.) sewers fill with water and the streets are
powerful guilds that determine so much The city contains all sorts of people. generally awash, though the sloping
of the city's nature. and a few other sorts of tndl\tduals. ground of its site keeps Greyhawk City
Additionally, that volume offers About 801¼1 of the city's population are safe from flooding. If the precipitation is
glimpses of the poltttcs of the city and the nau,·e Greyhawkers, with another 140:0 snow when the 01 is rolled. the storm Is a
workings of its society. \ou will read of humans from about the ;>;yr Dyv, Rhen- blizzard that drops 2d8 inches of snow,
the entertainment offerings m nee. barbanam, from the north or the wild lasts for ld4 days, and brings travel to
Greyhawk, hear of its legal and military coast, and those from farther afield. and from the city lo a halt. Even the city's
structure. and even gain insight into the The largest group of nonhumans are mhab,tants tend to remain inside.
worshiping habits of the city's many faiths the half-ores. makmg up perhaps 2.5.., of
and faithful. the population. I lalflings count for 1.5% ,
But m essence we hope you will find a dwan·es for l ',o, elves for perhaps 0.5%. Greyhawkthe Trading
and the remammg 0.5° 10 is gnomes and
place that grows richer for your pres-
ence. other demihuman or humanoid types that Center
Xote on Loc ating Re fer e nces: are able to function as cIlIzens. The city has its roots. of course. as a
\\'h en additional information is indicated, The result is a thnnng oty with room for ri\'erbank trading post dunng the time
the cross-reference w,U pro\'ide a chap- all sorts of indi,;duals. It b a city with rules. when the lands of the Flanaess under-
no more or less corrupt than any other ma- went the great influx of humanity. As the

Samuel Potter (Order #37675198)


greal frontier lands of Furyondy, Umst, persed, the city will have a solid financial military threat.
and Nyrond took hold and began to nour- base upon which to grow. \et always its walls stand ready, and if
ish, they quickly produced more food Never again will it simply fade into the pressed by an attacker, th e City of
than they needed. past. allowmg the e\'ents of the present Greyhawk can certai nly muster a tena-
In addition, the arts of weaving and gar- to pass it by. cious and effective defense.
ment making began to nourish in all three For full details on the types of trade Th e overall commander of the city de-
lands, encouraged by the read}' availabil- currently flourishing in Grcyhawk, see fenders is Scntal ~urev, Captain-General
ity of pasture land for sheep. and the abil- Chl FFF. of the Watch. This force can quickly be-
ity of cotton to grow in the warm come considerably larger than the stand·
summers. ing force of men-at-arms serving the City
Originally, the town was a wild frontier Greyhawkthe Watch.
settlement. It served simply as a meeting
place for traders from the lands south of
BankingCenter The standing garrison of the City
Watch, a complement of some 800 men.
the Lortmil Mountains, and along the The exact amount of financial dealings Is a steadfast and capable force, well
coast of the Azure Sea to meet with the goini on m Grey hawk Is impossible to cal- trained in combat. It fights as two bri-
producers of Furyondy, l lrnst, and culate, for it passes through man} hands, gades of three companies each. One
Nyrond. lea\'ing its mark in countless ways. Suf- company fights with spear, another with
Gradually the town's central location fice to say that no place on the Flanaess long sword and shield, and a third with
and high standard of livmg led to the crea- sees as much value pass through its gates long bow and short sword.
tion of great textile mills in what is now dunng the course of a year. In addition, a quick recruitment of mer-
the Slum Quarter of the Old City. These And each parcel of wealth that passes cenaries can add another ld4 +4 com-
m tum drew worke rs from the surround- through the city leaves a little behind. panies of veterans, up to two of them
ing lands, and slowly the town became a The powerful Guild of Moneylenders and cavalry. Each company of foot has 110-
city. A great meatpacking industry also Pawnbrokers contributes to the city cof- 200 fighters of 1st to 3rd level. Cavalry
began to flouri sh, aided by the ready ac- fer<; an amount t•xceeding that of e,·ery companies a\'erage about half that size.
cess to salt from Woolly Bay. other guild, sa\'e the Thieves' Guild. of though the troopers are 2nd- to 4th-lev el
But as the kingdoms grew more self- course. fighters.
sufficient. as better roads began to cross Virtually any type of com recognized Finally, the cit} rnamtains se,·eral large
the Flanaess, Grevhawk became a less across the Flanaess Is accepted by a arsenals. and a capability to call a levee
important cog in th·e trading circle. For a Greyhawk moneychanger. The rate of from the masses of the population. The
long time its growth stagnated, its size exchange worsens the fanhcr the origm city can effectively mobilize and arm
delineated for us today by the walls of the of the coin lies from the city. however. nearly 7,000 unskilled militia. Cumber-
Old City. The guild is well organized, so ,•Is1tors some to maneuver, shaky in morale, the
But as the standard of living rose who vIsIt se\'eral moneychangers find militia nonetheless presents a daunting
throughout the continent, Oerik wit- that the rates of exchange offered by array of steel when it is lined along the
nessed the de\'elopment of the ad\·entur- each are almost identical. (Discounts may city's parapets.
ing breed. With the' disco,·er) of great be offered for large transactions.) But the defenders of the city are not
treasures in the Cairn Hills and, more re- Also. the lo" taxes charged br the city, hmJted to the foot soldiers who stand
cently, in Castle Greyhawk itself, these and the many advantages of h\'mg here- upon the walls. The city, of course. is
adventurers ha\'e flocked to the city in especially for the wealthy-have drawn home to numerous colleges, universities,
great numbers. ~lany have chosen to numerous well-moneyed citizens to the schools of magic, and temples. As such, it
stay, and many more dispose of their city. Here they h, e and spend, the rest of has a very high population of skilled in-
treasure here. In a sense. it Is the pres- their funds safely stored in one of the habitants.
ence of these adventurers as much as any city's weat moncylcnding centers. From these inhabitants, the city de-
other factor that has gwcn the city its cur - mands only one thing (after taxes, of
rent healthy econon11cstatus.
Now Greyhawk serves again as a trad- Greyhawkthe course): Should Grcyhawk be plagued by
some outside threat to the sanctity of its
ing center, as often for the trading of pre-
cious metals and gems as for food and
Fortress walls, all priests, mages, engineers, ar-
chitects, and scholars must stand to her
clothing. But the city leaders ha\'e m- The sanctuary of the New City's high defense. Fatlure to do so (or sudden de-
vested the earnings of this recent boom walls has thus far been tested only by the parture from the city in the face of attack)
wisely, strengthening the city in all its as- depredations of bandits and isolated results in permanent banishment from
pects. Thus, when the nearby dungeons bands of ruffians. Indeed, since its expan- Greyhawk and all its dominions.
have been cleaned and the treasures dis- sion the cItr has never faced a serious In the face of a raiding band of enemies,

Samuel Potter (Order #37675198)


the Watch and mercenary companies try to buy their way-probably wnh con- Other colleges also line the broad bou-
might be sent mto the field, but onl} if a siderable success -into the sanctuarv of levard, and smaller and smaller schools
short. decisi,·e campaign seems likely. its walls. A maximum of perhaps 5.000 in- arc to be found in the parklike maze of
Grey hawk is more likely to rely on these- di,iduals might find <.helter here. Clerkburg. These range from tutors who
curity of its neighboring states to keep The actual defense oft he Citadel is de- teach but a single student to colleges with
such groups away. scribed in Chapter 5. The secret hiding a staff of five and a dozen students, to the
U threatened by a truly powerful at- place below it can provide sanctuary to no halls of Grey College itself. where a class
tacker, the defenders of the city retire to more than 100 of the city's inhabitants. of graduates might approach 100 mdivid-
the walls of the New City. Most of the uals. during a good year.
milia are then stationed along the perime-
ter of the wall. Each gate is held by a Greyhawkthe
company of militia, reinforced by ,·et-
LearningCenter Greyhawkthe
erans. The bulk of the veterans, and any
cavalry, is held m various places near the The Free City of Greyhawk is the
Religious Center
walls as reserves. home of the most prestigious school of In a gense it is odd that. since
The wizards, in the meantime, are magic across the Flanacss. The disunc- Greyhawk 1ssuch a center of magic and
spread among the defenders. The more tive pyramJd of the University of ~tagic learning, it Is not equally a center of the
powerful wizards stand upon tower tops. Arts is one of the Free City's most unique priestly arts. Some of the reasons for this
or along the parapets. Apprentices and landmarks. Greyhawk's colleges are are examined in Ch3 FFF.
lesser mages form small companies. gen- among the most respected in the known Suffice to say that pnests come to
erally armed with magic mJSsilespells. world. And its great libraries are the des- study in Greyhawk only if they seek the
The priests serve upon the walls as tinations of sages and scholars from all tutelage of a particular instructor. such as
well, though their spells do not assault comers of the continent. some of the masters and patriarchs listed
the foe except in crisis most dire. More The Greyhawk University of :\tagic m Ch3 FFF. While this Is not uncommon,
often they tend to the wounded even as Ans. under the principalship of K1eren md1\'1duals first seeking to enter the
they fall. or bless the performance of a Jalucian (see Ch3 FFF for a full descnp- priesthood are not as likely to travel to
unit before battle. During siege, of tion of this NPC) is the college selected Greyhawk for study as are prospective
course, the create food and cure disease by the most qualified apprentice mages mages or scholars.
abilities of this class pro\'e in\'aluable. those who can afford the tuition, that Is. Temples and monuments to evil deities
The engineers and architects, mean- The "Wizard School," as the university are expressly forbidden m Greyhawk
whtle. construct and operate as many war is often called. Is overseen by the Guild of City. The few of the city's shrines to evil
machines as materials and time allow. Wizardry. Its students work hard. and are gods that exist are carefully hidden, their
With the exception of the Citadel. the city subject to han,h discipline. By and large locations secrets that followers generally
is not permanently protected by cata- the apprentices ha\'e time for httle but carry lo the death. rather than divulge to
pults, ballistae, and trebuchets. How- their studies. the enemies of the cull.
ever, these military craftsmen can build Among the great centers of learning. \\'hen such an illegal shrine Is disco,·-
up to four war machines a day, to a maxi- their imposing halls grandly arrayed along ered. penalties are harsh and immediate.
mum of 50 + ld20. prior to battle. Once the Processional, Grey College stands AUwealth of the sect and Its members is
combat begins the engineers stop build- proudly as the oldest and most presti unmediately confiscated by the city. The
mg and start fighting. gious. It offers a broad program of liter- leaders of the sect. or those suspected of
Should the outer wall suffer a breach. ary and historical arts. as well as studies pro\'iding spiritual guidance m the e\'il
Sental then commands a defense of the in architecture. military engineenng, the doctrine, are put to death. All other
city street by street, as much as possible. fine arts. and many other spec1alues. members, thus destitute. are banished
If this proves impractical. the defenders Also prominent is the School of Clerk- from the city for Life.
consolidate al two pnmary strongpoints: ship. which focuses on literacy skills and There are numerous temples. many of
the Old City and the Citadel. In addition, record-keeping. Its graduates assist them quite grand. erected to the glory of
the great buildings of the colleges and many of the most powerful residents of the ,·arious good and neutral gods. Most
temples, and the stone mansions of the the city, and the land. often scribing for of the known de1t1esalong of these align-
nobility, are defended as lonRas possible. masters who themselves can neither ments have at least a shnne within the
The Citadel is the site of a last-ditch read nor write. Consequently, the gradu- city.
stand. if necessary. The best of the ates of this school are highly sought after. The finest of the temples and pyramids
troops are gathered here, as well as the and a degree from the School of Clerkship stand along the Processional, but those of
most powerful defenders of all classes. offers much more status than the term lesser stature are to be found in all parts
The city's richest citizens will doubtless "clerk" might imply. of the city.

Samuel Potter (Order #37675198)


T hough the city is not overflowing with many years. One of the original corner- such in\'estJgations by the mt>mbers of
high-level priests of all sects, the actual stones of the Free City was its com·en- that guild-and the guild has eres e,ery-
number of priests in the city is quite high. ience as a place for entertainment and wlwre.
Many of these. particularly those of good recuperation for such adventurers. But for characters ,..1shmgto discover
alignment. operate small shrines and Now. with the ongoing exploration and the headquarters of a secret, evil cult, or
shelters m the Old City, tending to the plundering of Greyhawk Castle-an e,·en expose the efforts of slavers smuggling
destitute, starving, and diseased to the closer site-the flow of ad\'enturer-found their wares through the wharves of the
best of their abilities. Indeed, though all wealth into the city has grown to a flood. city, they are rewarded not only by the
three scourges are still to be found m the But even the city itself has pro\'en a fruits of their own efforts, but also
Old City, their spread is nowhere near as suitable locale for derring-do. Of course. throuih the gratitude of the officers of
great as it would without the services of instead of wandering monsters. such ad- the watch and city officials.
these devoted men and women of faith. venturers must contend with the City
\\'atch and that e\'en more Jealousguard-
ian of the city status quo, the Thie\'es' OtherEsteemed
Greyhawkthe Guild.
Sources on the City
AdventuringCenter Characters who embark on lawless
pursuits here, such as nongu1ldtheft. un- and its World
Actually, this 1sone aspect of the city authorized entry, or assault and perhaps
that its more respectable citizens would manslaughter, find the officers of the A spate of publications have detailed
rather downplay. But it ·s already too late, watch to be diligent investigators, far the secrets of this unique and wonderful
for the word is out: Greyhawk is a splen- from stupid. If the suspects ha\'e in- n.•alm. Among them are the earlier
did place for adventure! fringed in any conceivable war upon the WORLD OF GREYHA\\'K boxed game
Beginning with the general locale, the activities of the Thieves' Guild (or e\'en if accesson. the GRErH.\WK Adven-
Cairn Hills have drawn the reckless and such infringement is alleged by a friend of tures hardco,·er book. and the Castle
daring to this section of the Flanaess for the guild). the watchmen are aided in Greyh;nrk module.

Samuel Potter (Order #37675198)


Chapt€R2: bm's (jUJb€ to th€
City Campa1qn

Most significant is the sheer number of willbegin to take on a life of its own. Your
Using Stories and characters that the PCs can interact with. players' characters will feel at home
NPCs (DM Section) While many of them are detailed within
these pages, the DM will find numerous
there, and your campaign will flow
smoothly from one adventure to the
Actually this entire product is best kept instances arising where he will need to next.
in the hands of the DM, so that players quickly create a barmaid, thief/informer, The stories you develop for your city
can discover the city from their charac- old beggar, or some other citizen that the campaign can be tremendously varied.
ters' points of view. This best preserves PCs wish to meet. The situations presented in these vol-
the mystery of the city and enhances ev- Whenever you do this, try to take a few umes give you the framework for dozens
eryone's enjoyment. second to note the NPC's name, location, of campaign story lines. It simply be-
This is not an entirely realistic expecta- job or role in the city, and any other perti- comes a matter of your PCs finding a
tion, however. However, the material in nent information that applies- challenge that interests them, and going
this section specifically relates to how the possessions, combat abilities, even to face it.
DM can work the city into his campaign in attribute scores if they become neces-
a way that will provide the most enjoy- sary. Then if the PCs wish to meet that Story Ideas
ment for all concerned. So players, don't NPC again, you have the information at
read this! your fingertips. (If you generate a lot of The best source of story ideas for DMs
Most DMs realize the importance of a NPCs, you might want to use a separate is, and has always been, the players in the
good story to any role-playing campaign. page to list those in each of the city quar- campaign. Listen to them; find out what
While a city campaign is no different, ters to aid in finding the information again interests and challenges them, and pro-
some of the story design tasks faced by when you need it). vide them opportunities for adventures
the DM do change in comparison to a wil- Thus, as you add more and more char- that appeal to those interests.
derness, underground, or exploring cam- acters to the city-and the PCs become Many story ideas will grow out of the
paign. acquainted with these NPCs-the city interaction between your players and

Samuel Potter (Order #37675198)


NPCs, especially if you throw in an ap- of unease that might precede a dangerous Rewards should be tailored to the chal-
propriate piece of information at the right encounter. ("I've got a bad feeling about lenges the PCs overcome in obtaining
time. ("Alas," lamented the voluptuous this .... ") them-small rewards for minor chal-
barmaid as she brought yet another Rumors are a good means of foreshad- lenges and great rewards for the most
pitcher, on the house. "I have been owing, as are cryptic messages from beg- awe-inspiring obstacles.
forced to resort to this degrading exist- gars or sages, signs to PC priests , or Of course, the first type of re ward that
ence ever since the evil Lord Plankton even dreams you relate to the players. doubtless occurs to players and DMs
drove my parents from their home! If Myste ry: Don' t give the characters all alike is treasure, whether magical or
only I could find the key to the family the information up front, as in: "The sage mundane. Indeed, treasure for their
treasure. But I don't mean to bore you says you should go this way to the cave characters is a fine medium for rewarding
with my troubles.") shown here, climb down to the third players. However, treasure , like rich
Of course. you don't have to be this level, and bring back the emerald eye food. is best enjoyed in tiny bites that
melodramatic, but you get the picture. from the pagan statue." leave the diner craving just a bit more.
Because of the intricate nature of the Instead, something obscure ("Seek ye Probably more campaigns have been
city environment, you will have to con- the low places, returning not until ye ruined by an excess of treasure tossed
centrate more of your efforts on present- have gained the orb of green fire") will into the hands of the PCs than from any
ing that environment than you would in a give the players the information they other cause. If gold pieces start to be as
dungeon setting. Conversely, the charac- need, but add the enjoyable element of numerous as blades of grass, they be-
ters will have many more options open to mystery to the story. come about as valuable (and useful for re-
them, and so the story itself might grow Other good sources of mystery can in- ward) as so many blades of grass. Far
more out of their actions more your plot clude keeping the villain'sidentity a secret, better to give a character a few gp and let
design. allowing the PCs to find remains of pre- him ponder for awhile how to spen d that
vious battles where they must decipher the treasure than to load him down with
Story Elements enemy's nature and tactics, providingcryp- enough funds to buy everything he
tic maps or clues to mysterious treasure, wants.
In any campaign, you will have to cre- or givingthe group a magicalitem that can- When you give a character a very valu-
ate the key elements of the story, even not be used until the PCs solve a riddle or able treasure or magical item, it often
if-as is likely in a city campaign-the plot find a secret location. pays to attach some "catch," or use the
and progress of the story are determined Challe nge: This should go without treasure to tie in to another story ele-
by the players. Some of these elements saying, but it all too often needs to be ment.
are briefly explained here. If you include said. Whether you challenge your players For example, if a character is uncon-
these elements in your campaign, the with hordes of nameless monsters , scious for 2d6 turns after he uses his
players should be able to do the rest. deadly traps , sinister puzzles, obscure wand of nuclear detonation, you can be
Villain s: This ingredient , all by itself, clues. or nasty ambushes. you need to fairly certain that he will not use that
is enough to drive many a story. Spend come up with encounters and information wand against every band of goblins in his
time designing your villains, for these are that force your player characters to really path. Or if the Crown of Avalon, carried
your most important NPCs. Make them work. Without challenge, there is no ad- by the players, is also sought by some
worthy of your PCs. Give villains motiva- venture. powerful king or evil wizard, the PCs'
tion, intelligence, and most important of Timing: The PCs might control the di- lives can get very interesting in a hurry.
all, nastiness! If a villain gives the PCs rection and even the pace of the adven- A valuable treasure with a mystery at-
good cause to bear a grudge, many enjoy- ture , but you still control the timing. A tached (" What's the stupid command
able gaming sessions can follow as the good DM will introduce a fresh clue just word, for crying out loud?") can continue
players seek the villain, learn about him, as the players begin to grow frustrated to motivate and intrigue players for many
and finally face him. with their lack of progress , or throw a gaming sessions after they acquire it.
It is best to use a hierarchy of villainsin combat encounter at the PCs if they be- Perhaps a magical item puts out a pote nt
a campaign setting. Thus , as the PCs fi- gin to grow too complacent. effect at random intervals, and the PCs
nally vanquish the foe that has opposed Rew ard: A key ingredient by any must journey to its point of origin to find
them for so long, they find that he is a measure, reward figures with extra out how to control it. Maybe an item even
mere lackey working under the orders of prominence in a gaming setting. The re- has a trait that the PCs don't know about
an even nastier foe! wards given the characters- and hence, until, suddenly and in the nick of time, it
Foreshadowing : T his key story ele- the players -can be of many different saves their lives.
ment is ignored by many DMs, yet it is types. They must be there in some form Though successful adventu rers enjoy
easy to use in a gaming situation. Fore- or other in order to make the campaign and should receive treasure, you must
shadowing is the vague warning or feeling seem worthwhile. take care that this is not the only type of

Samuel Potter (Order #37675198)


reward in your campaign. Even the larg- helped them. After all, kings expect that Dragon is located at the Pr ocessional and
est pile of fantasy riches loses its glitter sort of thing; orphans don't. the Garden Gate does not mean you have
after a while. This ties into the finaltype of reward. It to place it there in your campaign.
Experience is another valuable reward, is the most intangible, but it can be the Of course, if you have long campaigned
quantified in the gaming context as Experi- most important, particularly for good in Greyhawk, or if you are starting a new
ence Points (XP). A good DM uses experi- players. This reward is the moral sense campaign, the city slides easily into place.
ence points wisely, as he does treasure , not of accomplishment that comes from doing Even campaigns not set in the WORLD
overdoing it but granting enough experi- the right thing at the right time. OF GREYHAWK® fantasy world setting,
ence points that the players realize that The DM has a lot of control over this however, can often benefit by the addi-
their characters' efforts are worthwhile. reward, but it should relate directly to the tion of a detailed, large-scale city setting.
Don't hesitate to award extra points if the actions and accomplishments of the PCs. And you don't have to design it yourself!
players take some course of action that In a city as well organized an policed as Youcan adapt featur es of your existing
clearly merits reward. Greyhawk, this is not hard to accomplish. campaign to fit the city, or adapt the city
Experience points work particularly The examples discussed here apply to to fit the campaign. It should not prove
well when the primary goal of an adven- characters of good alignment since, for too difficult to find a way to merge the
ture is not the acquisition of treasure. But evil characters, this reward is a lot less two, and your campaign will have gained a
don't overlook the following forms of re- satisfactory. vibrant centerpiece of a city in the proc-
ward , either. They can all work well as a This is one reason why playing evil ess.
means of making the players feel good characters has little appeal to most good The other Greyhawk products already
about their characters' accomplish- role-players. Perhaps a new player might mentioned provide details on the world of
ments, without necessarily filling the find some enjoyment in playing the role of Greyhawk in general, though the city is
PCs' pockets with gold. a bully or a thug, but as the player 's so- left relatively undefined, save for the de-
Curiosity has always been a great hu- phistication increases , the satisfaction of tailed history given in the earlier WORLD
man motivator , and the satisfaction of the role decreases. Even a 15th-level evil OF GREYHAWKboxed set. The
that curiosity becomes a reward. mage in command of a legion of human- GREYHAWK® Adventures hardcover
Whether the PCs explore a new location oids and a flying wing of dragons is essen- book introduces some of the main NPCs
(above or under ground) , solve an ancient tially a bully and a thug. It is far better to of the city, and those are further detailed
riddle, or simply learn of some tactic that use this NPC as an adversary than as an herein. Module WG7, Castle Greyhawk,
will aid them in a tough upcoming encoun- ideal for the PCs. gives a complete description of that mas-
ter, learning new things can give players a When good characters save a village sive dungeon complex, just a half-day's
good feeling. If the information points to from the bandit horde, stop the depreda- march from the city gate.
new adventures or other rewards, so tions of a band of monsters, return the DMs are encouraged to add their own
much the better. kidnapped prince to his family, or disrupt detail whenever they want to. Several as-
The gratitude of NPCs is another very the activities of an evil cult, the sense of pects of the city are left intentionally
significant reward. Of course. any char- satisfaction gained should provide a con- open-ended. No resolution is provided
acter would delight in knowing that the siderable reward in itself. for most of the political intrigues de-
Lord Mayor, or a great wizard, or a scribed. Ideally, the actions of the PCs
nearby king owes that character a big fa- will be decisive in determining how these
vor. And in most cases, when the charac- GamingOpportunities events end up.
ter claims the favor, the NPC's gratitude
causes him to repay the favor, with inter-
in GreyhawkCity If you don't wish to employ some of the
conflicts presented here, simply ignore
est. Of course, kings have been known to Greyhawk was the first city designed them. The humanoid horde currently
be fickle, and wizards forgetful. but these for an AD&D® game campaign. It has preparing the lair of Blackthorn as an in-
should be the exceptions rather than the more gaming history than any other lo- vasion route to the surface world is one
rule. cale. And yet we have barely scratched such situation. If this plan proceeds as
However, don't assume that only the the surface of its gaming potential. outlined, it will have a profound effect on
gratitude of the rich and powerful can re- The background and surroundings of the lands around Greyhawk and even the
ward the PCs. Th e orphan a fighter res- the city are sometimes familiar to many city itself.
cues from a gang of bullies can prove to players. In other cases. these might be Of course, the PCs might stop this plot
be a veritable font of information. Like- different than in the world in which you before it comes to fruition. Alternatively,
wise the poor beggar or harlot. These and your players campaign. As always, if this wholes series of eve nts is inconsis-
less fortunate characters, in fact, are the DM has the last word on what is tent with the direction you would like to
usually more likely to take risks and go "real" in his particular campaign. Just be- take your campaign, you might decide
out of their way to help one who has cause this book says the Inn of the Gold that the humanoid lair doesn't even exist.

Samuel Potter (Order #37675198)


For this type of player, Greyhawk City Many players, after enjoying this style
Give Some Thought is a maze of confrontations and obstacles, of play for some time, move on to one of
to YourPlayers scheming thieves and petty nobles, evil
wizards, thugs and bullies, and even
the different approaches explained be-
fore. Many others continue to enjoy this
City adventuring appeals to many play- more sinister perils. straightforward type of gamingfor many
ers, particularly those who enjoy role- The city adventures most suited for years. By paying attention to the needs of
playing the more mundane dealings of the Adventurer's style of gaming include your players, you can help insure that you
their PCs in great detail-a bartering ex- any type of combat situation-a duel, a provide the right type of gaming experi-
pedition to the market, for example, or a thief caught in the act by the PCs or ence.
series of interviews with a highly re- nearby citizenry, the discovery of a mon-
garded sage. But this type of game is not ster loose in (or under) the city, serv ice Role-Players
suited for everyone. The following sec- with the City Watch, encounters with
tions give a brief overview of three gen- gangs of toughs, watchmen exceeding This type of gamer derives great plea-
eral types of gamers. You might find it their authority, extortionists, members sure from the visualization of his player
useful in determining what type of adven- of evil cults, and visitors to the city who character. Creating that character, from
tures to present to your players. get out of hand. You will have to wax the rolling of attributes to the outfitting of
There is an infinite number of ways you imaginative after a while to continue to every detail of apparel and kit, is a very
can employ a detailed setting such as this devise imaginative combat challenges in enjoyable procedure for the Role-Player.
in a campaign. The most appropriate for the city environme nt. He enjoys developing ancestries for his
your game depends on the type of players Good plot lines for these players in- PCs, and defining small details of appear-
you have, and your own interests as OM. clude stealthy missions into evil temples, ance.
Though there is a great amount of criminal headquarters, rival guildhalls, The personality of the character is
crossover from one category to another, and the mansions of wealthy nobles. more important to this player than are the
three basic types of role-playing gamers The y might also enjoy active service in character's attributes. If the PC gains a
seem to be well represented in our the City Watch, or exploratory excur- magical sword, the name and history of
hobby. The kinds of adventures suitable sions below the city streets. that sword make a bigger difference to
for one gaming type are not necessarily It is for these players that the boxed the player than does the fact that it is + 2
the best for another. These gaming types set includes the dungeon settings around instead of + l.
are commonly referred to as the "Adven- they city: in the Mist Marsh, Cairn Hills, Of all three types of gamer, this one is
turers," the "Role- Players," and the and Gnarley Forest. And much space has perhaps most naturally suited to city ad-
"Problem- Solvers." been purposely left open in those re- venturing. The greatest gaming pleasur e
gions, for you to add your own dungeon for this type of player comes from the in-
Adventurers and wilderness settings. teraction of his PC with other PCs and
When designing and running a cam- with NPCs. Of course, the one thing a
This first type of gamer is perhaps the city is always well stocked with is NPCs.
paign where most of your players are of
most common. Certainly it is very typical Role- Playe rs enjoy each bargaining
the Adventurer sort, your story line will
among players new to role-playing. Many session with a shopkeeper and each flirta-
not be as important as the individual
of those players eventually move to one tion with a barmaid (or bartender). They
encounters within that overall context.
of the other gaming styles, but for a lot of want to play out, word by word, an im-
Put most of your effort into creating chal-
us this type of play is what role-playing portant meeting with a noble lord. They
lenging encounters, each as different
gaming is all about! want to know where their characters
from the others as possible. Thr ow sur-
The adventurer prides himself on over- live, what the rooms look like, and how
prises, such as a mage disguised to look
coming the physical challenges of the much they costs. Role-Players often en-
like a thief, at the players. Introduce as
gaming session. Combat with horrible joy keeping detailed records of their char-
many different creature types as you logi-
monsters, bashing down doors, and grab- acters' funds, paying attention to the
bing hoards of treasure mark the high cally can. Surprise the party with a clever
trap. allocation of each si.lver piece.
points in the Adventurer's gaming ses- Use good tactics for the NPCs; don't The story lines generated for these
sion. players' adventuring must have interest-
just have them march into battle like
The worth of a character played by this ing and memorable characters. Unlike
lambs to the slaughter. If the NPCs are
type of gamer is measured by his attrib- games for Adventurers, combat situa-
losing, let them retreat. If they hear the
ute scores and his possessions, particu- tions and physical challenges are not the
PCs coming, let them set up an ambush.
larly magical items. Replacing the short central feature of the game, though Role-
If an NPC has a useful magical item, it
sword + 1 with the Jongsword + 2 repre - Players enjoy a tense battle as much as
shouldn't be stored in that chest under
sents a big moment in his career. anyone else.
his bed if he can use it.

10

Samuel Potter (Order #37675198)


Strong villains make for splendid moti- tery movie or novel that you have en- enjoy, and least enjoy. If you find the
vation with Role-Players. lf sor,1ething of joyed and turn it into an AD&D® game group bored by the bartering session to
importance to the character is wronged, adventure. Using the same plot, clues, acquire expedition supplies, don't try to
the player is motivated to send his char- and situations, you might find your play- role-play the e ntire affair; teU them how
acter after retribution. Remember the ers engrossed in a medieval version of much everything costs and get on with it.
importance of the character's per- "The Orient Express" or some other On the other hand, if the group shows
sonality-a character who enjoys wearing good story. little enthusiasm when they are am-
all manner of finery will be greatly of- It also helps to rely on modules when bushed by yet another group of thugs,
fended by one who insults his appearance you referee this type of player. Within the perhaps you need to add a little more of a
or dirties his garment. City of Greyhawk you will find a number cerebral challenge to your gamingses-
The DM ·s job for this type of gamer re- of conflicts: the slow corruption of Senta! sions.
lies less on designing encounters than on Nurev, the illicit treasury payments to The best DMs blend elements of all
NPCs. If you keep a stable of well- support the Furyondy fleet. the jealous three styles, observing their players all
defined NPCs on hand for your players to hierarchy of the Thieves' Guild. These along to see what works and what
interact with, you will find your adven- situations are all ripe for development. doesn 't. Youwill see that the Free City of
tures almost designing themselves. And While you of course will have to create Greyhawk offers enough opportunity for
best of all, those adventures willgrow out the specific encounters and clues that get all types of adventure to flourish here.
of the players' motivations! your players moving in the right direc-
tion, all the groundwork is done for you
Problem Solvers right in this package. Placingthe City in
Problem-Solvers. like Role-Players,
These are good players, incidentally, to
recruit for the City Watch. If your party is
YourCampaign
are generally fairly experienced players.
These players most enjoy the mental
of medium level. they can qualify as offi- Context
ce rs and investigators, and mysteries will
challenges of an adventure: deciphering a naturally find their way to the PCs' door- Th e Free City of Greyha wk can be
code, solving a riddle, negotiating a steps. Even as lowly 1st- or 2nd-level used in a number of ways. The best way
maze, or figuring out a complicated trap. watchmen, however, the characters for your particular campaign is the one
This can be the hardest type of player might find clues coming their way. And an that most suits your players and the
to referee, because the DM must remain impressive performance from such a group's style of gaming.
two or three mental jumps ahead of the lowly guard is sure to win the notice and The city and its environs can serve as a
group. It takes a lot of preparation to de- approval of superiors. locale for an entire adventuring career.
sign the types of challenges that appeal to Characters can start here, in whatever
the Problem-Solver player. class they choose, and work their way up
The best story lines for these players
Using This Knowledge in Your in experience without ever venturing far
involve mysteries. Perhaps a dying mes- City Campaign beyond the city walls. Such a campaign
senger or obscure beggar provides them You will probably recognize aspects of requires a lot of note-keeping by the DM.
with a clue to a sinister plot, together your players in each of the three types since the players are sure to become inti-
with a code name of one of its minor par- mentioned. ln truth, most players do not mately familiar with the twists and turns
ticipants. The adventure is primarily an want to limit themselves to one style of of Greyhawk's streets. (" How come the
attempt to gather enough clues to put to- play. A truly successful campaign gener- gem-cutter's shop was on the othe r side
gether a picture of what is going on. Cer- ally manages to blend elements of good of the street last week?")
tainly there will be role-playing and PC motivation with puzzling. yet useful Another possibility, especially suited to
combat encounters along the way, but the clues. leading to dangerous and challeng- players who like to explore and have
significant objectives of the adventure ing encounters. In fact, DMs should take combat, is to use the city of Greyhawk as
can be information instead of other trea - some initiative in exposing their players the goal of a long journey, instead of a lo-
sures . to different types of gaming. Maybe the cale for the entire campaign. Greyhawk is
In order to maintain the interest of this group of PCs spends all its time bashing used here as a mystical place of power,
type of gamer, it is essential that each monsters because the players thought wealth, and hope, lying some distance
gaming session introduces new and that was their only option. So give them a down the long road of adventure.
unique occurrences, settings, and infor- chance to solve a mystery. Ask them to The adventure starts quite far from the
mation. Borrow ideas from any source develop some background details about city, but the OM gives the players a prob-
you can in order to keep up the freshness their characters. lem that can only be solved by some indi-
of your campaign. You'd be surprised This overview might help you to recog- vidual, agency, or resource of the great
how easy it can be to take a great mys- nize some of the things your players most city. As the PCs work their way toward

11

Samuel Potter (Order #37675198)


Greyhawk, they can explore wilderness cially listed amount. On the other hand, choose, from among the varied back-
dungeons, battle bandits and ores, and goods of exceptional quality-or the ap- grounds presented. If the die indicates a
generally take their own sweet time. pearance of such quality, whatever the result you don't want, by all means ig-
They may even learn something, or ac- reality- are sold for two or three times nore the result and assign a more appro-
quire something, that will prove of great the listed amount if the seller can find a priate selection, or let the player reroll.
value when they eventually reach the buyer. As far as the character's race is con-
city. If your PCs bring an exceptional cerned, this decision is best made by
Finally, the most balanced use of the amount of treasure into the city, you choice rather than random rolling. T his
Free City in a campaign is as a base of ad- might have to adjust the whole city econ- applies not just to dernihuman or human
venture. The characters know the city omy upward just to keep them from buy- types, but to the specific breakdowns
well, and often face exciting challenges ing up everything in sight. It is far better within those types.
there, but they also know the world be- to avoid this necessity by handing out Of course, if you have a reason for not
yond the city walls. This approach keeps treasure carefully, in such a way that the wanting certain racial subclasses (sea
the campaign varied, while making full PCs are rewarded, but not so much that elves, for instance) in your city, you can
use of the wealth of detail presented they disrupt entire economies. certainly decree that all elves present in
here. Greyhawk are of the other types of elf.
But if a human character wants to be born
Starting Your of the Rhennee bargefolk, you and the
A Note About Money Characters player willprobably have the best gaming
in Your Campaign The GREYHAWK ® Adventures hard-
experience if you let the choice be made
freely.
Many services and goods in the Free cover volume introduces a system for However, the status of their parents in
City are explained in the text without a starting 0-level characters. If you are that community, the legacy given to the
specific notation of their cost, while oth- starting a new campaign or introducing character, and the contacts he has made
ers things are noted with price attached. new player characters, you should give during youth can all be determined with
As in any campaign, the exact state of the this procedure a look. It enables you to the following tables.
city economy is a matter for the OM to take a young character adventuring be- These tables are designed for player
carefully adjudicate. fore he has determined what class to play characters born and bred in the Free City
The prices listed in the AD&D!' 2nd or even what basic interests the charac- itself. You may use them for other PCs,
Edition Player's Handbook are repre- ter holds. It also provides a framework but you might want to consider deleting
sentative of typical communities and for interesting and challenging ad- some of the better results, since charac-
towns. Because of the tremendous influx ventures - a nice change of pace for play- ters born in rural towns or villages are
of treasure into the Free City, prices here ers who might be used to stomping on much more likely to hail from humble ori-
tend to be a little higher. everything in sight. gins.
Prices that are not listed specifically Simple adventures such as exploring The first step in determining parentage
can be considered variable, though the the city or its surroundings, an encounter requires a ldl0 roU, with the result
officialprices should serve as a baseline. with a lone thief or bandit, or even a job as checked on the following table.
Factors that might modify prices include a squire or apprentice to some noble can
friendship (or enmity) between buyer and offer conflicts and challenges that might Living Pare nts of PCs Table
seller, points of common ground (same generate only a bored yawn from a higher
home town, followers of the same tem- level character, but become matters of D10
ple, etc.), previous business relationship life and death for fledgling PCs. Roll Status of PC's Pare nts
between the two, and the value of the Even if you are starting a new cam- 1-2 PC is orphaned or abandoned • .
payment offered to the seller. As an ex- paign, however, you don't have to begin ignorant of family origin
ample of the latter, a sage might require your PCs at 0 Level. The standard start- 3 Both parents are deceased
500 gp to wrestle out the answer to some ing procedure works weU whether char- 4-6 One parent is deceased
tough query. If, however, the PCs were acters are in a city, small town, or 7-8 Parents live together
to acquire a certain ancient tome, known wilderness lair. The followingtable might 9-10 Parents live separately
to be in the keeping of one Bruto Igla- give you a little added character detail,
tious, renowned thug, such service will particularly for those characters who be- ·This doesn't mean that 20% of the
be accepted in lieu of cash payment. gin their careers in Greyhawk City itself. population is orphaned with no knowl-
Among the bustle of the Petit Bazaar, Of course, nothing says that the results edge of its parentage or familial home.
one can usually find a way of bargaining a of this determination have to be made by However, an exceedingly high proportion
price downward to the vicinity of the offi- die roll. You can assign, or let players of such orphans and homeless waifs turn

12

Samuel Potter (Order #37675198)


to the adventurer's life, hence the ske w acters are also more likely to be known to Such contacts can become useful later
in the table. the city's elite, and not-so-elite. Thieves in life, however. Each player character
are always seeking to learn of new targets who hails from the city is entitled to roll
Orphaned characters often begin the for their activities, and the lord mayor on the followingtable to see if he has such
campaign with some tiny scrap of evi- keeps a nervous eye on potential upstart a friend.
dence indicating their ancestry. Gener- troublemakers or usurpers. A character The player should roll ldl2 and com-
ally, the additional clues needed to solve who makes an good name for himselfmay pare the re sult to the table. Certain re-
the puzzle only come to light through long find the Lord Mayor tapping him for a haz- sults grant a second, third, and even
and perilous campaigning. ardous assignment, some distance from more rolls; there is no limit to the number
If one parent is deceased, the player the Free City. of times the player can roll, as long as the
can choose whether the character's "roll again" result comes up.
mother or father still lives. When an oc- PC Parentage Table Player characters who started as or-
cupation or status is rolled for the PC's phans, not knowing who their parents
parents (on the next table), the player 0100 are, can add 2 to their roll when checking
can assign the result to either mother or Roll Parents ' Status against this table.
father. and to a living or deceased parent. 1-6 Parent is low-life scum, too
Ordinarily, only one parent has a listed disgusting for specific descrip- Childhood Contact Table
occupation, and consequently most play- tion
ers get to roll only once. However, if a 7-12 Parent is beggar in Slum Dis- 012
player has two parents living separately, trict Roll NPC Contacts
he can make a ldlOO roll on the following 13-17 Parent is laborer living in Old 1-4 No useful contacts
table for each parent. City 5-6 City Watch Sergeant
It is even conceivable that a happily 18-20 Parent is nonguildmember 7 City Watch Inspect or
married couple could have different occu- thief 8 Priest, level 5-10, of St.
pations: One might serve on the city 21-28 Parent is guildmember thief Cuthbert or Pelor
watch while another is a weaver, for ex- 29-36 Parent is scribe or tutor 9 Wizened sage•
ample. To determine if a player has two 37-50 Parent is merchant of little 10 Mage, level s-10• (50%) or
such parents, the player rolls ldlOO. On a wealth level 9-14 (50%)
51-61 Parent is member of City 11 Mercenary Captain (60%) or
result of81-100, he can roll to determine
the status of his seco nd parent. Watch city noble (40%)
However. a characte r is unlikely to 62-70 Parent is mercenary 12 Beggars' Union Maste r (50%)
71-77 Parent is average craftsman or Thieves' Guild Master
have a father who is a wealthy mer chant
happily married to his mother, the beg- 78-82 Parent is merchant of moder- (50%)
gar. To ensure that the PC's parents ate wealth
aren't too far apart on the table, the 83-87 Parent is City Watch or merce- • This result counts , and you also can
player should roll ldlOO normally for his nary officer roll again.
first parent, then roll ld20. An odd num- 88-90 Parent is merchant of consid-
bered result is added to the roll for the erable wealth Such contacts are not automatically
first parent to determine the second par- 91-93 Parent is famed Master Arti- helpful and friendly to the PCs, but willbe
ent's placement. An even-numbered roll san inclined to listen tolerantly to rea sonable
94-96 Parent is minor noble requests and questions. The contacts
is subtracted. might be inclined to help the character
Players should make a note of the num- 97-98 Parent is military commander
99-00 Par ent is powerful noble or get a job, or might provide aid if the PC is
ber rolled on this table, since it may bear
directly on the amount of inheritance (if ambassador injured or in trouble. These NPCs are
any) the PC is likely to receive. most certainly not going to take the PCs
ChildhoodContacts into their homes, feeding and sheltering
It can be noted as a sidebar that the
ranking of careers and roles on the table them for months on end, or otherwise
It is likely that a characte r born and protecting the adventurers from the real
1s a very close approximation to the social bred in lhe city will have come to know
status of such roles in the Free City itself. world. What kind of adventurer would
one or two persons of influence during his want such protection, anyway?
The higher the family status, the more growing up, eve n if only as a little boy he
likelythe character is to get good service in once broke the window of the great wiz-
the city's business establishments, luxury ard Haraldo during a game of stickball
boxes in the theatre, invitations to official years ago.
and social events, and the like. Such char-

13

Samuel Potter (Order #37675198)


Modifiersto Starting Money first encounter he experiences. U you thing at once. Thus, you will get an idea
have a small group, more than one possi- of where the following gaming sess ions
It is not unnatural that young adventur- bility per player is recommended. will go, and can prepare in anticipation of
ers hailing from wealth and station should For example, one player might have a your players' activities.
enter their campaigning life a trifle more mysterious background and unknown For example, you might determine that
well-heeled than their less fortunate parentage. He remembers a cruel care- the tattooed character remembered by
brethren. To reflect this, characters who taker with a certain tatoo, and one or two the orphan is currently the assistant mas-
rolled higher than 40% on the PC Parent- street comers in the Old City, but nothing ter of the Beggars' Union. He stole the
age Table can roll ldlOO against the Extra more, since that caretaker sold him into babe Crom a caravan of merchants from
Starting Money Table to see if they get slavery a decade ago. The character just the north. T he tiny bundle was swathed
lucky. now returned to the Free City in search in a wolf skin, which he still has, but that's
To determine the result on the Extra of his name and parentage. all he knows. (However, the wolf skin is
Starting Money table. add the result of Another character inherits from his fa- inked with mysterious runes that only ap-
this l dlOO roll to the one rolled on the PC ther a letter of recommendation and in- pear if the skin is wet. ... )
Parentage Table. Check the sum of these troduction to a wealthy merchant (or high The second character's letter of intro-
two rolls on the Extra Starting Money Ta- ranking mercenary, or powerful mage or duction, meanwhile, leads to a job offer
ble. priest or whatever). Still another brings a from the merchant. He needs guards for
unique locket, trinket, or other item of his freight wagon, wtuch has been am-
Ext ra Starting Money Table unknown value that he has had all his life. bushed twice in the Cairn Hills. (But he's
S um of A fourth-or maybe the entire party also smuggling secrets, such as detailed
D100 witnesses a sudden attack upon a help- drawings of the city defenses, to agents
Roll s Added Money less victim that virtually compels him to of the Bandit Kingdoms that he meets in
41-140 None intervene. Elmshire.)
141-160 Double starting Using rumors from the Greyhawk's The third character is shocked when
161-170 Quadruple starting Abuzz Table at the end of this book is an- her precious locket is stolen by a scraggly
171-180 Ten times starting, plus 1 spe- other way to introduce the initial thread beggar. After a chase and a fight, they get
cial item• of a story line to your PCs. Or you can in- 1tback, only to have the dying beggar (re-
181-199 25 times starting, plus 1 spe- clude an NPC in the starting group of ally an assassin in disguise) gasp, "The
cial item• characters who knows something of sig- Snake Lord will never let you keep his tal-
200 100 times starting. plus 2 spe- nificance. and then is killed by unknown isman." An old sage has heard of the
cial items• assassins because of this knowledge. Snake Cult, but it died out a century ago.
You can even place a high-level NPC (Then one night the PCs are attacked by
• Special items must be designed or se- among the PCs to give suggestions and a group of scaly human fanatics, who
lected by the OM, but generally repre- offer one or two courses of action. This 1s strike from darkness and are covered
sent a family heirloom and valuable an easy task for the OM. but a less attrac- with the mud of the city sewers.)
magical item useable by the young PC's tive alternative for the players since But even as the party goes to investi-
given class. many of their initial decisions are made gate one of these possibilities, they come
for them. upon a poor woman and her babe in the
Star ting and Using a Whatever beginning threads of story
lines you place in your city campaign, you
process of getting robbed by a gang of
toughs. After the characte rs save her,
Story Matrix do not need to fully develop each one to and following a torrent of tearful thanks,
its ultimate and dramatic climax. You she warns them that Gaptooth, the
It is not difficult to launch your players
don't have to know an orphaned PC's gang's half-ore leader (who was not
on the road to adventure from the first parents are at the start of the PC's quest present at the robbery, nor was 95% of
moment the characters make each oth- to find them (but you have to stay al least his gang) will not rest until he drives the
ers' acquaintance. The story matrix sug- one step ahead of the player as he tries to characters from the city. (Gaptooth and
gested here gives your players lots of discover his PC's parentage).
interesting decisions, but does not over- his gang becomes a constant thorn in the
Instead, you simply need to create sev- PCs' collective side. They eventually dis-
load you with details of adventure design
eral encounters and developments along cover him to be the overlord of an illicit
all at once!
each story line-enough to keep the play- trade in young slaves.)
The key to the matrix is to provide
ers interested for that gaming session. Note that each of these encounters
each character \\-ith at least one possible
Generally. the group willselect one of the starts a story unto itself, with separate
course of action, originating from the
courses of action and follow it to its con- villains, mysteries. challenges, and re-
character's background or from the very
clusion, rather than trying to solve every- wards. The players choose the conflict

14

Samuel Potter (Order #37675198)


that appeals to them. They may make And it is certainly the DM's prerogative [t doesn't take a lot of work from this
this choice based on the way they feel to ask the party, at the conclusion of a point to make sure that this ultimate vil-
about the NPCs they have met, or be- gaming session, what general direction lain is the power behind the Snake Cult,
cause of the type of adventure offered, or the players plan to take from there. or the bandit spies, or Gaptooth and his
the potential for reward. In any event, toughs, or the Beggars' Union.
they choose. Focusing the Matrix Then, as the players solve their first
Once the PCs follow up on one of these challenge-discovering and arresting the
possibilities, you simply have to keep a It might be that you want to do more traitorous merchant for examp le-you
than simply allow the players to wander
session or two ahead of them, providing can provide them with another matrix of
further challenges and complications until about in search of adventure. Perhaps possibilities. Perhaps, as they examine
the story line climaxes with a confronta- the group is slated for an epic quest, or the fellow's effects, they find evidence of
tion between the PCs and the major vil- you have some wonderful story you have similar agents in the Old City. But they
lain. And even this does not need to created and you wish to make sure the also find the name of a reputable city lord
resolve the conflict for good. If the PCs players experience it. AUyou need to do scrawled on a piece a parchment, and let-
shatter the Snake Cult and force the High with your story line is to focus it. ters of credit from a cargomaster in
Priest to use his word of recall to some This simply means tying all of your plot Hardby.
distant plane, you can be sure that he threads into a single story line, generally Each of these threads might lead them
makes note of the characters' names and centered against a single, very powerful, one step closer to the ultimate goal. Per-
faces before he leaves. very distant villain. Each of the above haps whichever course they follow in-
Even if the players choose to interrupt suggestions can easily fit into this story forms them that these individuals serve
a current story to follow one of the other line since, it may be noticed, none of an inhuman master with a base of opera-
plot lines, you still have the unused them ends with the simple resolution of tions in the Gnarley Forest. And so on.
encounters of that thread of the matrix . an immediate problem.

15

Samuel Potter (Order #37675198)


Chapt€R 3: t€RRltORY SURROUnb1nq
q~eyhawk
The city is in many ways a product of its a matt er of no little risk. Though Their busiling town, Elmshire, is also
surrounding s. Even more significantly, Greyhawk was no more than a wild trad- described in additional detail on pages 20-
those su rroundin gs cont rol the ap- ing town at that time, this was the begin- 21 of this book.
proaches to the Fr ee City of Greyhawk, ning of its role as a starting and ending From the north slopes, the hills curve
and offer a great deal of adventure to place for would-be adventurers and through a vast crescent toward the
those who base their travels in the city. treasure-seekers. south, where they meet the Abbor-Afz.
From the Cairn Hills to the north, along The hills fringe the territories of the For much of this stretch the hills are de-
th e blue shore s of the Nyr Dyv, to the Free City on two sides, providing strong void of permanent habitation. Instead, a
winding and placid course of the Selintan and visible borders. In addition, their rug- few scattered monsters roam the hills
River, adventure awaits the brave adven- ged nature and general lack of settle- here, where patrols from Urnst and
turer within a short ride from the city ments make them the wildest territory Greyhawk seldom venture.
walls. near the City of Greyhawk. Only at their very southern extremity do
The area discussed in this section is The hills are the remnants of an ancient the hills againhost inhabitants. Here the
displayed on the large "Greyhawk Area" range of mountains. Their foundation is dwarves hold sway from their rocky fast-
map included in this set. Specific num- the bedrock of the earth itself and in ness called Greysme re. Though the mining
be red locations are described under their places this rock-dark gray granite and is poor here, the quarrying is superb. The
general geographical areas. For example, rose quartz-juts through the shallow dwarves have erected vast underground
the gnomish warre n of Grossettgrottell covering of earth that gives the hills their halls and long tunnel networks far beyond
(area 2) is described in the section on the characteristically drab appearance. the needs of their current population.
Cairn Hills. It is this same bedrock that guards the The hills are also dotted with the mys-
gems from which the Cairn Hills derive terious burial cairns of the ancients. Two
their most significant commercial usage. of these, a minor and major cairn, are de-
Area 1: The Free City The Fr ee City of Greyhawk operates tailed later in this chapte r. The ones
of Greyhawk several vast mirung regions in the hills,
producing a variety of large, high-quality
marked on the map are all sites that have
been thoroughly plundered by previous
A detailed description of this location is gems, especially emeralds and rubies, adventurers. Of course, there is a good
the province of both these books, and the though a few dfamonds are unearthed (75%) chance that one of these robbed
other maps in the package. This map, here as well. cairns has become the lair of a larg e mon-
however, shows the city in relation to its Most of the diamonds lie among the ster, the shelter of a group of bandits, or
immediate surr oundings. hills to the north of the Selintan River, the seething nest of a dark-dwelling hor-
Major points of access to the city are land claimed and jealously guarded by ror.
the Selintan River and the River Hjghway gnomes. The humans have found it easier
that run s beside the waterway for most of and much more practicable to purchase RandomEncounters in the Cairn
its length. However, any place on this diamonds from gnomish mfoers rather
map may be reached within, at the most, Hill s
than to try and conquer these hills.
three days ride from the city. T hough the surface of the land might fall As always, encounters should serve
The general surrounding areas of the to human invasion, the underearth- the purposes of your game when the PCs
Cairn Hills, the Nyr Dyv, the Selintan where the gems are-would remain for- adventure among these hills. Many DMs
River itself, the swampy reach known as ever in the hands of the industrious will find it useful to pick among the follow-
Mistmarsh to the southeast of the city, gnomes. ing types of creatures, placing a strategic
the eas tern fringe of the Gnarley Forest, Th e gnomish capital of Grossettgrottell encounter here and there as the situation
and eve n Woolly Bay and the city of is described later in this section. calls for it.
Hardby. Th e northern slopes of the hills, in their If you want to determine encounters
gentle descent to the shores of the Nyr randomly, check four times a day with
Dyv, offer little in the way of mineral ld6; a 5 or 6 result indicates an encoun-
The CairnHills wealth or any other commercial enter- ter.
This barren string of hills is the north- prise. This might be why the halflings If there is an encounter, roll ld20 and
ern prominence of the massif known as have been allowed to live here unmo- compare the result to the following table.
the Abbor-Alz. Its name refers to the an- lested for so long. lf the players are among the Cairn Hills
cient discovery of mysterious burial sites The halflings fish the shallows of the along the eastern map edge, do not mod-
here, contairung relics from an unknown Nyr Dyv, maintain small flocks of sheep ify the roll. If the location is in the hills
civilization. These relics proved to be of on the slopes of the hills, and practice ringing the shore of the Nyr Dyv, in the
great value, though their acquisition was whatever trading they can with vessels northern quarter of the map, then add 5
passing into and out of the Selintan River. to the ld20 roll.

16

Samuel Potter (Order #37675198)


Cairn Hill s The pattern of plant life in the hills fol- the hills. They are extremely shy and elu-
Random Encounter Table lows the course of these waterways to a sive. However, their meat is sweet and
D20 great extent. The actual dirt of the crests tender, and so they are highly sought af-
Resu lt Encounter and slopes of the hills holds root only for a ter by human, halfling, gnome, and dwarf
1 3d6 Dwarves (surveying) scraggly form of tough grass. and an oc- hunters.
2 ld6 Hill giants casional tough bush. These plain growths
3 ld8 Trolls produce a variety of stunning blossoms Specific Locations in the Cairn
4 SO-Dwarfcompany from on the morning after an all-night rain. Hills
Greys mere Oddly, the colors of the blossoms seems
5 1 Manticore somehow in phase with the cycles of the 2. Grossettgrottell
6 ld8 Dwarves (hunting patrol) moon-the flowers are purple, dark blue. This warren is actually a collect ion of
7 2d6 3rd-level human fighters and maroon when it rains during the new small, underground villages, connected
(Umst border patrols) moon, and white, bright yellow, pale by mine tunnels, natural caverns. and
8 Four-headed hydra blue. and pink after a full moon. overland trails. Its primary population
9 ld4 Human hunters Along the stream beds can be found li- centers are the five locations shown on
10 ld8 Riders (Greyhawk hill lacs and other, larger bushes, and even the map.
2 garrison) some small trees. Many of these are The Gnomes: Th ese industrious de-
11 3d8 Ores evergreens, resembling smalJ cedars, mihumans labor in their mines, jealously
12 3d8 Goblins but also to be found here is the occasional guard their frontiers, and shrewdly trade
13 3dl0 Bandits galda tree. These are nowhere numerous with emissaries of Greyhawk and be-
14 ld6 Bandits enough to lure an orchard-keeper, but oc- yond.
15 2d4 Halflings (hunting) cur with enough frequency along the per- Gnomes encountered are not un-
16 ld6 Ogres manent st reams to have sustained many friendly unless the PCs' behavior gives
17 ld8 Hobgoblins a hungry traveler. The fruit is ripe for four them cause. Nor are they exceedin gly
18 1-2 Roes months at the end of winter a!ld beginning kind or generous. If aid is granted,
19 1 High-level NPC, renegade of spring. payment-within the aided ones' ability
20 20 + ld2 0 Troop Greyhawk Aside from numerous mice and other to pay-is expected. Likewise, aid
garrison patrol rodents, the hills are home to the grey granted will be rewarded.
21 5d6 Halflings (patrol) hawks that first gave the city its name. The Warren: All of the dwellings are
22 ld6 Gnome illusionists, These fierce predators are too small to safely underground. The five entrances are
exploring threaten a man, but are greatly prized as all small, natural cave mouths, and each is
23 10 + ldl 0 Gnome patrol hunting birds. A prime fledgling can fetch screened with brush. Finding them is
24 ld8 Greyhawk garrison troops anywhere from 40-100 gp among the equivalent to findinga secret door.
25 2d6 Gnome miners city's wealthy citizens. Th e tunnels within the caves are large
The hawks nest on ledges near the enough to accommodate a human; they
Flora and Fauna of the Cairn Hills tops of the steepest cliffs they can find. average two to three feet in width and
During spring and summer, a nest holds five to six feet in height.
Though the barren nature of the terrain ld4 (MS)l young hawks. Th ough the
is the most visible feature of the Cairn Ea ch cave mouth is guarded by a
adult hawks can do little except harass gnome patrol. Th e map of Grossettgrot-
Hills. they are home to a variety of plant those who steal the fledglings, there is a
and animal species. tell shows the tunnel network, the en-
5% chance (per nest visited) that one of trances , the mining regions, and the
The rocky nature of the soil carries wa- the rare roes that roam these hills is at-
ter away quickly, though the area suffers villages of the warren itself.
tracted by the commotion. The roe al- Gnome Patrol:
no particular shortage of rainfall. How- ways attacks the nest robbers.
ever, the only lake among the hills is the Captain: AC 3 (ring of protection +2);
Two species of large mammals also at- MV 6; F4; hp 29; THAC0 17; #AT 1:
frigid Greysmere, and marshes and tract occasional huntsmen to the Cairn
swamps are extremely uncommon. 0mg ld6 + 1 short sword + 1
Hills. Small herds of wild pigs inhabit the Illusionist Gnome: AC 7; MV 6; 17; hp
The streams shown on the map have lower valleys, es pecially around the per-
water flowing through them during all but 15; THAC0 18; #AT l; Dmg ld4; Spells
manent streams. These number 6d4 ani- (at least one per spell level must be in the
the driest of times. The " Partial mals, led by a boar with stats equal to
Streams" are wet only during and follow- illusion/phantasm school): 5 1st, 4 2nd, 3
those of a giant boar. 3rd, and 2 4th
ing periods of significant rainfall. These The hills are also home to a hardy
are dry st ream beds again within two or 20 Patr olling Gnomes: AC 5; MV 6;
breed of small deer. These surefooted Fl: hp 6: THAC0 20: #AT 1: Dmg ld6
three days. grass-eaters inhabit the higher slopes of

17

Samuel Potter (Order #37675198)


Samuel Potter (Order #37675198)
Samuel Potter (Order #37675198)
The patrol stations, includingthose at the ceilinged by human standards. a person warren, is large enough to hold the nearly
entrances, are located in shadowynichesin can squeeze into a gnomish ta\'em If he 800 gnomes of GrossettgrotteU without
the tunnel walls. alcoves barely large really wants to. seeming crowded. Stalactites of rare
enough to conceal the contingent of Another large cavern complex, often slenderness hang down from the ceiling
gnomes stationed there. Here they will be approaching 20 separate rooms. with of the hall. These glow with a pale green
unseen by any traveler approaching from pipes carrying running water throughout, phosphorescence that casts faint illumi-
any direction. There is a 25<r.,chance, as and usually boasting an ornamental foun- nation through the whole, vast chamber.
one approachesa patrol station. that one or tain in the central gathering room, 1s in- A beautiful pool of crystalline water, re-
more of the gnomes there will sneeze. habited by the village mayor. his family. putedly capable of granting a wish to one
curse, or speak loud!} enough to alert a and servants. pure of heart and selfless of desire, re-
watchful and quiet traveler. This mayor, or headman, also com- flects this light from the center of the
The villages each house about 150 mands the village militia. That formation floor, amplifying and coloring it.
gnomes. HaJf of these are adults. The numbers approximately 50 fighters of A wide variety of fungi grows through-
gnome villages are large, au-y caverns, levels 1-3, plus 2d4 gnomes of other out this chamber, giving the air a heavy,
expanded by excavation from the original classes-especially illusionists and musty smell that is really quite pleasant.
caves naturally formed in the rock. thieves-of levels 1-4. The gnomes use the fast growing fungi as
The dwellings are smaller caves, each Each of these villages has a well. This the staple element of their diet. They
a complex of several tiny rooms. with a is a pool of clear. cold water near the cen- purchase most of the rest of their food
single entrance leading into the village ca- ter of the village area. Each also has a from the traders on the surface.
vern. Several of these individual com- smithy, gemcutters and toolmakers. and The hall is the location of the gnomes'
plexes are larger than most. One of these stonecarver shops. The ma1onty of the great vault, wherein they store the
in each village is a large inn. replete with gnomes, however, serve on the guard pa- products of their mining endeavors until
hearth. fire. and an assortment of food trols or work m the mines. these are traded. This 1s guarded by a
and drink. Though these are quite low- The Great Hall. at the center of the double contingent of guards. led by a 5th-

qROSS€tt(jROtt€ll, th€ qnom€ WaRR€n


/

1no1cat€s patQOI loca tion

20

Samuel Potter (Order #37675198)


level fighter /illusionist. wealthy person). Of course, most of them sands of candles, torches, and lanterns all
Fighter / Illusionist Gnome: AC 3 never come out again. flickering cheeril}'. If the air is clear, boat-
(shield +2); MV 6; FS/15; THAC0 16; This setting is described fully in the men following the deep channel into the
#AT l; Dmg ld6 +2 (short !>tt<>rd+2) ; Castle Greyhawk module. If your players Selintan can mark their progress by the
Spells (at least one per spell level must in are interested in e:iq>loringit, D:\its are sight of the bustling town along the
the illusion/phantasm school): 5 1st, 3 advised to use that module. shore.
2nd, and 24th The mayor of Elmshire, Wind sor
The vault can be opened only in the 4 . Elmshire Greenshade, is an accomplished politician
presence of all five headmen, who must who retired some time ago from a life of
Rickety piers extend into the shallow,
tum their keys simultaneously. At any adventure. He is a fighter / thief, level 5/6.
weedy waters along the shore of the Mid-
given time it holds 2d20 x 1,000 gp of Wmdsor Greenshade, Halfling Mayor:
bay. Blue, sweet smoke wafts upward
stones, cut and uncut. It is generally AC 8/2 (ring of protection + 2, wears
from tiny chimney s jutting from the
opened only once a week. chain mail w/shield in combat situations);
grassy ground beyond. And everywhe re
The three mines are all situated along MV 9; F5/T6 ; hp 33; THAC0 16; /IKf l;
people are walking, riding ponies. run-
veins of rock proven to contain gems of
ning, and talking. Dmg ld6 + 3 (short sword + 3)
several varieties. Diamonds and emer- Wmdsor puts on an air of the country
This pastoral settlement of halflings
alds are the most valuable stones pulled hick for outsiders, but he is much
has grown to become a major center for
from the earth here, though even more shrewder than he looks. He is always
the diminutive demihumans, no doubt be-
common are jade and amethyst. looking for a way to make money, both
cause of its proximity to Greyhawk itself.
The shaft leading to the Deep Mine personally and for Elmshire.
Halflings, as rule, enjoy the Free City
plummets more than a mile into the He is conscientJous to his people, and
for a time but grow tired of living there.
earth. It has proven to yield the richest they respect him for his wisdom and
Consequently, more than 5,000 of them
haul of all, but even great pay incentives courage. Under the years of his leader-
have settled here, near the inlet of the
have made the gnomes reluctant to work ship, Elmshire has nearly doubled in size.
Selintan River.
there. Gnomes laboring in the Deep Mine Thievery and violence have decreased
Wide banks of shallows have made the
suffer an extraordinary rate of fatal acci- dramatically, while trade wtth Greyhawk
shores of Midbay inhospitable to large
dents, and are far more prone to madness has improved.
craft. Those vessels keep to the clearly
than their cousins working above. Ru- The halflings can assemble a ragged
indicated channel in the center of the
mors of a dark and evil presence. lurking militia of some 600 fighters in an emer-
wide waterway, following deep water all
just below the level of the Deep Mine, are gency, under the command of their
the way to the wharves of Greyhawk.
commonly whispered throughout the mayor. These fighters, levels Oto 2, fur-
But the halflings, with their light ca-
warren. ther divide into five companies of 120
noes of leather and bark, found good fish-
ing in those shallows. They brought troops. Each company is commanded by
3. Cast le Greyhawk a 5th-level fighter.
sheep to the lower slopes of the Cairn
Though not far from the Free City it- Hill s, and found that their Oocks flour- All of the militia are armed with dag-
gers. Three companies in addition use
self, Castle Greyhawk might as well be a ished along the grassy lake shore.
short bows, while the other two use
world away for all the resemblance it And here, among a collection of low
short spears.
bears to the city of the same name. The hills lying under the shade of a vast grove
castle is inhabited, ruled by one Herzog of elms, the halflings have settled. The
Akitrom the Merely Worried. He rules solid wooden doors of their burrows dot
5. The Castle of the Wizard Tenser
benignly over the several hundred citi- the landscape, as do the shutters over This lonely edifice, standing proudly on
zens of the keep. No one rules over the their small windows and the often- its rocky promontory and nearly sur-
teeming labyrinth, filled with monsters, smoking chimneys above their hearths. rounded by the waters of the Nyr Dyv, is
that lies under the castle. Elmshire is a city of good food and visible for miles in all directions.
The courtyard is surrounded by a circular cheery folk. Many inns have raised door- The promontory juts into the water of
wall more than 400 feet in diameter. Within ways and ceilings, and at least one or two the lake for nearly half a mile, and for
this wall stand two towers- Herzog's human-sized beds, for human visitors are most of its length is barely two or three
Sanctum and the Tower of Wizardry-and not uncommon here. Indeed, its shore- paces wide across its top. The surface is
one large keep called the Citadel Union. line often offers shelter to the barges of broken rock, so rough that a person must
There are shops and inns in the union, and the Rhennee. In winter. the population of slow his pace to a crawl in order to walk
the residents of the castle treat treasure- the town swells with the bargefolk who here.
seekers well (you never know when one encamp here for the season. For more details on this castle and its
might come out of the dungeon a very At night Elmshire glows with thou- inhabitant, see Ch3 FFF.

21

Samuel Potter (Order #37675198)


6. The Gorge of the Se lin tan base of the arch, not on the bridge itself. wider territory than then other towns,
Its location is known by each of the gnom- but these mines tend to be much smaller
The heights of the Cairn Hills fall rap-
ish headmen in Grossettgrottell. than those among the lower operations.
idly away here, plummeting more than a
The town stretches along the shore of
thousand feet in places to meet the placid
7. Mining Town s-B la cks ton e, a lake whose clarity once must have in-
waters of the River Selintan.
Stea ming Spring , Diamond Lake spired the commuruty's (and the lake's)
And the water is placid here, surpris-
name. Now it is as stained and muddy as
ingly for such a gorge. Its width ap- These working communities are all
the water around the other towns, soiled
proaches 100 paces, and so it roUs along governed and protected by the Free City
with vast heaps of mine tailings and
with a steady majesty that enables e\'en of Greyhawk. See Ch2 FFF for informa-
churned by the busy commerce along it s
clumsy barges to be poled upstream to- tion about the Watch garrison m the Cairn
shore.
ward the Nyr Dyv. Only the most lei- Hills. While the mines themselves are
Each of these towns is made of wooden
surely of travelers allow the current to scattered over this portion of the hills,
buildings, except for a central blockhouse
carry them downstream, for it moves lit- the ore 1scarried to one of these three
and vault, which is of stone. The towns
tle faster than the walk of an old man. towns for assaying, smelting. and further
are governed by Governor-Mayors, ap-
The wide bottom of the gorge offers transportation.
pointed by Greyhawk's directors. Th ese
numerous gravelly shelves along the The communities. from west to east,
are lucrative posts, and thus are fiUed
bank, some of them large enough to are Blackstone, Steaming Spring, and Di-
with qualified candidates who are not
beach the largest of river craft. However, amond Lake. They resemble each other
likely to succumb to corruption.
access from the shore to the lulls them- in most particulars except location, and
Each Governor-Mayor is fighter of 5th-
selves is a matter of climbing a cliff rang- hence are described together.
8th level, of at least a score of years
ing anywhere from 400 to over 1,000 feet Blackstone 1s nestled in a steep-sided
proven service to the city. He, and his de-
in height. canyon of dark gray granite. Dunng wet
tachment of the watch garrison, is re-
The only suitable crossing of the river weather, a slender waterfall, nearly 500
sponsible for order in his town and the
during its run through the Cairn Hills 1san feet high, spills glittering water into the
surrounding mines, protection of the area
ingenious bridge of gnomish construc- canyon to coUect in a once-crystalline
against bandits and monsters, and seeing
tion, caUedsimply Stonebridge. lake.
that the mining operations run without a
At one point during its course, though The mines of Blackstone bore mto the
great deal of interference.
the riv er is 800 feet wide below. the lips canyon walls all around the town. Some of
The mmes are owned by the city. but
of the gorge overhang the water on both these tunnels entrances, several hundred
are leased to various individuals for life.
sides, stretching to with 100 feet of each feet up sheer walls of granite. are
These mine managers are usuaUyindus-
other. reached only by the most precarious of
trious nobles who are responsible for the
Here originally stood a flimsy suspen- trails. Others. near the top of the wall.
business of mimng. Full y half of the
sion bridge of rope and wood. But gnom- can only be entered by those first taking
the steep switchbacks of the main trail up product of each mine is the property of
ish sculptors and architects. over a
the city, but many mine managers,
period of nearly three decades. gradually the side of the canyon. The miners then
Governor-Mayors. and prospectors have
formed a huge. stone arch to bridge the circle the rim to a point over their mine
gap. Th e structure looks almost to be a entrance. There they are lowered over made good fortunes on the other half.
the edge with huge cranes. Common buildings in the mining towns
part of the bedrock itself, so gracefully
include large boarding houses for the
does it follow the natural curve of each of Steaming Spring lies m a wider valley,
miners, a large, smoky smelting house,
the overhanging edges. These curves and draws its name from the several gey-
sweep upward to meet in the center at an sers outside the town. These regularly several smithies, wainwrights, carpen-
ters, a large teamster yard with numer-
enormous keystone. spew hot water. steam, and occasionally
The bridge climbs steeply to this cen- mud into the air. The mines dig into the ous heavy wagons and draft horses, small
markets of expensive fresh food and low-
ter. It is 20 feet wide. with a low waU lower slopes of the luUs to either side of
along each outer edge. Persistent ru- the valley. Unlike Blackstone. which sits quality dried goods shipped from the city,
and of course inns. taverns, eating-
mors claim that the entire structure rests pnmarily on a stone foundation. Steaming
houses. dance halls, and brothels-all the
on the strength of a single iron pin, some- Spring is built upon dirt that has long since
where within the bridge. ff this is pulled. turned to mud. The town is visible from social accoutrements demanded by a
the bridge will supposedly collapse. miles away as a brown smudge across the well-paid. hard-working, and generally
The rumor is true, for this was de- bottom of a once verdant valley. unmarried populace.
signed as a defensive feature should the The mine managers maintain large
Diamond Lake 1sthe smallest and most
gnomes ever face attack from south of houses in the towns, usually with their
remote of the three towns. It services
the Selintan. The pin is located near the the largest number of mines, over a families and servants. The Governor-
Mayor, his watch officers, and skilled ar-

22

Samuel Potter (Order #37675198)


tisans such as the Chief Smeller or Mas- 9. Encampment of Rosco Two- they need are stolen or purchased with
ter Smith have individual houses as well, Finger stolen loot.
though with not so much finery or as The buildings are cleverly camouflaged
Rosco Two-Finger is an exception to
many servants as the mine managers. so that any mage or other observer who
the general state of law and orde r exist-
might be flying overhead sees only a few
ing in the Cairn Hills. This bandit was for-
8 . Highroad merly a high-rankmg thief in the guild of
ragged shacks and a muddy sheep pen,
not unlike a score of other shephe rd's
Ttus broad roadway represents the the Free City. Following his own trea ch-
hovels among the hills.
work of many previous decades. It has ery there, he exiled himself to a life as a
mercenary. Rosco's activities are so subtle that the
now become, for the length of its passage
watch does not yet know that there is a
through the Cairn Hills, a highway capa- Rosco has gathered a band about him
bandit group in the hills. His victims are
ble of providing the most elegant of car- and laid claim to these grounds so close to
often kidnapped and freed for rans om,
riages, or the most humble of farm carts, his native city.
with threat of death should they ever in-
with smooth and safe passage. Rosco Two-Finger: AC (MS)2 (chain volve the authorities.
The surface is crushed stone packed al- mail +3, shield, and Dex 17); MV 12; F7/ Following a report of an ore band ma-
most to rocklike solidity. It is everywhere T9; IAT 3/2; THAC0 14; Dmg ld8 +7 rauding far to the south, he massacred a
at least 12 feet wide, and in most places a (long sword + 3 and Str 18/81) caravan of great wealth and managed to
full 20 feet. The grades are gentle and the
Rosco is at heart a vain and social crea- make the attack look like the work of the
curves easy, so a speedy coach or rider
ture, hence his lair is close to Greyhawk. demihumans.
can travel quickly.
The road is an exte nsion of the River He has some skill at disguise, and often
Road that connects Greyhawk to Woolly enters that city to enjoy its nightlife, cul- 10. Empty Cairns
Bay, though the Highroad meanders tural events, or festivals. Should a high- These sites are those ancient treasure
much farther from the Selintan River than ranking member of the Thieves' Guild troves that have given the Cairn Hills
does its lower counterpart. recognize him, however, his life would their name. Only those that have already
In fact, some few miles north of the city immediately be forfeit. Thus, he takes been discovered and plundered are
the Highroad turns inland to begin its great care with his disguises and never shown on the map. Now they generally
gradual climb into the hills. From then on, appears in the same one twice. stand ope n to the air, and what remains of
the river is only visible at rare moments He rules his camp with a military rigid- their fabulous interiors quickly corrodes
from the roadway. ity that keeps his ragged band very well in into rust and rot.
The Highroad is patrolled regularly by line. His two lieutenants, Kressic (a 6th- The cairns are of many types, obvi-
the watch garrison in the Cairn Hills, and level mage) and Desero (an 8th-level ously the work of people from many dif-
travel upon it is fairly safe. When rolling priestess of Nerull) help him maintain this ferent cultural backgrounds. Some are
random encounters for travelers on lhe order. pyramid shaped. These have usually
road, an encounter is indicated on a roll of His band consists of 30 1st-level fight- been plundered, since their aboveground
3-6. not 5-6, on ld6. On a 3. the encoun- ers and ten 5th-level fighters. ln addition, shape provides an obvious clue to their
ter is with a party of merchants. hunters, he employs ten 1st-level thieves and locations. Others are ritual barrows and
or tradesmen. On a 4, the characters three 5th-level thieves to serve as scouts burial mounts, far harder to identify. Still
meet mine wagons carrying ore to the and spies. others are underground tombs and cata-
city or supplies back to the mining towns. The bandit encampment is located in a combs, excavated from the rocky hills or
On a 5, they meet a detachment of the small hollow in the top of a high, steep- utilizing natural cave fonnations.
watch. Only on a 6 should the OM roll for sided hill. The location is not specified on One, allegedly discovered long ago but
some other Cairn Hills encounter. the map, so that the DM can place it since then its location has again become a
Though the Highroad is smooth and where he will (and so that nosy players mystery, is reputed to be a long, metal
wide, the side roads leading to Diamond are prevented from learning everything). cylinder. Its surface is a type of steel far
Lake and Blackstone are much more The entrance to the camp is actually a superior to any known on the Flanaess,
primitive. They climb steeply. with many narrow crack leading into a concealed and it is filled with a variety of deadly
switchbacks. narrow spots, and rough cave at the bottom of the hill. From here traps that can confound the most astute
places. It is not uncommon for a teamster a long tunnel spirals upward through the of thieves and defeat the most diligent of
to have to stop and clear away the debris middle of the hill. Rosco's band, which is magical detections. However, the few
from a rock slide before he can continue. about 80% male, lives in a series of items brought forth from that cairn sold
It takes a strong mount to carry or pull sturdy cabins in this hollow. for fabulous prices, due more to their
any weight up these roads, and good A small herd of sheep and goats pro- uniqueness than any intrinsic properties .
brakes to get a wagon down safely. vide food and wool, but most of the things These items have long been dispersed

23

Samuel Potter (Order #37675198)


among the nobles, wizards. and sages of golden boxes filled with diamonds and ru- the Ancients, with sever al locations and
the central Flanaess. bies, vials of exquisite dyes, materials of histories specified. The only limit is the
Legends claim that this is a cairn of the a suppleness and strength unknown in DM's imagination.
gods, descended from the stars to re- the Flanaess.
ward the people of Oerth. 011igently The last known cairn was plundered The Sar cophagus of the Red
searching PCs might be able to discover more than half a century ago, so eye wit- Mummy-Detailed Cairn Descrip-
the whereabouts of one or two of the arti- nesses have grown increasingly rare. tion
facts from this cairn, if they really set out The goods plundered have a status value The entrance is well concea led by a
to investigate these stories. The location among nobles that supercedes their ma- large boulder. Seve ral tough bushes have
of the cairn itself-reportedly much of it terial worth, so these artifacts have virtu- taken root around the boulder, and the
was never explored-remains a deeper ally all vanished into private, jealously whole setting looks quite undistur bed.
mystery. guarded collections. The only evidence of its existe nce is a
No one knows the origin of any of these Of course there are always rumors of small gully in the hillside above it, obvi-
cairns, but they all predate the influx of other, even more mystical cairns in the ously washed by rain wate r running off
known civilization into the region. hills. Maps to such sites are commonly the hill. However , the gully disappears at
The cairns are all underground, and offered for sale in the markets of the boulder, where the water all trickles
have entrances varying from two to ten Greyhawk, though the sellers of such into the cairn.
feet wide and six to ten feet tall. The en- maps are invariably much less in evidence The boulder can be moved with a com-
trance tunnels often climb upward a short after a sale than they are before. bined Strength of 45, or by the use of
distance, while other times the cairns lie spear shafts or staffs as levers (25%
directly beyond the entrances. 11 . Sample Undis cov ered Cairn chance of breaking).
Each cairn is a collection of chambers The cairn described here can be con-
consisting of ld6 rooms. The floors, A. Entry : A long, gradually descend-
sidered representative, though as indi-
though now littered with dust and rubble, ing corridor finally reaches this room.
cated earlier. these crypts claim such a
can be cleared to show intricate mosaic The walls are carved in relief, displaying
diversity of origins that no two will be
patterns displaying, in bny, brightly col- three different murals. Though the carv-
identical. If the PCs seek to explore a
ored tiles, scenes of brilliantly plumed ings are not more than a few inches dee p,
cairn, however. and the OM decides to
birds, riotous flowers, fields awash in they presen t a very three-dimensional ef-
let them find one, use this one.
butterflies, and other colorful settings. It is not marked as a location on the fect. as if the images carved on the walls
The ceilings are stone ground so area map for several reasons. First, this extend far into the room.
smooth that it reflects light almost as a allows the DM to place it wherever he To the right, a massive anny of ske le-
mirror, though it distorts shapes and im- wants. Second, it prevents players who ton warriors seems arrayed within the
ages. Often these ceilings are smudged wall, as if charging directly toward the
see the map from learning of its exist-
across their entire breadth, since a com- viewer. A black doorway yawns in their
ence.
mon tactic of the cairn plunderers 1s to midst, and a stairway can be seen de-
A good way to use the cairn is to incor-
light a great bonfire to illuminate the scending beyond the door.
porate it into the greater story of your
cairn, as well as to hold the stalkers of the Straight ahead from the entrance, the
campaign. The PCs might be fleeing ban-
dark away from superstitious minds. wall is carved into a display of a massive
dits when they accidentally discover the
The multiroomed cairns generally have pyramid. The sun rises jus t over the
entrance and use it as a hiding place. Or
successive rooms, separated at one time summit of the pyramid, sending rays
an ancient sage, to whom the PCs owe a
by metal doors. These doors display favor, comes upon evidence of the cairn's shooting across the rest of the wall. Ar-
high-quality metalwork, particularly in location and sends a team of vigorous ad- rayed near the floor are fields of grain and
their locks and hinges, that far exceeds venturers to find and explore it. They can fruit, each crissc rossed by a maze of ca-
any current level of quality upon Oerth. nals and irrigation ditches. Human fig-
keep much of the treasu re as long as they
But all these doors have been opened, bring back a percentage for the sage. and ures. recognizable though re ndered stiff
usually by the brute force of a ballenng proof of the cairn's existence for the and unnatural by the sculptor, tend these
ram. (Only rarely can a thief pick one of sage's colleagues. fields.
the complicated locks.) The re is a secret door in the base of the
If your PCs really like this kind of game
Those who have seen cairns before setting (Adventurer types, in particular, pyramid, its edges concealed by the carv-
their plundering tell of wondrous statues, enjoy exploring cairns) you can design ings of an arching pair of fruit trees. It can
sculpted from unimaginably huge pieces be ope ned by pulling down on one of the
and place many more among the peaks
of ivory or glass, and paintings of a bril- carved round fruit.
and valleys of the Cairn Hills. Perhaps the
liance and detail far beyond the talents of On the left is carved a picture of a vast ,
characters come upon some Roster of
any current artist. There are tales of seated figure-either a giant or a god, to

24

Samuel Potter (Order #37675198)


judge from the ranks of humans bowing Th e golem attacks two rounds after a E. Pit Traps: The se are areas where
toward him on every side. A black door- character enters the room, or if it is at- the floor is a frail mat of reed s suspended
way and descending stai rway pass be- tacked by an intruder, whichever hap- over a deep pit, probably connected to
tween the giant's legs. pens first. In the latter case, it loses the same deep labyrinth below traps in B.
B. Stair ways Down: Each of these initiative but makes an attack the same Assume it's 100 feet down to bare rocks.
passages is a deadly trap. The trap can- round it is attacked. (Water if you're having a nice day.)
not be triggered until at least one charac- Stone C.olem: AC 5; MV 6; HD 14; hp Each pit has a six-foot-wide ledge run-
ter has descended 30 feet down the 60; THAC0 7; #AT 1; Dmg3d8; SA casts ning along each side. Though cove red
stairs. For each character on the stairs slow spell (10' range) every other round; over with dust so that it looks like the
when you check, there is a 10% chance of SD + 2 weapon or better to hit rest of the floor, the mat will easily col-
triggering the trap. For example, four lapse if poked with a pole or oth er prod.
characters stand a 40% cha nce. Make a D . Hall of Dead Warriors: The walls
check each round when one or more of this room resemble the skeleton carv- F. Pool of Fortune and Madness:
characters is more than 30 feet down the ing in room A. They display rank after This is a shallow pool of crystal pure wa-
stairway. rank of skeleton warriors, each wearing a ter, practically invisible in its clarity. A
When the trap is triggered, the stairs proud feathered headdress. smattering of gold and platinum coins are
collapse into a smooth ramp , sliding char- In fact, 24 of these are actual skele- visible if light is cast upon the pool, per-
acters to the pit at the bottom. Here they tons. lf a character passes more than haps 120 gp worth. If any coin is ever re-
plummet 100 feet to the bare rocks, suf- halfway through the length of this room, moved from here, the pool loses all of its
fering 10d6 points of damage. A charac- the skeletons emerge from the wall and magical properties.
ter on the stairs is allowed a Dexterity attack. The y do not pursue beyond this Until this occurs, the pool has unique
check (against 1/z of his Dex) when the room; surv ivors step back into the walls and very potent powers, capable of af-
trap is triggered. Success means that he after combat is concluded. fecting any character who makes an of-
stays in place instead of sliding. If a char- 24 Skeletons: AC 7; MV 12: HO 1; hp fering of at least 1 gp. Th e result takes
acter slides onto him from above, he 6; THAC0 19: #AT 1; 0mg ld6; SD ½ effect immediately. To determine exactly
must make a Dexterity check (against ¼ damage from sharp or edged weapons what happens, roll ld20 and check the
of his Dex) or fall. Success stops the roll agains t the following table.
other character's slide as well as retains
the first character's hold.
Alternately, a kindly DM might allow
the pit to be filled with water, connected
s,n1.1101c
to a vast underground cavern network.
B
After jettisoning heavy items, the PCs
111111111111111111111
might be able to swim to shore. Shiver-
ing, nearly empty-handed, and sur-
rounded by darkness and horrible
challenges, the party can then have a real
adventure.
m um my's Can~n
= I SQU.\QC • 10reel
Each stairway runs for 120 feet.

C. True Entrance: The stairway be-


hind the secret door is not trapped, in-
stead leading into this high- ceilinged
chamber. The walls are carved with exag-
gerated images of food and temples, palm
trees and bird-filled marshes, all evi-
dence of land 's bounty.
Standing opposite th e entrance is a
large stone golem. He is pressed so
tightly against the wall that he resembles
the carvings. The DM can roll Intelli-
gence checks (against 1/ztheir Int) for the
first couple of PCs to determine if they
detect the ruse.

25

Samuel Potter (Order #37675198)


Add 1 to the die roU for every pp of goods, tapestries, wooden utensils, and hp 76 (Con 17); THAC0 11; KAT 3/2;
value in the character's offering, up to a the like have rotted to the point where Dam ldl0 +6 (halberd +2 and Str 18/
maximum modifier of + 5. A character they have worth onl} as museum pieces. 76)
can make an offering as often as he However, there 1sa golden pitcher and Fionor comes by his name honestly, for
wishes, until he suffers a Madness result. set of goblets worth 400 gp, not to men- he is indeed one of the surliest and most
After this, the pool no longer works for tion the 2,500 gp of gems they contain. A unpleasant hosts a traveler could eve r
him. small ches t , its lid standing open, con- hope lo sup with. For all that, however,
tains 3,000 silver pieces. he allows the gates of Greysmere to open
Pool of Fortune Res ults Finally. hidden in a secret compartment for such travelers and provides them with
in the base of the bier is a trove of 1,800 rest and sustenance, even a place to
D20 platinum pieces. The secret door to this weather out one of the sudden blizzards
Roll Magical Effect compartment is trapped, and if the trap is that sometimes ravage s the high country.
1-10 Madness-see confusionspeU not removed the entire complex col- Fionor is a crusty old veteran of many a
for effects, which last ld8 lapses. Characters struggling to get out campaign, and counts dwarves, humans,
months in this event must roU a Dexterity check halflings, and even elves among his
11-13 Character and companions en- each round to avoid inJury. Failure means friends and former companions. It is per-
joy benefits of bless spell for 1 they suffer ld6 points of damage from haps thts background that has given him
week falling debris. On a 5-6 result on the dam- such an undwarflike generosity with his
14-16 Enchantment of character's fa- age roU, the character is knocked down hearth and home.
vorite weapon increased by and must spend a round getting up, mak- In any event, whenever Greysmere
+l ing no progress toward the entrance until shelters a guest, Fionor insists that the
17-19 AUwounds suffered by charac- he does so. traveler dine with him. He will regale him
ter and companions are healed with a volume of tasteless stories, bawdy
20 Enchantment of character's fa- 12 . Greysmere jokes, and world-class belches, until such
vorite weapon increased by time as he passes out from an excess of
This brooding dwarven stronghold
+2 dnnk.
marks the point where the Cairn Hills
21 Character gains ability to use Greysmere itself, while not large, is a
briefly become mountains at their junc-
ESP as in the spell, once per ture with the Abbor-Alz.
good example of dwarven stonecraft and
day fortification. Jt is very old, but sits in a
Its entrance lies at the head of the rock-
22-23 Character's possessions all relative backwater of dwarven com-
bound mountain lake that gives the place
turn to platinum pieces (except merce. Thus it has never outgro wn its
its name. Surrounded by high mountains,
weapons, armor, magical items present location.
the only overland approach is along one
and other valuables) The Stonegate is the only entrance to
or the other shore of the long, winding
24 Character is granted 1 limited the surface, and its s te ep approach
lake. At the end of the lake, the trail
wish now, or next time he says makes it virtually invulnerable to over-
climbs through a steep series of S\.,,itch-
"I wish ... " land attack. Even should the gate be
backs to the Stonegate, the entrance to
25 Character is granted a wish, breached, the attackers would have to
dwarven Greysmere. During the march
with restrictions as in 24 crowd onto a ledge barely ten feet wide in
along the lake, a traveler is clearly visible
an effort to force their way into a narrow
to the sentinels at the gate.
G. The Sarcophagus: This is the ac- corridor crowded with dwarven de-
The gate is a massive slab of granite,
tual crypt of the mummy, preserved fenders.
roUed into place on a series of smooth
many cen turies before by his unknown The community she lters nearly 400
logs. A pair of dwarven fighters stands
descendants. Naturally, the mummy dwarves, roughly organized into a huge
just outside the gate. A score of their fel-
rises from his long bier in the center of clan. Great underground living halls shel-
lows await within, for at least 15 or 20
the room, attacking any who dare to en- ter as many as 50 dwarves each. though
dwarves are needed simply to open the
ter his resting place. the elders m each family have private
gate. Virtually anyone who does not ap-
Mummy: AC 3; MV 6; HD 6 +3 ; hp compartments withtn lhose haUs.
pear threatening is admitted under the
32; THAC0 15; NAT 1; Dmg l dl2; SA In addition. there are several huge
standing orders of Greysmere 's unusual
causes fear, SD magical weapons needed meeting halls for feasting and arguing. A
headman.
to hit, only cause ½ damage huge cavern provides a military training
Dwarves: AC 4; MV 6; Fl; THAC0 20;
If the mummy is defeated, the plunder KAT l; 0mg ld6 + I ground for aspiring fighter,,, and a prac-
of his tomb is just reward. Man}' of the tice chamber for the veterans. In a pinch,
Fionor the Rude, Headman of Greys-
goods here, including a canoe, massh·e Greysmere could put a company of 200
mere: AC 0 (plate mail +3); MV 6; Fl0;
amounts of food and drink, fine leather doughty warriors into the field.

26

Samuel Potter (Order #37675198)


The lower reaches of Greysmere en- ian predators slithenng from the muck to est of canoes. But the deeper stretches
compass several vast fungus-farm ca- claim helpless victims on moonless are mhabited by, among other things,
verns and a large fish-breeding pool in nights. ravenous giant crocodiles that can make
which blind trout are raised by the thou- From its fringes the Mistmarsh is vir- short work of any craft smaller than a
sands, adding an important supplement tually invisible, for it gradually gives way barge. Consequently, those who seek to
to the dwarven diet. Also below the living around its entire perimeter to a wide belt penetrate the depths of the Mistmarsh
level runs a series of mine tunnels exca- of grassland, dry and smoothly devoid of generally do so on foot.
vatmg a nch vein of iron ore. A complete any great trees. The characteristic mist that gives the
underground smelting operation purifies As a traveler pushes through this marsh its name is nearly always present
the metal. so that the dwarven smiths can grassy stretch. he gradually finds the from two hours before dawn until mid-
craft their weapons, tools, and armor. ground squishingwetly underfoot and the morning, and again for one to six hours
These products are the pnmary com- grass around him growing thicker and following sunset. When it is humid or
modity of Greysmere, on those rare in- higher. In summer, clouds of insects fill raining, the mist hangs over the marsh all
stances when the dwarves trade with the the air around him, creating at the very day and all night. It limits visibilityto dou-
outside world. least an annoyingnuisance. During a hot, ble that in darkness, and in addition
Whileentrance to the world of sunlight wet summer the mosquitoes and biting seems to muffle sound.
1s quite restricted, Greysmere offers flies are savage enough to discourage all
several passages branching to distant but the most hardy from movingany far- Random Encounters in the
reaches of the Underdark. In addition to ther into the Mistmarsh. Mist marsh
the small miningoperation maintainedby The ground grows swampier still, and
the dwarves, they have tunneled far un- soon each foot sinks calf-deep in sticky Travelers are generally safe from dan-
derground to a source of prime lime- muck. Open patches of water begin to ap- gerous encounters in the outer belt of
stone. Here they quarry blocks of this pear, never very large or deep but more grassland around the Mistmarsh. Here
material and, with great effort, roll them and more common. they are unlikely to discover anything
back to Greysmere for building and Then there is a clumpof trees, and the more threatening than a small wild boar
sculpting. weary traveler might think, "Dry land!" or blink dog. Deer and waterfowl-
In addition, still deeper caverns lead to But instead these are the entangled ducks, geese, and swans in vast
regions of unknown depth and dark ter- groves of the mangaroo tree. This hardy numbers-are all relatively easy to stir
ror. Ttus 1sa mazelike network of natural growth takes root in soft marsh or even up. A hunter might have ld12 -1
caves, however, and traversing it from shallowopen water, extending its tendnls chances to shoot game during a typical
top to bottom is a matter of great diffi- ever outward and downward until it be- day of stalking.
culty. comes a forest on stilts, as it were. But characters who poke more boldly
Still, rumors persist among the The mangaroo groves dot much of the into the swamp run the risk of numerous
dwarves, telling of a vast, underground Mistmarsh. The tangled trunks and soft unpleasant meetings. The random
ocean and whole cities of races that never ground underfoot create an effective bar- encounter table lists only the more nota-
see the sun. rier to most human passage. The only ef- ble of these. The mosquitoes and Oiescan
fective means of moving through the be assumed to be constant travelingcom-
twisted mass of limbs is to climb up and panions.
The Mistmarsh down. over and through, snaking one's The types of encounters vary with the
Occupying a huge bowl formed by the way through whatever passages present actual part of the marsh traversed. The
encircling Cairn Hills, the M1stmarsh 1s themselves. Needless to say, 1t is an ex- chance of an encounter 1s based on four
haustive and discouragingmode of travel. rolls (ld6) per day for a party of PCs.
the source of two significant nvers -t he
The rest of the Mistmarsh is a vast sea Each result of 4. 5, 6 indicates a random
Ery and the Neen-which flow together
and then join the Selintan some distance of grass, broken by the channels and encounter.
below Greyhawk City. This area is a ponds of open water. These waterways When checking to see what has been
huntsman's paradise of fowl and other graduallywiden. with imperceptible flow- encountered, roll ld8 . If the location is a
age, into two major branches, one in the grassy or swampy section of the marsh,
game.
north and one m the south. These flow- do not modifythe roll. If it is a mangaroo
The central reaches of the marsh, how-
ever. rarely encounter a human footstep. a~es become the Ery and Neen Rivers. grove, add 3 to the result. If it is an open
respectively. waterway, add 6 to the result.
Of course, rumors abound-of the mad
druid that li,·es there, the haunted ceme- These rivers might seem an attracuve
tery of an ancient peoples lying at the alternative for travelers into the swamp.
heart of the marsh. the savage and reptil- However, their waters are too shallowin
many places for all craft except the hght-

27

Samuel Potter (Order #37675198)


Mis tmar sh Random javelins, and wooden clubs as deadly as The inside of the shaft is prov ided with
En count e r Tabl e morning stars. The javelins are used a solid wooden ladder that descends the
when an intruder approaches through the 60 feet to the muddy floor of the lair.
Modifie d grass to within a range of 20 to 30 feet of
D8 Roll Encount e r the mangaroo grove. Interior of the Lair : This entire net-
1 ld6 Water buffalo Lizard man warriors: AC 4; MV 6, Sw work of tunnels and cave rns is a mud-
2 Tar pit 12; HD 2 + l; hp 12; THAC0 19; #AT 1; lined, mud-walled, and mud-floored
3 2d6 Ghouls 0mg ld6 Gavelins), 2d4 (clubs) e nclosure. Shorings of mangaroo trunks
4 2dl0 Lizard men Fifteen of the guards meet the initial stand at five-foot intervals along the walls
5 ld6 Lizard men approach of intruders while the othe r five and across the ceilings. T he larger cham-
6 1 Poisonous snake watch the other sides of the grove, to bers have mangaroo trunk pillars to sup-
7 2d6 Giant spiders prevent a diversion from thwarting their port the ceiling at ten -foot intervals.
8 3d10 Giant rats guardianship. If the fighting becomes Each corridor and room has a pair of
9 2d6 Giant leeches desperate, all of the remaining guards try gutters, like muddy ditches , runn ing
10 1 Cockatrice to drive the intruders back. Failing in along each wall. Thes e always contain a
11 1-3 Will-o-wisps this, they retire to the entrance to the tricking flow of sludgy water, which flows
12 1-3 Giant croco diles lair, fighting to that last rather than allow until it reaches the nearest of the quick-
13 2d6 Killer frogs an intruder into the lair. sand patches.
14 ldl2 Lizard men The ceilings themselves average about
1 . Entran ce : The entrance to the lair eight feet high in the corridors, though
Ite ms of Note in the Mistmarsh is invisible from more than 10 feet away, they soar to nearly 15 feet in the cente rs
so much does it resemble a tangle mass of of the larger chambers. They are lined
Aside from the eternal life of the mangaroo trunks. It is actually a crude with a matting of intertwined grass and
marsh, only a few things of note stand construction of lizard man design. branches, supported all over by the
out. One is really several places, for scat- The actual entrance is a shaft descend- mangaroo trunk shorings. This matting
tered about the swamp are dozens of ing into the earth, but to enter the shaft seems to absorb the water and muck that
stone statues of animals, hunters, and one must first climb to a wooden plat- would otherwise drip from overhead.
even an occasional lizard man. These are form. The shaft itself is lined with smooth The liquid is carried by the matting to the
the victims of the cockatrice that roams mangaroo trunks from its entrance all the walls of the room, where it runs to the
the marsh. The other item is the only way to the muddy chamber at the bot- floor without dripping on the occupants.
permanent dwelling in the marsh. It also tom. If the surrounding foliage could be Somehow the lizard men have discov-
might prove an appropriate setting for ad- cleared away, it would like a 60-foot-long ered a place where this water collects in
venture, should a character discover its wooden pipe, of which all but the last six the quicksand pools, but maintains them
existence and find the way to the en- feet are under ground. at a constant level. One would expect a
trance. The entrance shaft is about 10 feet lair like this to gradually fill up with water,
wide al the top; it is surrounded by a cir- but her e it just seems to drain away.
Lair of the Lizard Me n cular wooden platform that extends for
At the heart of the marsh lies the well- another six feet on all sides. T he platform Defen ses of the Lair : This is the
camouflaged entrance to a Lizardman lair. rests on top of the entrance shaft. That home of 80 lizard men warrio rs, all told.
These reptilian creatures keep their ex- part of the shaft jutting upward from the Twenty of these are hunting and roaming
iste nce a close secret, to the extent of ground looks, from the outside, to be no the marsh at any given time, but all the
even removing the petrified members of more than a densely packed bunch of others are here. The total includes the 20
their own race that encounter the cocka- mangaroo trunks. guards outside the lair.
trice. As with the bandit lair in the Cairn If the guards get a chance to fallback to The term "Lizard man" refers to mon-
Hills, this dungeon is not indicated in any the platform, they make the ir stand sters of both sexes. as the males and fe-
specific location on the map. there. In addition, they pound wooden males have identical attributes.
Their lair is entered from a raised plat- mallets against the shaft to raise an The lizard men organize to drive off an
form in the heart of the marsh's largest alarm. Another ld6 lizard men join them intrusion. Because the secrecy of their
mangaroo grove. Twe n ty of their each subsequent round until 30 more lair is so important to the ir continuing ex-
stoutest guards are always concealed warriors have emerged, or the guard iste nce, they go to great lengths to see
within that grove. party is defeated. that no intruders get away alive.
These lizard men are of the more Should intruders enter the lair itself, If the PCs somehow enter without trig-
advanced type, being armed with shields, the surviving lizard men withdraw into its gering an alarm, they find some 20 Lizard
various tunnels and chambers. men asleep in each of the lairing cham-

28

Samuel Potter (Order #37675198)


bers (7). The others are roaming the lair. ter check for drowning (AD&D • 2nd Edi- ground, or are struggltng lo free lhem-
Check for an encounter every tum with tion Player's Handbook.page 122) until sclves from the quicksand.
ld6. A 4. 5, or 6 means that the PCs he dies or is rescued by companions. 5 Harpies: AC 7; MV 6, Fl 15; HD 3; hp
bump into ld4 awake lizard men. Unless After a dip m the quicksand. all of a 14; TII/\C0 17; #AT 3; 0mg ld3/ld3/
these can be dispatched in the first round, character's possessions weigh t,-.ice as ld6 ; SA song cham1s
the lair is then alerted. much as they did before. and everything Th e harpies have collected no trea-
he owns is grimed with the pasty mud un- sure, but two of them are armed with
2 . Quick sand : This thick, brown til he can clean himself off. magical weapons seized from prenous
ooze 1s md1stinguishable from the normal Naturally, if the lizard men are alerted victims. One of these is a dagger +2 and
floor of the lair. Unless characters are they plan to attack the characters as the the other is a short sword + 1.
poling or proddmg the ground before latter attempt to deal with one of the
them, the leading rank of characters quicksand pools. 4. Sump Room: This foul-smelling pit
steps mto the stuff. Those immediately makes the rest of the lizard man lair seem
behind must roll successful Dexterity 3. Lair of the Harpie s: Th ese hke an airy palace by compariso n. Com-
checks to avoid following, though charac- scraggly fowls live here as the treasured bined odors of death. offal, garbage, and
ters at least ten feet behind the leaders "pets·· of the lizard men. Their song. other scents rise from the blackness.
do not have to check . while as melodious as usual. has no ap- The pit is not deep, perhaps only six
These muck-pits are no obstacle to the parent effect on the rept1han creatures. feet below the level of the pathway run-
lizard men, for they simply dive in at one However, any characters reaching the ning past it, though it might have been
end and shp out, a little slimier for the intersection of corridors labelled 3A will deeper at one time.
tnp, at the other. Indeed. any unencum- hear the song of the harpies, and be re- Now it is filled with all the garbage of
bered character who thmks to swun here quired to roll a saving throw vs. spell. the lizard men. Th ey use this as their
will find that he 1s in no danger of sinking. The harpies sing until all potential vic- communal toilet, and lhrow away meat
The mud drags at him but does not pull tims have been drawn into the quicksand. that has gone too rancid for even their un-
him under. It will take such a character Characters who take that rude plunge are discriminating palates.
ld4 + 1 rounds to pull himself free. how- allowed an additional saving throw ,·s However. the neo-otyugh that slurps
ever (subt ract one round for every char- spell to see 1fthey can break the spell If around in this mess could not be happier.
acter helping him). not, they must be rescued by their com- It is well fed. with a ,·aried diet that would
However . characters who are encum- panions or face certain suffocation. thrill any member of the olyugh species.
bered or who thrash mindlessly smk com- When all likely characters have been The lizard men have meticulously
pletely below the surface the round after drawn mto the muck, the harpies rise to trained the neo-otyugh not to attack
they fall in. The character must thereaf- attack any that are still standing on dry them. and when it senses the passage of
ont! of the reptilian carnivores the offal-
cater simply chuckles moistly, hoping for
a new handout. I lowevcr, if crea ture s
that are not lizard men attempt to pass
here. the monster reaches forth with its
two tentacles and attacks.
Because it blends so well with its lair,
the neo-otyugh has double the normal
chance of surprismg intruders.
Neo-Otyugh: AC 0; :\1V 6; HD 12; hp
56; THAC0 9; #AT 3; Dmg 2d6/2d6/ld3
+ disease
Any characte r struck by the Otyugh
must roll a successful Dexterity check to
remain on the ledge. Subtract the hit
points of damage deh\'ered by that blow
from the characte r' s Dex before he
checks.
Cha racter s making an unfortunate
plunge must roll a Constitution chec k be-
fore acting each round. If the check fails,
the character is overcome with revulsion

29

Samuel Potter (Order #37675198)


and can do nothing save retch miserably In this chambe r is staked th e other now, they will hatch, to yield th e most
and struggle to get out of the pit. monstrous guinea pig for the lizard man monstrous mass of lizard men ever to
The neo-otyugh fights silently. If the b:-ew. Like the troll, its steady ingestion mar the face of Oerth.
PCs do likewise. they do not necessarily of the potion has increased its size and Monster Lizard Men: AC 5: MV 18;
alert the lizard men. lf the owner s of the strength far beyond normal. HD 12; hp 60; THAC0 9: #AT 1; Dmg
lair do discover the PCs here, they rush The monstrosity is a roper, lying in a 3d10
to attack , knowing the chara cters must shallow depression in the center of th e Several large pots of black, sticky
fight at a real disadvantage here. chamber so as to resemble the dirt floor paste stand among the eggs. If it is in-
itself. A heavy chain binds its cen ter, and gested by a human or other mammalian
5. Lizard Man Mascot: Thi s room is that in tum is attached to a stake of stout creature, that individual must roll a suc-
sealed with the only door in the entire mangaroo, holding the roper in place. cessful saving throw vs. poison or die. If
lair-a crude thatching of mangaroo roots Monster Roper: AC 3; MV 0; HD 20; the saving throw succeeds, the creature
pivoting on sockets built deeply into the hp 120; THAC0 5: #AT 1; Dmg 5dl0: SA approximately doubles its size and Hit
floor and ceiling. A heav y beam of four six rope attacks causing weakness Dice.
entwined mangaroo trunks locks this This roper can shoot its strands a full There is no known antidote to the
door, from the outside, it will immediately 60 feel. It is nearly 15 feet long, though paste.
be noted. bloated and defo-med bv the ministra-
The lizard men have imprisoned a mon- tions of potions. Nonetheless, it is hun-
strous troll here. The monster somehow gry and aggressive. It attacks with all six The Plain of
emerged from a secret passage out of the
Underdark, or wandered into the Cairn
ropes every round, except for those that
are currently drawing victims toward its
Greyhawk
Hills from its mountain fastness. before gaping maw. Thi s grassy reach surrounds the city
stumbling into the Mistmar sh. on all sides and runs the lengt h of the Se-
The lizard men met the troll here, fed it 7. Sleeping Chambers: These two lintan River valley. The plain is character-
enough rice wine to render it harmless, huge caverns are the actual lairs of the liz- ized by low, gently rolling hiJls that
and tossed it into this pen . Now they use ard men. Th e one to the left is inhabited gradually climb away from the river.
it as a guinea pig, trying out a brew of by the males, to the right by the females. Though travelers can see great distances
herbs and buds from the marsh that a liz- In the unlikely event that intruders across the grassy swales, it is also possi-
ard man stumbled upon by accident. come upon a sleeping chamber without ble to be unobserved by remaining in the
The potent mixture has the unusual having triggered an alarm, they find 2dl0 low places.
property of enlarging its recipient. lizard men there. About half of these are The land is not particularly fertile, but
though deforming it in the process. The actuall} sleeping. The others are resting the hungry mouths of Greyhawk city have
troll has grown far huger than any known idly or tending to a weapon or shield. made farming a profitable endeavor. Many
representative of its race. The rooms are also littered with the tenant farmers work small fields, or tend
The monster greatly resents its im- clean-picked bones of deer. boar, fish, flocks of sheep, goats, or chickens.
prisonment, even though it is well fed and fowl. and humans. Each lizard man has a Th e land itself is claimed by the Free
rested. The troll is exceedingly anxious cache of food. mostly old, dead fish, bur- City. though the terms granted the
to emerge from its cage. ied somewhere in the chamber. farmers are not miserly. Each farmer is
Monster Troll: AC 6; MV 18; HD 20: granted only a large enough plot to gain a
hp 100; T HAC0 5; # AT 3; Dam ldl0 + 8/ 8. Egg Room: This chamber is not comfortable livelihood.
ldl0 + 8/2d6 + 10; SD regene rat es 3 hp/ just the egg repository for this lair of liz- Th e farms tend to cluster in the more
round ard men. Indeed, it has come to repre- sheltered low places, with three, four, or
sent a far more sinister threat. more often gathered around a single well
6 . Chamb e r of the Roper : A dank The floor of the room in the two al- or creek bed. These gatherings are not
stench permeates this room, but it is not coves bulging to the sides is covered with actually towns, but such communal col-
so reptilian an odor as wafts through the a mass of pale. stickily gleaming eggs. lections dot the landscape in all direc-
rest of the lair. There are more than 2,000 eggs here. tions, with one every few miles.
Indeed , the floor of the cor ridor leading They are not in immediate danger of In places there are larger holdings, ma-
to this chamber rises gradually, and is hatching, for the lizard men are not nor houses built by some warrior or mage
much drier than the other stretches of through treating them yet. who has done great service to the city.
the lair. The corridor eventually opens These eggs ha,·e each been injected Such grants of land are few, reserved
into a large, domed chamber. Here the with a dose of the enlargement brew the only for the greatest of accomplishments.
smell grows stronger, becom ing an over- lizard men have stumbled upon. In some
powering odor of deep -seated rot. future month, perhaps even years from

30

Samuel Potter (Order #37675198)


,,.
, _,
,,
/ ,, j
;,
;.. ,,.

31

Samuel Potter (Order #37675198)


These lords in turn gather tenant farmers cemed about sightings of lizard men re- of some repute. He does work for private
to their plots, which usually extend a mile ported from the Mistmarsh. Thus Carthe customers in his spare time, though he
or so from the manor in all directions. city directors have expressed no alarm, primarily tends the rigging needs of his
The manors, perhaps two score in all, and his own excursions have come back lord.
are scattered all about the countryside, empty handed (though a pair of watch-
though none lies closer than five miles to men mysteriously disappeared from one
the River Selintan and the River Road. detachment). Selintan River and the
The lord mayors of the city have taken
care to see that no lord gains too much
Lord Blackfair invites visitors that he
likes to share the hospitality of his manor
River Road
control over the city's economic lifelines. house. Others are left to room at the inn The river is the broad avenue that first
on his estate. gave the Free City of Greyhawk its loca-
Spec ific Locations in the Plain of The stables now hold over 100 breed- tion, then its commerce, and now its
ing mares, some two dozen stallions, and communications line to the rest of the
Greyhawk perhaps 200 fillies and colts in various world.
13 . Lord Blackfair 's Manor levels of training. T he purchase price for The Selintan River is placid and wide
One manor is described here as repre- one of the young horses is double the ask- along its entire length. From Greyhawk
sentative of the rest. Not only is it fairly ing price in the High Market of City south to Woolly Bay, the river fol-
typical, if a bit grander than average, but Greyhawk, but generally considered lows a deep channel, marked with buoys
its primary claim to fame-horseflesh - worth it. for much of its length. Though the river is
draws many a shrewd shopper from For those who take their horses very wide and shallow this entire way, the
Greyhawk itself. seriously, the Blackfairs may consider channel is constant and deep enough to
Lord Blackfair I established himself as parting with a breeding mare, for 2,000- allow even fairly large seafaring vessels
the premier commander of cavalry in 3,000 gold, approximately. Some of the to forge upstream.
Greyhawk's long history. Of course. that stallions can be had for as little as 10,000 Upstream from the city, only shallow
was some 200 years ago and the cam- gp, while others have fetched five times draft vessels can complete the voyage to
paigns in which he distinguished himself that amount. The stud of the herd, called the Nyr Dyv. However, a significant
were not historically significant, fallingas simply Father Black, is not for sale, number of barges and other craft make
they did during the reign of the Mad though it is rumored that the lord has this journey as well, so the river is busy
Archmage, Zagig Yragerne. been offered more than 100,000 gold for along its entire length.
Nonetheless, that worthy ruler that horse. The River Road follows the west bank
awarded his war hero an impressive and The lord's manor overlooks the river of the river south from the City of
strategic plot of land, for it lies at the con- and the pastures. Behind stretch a ring of Greyhawk, running all the way to the
fluence of the Ery and Neen Rivers. It is tenant farms, larger than the average , gates of Hardby, on WoollyBay.
fully three miles across, roughly circular upon which are grown winter fodder for The river is free of threatening fish or
in shape, and includes land on all sides of the horses as well as food for the entire monsters, but it offers trout, perch, and,
the fork in the river. estate. during the runs in spring and autumn,
Lords Blackfair II, III, IV, V, VI, and The Blackfair Manor is a virtual palace huge schools of salmon. Fishing for food
the currently titled Lord Blackfair Vll of some 30 rooms, plus servants' quar- is common practice among those living
have continued their ancestor's interest ters (there are two dozen servants) and a anywhere near its banks or floating on its
in riding mounts. The manor is now the small garrison quarters. These three surface.
primary breeder of the fastest, most du- buildings are surrounded by a courtyard Friendly inns are spaced at no more
rable medium war horses across the and a wall. Entry is gained through a small than five-mile intervals along the River
breadth of the Flanaess. gate house. Twenty men-at-arms serve Road. Each inn offers a sturdy pier to
The lord is a hospitable enough land- the lord at all times, while 150 peasant which river travelers can lash their craft.
owner, with an overriding passion for farmers will answer the call in an emer- The road fords the Ery river shortly
horses. A visitor who knows horseflesh, gency. before that waterway joins the Selintan.
and is willingto listen to the host expound Besides the scattered farms, Blackfair This ford is a wide gravelly stretch ,
at great length on a variety of horse- boasts a mill on the riverbank, a tavern across which the water flows gently and
related topics, will be royally treated at frequented by the farmers and watch- is rarely more than eight or ten inches
Blackfair Manor. men, another tavern and boarding house deep.
The lord is a thin and wiry man with a for visitors with more money, and a The Selintan can also be forded in two
black beard, now turning to gray. Still a nearby smithy, carpentry shop, bakery, locations, though not so easily. These
royal servant of Greyhawk, he is con- and tackshop /saddlery. fords connect the trails leading to Dyvers
The saddler, Tonsel Ralls, is an artisan (in the north) and Narwell (in the south)

32

Samuel Potter (Order #37675198)


to the River Road. Each is a well- Nyr Dyv Random Encounter Table Other districts are quiet and pleasant,
graveled, smooth crossing of about two- however, and the general opinionseems
foot depth. These fords become D6 to be that those in the Dock District de-
impassable for some hours after periods Roll Encount er serve what happens to them.
of rain. 1 1 Dragon turtle Hardby also supports some small busi-
Several ferries connect the two banks 2 2d6 Giant gar ness m fishing, and serves as a base for
of the river at various places along its 3 ld4 Giant lampreys several of the war galleys tllat patrol the
length. A traveler has a 50% chance of 4 ld4 Giant snapping turtles waters of \\oolly Bay and combat tlle con-
findinga boat waitingat a ferry crossing. 5 3d4 Sea lions stant outrages of pirates.
Otherwise he faces a wait of ldlOO min- 6 Horrific beast from the outer The town pays a regular tribute to the
utes. lirruts of the OM's imagination Free City of Greyhawk, primarilyfor the
The average cost for crossing is one cp (or roll again) protection offered by Greyhawk's pow-
per person, or three cp for a person on a erful wizards and the Thieves' Guild.
horse. Wagons cost a full sp. Livestock The town of Highport, at tlle opposite
and other unusual loads are negotiated on WoollyBay end of the bay from Hardby, is the haven
the spot. This bay is the northernmost prong of of the lawless pirates. That town is a cen-
the Sea of Geamat, which is itself the ter of depravity and bawdiness, for it is
northern extension of the Azure Sea. ruled by ignobleores. It provides a haven
Midbay and Though some distance removed from for pirates of ores, human, and other
the Nyr Dyv Greyhawk, it serves as the highway for
all waterborne commerce from the
races. Its military might is too great for it
to worry about direct assault from its
The blue expanse of the Nyr Dyv is the south. As such, its status is of some con- WoollyBay neighbors.
largest known fresh-water lake upon cern to the directors of the city.
Oerik. Midbay, where the waters of that The peoples on all sides of the great
lake gather to form the Selintan River, is bay sail its waters in smallcogs, easily ca-
one of its most placidregions. pable of making the journey up the Selin-
Gnarley Forest,
The Nyr Dyv has three major inlets
(the Artonsamay, Veng, and Velverdyva
tan. Large galleons and galleys from the
seas to the south are not uncommon
Eastern Reach
Rivers), and an outlet greater than the here. Most of these must load their cargo Only a smallportion of this great forest
Selintan in the Nesser River. AUof these onto smaller craft if it is destined for lies anywhere near Greyhawk's sphere of
are even more navigable than the Selin- Greyhawk. though the smaller galleys influence. Though the Free City has of-
tan, and thus the lake has become a maJor can make tlleir way up the river. ten claimeddominionover this fringe, the
center of commerce in the known world. patrols of the watch never venture here
Monsters of a variety of horrid types SpecificLocations in WoollyBay and the city collects no revenue from its
are knownto dwellin the Nyr Oyv's dark- shady reaches. Indeed, those livinghere
est reaches (its name means " Lake of would doubtless consider themselves
14 . The Des potrix of Hardby
Unknown Depths"). Fortunately, the quite free of outside rulership.
shallow waters of the Midbay seem to The heavy trafficin trading vessels has The strip along the edge of the Gnarley
prevent these creatures Cromintruding given the town of Hardby its reason for Forest is quite a bit tamer than the very
there. being. Surrounded by its wooden pali- heart of the wood, but even this is wild
Naval fleets from several borderingna- sade, the town rests in a sheltered cove country. It is inhabited by elves and
tions patrol the waters of the lake, protect- along the shore of the bay. It has docks woodsmen, but recently it has become
ing commerce against piracy or, more and wharves far grander than its size home to more sinister denizens.
often, seekingand slayingtl1etroublesome would seem to warrant.
sea serpents wherever they can be found. But here is where the seagoingvessels Appearance of the Wood: The Gnar-
If a party ventures onto the deeper wa- of deep draft unload their cargoes, and ley Forest is an ancient place, full of im-
ters of the lake, there is a 5% chance per here the cogs of the nativefolkload them. mense trees. In most places the shade
day of a molestation by one of these unsa- Hardby is a town of small, steady popula- provided by these forest giants chokes
vory beasts. Shouldthis occur. roUld6 to tion. but a great number of inns. hostels. out the undergrowth to tlle extent that
see what pops up: boarding houses, and eatenes for these walking is quite easy. These stretches
visitors from the water. might almost resemble parkland except
Nights in Hardby are wild, with the wa- for the riotous assortment of fallen tim-
terfront saloondistrict being the scene of ber, like the scattering of so many match
frequent robberies, fights, and slayings. sticks, across the ground.

33

Samuel Potter (Order #37675198)


Mossy stumps are everywhere. oft~n Inhabitants of the Wood Gnarle y Fores t Random Enco unt er
resembling furry green statues. Wild Table
flowers bloom here in the spring, sum- This portion of the Gnarley Forest Is
home only to one human settlement, the D12
mer, and fall. The white-petaled ivory-
blossom, which only grows in the heart of village of Five Oak. The other coi:nmu- Roll Enco unter
the forest, is the most precious of these nity, Blackthorn. is n~t the _least bit_hu- 1 ld6 Sylvan elves
man m nature, and its existence Is a 2 1 Brown bear
beauties. The buds of the ivoryblossom
closely guarded secret. The humano!ds 3 3d6 Ores
only bloom in the depths of the forest.
When they do, the blossom lasts for only who have gathered here rernam furtive 4 ld6 Ogres
and sneaky, taking care to conceal the ex- 5 ld4 \\oodsmen
ld8 +6 days. However, they bring as
much as 10 gp apiece (for fresh, undam- istence of their lair. 6 ld4 + 1 Human hunters
aged flowers) in the Greyhawk High Mar- The sylvan elve:-.of the deep forest oc- 7 ld6 Giant spiders
casionally venture into this part of the 8 2d6 Sylvan elves
ketplace.
A single individual, in the heart of the wood, for hunting, or simply explonng. 9 2d6 GnoUs
Occasionally a band of elves comes to 10 1 \\erellger
wood during blooming time, might come
Fi\"e Oak to trade an exquIs1te cloak, or a 11 1 Unicorn
upon 2d10 blossoms in a single day of
pair of soft leather boots of mystical elven 12 2d4 Satyrs
searching. Of course, the likelihood of an
craftmanship for many pounds of salt, a
unpleasant encounter is tugh as ':"ell.
rare perfume. or some other product of
The Gnarley Forest is predorrunanlly a
the outside world that the elves have
Specific Locations in the Gnarley
mixture of oak and 1pp trees, growing Forest
side by side throughout the length and come to enjoy.
breadth of the wood. Their broad ~1any individual woodsmen, s~me-
t1mes with their families and someumes Farms tea ds
branches spread the leaf) canopy well
alone have carved little homesteads in The tmy home sites marked on the map
overhead, but those same branches offer
the f~rest. These are usually within a represent collections of at least three
easy climbing. Most any character can
day's march of the forest's fnnge, for its buildings. Individual huts, ~ot~ges, and
move through the wood 30 or 40 feet off
the ground simply by passing from the darker depths are known to be too unsafe cabins are not uncommon m this part of
for unguarded settlements, let alone indi- the forest either.
horizontal branches of one tree to those
of the next. Characters without Climbing vidual cottages. I n some places these Eve[) building, whether single-room
homesteads have grown to be clans of 20 hut, cozy cottage, or two-storey hou~e.
proficiency need to roll freq~ent Dexter-
or 30 people, living in a collect1onof build- is made out of wood. Some smaller build-
itv checks if they attempt this.
ings centered around a family lodge. ings are shingled with leaves, but most
· Several groves of dekla trees have
claimed thetr space here, crowding the Even these minor collections of humaruty use wood here as well.
lesser trees aside as they soar. some- are rare. Those settlers who have chosen to live
times 120 feet high, above the rest of the here survive by gathering mushrooms,
forest. Their massive trunks take as Random Encounters in the berries, fruit, tubers, and other bounty of
much space as a small cottage. The Gnar ley Forest the forest. as well as by hunting the veni-
gnarled roots have made th_e_ground son and rabbit so common here, or
Travelers in the forest run a good snatching the trout from the clear, shal-
within these dekla groves a tw1stmg sur- chance of meeting some of its denizens.
face of hummocks and swales. low streams. All in all, the living 1sgood,
The OM should check w1th a ld6 roll four for the woods are bountiful.
The only other commonly growmg plant
times a day; a result of 5 or 6 indicates an A typical steading is a cluster of build-
1s the yarpick. or daggerthorn. Naturally. encounter.
the clumps of this nasty vegetallon are ings in the shade of several stately trees.
The inhabitants of the forest are used A space perhaps 100-200 feet wide has
rarelypenetrated by woodsmen. Every au- to its quietness, its shade, its scent-
tumn, however, the children of the \\.'ood- been cleared of forest, a belt of tilled
everything. Urlless the travelers arc ex- ground around the bwldings. Fresh_wa-
speople are sent to the outer fringes of the perienced woodsmen. or take ext~eme
yarpick clumps, there to gather the rotted ter, in the form of a well or stream, Is al-
care to move with stealth, they will al- ways near. A sanitary hut stands a
fruit of the trees. T he bitter pulp Is dis-
most certain!} apprise the forest dweU- discreet distance from the occupied
carded, but the seed of the yarpick frwt -a en, of their presence before the travelers
nut the size of a plum- is nourishing. tasty, buildings.
discover the forest dwellers. These forest folk often have a pack of
andkeeps very well. A bushel of these nuts If an encounter is indicated, roU ld12
fetches one to two gp in the Greyhawk dogs about, 2d4 hounds of good size and
and check the following chart. keen intelligence. Not only do the dogs
High or Low Market. depending on their
availability. aid in the hunt, but they serve as alert

34

Samuel Potter (Order #37675198)


guarruans of the steading and able fight- Lord and Lady Lockswell live in the two men killed in the entire campaign.
ers, should its defense become neces- manor house together with five grown Lady LocksweU: AC 5 (ring of protec-
sary. sons, two daughters-in-law, four grand- tion + 1); MV 12; ClO: hp 54; THAC0
Those woodsmen who have lived here children, and a dozen servants. Th ey 14; #AT 1; 0mg ld6 + 2 (staff of the ser-
for a while are skilled in the use of the share the courtyard inside the palisade pent, python)
bow, in tracking, and camouflage. A typi- with the family of Earl the Innkeeper and Lady Lockswell is the daughter of a mi-
cal fellow of 37 years of age has reached a half-dozen gardeners and liverymen. nor Greyhawk city noble. She met Lord
5th level of ranger ability. He has a long Also within the courtyard is a small Lockswell as he accompanied her father
bow, leather armor, and plenty of arrows shrine to St. Cuthbert. Lady Lockswell is on a hunting trip. The lord pursued her to
at hand. For a sidearm he carries a short a priestess of that benign deity, and her the city, wooed her, and they were wed
swo rd , dagger, or throwing axe. generous ministrations to the sick, in- just prior to their return to the forest.
The woodsfolk are poor, generally hav- jured, and hungry of the forest has She has come to love these verdant
ing little more than a few silver pieces earned for her even more devotion than surroundings as much as her husband,
stored away in some homemade box. that given her husband. and could no longer bear the thought of a
There are exceptions to this rule. Adven- Lord Lockswell of Gnarlwood: AC O; return to the city.
turers who know a bit of woodcraft, and MV 12: R12; hp 102; THACO9; #AT3/2; Here, too, she feels that her service to
find themselves in trouble with the Dam ld6 +2 (long bow +Z), ld8 +7 her god is making an important contribu -
powers of the Free City. often move to (long sword + 4 aefender and Str 18/58) tion to the welfare of the people. ln the
the woods for a few years of private liv- Lord Lockswell is a man of wisdom and city she felt like one more sidewalk ven-
ing. Of course, they bring their accumu- vision, well aware of the responsibility he dor, peddling her goods from the grand
lated treasures with them. And protect has inherited. It has been a characteristic temple on the Processional.
those treasures accordingly, it must be of the LocksweU line that, since the fealty Any traveler who appeals to her mer cy
added. of the family's "subjects" has been given for food, shelter, or healing is tended to
so freely, the weight of rulership has been the best of her ability. Even those sus-
15. Lord Lockswell's Manor felt that much more keenly. pected or proven of thievery, vandalism
He is a man of great patience and fine of the forest, or worse crimes are first
This property is one of the oldest of the
sense of humor. He enjoys a feast and a cared for by the lady. She then turns such
forest homesteads, now grown far be-
party, and at least four times a year perpetrators over to the fair, but stern,
yond its humble beginnings as a woods-
throws open his manor for a grand cele- justice of her husband.
man's cottage. Its current lord and
bration. Residents of all parts of the wood
master is the fifth descendant of that orig-
and beyond attend these functions, which 16. The Village of Five Oaks
inalwoodsman. His family has come to be generally last four or five days.
respected by humans throughout the This is the largest community within
Lord Lockswell has also inherited the the eastern fringe of the Gnarley Forest,
Gnarley Forest, and the LocksweUs have
mantle of military command over the and is representative of the other villages
long served as captains of the irregular
woodsmen who assemble into a militia and towns throughout the rest of the vast
company of bowmen that occasionally
when the need arises. True to his forefa- wood.
must assemble to resist an incursion into
thers, he is a cautious and successful Home to perhaps 100 people, Five
the forest.
commander. He keeps the casualties Oaks boasts barely as much cleared
The title "lord" has not been granted
among his own men to an absolute mini- ground as Lockswell Manor. Nor is the
by any recognized monarch, but that
mum, while exploiting their skill with the village surrounded by any kind of wall,
does not lessen Lord Lockswell 's rank in
long bow to inflict harassment and demo- the sheer number of its populace being its
the eyes of his loyal followers.
ralization upon any foe. This company will best hope of defense.
His manor is the largest building in the
always retire in the face of great num- The brook that washes through the
forest, a huge and shambling structure
bers, fighting on ground of the lord's own town is crossed by a small stone bridge
reminiscent of some great emperor's
choosing. leading onto the village square. Around
hunting lodge. It has an attached stable,
This tactic, employed by the current this small meadow are poised the mayor's
and a nearby guest house, inn, and lord's grandfather, once resulted in the
smithy, the whole being surrounded by a house, the sawmill, and the trarung post.
sacking of the manor house by a large The other houses are generally two- or
stout wooden palisade. band of marauding ores, driving upward
A dozen cottages and farmsteads lie three-room cabins. Such artisans as
from the Pomarj. The men of LocksweU dwell here keep shops, of an additional
within hailing rustance of that wall, and a fell back from the attack, but then slew so
small sawmill is located just downstream room or two, with their houses.
many of the ores on the monsters' return Five'°Oaks boasts, beside the sawmill, a
on the placid brook that meander s past march that they never ventured this far
the manor. carpenter, blacksmith, tanner, leather-
north again. Lockswell's company lost

35

Samuel Potter (Order #37675198)


worker, innkeeper, livery/dairyman, and Like several other underground lairs. this opening.
woodcarver among it s industrious crafts- Blackthorn is not specifically indicated on Thi s tunnel is fully 15 feet wide and ten
men and women. the DM's map. Instead 1t should be feet high. The entire floor is covered with
The sawmill is powered by a water- placed where the interests of story and stairs climbing steeply upward. The air in
wheel, and turns a blade nearly 12 feet in adventure are best served. here 1s dusty, and the sounds of rock-
diameter. Boards are sawed for fee or breaking are louder now.
barter, with barter preferred. Prices Entrance: The entrance to the Black- The stairs are gradually being ex-
throughout the town are reasonable. thorn lair is a hole m the ground that lies tended upward, with parties of ore slaves
The trading post is the most exotic part in the heart of a yarpick thicket. The workmg around the clock. Each labor
of Five Oaks. It exists not so much to thorny growth is penetrated by a low tun- party consists of 40 ores and thr ee ogre
serve the local population, though it does nel carved through the branches, but the overseers. A shift lasts for six hours.
so on a daily basis, but to offer goods entrance to this tunnel is concealed with a When it is time to rotate, a work party
from beyond the fringes of the forest to loose tangle of thorns. marches up from the lower cavern.
the elven traders who occasionally Neither the thicket nor the opening in The work is a matter of hammering and
emerge from the heart of the Gnarley the ground are posted with sentries. for chopping at the relatively soft limestone,
Forest to trade their valuable products. the humanoids know that the presence of and carrying the excavated stone down
The proprietor. Malco Frump, is an en- such a sentry would indicate, by scent, the the stairs and into the cavern below.
trepreneur working for the Free Cit} location of the lair much more assuredly About 15 ores are actually chopping and
Merchant and Traders Union. than the chance of accidentaldiscovery. digging, while the rest are hauling stone.
Consequently, in addition to the usual Th e rim of the hole is a circle roughly The upper cavern can also be exited by
collection of flour, bacon, nails, tools, 30 feet across. Moss hangs over the another stairway, opposite the first. This
clothing, and the like, Malco keeps a vari- edge, onto a cracked limestone wall that second stairway leads down, and 1scom-
ety of unusual and valuable goods on lines the interior of the shaft. The walls plete, but otherwise resembles the first
hand. His stock includes small amounts of drop away to the limits of vision, and only in all particulars.
things otherwise impossible to find in inky blackness awaits below.
these lands: brilliant feathers from south- A rope ladder, made from tough vines Middle Cavern: Anyone descending
ern jungles, turquoise and platinum from and using the thickest of the yarpick the stairway to this cavern becomes
mines in the east, sea shells, and salt, as thorns as rungs, is staked to the ground aware of a dim light in the tunnel almost
well as ivory and Jade carvings. on one side of the hole. It hangs into the as soon as he leaves the upper cavern.
Mako employs a pair of bodyguards, hole and, like the shaft, disappears into (Carryi ng torches or other artificial light
4th-level fighters, to guard his treasures. the darkness far below. delays this awareness until much later.)
The trading post is a stout building, with Each stair on this descent is smooth and
two doors that can be locked and barred. Upper Cavern: The ladder runs the shiny, as if thousands of boot steps have
full 250 feet of this descent. For the first given it a sheen.
Bla ckthorn 100 feel it rests against the side of the As the descent continues, the light
shaft, but after this the rope drops grows stronge r until, at the bottom of the
Blackthorn is the closely guarded se-
through the ceiling of a vast underground stairway, one might suspect that he is
cret of Gnarlwood, the lair of ores and
cavern. For the final 150 feet it swmgs about to go outside , under the light of a
ogres concealed not far from the very
l>ickeningly in the air. noonday sun.
edge of the forest it self. It is underground
Finally it reaches the floor of this once The source of this brilliance is the
and in the process of expansion and de-
massive natural cavern. Stalactites and Fountain of Pure Light, a magical geyser
velopment. Unlike most such sites, how-
ever, the labor at Blackthorn is invisible stalagmites abound, but all the forma- that erupts in the center of this cavern,
tions are faded and dusty. filling the air with fine mist. But its most
to the outside world. Ther e is no messy
Sounds of hammers and picks. and the striking feature is the shining illumination
collection of refuse, no steady stream of
workers coming and gomg. grunting and cursing of slaves and their that emanates from the water itself, like
overseers. is audible. No acuv1ty 1sgoing liquid sunlight. It is painful to look at, but
For those who come to Blackthorn
on m here, however. it gives off no heat.
come from below.
An attempt to find the source of these The stairway descends into the bright
Any ores, ogres, or gnolls encountered
sounds will lead explorers to a tunnel cavern, giving way to a broad floor that is
in this portion of the Gnarley Forest have
mouth in the wall of the cave. This en- plush with moss over all its gentle undula-
emerged from the tunnel entrance at
trance has obviously been hewn from the tions.
Blackthorn. However, those creatures
rock, as have the wide stairs leading up- The ores find ttus brightness hateful to
will perish before they will knowingly re-
ward within it. A huge pile of crumbled look upon, though the middle cavern is a
veal the existence of the lair.
limestone fills the cavern on both sides of key link in their grand pathway. Thus

36

Samuel Potter (Order #37675198)


they have built a high wall of mushroom
stalks, split lengthwise like boards. This
wall shades the section of the cavern con-
necting the stairway up to the stairway
down.
This cavern is generally onJy occupied
when the work parties of ores march up
from below, to take their place wit h pick
BlackthoRn and shovel in the upper cavern.
A work party troops through here 15
minutes before each shift change (going
up) and ten minutes after (going down).
There is also a 10% chance per tum that
ld6 ogres march down from their lair to
go to the cavern underneath or inspect
the work above, or sometimes to take a
look outside the lair.

The Fountain of Pure Light: This


potent example of natural magic has been
flowing here for centunes, but was onJy
discovered a decade ago by the upward
burrowing hordes. Though they abhor its
light, even to the point of erecting the
barrier for their pathway through here,
the humanoids of the underworld have
many times benefitted from the foun-
tain's enchanted water.
The geyser spurts from a pipelike hole
in the floor, perhaps one foot in diameter.
The water itself gleams as it emerges
from that opening, maintaining its bril-
liance as it spumes upward and then cas-
cades into a shimmering umbrella of
falling water. Only when the droplets fi-
nally fall back to earth does the light fade,
quickly disappeanng entirely as the liquid
spills into the shallow ditch that carries it
deeper into the earth.
The waters are potently magical,
though their effect 1sbrruted to this loca-
tion. Any character splashed by the wa-
ter gains the benefits of a cure light
wounds spell, instantly recovering ld8
hit points of damage.
If the character immerses himself in
the pool below the fountain, he will
quickly regain all hit points of damage. In
addition, immersion in the pool cures all
diseases and reverses all unnatural types
of body decay. such as blindness or magi-
cal curse effects. The fountain cannot re-
store a limb that has been lost, however.
The benefits of the fountain water. like

37

Samuel Potter (Order #37675198)


its glow, vanish as soon as it strikes the chamber is filled with an immense pile of site the entran ce is more of a concealed
ground, or any other surface. Thus is bones, mostly of wild game animals, but door Lhana secret door. It slands behind a
cannot be stored, carried away, or other- an occasional human skeleton has gone to pile of wrecked cave formations, though
wise exploited. Of course, if the area rest here as well. The cavern once bris- someone walking around the cave forma-
could be cleared and secured, this could tled with stalactites and stalagmites, but tions will have no trouble seeing the door.
become the greatest health spa on Oerik! the ogres have broken these off over the The ogres have always relied on the
Even in the latter case, the fountain will years, during contests of strength or sanctity of their chamber to discourage
not last forever. U the PCs somehow throwing accuracy. others from finding the portal.
come into control of this site, you can let These ogres are the overseers of the It 1s used by the ogres to connect se-
them enjoy it for a while, but then the excavatio n project, and hence are used to cretly with the cavern complex below,
fountain will gradually lessen in both being masters. They are cocky and over- since sometimes they do not want the ores
quantity and potency of its cures. Finally confident , and it is quite likely that a ner- to know about their comings and goings.
it will cease altogether. vous intruder, acting timid, could lull the
ogres into complacency.
Side Cavern, the Ogre Lair: The ln combat. the ogres are satisfied with
stairway leading up to this large chamber the surre nder of their enemies; they do
is dirty and unkempt. The floor stone- not fight to the death if battle goes against Main Work Site: The pounding and
work does not show the shiny surface of them. banging sounds from this area are audible
the mainup and down passage, because it Of course, being a captive of ogres is as soon as one progresses about 300 feet
is used much more rarely. A heavy stench no picnic. The ogres seek to learn about along the stairway descending from the
hangs in the arr m the steeply climbing their prisoners through willing conversa- middle cavern. Here a traveler leaves the
passage, as if a barnyard of swine lies tion, not torture. This is not for humani- pleasant Fountain of Pure Light behind.
ahead. tarian purposes, but it makes good Though the intrepid explorer has pene-
This is actually an injustice to all those economic sense. Deep below the lower trated barely more than 1,000 feet under-
swine out there, who clean up when the cavern lie vast underground nations of ground by this point, he might well
opportunity presents itself. The ogres dark-dwelling, evil creatures. Two imagine that he is miles beneath the sur-
that dwell in here, as is customary for groups of these-the dark dwarves, or face of the earth. Indeed , the constantly
their breed, never bathe. A dozen or duergar, and the svirfneblin, or deep descending stairway seems to run for-
more ogres have dwelled in this cavern gnomes-purchase human prisoners ever.
for a deciade, so the smell is pretty well from the ogres to use as slaves. Like the upper stairwell, this one is
entrenched. If this should occur in your campaign smoothly polished. If anything, the lower
But alert chara cte rs may notice that and the PCs don't escape before being route shows eve n more signs of wear
the smell is carried into the corridor on a shipped below, you will have to design than the upper one.
very slight breath of wind. The breeze is the se se ttlement s and the underground The dull noises of laboring ores grow to
so faint that a character notices it only if environment. A sample of this type of a thunderous din by the time one reaches
he specifically asks if the air is moving. world can be found in the Dungeoneer's the bottom of this long descent. Though
The stairway ente rs this underground Survival Guide. On the other hand, es- this cavern 1s not guarded. per se. it is
cave at the base of one wall. The stench cape from these reaches is so rare-and bustling with activity and anyone who
is not as bad in the ogre lair itself, since the life is so nasty-that your players doesn't belong 1s noticed quickly.
the slight breeze carries most of the odor might want to start new characters in A wide, deep underground s tream
away. your surface campaign. surges along the northwest wall of the ca-
The cavern is the permanent home of These ogres are not without treasure vern, twisting around a comer and spill-
some three dozen ogres. There are l dl0 befitting their esteemed status here. ing into a hole beyond.
+ 10 in here at any given time. The re- Each ogre has stashed a trove some- Currently serving as worker barracks, as
ce ption for unauthorized visitors is quite where around rus sleeping pallet. These well as the mainsite of Wldergrollll<iexpan-
rude. are often solid, locked boxes, but equally sion, truschamber is occupied by 120labor-
Ogres: AC 5; MV 9; HD 4 + l; hp 20; as often are concealed niches m the wall ing ores and nearly 200 of the beasts
THAC0 17; #AT 1; 0mg ldl0 or floor. currently off-duty. The latter are sprawled
The ogres in here are engaged in sleep- Each ogre has 3d6 gp in rus trove, and on filthy straw mats in the southern end of
ing, eating and drinking, and gambling four of them actually have magical the room, or huddled arollll<ismoldering
(about equal number s for each activity). items-a potion of human control, a ring cooking fires to slurp a ladlefulof some un-
Their weapons are close at hand. of protection + 2, a pair of boots of speakable concoction.
The room is huge and dimly lit by a few speed, and a stone of good luck. These ores live the lives of slaves, la-
smoky cooking fires. The right side of the The door in the wall of the cavern oppo- boring to finish this route from the under-

38

Samuel Potter (Order #37675198)


world. A dozen or so ogre overseers su- water. 1nthe wall along this shelf, a dark foaming cascade of water, obviously the
pervise the working ores. The off-duty hole is apparent. continuation of the rubble stream.
ores are not watched by guards, as they This is the entrance to a narrow tunnel The air in the canyon is moist and a bit
are not likely to desert. that runs beside the stream, separated warmer than the air throughout the rest
The cavern is a far larger space already from the water by only a few feet of lime- of the lair. The waterfall spills more than
than the monsters currently in the lair re- stone for its first 50 feet. Then the tunnel 1,000 feet, filling the air with spray, be-
quire. The excavation in this chamber veers to the right and finally ends at the fore it crashes to the floor of the canyon
proceeds at a steady pace. The laboring top of another long stairway. and gushes ever deeper into the earth.
ores carve rock from the northern and T he canyon walls are sheer, but
eastern walls of the cavern, while others Th e Ca n yo n : This last stairway is dif- equipped with enough cracks and ledges
cart it across the open space and dump it ferent from the upper ones in that it is not that a skilled climber can negotiate them.
in the whitewater rapids. The swift cur- a tunnel. Instead, it clings to the sheer Of course, the bottom of the canyon is a
rent carries even the larger boulders with sidewall of a vast subterranean canyon, rubble-filled trough foaming with a plung-
it as it sweeps out of sight through the offering a drop of unimaginable distance ing stream. The stairway descends to the
drain hole in the floor. to the right. bottom of the canyon, turning into a nar-
A solid stone bridge arches across the Some distance to the left, barely visible row path along the bank.
stream at a narrow point, descending to those with keen infravision (also visible The destination of this path is up to the
again to a shelf on the other side of the if artificialillumination is used) rumbles a DM.

39

Samuel Potter (Order #37675198)


Chapt €R 4 : City Walls anb Beyonb

the land. It is not uncommon for a deer or from the city, though many of the man-
Outside the Walls other wild creature to approach to within sions and estates in the High Quarter are
The area just beyond the city walls has touching distance of the city wall here, for on high land that might properly be con-
certainly developed because of the city, there are no settlements or farmsteads sidered the southernmost elevations of
though these locations cannot truly be on this side of the city. the Cairn Hills. Though some of these
called part of that same city. Nonethe- Instead, the region from the city north hills look down onto the parkland immedi-
less, a description of its immediate sur- to the first crest of the Cairn Hills was ately beyond the city wall. the slopes
roundings is essential to a full designated by Zagig as parkland. It is quickly climb to the north.
understanding of Greyhawk City. hunted on a very limited basis, only by The residents of the city, especially
These surroundings range from the di- the archers of the City Watch, and no one those of wealth and leisure, visit the park
lapidated shacks of Shack Town and the is allowed to live there. freque ntly. Several pairs of young lovers
muddy backwaters of Barge End on the The open fields of the park are speck- can usually be seen, strolling arm in arm
city's northwest side to the mysterious led with flowers during all seasons except through the flowered meadows. Families
ring of stones outside the city wall to the midwinter. The colors of the blossoms make outings here, and children often run
southeast. This description begins with change as the tulips of spring give way to and tumble across the grass and flowers.
the hilly area north of the city and pro- the daisies of early summer, and so forth Small springs bubble from several of the
ceeds clockwise around the areas outside through a delightful progression of shady hoUows, spilling into the Selintan
the city wall. shades and hues. Though many types of River.
flowers have been planted here to In autumn the leaves turn bright
North Hills achieve this effect, they have been placed shades of red and gold and the aspens
in scattered locations. A viewer sees wild blaze with a brilliance that can be seen
The scattered extensions of the Cairn flowers, not the carefully tended from most high places in the city.
Hills extend to the very wall of the city. products of the gardener's art.
Groves of birch and quaking aspen dot The hills tend to slope upward away

40
Samuel Potter (Order #37675198)
West Plain sought after examples of their types. The South Plain
quality of the work has improved over the
The ground quickly levels out here, generations, as each new master to the Th e grassland extends to the south
and the aspens do not extend onto this art offers his or her own refinements to much as it does to the west, covered with
flat land. Small farmsteads are scattered the building process. They have added scattered farmsteads but mostly growing
across the land, though these are gener- luxurious carriages and sturdy chariots- wild. The farmland all around the city has
ally poor plots, long ago worked almost to both hunting and military-to their line. suffered drastic depletion in nutrients
exhaustion. Now it seems that a half-dozen youths over the years, forcing the productive
The fields are covered with a short, and young women are always undergoing farms farther and farther away.
hardy grass that is green during the apprenticeship, with several more jour-
spring and after periods of rainfall neymen teaching them. And the West Bluff
throughout the rest of the year. At other Wainwrights always have at least three
times it dries to a wispy brown. This is a bluff in name only, for the wall
master builders in the family. one of of the city stands upon land that is only 20
The farmers that labor here generally whom is the current lord.
sell their goods in the Old City market, as feet or so above the surface of the nver.
Living in the manor are three genera- However, the ground slopes downward
the quality of their foodstuffs is low. But tions of the family Wainwright (five men.
so is the cost, since the food does not to the water with a sharp bank along most
seven women, and 11 children). some of its length. South of the wharves. the
have to be transported very far to get to ten house servants, and five men-al-
the city. ground is ove rgrown with scrub brush
arms the lord employs as bodyguards and and cut by numerous rivulets and gullies.
watchmen. The barn houses another 12
Grey College Observatory men and women-workers who tend the
horses and perform much of the menial
Garbage Hill
Located a little way Crom the city wall
to avoid the torchlight spilling from the labor of wagonmaking, leaving the The hillside and riverbank south of the
guard posts at night, this domed building Wainwrights to tend to matters of quality wharf is strewn with garbage and sewage
serves as classroom and laboratory for and finishing. from the city that didn't quite make it to
the study of the skies. It is owned by Examples of the family's work - a cart, the nver. Sometimes the end of a garbage
Grey College, and the Observatory Tu- a farm wagon, a carriage, and a hunting hauler's workday comes before he drops
tor. Hiram Macksenian, is a full professor chariot-all stand proudly in the court- his last load, and so he dumps it when the
at the college. The observatory is used yard. Others can be found in various bell sounds. Or perhaps a wagon breaks
by sages, alchemists, studen ts , faculty of stages of completion in the half of the or a horse goes lame. Also, citizens living
other colleges, and nobles as well. All of barn that is the shop. The other half of near the Marsh Gate often hauJ garbage
these other users provide a pleasant in- the barn contains stalls for the two dozen through the gate and dump it here to be
Ouxto the coffers of Grey College. horses owned by the Wainwrights. spared the rigid scheduJe of guild pickup.
The garbage is not so much piled here
Lord Wainwright's Manor StoneRing as spread thinly across a great expanse of
ground. It is impossible to walk among it
This stately home, surrou nded by its The StoneRing of the druids is an an- without begriming boots or shoes, but
stable, shop, and servants' quarters, 1s cient s ite, predatmg the city by an un- leggings and pantaloons are safe.
the grandest property outs ide of the city known. but assumedly vast, number of The garbage is the constant feeding
walls. It had its beginnings as a humble years. While far from unique in the ground of ravens, rats, and dogs. All of
wagonmaker' s cottage and shop, when Flanae ss-such rings form a central fea- these scave nger s are aggressive about
the Free City was still in its infancy. ture of the dnudic faith-the Greyhawk their choice feeding sites. and the dogs
The wagonmaker, and later his child circle is among the oldest yet discovered. often pack together to drive intruders out
and grandchild, was skilled at his profes- Th e tops of the stone columns are of the garbage. Of course, they don't
sion, and his prices were reasonable. As worn smooth. the edges rounded by wind bother those who dump additional gar-
Grey hawk's prosperity as a regional trad- and rain. This 1s not a scene of regular bage at the Cringe of the slowly growing
ing center increased, the Wainwrights (as worship, but druids often stop for a mo- waste.
the family had come to be called) slowly ment of prayer as they pass.
expande d their shop. A character standing among the central
Wharve s
They built farm wagons, two-wheel stones of the arch can speak, act, and
ca rts, and huge freight wagons. think without being observed by any The docks of the Free City lie outside
Wainwright wagons, recognizable by the magical means (a crystal ball or spells, the city wall, below the noble mansions of
"W" branded onto the bottom of each such as clairvoyance,ESP, or clairaudi- the High Quarter.
near the hitch, have become the most ence). Access to the city is provided, for pe-

41

Samuel Potter (Order #37675198)


destrians only, through the Wharfgate lecting the cargo tax that adds such a Barge End is a small, private commu-
into the High Quarter. Access for freight significant amount to the city treasury. ruty all unto itself. The inspectors and
and livestock, as well as some of the foot Every cargo of greater than 50 gp value watchmen do not step onto the barges;
traffic, is through the Cargo Gate into the must receive an entry stamp before beinf( disturbances among the Rhennee are left
River Quarter. passed through the Cargo Gate and into to the Rhennee to resolve, a system that
The wharves are primarily rickety the city. Obtaining this stamp can take works well for aUconcerned.
wooden docks extending into the muddy ld8 x 1 days, though the only actual cost If one is a friend of the Rhennee, any
waters of the Selintan River. The river is the payment of the Cargo Tax. It just Rhennee, then one is wel come in Barge
sweeps through a gentle curve here, and seems to take the inspectors a long time End. Such an individual may even find a
this has deepened the channel right up to to get around to the stamp. hiding place here, though this form of aid
the sides of the large docks, enabling the Of course, a few gp in the right place- is reserved for good friends, or rich
seafaring vessels from Woolly Bay to em- the palm of the cargo inspector, for those friends.
bark and debark goods and passengers. who still do not get the picture-can dra- Similarly, anyone who is disliked by a
Countless smaller docks accommodate matically hasten stamping of the cargo Rhennee had best not step aboard. Likely
the shallow-draft river boats that ply their approval. Such inspectors become virtual as not his departure from the vessel will
way between the Nyr Dyv and Woolly whrrlwinds of efficiency when the bribe be over the side.
Bay, as well as the barges of the Rhennee exceeds 1% of the cargo value. Other- More details on the Rhennee are given
and the numerous pleasure boats of the wise, the bribe simply hastens the ap- in Ch5 FFF.
well-to-do. proval by a day or two.
The wharf is a relatively narrow strip, In addition, the inspectors serve as the Shack Town
bounded by the water and the city wall. unofficial bouncers of the wharf district.
Across the backwater of Barge End
The High Quarter of Greyhawk rests on Regular patrols of the watch are rarely
sprawls an unsightly collection of shan-
land more than 100feet above the ri,·er, summoned here. The inspectors reign as
ties, huts, tents, and other miserable
so for much of its length the wharf runs at virtual dictators, and they are brutally ef-
housing. Shack Town is the slum of
the foot of the sheer bluff. The face of the fective in maintaining order.
Greyhawk City, too miserable even to be
bluff is precipitous, requiring a thiefs
granted a place in the Old City.
climbing ability, a rope from above. or a Barge End Shack Town, as a rule, is inhabited by
tall ladder to scale. Small patches of brush the rejects of the lowest levels of
Tlus is a muddy backwater where a
cling to its ledges and chimneys. The city Greyhawk society. A few families live
small part of the 0owage of the Selintan
wall runs at the top of the bluff, at the here, but most of the inhabitants are
sits in sluggish stagnation, forming a shal-
very lip of the precipice. alone. Often these unfortunates are hid-
low. mosquito-infested cove. No one else
The wharf offers a couple of filthy tav- ing from enerrues in the city but are too
wanted it, so the Rhennee barge folk
erns and some roach-infested eatenes, frightened of the outside world to flee far
have claimed it as their home.
but no other amenities. Space here is from their home.
During spring, summer. and fall, Barge
constricted, and hence too valuable for Perhaps 500 souls live m Shack Town,
End is filled \\ith the flat, sturdy water
such frivolities. Instead, most of the land- though the number declines in winter.
craft of the Rhennee. Only during the
ward side of the wharf is a continuous line There are no business establishments
winter is 1t empty, when the Rhennee
of storage buildings, mingled with a few here, and only one shrine: a small place
pole upstream to their annual gathering
residences. kept by a devoted follower of St.
along the shores of the Nyr Dyv.
In addition, an Office of the Cargo In-
There are 4dl0 barges here when Cuthbert. This priest, Nicholi Nortoi (3rd
spectorate is placed every 250 feet along level), and a few devoted followers give
Barge End 1s occupied. The mass of
the wharf. These are easily identified at
barges are lashed together into a huge. what comfort they can to the residents of
night, because they are lighted and active
floating platform with one corner lashed Shack Town.
while the rest of the wharf sleeps. Each is
to the northern terminus of Greyhawk's While he cannot alleviate all of the suf-
staffed by four City Watch member:; (see
wharf. fering here, at least he prevents the out-
Ch2 FFF) and two Cargo Inspectors.
Each barge 1sa rather elaborate craft, break of dread diseases such as the
Cargo Inspectors: AC 4; MV 12; FS;
with a raised deck over an enclosed plague, and keeps the few children in
THAC0 14; #AT l; 0mg ld8 + 1 (long
cabtn. They range in length from 30 to 45 Shack Town from starving.
swords + 1)
feet. The largest have a pair of masts, the The collection of shanties is squeezed
These warehouses hold cargo on its
rest have but one. Each barge houses into a narrow and marshy stretch of land.
way into or out of the city, as well as car-
ld6 + 14 Rhennec. 75% of whom are ca- The river crowds it, and even fills the
goes merely undergoing transfer from
pable fighters (levels 1-6) with good muddy streets of Shack Town during
one vessel to another. The Cargo Inspec-
weapons. rainy springs, washing many of the crude
tors must appraise each lot of items, col-

12

Samuel Potter (Order #37675198)


structures away. Away from the river, the Information on the city defensive sands of fighters of the militia would then
town presses against the steep blufflead- plans, garrison, and tactics are presented use them to climb to the parapets, then
ing upward to North Hill Park. in Chapter 1 of this book. The intent here pushing the ladders to the ground behind
A sturdy wooden dock, called simply is to describe these features as they them.
the Shack Town Pier, stands at the water- might be encountered by inquisitive PCs. The wall top is regularly patrolled, both
front of the squalid community. Shack The wall top is patrolled at all hours of where it borders the city and wher e it
Town's most magnificent edifices, many the day and night. Likewise, each gate is runs between two city distri cts. During
of them actually possessing four walls, permanently staffed with troops of the daytime, the typical patrol is one watch-
stand (or lean) in a row behind the pier. City Watch. Most of the gates are closed man placed every 300 feet along the top
The rest of the town straggles away from three hours past sunset until dawn; of the wall. At night, the guard comple-
along the riverbank. only the Cargo Gate and South Gate re- ment is quadrupled, with two sentries
Access to Shack Town from the city of main open always. standing together every 150 feet along
Greyhawk is gained via boat from the Winding like a snake around the city's the wall. Also at night, torches are main-
wharf, except when Barge End is circumference, rising from the plains be- tained on the wall top by the Lamplight-
crowded with 30 or more barges. In the yond like a ribbon of hope and promise, ers' Guild. These torches are placed at
latter circumstance, there are enough the great city wall encircles all quarters of 150-foot intervals, but staggered from
barges to bridge the open water, and a the city. Two other walls, identical in the guards so that each sentry station is
comer of the barge-raft anchors at Shack height, guards, ,md other features to the 75 feet from a torch in each direction.
Town Pier. Those on agreeable terms outer wall, separate the city into its three
with the Rhennee can step across the great sections. The Gates
barges from wharf to Shack Town. Other- The Black Wall, to the south, divides
wise, boaters are always waiting about, the Old City of Greyhawk from the new. Each gate has its own name, and no
willing to ferry characters across for a Originally the city's outer wall, the stone two are alike in the amount and types of
few coppers. surface has been so stained by the soot traffic that uses them. However, they
Shack Town is a perfect place to remain and smoke of countless fires that it is, at have certain similarities in design and
unnoticed, so some of the men living here least on the side of the Old City, quite function.
are doing just that. These men include black. Each gate comprises a pair of huge
agents of each of Greyhawk 's foreign am- The Nobles' Walldivides the High and wooden portals, each at least 12 feet
bassadors as well as refugees from the Military Quarters of the city from its high, eight feet wide, and one foot thick.
Thieves' Guild and the Beggars' Union. other sections. This wall serves only to Made from tough roanwood, heavily rein-
Shack Town is considered beneath the reinforce the feeling of superiority en- forced with iron, the gates can endure a
notice of even these guilds. Only in ex- joyed by the city's elite. tremendous pounding before they fail.
treme circumstances will the Thieves' Four gates-Black, Highway, Garden,
Guild, for example, seek an enemy and Cargo-are larger than the others,
WallDescription reaching 16 feet in height and a total en-
among the shanties. Normally, the fact
that the miserable scum has been driven The wall of the Free City is a uniform trance width of 24 feet. In all other re-
to take refuge in Shack Town is consid- 30 feet high along its entire length, ex- spects mentioned here they resemble
ered humiliation enough. Of course, if cept where the gates and gate houses in- their smaller kin.
that enemy should return to the Free terrupt it. It is 18 feet wide at its base, Each gate is backed by a massive port-
City and be recognized, the chase is on and made of solid granite fitted together cullis of iron bars two inches thick in a
again. in a tight pattern. The platform along the closely intertwined pattern. A very small
top is ten feet wide, with a parapet run- child might squeeze through, but not a
ning along both the inside and outside youth, or even an adult hallling. The port-
Greyhawk:Her Walls edges. cullis is usually left open even when the
Access to the wall top can be gained gates are closed. If some flaw with a
and Gates from each gate house. Additionally, hid- gate's door renders it temporarily inoper-
These stone guardians of the city have den compartments are located inside the able (they require a significant amount of
never faced the test of steel, but the city base of the wall at 300-foot intervals. maintenance), the gate is propped open
architects, residents, and defenders are Each of these contains a dozen ladders, and the portcullis used to close the entry-
all confident of their worth. Though her and the ir locations are known to all offi- way when necessary.
walls are not the highest in the world, nor cers and sergeants of the City Watch. Each gate is contained within a small
the thickest, Greyhawk's defenses During an emergency, the ladders gate house, consisting of a pair of towers
present a formidable barrier to any en- would be pulled out and used along the flanking the gateway itself, and an en-
emy that would dare assault them. entire inside length of the wall. The thou- larged, enclosed area over the gateway.

43

Samuel Potter (Order #37675198)


The tower tops and connecting block- case, and who can produce a written 2d12 months' worth. However, one con-
house are well equipped with arrow slits message from the Lord Mayor or victed of using such poison in a murder is
and ingenious methods for delivering Captain-General of Greyhawk. or the sentenced to death. The execution is ac-
boiling oil (straight down) or other liquid head of state of some other nation. In the complished with the use of a rare venom,
attack forms. latter case, the guards make sure that the always lethal but killing only after a pro-
Each gate house tower connects to the traveler is harmless before they open the longed day or two of excruciating agony.
city through a door in its base, and to the gates. A far more common type of contraband
wall top by a door in its side. The towers All of the gates. when they are open, is a bundle of goods smuggled through
contain three platforms, beginning at the keep a roster of those passing through. In the gate to avoid the Cargo Tax or the
top of the wall and extending upward. addition, those arriving in the city are Precious Metal Tax. Or perhaps an ad-
Each of these can shelter and provide a asked their business. If this business is venturer, down on his luck, see ks to
firing platform for a squad of 40 archers. recreation, or if the guard has any other avoid the Freesword Tax of three gp,
These towers serve in peacetime as reason for being suspicious (20% chance concealing his blade and armor in a sad-
shelters and resting places for the city just for the heck of it; more if a PC is bel- dlebag.
watch. Each gate house is normally garri- ligerent) the guard notes the nature of Watchmen are prone to search about
soned by a standard patrol of the watch the character's business beside his or her 25% of the bundles, packs, hay wagons,
(see Ch2 FFF). Most of the guards are name. panniers, and other bulk objects brought
stationed in the central passage of the If it is later proven that the character into the city. Individuals are frisked only if
gate house, but there is always a sentry has misinformed the city, that character they are grotesquely obvious in at tempt-
somewhere in each tower. This guard is subject to barushment and confiscation ing to conceal contraband upon their per-
complement is in addition to the guards of all wealth acquired within the city. A sons. If PCs approach a gate with
on duty at the gate itself: the latter long list of individuals. as well as citizens contraband, require a Wisdom check of
guards are outside. patrolling the actual of states currently hostile to the Free each character. Those who fail automati-
gate passage. City, are not welcomed at the gates. cally trigger a search of their belongings;
The two gates within the city- Black Should one such personanon gratisar- all others stand the basic 25% chance of a
Gate, leading from the Old to the New rive, he or she is sent quickly away. If search.
City, and Garden Gate, leading from the such a character is discovered trying to Penalties for such smuggling generally
upper district of the city into the Foreign sneak into the city, the punishment is im- come down to a bribe offered to the
Quarter and Clerksburg in the more mediate arrest, sentence to a workhouse guards to overlook the incident, as well
crowded central district-di\;de the city, for 2dl2 months, and then banishment as paying the requisite tax on the discov-
in function if not necessarily by intent, from the city. ered contraband. It becomes a challenge
into three classes. The Garden Gate re- The information contained on the gate to the guards to discover smugglers, for
mains open except in rare instances of rosters is stored in the Great Library of these bribes add up to no little sum for
emergency, such as riots or panic. The Greyhawk (location C2). Officially, only each watchman. Of course, they must
Black Gate, on the other hand, is closed the directors of the city and the officers of take care not to delay traffic through the
during the deepest hours of the night. the watch have access to this informa- gates, and to avoid ruffling the feathers of
All persons passing through these tion. It is rumored (correctly) that certain an important citizen or visiting dignitary.
gates are subject to signing a written ros- powerful guild masters have also been Ifno bribe is offered, the smugglers are
ter. Illiterate users sign their "X," to- able to make use of th.is roster informa- taken to the gaol (Hl2). They face a mag-
gether with a brief description written by tion. istrate in a day or two, and receive a fine
the guard. much stiffer than the bribe wouJd have
Those passing through these gates are Contraband been. If unable to pay, the city confiscates
not asked to explain their business, nor A very few things are actually banned the contraband.
are they detained or turned back (unless, The gates, their guard complements,
from the city properties. These include
of course, one is a wanted fugitive who poisons of the most toxic varieties and and typical traffic patterns are discussed
gets recognized). individually below. As with the city's
idols or obJects of worship pertaining to
The gates connecting the city to the an eviJ cult or deity. Persons caught with outer perimeter. these are presented
outside world, however, are maintained a clockwise, beginning with the Wharfgate
such idols are dealt with as explained for
little more diligently. For one thing, all on the northeast comer of the city.
members of such cults (see "G reyhawk
except two of these outside gates (the the Religious Center," Chapter 1 of this
Highway and the Cargo Gate) are closed Wharfgat e
book).
from dusk until dawn. They are opened Carrying poison resuJts in a sentence This small gate is reached from the
during the hours of darkness only for a to the workhouse, in the neighborhood of river-front wharves by a long path that
traveler who pleads the urgency of his

44

Samuel Potter (Order #37675198)


snakes its way up the bluff lo the gate in inns that the grateful populace gave the the guard. And random searches against
the city wall. It is open only from dawn gate his name as a token of rare honor smugglers are 35% likely to occur.
until dusk. This is the only city gate with and esteem. The Highway Gate is the duty post of
restrictions upon the type of travel The gate is manned by an elite patrol of two elite patrols of the city watch. There
through it. No wheeled vehicles, beasts the City Watch, reinforced of course by is also a standard patrol stationed in the
of burden, or livestock may pass here. the standard patrol in the gate house. gate house.
In part this is justified by the steepness
of the roadway, but it also serves to limit Druids' Gate Marsh Gate
the traffic through the stately neighbor-
This small gate is designated by the This is another small gate, used mainly
hoods of the Garden and High Quarters.
ring of stones standing just outside of the for local traffic to farmsteads along the
The Wharfgate's most notable feature
city here. It is the least-used gate of the riverbank, fishermen's docks located at
is the splendid view afforded from its rugh
city. Most of its traffic consists of goods frequent intervals along the bank, and
vantage point. When outside the wall one
from the outlying farmsteads and manors sometimes as an alternative to the busy
can see many miles of the Selintan River.
destined for the Low Marketplace. Highway Gate.
The heights of the Cairn Hills stand to the
north in stately majesty. On a clear day It is manned by a standard patrol of the The Marsh Gate is patrolled by a stand-
City Watch, with a second patrol in the ard patrol of the City Watch, with a sec-
the trees and rocks of the crests are
gate house. ond patrol in the gate house.
clearly visible. And looking toward the
city from inside the gate brings all of
Greyhawk under view.
Highw ay Gate Cargo Gate
It is guarded day and night by an elite This is the grand entrance to the city, This is the other large gate leading into
patrol of the City Watch, reinforced by a the portal by which so many travelers and out of the city. In its dimensions, and
standard patrol in the gate house. first enter this magical realm. It, together the diligence of its guards, it resembles
with the Cargo Gate, remains open at all the Highway Gate.
Duke 's Gate times, except of course in the event of an The Cargo Gate is the busiest of the
extreme emergency. Free City's portals, bustling at all hours
This gate is typical of the smaller of the
Through its wide portal pass caravans of the day and night with freight wagons,
city's entrances and exits. Its traffic con-
of seaborne goods from Hardby, a huge pack trains, porters, and carts of goods
sists mainly of food goods brought by
amount of foodstuffs from the fertile from the wharf to the city and vice versa.
backpack, saddlebag, cart, wagon, even
farmsteads along the valley of the Selin- Every manner of goods brought to
on the hoof, destined for the High Mar-
ketplace. The Duke's Gate is also the tan, huge timber wagons with raw mate- Greyhawk by boat enters the city
point of entry for all traffic into the Cairn rials for carpenters and builders, and through the Cargo Gate.
virtually all overland trade with Dyvers, Like the Highway Gate, the Cargo
Hills and to the southern shore of the Nyr
Celene, Furyondy, the \V-tldCoast. and all Gate remains open both day and night,
Oyv, though this traffic is not nearly as
numerous as that through the Highway parts south and west of the Free City. and is guarded by a double elite patrol of
The Highway Gate guard post is a the City Watch, together with the stand-
Gate at the southern end of the city.
prestige assignment for the troops and ard gate house garrison.
However, freight wagons and their es-
corts of soldiers enter the city here, sergeants of the City \.\tatch. Those ser-
bringing the smelted and partially proc- geants who perform well here over a per- Garden Gate
iod of years can expect to move on to
essed products of the mines to the city's This gateway remains open day and
much greater responsibilities in the serv-
craftsman and markets. night. It is watched with casual indiffer-
The gate was named m honor of a ice of the Captain-General. Thus the
ence by a standard patrol of the Watch-
former Duke of Urnst, nearly a century guards at this gate pay the closest atten-
though the patrol makes certain that all
tion to details of procedure. Of course,
ago. That duke was a renowned sports- who use the gate sign the roster to mark
man and gambler. li e traveled often to bribes are still accepted for dismissal of
their passage. There is usually no guard
the Fr ee City, partaking enthusiastically contraband charges, but the searches for
patrol stationed in this gate house,
such contraband are more meticulous.
of the pleasures there. He turned each though such a patrol is stationed if a major
Because of the expenence of the guard
journey from the duchy to Greyhawk and details stationed here, they search a manhunt is in progress or some other in-
back into a hunting expedition through ternal strife threatens the city.
lower proportion of the travelers, but dis-
the Cairn Hills. His route always brought
cover a greater amount of contraband.
him down from the hills and through this Black Gate
Characters attempting to smuggle here
gate. The good duke lost so much of his suffer a x 4 penalty to their Wisdom for The Black Gate separates the Old City
wealth in the city's gaming houses and
the Wisdom check to see if they can bluff from the New. More significantly, it sepa-

45

Samuel Potter (Order #37675198)


rates those who have wealtll and power foot width, insuring Ulat even the heavi- used by those patrols as they march to
from those who do not. Consequently it 1s est of downpours runs quickly mto the the far comers of the city and back. Pre-
manned by an elite patrol, with a standard gutters. The Processional itself seems ceding and following the changing of
patrol always stationed in the gate house. immune to mud and ruts-an unusual fea- guard patrols (see the Citadel description
The Black Gate is closed two hours af- ture here, where tile smaller avenues for times) the Processional someti mes
ter sunset and remains closed until an routinely soak up rainwater and become has tile look of a military parade ground,
hour before dawn. When the gate is mud-clogged morasses as more and more patrols come together
opened, the roster is diligently main- During its course, the Processional on their way back to the Citadel.
tained, and the guards keep a sharp look- passes through tile Black Gate and tile Indeed. the Processional might well
out for fugitives. The Thieves· Guild also High Gate. It runs through the heart of have been designed with parades in mind.
maintains a constant surveillance of the the Low Marketplace, and forms one side During major festivals. as well upon spe-
Black Gate, from a discreet location in a of the High Marketplace. The roadway cial occasions such as the arrival of an im-
second-floor apartment Just inside the splits around tile vast roanwood tree in portant ambassador or tile celebration of
Thieves' Quarter. the city, once used for hanging criminals a newly appointed Lord Mayor, the entire
and ever afterward called the Hanging length of the broad avenue becomes a pa-
Tree. The tree serves simply to provide rade route, and virtually the entire city
The Processional shade and greenel")- now. Beyond the population turns out to watch.
tree tile road curves slightly to cross a For occasions requiring a truly grand
This grand avenue of the Free City is at
wide wooden bridge over the Millstream. expanse of open area , a Great Square is
once the center of its commerce. the
From there it climbs gently, almost im- created in tile High Marketplace. Tents
heart of its culture , and the thread that
perceptibly, to the slope below the Cita- are struck, and even the temporary mer-
binds its citizens together. It begins at the
del. For its final stretch the roadway chants' huts are folded down and moved
Highway Gate, at the terminus of the Old
climbs a man-made embankment. carry- aside. The result is actually a pair of wide
City, and runs more or less straight
ing it gently up to the gate house of the plazas, with the one closer to the Citadel
north, past many of Ule city's grandest
Citadel. being sbghtly higher than the one closer
buildings, to its final end at tile gate house
During the daytime it teems with cans to Garden Gate.
of the Grand Citadel. These are used for the annual review of
The Proc essional is not paved. but its and wagons. pedestrians and riders,
even the occasional shepherd or herds the Free City troops and militia as well as
surface of hard-packed sand might almost
man driving some of his stock before him. for occasional maneuvers or festivals.
be paving stone for all its durability and
weather resistance. The roadway is The patrols of the City Watch are com-
slightly mounded in the center of its 120- mon here, for this is the thoroughfare

46

Samuel Potter (Order #37675198)


Chapt€~ 5: th€ (jRanb C1tab€l

The Grand Citadel of Greyhawk-simply fast protection of the Redoubt, can be most parts of U1e city, as long as the
called "the Citadel" by the city's found the last bastion of Greyhawk 's elite viewer is high enough to see past obsta-
inhabitants-occupies the dominant in the event of disaster. There too is the cles in his immediate vicinity. Its com-
ground within the city walls, overlooking Greyhawk City Treasury. manding presence can be seen from the
all quarters of the city from its position on All is bounded by those high walls and entire length of the Processional.
a low rise. The great, stone edifice dates sealed by the Battle Gate and its solid
back to Greyhawk's earliest days, when gate house.
it was e rected as a bastion of defe nse for CitadelRoutine
all the city's residents. The activities of the Citadel conform to
Back then the city occupied the low, CitadelLocation a regular pattern, repeated day by day
accessible ground of the Old City, which The stately walls of the Citadel over- and altered slightly only on Godsday.
was deemed of poor defensive value. So look the Processional to the far end of Many of these events involve the open-
the Citadel was erected on the nearby that avenue's length. The castle is set ing of the Battle Gate, noted below.
knoll, and it commanded the length and well above the roadway itself; indeed, the When opened, the gate is quickly closed
breadth of the river valley. Gradually, of wide avenue is raised upon an even wider after each use. The daily schedule is
course, the New City has moved upward ramp simply to reach the Citadel gates. listed here:
to embrace these old stone walls, and Nowhere is the Great Citadel ap- 4 A.~1.: Exchange of City Watch pa-
now the Citadel stands as a part of the proached by neighboring buildings. In- trols, First Rotation (Gate
city itself. stead. rolling meadows descend steeply opened)
Also changed by history has been the away from the fortress for several hun- 5 A.M.: Prisoners awakened and fed
fortress's role as a shelter for the city dred feet on all sides. Clear, deep ponds 6 A.M.: Prisoners led to work sites
population. Now, of course, the Citadel's cove r some of the ground, filling in the (Gate opened)
looming walls, dark gray almost to black, dips in the convoluted terrain. 8 A.M.: Exchange of City Watch pa-
could offer shelter to but a tiny fraction of Although their placement appears ran- trols, Second Rotation (Gate
the populace. In actual use, its purposes dom to all but the most careful observer opened)
are several. with experience with engineering, these Noon: Exchange of City Watch pa-
In the mundane life of the city, the Cita- ponds actually create a layer of defense trols, First Rotation (Gate
del serves as the prison in which the most for the fort ress. opened)
hardened criminals-barbarians, dwar- By use of a few well-placed dig spells, 4 P.M.: Exchange of City Watch pa-
ven thieves, half-ores and the like-are the ponds can be connected into an eight- trols, Second Rotation (Gate
incarcerated. The walls, originally de- foot-deep, mud-bottomed moat. If the opened)
signed to prevent intruders from enter- dig spell is augmented by a raise water 6 P.M.: Prisoners returned from work
ing the castle. serve qmte adequately as a casting, the damage that could be in- sites (Gate opened)
means of preventing escape as well. flicted upon an attacking force is quite as- 7 P.M.: Prisoners fed
Now escapes are rare, and the pris- tounding. 8 P.M.: Exchange of City Watch pa-
oners tend to be generally well behaved. During times of peace-such times as trols, First Rotation (Gate
The brutal guards hired to enforce the Greyhawk has known for all of current opened)
imprisonment are none too bright, but human memory - these grassy meadows 9 P.M.: Prisoners returned to cells
manage their tasks effectively. are used by the people of the city as a Midnight: Exchange of City Watch pa-
The huge blockhouse of the prison oc- vast commons. Thieves are actively dis- trols, Second Rotation (Gate
cupies the northern portion of the Citadel couraged from visiting the area, and rigid opened)
courtyard. To the south stands an even codes of proper dress insure that the
larger building called, simply, "the Re- commons is primarily used by the families
doubt." of nobles and the wealthier merchants or RandomEncounters
Within the walls of the Redoubt are
found the quarters of the City Watch and
adventurers.
To the west and south, beyond the
Withinthe Citadel
the offices of its commander, Senta! ponds and meadows, some of lhe elegant Except for the occasions listed during
Nurev, as well as those of the Constable mansions of the High Quarter are visible. the day, the Citadel is not exactly bustling
of the City, Derider Fanshen. There also Beyond the city walls, the land falls away with activity. Thus, most encounters
is the City Arsenal. containing a large even more steeply, prohibiting all but the within the fortress occur at the specific
store of armaments for use by the most tenacious from approaching by that locations described below.
masses that would be levied into the mili- route. However, characters within the Cita-
tia in the event of an emergency. The Citadel, in tum, is visible from del, including the courtyard, the wall top,
Below ground, underneath the stead-

47

Samuel Potter (Order #37675198)


th€ GRanb C1tab€l

0 50 100 150 200

48

Samuel Potter (Order #37675198)


and the rooms and corridors on the thousand feet long, the wall gives one cessfully hiding in shadows can cross and
ground level of the Redoubt. may standing before it the impression of avoid notice altogether. Other characters
encounter others as they move about. To something greater than man-made. It and thieves who fail their hiding attempt
determine these occurrences, roll ld20 seems to spring from the ground itself. stand only a 33% chance of being noticed
and compare the result to the following The wall is actually 45 feet high around by guards if they cross the wall top at
table. its entire circumference, except where night. During the day there are no
the towers and gate house loom even shadows, and there is a 95% chance that
Citadel Random Encounter Table higher. On the outside it drops in an al- an individual is noticed.
most vertical descent- the base of the Once again, nonchalancepays off, how-
D20 wall juts only five feet beyond the top. ever. Characters who look like they be-
Roll • Encounter The top of the wall is 20 feet wide around long there are not accosted by the guards
1-8 No encounter its entire length, while the bottom is 40 on the tower tops. Check for random
9-13 Standard Guard Patrol feet wide . Thus, the other 15 feet of the encounters on the wall top with the Cita-
14-16 Elite Guard Patrol bottom's extra width is gained on the in- del Random Encounter Table.
17 Deputy Constable side, which slopes into the courtyard at a
18 Prisoner Work Party much more gentle angle than the outer 2. Battle Gate and Gate House
19 Nobleman or other official surface of the wall. Even so, it is too
(choose NPC from FFF book) steep and smooth to walk on, though the The BatUe Gate's massive timbers
20+ Standard Guard Patrol, (drunk slope grants thieves a + 10 to their per- clearly once ruled the heights of a lofty
and suspicious) centage chance to climb sheer surfaces forest, for the sturdy beams exceed the
here. height of a man in their girth. Banded to-
• Add 4 to all encounter rolls made dur- The rim of the wall top, both outer and gether by belts of the blackest iron, ham-
ing the hours of darkness. inner, is protected by a five-foot-high par- mered in place with spikes the size of a
apet, notched every six feet with a two- human arm, the weathered wooden sur-
There is a 75% chance that a guard pa- foot-deep, one-foot-wide gap for a face stands as a mute challenge to any at-
tr ol assumes that the PCs are present on defender. There are no stairways con- tacker.
some legitimate errand. U the PCs are necting the wall top to the ground. The And around the Battle Gate, a worthy
furtive, odd-looking, or otherwise arouse only access is through the towers and frame for its fundamental might: The gate
suspicion, and in any event during 25% of buildings. house, with its white granite walls now
random guard encounters otherwise, the The wall itself is solid stone. Within its stained with soot and grime, but still
patrol stops the intruders and question solid surface are a number of gas traps, bright enough to glare on a sunny day. To-
them. placed so that any attempt to bore gether, the gate and its small fortress bar
Unless the PCs have documented evi- through the wall, employ a passwall spell, entrance to the Citadel, allowing only
dence of their legitimacy, the guards de- or otherwise open a hole into the stone those with good reason to pass, and even
mand the name of an official the has an 80% chance of striking one. then only at regularly prescribed times.
characters are visiting, or other reason- These traps contain a gas that explodes The gate is only the first of a series of
able explanation. before they let the visi- ,~olently when exposed to air, inflicting barriers standing in the way of would-be
tors go. 12d6 points of fire damage to anyone invaders. AU the others are normally
A deputy constable will always inquire, within 50 feet of the hole when it is standing open, however, to be closed
politely, about the business of strangers opened. Victims out to a range of 100 feet only in the event of actual attack.
he encounters. An NPC or official will suffer half-damage from the explosion. The Gates: Each of the double gates
probably take no notice, however. All affected are entitled to a saving throw towers 40 feet into the air. Each door is
vs. breath weapon, with success reduc- 20 feet wide, for a full portal width of 40
ing the damage by half. feet. The doors are two feet thick and
SpecificLocations in Thi s explosion is directed outward made of hardened roanwood heavily
belted with iron. They open out ward and,
the Citadel from the wall and does not affect individ-
uals on top of the wall or on other side of when closed, rest solidly against a heavy
the wall. stone door frame. A massive timber is
1. Battle Wall There are no standard guard postings supported just above the gate, inside the
It looms sheer and imposing from the on the wall it self, for its top is generally gate house. In time of crisis it can be low-
ground, gaining magnificence not from its clearly visible from the towers. At night, ered by the winch and pulley mechanism
more than adequate height but from its torches placed every 40 feet along the that supports it to bar the huge gates.
sheer, breathtaking expanse. Nearly a outer rim of the wall cast flickering light The Gateway: Even if entry is some-
and shadows along the wall. Thieves sue- how gamed through these gates, an in-

49

Samuel Potter (Order #37675198)


vader 1s faced almost immediately by each stair lies below an open gallery, sub- the tower is surrounded by the familiar
their twins located a mere 40 feet into the Ject to the missiles, oil, and other nasti- five-foot parapet.
gate house. These secondary gates are ness dropped by the garrison. Each tower is garrisoned by a standard
every bit as solid as the first, though nor- The second floor of the gate house is patrol of the watch. Two members of the
mally they stand open. divided into three sections, one over the patrol are stationed inside the tower, on
After these gates is a massive portcul- gateway and one over each of the side the ground level. (This 1s considered
lis. made of iron bars as thick as a man's rooms. The north and south rooms on the comfortable duty by the guards, since
wrist. It is generally raised to allow pas- second floor are bare except for the stair- their only duties involve opening the
sage through the gate house, but can be ways leading to the ground level, a door tower doors for the occasional passer-
dropped within one minute of the sound- in each exiting onto the top of the Citadel by.) The rest of the watch is staboned
ing of an alarm. wall, and a door in each leading into the atop the tower.
Finally comes the third pair of wooden central room of the second floor.
gates, identical to the first two save that Within that chamber are stored huge 4. The Great Blockhouse
they open into the Citadel's courtyard. kegs of oil, great iron pots, and mounds of
Extending beyond the walls of the for-
Thus, even an atta cke r who surmounts charcoal. The floor in the center of the
tress proper, proudly Jutting from the
th e walls may still find the gate house to room is slitted with murder holes, allow-
southeast corner of the Citadel, stands
be a fortress of resistance. ing the boiling oil to be poured upon in-
the looming bulk of the Great Block-
The gates are always guarded by a truders below. Also within this central
house. Soaring 100 feet from the ground,
standard patrol of the watch, posted di- room is a stairway, like the others ex-
1tstands as a solid challenge, visible from
rectly outside. They have contact posed along its length to fire from above,
leading to a third-floor central chamber. all quarters of the city.
through a speaking tube to an eltte patrol,
The blockhouse has been designed.
posted just inside the gate. The third floor of the gate house is a
like the gate house. as a small fortress in
The elite patrol has control over the single room. It is filled with 120 wooden
it s own right. It also serves as the central
opening of the gates. They are not bunks, long swords and spears, shields,
artillery platform for the Citadel.
opened except at the regularly scheduled many arrows. and enough food and water
The top of the blockhouse is sur-
time s, or for a messenger bearing an to support a company of defenders for
rounded by the typical Citadel parapet,
emergency pass on the authority of the three months. In the center of thi s room a
allowing a full company of archers to dis-
L ord May or, Constable, or Captain- narrow ladder leads to a heavy trap
pense their missiles from the broad plat-
General. Those pleading emergency may door-the only means of entry onto the
form.
be able to persuade the watch to make an roof.
Additionally, a huge catapult is
exce pti on, but this requires a substantial
mounted at each of the four comers of the
bribe for every watchman currently on 3. Citadel Towers blockhouse roof, and an even more mon-
duty at the gate. ·
Square and blockish, the towers none- strous catapult sits upon a swivel mount
Th e Gate House: The gate house is
theless convey an air of grace as they on a raised platform m the center of the
60 feet high, surrounded by a parapet like
reach above the surrou nding fortress and roof. From their commanding height,
that which lines the Citadel wall. Its sur-
the city beyond. The broad square of these weapons can ram death upon any
face is solid stone and its walls are five
each base, fully 50 feet on a side, bal- attackers to the south and west of the
feet thick. The only entrances are the
ances the impressive 70-foot height of Citadel walls, or within the courtyard it-
two doors leading into the gateway on the
the tower. Narrow arrow slits glower self.
ground level, a pair of doors leading onto
ominously from each face of stone, Access to the blockhouse is controlled
the top of the wall, and a single trap door
frowning a warning at all wh o approach by a single door leading onto the top of
leading to the roof from the third floor.
the great castle. the Citadel wall. The higher walls of the
The great rooms to either side of the
The walls of each tower are ten feet tower starting at 50 feet, and then at
passage through the gate house can be
thick. There is one door at ground level 10-foot intervals to the full height of the
entered only through doors leading mto
leading to the hollow intenor of each blockhouse-are ltned with narrow arrow
the gateway itself. These doors, while
tower. A stairway winds about the cir- slits, too small to allow any but a halfling
not as heavy as the gates, nonetheless
cumference of the tower's inside walls, or child to pass.
require the strength of a large man to
leading to platforms 45 feet off of the The interior of the tower is pnmarily
move them. Iron bars can secure them
ground. Each platform connects to a door stonework columns supporting heavy,
from the inside.
The pair of steep stainvays climbing to leading onto the top of the wall in each di- damp timbers through a series of six
rection. floors. The structure is designed, effec-
the second level of the gate house from
The stairway continues on, finally lead- tively, to be resistant to fire attacks. Th e
these two rooms are designed for de-
ing Lo a trap door on the roof. The top of six floors are connected by a spiraling
fense Crom above. The entire length of

50

Samuel Potter (Order #37675198)


stone staircase passing up the nuddle of tack. this upper tunnel would be immedi- rounded surface-a mere 20 feet high in
the tower. ately coUapsed. the shadow of the great fortress's forbid-
The bottom floor is at ground level, be- The second level is a large, open room, dtng barrier . .Many a casual observe r has
low the level of the entry door. Here are designed as a mess hall and general as- smugly judged this to be the Citadel's
stored kegs of salt pork, dried fruit, and sembly room for defenders. Th e upper weakness, the little touch of architectural
other nonperishable food, enough to feed four floors each have beds to accommo- vanity that would prove the castle's undo-
three defending companies for three date 75 bowmen, blockhouse defenders, ing in the face of a truly persistent attack.
months. A deep hole in the middle of the and also provide access to the arrow slits Nothing could be fur ther from the
floor leads to a weUof cool, clean water. A on the walJ. Space for an extra group of truth. Th e illusion of an easy approach is
secret door, known only to Derider and 25 artillensts 1s crowded onto the upper very much intentional: this nice, gentle
Senta!, connects the inside of the weU to floor. wall providing a convenient step halfway
the secret underground tunnels. During peacetime, the blockhouse is up the side of the main Citadel wall.
An undisguised trap door in the floor the quarters of 100 members of the City Though the courtyard above the wall lies
leads to a ladder descending a narrow Watch, ten of whom are always standing under the fir e of two towers, the actual
shaft. This shaft connects to another tun- guard atop the blockhouse. Another tw o surface of the Half Circle Wallis screened
nel that leads from the Blockhouse to a are posted at the door to the wall top. from missile attack in most direction.
walled garden on the grounds of Grey Thirt y guards are sleeping on one floor Th e intent of the wall is to draw an at-
College. This passage is used occasion- while another ld20 are relaxing, off-duty, tacker onto the courtyard above the Half
ally by officials and other guests of Deri- on another. Circle Wall. A savage attack would
der or Senta! who wish to enter or leave quickly result in many defenders packing
the Citadel unobserved. Its existence is 5. HalfCircle Wall themselves int o thi s small area. But this
not as closely guarded a secret as the tun- courtyard, far from offering easy access
nel connecting to the well, but neither is it Veering out from the sheer, straight to the Citadel, will then become a killing
public knowledge. In the event of an at- walls of the Citadel comes this smooth, ground.

51

Samuel Potter (Order #37675198)


Huge grates, disguised until the mo- ditional men. attention before the door to room 11.
ment of use, allow many barrels of oil to Each floor houses approximately 400 Visitors are turned away unless they
be poured from the adjacent towers onto prisoners, all male. Slightly more than have written instructions from the war-
the surface of the courtyard. A slight, al- two-thirds are human, the others being a den or another official, or unless they
most imperceptible, slope carries the mix of dwarves, half-ores and a smatter- bribe each guard in the room.
Oowing oil across the area. Torches are ing of other demihumans.
then tossed into the oil-drenched troops, The cells are large, but crowded 8. Guard Mess Hall
and within seconds several companies of rooms, each housing ten men. Each cell
1s locked with a door of metal bars. That This room is divided into a dingy eating
attackers might be incinerated.
space for the guards, and the smoky,
No matter that the oil might burn off door is then secured by a hallway door
and another security door, all of metal rank-smelling kitchen facility that serv-
the doors into the towers, or the gate into
bars, before prisoners can pass into the ices both guards and prisoners.
the Citadel courtyard. As these fall to
Two bare tables, flanked by benches,
ashes the y reveal nought but cold, gray central room. Each of the three doors re-
constitute the guards' amenities. In the
stone behind them. All three portals are quires a separate key, though all the cells
on a floor work with the same key. Thus, kitchen one can usually find hanging cuts
false there is no door leading into the
of moldy, nearly rancid meat, gritty flour,
courtyard of Half Circle Wall. each latchkey carries three keys.
spoiled vegetables, and the other essen-
It should be noted that the prison
tial ingredients of prison cuisine.
6. Prison Blockhouse guards are among the most brutish and
Two massive cook pots and one smaller
sadistic of the City Watchmen. Some of
This building, like so much of the Citadel, kettle each sit over deep, charcoal fire-
these men rotate through the prison
is a huge, squarish block of stone. Its sur- places. The smoke is vented into narrow
guard position, but most have made a ca-
face is broken by a single door, at ground chimneys running through the prison
reer out of il. They are as corrupt as any
level, and a ring of narrow arrow slits 40 official in the city, and thus can usually be building walls. The large pots are used to
feet off the ground around the periphery of prepare the pnsoners' meals while the
bribed. However, these guards feel no
the prison's top. Like those in the Great small kettle is used for the choice cuts,
constraints of conscience, and will readily
Blockhouse, these slits are too narrow to often devoid of maggots altogether, that
betray anyone who displeases them.
prevent an adult human's passage. make up the guards' meals.
They are not above beating and, for ag-
The prison blockhouse is divided into a gravated insults, murder.
ground level, three upper levels, and a 9. Prison Guard Barracks
below-ground level. All except the base-
Areas 7-16: The Lower Level This large room 1sused as a living quar-
ment follow the same floor plan. The sin- ters for the prison guards. During the day
gle door is locked and secured with an Below the ground in the Blockhouse is
the office of the warden, a small guard it 1svirtually empty: perhaps 2d6 off-duty
iron bar on both the inside and outside.
guards might be sleeping here. At night,
An elite patrol of the watch always barracks, and a secret compartment
however, it reverberates to the snores of
stands guard at the door. The sergeant- fashioned by wardens in past years. The
about 120 sleeping men.
at-arms commanding the patrol always familiar metal stairway leads through the
carries the keys to the main door. The floor of the ground level into area 7. As
only other copy of the key is kept by Sen- with the other stairways, there are no 10. Prison Arsenal
taJ Nurev himself. doors separating the floors from each The heavy, locked door to this room
The four prisoner-inhabited floors each other. bars entrance to one of the city's official
have a large central area with crude ta- weapon caches, to be employed in the
bles and benches. This 1s the prisoner 7. Guard Room event of a general muster. Though this
dining and assembly area. An iron stair- cache has never been used, the blades
Thts barren chamber is the duty post of
way, clearly exposed to view from the are regularly sharpened and oiled, and
20 guards at all times. They respond
room, connects each floor with those the wooden parts are inspected for rot
quickly to any loud disturbance among
above and below. The upper floor con- and replaced, if necessary. Copies of the
the prisoners. It takes them one minute
nects to the roof through a trap door, key to open the door are carrie d by Deri -
per floor to respond-they would reach
locked with the same lock as the main der, Senta!, the Lord Mayor, and the war-
the first floor one round after an alert,
door. den.
while 1t would take four rounds for them
A latchkey (typical man-at-arms) stays Within the room are sto red 500 spears ,
to reach the top floor.
on each floor when the pnsoners are in 300 short swords, 300 shields, and 5,000
In addition. this room is a checkpoint
their cells. When they are released to arrows for long bows.
for all visitors who would see the warden.
march to work or to eat, each latchkey is
Two of lhe guards in here are posted at
aided by a large standard patrol of 20 ad-

52
Samuel Potter (Order #37675198)
11. Office of the Warden He enjoys wooing the young ladies he prison, stands against the wall. A great
meets, and he maintains a discreet apart- griffon's head leers at the room from its
This large room, though spartan, is the ment in the Garden Quarter for his fre- trophy mount above the hearth. Several
first of the prison chambers to have any quent rendezvous. He never brings softly cushioned divans surround the
measure of comfort and grandeur whatso- women to his apartment in the prison. blaze, which Kimi maintains at all times.
ever. The floor is stone, but consists of His high standard of living is a product
slabs of pink and black quartz instead of the of opportunism, for he profits hand-
gray fieldstoneused throughout the prison. 13. Kaltek 's Bedchamber
somely whenever a bribe is transacted
The Warden, Kaltek Werm, is within within the prison walls. This includes This is another room , posh far beyond
the office (25%) or the apartment (25%) such bribes as are levied to allow certain its surroundings, that displays Warden
half the time, and gone on some errand or prisoners-those with well-heeled Werrn's taste for luxury. A huge feather-
dalliance the rest of the time. friends-to escape. bed, covered with layer upon layer of
A huge brown bearskin, once the pride silken cove rlet , assures him a good
of some monstrous cave bear, now night's rest.
spreads across the floor within the door- 12. Warden Werm's Apartment A tall wardrobe liningthe far wall of the
way. Its glass eyes and gleaming array of The door to this chamber is locked, room contains more than 50 outfits, uni-
teeth, locked in a permanent snarl, greet with the key held only by the warden and forms resplendent with braid and ribbon,
all who enter. his manservant, Kimi. The private rooms satin finery for many nights of clubbing in
Both the desk and the table in the room of Kaltek, shared only with the loyal the High Quarter, and more mundane
are huge, with surfaces of gleaming black Kimi, are luxuriously appointed, with working uniforms of stiff leather.
wood. The chairs in the room are practi- food, drink, and other entertainme nts fit The warden also keeps a large supply
cal, bare wood, but nonetheless shine for nobility. of boots and moccasins here, sized
with the quality of their workmanship. Three magnificent chandeliers illumi- slightly larger than the average human
The desk contains a drawer with writ- nate the long central room. Its floor is male foot. Among the two dozen pair are
ing equipment, a large leather-bound ros- lined with furs of every variety, all the vic- hunting boots, winter boots, slippers,
ter of the prisoners, and a bottle of gin tims of Kaltek's bow or lance. and a plain leather pair of shoes that are
with three glasses. Careful examination A small kitchen occupies an alcove actually boots of speed.
(find secret doors roll) might reveal the around the comer. There is a 75% chance Several wigs stand upon busts before
secret compartment behind it. that Kimiis present in the room when the the huge, mirrored vanity. An array of
It is locked and protected with a poison door is opened; if not, he enters within powders and mascaras help Kaltek to
needle trap. The warden has the only one round from his chamber (15). He will look his best whenever he leaves the
key. Additionally, the desk is so solid that always sense someone entering the prison. Several vials of cologne are also
it can only be broken with a successful apartment, through the door or via any visible. All of them are normal, except for
bend bars roll (though a successful roll other means. one that contains a sticky, foul-smelling
will alert everyone in rooms 7, 8, 12, 13, Kimi, the warden's man: AC 4 (Dex 18 oil (see room 16 description).
14, and 15). and leather armor); MV 12; Tl3; hp 37;
If the drawer is opened, a searcher will THAC0 14; Dmg 2d4 (two-handed bas-
discover 11 platinum plates, a large tard sword); SA quintuple damage with
bloodstone worth 120 gp, and a ring of in- backstab
visibility. Kimi spends all of his time within the 14. Kaltek Werm's Storeroom
Kaltek Werm, Warden of the Citadel walls of this apartment. He serves Kaltek This wooden door is locked, with keys
Prison: AC 3; MV 12; F9; hp 73; THAC0 with devotion and is privy to all of his se- carried by Kimiand Kaltek. It is of normal
12; #AT 3/2; Dmg ldl0 +6 (two-handed crets. If he encounters intruders in the construction, however. although it is
sword +3 and Str 18/55) apartment, he will attack suddenly and nearly twice as wide as most of the doors
Kaltek Werm is a handsome, well- without mercy, fighting to the death or in the prison blockhouse.
dressed man who might be dismissed as a surrender of his foes. The contents of the room are mundane
dandy, except for a certain hardness in his Next to the kitchen is a pantry contain- supplies and collectibles owned by the
eyes. ing stocks of fine foodstuffs and drink of warden. Among these are several full-
An accomplished huntsman, Kaltek all varieties. Kaltek willoccasionally have sized stuffed animals, poised to give in-
Werm views his job as a troublesome de- male visitors-se rgeants and other offi- truders quite a start. The snarling form of
tail that interferes with his true life's pur- cers, occasionally Senta!, and once even a manticore squats just within the door-
suit of outdoor sports and gamblingat one the Lord Mayor- for drinks and dinner. way, while the sinuously windingcoils of a
of the nicer establishments in the High A huge fireplace, which like the kitchen young black dragon glisten in the dark-
Quarter. stoves is vented through the walls of the ness just beyond.

53

Samuel Potter (Order #37675198)


Both of these are merely stuffed sou- alive, but just barely. Consequently, they But the Redoubt is designed as a for-
venirs of Kaltek 's prevtous adventures. are half starved and attack anyone enter- tre ss witrun a fortress. Its defense could
Also in this room are spare kegsof wine, ing the chamber with extra savagery. be conducted floor by floor, if necessary,
iced crates of fruit and meat, and one or Giant Rats: AC 7; MV 12, Sw 6; HD until the last defenders sealed them-
112; hp 3; THACO 20; KAT l; 0mg ld3 selves in the bunker beneath it.
two hanging cuts of fresh meat.
The warden has perfected a means of
15. Kirni's Quarters protecting himself from the rats, how- 18. Entry Hall
ever. One of the bottles of cologne upon
This tmy chamber is unlocked. It con- his vanity contains a rancid, foul-smelling The long floor here, with its refle ctive
tains a simple straw pallet and wool blan- oil. He has taught the rats, through pain- shee n of ebony marble, might be a pit
ket, and a locked wooden chest ful example. that this smell is associated yawning to the unimaginable depths be-
containing the servant's few posses- with fire and death. By smearing himself low. Instead it is simply hard, smooth
sions. li e carries the only key to the and Kimi with the stuff, they can enter sto ne of great beauty. The walls, too, are
chest. the room without fear of the rats. In fact. marble, though of a lighter hue.
If it is opened without the key, and the the rodents will flee in a cowering mass Three magnificent doors, crafted of
trap is not located and removed, a pair of before him. darkened yew wood embellished with
scyt he blades slash forward from the Th e secret door leading into the actual silver-pla ted hinges, can be found in this
base of the chest. Each blade inflicts 1d 12 tunnel beyond the prison is simply a loose hall. A pair of guards stands before each
points of damage, though the lockpicker pile of earth. It takes ld6 + 10 rounds of one.
is allowed a saving throw vs. petrification digging with a knife or tr owel to get
for each blade. Success means the char- through. 19. City VaultRoom
acter dodges out of the way, avoiding
damage from that particular blade. One of the primary functions of the Cit-
Within the chest 1s a petrified harpy
17. The Redoubt adel is to serve as a repository for the of-
egg, an old woolen tapestry with a faded This bastion 1s the ultimate line of de- ten considerable funds stored in the
print of a tropical leaf pattern, a spa re pair fense m a battle for Greyhawk City-not official Treasury of the Free City of
of sandals and an extra tunic, and a pair of that such a battle is conceivable to the Greyhawk. To this end, the heart of the
gauntlets of ogre power. current residents of that fair city. The Redoubt has been converted into a vault
building enjoys far more ornate and gran- designed to remain secure m a city full of
diose architecture than do the Prison and thieves and mages.
16. Escape Route and Treasure Room 19 appears to be a large, C-
Room Blockhouse Entry can be gained through
any of three pairs of doors, but all of shaped corridor, for the vault occupies
The sec ret door leading to this cham- these have been designed to withstand the greater part of the chamber. The rest
ber is concealed by the wine rack in the pounding of a heavy ram. of the area is occupied at all times by an
Kaltek 's kitchen. When the neck of one of The two doors on the south side of the elite patrol of the watch. stationed so that
the cheap er bottles is pushed sharply up- building are each manned by a detach- all three lengths of the room are under
ward, the entire section of wall swings ment of two guards. These doors are constant observation. These guards are
away. It can be opened only from the used for all official comings and goings. assisted by a pair of war dogs, trained to
apartment, though a knock from the Four men-at-arms, commanded by a be alert for the slightest untoward sound
other side is audible to one within the deputy sergeant. watch the door in the on the vault side of the room.
apartment itself. north wall. This door is never opened lo The door from the entry hall can only
Kaltek keeps this chamber as a care- admit anyone from the outside, and only be opened on the inside. and requires a
fully guarded secret. though he will pass rarely used by some official who, with the password-" Alabaster Shadows" -that
it along to his successor as warden if cir- approval of Senta! or Derider, wishes to is known to aU sergeants-at-arms and
cumsta nce s allow. It has been a part of leave the Redoubt unobserved. higher ranking officials of the Citadel.
the prison for more than a century, con- The ub1qu1tous row of arrow sills Imes The vault itself is ope ned with an intri-
structed after a ward en perished during a the top of the building, and this roof also cate combination of dials. levers.
prisoner riot. Now, if all else fails and the is protected by a parapet. switches. and gears. The precise combi-
prisoners run amok throughout the build- In the daily routine of the city, the Re- nation is known in two parts, by Senta!
ing and enter his apartment, Kaltek and doubt serves as the offices of the Nurev the Captain-General, and Glo-
Kuru will escape vta this tunnel. Captain-General of the Watch and the dreddi Bakkanin, Inspe cto r of Taxes.
The room is literally seething with gi- Citr Constable. In addition. the largest Both men must be present for the combi-
ant rats, 250 or more of them. Kaltek single gamson of the watch stays here nation to work.
gives them enough food to keep them between shifts of duty. The odds of stumbling on the combina-

54

Samuel Potter (Order #37675198)


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tion by trial and error are roughly equiva- of the guild to the city's coffers. visits to the vault, always when the same
lent to the odds of rolling four con- The vault walls, ceiling, and floor are all grizzled sergeant commands the vault
secutive dl0s and having them all result 20 feet thick. Two ten-foot-thick layers of watch patrol. This trusted henchmen and
in 10s. You might allow PCs to try, but granite slabs are separated by a layer of his hand-picked squad are well re warded
each attempt takes a full tum. iron and a layer of lead that enclose the for their silence. T hese are the times
The walls within room 19 are also en- vault. when sometimes sizable funds must be
chanted, at 30-foot intervals, with magic The entire inside of the cell has been removed to support secret deals.
mouth spells designed to raise a tremen- enchanted with permanent dispel magic For example, Nerof and Glodreddi are
dous hue and cry should anything go spells cast by a 25th-level mage. Thus very surrepti tious about their with-
amiss. any existing spells that an intruder might drawals of funds for the support of a Fu-
be using (silence, invisibility, etc.) will ryondy fleet to patrol the Nyr Dyv. More
20. City Vault probably cease to function, and additional details about this arrangement can be
spells are quite impossible for all but the found in Chl FFF.
This great chamber is as secure as most experienced of wizards. The treasures of the city are stored on
magic, ingenuity, and engineering can The contents of the vault vary from heavy wooden shelves, in neat stac ks of
make it. That is to say, it is almost fool- week to week as taxes are collected and coins. A few small, unlocked chests can
proof and has not, to date, been success- added, usually once every four to five be seen on the shelves near the back of
fully pilfered. weeks, and as expenses are withdrawn the vault; these contain gems that would
It stands always as an enterprising on a weekJy basis to meet lhe payroll of otherwise roll about on the shelves .
challenge to nonguild thieves. or rebel- the City Watch and the bills of the mer - However, there are no additional security
lious members of that esteemed organi- chants selling to the various branches of measures (except for the magical inhibi-
zation. It is strictly off-limits to guild city service. tions mentioned) within the vault itself.
thieves since a considerable portion of Several times a year Nerof Gasgal, the While the exact funding in here varies,
the funds within represent the donations Lord Mayor, and Glodreddi make special a typical amount might be 500,000 gp in

55

Samuel Potter (Order #37675198)


value. A typical breakdown in types of voted to a modest, beautiful altar to her structors in the city.
valuables might be 50% gold orbs, 30% god, Pelor. A gold-plated bronze statue of He also has a large desk, a cabinet con-
platinum plates, 10% electrurn luckies, a blazing sun, supported on a tnpod of taming roster information on the City
5% in gems, and 5% in silver. The total three of its rays 1s handsomely mounted Watch, diagrams of the city defensive
can vary from as low as 10% of the listed upon a red marble platform. The whole works, and a map of the sewer network
figure to double, or perhaps even triple. rests upon a one-foot cube of granite. as accurate as officialdom can be.
the amount (after some particularly lucra- The gold in the statue is worth perhaps Senta! has a well-furnished bar and sev-
tive commerce season. for example). 400 gp. However. anyone tampering with eral comfortable chairs before a large
Any OM of a group of PCs that suc- the altar suffers an immediate and perma- fireplace. However, though he used to
cessfully masters the vault's defenses nent curse from Pelor-DM's discretion entertain visitors with gusto, his current
should of course tailor the amount of their as to its exact nature. difficulties have turned him to brooding.
haul to fit the economic parameters of his When Derider is present, there is al- Now he jealously guards his privacy, and
campaign. ways a metal bottle filled with clear liquid. seeks a quick end to any interview.
carefuJJyplaced on the altar below the sun For more information on Senta!, see
21. Office Foyer and an equal distance from each of the Ch2 FFF of this set, and the
three supporting legs. GREYHAWK • Adventures hardcover
Thi s 1sone of two offices off a central She uses the altar to create a potion of book.
entry haU, the other being the office of healingor holy water, one dose per day of Hanging on the waU behind Sental's
Sental Nurev. Captain-General of the one or the other. She places a vial of wa- desk are his mancatcher + 3 and his hal-
Watch. A pair of guards stands before ter on the altar when she reaches the of- berd + 1. Below these weapons, innocu-
each of these two doors, which are not fices and removes it when she departs. ously cloaked, rests his shield with the
locked. She dispenses the stuff freely among the symbol of hopelessnessupon the front.
A stairway climbs from the room to a destitute of the city, but has a stock of On more than one occasion he has virtu-
hallway above this hall. 2d6 potions of healing and ld6 bottles of ally disabled unruly visitors simply by
holy water in her desk at any given time. whisking the cloak away.
22. Office of the Chief Constable All of the potions are m metal tins or A secret drawer, located below tile
leather sacks, not glass or clay. bottom drawer in his desk, contains sev-
The smaU entry chamber is furnished
eral emergency supplies: two platinum
with several hard wooden chairs and a
23. Office of the Captain-General plates, 20 gold orbs , and a flask contain-
desk. A guard sits behind the desk,
ing a potion of gaseousfonn.
checking all arrivals for names and ap- The entry to Senta! l'-.urev's office 1s
pointments. similar to that of Derider's, except that
The door leading to the Constable's 24. Practice Room
Senta! always has two men-at-arms and a
chambers is not locked. but this guard sergeant-at-arms posted without. This large chamber is used for the
blocks anyone who does not have a rea- He never receives visitors except by weapons training that is a weekly part of
son to be there. Derider is gone from the appointment, or if the sergeant tells him each watchman's duties. Classes are con-
office 75% of the time during daylight. of a visitor with a compellmg reason for a ducted at various times of the day and
and she is never there at rught. When she meeting -evi dence of treachery among night to accommodate the round-the-
is not here, the guard does not let anyone the Directors, for example. clock nature of the watchman's work.
enter her office. The guards wait in the reception room. There is a 20% chance that a class is
Derider's instructions to the guard are The sergeant-at-arms knows of the se- going on in here at any given time. If so,
lenient, however, and when she is cret door in this room, the only access to 3dl0 members of the City Watch are
present, anyone who presents a fairly le- the underground fortress below the Re- practicing sword and shield tactics, or
gitimate reason to see the Constable is doubt. pole arm, dagger, or hand-to-hand com-
likely to be admitted. Senta! occupies his office 80% of the bat.
Derid er Fanshen occupies the chamber daylight hours. the rest of the time he is The large closet in the south end of the
within . She has a smaU desk and several out inspecting the various garrisons of room contains padded armor, dummy
shelves well stocked with court records the City Watch or the defenses of the city. wooden shields -1 to AC, but 33% liable
for the city over the last 20 years. He spends his evenings at home with his to break with each round of combat). and
For a complete description of Derider wife, except when caUed away for sur- various duU swords, blunt spears, and
as an NPC, see Ch2 FFF and the reptitious business. wooden daggers.
GREYHAWK® Adventures hardcover The office contains a large clear area
volume. where Senta! engages in weapons prac-
Much of the space in her office is de- tice with some of the highest-ranked in-

56

Samuel Potter (Order #37675198)


The Upper Level of the make little complaint. Center Wing
Redoubt-East Wmg ln addition to the possessions provided
for each NPC (see Ch2 FFF for more de- (Above Areas 18-21, & 23)
(Above Area 24) tails) each member of the SPG has 2dl0
-10 gp with him. About 90% of it is A narrow corridor runs along the pe-
The stairs leading upward from the stored in a locked location in each mem- nphery of this area, granting archers ac-
practice room give entrance to a hallway ber's room. cess to the arrow slits around the wall of
running the length of this wing of the Re- The central meeting room for the SPG the Redoubt. The great majority of the
doubt. That corridor in turn leads to ten is as luxurious as any gentlemen's club of space m here, however, is occupied by a
separate bedrooms, each good-sized, the High Quarter. There are gaming ta- mass of solid stone.
and a much larger gathering room. bles, soft divans, expensive rugs, and a This stone is poised as a giant trap, the
Tucked away in the back is a smaU ser- huge fireplace with a massive hornwood final element in a scheme that would en-
vants' quarters, with a kitchen. mantle. carved in exquisite detail and de- able the city's richest and most powerful
The bedrooms are the living quarters picting numerous hunting scenes. citizens to stand a chance of escaping
of the Special Patrol Group, a reserve A comfortable dining table, with silver even the most pressing assault.
branch of the Watch used only in times of and crystal service, takes up a good por- The stone trap can be loosed by re-
dire need. The bedrooms belong to the tion of the room. A bar, stocked with mote control from the cellar of the Re-
six sergeants-at-arms, two Deputy Con- plenty of everything, fills the other cor- doubt. Its weight crashes into the hall
stables, and the cleric Oe\'el 5-8) and ner. The members of the SPG spend above, crushing everything in areas 18-
mage (level 5-8) currently on duty with most of their time in here, gambling, 21 and 23. It also seals off, probably for
this group. reading, conversing, and drinking. years, the entrance to the secret escape
Each bedroom is quite first class in ap- They are called forth an average of passage leading under the fortress.
pointment, with feather pillows, silk once every six weeks, on the authority of
sheets, down mattresses, and the like. the Captain General, Lord Mayor, or Under the Redoubt
Each has a mirror and an assortment of (rarely) on the initiative of one of the The secret door outside the Captain-
woven and fur rugs on the floor. members of the SPG. The group only General's office descends in a winding
The members of the SPG rotate each acts on its own in an emergency situation, stairway, carved through the living rock
fortnight, and are selected from among when presented with information from a for more than 200 feet. Finally it enters a
the best of thetr respective fields. The source of proven trustworthiness. large excavated area, described with the
duty is easy and the pay is good, so they
rest of Greyhawk's Undercity (U6).

57

Samuel Potter (Order #37675198)


Chapt€R 6: the h1qh QuaQt€Q

What a grand array of buildingsand per- one time. These travelers are nobles in H2: House of the Knights of Holy
sonages await the fortunate traveler who carriages, on horseback, and afoot, their Shielding
decides to stroll down the Promenade! servants (with or without their masters),
What marvels of architecture' What craftsmen hired to work in the High Tills grand edificeof wide windowsand
splendid grace and beauty. such impres- Quarter on their way to and ·rom the Job, high, domed ceilings is the centraJ meet-
sive style! and many others. Travel is allowedto and ing place and living apartments of the
The grand edifices of the Free City's from the High Quarter with no restn, knights of this heroic and virtuous order.
High Quarter are. in general. mansions tions. but a v1s1torto the quarter who ap- They are fullydetailed in Ch7 FFF.
that would be fit for the ruler of most po- pears to be up to no good Ooitenng about. The apartments here are all in the cel-
litical entities. In Greyhawk, however. acting furtive. associating with known lar of the building. The first floor is a
such homes are the Just rewards for suc- cnmmals, etc.) is quickly ace osted by a large, airy room open on all sides to w1de
cessful merchants, important ambassa- guard patrol. If the , is1torcan produce no arches. The :;late)) columns ringing the
dors, the city's own Directors, and good reason why he is in the lfigh Quar· outside of the buildingare one of the ar-
others of wealth and station. (Actually.m ter. he 1s escorted to the Garden Gate chitectural marvels of the Free City.
the Free City, wealth is station.) with orders not to return without a \'alid
The mansions sprawl over large purpose. H3: Lord Henway's Manor and
estates-an equivalent amount of prop- Menagerie
erty might hold the homes of 1.000 s?uls
in the cramped confines of the Old City. SpecificLocations in Lord Hc:nwayis one of the more eccen-
tric nobles of the city-a trait he inherits
Stores and shops are not found in the
High Quarter; the residents can usuall>
the High Quart er from a line of eccentric ancestors. His
find everything they need at the city's mansion is uruque not only in its bizarre
High Marketplace. The only busmesses Hl : The Mansionof Count mixture of architectures, but m the fact
in the quarter are those gamblinghouses. Reichart Petrides that it houses a menagerieof some 100 va-
taverns, and clubs that cater to a wealthy rieties of birds and perhaps 20 different
This exotic estate was once the sum- types of other. larger animals. He opens
clientele. mer home of Zagig himself. It has been the menagene to the public on Freeday
The noble district 1s the best illumi- well maintained,and now houses the hon- afttmoons. charging a nominal fee from
nated of the city's quarters after dark, for ored ambassador from the Duchy of nobles, merchants, and craftsmen. He ad-
each mansion maintains a lamp on the Umst. Count Reich.'lrt Petrides and his mits the peopleof the lowquarter for free,
road before it, and the city maintains objecti,·es are detailed in Chl FFF.
other lamps at frequent intervals along though not many of them make the Jour-
The omon-domed towers of the ney across Lownto see the menagerie.
each thoroughfare. sprawling house. with their wide bases The apartments of the lord, and the six
ln add1t1onthe, guard patrol:.of the city and h1Rh, narrow windows. are unique or eight reL,tJves and hangers-on that
watch are diligent and common in the among the buildingsof the Free City The share his abode, occupy half of the area.
High Quarter. A standard patrol will ar- mansion is too large for its current
rive within ld6 rounds followingan;· loud These apartments are a chaotic amalga-
residents-the count shares the house mation of stvles. One set of rooms re-
cry of alarm in the High Quarter. with his courtesan, a re~servants. and sembles a desert palace, the next a
Also, the private agents of the the two city watchmen assigned to pro- mountain villa, the third a spacious tropi-
Nightwatchmen are employed through- tect him
out the lligh Quarter, sometime~ to cc1Ibungalow.
The most uniquefeatures of the mansion Lord Henway keeps a dozen servants,
watch a single mansion. and other umes includethe round ballroomin the \\-idestof
to patrol a region of several estates mostly to tend the menagerie. Conse-
the towers. A ~ide arch connt·ctsit to the quently his table is less sumptuous than
When the Nightwatchmenform such rov- sm.iller tower adjoinin1t, g wherein sits a
ing patrols. they go in group· of five. ac- many, and he has no stables of his own.
raised orchestra platfonn. Also, the count Nor does he keep much treasure here,
companied by two great hounds (war was once a renownedhunter. and thrt•t• of preferring to inve·,t the proceeds from
dogs) tJ1csmallerrooms at the rear of th,• man-
The roads of tht>High Quarter bust e his familylot in the t 1tymines in new ani-
sion ha\'e been J6,cn over to a displayof maJs for his zoo.
with crowds only on the occasions of pa- creatures he has slain, :;killfull~stuffed.
rades and fesuvals The quarter receive-s The great, conical building that dorru-
Each room h.1sa largecenterpiece-a l\'e nates the estate is home to a ,·anety of
a lot of traffic every Starday, attracted by bear. a griffon.and a troll, respectively-as
the grand array of booths and stalls in the tropical birds. The air 1smoist and warm,
wellas numerousother creatures such as a heated by a coal brazier and steamer that
High Marketplace. wolf,a giant frog. a carrioncrawler, an axe
Othenn,e, the quarter is quiet. ~ith operates on all e~cept the hottest days. A
beak. and a basilisk. "arie~ · , ines and fems cover the floor
only a few people moving about at any

Samuel Potter (Order #37675198)


and hang across the walls, even criss- lus snoring in the grand box dunng a duU has elsewhere m the club six 5th-level
crossing overhead like giant beams. In- perlormance is quietly overlooked. Stra- fighters-three men and three women-
deed, the highest part of the ceiling is chan is detailed in Chl FFF. who assist him in the event of a major
invisible from the Ooor because of the His mansion is weU maintained. The emergency. So far Ralston has never met
profusion of greenery. grounds are tended by a pair of garden - a problem he couldn't handle, usuaUy
But the birds are the true attraction of ers; a dozen servants, four nurses, and with discretion. He is always in the gam-
this huge structure. Screeching and usually a few young doxies au share the ing rooms during the club's hours of oper-
squawking their annoyance at any mtru- house with him. As with Count Petrides, ation.
sion, they flutter about and strut back and the city has assigned a permanent detail Ralston Tour: AC 3 (ring of protection
forth on the heavy branches. Their feath- of two watchmen to protect him. +3 and Dex 17); MV 12; F11; hp 84;
ers cove r all the spectrum of known col- This watch detail is considered delight- THACO 10: IIAT 312; Dmg ld8 +5
ors. It is truly a resplendent display, and ful duty, mcidentally. Aaron generally re- (sword cane [long sword + 3J and Str
the observer always feels moved. tires immediately after dinner, bidding his 17); SD vial containing dust of sneezing
Walkinginto the hall beyond the aviary, guards and doxies to enJoy the hospitality Bouncers: AC 6; MV 12; FS; hp 31;
the visitor passes on a catwalk, protected of his house. THACO 16; Dmg ld6 (short swords); SD
on each side by a thin chain railing, among bucklers and nets
deep pits, each housing one or more H5: Wheel of Gold Gambling The Patricians· Club offers several
unique and fearsome creatures. The roof House large gaming rooms, offering all manner
here can be opened, and this is an airy, of ruce and card games. The cellar has
pleasant yard on a sunny day. At night, by This luxurious!}' appointed club is been made into a fine restaurant. the
torchlight, with the growls and snarls of among the most exclusive of the Free city's best and most expensive. A smaller
hungry carnivores rumbling up from the City's public houses. Proper attire. restaurant, as weUas an ample bar room,
depths, the experience is quite different. meaning clean, finely tailored fabrics shares the first and second Ooors with
Exhibited here are three Lions, two ti- without armor, is requtred. There is a gambling activities. The third Ooor is a
gers, four brown bears, an owlbear, two nominal fee at the door. huge, marbled hall, available for rental
manticores (with clipped wings), a leu- The Wheel of Gold, with several (250 gp, plus catering musician costs,
crotta (with a silence speU always cast encounters, is detailed in Ch6 FFF. etc.). It has been the scene of many of
over its cage), three heU hounds (in an the city's grandest weddings and balls.
extra deep pit). a griffon (also with H6: Patricians' Club Much gambling occurs between guests
clipped wings), two elephants. a dis- of the club, on virtually any game a pair of
placer beast, two sea Lionsand four giant This is the fine:.t of all the Free City's
fine clubs. Guests are expected to dress characters agree upon. In games pitting a
sea horses (each type of animalis in its character against the house. the house
own salty aquarium), and the pride of the weUat aUtimes, with silk or satm evening
wear expected after dinner. The club shades the odds l % in its favor.
menagerie: a four-headed hydra.
Lord Henway often purchases new ani- opens late in the afternoon and does not
mals, if an adventurer can actually return close until very near the dawn. H7: Estate of Lord Silverfox
a new creature to the Free City and offer A "members only" establishment, the Tlus rambling manor house might be
it for sale. Henway authorizes payment club admits most anyone who is properly considered representative of the estates
ranging from 400 gp for the great carni- dressed and groomed and pays the mem- of the city nobles. Lord Silverfox earned
vores, to 1,000 gp for monsters such as bership fee of 20 gp per annum. Known his title by inheritance, the fifth such lord
heU hounds and sea lions, to up to 4,000 reprobates, low-class thieves, and the in his family tine. The original lord was
gp for an amazmg find like the hydra. (He like are barred from entrance or quickly crowned by the legendary Zagig, re-
paid 3,200 gp for the leucrotta). removed. Drunkenness is tolerated only warded for the service of establishing
as long as the drunk spends lots of money new trading routes through the Gnarley
and doesn't offend anyone important. Forest.
H4: Aaron Strachan's House The guests on any evening include Prospective heirs to the line still. ac-
This rambling mansion is the home of glamorous courtesans, young knights, cording to famil> tradition, spend their
the readily recognizable ambassador of the elite of the city's actors and musi- early adult years exploring unknown te r-
Furyondy, Aaron Strachan. Most resi- cians, officers and nobles, and grand ritory. They seek first to discover new
dents of the High Quarter know the lech- dames. An occasional elf or hallling markets for Greyhawk's goods-as well
erous old goat quite weU, but he is spruces up for a visit to the club, but as new goods for her markets-but also
universally recognized as harmless. He is dwarves are very rare. gain a seasoning and maturity that can
also a great patron of the arts, generous Security at the club is maintained by only come from years of self-sufficiency
in the extreme, to the extent that even Ralston Tour, an 11th-level fighter. He amid challenges and dangers. No city-

59

Samuel Potter (Order #37675198)


bred milksops are the Lords of Silverfox! crypt. For those who can pay, !.heservice Hl2: Watchhouse/Courtsof
The large house contains the apart- must be worth it. At least, as the guards Justice/Gaol
ments of the lord and his lady, together joke among themselves, "Ain't been no
with their five children. Also living here complaints!" This long structure actually serves as
are eight adult relatives and their seven A private staff of guards is hired to pa- three different official offices. The sec-
children. All family members are entitled trol the aboveground mausoleum and its tion closest to the Processional is the offi-
to noble status in the city, though only the entry chamber. These guards consist of cialWatchhouse of the Nightwatchmen in
Lord and his Lady actually carry titles. fighters. a thief, and a mage. Though the the High and Garden Quarters. See Ch2
The family holds a clan treasure in exact individuals rotate, a qualified staff is FFF for more details about the Nightwat-
gems, jewels, and precious metals. It is on hand at all times. chmen.
buried in an underground vault beneath Five Fighters: AC 3; MV 9; F7; hp 44; The central section of the building
Lhe master bedroom, with an entrance THAC0 14; IAT 3/2; Dmg ld8 holds the Courts of Justice for the Free
hidden beneath the bed. An investigation Thief: AC 6; MV 12; T9; hp 31; City. Here one of several magistrates
of the large cellar will eventually reveal THAC0 16; #AT l; 0mg ld6 +3 (short tries the minor cases, while a high noble
this to be the only area beneath the house sword +3); SA quadruple damage with or even !.he Lord Mayor hears cases of
that has apparently not been excavated. backstab major crime.
The vault is protected first by a sleep Mage: AC 10: MV 12; M6; hp 18; The types of crimes and penalties typi-
gas trap, and finally by a poison needle THAC0 19: 0mg ld4: Spells: 4 1st. 2 cal in Greyhawk are detailed in Ch2 FFF.
trap that is activated by a failedattempt to 2nd, and 2 3rd The third section of the building, far-
pick the lock. The vault contains 50,000 The area below the Lords' Tomb is de- thest from the road and most run-down,
gp in gems and jewelry, 20,000 gp in gold tailed m Chapter 13. is the city gaol (Jail). In here are held
bars, and 15,000 gp in platinum bars. !.hose prisoners who have not yet faced
The Silverfox clan is tended by two trial, or whose crime (disorderly drunk-
Hl0: Villaof Fioranna Aielestriel enness with no harm done, for example)
dozen servants. The house includes a
stable and a kennel for the fine war Fioranna, elven envoy for the state of is not sufficient to warrant a sentence to a
hounds bred by the family for genera- Nyrond, is detailed in Chl FFF. Her workhouse. The gaol is staffed by three
tions. There are ld12 + 12 of these house is simpler than most in the High standard patrols of the city watch. It con-
hounds here at all times. They are of- Quarter. tains a large holding cell for most pris-
fered for sale. at 100 gp apiece, to All of the rooms open onto the outside, oners, and a dozen or so smaller cells for
wealthy fanciers of powerful dogs. They and she has surrounded herself with unruly or dangerous individuals.
are indeed great aids to adventurers. plants, flowers, and gardens. A fountain,
learning commands quickly and being with streams and cascades splashing Hl3: Wizards' Guildhall
very loyal to a single master. through several pools, surrounds the This great pyramid is the headquarters
Silverhounds: AC 5; MV 18; HD 3; hp grounds. of what could be the city's most powerful
18; THAC0 17; IAT l; 0mg ld8 The most interesting feature of the
guild. Fortunately for everyone else, the
villa is a secret entrance connecting to
wizards are usually too busy wilh their
H8: Royal Opera House the city sewer system. own affairs to meddle too much in !.hepol-
From its name onward, this building is itics of the city.
an example of Greyhawk trying to be a lit- H11: City Guard Barracks The guild and the poners who tend it
tle grander than perhaps it really is. This huge, rambling building is the are detailed in Ch3 FFF.
Though its architecture is unsurpassed in mostly empty barracks reserved for city
elegance and intricaq•, its current state of garrisons in times of emergency or mobi- Hl4: Lord Mayor's Palace
disrepair is becoming a city disgrace. lization. Now, perhaps 200 members of The grand mansion of the Free City's
For a full description of the Royal Op- the City Watch live here. maintammg !.he Lord Mayor is perhaps not palatial, but it
era house, as well as suggested encoun- building and serving in the High and Gar- 1sone of the finest residences in !.hecity.
ters there, see Ch6 FFF. den Quarters. It is reserved for whoever holds the tiUe
When fully utilized, these barrack of Lord Mayor, and of course his family.
H9: The Lords' Tomb buildings can hold as many as 2,500 This has been Nerof Gasgal for many
troops. years now.
This grand edifice is the burial place re-
served for city nobles and those mer- Details about Nerof Gasgol can be
chants and others wealthy enough to found in Chl FFF and also on page 35 of
afford 1,000 gp or more for a private the GREYHAWK~ Adventures hard-

60

Samuel Potter (Order #37675198)


cover tome. splendid horses. A large formal garden and Dex 18); MV 12; Tl 1; hp 48; THAC0
The mansion itself is constructed m decorates the surprisingly spacious es- 15; #AT l; 0mg ld8 +2 (long swords
style and quality fitting for the city leader, tate behind the house. +2)
avoiding the excesses that have led to the The mansion is staffed with 20 ser- H16: JallarziSallavarian'sHouse
premature decay of the Royal Opera vants, including an exceUent chef and
kitchen staff. The food served Nerof and The home of this great wizard, proud
House.
The outer walls are a tasteful combina- his guests is the equal of the best to be member of the Circle of Eight, is plainly
tion of dark wooden planking and colorful had in the Free City. An elite patrol of the appointed and contains little of value.
City Watch is permanently stationed here A pair of servants tend to the mage's
fieldstone. The porch. and many haUway
floors within, are made of marble. In the as well. housekeeping and eating needs. She
ballroom this marble floor is laid in a maintains a pleasant parlor and sitting
room where she meets with her guests.
black-and-white checkerboard pattern. H15: Org Nenshen'sHouse Jallarzi also has a luxurious personal suite
The mansion includes a small, but very
elegant recital studio. It holds an audi- This restrained little home is the resi- and several for guests. The rest of her
ence of about 35, with a stage large dence of Greyhawk 's Master Thief, lar~e house is unfurnished.
enough to seat a half-dozen musicians and guildmaster of the Thieves' Guild. Org Jallarzi Sallavarian is detailed under
their instruments. goes to great lengths to put on an air of "The Circle of Eight ," Ch3 FFF.
The Lord Mayor's office is enclosed in respectability, however, so none of the
the tower at the rear of the building. A accoutrements of his office are found Hl 7: Glodreddi Bakkanin's
guard always stands at the single door, here. House
whether or not it is occupied. The first Org is detailed in Ch5 FFF.
The house is decorated like a typical The home of the city's Inspector of
floor is a reception and conference area,
noble mansion, perhaps with a slight Taxes is a small fortress, for Glodreddi is
while the second is Nerofs workroom,
overemphasis on gaudy color rather than not a popular man. He maintains 12
containing drawing tables, a large desk,
tasteful style. Gaudy or not. Org main- doughty dwarves as a personal body-
and his personal library of titles relating
tains displays of art objects worth a total guard, six of whom accompany him
to the history of Greyhawk. The third
of perhaps 60,000 gp. The prize of his whenever he goes out.
floor of the tower is a private study, with
collection is a priceless ivory statuette of Dwarf Guards: AC l ; MV 6; F5; hp 44;
several comfortable chairs and a large
a dancer, decorated with real diamonds T IIAC0 16; #AT l; Dmg ld8 +4 (batc/e
fireplace. It is here that Nerof conducts
and worth perhaps 15,000 gp alone. axes + 1 and Str 18/25)
the most secret affairs of the city.
But the house is weU guarded by the His home is a solid stone structure,
It is also from this top floor that a se-
two skilled fighters Org has as body- with heavy iron-banded doors. Although
cret door leads into a stairweU. That
guards and by the pair of thieves that he Glodreddi keeps much of his wealth in the
stairway spirals down into the ground,
keeps hidden in case of a truly life- City Vaultat the Citadel, he generally has
connecting to a tunnel leading to the se-
threatening emergency They only about 5,000 gp value in gold, platinum.
cret fortress below the Redoubt. The
emerge to save their master or to slay and gems kept in his private vault. The
other users of the fortress's escape sys-
departing intruders. vault is protected by a poison needle trap;
tem do not know of the Lord Mayor's
Two Fighters: AC 0; MV 9; Fl4; hp even though it has killed thieves before.
tunnel.
80; THAC0 7; NAT 2; Dmg ldlO +9 the- Inspector of Taxes somehow avoids
To the rear of the mansion is a private
(two-handed swords + 3 and Str 18/00) prosecution for violating the city's poison
stable, containing the Lord Mayor's two
Two Thieves: AC 2 (leather armor + 2 control law.
official coaches, as weU as a score of

61

Samuel Potter (Order #37675198)


Chapt €R 7: maRkets anb GaRbens

prices run about 120-150% of the normal Ruby statuettes


The High Market price of an item. The quality stands about Local wine, excellent quality
The High Market is a maze of elegant a 50% chance of being equivalently supe - Sculptures
awnings, genteel art galleries, courtly rior. Diamond and emerald jewelry
gentle men, gracious ladies, and money- Following is a partial list of booths to be Exotic hounds and cheetahs
lots of money. The High Market does not found at the High Market. Booths in Fresh cakes and pies
offer quite the variety of goods as may be italics are present only on Freedays: all Imported whiskey
found in the Petit Bazaar, nor the bargain others are here every day. Gold and silver Jewelry
prices. But if a customer seeks exquisite Windup toy dragons
ar tisa nship, exotic ingredients, and High Mark et Merchant Li st Flowers and floral arrangements
unique styling, the High Market is the Turquoise and jade jewelry Plate mail armor-orders taken
place. Rare colognes and perfumes Leathe r armor
The High Market moves lazily every Silks
day except Fr eeday, when the number of Fresh fruits, domestic
stalls doubles and customers throng the Fruits and vegetables, imported The Garden Quarter
narro w aisle. Fine meats. minutes after slaughter The Garden Quarter marks a great arc
The City Watch maintains diligent pa- Steel helmets and shields about the city's High Quarter. In truth, an
trols through the High Market, never Chain mail armor untutored observer could not tell where
more than a round or two away. Long swords , engraved one district ends and the other begins.
The OM will have to haggle his way Boots of common and rare leather But the boundanes are clearly defined in
thr ough negotiations for most items, us- Dwarven axes, hammers. and hal- the collective social consciousness of the
ing the prices listed in the Player's Hand- berds city's elite.
book as guides. Generally, High Market High fashion dresses and cloaks If the estates m the Garden Quarter
Portrait painting

62

Samuel Potter (Order #37675198)


tend to be a little smaller than their uphill only by the white-haired groundskeeper low rise long ago for a shrine. Through
neighbors, if their statuary is less exqui- and his wife. the years that shrine has grown into a
site and the architecture more plain, About 25% of the time, however, Otto grand temple, lined with golden orna-
these deficiencies are more than made up himself comes to stay here. This power- ments and fitted with silver and jeweled
for by the brilliant profusion of blossoms ful and respected wizard, member of the symbols of faith.
grown here. The sweeping expanses of Circle of Eight (Ch3 FFF). visits The temple is the setting for a full day
manicured beauty have given the quarter Greyhawk for ld4 weeks at a time. and night of ceremonies every Godsday.
its name and its character. His house is comfortably appointed, The rest of the week it is the home of its
On a pleasant spring day the fragrance and the housekeeper is a splendid cook. priests and acolytes, and those of the
of lilac is carried by each passing breeze, The old man tends the fine gardens on the faithfuJ or needy who come begging for
while in summer a stroller can sample the estate. Otto keeps little of value here. the favors of the god through his priests.
dewy aroma of the lilies, and so on. The temple of St. Cuthbert is presided
The patrols of the city watch are as dili- G3: The Nymph and Satyr over by Eritai Kaan-Ipzirel, a female
gent and common here as in the High 11th-level cleric. She is assisted by a pair
Quarter, though there are fewer hired se- This drinking house offers an exotic va- of ascetics, 6th-level clerics, and a dozen
curity agents in the Garden Quarter. riety of maJt beverages, wines, and 1st-level pupils.
There are no shops in the Garden liquors-reputedly the greatest selection These clerics are all of the Billets of St.
Quarter, save for the region of the High in the Free City. The cost is reasonable, Cuthbert order. They dress in the rust-
Marketplace. Several fine inns and clubs except for the rarest of specimens, and brown garments symbolic of their order;
offer fine cuisine and often gambling to the place is usually crowded after dark. It they strive to help those who have dem-
wealthy patrons. is open from late afternoon until well past onstrated their faith to the god.
midnight. Though the temple is fulJof valuables,
The Nymph and Satyr offers a number gold and silver items totaling perha ps
G1: City Botanical Gardensand of small private and semiprivate rooms
Well 15,000 gp and another 4,000 in gems, the
for its guests' relaxation. For a small fee, priests have no additional guards or
Th.is expanse of plant life, centered a customer can arrange to have a private agents. Their faith is so strong, and their
around a large gazebo, is maintained by waiter or waitress, and a steady supply of deity so potent, that they become aware
the city for the enjoyment of its citizens. beverages for himself and a few friends. of any plot hatched within the city that is
Located just inside the Wharfgate, the The inn also rents relatively cheap, plain directed against their sanctuary. They
gardens cover a series of gently sloping lodging for overnight guests. cannot surprised by thieves, nor do they
hillsides, offering a variety of panoramic The Nymph and Satyr is frequented by restrain their holy vengeance against
views over all regions of the city. young, unattached citizens of both sexes. would-be intruders.
The gardens include small groves of Courtesans, officers of the watch, noble
unusual trees, plots of brilliant blossoms, damsels, maiden daughters of the city's
wealthy citizens, and successful young GS: High Tower Tavern and
and bushes and shrubs trimmed into
hedges and topiaries. Pleasant walking adventurers can all be found here. It is Hostelry
trails of crushed gravel meander through generally avoided by more respectable This inn, distinguished by its tall tower,
the gardens, offering a selection of short citizens, and has a bit of a wild reputation. pointed at the top like the hat of an old and
or long paths. but on the other hand there is rarely a eccentric wizard, is a favorite of the city's
The gazebo is centered around a small fight here, and visitors are required to upper reaches. Jt is unpretentious and
spring, which collects in a concrete pool check all weapons and armor at the door. not as expensive as most neighboring es -
within the structure. The water then (In fact, visitors are expected to leave tablishments. The style of dress might
trickles along several different drainage such things at home when they visit the not be as elegant here as at the Patri-
paths. over miniature waterfalls. even Nymph and Satyr.) cians' Club, but it would be hard to find
turning small water wheels beside model customers who are having a better time.
millponds. The gardens are indeed an G4: The Sacred Temple of Saint The proprietor, Eric Goodfellow, was
idyllic setting for thought, meditation, or Cuthbert once an aspiring mage, even reaching the
quiet conversation. 4th level of experience before deciding that
As perhaps the largest religious group his lifecallinginvolvedmore sedentary pur-
in the Free City, the foUowers of St. suits. He still keeps his hand in the magical
G2: Otto's House Cuthbert felt compelled to erect a temple arts, but he keeps his magic use quiet,
This small dwelling seems almost a cot- suited to their own prosperity, and sym- known only to himself, his good friends,
tage among the grandeur of the sur- bolizing the benign good will and bless- and the occasional customers who have
rounding mansions. Often it is inhabited ings of their good deity. They claimed this seen him cast a magical spell.

63

Samuel Potter (Order #37675198)


This is the favorite gathering place of comfortable, very private apartments. high-ceilinged, with elaborately carved
the powerful wizards of the Council of These are not for rent, but rather are of- ceiling beams and trim boards. A few mu-
Eight, when one or more of them are in fered to official visitors from Celene and seum pieces from the Cairn Hills are dis-
Greyhawk. On most occasions, these other elven realms. Fioranna Aielestriel, played in glass cases throughout the
wizards disguise themselves before ven- though she represents the interests of place. These include the huge, carved
turing out in public. Otto, Tenser, and Nyrond in the Free City, has by virtue of sarcophagus that once held a mummy;
Nystul are the three wizards most com- her elven blood found a comfortable re- several plates of solid gold, intricately
monly encountered here. treat in the Star. She often uses one of carved in patterns of exquisite geometric
Though the inn hosts no gambling ac- these apartments for her officialbusiness. perfection; the feathered battle helm of
tivities, quiet games of chance between some savage war-chief: and the prize of
patrons are common. The standards of G7: City WatchStation the collection: a handful of artifacts from
honor here are high, and the letters of the all-metal crypt reputedly lost some-
debt are often accepted in lieu of immedi- This is the guard house of the City where in the hills.
ate payment. However, a player is not Watch in the Garden Quarter. See Ch2 These rare treasures include a collec-
usually welcomed into a game without a FFF for details. tion of picks and probes, like a thiefs kit
recommendation from a regular cus- only made of a shiny, silver metal of sur-
tomer. If one should cheat, or welsh on a GS: Gold Dragon Inn passing hardness and strength. One of
bet, that player's reputation throughout A place of splendor, snobbery, and ex- the probes is equipped with a tiny mirror
the Free City is tremendously muddied. orbitant prices, the Gold Dragon Inn is reflecting back toward the holder, ena-
The High Tower Tavern and Hostelry the most pretentious social setting in the bling one to examine the inside of a hollow
rents about a half-dozen plush, reasona- Free City. Its location beside the Garden coconut, for example.
bly priced sleeping chambers, each with gate, the Royal Opera House , and the Other treasures from the metal cairn
maid service and private washing facili- Grand Theatre insure great crowds for all include an assortment of tiny ingots, each
ties. These are much sought after by visi- the city's major events. On those occa- carved so precisely that one ingot, which
tors to the city, but only Eric's good sions. people who do not personally know was square and hollow, could be turned
friends or most respected customers can the maitre d' are not admitted. Even no- onto another. larger ingot that was long
usually get a room. bles might have to accept a two-hour wait and slender . The inside of the smaller and
Three rooms, eac h a separate floor, in for a table. the outside of the larger were both cov-
the tower of the inn are private cham- The food, while not too bad, is certainly ered with the same fine spiral carving.
bers, often granted to regular customers not the best in the city, though the prices Most of these treasures are priceless,
who wish to enjoy recreation or discus- average about 125% of those found in the though a thief would have so me difficulty
sion out of the public eye. second-highest social stratum of clubs finding a buyer. So weU known are these
and inns (which includes the Golden artifacts that even an unscrupulous col-
G6: Star of Celene Phoenix, Wheel of Gold, Patrician's Club, lector would be dissuaded from exhibiting
Star of Celene, and \Vizard's Hat lnn). them.
This is the most popular innand gather-
ing spot for elves in the Free City. It is The headwaiter presides over the en-
quiet and dignified, as befits an establish- tire dining room and bar area. He is G9: The Grand Theatre
ment for that anoent race. Only those of named Alphonse Ordealle and has held This sprawling edifice, surrounded by
elven blood, or the guests of elves, are his exalted stat ion for 25 years. He is an wide plazas and stone columns, shares
generally admitted (though an occasional 11th-level mage, and occasionally he the building with the smaller Playhouse
human noble or wealthy merchant will uses his speUs to discreetly queU some Theatre. They are fuUydetailed in Ch6
bluster his way into the place). The aloof- disturbance. In the event of an emer- FFF.
ness of the othe r guests and the employ- gency, he has eight 4th-level fighters on
the kitchen and barroom staff. They ar-
ees is generally enough to dissuade such
rive to assist him in two rounds if called. GlO: Temple of Pelor
boors from returning.
The Star of Celene is quietly deco- Alphonse Ordealle: AC 4 (robe of pro- This grand temple is more than a cen-
rated, mostly in wood. The floors are pol- tection +4and Dex 16); MV 12; M11; hp tury old, and it shows some outward
ished mahogany. The rooms are large, 33: THAC0 17; IIAT 1; Dmg ld4 ; Spells: signs of disrepair. Inwardly, the golden
with a great deal of space between the ta- 4 1st, 4 2nd, 4 3rd, 3 4th , and 3 5th. draperies that symbolize the goodness of
bles. The restaurant serves a variety of Two-fisted Waiters: AC 6; MV 12; F4; Pelor hang everywhere, bright as new.
excellent dishes, specializing in herbal hp 30: THAC0 17; IIAT l ; 0mg ld6 The sanctuary in the heart of the tem-
salads and vegetable casseroles. (short swords) ple is used for th.,. morning rites of devo-
The Star of Celene has several very The rooms of the Gold Dragon are tion, performed , aily, and the full day of

64

Samuel Potter (Order #37675198)


observances every Godsday. Two other neychangers, and merchants. There are of the command. All of the clerics know
large rooms are also devoted to the ad- considerable numbers of each in the Free the "close" command, but only Stakaste r
vancement of the faith. City, and they have not neglected the de- and his assistant can open the doors
One of these is a large chamber used as ity watching over them. Services are held again. Naturally, they are slammed at the
a shelter for those who have nowhere every Godsday evening, but the rest of slightest sign of disturbance.
else to stay. Abuses of this hospitality are the time a visitor will likely find only the The locked vault contains the temple
prevented by know alignment spells- temple staff here. treasury of some 60,000 in coins and
only those of virtuous nature are The value of treasures within the tem- 25,000 in gems. The vault is protected by
admitted-and a maximum stay of three ple is tremendous, exceeding 100,000 gp a crushing block trap (4dl0 points of dam-
nights. The acolytes of the church devote in precious metals alone. Perhaps half age).
time each day to helping the needy indi- that amount could be gained from the bulk
vidual find employment and lodging. items such as statues and tapestries. But G13: Chapel of Fharlanghn
The second large room is used lo serve the temple is not easily burgled.
food and drink for those who attend the The interior consists of a great, square This quiet temple is set back from Tem-
services in the sanctuary. room with a huge stone door in each side, ple Row, surrounded by its own gardens
High Matriarch Sarana, leader of this leading outdoors. These doors cannot be and the Upper Wall. The priests of this
congregation, is fully detailed in Ch3 FFF. forced open by total Strength of less than benign deity- favored lord of travelers
Other priests here include one 7th level, 150. The room within is airy, with a re- and mercenaries - work quietly here, pri-
two 4th level, and the eight 1st-level aco- flective marble floor, black columns ar- marily offering rest and nourishment, as
lytes. ranged in a square about the center of the well as healing, for those travelers with
room, and several cushioned benches. no homes in the Free City. Several small
G11: The Golden Phoenix Most of the valuables are on display, cells are maintained for these guests.
standing ready for use. The priests also perform missionary
The Golden Phoenix is one of the city's The Revered Speaker Stakaster Vtl- work in the Old City, tending to the sick
more renowned luxury inns and dining laine presides here. He is a 10th-level and hungry. Their temple is plain, with lit-
houses. It is detailed fully, with sug- priest and is assisted by several younger tle ornamentation, but a cheery fire al-
gested encounters, in Ch6 FFF. followers. ways bums at the hearth, and a hot meal
Stakaster Villaine: AC 4; MV 9; Prl0; for a hungry traveler is never more than a
G12: Temple of Zilchus hp 44; THAC0 14; IIAT l; 0mg ld8; few minutes away.
This squat pyramid, made of brown Spells: 4 1st, 4 2nd, 3 3rd. 3 4th, and 2
stone, looks deceptively plain and simple 5th G14: Sanctum of Heironeous
beside the grand temples and mansions of Assistant: AC 6; MV 12; Pr5; hp 21; This temple is devoted to the guardian
the Upper City. However, entry into the THAC0 18; IIAT l; 0mg ld6; Spells: 3 of chivalrous combatants and righteous
temple sanctum dispels any illusions of 1st, 3 2nd, and I 3rd 5 Novices: AC 7; warriors. It is attended by many City
humility or modesty. Crystal chandeliers, MV 12; Cl; hp 5; THAC0 20; #AT 1; Watch officers and mercenary captains; in
golden ornaments, silver statuary. and 0mg ld6; Spell: 1 1st fact, Captain-General Nurev is an hon-
ceremonial candle holders of platinum are Additional temple defense is provided ored elder. The temple hosts small ob-
the order of the day. by eight stone golems that emerge from servances on Godsday, and it is
The temple's congregation is small, but the columns upon the speaking of a com- customarily the scene of great celebra-
their donations to the temple coffers belie mand word by any of the clerics. Another tion before the embarkation of any mili-
their numbers, for Zilchus is the greater command word causes all four doors to tary expedition.
god most favored by businessmen, mo- slam shut, openable only by the reverse

65

Samuel Potter (Order #37675198)


Chapt €R 8: Cl€RkBURq-th€ halls

The city d1stnct that houses Greyhawk's Launderer ld6 +4 Its prices are very high, but students and
universities, colleges, and schools is re- Leatherworker ld4 faculty of any school or tutorial service in
ferred to by two names: "Clerkburg," as Locksmith ld4 Clerkburg are granted a 90% discount. It
a reference to the students, tutors, Potter ld4 +1 has become the focal point of literary dis-
scribes, and clerks who live here in great Private Library 2d4 cuss ion and liberal ideas within the city.
numbers; and "The Halls," meaning the Scribeshop ld6 +6 Those not associated with the college
large. airy buildings that typically house Tailor ld4 community in some way rarely come
the schools. Tavern, no food ld6 +4 here.
Though it is not apparent from outside Tavern, with food ld8 +6 College Hall is a building of fine, classic
the quarter, Clerkburg is an area of Tiny food shop ld6 +12 architecture. Here are the offices of the
plants, grassy yards, and small parks . It Weaponsrnith ld4 faculty, the college library, and some
is second only to the Garden Quarter in Weaver ld4 +l classrooms and meeting halls. Timber
the number and variety of its greenery. Hall, the othe r structure, is an uninspired
The City Watch does not neglect • The inkseller will also have, in his or block of brown boards, containing most of
Clerkburg. Generally a patrol arrives her tiny shop, parchment, quills, sealing the classrooms of the college.
within 2d6 rounds of a summons. The wax, and other implements of writing. Other classes, most notably the School
People's Constables tend to avoid of Music's chambers for both instrumen-
Clerkburg. to no one's disappointment. tal and vocal education, and the School of
An interesting feature of the quarter is Specific Locations in Sculpture's studios, are spread among
the smaller buildings on the university's
the outside seating, or veranda, available
at most of the small taverns and eateries.
Clerkburg parklike grounds.
It may be squeezed precariously be- Grey College has an average of about
tween the building and the street, barely Cl: Grey College 400 students during a term. Like the
wide enough for a single row of tables, This renowned institution has long pro- other colleges in the city, a Grey College
but this outdoor dining area is required of duced many of the best-educated men term begins a month after Midsummer,
any successful eating establishment in and women in the civilized world. It has and ends the following year a month be-
Clerkburg. In fact, the major attractions rigorous entrance requirements and of- fore Midsummer. During the intervening
of this district to the citizenry of the city fers scholarships to excellent students 10 months. classes and school exercises
are these street-side tables. On Godsday from distant lands or poor households. are pursued six days a week, every week
with nice weather, the streets of The main buildings of the college are except for a break of a week or two in
Clerkburg swell with folk from all over centered around the area shown on the midwinter.
the city. coming to enjoy their meal in the map. But certain parts of the school are The college offers courses of study
fresh air. scattered throughout other small build- ranging from two to eight years in dura-
The Millstream winds its way through ings in Clerkburg and even beyond, for tion. Its schools encompass most of the
Clerk burg, and much of its bank has been the small observatory of the Astronomy great realms of learning - AJchemy, Engi-
preserved as a grassy parkway. Students School is located outs ide Clerk's Gate. neering, Healing, Geography, Economy,
often come here to study or relax. The largest buildings of the College are Architecture, Painting, Sculpture, The-
Clerkburg is not a thriving business the Hall of the Dean, College Hall, and atre, Literature, and History.
district-most of the buildings not used Timber Hall. Tuition varies, based on the level of
for schools are the residences of students The Hall of the Dean is the largest: its program sought. It begins at about 50 gp
and mstructor. However, the following tower is visible along the Processional for for the first term. The total tends to dou-
types of establishments can be found much of its length. It is a mazelike build- ble each subsequ ent year, so the later
here: ing of classes. libraries, laboratories, years of schooling become very expen-
closets, and storerooms. Like a grand sive.
Clerkbur g Businesses mansion it rambles up and down wide However, each student can be assured
staircases, with here the faculty offices of of receiving instru ction from knowledge-
II in the School of Geography, and there the able and motivated professors. Classes
Type of Bu sin ess Distri ct laboratory complex of the School of AJ- are small, with indi,~dual attention com-
Art Gallery ld4 chemy. Since it is the original college mon during the later years of schooling.
Baker ld4 +1 building, all departments are represented
Boarding house ldlOO + 100 here, but none is entirely contained here.
Book bindery 2d4 The cellar under the Hall of the Dean is
Butcher ld4 a pleasant, quiet tavern and restaurant.
Inkseller• ld4 +2

66

Samuel Potter (Order #37675198)


C2: Great Library of Greyhawk are 3d6 x 1,000 books in each wing. 1,000,000 gp, with individual volumes
Funded through the good offices of its worth ld20 x 100 gp. Included are rare
The front of this building, facing the contributing members, the library is well paintings from the east, rendered upon
Processional, is a grand sweep of granite able to acquire new volumes. Indeed, it silk, and feather-pictures from lands in
walls and tall columns. Three wide stairs has several sages and scribes under con- the far south.
lead to a pair of massive front doors, suit- tract to actually write books, mostly de- The third and largest room contains the
able for a castle or fortress. tailing current affairs in the Free City official records of the Free City, including
The building beyond the facade is not itself. T his surplus of capital also enables tax reports for the past 30 years, military
so grand, but its true worth lies in the the library to maintain a selection of ex- strengths and expenditures. and the offi-
treasures kept within its walls. And in- quisitely rare, even magical, tomes, and cial treaties and partnerships to which the
deed, the Great Library of Greyhawk is to protect those treasures accordingly. Free City is subject. One whole wall of
repository for more volumes than are The rear of the library building is a the room is dedicated to the rosters
gathered in one place anywhere else in stone edifice, layered over on the outside maintained by the guards at each city
the Flanaess. to look like wood. Only Contributing gate. Roster s are kept for five years.
The library is unlocked during the Members are allowed back here, and Also secured here are books deemed
hours of daylight, and all free citizens of even they may never remove any book of a libelous or scandal-provoking nature ,
the city as well as foreigners are welcome from these chambers. when those doing the deeming were in-
to enter the library and browse through An iron door leads to a narrow hallway fluential. It is an interesting comment on
its cool, musty halls. Silence is expected behind the head librarian's desk. Several these cases that even when a book is ef-
of all visitors , and weapons and armor are scribes labor constantly in here, not so fectively banned from distribution in the
not permitted. much from scholarly diligence as from city, one copy remains guarded at the
Any visitor is welcome to peruse the duty. Their true purpose is to serve as Great Library.
volumes in the six public halls in the front sentries, for their hallway guards the Below the library are several cellar
of the building. Only those who are Con- thre e locked, iron doors to the Library apartments. Gratius Saghast lives here in
tributing Members of the library board Vaults. These large me tal chambers, sur- several austere rooms, and other tiny
canremove these volumes, up to three at rounded by heavy stone, are the reposi- apartments are kept to offer scribes and
a time. Contributing Members must do- tories for the library 's most valuable scholars whose labors keep them in the li-
nate at least 100 gp annually to the library works. brary often for days at a time.
in order to maintain membership status. The sentries' task is a simple one. Be- If the PCs Seek a Book: When word
Contributing Memb e rship is often side the desk of each of the three scribes of a specific volume comes the way of
granted by sponsorship. For example, a is a pull cord hanging through a hole in the player characters in a campaign, or if they
rich mer chant or powerful noble will gen- ceiling. A tug on any one of these cords simply desire to read about a topic for
erally employ a personal secretary or releases a pair of pigeons from the loft other reasons, they might seek the book
scribe. While the noble or businessman above the library. Those birds then fly, at the library.
might not be a member, he will certainly one to the nearby College of Magic (in There is a base 50% chance that a spe-
make sure to purchase a Contributing ld6 rounds ) and one to the Wizards' cific volume is here, and an 80% chance
Membership for his scribe. Guild Pyramid (in 2d4 rounds) , and a that a specific topic is covered.
The high desk of Gratius Saghast, head powerful mage (level 8-13) then teleports Add or subtract 10% or 20% based on
librarian, sits upon a raised platform in- to the library the next round to see what the relative likelihood you, the DM, at-
side the front door. Gratius is always the trouble is. tach to the book's presence. (An un-
found here. He is crusty and irascible, but Each of the three vaults contains books named, general volume on the history of
a sage of great repute. He shares his of a specific type. One contains examples the Grand Citadel might have a 95 %
knowledge (including simple directions of all the various sorts of magical tomes chance, whereas the named work "The
on the library 's contents ) only reluc- and volumes, one of each. These, of Plundering and Dispos ition of the Silver
tantly, though the flattery of a pretty course, cannot be read by anyone, since Metal Cairn" by Vasco Plugge might be
young woman always gets him to open to do so would mean the destruction of encountered onJy upon a 30% chance.)
up. their writing. However, they prove use-
Six wings lead off from the mainentry
hall- three to the right and three to the
ful for study, and wizard/sc ribes have dis- C3: The Old Mill
cove red that. by starti ng from the back
left. Each is separated from the entry by and working forward, it is possible occa- This quaint structure is a relic of by-
an open arch. These are labeled History, sionally to copy one of the works without gone Greyhawk, but still serves in its
Geography, Artistic Studies, Poetry, Sci- destroying it. time-honored role. If anything, it is more
ence, and General. Each, of course, con- Another room contains books of rare important now than ever.
tains volumes on the listed topic. There art. The entire collection is valued at over For this is the only functioning mill in

67

Samuel Potter (Order #37675198)


the Free City. It is fed constantly by C5: Jewelers' and Gemcutters' tion only. Apprentices, arriving to begin
teams of six millers at a time, and is one their studies, are whisked through the
Guildhall wall by the power of their teachers. Of-
of the few workshops in the city that op-
erates around the clock. It has nothing This ornate structure is the gathering ten, they do not emerge again for one or
really to do with the other business of place for one of the most self-important two years.
Clerkburg, but remains here because this guilds in all the city. Though the makers The pyramid is divided into 15 Ooors,
is where it has always been. of jewelry and cutters of gemstone have or levels. Each level, naturally, is smaller
The mill is owned and run by Lord an amount of influence in the city befitting than the one below, and each houses a
\\'beatsmill, a descendent of the original their status as wealthy citizens, and the successively smaller number of students.
owner. Of course, the lord now lives in guildmaster even serves as a city Direc- But the higher up in the pyramid, the
the High Quarter and leaves the day-to- tor, the extent of ceremony at their hall more advanced the student.
day operation of his business to under- can only be described as pompous. The cellar of the pyramid is a huge,
lings. The hall is first and foremost a fortress, deep chamber, large enough to serve as
sheltering the guild's vaults that might auditorium for the staff and students of
hold ldlOO x 1,000 gp worth of uncut the school, as well as many more. This
C4: The Black Dragon Inn gems. The guild's vaults are detailed in basement drops some 40 feet into the
This is the largest inn in Clerkburg, of- Ch8 FFF, as an adventure titled "The ground, and has a high, domed ceiling.
fering 60 rooms for rent as well as good Heart of Al Rakim." Often, the room is cleared and used as an
food for breakfast, lunch, and dinner- But aside from the vault, the central arena for levitation or Oying classes,
and all night long, for that matter. The meeting hall is gaudy in the extreme, with where students can practice without fear
Black Dragon Inn also has a large com- a riotous collection of rich draperies, of wind gusts or derisive remarks from
mon sleeping room, where a traveler can elaborate tapestries, exotic carpets, and observers outside the school. (There is
rent a straw pallet, together with is sup- miscellaneous art work. nothing quite so ungainly as a young mage
per and a pitcher of ale, for 2 sp. A good When the guild members meet, as they trying to use his first flying spell.)
private room can be had for 5 sp, and the do on a weekly basis, each garbs himself Each floor serves as dormitory, dining
inn offers several comparatively luxuri- in a huge cape, complete with puffy shoul- hall, and classroom for the students
ous suites for 1 to 2 gp. der pads and a great crown, surmounted there. As a rule of thumb, the level in the
A small stable is located behind the inn, by antlers from the rarer types of herd pyramid corresponds to the student's
with stalls for a dozen steeds and a court- animals. level of experience. The teacher on the
yard large enough to hold several car- These meetings, with members and floor is always at least three levels higher
riages. The inn employs many young men escorts present, are riotous affairs with than the highest student, with a minimum
and women, mostly students, during the drinking and feasting and carousing last- instructor level of 7th.
full24 hours of the day. At any one time ing until well after midnight. The first (apprentice) floor has perhaps
there might be two stable hands, four 100 hopeful students, characters of 0
cooks, three bartenders, 10 or 12 serv- C6: University of MagicalArts level. This number decreases to about 60
ing maids, four bouncers (3rd-level fight- 1st-level, 40 2nd-level, 20 3rd-level, and
ers), and four housekeepers here. One of the most striking buildings in so on, with only single students or pairs
The proprietor of the Black Dragon Inn Clerkburg, from an architectural point of
studying levels above 6th. At the lower
is Miklos Dare, a retired adventurer who view, is the dramatic, three-sided pyra- levels there is one teacher for every 10
loves to share stories of his experiences mid of the College of Magic, as this uni-
students (1 per 20 for the apprentices),
with interested listeners. A great red- versity is often called. Its sheer sides and
while there is one teacher per level above
bearded bear of a man, with a peg leg and pointed crown are visible from many
the 5th.
numerous scars, Miklos is affable but as- places in the district, and even from high
In addition, each of the lower floors is
sertive in maintaining his establishment. locations in other parts of the city. staffed with a priest or two, of levels
Miklos knows many of the secrets of But the drama doesn't stop there. As equivalent to the teacher. These assist-
the city and its environs. For characters one approaches the college at street ants generate food and water for the
who ply him with ale, and listen atten- level, he faces a long, featureless wall-
younger students, since these aspirants
tively to his tales, he is 50% likely to one section of the triangular courtyard
are not allowed to leave the temple dur-
share one of the rumors from the rumor wall. Since the gate is not here, one might
ing the course of their studies.
table (page 94). He will not provide a PC tum the corner to the next, and then the Also, the work of the Porters is much
with more than 1-3 rumors over the third wall.
in evidence here, for these dwarves han-
course of a year, however. But there is no gate.
dle all of the heavy work not delegated to
Entry to the Wizard School (another
apprentices. See Ch3 FFF for a full de-
common nickname in the city) is by invita-
scription of the Porters, and of Kieren Ja-

68

Samuel Potter (Order #37675198)


lucian, Principal of the College. Though that metal. About 80-90% of the value is large, low-ceilinged dining rooms-each
Kieren lives at the Wizards' Guild, an in ingot or bar form. Those entering the furnished with imported rugs, dark
apartment is kept ready for him at the top mint must pass through a heavily fortified wooden beams, and a constantly crac k-
of the pyramid. Tobin Potriades, the Sen- entry hall, followed by the manufacturing ling fireplace-serves only the products
ior Tutor, also lives at the top of this pyra- shop, and then a small hallway with rein- of the school. Its wines and beers are
mid. Full details of Tobin and other NPCs forced granite walls ten feet thick. This made in the basement of the school. The
at the College of Magic can also be room is always occupied by a young mage cooks, waiters, and other workers are
gleaned from Ch3 FFF. (level 2-5) assigned by the guild to this students at the school. Though a Profes-
Unlike many other universities, the temporary duty with the city. He or she sor Chef supervises the kitchen, the stu-
College of Magic does not often keep stu- always wears a ring of teleportation, and dents do all the food preparation. The
dents for three or four years in a row. It is immediately pops to the Guildhall or Uni- prices at the Chateau are comparable to
far more likely that a student will study versity of Magical Arts to summon a wiz- other fine eating establishmen ts in the
here for one, or perhaps two years, and ard or two to defend the mint. city. Open only during the dinner hour, it
then embark on the road to adventure for The value of money in the vaults varies is always crowded.
a while. After the character has earned from day to day, as reserves are accumu- Tuition here is about double that of
some money and learned a littJe about the lated or coins are manufactured. Typical Grey College, for the teachers are paid
real world, he might come back to spend values might be as follows: well. In addition, students pay for the ma-
a year at the college before going on the Platinum: ldlOO x 1,000 gp worth terials they use in their studies , an
road again. Gold: 2d20 x 1,000 gp worth amount that approaches the tuition
Some of the students in the higher Silver: ldl0 x 1,000 gp worth amount. However, diligent but poor stu-
levels of the temple are quite old. Electrum: ld8 x 1,000 gp worth dents can work off some of their school
The magical protections and wards in The city no longer manufactures coins fees by putting in extra time in the mill,
this college would require an entire mod- of copper, tin, or iron. The rate of infla- dairy, or slaughterhouse.
ule to describe in detail. They include tion triggered by treasure brought to Stude nts spend their first year here
such things as invisible walls, magic Greyhawk has made such bits virtually milking cows, grinding wheat and com,
mouth spells, clever use of permanent worthless. butchering pigs, and other unappetizing
levitate spells, traps filled with slow gas, activities that are all necessary to the
and entire rooms blanketed with silence CS: New Milland The School of production of food.
or darkness spells. lf these protections Culinary Art By the second year, many students be-
are put to the test , the DM willbe obliged gin to branch into one of the college's
to fillin the details. Keep in mind that the The various skills of food preparation, specialty areas, though many others con-
college, while not designed as a fortress, from the grinding of grain and the storing tinue the entire course with the aim of
is very well defended. of milk to the final spicing and steaming of getting a general culinary education.
And it needs to be. After all, the vault an exotic dish, are well taught at the insti- The specialt ies include Brewing,
at the top of the pyramid contains several tution commonly referred to as the "New Cheesemaking, Winemaking, Baking ,
(2d4 + 1) valuable magical items. These Mill," or Mill College. Basic Chef Cookery, Exotic Cuisine, and
are not listed because they change regu- The instructors here include some of Dietary Health. After three years, a stu-
larly, consisting of whatever is relevant to the finest chefs from across the Flanaess, dent with passing marks is declared a
the current lesson. There is little money each of course with his or her specialty Master in his chosen field-except for
kept here, but an intruder might find dishes. But the college teaches far more Exotic Cuisine. Only Master Chefs are
some scrolls, and certainly a few spell than the preparation of delicacies. admitted to this course, which takes an-
books, if he knew where to look. The buildings and grounds include the other two years of study.
New Millbuilding (in contrast to the Old
Mill, a little ways downstream), which C9: The Bardschool
C7: The City Mint
doubles as classrooms and offices. A
This repository of wealth is the stamp- small slaughterhouse and brewing cellar Originally a small adjunct to Grey Col-
ing and casting center for the officialcoin- occupy the basement. The mill itself, lege, the Bardschool broke away nearly a
age of the Free City of Greyhawk. Its while a working shop, is small, intended century ago over a dispute in the curricu-
heavy stone vaults are lined with lead, more for the te aching of students than lum. Th e college attempted to channel
guarded with magic mouth spells and a the mass grinding of grain. students into a specific area of expertise ,
permanent guard detail of one elite and Next to the millbuilding is the Chateau, whereas the Bardschool offered a much
two standa rd patrols of the City Watch. an establishment that is gaining ground in broader, more general program. As it
Each vault contains a separate precious its bid to be the finest eatery in all the happens, many of the Bardschool's grad-
metal, or coinage already rendered from Fr ee City. This elegant restaurant, with uates have gone on to become great

69

Samuel Potter (Order #37675198)


bards of the harp, lute, or flute. ClO: Bridge of Entwined Heart s small tables in a single chamber. Many of
Though small, with only 30-40 stu- the walls are lined with bookshelves, and
dents at a time, the Bardschool features Tradition holds that this bridge is the a variety of interesting, albeit well-worn,
superb instructors in each of it s fields. finest setting for romance in all the volumes can be browsed by the cus-
These are men and women motivated reaches of the Free City . During all hours tomer.
more by a desire to spread knowledge of day and night, in weather fair and foul, The woodwork is dark, simply hewn
than to live well, for their skills could one can always find a couple, or two, or yet beautiful in its grace and styling. The
command high teaching fees. occasionally three couples, engaged in lighting is kept low. but each table is pro-
The tuition at the Bardschool roughly quiet and romantic conversation. vided with an oil lantern that can be
approximates that of Grey College. Of course the bridge serves as a thor- brightened for reading. Conversation is
There is no set period of instruction at oughfare and carries a fairly significant also low, though earnest debate about aU
the school, though students generally can amount of traffic each day. The Mill- matters is not only common, but ex-
gain little more after five or six years stream separates Clerkbu rg into two pected.
parts, and the bridge is the only one in the
here.
The Bardschool has an impact on the district. Each of the mills has a dam, with
a walkway across it, but this bridge is the
C12: Free City Arena
city that goes far beyond its size, how-
ever. The practical jokes performed by only crossing that can carry a horse or The arena began as a Joint effort be-
coach across the Millstream during its Lween Grey College and Lord Mayor Za-
its students (and by others, in revenge
entire course from Temple Row to the gig, to be used for college assemblies and
upon those same students) are nearly
legendary. Bardschool students never Processional. events as well as entertainmen ts for the
But travelers use the roadway, and lov- citizens of the city . It proved somewhat of
cease attempting to embarrass the stu-
ers use the balconies set off the road at a bust as the latter - apparently the citi-
dents and faculty of Grey College, which
the highest point of the bridge. One of zens of Greyhawk had plenty of ways to
is their most constant rival. The Bards-
chool fields teams for every competition these balconies overlooks each side, and entertain themselves without the grandi-
and college game at the arena, again each has a small bench in it, large enough ose spectacles hosted by Zagig. And in-
to hold only two. lf a couple comes along, deed, the arena can seat but 18,000
overcoming the limitations of its small
size. The student body is composed of but there is already a pair on each bal- souls, if they squeeze together, so the
cony, it is considered poor form to loiter bulk of the city's population had to miss
splendid specimens of physical fitness
about the bridge, waiting for space. Per- each event .
and wit , so they more than hold their own
against the larger schools. haps, if the time is right, the space will be As a college focal point. however, the
The High Tutor and headmaster of the there-or so go the stories. arena hasbeen a grand success. It serves
Rumors state that a marriage proposal as a neutral ground for representatives of
school is Lactile Furlo , a master bard. His
ribald sense of humor sets the tone for made and accepted upon the bridge will aU the schools in Clerkburg, as well as
the pranks of his students and faculty. lead to a life-long union. The theory has self-proclaimed fraternities of students
But the bards serve a serious role as been tested thousands of times, but no using individual tutors. to gather and face
well, particularly in chronicling the day- one has compiled the results. There are off in the endless series of games and
to-day life, and the grander historical no magicaleffects present on this bridge, contests these students use to amuse
march, of the Free City and its people. but the view is lovely, the passers-by themselves.
True, the scholars in the Great Library friendly, and who knows what a rising In addition to these contests, the arena
perform much the same function, with ac- moon might foreshadow.... is still used by the city for those occasions
cess to a greater wealth of facts and fig- when a grand celebration is required.
ures. One who wishes to learn the exact Cll: The Savant Many holidays are commemorated with a
value of the jewels traded through the service here. Illusionist shows, offered
This small tavern looks more like a once or twice a year, are extre mely popu-
city during a specified year will indeed do stately residence than an inn. It is fre-
better by consulting the library's history. lar. And every few years a traveling cir-
quented ~y many professors, sages, and cus comes to the Free City, remaining for
But for one who wishes to remember other educated gentlemen. In recent
the sunsets that blazed during a misty au- two or three weeks . These festive occa-
years it has also seen the attendance of a sions are cause for nightly crowds in
tumn, or the lyrics of a song raised in cel- few learned gentlewomen, but this trend
ebration of the fall harvest, there can be Clerkburg, even though they occur over
is discouraged by the inn's regulars. Midsummer when the colleges are not in
no substit ute for the Hist ory of the Inside, the Savant is a rambling maze of
Bards. session.
small rooms, tiny alcoves, and fireplaces. Also, the men of the City Watch hold
Most tables have a small room to them- drills and mock battles here. Only twice a
selves. with at the most three or four year are the mock battles performed be-

70

Samuel Potter (Order #37675198)


fore an audience, once in spring and once sonal guests of the lord mayor. During C15: The University of the
in autumn, but the troops often practice college events, the box is used by the Flanaess
here during the day, or even under the student and faculty leaders of the college
light of a bright moon. that last triumphed in the event. This poor sister to Grey College strug-
The grand stone edifice was once a The arena floor is surrounded by a wall gles for recognition in the shadow of its ri-
gleaming white circle of limestone. The 15 feet high on each side, and 20 feet high val. The "university" (its title is overly
color first faded to gray, and then one day in the east and west ends. The front rank grandiose for the reality of the school) of-
nearly 20 years ago, suffered the indig- of spectator seating reaches almost to fers four-year programs of education in
nity of a practical joke by the students of the edge of this wall. ln fact, an observer most of the fields offered by Grey College
the Bardschool: the citizens of the Free in this row who leans too far forward may (except Alchemy and Astronomy).
City awakened one morning to find that find himself flat on his face in the arena. Tuition here costs only half that of Grey
their coliseum had been painted all over a The arena is used once nearly every College, and the student body is large-
throbbing, vibrant shade of pink. week, except during the heart of winter, this is the third biggest school in
Of course, it has mostly faded by now, for some function or another. Usually Clerkburg. But it is common knowledge
but in places an observer can see a streak these are small college competitions, that the graduates of Flanaess do not re-
of pink running through a seam in the with attendance of under 1,000. About ceive the thorough education that Grey
limestone. And from a distance, the en- once a month a major college competition College alumni can claim.
tire edifice seems to take on a rosy hue such as the "Sea Wars," or a major city The buildings of the college are smaller
when the sun hits it just right. function such as the welcoming of a new than at Grey, and are crowded closer to-
The arena is capable of hosting all sorts ambassador, draws enough people to fill gether. Classes are larger, and the school
of functions. Its field is large, and nor- the arena to capacity. All Clerkburg bus- offers no extended course work beyond
mally covered with hard-packed sand. tles on these occasions, as graduates re- the four years.
However, it has been covered with lush turn to cheer for their school, or the However, the university fields vigor-
turf or filled with enough water to float influential folk of the High Quarter jour- ous teams to the interscholastic competi-
small boats-both transformations ac- ney here in their carriages and coaches. tions, and its student body is lively and
complished with the aid of powerful loyal. Flanaess students contribute much
priests-on more than one occasion. C13: City Watch Station to the good character of the Clerkburg
Spectators can enter the stadium by District.
any one of a dozen gates spaced around This is the Clerkburg outpost of the
its outside wall. Seating occurs in 12 City Watch. See Ch2 FFF for details of its C16: Guild Station of the
staff.
banks of 1,500 seats each. All the seats Nightwatchmen
offer splendid views of the field, as they
are not very far away. C14: The Roe and Oliphant This guild house is typical of those de-
Below the seats is a complex labyrinth This boisterous tavern is a favorite of scribed in Ch2 FFF.
of dressing rooms, cages for wild animals students, renowned for cheap drink and
or prisoners, and storage halls for the ample portions of tolerable food. It is Cl 7: The School of Clerkship
equipment that is sometimes employed in busy at mealtimes, and during most eve-
the events of the arena. The short, nar- nings. Earthday evenings are the wild- This sprawling campus is second only
row skiffs used by the various college to Grey College in size and history,
est, usually with music from some group
teams for the rowing races and mock sea though it offers a very different program
of minstrels or bards. Since most col-
battles fought in the flooded stadium, for of studies. Its campus does not have the
leges do not hold classes on Freeday, the
example, are locked up under a section of carousing goes on until well past mid- parklike atmosphere of its cousin on the
the stands. other side of Clerkburg, nor do its build-
night.
The arena floor itself has only two en- ings convey the grandeur of Grey Col-
The large building consists of a huge
trances, one at the east end and the other lege's Hall of Deans.
main room heated by a central fireplace,
at the west end. Each of these is 20 feet But the School of Clerkship serves a
and several smaller rooms to each side.
wide by 16 feet high, and can be secured The kitchen is in the rear. The whole student body nearly as large as Grey Col-
with massive wooden doors. These lege's. Graduating classes tend to be
place has a distinctive odor combining larger than at Grey's, since most stu-
doors fit so snugly that water barely wood smoke, stale beer, and human per-
trickles under them when the arena is dents take but a two-year course of study
spiration.
awash. here. Four- and six-year programs are
Above the western entrance rests the available for aspiring sages or master mo-
Grand Box of the Lord Mayor. This luxu- neychangers.
rious accommodation can seat 100 per- A year of tuition here costs only about

71

Samuel Potter (Order #37675198)


two-thirds of the cost of a comparable course work m Finance or Journalism. Clerkburg. Its members refer to them-
year at Grey College. The School of The former field involves all aspects of selves simply as the "Gnarlys." The
Clerkship, of course, does not offer the bookkeeping,accounting, and money- once-grand old house is a wreck, with
abundance of choice that its rival does, changing, while the latter teaches tech- windows boarded up, skeletal remnants
but its teaching in its selected fields is un- niques of persuasion, observation, of furniture piled in the yard, and weeds
surpassed. cartography, description, and illustration. sprouting everywhere. There is a 75%
The school is indeed a college, but it The latter field is only now coming into chance, day or night. that ld8 + 1 mem-
has clung to its original name for mis- vogue, and many graduates of the school bers are lounging on the porch and auto-
guided reasons of tradition. In a sense the find themselves highly valued as agents matically harass women, or small groups
name reflects the feeling of inferiority of various ambassadors and lords. After of unarmed men.
that seems to pervade the entire student all, a spy who can write down what he They are led by a young tough named
body. They regularly compete with Grey sees accurately, together with pertinent Hor st Manual (F3). and number some 25
College, the Bardschool, and various fra- maps and diagrams. is worth far more young men. They fist-fight, wrestle, and
ternities in the events at the arena; just than an illiterate footpad. brawl as 1st-level fighters, but if real
as regularly, the School of Clerkship loses weapons are involved they are treated as
nearly every competition. C18: Gnarlyhouse level 0.
But academicsis where this college sur- The Gnarlys drink to excess. harass
This historic house predates the wall of women. host loud parties that last well
passesevery other. The Clerkship curricu-
the new city. It was named after the mas- into the dawn. and generally make a nui-
lum offers its basic program in Enscripbon
sive stump of an oak. now long gone, that sance of themselves. Some of them are
(which qualifiesone to work as a scribe) to
stood before it. It has served at various no longer students. while most attend the
all of its students, teaching them in two
times as an inn. a brothel, and a school- more lax tutorial schools in Clerkburg.
years all the finer points of dictation. pen-
house. If you roll up one of these toughs, take
manship, style, and accuracy.
Now it contains the largest and mo~t a few points off of Int and Wis and put
Students who wish to contmue their
notorious of the independent student fra- them into Strand Con.
studies may then elect to take advanced
ternities that have formed throughout

72

Samuel Potter (Order #37675198)


Chap t€ R 9: th€ aRt1sans'QuaRt€R

This small quarter of the Free City is one With its convenient localion next to the Artisans' Quarte r Busi ne sses
of the most peaceful, lacking the wild tav- Low Marketplace, the residents of this
erns and crowds of most other districts. quarter rarely have to go elsewhere in K in
T he Artisans' Quarter is home to hard- the city for their needs. More than any Type of Busines s Qu a rt e r
working people and their families. Its ma- other district, the Artisans' Quarter Shipper and Hauler l d4 + 1
jor features are the guildhalls for many of seems a self-sufficient community all Brewer 2d3
those craftsmen and women. unto itself. Leather worke r 2d4
Sure, the Arusans' Quarter has its The hallmarks of each tradesperson Weaver ld6 + l
share of caverns, but these are quiet, can be seen on the front of the house: an Tailor l d4 + 1
neighborhood places. Most of the cus- ornately carved balcony and railing for Metalsmith l d6 + 6
tomers recognize each other and the the woodcarver, a wide, sweeping stair- Jeweler ld 4 + 2
proprietor-who is usually the owner. way for the carpenter, an imposing facade Gemcutte r l d4
Strangers are treated cordially, but any of granite for the stonemason, and so on. Furniture Maker l d4 + 1
unruliness arouses the resentment of the Weavers, painters, metalsmiths, and the Carpenter ld6 + 7
entire establishment. like use an example of their craft to deco- Stonemason l d6 +4
The City \Vatch, while not a great pres- rate the front of the house-a tapestry, Architect l d4 + 2
ence here, is not neglectful. If a patrol is unusual color scheme, or metal rack of Tavem with Food ld6 +1 0
summoned, it amve within 2d8 rounds. tools, for example.
The houses here are small. At first While some of these artisans work for
glance one might think they are crowded employers and travel to a different location
uncomfortably close together. Upon for their job. the majority work in shops
closer examination, the buildings all seem within their homes. ConsequentJy, a great
to fit snugly together, while leaving a sur- number of different businesses can be
prising amount of space between them. found in the tiny Artisans' Quarter.

73

Samuel Potter (Order #37675198)


The upper part of the hall, reached usu- the mastery of its residents, the carpen-
SpecificLocations in ally through the museum but connec~ng ters of the Free City. It is made, natu-
rally, entirely of wood.
the Artisans' Quarter to both sides, contains small meeting
rooms, the large ballroom with a raised An ornamentally carved facade frames
orchestra platform, and an amply provi- each of the building's three stories. The
Al: Guildhallof Architects and sioned bar and kitchen area. shutters, doors, and trim wood all show
Stonemasons the attentions of skilled carvers.
A2.:The Fat of the Hog The interior is no disappointment. Like
As befits the meetinghouse of artisans
the architects, the carpenters maintain a
specializing in quality constru~tion, ~s This friendly neighborhood bar is fa- museum open to the public, occupying
guildhall is one of the most umque bu~d- mous for the variety of its pork menu. the entire ground floor of the hall. The
ings in the Free City-the only one with Waldo Parstiche (commonly known as
an address on each side of the same museum here serves as a classroom for
"Wide Waldo"), the honorable proprie- apprentices as well. Its displays include
street! tor, considers it a personal insult if a guest examples of the carpenter's tools, dia-
The guildhall resembles a bridge in the refuses to try whatever delicacy is the grams of their use, and examples of fin-
way it straddles Smith Road. It res.ts _on special of the day.
two square pillars, each a stone buildmg ished work. The museum is a loose circle
The tavern is small, with a dozen tables of interconnecting rooms. and each room
of no little size. Supported by eight mas- and twice as mauy seats at the bar. Open
sive trunks-single beams more than 100 is done with a different type of wood, in a
from noon until midnight, it always seems different style.
feet long and nearly three feet thick-the to be crowded. The prices are very rea-
upper portion of the building rests upon Th e middle Ooor of the guildhall is the
sonableand the portions more than ample. social center and meeting area, similar in
these bases. The structure is phenome- Waldo's brother, Ernest, is lord of a
nally strong. As if to prove the point, the most respects to the second floor of A 1.
manor a day's ride west of the Free City. The upper level of the carpenters' hall.
Guild Ballroom, where the members hold Ernest Parstiche has focused the atten- however, contains a dormitory and class-
their social gatherings and dances, is lo- tion of the farmers around his holdings
cated in the part of the building sus- room. Here up to 12 apprentices live ,
into hog breeding. These hogs are regu- working on crews for various master car-
pended over the road. . larly herded to the Free City slaughter-
The guild maintains a small museum m penters during the day, and studying
house, which gives both brothers a techniques by night.
the left leg of the hall, wherein are dis- sizable discount because of the volume of
played detailed scalemodels of some of th~ their business.
greater accomplishments of guild archi- Waldo's specialties include pork ribs
A5: Guildhallof the Performing
tects. Models of the Citadel, the Lord May- simmered in a spicy pepper sauce, then Artistes
or's Palace. the Hall of Deans at Grey grilled. All but the most hardened din~rs This grand structure far exaggerates
College, and the Guildhall of the Perfonn- must immediately wash down each bite the status of this guild within the city, to
ing Artistes are the only buildings of the with a mug of chilled ale, for the scalding the considerable resentment of other,
Free City displayedhere, but a dozen more heat of the pepper sauce is unequaled by more serious unions. However, the cas-
models represent palatial structures from any other public dish in the Free City. tle once known as Lord Ren 's Hold came
other parts of the Flanaess. However, Waldo also offers roasts, into the possession of the guild of actors
Each model is provided with its own al- bacon-wrapped delicacies, pungent and musicians quite legally.
cove in the museum, lighted by its own smoked hams, and his own invention, That lord of the last century was a no-
chandelier.The museum is a mazelikearea lard soup. Most of his menu is delightfully ble of eccentncities and foibles second in
of stone passages,columns, freely swing- sumptuous, and even the latter item is note only to Zagig himself. The most in-
ing stone doors, and other examples of ~e edible. flamed of his many passions was his love
stonemason's art. It is open to the public
for the arts, whether song, drama, paint-
during the afternoons. It is staffed by one
master architect or stonemason,and about
A3: City WatchStation ing, sculpture, every type of art! He
amassed a considerable fortune, and was
six young teenage children of guild mem- This is the outpost of the City Watch in
a great sponsor of Greyhawk culture.
bers who aspire to apprenticeships. the Artisans' Quarter. See Ch2 FFF for
The very existence of the Great Theatre,
The other pillar of the bridge holds a details of its garrison.
in fact, can be traced to the generosity
storeroom of rare tools and a large draw-
and persistence of Lord Ren.
ing laboratory. Its facilities are available A4: Guildhallof the Carpenters As he approached death with no heir,
to guild members who have tempor~ry
This large building runs the entire he decided upon a plan to guarantee the
need of equipment or space exceeding
length of a city block, rising above all flourishing of artistic accomplishment in
their own resources.
neighboring structures as if to announce the Free Cit y for generations after his

74

Samuel Potter (Order #37675198)


own demise. Thus, he willed his fabulous A6: Guildhall of Leatherworkers, taste. Specialties include cheese and to-
keep, and its hoard of priceless art work, Weavers, and Tailors mato pastries, all manner of fruit pies,
to the guild of performers who had beef and lamb wrapped in crusty roUs,
brought him such delight. This catch-all guild has eventually come and many others.
The Guildhall now serves as an art to represent nearly every artisan engaged Karin employs no bouncer, nor any
gallery-the finest upon the Flanaess in the production of clothing, blankets, and brawny help, but she and her maidens are
and small theatre, as weU as the head- the like. In addition to the three named favorites of the work ers hereabouts. Any
quarters of the guild and living quarters professions, the guild represents cob- rude comments from customers are
for many of its members. blers, dyers, seamstresses, curtain greeted with stem rebukes from these
The Guild it self includes performers of makers, upholsterers, hat makers, yarn- regulars. Those who persist in the distur-
all types: jugglers, clowns, musicians, spinners, cloak makers, knitters, embroi- bance find themselves facing ld6 + 6
singers. actors, acrobats, snake- derers, and hosiery makers. large, angry men (1st-level fighters).
charmers, and so on. It enjoys the pa- However, perhaps because of this di-
tronage of the great wizard Otto (of the versity, the guild is nowhere near as or-
Circle of Eight, see Ch3 FFF) , and a ganized or powerful as are, say, the Low Marketand
carpenters. This is evidenced by their
shrine to the goddess Lirr in the guildhall
seems to engender her favor as weU. small guildhall, used only for the gather- Bazaar
The guildhall is always home to several ings of the members at the monthly The staUs, tents, and booths of the
dozen young performers, too poor to meetings, and the infrequent get- Greyhawk Low Market offer a maze of
have yet acquired lodgings. RoU 2dl2 togeth ers of the various masters. tiny stores. Some merchants ply their
+ 25 to determine the exact number. The one unique feature of the hall is the trade from more or less permanent loca-
They pay their rent by serving to guard luxurious apartment in the rear of the tions here, but most simply pitch their
the haU-together with the three 5th- building. A weU-furnished bar, comfort- tents wherever they can find space.
level fighters the guild has hired as secu- able chairs and rugs, a large fireplace, and The market is open every day from
rity sergeants. A staff of 20 residents (0 a huge bed are the central features of this dawn until dusk. During six days of the
level) is always on hand to aid these ser- suite. One door, always locked. connects week. the pace of buying and selling pro-
geants. the apartment to the hall. Otherwise, en- ceeds comfortably. There is no frenzy of
The castle 1s small, but impressive in try is gained through a door into the back activity, and the market seems plenty big
architecture and impregnability. The gate of the guildhall, discreetly screened by because there is a lot of unused space.
is locked tight except when the art gallery other buildings. Foods and drinks , as weU as common
is open-afternoons six days a week, all The apartment is reserved for the use household needs (cloth, wood, tools,
day and into the evening on Godsday.The the guild masters, through a rigid reser- utensils, clothing, tacking, toys, inexpen-
gallery, a complex of many rooms on the vation procedure. Each master has a key, sive jewelry, paint, etc.) are available
second and third floor of the keep, is pro- but no one else even knows the apart- here at all times.
tected by magic mouth speUs, invisible ment exists (except for the housekeeper The market truly comes into its own,
strings on the valuable objects (naturally, from Old City who arrives every morning however, on Starday-the start of each
the strings ring alarm beUs at a nearby to clean). The apartment is used for new week. On these days, the number of
guard station). and other protections. those affairs when it is imperative that stalls and booths in the marketplace dou-
Pieces have been successfully stolen the guildmaster's spouse remain ignorant bles, as does the number of potential cus-
from here, but only rarely does the thief of the liaison. tomers browsing through.
escape the wrathful vengeance of Otto On Starday, virtually every readily ob-
the Great. A7: Fruit of the Mill tainable item in the campaign world is of-
The theatre in the guildhall is used for fered for sale here-and a few
This delightful little shop offers wine
rehearsals and for small performances not-so-readily obtainable items. Weapons
and ale for sale, together with a variety of
before select audiences. Often the nobles and armor, horses, dogs and birds, im-
pastries salty, sweet, or meaty. It caters
of the city and visiting ambassadors are ported silks and dyed cottons, art work ,
to workers especially.
honored with an invitation to pay 12 gp for and a host of other unique services and
The proprietor is Karin Keoffel, a pe-
a private preview of an upcoming per- activities can all be obtained here.
tite woman who has originated most of Prices are generally slightly lower than
formance. Such previews are performed her own recipes. She hires several young
in the guildhall, traditionally the night be- a merchant in a permanent shop might
women as barmaids and cooking help.
fore they open in the Great Theatre. ask, but the quality of goods here also
The eatery is open from dawn until an
tends to be less than fabulous.
hour after dark. Meals are good and fill-
There are exceptions to both general-
ing, with a variety of pastry for every izations, of course. Some trinkets are of-

75

Samuel Potter (Order #37675198)


fered at incredibly inflated prices, while Steamed sausageson a stick •Toa minimum of 1st level
other works of skilled artisans and crafts- High- and low-quality arrows
men can be purchased for a song. Flowers (in season) Other common encounters include chil-
The Low Market is not the place to buy Tiny dolls dren hawking for one or another vendor,
items of luxury. Naturally, such goods as Freshly popped corn who follow wealthy-looking shoppers
expensive perfumes, rare jewelry, exotic with incredible persistence; and pleas
spices, and the Like can be obtained only If the players ask about something that from beggarsof every pathetic variety,
at the High Market. isn't listed and you can't decide whether some hobbling about the marketplace
it would be found here or not, roll ldlOO. while others settle into one place, often
DM's Guide to the Low Market There is a base 50% chance of any item enduring the kicks and insults of nearby
being here. Modify with a + or -20% merchants.
Any attempt to detail the entire market- based on how common the item is, and
placeis doomed to vanish in a morass of in- add a further 15% if the item is sought on Se lling in the Marke tplace
formation. lf a group of PCs walks around Starday. If the resulting roll is successful,
here, asking what they can see, read Stall space is available for a minimal
the item is available somewhere in the fee-five sp for a 6' x 6' area, one gp for
some selections from the Low Market market.
Booth list. Feel free to add things to the a 12' x 6' space, and so on. The fee is
Prices for everything need to be estab- charged every day a character uses the
list, change the order around, and other- lished by the DM, remembering that the
wise modify it to suit your campaign. space, regardless of sales or portion of
actual selling price tends to be on the low the day used.
Items marked in italics are available side. The asking price, of course, can be
only on the Starday market. All other For an additional fee equal to the stall
quite a bit higher, leaving it up to the PCs fee, a merchant canhire the services of a
goods are sold daily. to negotiate for a bargain or not. guard, called a "shopwatcher." Such
Low Marke t Booth List guards are fighters of level ld 4 + 2, gen-
Hass les in the Low Marke t erally working for several merchants at a
Copper and silver Jewelry
Colognes from around the Nyr Dyv A character suffers a base 10% chance time. They browse through the market-
Swords and daggers, made in Greyhawk of undergoing a pickpocket attempt place, trying-usually unsuccessfully-to
Axes and halberds, dwarfmade every time he enters the market. Char- look like shoppers. All the while they ob-
Cheap jewelry , halfling merchant acters who look impoverished, diseased, serve the stalls under their protection,
Portraits while you wait or exceedingly dangerous are not se- quickly apprehending any thieves or
Apples and other fruit lected as victims, however. On the other shoplifters.
Bolts of colored cotton hand, characters wearing grand finery or The usual penalty for such foiled
Dresses and petticoats flaunting large amounts of money run a thieves is the return of the heisted goods,
Melons in season full 25% chance of being targeted by a and a shakedown by the fighter, who will
Colorful woolen capes pickpocket. take anything else that suits him, includ-
Boots and shoes To detennine the level of the thief, roll ing any weapons. Only in the case of vio-
Leather armor ld l 0, using the following table to deter- lent resistance or repeat offense does the
Fruity ice treats (rare!) mine the thiefs level: shopwatcher summon the City Watch.
Shields and plate mail
Pennants made while you wait Low Marke t Pickpocket Leve l Table
Dried pork sticks
Saddles 010
Feathered ornaments for dandies and Roll Thief s Leve l
thei r ladies 1 0
Gambling games of all sorts 2 1
Wine of all sorts 3 3 less than victim*
Whisky imported from Dyvers 4 2 less than victim*
Fortune-telling 5 I less than victim•
Carved wooden soldiers, painted 6 Same as victim
Toss the dagger at the target for a prize 7 1 more than victim
trinket 8 2 more than victim
Freak show (one large tent) 9 4 more than victim
Freshly baked bread 10 Twice victim's level
Hunting hounds and puppies

76

Samuel Potter (Order #37675198)


Chapt €R 10: th€ fOQ€Jqn QuaQt€Q

This is the most crowded quarter of the that there is at least one example here of Arms and armo r may be worn in the
New City, not just because this is the res- every type of shop listed anywhere else hall, but a rigid code of discipline prevents
idential district assigned to all those who in the city. And even if a type of shop isn't any fighting-even fisticuffs-within the
have not inherited or adopted Greyhawk listed anywhere else, there is a 60% guild headquarters. Though a pair of war-
citizenry, but because it is a nice place to chance it can be found in this quarte r. riors may have come here from the same
live. It offers a variety of eateries and tav- However, a passer-by asked for direc- battlefield where they fought against
erns, as well as tiny shops of many unique tions is only 50% likely to know the an- each other. all such differences must be
types. swer. set aside as they pass through the door of
It has long been city policy that visitors the guildhall. Fighte rs lacking the disci-
who take up residence in Greyhawk pline to observe this restriction - and
should not be allowed to inhabit certain Specific Locations in there are quite a few-g enerally have the
areas, particularly places adjacent to the
city wall. Thus, all foreigners who actu-
the Foreign Quarter good taste to avoid the guildhall when the
potential for trouble exists. Again, viola-
ally rent a residence (as opposed to tak- tion of this tenet results in banishment
ing a room in an inn. even for many
F l: Mercenaries' Guildhall from the guild.
weeks) must find such a residence in this This sturdy block of a building contains
quarter. Of course, foreign nobles and of- the headquarters of the Free City's orga- F2: Silver Dragon Inn
ficial guests of the city are exempt from nization of hired swordsmen and other
the restriction. warriors. While the guild cannot claimthe This 1s the grand inn of the Foreign
Foreigners are not permitted to pur- membership of all mercenanes in the city, Quarter, often the first place sought by
chase property in the Free City. After a great proportion of them make certain new arrivals in the city. Prices are aver-
seven consecutive years of residence (at to pay their dues immediately upon en- age and servings are huge. From the
least six months each year) in the city, a teri ng the city, though at ten gp per year, spicy bean recipes of the south to the sea-
foreigner can apply for citizenship. Pro- these are more costly than most guild food delicacies of the wild coast to the
vided he has two citizens to vouch for memberships in the city. rice and vegetable concoctions made
him, and no record of troubles with the Membership in the guild gains for mer- across the plains of the Flanaess, every
watch or any influential guilds. citizenship cenaries several advantages. Firstly, the manner of food and every means of prep-
guildhall maintains a well-stocked bar, aration 1s available here.
is granted.
Certain of the Foreign Quarter's shops with drinks at no cost to members. A Weapons larger than daggers must be
and inns retain a distinctive character re- bunk in a community sleeping room is checked at the door, together with
also offered, free. for a member who shields. Customers wearing metal armor
flecting their owners' origins. But for the
most part this district has blended very needs shelter for a few nights. Those are not admitted. A pair of bouncers
well into the rest of the Free City's char- mercenaries in town for a week or longer stands at the door. politely enforcing the
acter. are expected to eventually arrange their rule.
own lodgings. The Silver Dragon Inn has three differ-
The City Watch is here, but not in any
considerable numbers. If summoned, the But even more importantly, the guild- ent restaurants on the first floor and in
watch patrol is not likely to arrive for 3d6 hall is the most commonly used employ- the cellar. specializing respectively in fry-
rounds. The People's Constables (Ch2 ment center for mercenaries. Hired ing, grilling, and baking. Much of the cel-
fighters who betray their employers are lar is given over to the kitchens. The
FFF) on the other hand, are a common
forever barred from guild membership. second floor is a vast drinking hall, always
and bothersome presence during day-
The guild requires most prospective crowded with an assortment of dwarves,
light. At night, the Nightwatchmen's
Guild puts regular patrols through this members to pass a combat test (requiring halflings, ruddy barbarians, dusky sail-
1st-level fighting skills). Thus one who ors, nomads in furs, other nomads in tur-
and the neighboring River District.
seeks hired fighters can be fairly certain bans, even half-o res and squin ting
In many ways it is representative of the
city in miniature, with its diversity of of finding skilled, reasonably loyal troops mercenaries from unknown distances.
at the guildhall. The proprietor, Olaf AJ-AzuJ,is an odd
shops, its theatre (the Pit). and its mix of
Certain mercenaries offering skills mixture of a barbarian mother and desert
people from all places and all levels on the
other than pure fighting knowledge, such silk merchant father. He speaks a dozen
social scale. Indeed, the Foreign Quarter
even has its own nobility, m the form of as healing ability, magic use. horse train- languages fluently and rules the inn with
ing, or scouting skills, are often ex- bluff good humor. He can almost always
The Duke.
empted from the combat test. These break up a fight before it starts, generally
The shops of the Foreign Quarter are
individuals, while still mercenaries and with a round of drinks for the instigators.
not listed as they are for Clerkburg and
guild members, are referred to as "spe- Like as not the would-be combatants part
other areas. Instead, you can assume
cialists." the inn as fast friends.

77

Samuel Potter (Order #37675198)


When such tactics don't work, Olaf is est have often provoked deep hard feel- ver Dragon is available here, in imitation
swift and sure with the use of force. He ings. form, though the price is an exact replica
carries a rolling pin in his belt (treat as a Much of the work of the guild's mem- of the Silver Dragon's. Consequently, the
club) and a slender short sword con- bers is transacted here at the hall, for Blue Dragon Inn is rarely crowded. Even
cealed in his tall boot. The two bouncers their unpopularity coupled with the cash so, the service is still terrible.
also quickly respond to disturbances, they must carry along, make the money- Felipe imposes the same dress code as
though they have been instructed not to changers disinclined to walk the streets does Olaf Al-Azul at the Silver Dragon,
interfere unJessreal trouble breaks out. or ply their trade from booths in the mar- though his bouncers are less formidable:
Olaf AJ-Azul: AC 7 (Dex 17); MV 12; ketplaces. two 3rd-level fighters.
Fll; hp 84; T HAC0 10: IIAT 3/2; Dmg Generally, a character can get any type The only reason Felipe stays in busi-
ld6 + 5 (Str 18/92) of coinage translated into Greyhawk de- ness is that he is secretly financed by
Two Bouncers: AC 5; MV9; F6; hp 36; nominations for a fee of l 0% of the trans- Duke Garand (see location F7). These
THAC0 15; KAT 1; Dmg ld8 action amount. The fee is reduced to 5% subsidies have also guaranteed that Fe-
The upper level of the inn offers two for currencies from Dyvers and Umst lipe will do anything the Duke asks him
dozen sleeping rooms, ranging from (both of which are accepted at nearly all to.
chambers with one large bed to those places of business anyway): but it in-
containing a dozen straw mats. Cost is creases to 20% or even 25% for a trans- F6: City Workhouse
reasonable, but not cheap. action involving currency from a source
far from Greyhawk. This penal institution houses young of-
fenders who are judged too redeemable
F3: Sages' Guildhall The vaults of the guild are protected by
to be placed in keeping with the hardened
a permanent staff including two 8th-level
This unpretentious guildhall is main- thieves, four 7th-level fighters, and a 9th- criminals at the Citadel. Perhaps 120
tained diligently, outside and in, by a staff level mage. Another dozen security youths and young men, with a score of
of a doz.en servants and groundskeepers. guards (1st-level fighters) stand around firm, but not overly brutal guards, live
It is furnished within like a combination the huge lobby during business hours. All here in the evening.
between a library and a gentleman's club. attack without mercy any thieves discov- Every morning at dawn the guards
Despite the progressive attitudes of ered here. march the prisoners to a different loca-
the Free City, the Sages' Guild remains These sentries live in apartments tion in the city where they perform mun-
an all-male preserve. This fact has not es- above the lobby and always remain on the dane tasks of garbage collection, street
caped the notice of some of the city's premises. Six of the guards and one of the repair, and the like. The prisoners return
more prominent, and disapproving, ma- thieves remain awake, patrolling the to the workhouse at sunset.
trons. guildhall, during the night.
The hall maintains several small apart- The vaults contain 5d4 x 10,000 gp F7: Duke Garand's House
ments for bachelor members and their (50/ 50 split between Greyhawk coins and
valets. In addition, small, well-illuminated This blockhouse of a building is the
other coinage). home of the self-declared, but nonethe-
studies are available for the use of all The guild maintains a large ballroom in
members. An unofficial narrative history less feared, boss of the Foreign Quarter.
the basement of the hall for guild gather- He hails from some distant, unknown
of Greyhawk City is maintained here, ings and festivals.
based as much on the gossip learned by land, and "Garand" is all that remains of
the hall servants {sages are notoriously his unpronounceable name. The title is
nosy about such stufO as on the more tra-
F5: Blue Dragon Inn his own claim, but it has become common
ditional historical events. Needless to say The owner of this inn, Felipe Namarhz, usage.
this is a delightful read, though it would doesn't have a lot of originality, but he The Duke lives here with his small, pri-
be the subject of many slander charges knows what he likes. And he likes the Sil- vate army of enforcers. T hey are led with
should its existence become public ver Dragon Inn. brutal efficiency by a half-ore sergeant-
knowledge. Felipe set out to copy the Silver rna1ornamed Forlorn.
Dragon in every way possible, from the The house consists of grand living and
dining quarters on the first floor together
F4: Moneychangers' Guildhall appearance of the building to the contents
with the kitchen. The second floor holds
of his menu.
This grand edifice serves one of the He has succeeded in every aspect save the servants' and fighters' quarters. The
most powerful guilds in the Free City, and one: quality. The Blue Dragon Inn is in- Duke's luxurious personal suite occupies
one of the most unpopular. The money- deed a poor sister to the grand establish- the entire top floor, with splendid views
changers also lend money to those whose ment next door. of the quarter in all directions. Here is
credit looks solid, and their rates of inter- Nearly everything available at the Sil- where he keeps his personal treasury of

78

Samuel Potter (Order #37675198)


some 10,000 gp, 30,000 sp, and 3 000 gp the city (even the Blue Dragon Inn!) FU: Translators' Guildhall
in jewelry. ' comes alive with citizens out for the
The Duke: AC 8 (Dex 16); MV 12; fights. Events are generally sched uled The small offices of this guild are con-
Fll; hp 84; THAC0 10; #AT 3/2; Dmg for Godsday and Freeday, with special tained here. Translators here can read
ldl0 + 8 (two-handed sword + 3 and Str events at othe r times. and write most of the major languages
18/96) See Ch6 FFF for a full description of from the area around Greyhawk. When
Forlorn: AC 1 (chain mail +3 and the Pit and its entertainments. someone needs a translation in a lan-
shield); MV 9; F6; hp 38; THAC0 15; guage not known at the guildhall, the
# KI' l; Dmg ld8 + 5 (long sword +2 and character will be directed to someone
F9: Cartographers' Guildhall else in the Foreign Quarter who can per-
Str 18/ 10)
20 Guards: AC 6; MV 9; F2; hp 12; _The front of this modest building con- form the translation.
THAC0 19; IIAT l; Dmg ld8 tains a small office and a reception room.
The Duke has gained an interest in Here potential customers can interview F12: Red Serpent Restaurant
many of the shops and businesses in the ~ographers about their knowledge, and
hire a map viewing or copying sessio n. This restaurant specializes in an as-
Foreign Quarter through activities that sortment of pepper-and-rice dishes all of
stradc!Je the shadowy edge of legality. For a few sp, a character can be admit-
ted to the Hall of the Flanaess, the large which are exceedingly spicy to the ~pre-
He offers loans to those turned down pared Greyhawk palate. The Red Ser-
by the moneychangers, at only slightly area to the rear of the building. The en-
tire floor of this room is a detailed mosaic, pent has a small but slowly growing and
higher rates of interest. His tactics very loyal clientele. Also served here is
against those who fail to repay him are hand-lettered, depicting the known
reaches of the Flanaess. an assortment of strong, cold drink,
brutal and heavy handed, often directed much recommended for soothing the fi-
at the loved ones of the debtor. Many An additional sp will purchase an oppor-
tunity of study ing any map in the exten- ery burn that lingers long after the food is
good men have been driven to thievery go~e. The meals are expensive but pro-
and worse by the threat of the Duke's en- sive library here. There are detailed
maps of most of the nations, and street clauned very much worth it by the restau-
forcers. This also accounts for the high rant's loyal customers.
percentage of real estate he owns in the maps for the major cities, throughout the
district. Flanaess. Purchase of a map generally
He also operates, very quietly, a book- runs about 10 gp. F13: Guildstationof the
making service for events at the Pit. If Most of these maps, of course, need to Nightwatchmen
the Thieves' Guild should learn of this, be created and introduced to the game by
This guild.houseis identical to those de-
the Duke's life would be forfeit. so he the OM as necessary. Use them as tools scribed in Ch2 FFF.
takes care to involve only those he feels for future adventures or clues to an ongo-
he can trust. ing mystery in your campaign, among
other things. F14: Burrow Heights
F8: The Pit This is_perhaps the most unique neigh-
FlO: City Watch Station borhood m the Free City, in that all of its
This is the largest single building in the buildings consist of holes in the ground. It
quarter, though from the outside it re- This is the Foreign Quarter outpost of is quite popular with the city's dwarven
sembles a collection of town houses built the Watch, as detailed in Ch2 FFF. and halfling residents, as well as those
unusually close together. It is the scene humans who have spent perhaps a trifle
of many types of gladiatorial combat. On too much time away from the light of the
the nights of events, this entire section of sun.

79

Samuel Potter (Order #37675198)


Chapt€R 11: the RIV€R QuaRt€R

This most riotous district is centered to relieve a traveler of his heavy load of Boats/Na utical Equipment l d4 + l
around the great curving avenue known treasure. Boot maker/ Leatherworker l d4 + 1
as the Strip. With its taverns, brothels, Behind the Strip the River Quarter is a Butcher l d4 + l
gambling dens, and worse, the Strip at mixture of boarding houses and ware- Eatery l dlO + 10
night is a cacophony of noises, a shadow- houses. While much cargo brought up the Expedition Supplier l d4 + 2
land of flickering torches and blazing river is stored on the wharf, many small Shipper and Hauler l d4 + 3
lamps. And always, day and night, it warehouses are offered for rental here as Tailor l d6 +2
teems with drunks and toughs, rivermen well. Cargo moves quickly in the lively Tavern ld l 0 + 20
and cityfolk. economy of the Free City, so a load gen- Warehouse l d6 + 10
Always there are many who fight at any erally remains in a warehouse only for a Weaponsrnith ld4
implied slight, and never are there week or two.
enough patrols of the City Watch to keep Most of the business in this quarter
the peace. Generally it takes a patrol 3d6 centers around entertainment, as the ta-
rounds to respond to an aJarm. ble indicates: SpecificLocations in
People's Constables are common dur-
ing the hours of daylight, especially near Rive r Quarte r Bu si ne ss e s
the River Quarter
the Cargo Gate. There these tinpot en-
forcers of law and order (see Ch2 FFF) # in Rl : City Watch Station
nab many people just off the river, before Type of Business in Quart e r This headquarters of the City Watch in
they have a chance to adjust to city life. Armorer ld4 the River Quarter is typical of those de-
Naturally, adventurers love it here. Bakers ld4 + 2 scribed in Ch2 FFF.
Lodgings are cheap, and news from the Bawdy house ld6 + 3
world beyond is plentiful. There are nu- Boarding House (ld4 + 4)
merous merchants and innkeepers willing x10

80

Samuel Potter (Order #37675198)


R2: The Green Dragon Inn One-Eye (One-Leg) Halloran: AC 8; RS: Guildstationof the
MV 9: Fl4 /M5; TIIAC0 7: NAT2 + leg- Nightwatchmen
This is a favorite haunt of adventurers cudgel: 0mg ld6 +4 (longsword +3and
and of those seeking adventurers for var- Str 17); SpeUs:4 1st, 22nd, and 1 3rd See Ch2 FFF for information on the
ious tasks. It offers relatively mundane Halloran retains order pretty much by guild and its stations.
fare, but in copious quantities. Its loca- himself. but if real trouble threatens he
tion on Blue Boar Street, just off of the asks for help from the regular customers. R6: Tarnek McGloogan's
Strip, insures that it stays a little quieter
than most of the establishments m the
That lot Is an adventurous breed from the Warehouse
ground up, so the innkeeper always gets
quarter. . . ldlO + 10 allies. half of them fighters and This circular building. strategically lo-
The Green Dragon Inn Is fully detailed the others of random classes (and of suffi- cated near the Cargo Gate, is a busy stor-
in Ch6 FFF. cient level, usually, to overcome the age facility that has made its owner a
threat). great deal of money. .
R3: Low Seas Tavern Not content with that, Tamek has built
a secret room in the basement, entered
This place has a well-hghted porch and R4: The Wizard's Hat Inn by raismg a trap door that looks lik~ ai:i·
lively sounds of laughter coming from This excellent hostelry Is one of the other block in the stone floor. This Is
withm. It is a favorite of the River Quar- best-kept secrets in the city. The secret where the secret activities of this estab-
ter though its standards are a trifle Is tacitly kept by most of the regular cus- lishment, detailed in Ch5 FFF, are _cen-
higher than most of the inns in the dis- tomers, and thus the inn is never too tered. Tamek himself and his associates
trict. Weapons longer than daggers, for crowded. are described there as well.
example, must be checked at ~hed?or. Rooms are rented for reasonable
Good food in small portions Is available prices. The crowd is generally friendly.
here as is expensi,·e but very high-
R7: The River Rat
and weapons must be checked at the
quality drink. Ln addition to the wide as- door, though armor may be worn. The R1,er Rat is the central gathering
sortment of adventurers usually The proprietress is a half-elf matron place of the Rhennee in the Fre~ Cit),
encountered here, the mn is a favorite named Dwa,·en May. She has outlasted when they leave their barges, that ~s.Lo-
haunt of the wealthier Rhennee barge- her human husband, and e,·en her chil- cated in the busiest part of the Stnp, the
folk. dren have grown old and died. Now she River Rat ne\'er closes and never seems
The Low Seas Tavern is the domain of commits herself to the inn. body and soul, to want for rowdy customers.
One-Eye Halloran, a man th~t, to h~ar and this commJtment is reflected m the This mn can best be described as a
him tell it, was at one time wizard, h1~h superb food, dnnk, and hospitality she of- dive. Food and drink are cheap in every
priest, lordly knight. and master thief sense of the word. Rude drunks are com-
fers her guests. . .
during his travels across the Flanaess. And if the inn is not crowded, neither Is mon, and no one seems to bathe before
One-Eye is also known as One-Leg. it ever empty. The food is excellent and coming here. Those dressed m a grand
He proudly explains the histo~· of each includes the potato and rice dishes so fashion, or those who look even moder-
injurv to anyone with the lack of Judgment common in the Free City, given the chefs ately weak and helpless, or attractJve
to ask. as well as the ongins of each of the signature ,,~th a tingling blend _ofspices. women of any type are ruthlessly badg-
several dozen scars across his body. The The inn also serves its specialty, roast ered by the customers.
stories always change, so the 0~1 need venison brought in by huntsmen m the The proprietor, a Rhennee :who has
only spin a yam 1fa PC asks. Gnarly Forest who have been hired by lived m Greyhawk for decades, Is named
l lalloran has indeed lost an eye (he Owaven May. The cleaned carcasses are Zalkan Sooth. He never intervenes to
wears a patch) and a leg, which he has re- carried swiftly to the inn, where they are break up fights, preferring to bill those in-
placed with a sturdy peg. He is ad~pt at simmered and mannated for days. The volved for damages in the harsh light of
wielding the leg as a cudgel (ld6 points of result Is a tender and moist haunch of the morning after.
damage), and during melee combat he meat with a delightfully distincll\'e fla\'Or. Ch5 FFF contains extensive informa-
gets an attack with the leg before any Owaven hires no bouncers to enforce tion on the Rhennee in Greyhawk.
other attacks each round. The leg attack order in the place. On those rare occa-
does not count toward Halloran ·s number sions when unruly customers get out of R8: Templeof Pholtus
of attacks per round. • hand. the half-elfs loyal fnends-:to the
There Is a bit of truth to HalJorans This gleaming white edifice stands as a
tune of a dozen fighters, a few wizards, tribute to the god Pholtus, he of utmost
tales, insofar as his multiple abilities ~o. and a couple of thieves, all in the 4th- to
In addition to his widely observed fighting Law and Order. regulator of the Sun and
7th-level range-immediately leap to her Moon and inflexible as the tides.
prowess, One-Eye is a 5th-level mage. defense. Pholtus-lle of the Blindmg Light-has

81

Samuel Potter (Order #37675198)


commanded his followers to spread the though generally a deceased person of becoming the most highly regarded dwarf
word, and so they do in the River Quarter strong religious faith is memorialized at in the Free City. He is unofficialarbiter of
with a vengeance. his own temple. disputes between dwarves here.
The interior of the temple is primarily Selczek lives here alone with his trea- Brack and his "waiters" are also the
taken up by the tiny cells allocated as liv- sure. He has accumulated quite a sum enforcers of what little order there is at
ing spaces to the members of the sect. over the years, keeping 8,500 gp value in the inn. They move quickly to throw
The faithful are expected lo circulate gold, silver, and platinum coins locked in a troublemakers out the front door with
around the district, as well as other crypt below his house. The crypt is profane admonishments never to return.
nearby quarters of the city also prone to guarded against intrusion by 12 skeletons. Of course, the brouhaha will be forgotten
wallow sinfully in chaos, for at least 12 by the followingday.
hours a day. During this time they preach RlO: Tomas Ratek's Warehouse Brack Snagtooth (Dwarf): AC 5 (ring of
the glory of Pholtus and plead for a very protection +4); MV 6; F12; hp 72;
This large buildingis located away from THAC0 9; #AT 3/2; 0mg ld8 +3 (batUe
occasional donation from pedestrians in
the noise and bustle of the Strip. at the axe +3)
the city.
end of a shadowy cul-de-sac. It is the per- Six Waiters (dwarves): AC 6; MV 6;
There is little of value in the temple,
fect setting for Ratek's Thieves' Guild F8; hp 48; THAC0 13; IIAT 3/2; Dmg ld8
which contains a kitchen and dining hall in
activities. The thieves gather at the + 1 (Str 17)
the cellar. Only the vestments of the
warehouse each day and night before em-
some of the priests, with their gold and
barking on their mis!.ions in the quarter.
silver embroidery, would be considered R12: Temple of Rao
The building is locked twice at each
treasures. Each gold robe contains 150
door, and the few windows are heavily This humble sanctuary is the home of
gp of gold, while the silver robes contain
boarded. A secret trap door in the center the Patriarch of Rao, Jerome Kazinskaia
150 spin silver. (C19), and the center of Greyhawk's de-
of the floor conceals the treasures, which
Two Shining Priests (gold and white
are generally (ld20-1) x 100 gp in value, votions to that god of peace and serenity.
robes): AC 5; MV 9; Prll; hp 57;
depending on how recentl y the haul has The Patriar ch is described in Ch3 FFF.
THAC0 14; IIAT l; Dmg ld6 +2 (foot-
been shipped off to the Thieves' Quarter. The temple is the scene of the unusual
man's mace + 1); Spells: 5 1st, 4 2nd, 4
The treasure is shipped out about once worship services held in honor of Rao. In-
3rd, 3 4th, 2 5th, and 1 6th
every six days. stead of the typical religious harangue,
Four Gleaming Priests (sil\'er and
The warehouse is always watched by a these observances involve long, rea-
white robes): AC 7; MV 12; Pr4; hp 20;
master thief and two apprentices. These soned discussions among church elders
THAC0 18; IIAT l; 0mg ld6: Spells: 3
sentries occupy a comfortable and hidden on the virtues of a controversial topic, fol-
1st and 22nd lowed by hours of silence during which
apartment in the loft, from which they can
Ten Glimmering Priests (white robes):
keep on eye on anyone entering the build- the entire congregation meditates upon
AC 8; MV 12; Prl; THAC0 20; NAT l;
ing below. The warehouse itself is mostly the issue. Few individuals remain for the
0mg ld6; Spell: 1 1st entire ceremony - it runs eight to ten
empty.
hours-but the chapel is filled all day on
R9: Establishment of Selczek Godsday as the faithful arrive, linger for
Rl 1: Barge Inn
Gobayuik, Undertaker an hour or two, and depart.
This is another of the thriving taverns This gentle and practical religion re-
This quiet little embalming studio nev- on the Strip, a favorite of dwarven visi-
ertheless performs brisk busmess. As mains one of the most popular in the city.
tors to Greyhawk. Generally about 50% In addition to the patriarch, the sect
the owner is the master of the Embalm- of the clientele consists of these stocky
ers' Guild, he has managed to arrange claims several other powerful clerics
demihumans, the re st being humans of among its clergy in Greyhawk.
that most of the business in the River the city, bargefolk, mercenaries, and sail-
Quarter comes to his door. Though the chapel contains some gold
ors. and platinum sacramental objects, worth
See Ch4 FFF for a description of the The largest inn in the quarter. the
Embalmers' Guild and Selczek Gobayuik. several thousand gp, any intruder would
Barge Inn occupies a commanding curve have to face Jerome and his assistants.
The other members of the guild don't on the Strip as well. Thus it is one of the
complain, for under Selczek's leadership Jerome Kazinskaia: see Ch3 FFF.
busiest and rowdiest taverns in the city. High Priestess of Rao: AC 5; MV 9;
they have secured their monopoly on the The owner and manager, Brack Snag-
legal disposition of corpses in the city. Prll ; hp57; THACO 14; IIAT l; Dmg ld6
tooth, is a dwarf originally from Greys- + 3 (footman's mace +2); Spells: 5 1st, 4
This establishment is fairly typical of mere, banned from that stronghold a cen-
the type, if a bit grander than most. Selc- 2nd, 4 3rd, 3 4th, 2 5th, and 1 6th
tury ago for some forgotten slight. Two Revered Elders: AC 7; MV 12;
zek has a large display of coffins, stones, He has made a new home for himself.
and the like. He maintains a small chapel, Pr6; hp20; THAC0 18; IIAT 1; 0mg ld6;

82

Samuel Potter (Order #37675198)


Spells: 31st, 3 2nd, and 1 3rd ute or more, has insured that most of the messenger, Nemoud the Hound.
Ten Studious Aspirants: AC 8; MV 12; rooms and houses near the temple are The hound appears the first round
Prl; THAC0 20; #AT l; Dmg ld6; Spell: taken by followers of Trithereon. Other someone enters the top of the be ll tower,
11st citizens, even those living a block or two showing up as a ghostly outline that is
away, resent the intrusive noise. very doglike, but nearly the size of a
R13: The Silver Garter Th e High Priestess Jandizuur presides horse. It attacks on the seco nd and sub-
over the temple. She is detailed in Ch3 sequent rounds.
This grand house is one of the most in- FFF. Nemoud the Hound flies, can become
famous social establishme nts in the Free
The temple is the home of the combat- ethereal at will, + 2 or bette r needed to
City. While its exact nature is too delicate ready priests of Trithereon, ready to do hit , chomps for 2dl2 points of damage,
to be discussed in a scholarly study such battle for the causes sacred to their lord: and has a paralyzing gas breath (10' x 10'
as this, it must be stated that the name of freedoms for every individual, self- x 10' cloud, -4 penalty to victims ' saving
the establishment pretty much sets the
protection, and retribution. Often the throws). Nemoud leaves paralyzed vic-
tone. priests whip seve ral dozen worshipers tims for the priests to finish off.
The prices for drinks are exorbitant. into a frenzy; isolated acts of violence
No food is served here, and the prices for against those deemed repressive and ty-
other services are the highest in the city. R15: House of the Mage Otiluke
rannical have been reported following
But for all this the Garter is a friend1y, these services. Recently the priests have Ttus important personage, City Oli-
convivial establishment. The invitations held back, since they do not want to face garch and member in secret of the Coun-
to handsome passers-by from the hard- official reprisals from the city. cil of Eight, is detailed in Ch3 FFF.
working ladies perched on the house's Jandizuur: see Ch3 FFF His house is a simple dwe lling that he
second floor balcony are nothing if not High Mother, Tender of Trithereon: shares with a young apprentice/
sincere. And the welcome given one who AC O(plate mail + 3); MV 6; Prll; hp 56; concubine named Gloria!, and se veral
steps through the door is even warmer. THAC0 14; #AT l; Dmg ld8 +3 (foot- servants.
The proprietress is a battered old man s mace + Z); Spells: 5 1st, 4 2nd, 4 Gloria!: AC 8 (ring of pr otection +2);
ogress known only as Rhina. She has a 3rd, 3 4th, 2 5th, and 1 6th MV 12; M5; hp 17; THA CO 19; NAT l;
handful of musclemen discreetly available Sacred Daughters of Trithereon (3): 0mg ld4; Spells: 4 1st, 22nd, and 1 3rd
to help in times of disturbance. AC 7; MV 12; Pr6; THAC0 18; #AT 1; OtiJuke has numerous art objects and
Rhina the Ogress: AC 4; MV 12; Fll ; Dmg ld6 + 1; Spells: 3 1st, 3 2nd, 2 3rd valuable trinkets about, mostly reflective
hp83; THAC0 10; IAT l ; Dmg ldl0 + 9 Hopeful Initiates of Trithereon: AC 7; in nature as he greatly admires his own
(two-handed sword +3 and Str 18/00) MV 12: Prl : hp 4; THAC0 20; #AT 1; looks. His collection might be worth as
Eight Garter Bouncers: AC 5; MV 9; Dmg ld6 + l; Spell: 11 st much as 25,000 gp.
FS; hp 34; THAC0 16; Dmg ld8 T he followers of Trithereon are taught Aside from the lock on his door, Otiluke
to revile the sects of Pholtus and other maintains no sor t of security syste m for
Rl4: Temple of Trithereon strict lawful orders. as well as slavetra- his belongings. Instead, he has studi ed
ders, soldiers (especially sergeants and each one to the most minute detail.
This stout building,with its low tower, is
officers), and other authority figures. In the event anything is removed, he
the heart of a small but vibrant sect: the fol-
The most valuable item in the temple is notices immediately. Using a locate ob-
lowers of Trithereon the Summoner. The ject spell, he simply goes to the object,
tower holds the massive golden bell, the great bell, protected against attack
Cromoutside the tower by a wall of force. finds the thief, uses a polymorph s pell on
(12,000-gp value) that is rung to signifythe the thief-or meteor swann or other
callto worship. The summons come hourly Anyone fighting his way past the priests
to enter the inside of the tower will have bombardmen t if the thief is part of a
on Godsday, from dawn until midnight, and gang-and returns the stole n object to his
otherwise once per day at sunset. to contend with the divine retribution of
Trithereon himself, in the form of his collection.
This gonging, which goes on for a min-

83

Samuel Potter (Order #37675198)


Chapt €R 12: the Olb City

This maze of alleys, shacks, boarding main on the lighted thoroughfares of the vants for hire, on a temporary or
houses, and everything else is the true Processional, Caravan Street, and other permanent basis.
souJ of Greyhawk. Herein lie the city's major avenues. The service is profitable,and almost le-
roots, and herein also live its most vola- The border within the Old City be- gitimate. However, the owner is Turin
tile citizens. tween the Thieves' Quarter and the Slum Deathstalker, Guildmaster of Assassins.
The Old City, separated by the Black Quarter is ill-defined.A single Old City See "The Assassins' Guild," Ch5 FFF,
Wallfrom the New City, has taken on a life business Tableis provided for use in both for further information about Turin and
all its own. If the New City should sud- quarters. his activities.
denly disappear from the earth, the Old The only nefariousgoings-onat Turin's
City wouldfunction much as before. The Old City Busin esses involve the use of the company seal and
same cannot be said for the reverse. letters of recommendationused as cover
The Old City sees less of the City # in identities by assassins, and the occa-
Watch than do its neighboring districts. Type of Busin ess Old City sionalscouting of a noble mansionor mer-
Crime and misery are commonplace Armorer ld3 chant's estate by a servant of the agency.
here, but so are gallantry and decency. Baker ld4 +3 Such scoutingreports are then sold to the
Thieves control the bulk of the busi- Bawdy House ld4 +1 Thieves' Guild, or kept on file in case a
ness ventures and other activities, but Blacksmith ld4 resident of the house should become a
nowhere else is the proverb "honor BoardingHouse ld8 + 10 target for the Assassins' Guild.
among thieves" more in evidence. Brewer ld3
The Nightwatchmenmaintaintwo reg- Butcher ld4 T2: Whitehorse Inn
ular stations here, and many familiesde- Carpenter ld6 +5
vote a proportionof the precious incomes Embalmer ld4 This grand old inn is most commonly
for the additionalprotection provided by Expedition Supphes ld4 +1 visited by travelers worn from the long
the guild. And the Nightwatchmenin the Inn with Food ldlO +20 march up the River Road. The inn's large
Old City take their duties very seriously Jeweler ld4 stable and corral are ideal for small cara-
indeed-their fee is always money well Laundry Service ld4 + 1 vans. and the rooms for rent are clean
spent. The City Watchpatrols are scarce Leatherworker/Tanner ld6 +4 and cheap.
to nonexistent. but the Nightwatchmen Livery Stable ld4 The food is plain, but nourishing and
Locksmith ld4 + 1 served in ample proportions. A traveler
usually respond within 3d6 rounds, but
only when the alarm is raised by one of Pawnbroker ld6 +3 can eat and drink his fill, as wellas enjoy a
their clients. Potter ld4 +2 small, semiprivate room, for a few sp.
The People's Constables are a major Scribe ld4
nuisance here during the day, nit-picking Slupper and hauler ld4 T3: Old City Watch Statio n
every possible weapons violation, sub- Stonemason ld4 This sturdy blockhouseis the center of
jecting disreputable-appearing charac- Tailor ld4 + 1 the City Watchactivitiesin the OldCity. It
ters to searches, and quoting an Tavern ld6 + 14 is always garrisoned by an elite patrol of
assortment of vague and obscure regula- Warehouse ld4 + 1 the watch, together with an extra
tions. (" And that '11be another two sil- Weaponsmith ld4 sergeant-at-arms in nominalcharge of all
vers, oaf-you should know better than Weaver/Oyer ld4 +3 watchmen in the Old City. Tlus generally
to blow your nose on the same street as totals, besides tlus station, about four
waves the city banner! Be thankful I standard patrols.
don't run you in!") The Thieves' Quarter See Ch2 FFF for a full description of
The balance of power in the Old City the City Watchand its patrols.
centers around lhe Thieves· Guild,which Specific Locations in the Thieves'
controls the major sources of income Quarter T4: Merchants' and Traders'
here, except for the PublicBath, which1s
owned by the city. The Beggars' Unionis Tl: Turin's Servant Agency Guildhall and Livery
a force to be reckoned with in the Slum This service agency, located as it is just This compound is a rural island amid
Quarter, however, and the Merchants within the Old City at the Black Gate, is the masses of the Old City. A large corral
and Traders are also well represented in popular with many of the wealthier citi- and even larger yard give the horses,
the Old City. The patrols of the City zens of the better quarters. Turin's offers mules. and oxen kept here ampleroom to
Watch move unchallenged here during butlers, maids, cooks, laborers, garden- stretch their legs. A large storage barn
the daytime, but at night two patrols al- ers, valets, and most other sorts of ser- holds freight wagons owned by the guild,
ways march together. Even then they re-

84

Samuel Potter (Order #37675198)


reserved for the use of members. is slaughtered here per day, or one type is T9: Brass Dragon Inn
Another wing of the building holds the butchered all morning and another type
during the afternoon. This grand-looking establishment is the
servants' quarters and the stables,
where many of the guild's 20 horses, 30 first building many travelers see after
long days on the River Road, anticipating
mules, and 12 oxen are found. Some of T 7: Guildstationof the the Free City's hospitality. The sight is
the beasts are embarked upon caravans Nightwatchmen
at most times, but usually half or more of not disappointing.
them are here. See Ch2 FFF for information on the The inn is a rambling maze of wings,
The center wing of the buildingcontains guild and its activities. towers, sleeping and dining rooms, a
the guild of the merchants and traders. It a kitchen, comfortable firelit lounges and
splendid hall, worthy of a grand guild even TS: Gold Digger Tavern smoky, noisy beer halls. In short , there is
discounting the vast spaces to each end. something for everyone.
This raucous establishment is the pri- But the prices charged are the highest
See Ch4 FFF for a description of the guild- mary gathering place for dwarves in the
hall and its acti\'ities. in the Old City, with room and board cost-
Old City, though many humans and some ing in the neighborhood of l gp. And
halflings can be found here as well. Half- though the menu lists seafood and vege-
T5: Madame Serena's ores are usually roughed up if they so table dishes, beef and chicken, and eve-
Fortunetelling much as show their faces. All customers rything else, all the food seems to taste
This tiny shack sits at the busy comer except dwarves are expected to check the same, which is not very good.
of the Processional and Caravan Street. their weapons at the door. Armor, even The inn employs a small army of secu-
There Madame Serena, a wrinkled chain mail, is not uncommon garb with rity agents to protect the premises
woman wrapped in colorful rags who ap- the guests of the Gold Digger. against troublemakers and to enforce the
pears to have seen eight or nine decades, Th e proprietor is Axel Tharnhew, a collection of all weapons larger than dag-
sits all day and all night, cackling merrily long since retired adventurer. He is still gers at the door. These fighters include a
at passers-by and taunting and daring renowned as one of the great dwarven 7th-level sergeant and ten 3rd-level
them to have their fortunes told, for a explorers of the early Flanaess. After be- guards.
cost of 1 sp. She offers nobles and other ing plied with drinks he will often regale
wealthy individuals a detailed reading for customers with centuries-old tales. TlO: Chapel of Olidammara
5 sp. mostly quite true, of the early days of civ-
ilization in the Flanaess. This is the lively center of worship for
She really is a little prescient, though
His chief barmaid is a halfiing matron the deity of social gaiety, music, good fel-
how much information she gives away to lowship, and drinking. Passers-by are
a player characte r is clearly up to the named Glenda Silvertoe. She presides
over the bar while Axel supervises the welcomed every Godsday to the celebra-
DM. However, she will try to help her tions here. which last well into the night
regular customers as much as possible, kitchen and dining room. In the event of
trouble, they get ld6 +6 dwarven fight- and include plenty of the very sweet wine
and can be used as a OM tool to provide
ers to willingly support them. favored by these priests and their fol-
warnings, clues, or information to the
Axel Thamhew: AC 4; MV 6: Fl4; hp lowers.
PCs. The central sanctuary is a low-
104; THACO 7; IIAT 2: 0mg ld4 + 10
(dwan•en hammer + 3 and gauntlets of ceilinged chamber with many columns
T6: City Slaughterhouse ogre power) throughout the room. The heavy
This blocky building is the source of all Glenda Silvertoe: AC 5 (Dex 18); MV columns cast numerous shadows about
fresh meat butchered in the Free City. It 9; Tll; hp 35; THAC0 15; #AT 1; Dmg the room, accented by the few torches
is also the best market for those seeking ld6 + 1 (short sword + 1) and lanterns burned here at night.
to buy meat, though cuts are shipped Dwarven Fighters: AC 4; MV 6; F5; The chapel contains little of value. The
from here to the marketplaces, restau- THAC0 16; IIAT 1; Dmg ld8 +2 priests fight fanatically to prevent its des-
rants, and other food merchants as well. The tavern offers cheap rooms and ecration, however, using their thieflike
The slaughterhouse is owned by a con- meals. The longest bed in the place is not hide in shadows ability to surprise oppo-
sortium of nobles, most of whom do not quite five feel long, however. so most of nents within the chapel.
know that the maJority of the shares are the sleeping guests are dwarves, with a Six Pnests of Olidammara: AC 4 ; MV
in the hands of representatives of the few halflings sprinkled in. This is a center 6; Pr5: hp 28: THAC0 18; NAT 1; 0mg
Thieves' Guild. of demihuman gossip in the Free City. ld6; Spells: 3 1st, 3 2nd, and 1 3rd
The building is the scene of hog, catUe,
horse, sheep, and even poultry butcher-
ing. Generally only one type of creature

85

Samuel Potter (Order #37675198)


Tl 1: Shrine of Beory richly appointed sanctuary beyond. witch, who nonetheless keeps a clean and
The priests of Xerbo are humble and quiet house. Rooms are always available.
This pleasant garden is dedicated to faithful. They have little of financial vaJue An item of note: This is where Caprica
the worship of the Flanaess·s Yersion of here. save the Six Tapestries that each Molara lives. Read all about her in "The
the universal earthmother. Here she is depict a dramatic scene of storm, mon- Assassins' Guild," Ch5 FFF.
called Beory, and though she has no per- ster, or battle at sea. Each is worth per-
manent clerics or druids in the Free City, haps 500gp.
many of her faithful pass through here
T18: The Great Burn
Talrand Quehris, Patriarch of Xerbo:
and make sure that the plants of the AC 3; MV 9; Pr12; hp 56: THAC0 14; A decade ago a great fire consumed
shrine are well watered, and that the #AT 1; 0mg ld6 +3 (footman's mace this portion or the Old City, causing great
flowers bloom for all to enjoy. + 2); Spells: 6 1st, 5 2nd. 5 3rd, 3 4th, 2 loss of life, especially among children and
5th, and 2 6th the elderly. Rumors claimed it was set by
T12: Old Mother Grubb's House Six Priests: AC 4; MV 9; Pr5; hp 28; agents of the Beggars' Guild as an attack
of Fortun e THAC0 18: #AT I: 0mg ld6 + I: Spells: against the Thieves' Guild. Proof was
3 1st. 3 2nd. and 1 3rd never found, but the beggars suffered
This run-down building stands by itself, horrible retribution for many months af-
as if the neighboring places have leaned terward.
away in outrage ... or fear. T15: Common Crypt The scar of the fire remains, perhaps
Mother Grubb's is lively nearly every The common crypt marks the mouth of left by the guildmaster as a reminder to
night, and it has the reputation of quite a the catacomb network that is the public thieves of the perfidy of their Old City
funhouse. The doxies are pretty and graveyard of Greyhawk. The ground level neighbors. This is now a haven of dogs,
young, though a customer had best keep of the crypt is a vast mausoleum, where cats, rats, and crows. A few hermits pick
a hand on his purse. the ashes of those who have been cre- their way through the refuse, but none
More sordid details concerning the mated can be stored. A wide statrway spend the night here.
House of Fortune can be gleaned from leads down into the shadowy network of Rumors abound claiming that the bum
Ch5 FFF. the catacombs.where the vast majority of site is haunted by the ghosts of those
the city's citizens are eventually buried. killed in the fire. Other tales tell of the
Tl3: Public Bathhouse The catacombs are detailed later m treasure vault of a master thief, lying
Chapter 13. "The Undercity." somewhere in the wreckage but guarded
This grand edifice was once the pre-
by the vengeful spirit of the thief and his
serve of nobles and the wealthy, but as
T16: Millrose Brewery three great hounds.
the city grew beyond its onginal bounda-
ries the bathhouse gradually became a fa- The distinctive smell of growing yeast
cility for all the citizens of the Free City. wafts up and down the Processional from
T19: Zorbo's House of Fun
Now the building is open to anyone this large building and its connecting This building is organized as a long
with a silver piece to buy the weekly smokehouse and steaming vats. maze. It is popular among parents of
pass. Three gp buys an annual admission. This is one of the few manufacturers in young children. and for a silver piece an
T hose with tickets can use the bathhouse the city that runs three shifts, so there is entire family can enjoy a few minutes of
as often and as long as they want. not letup in activity at night. During the harmless excitement and terror.
The building consists of a two long. day is when the freight wagons arrive fre- The House of Fun involves imaginary
screened wings-one each for men and quently with their hops and barley and encounters with a fire-breath ing dragon,
women-and two entrance foyers and maJt, and depart just as frequently with a mummy emerging Cromits crypt, a pit
lounges. The wings contain dressing their carefully stacked cargoes of kegs that seems to fall away forever, and other
rooms, steam rooms, and massagecells, destined for the city's inns. very real-seeming challenges. Most of
while the lounges serve expensive drinks the stunts are performed mechanically or
and provide a comfortable, tropical set- Tl 7: Madame Zaccaruso 's with the use of actors and makeup, but in
ting for conversation or meditation. a few places, repeating illusion spells are
Rooms For Rent
employed.
Tl 4: Temple of Xerbo This grand boarding house charges up- A side activity or the House of Fun in-
per crust rates for the Old City-in the volves its service as an alternative en-
This is the temple favored by mer- neighborhood of four sp per week-but trance into the Thieves' Guild
chants and travelers who are required to the price includesa hearty breakfast every Headquarters. It is customarily used by
journey often by boat or ship. A miniature morning. Madame Zaccaruso is a one-
replica of a great galley stands in the thieves returning from a successful foray,
eyed hag of a woman, rumored to be a and if they deposit a gold or platinum
foyer of the temple, which leads to the

86

Samuel Potter (Order #37675198)


piece instead of the silver as they enter T22: Black Orchid Boarding The garbage men, in their smelly wag-
Zorbo's, the guildmasters know it was a House ons hauled by a pair of sedate draft
very successful mission. horses, collect in a different quarter each
This small house is almost invisible day. The Free City has come up with a
T20: Devin Halfuock's Pawnshop from the street, being set well back be- splendid sanitation plan for disposal of its
tween neighboring buildings. No sign garbage: the garbagemen dump it into
Devin Halfhock is a crude, slurring half- states the nature of its business, for the the river. A few burnable items are incin-
ore who is far more clever than he seems. Black Orchid accepts boarders by refer- erated on the rubbish pile outside of the
Many are the times he has outsmarted ral only. city, but the river has proved an effective
clever merchants and wheeler-dealers in Th e proprietor of the house, Derk en waste removal system for most of it.
negotiating the fees for his services. Gale, is a very light-skinned, white- The street repair crews work mainly at
His pawnshop contains an assortment haired elf. She is taciturn to the point of keeping the Processional and other major
of weapons and armor types, clothing, rudeness with strangers, and jealously thoroughfares smooth and dry. Occasion-
various tools, and other items of equip- guards the privacy of her boarders. She is ally they fill ruts or holes that are formed
ment. It's all slightly overpriced, but actually a drow elf, but has succeeded in during muddy days on the side streets,
Devin can be talked down and a discern- bleaching her skin and hair to conceal this but these minor avenues receive little at-
ing customer can get away with quite a fact. She retains all other characteristics tention most of the time.
deal. of her true race. The sewermen, whitewashers, the
The real purpose of his shop is to serve Derken Gale: AC 2 (bracers of de- city blacksmiths and carpenters, and so
as a secret entrance to the Thieves' fense, AC 2); MV 12; F6/M7; hp 42: on, do not get sent out unless a specific
Guild headquarters. It is often used by THAC0 15: NAT 1; Dmg ld6 + 1 (short task presents itself. At other times they
thieves leaving on missions, though few sword + J) work in the depot, servicing wagons and
return by this route. Devin only admits She has collected a dozen or so other city property.
those he recognizes to the secret en- boarders here, all of extremely evil dis-
trance (which is a door behind a row of position. They do not work together-
shelves in his storeroom). T24: Gritch Hariad, Jeweler
Derken does not allow her house to
Devin Halfhock: AC 5 (leather armor become headquarters for anyone else's This modest shop is the home of a jew-
+ 1 and Dex 16); MV 12; Tll/F9; activities-but find a very secure sanctu- eler of surpassing skill and talent. Glitch
THAC0 12; IAT 3/2; Dmg ld8 +3 (Jong ary here. The house has two secret en- Hariad is blind, but claims that he can feel
sword +2 and Str 16) trances. one on the roof and the other in the colors in stone and metal. In truth, his
the cellar through a 200-foot-long tunnel. works are without parallel in the Free
T21: Great Hall of the Thieve s' Among Derken's current residents are City. He will generally triple or quadruple
Guild Imogen GeUet, a shapechanger; Hawar the worth of the raw materials he works
Leek, apparently a traveling ascetic who into brooches, necklaces, rings, ear-
This imposing edifice is the true heart is actually a 9th-level priest of Incabulos; rings, or any other type of jewelry.
of the Old City, for here most of the sig- Dooth Wyrmsill, a crude and stupid half- Gritch operates under the specific pro-
nificant decisions affecting all aspects of ore assassin; and other assorted thieves, tection of the Thieves' Guild. Though he
life in the Low Quarters are made. smugglers, and low-life types. keeps 10,000 gp or more m metals,
For a full description of the Guild and all stones, and finished works at his shop, he
its nefarious activities, as well as the inte- has never been successfully robbed.
rior of the house, see "The Thieves'
T23: City Depot
Thieves keep a round-the-clock watch
Guild," Ch5 FFF. This long, bamlike building contains on the shop, which is stone-walled and
The guildhall is surrounded by streets, the major storage sheds, stables. barns, has metal bars protecting the windows,
giving a clear view of all approaches. Ap- and workshops of the Free City govern- together with poison needle traps (sure.
prentices are standing guard at all times. ment. It all functions smoothly under the they're illegalin the Free City, but no one
The two doors and all the windows of the keen-eyed supervision of Foreman Fen- has ever complained) on all locks on
building are equipped with elaborate rous, the gruff gnome who is the city's doors and windows.
traps, mcluding slashing scythes beneath chief engineer. Gritch is personable and friendly. He al-
each window frame and trap doors over From here Foreman (no one seems to ways has time to accept a new job, gener-
pits filled with sharp stakes at each door. know whether ttus 1shis name or his title) ally charging his customers for stone and
Secondary traps, with stabbing spears Fenrous dispatches garbage wagons, metal (or using customer supplied mate-
emerging from the walls, are also in- street repair crews, sewer scourers, rial, which he commonly does) plus 50%
stalled at each door. whitewashers, and all the other city of the increase in value between raw ma-
workers. terial and finished product.

87

Samuel Potter (Order #37675198)


T25: Th e Hanged Man Inn T26: Esteemed Chapel of T28: Mama Esther's Bakery and
This grand inn services as motley a co1- Norebo Boarding House
lection of thieves. assassins. cullhroats. This pleasant sanctuary is dedicated to This shabby little building is the source
river scum. and the like as any horn:st cit- the god of good luck, gambling, and nsk of wonderful aromas beginning well be-
izen could hope to meet ma lifetime . The taking. He is much favored of ad\'entur- fore dawn and lasting throughout the day.
outside maintains its splendid appear- ers. MamaEsther makes wonderful breads
ance. with gold paint splashed over trim, 'ier\'ices are simple, with devotions and rolls of all sorts, and even cakes and
and the walls whitewashed regularly . conducted by the pncsts whenever a few pies for speoal occasions.
Inside, the rugs are threadbare, and it members of the congregation gather to- She has four smgle rooms for rent,
smells more like a river di\'e than a com- gether These worshipers generally cheap (1 sp per week). The most note-
fortable club. One can usually find many make an offering to the church and then worthy thing about the rooms is that one
of the Free City's most important thieve s depart. of them is rented by Harral Shastri, the
and assassins here. though the inn is oc- The offenngs are quickly and magically Shapechanger (see Ch5 FFF for more
casionally visited by respectable mer- teleponed to the sect's great sanctuary, details about the Shapechangers).
chants, officers, and even a rare noble. high among the distant Barrier Peaks, so
L ocated in the deepest heart of the there is ne\'er much treasure here.
Thieves' Quarter, the Hanged ~lan Inn is The priests arc stmple folk. The telepor- The Slum Quarter
considered by the privileged to represent tation is accomplishedby means of a small
the purest sort of "that Old City atmos- box. a cube about six inches on all sides. Specific Locations in the Slum
phere." AnythinR placed m the box is mo\'ed m- Quarter
In truth, the inn 1sprimarily owned by stantJv to the sanctuary, unless it is at-
the Thieves' Guild, though the owner- tached to somethmg outside the box. Sl: Caravan Warehouse
ship is wielded very subth. For the most Four Priests of Norebo: AC 4. ~JV 6: This is one of the largest buildings in
part, the inn serves to generate legiti- Pr5; hp 28: THAC0 18: I AT 1: Dmg ld8: the city. It is owned by the Merchants'
mate profit for the guild, but it also pro- Spells: 3 1st, 3 2nd, and 1 3rd and Traders' Guild and serves as the
vides a place for thieves and others to most common embarkation and arrival
gather without fear of robbery. T27: Pawnbrokership of Vesper point for overland caravans to and from
For theft is forbidden within the walls the city.
of the Hanged Man. Any thief appre- This large pawnshop specializes in ob-
Withm, the merchants store the goods
hended here (including cheaters at the Jects of art and Jewelry, though higher
of the last few arriving and next few de-
gambling games often played between quality weapons and armor (even a som ~ parting caravans, as well as 20 to 30
customers) is killed on the spot. It goes chance of a magical item of + I or + 2 en-
freight wagons and nearly 100 draft
without saying that these must be non- chantment) can be found here. Vesper
horses. And the warehouse still retains a
guild thieves, since the prohibition asks a lot for hts goods and 1sinclined to
large open area for the loading and un-
against theft is universally obser\'ed by shrug and ignore a bargainer who does
loading of wagons and pack animals.
members. not quickly increase his offer.
The warehouse is also made available
Th e manager of the mn 1s Kymm The value of his stock 1s in excess of
to nonguild merchants bringing goods
Warde, a friend and lieutenant ofTlueves 100,000 gp, though only 20% or so ism
into the city. Usually the cost 1s5-10% of
Guildmaster Org Nenshen. He has no readily cartable goods. Like so many
the goods shipped, but this 1s deemed
bouncers or other hired muscle because businesses in the Old Cith Vesper's is
worth the price; a more public unloading
he can always count on ldl0 + 10 guild protected by stone walls and heavy bars
zone would be prone to relentless thiev-
members in the crowd (levels 2- 7) to over the windows. He even lowers a min-
ery.
come to his assistance. iature portcullis behind the only door at
The Merchants' Guild, however, has
In general, the inn is a safe place v1s1t night.
made an agreement with the Thieves'
(though the trip to and from the mn 1san- But the true defenses of the place lie in
Guild so that the warehouse is off limits to
other matter), but a customer who goes Vesper and tus three apprentices. The
guild thieves, and the guild helps to catch
out of his way to be obnoxious or vain will pawnshop 1s owned by Tunn Death-
any other thieves who dare flaunt the
quickly become the butt of practical jokes stalker. Guildmaster of Assassins. \'es-
prohibition. The warehouse is also pa-
and ridicule. The abuse grows until the per is Turin's nght-hand man, and the
trolled by four guards and eight dogs at all
insulted oaf leaves or gets into a fight and three young men are skilled assassins
times.
gets kicked out. studying under Master Vesper.
\esper 1s detailed under "The Assas-
sins· Guild," Ch5 FFF.

Samuel Potter (Order #37675198)


S2: Stairnezh Stables precincts of his temple. Thus the priests Gundn Garraldson: AC 5 (Dex 17) or 0
m the temple automatically receive the with sword bonus; MV 9; T9; hp 44;
Lucious Stairnezh owns this livery and
best possible result any time the Dl\1 THAC0 16, KAT l; 0mg ld6 +5
shipping service. His stock includes sev-
would normally make a die roll for one of
eral dozen draft horses, ten tight riding
these NPCs. S7: Dragon Turtle Tavern
horses. and eight large freight wagons.
This benefit docs not carry beyond the
Lucious buys and sells horses in addition walls of the temple. though. This small mn 1ssurrounded by large,
to those he keeps. shady oak trees. It has a remarkably rural
The diligent efforts of the pnests m
Lucious is actually Erik Du Umst, old- atmosphere for a place located on a back-
combing the streets m search of dropped
est son of the brother of the current Duke street in the city's dingiest quarter.
coins and jewels has allowed them to
of Umst. His father and brothers were This 1sthe cheapest tavern in the Free
amass quite an amount of treasure. This
slain by the Duke, and he sun.wed by City. though its fare is far from the lowest
is kept ma chest, buried in the ground un-
fleeing to Greyhawk with his governess in quality. True, the straw beds are lice-
der the altar.
when but a youth. He has remained in infested, the ale warm. and the servings
The chest is locked: it contains 5. 700
hiding, under this alias, since then. of food small. But that same food is deli-
gp value in gold. silver, and plattnum
He plays the part of the genial buffoon. cious. and the warm ale flows many
coins. together with a few diamond, ruby,
but dreams about a return to the throne pitchers for 1 sp, and as for the beds,
and emerald pieces, such as rings and
that he feels is rightfully his (it isn't). He eamngs. they' re usually left for those who have
has a small fortune (25,000 gp) buried had too much of the warm ale.
Barris Bechet1r. Patriarch of RaJ1shaz:
deep in the ground within his stable,
AC 7; ;\1\ 12; Pr8; hp 64; THAC0 16;
whtle he lives off the profits of his well- S8: Left Hand Inn
#AT 1; 0mg ld8; Spells: 3 1st. 3 2nd.
run business.
3rd, and 24th
Still, he 1s willing to listen to wild This nondescript inn offers cheap food,
Eight t:nderstudies: '\C 8; MV 12; dnnk, and lodgings. The owner, known
schemes, and he is impressed with bold
Pr3; THAC0 20; KAT l; Dmg ld6; simply as "Mad Al," is surly and silent.
adventurers. When he has gathered the
5pells: 2 1st and 1 2nd
right crowd of allies around him, he vows, Over the years he has driven away most
then he will begin his triumphant return of his regular customers with his rude ob-
to the Duchy. S5: Assassins' Guildhall servations and thoughtless insults.
Lucious Staimezh: AC 7; :\1\: 12; F8; This nondescnpt building looks like a (onsequently. ~e mn 1s usually fairly
hp62; THAC0 13; #AT 3 '2; Dmg ld8 +3 run-down boarding house or tenement. empty and quiet. Characters are unlikely
(Str 18/11) Only rarely is anyone observed entering to run into anyone they know here.
or leaving. The inn gets its name because of the
S3: Guildhallof the Beggars' See "The Assassins' Guild" in Ch5 left-handednessof the original propnetor.
FFF for more information on the Drinks and food are free for any character
Union who canthrow a dagger mto the bull's-
guildhouse and guild.
This sturdy edifice is, like the guildhall eye of a small target over the bar, using
of the thte,•es, surrounded by alleys and his or her left hand. The attack roll must
S6: Garraldson's Locksmithy
roadways. It is a blockhouse of a building, hit AC 4. but be sure to also consider the
grand home of the Beggarmaster, and This little shop 1sthe establishment of character's handedness and proficiency
crowded lodgings of his many minions. Gundri Garraldson, a wizened old tin- with thrown blades.
For full details of the Beggars' Uruon, kerer who makes wonderfully complex The one li\'ely night here 1s Earthday
see Ch5 FFI-~ locks. They sell for 10-25gp, depending Eve, when most laborers look forward to
upon size and complexity. The better the following Freeday. The inn hosts
S4: Temple of Ralishaz ones pro,·ide a 10% penalty to thieves knife-throwing contests in both left- and
attempting to pick them. right-handed categories. with prizes of
This lonely building is avoided like the The shop also serves as the mam 20 gp for each winner.
plague by all save the priests who tend it. nearby entranre to the assassins· guild- If PCs join the contest, the D;\1 simply
Ratishaz, god of ill luck. sudden mis- hall. The two intervening buildings are needs to deterrnme the THAC0s of sev-
chance. and disastrous accident. is un- owned by the guild but are not connected eral other skilled knife throwers. Each
derstandably ignored by the thinkmg to the shop or the hall. player throws. taking turns. A player 1s
citizens of the Flanaess. Gundri l!S remarkably spl) for his age, eliminated when he misses the bull's-
The god sen.·es quite well the luck Lhoughhe has lost a step or two. He has a eye. If all contestants miss on a given
needs of his subordinates, however. es- wealth of experience, however. and a round. however, the round is repeated.
pecially when they occupy the sacred short sword + 5 defender.

Samuel Potter (Order #37675198)


S9: Fedroot's Daggerarium There are several ways the quality can such a shrine instead of pure wildness.
be reflected in the game, however. For ex- The actual observances of Ulaa occur
Fedroot is a craftsman of swarthy na- ample, the OM might give the weapon a three times - morning, afternoon, and
ture, surly disposition, and unknown ori- 10% chance of breaking an opponent's evening-each Godsday, and are per-
gin. He is the finest weaponsmith in the bladein combat. Or it might do an additional formed beside the well. The priests callthe
Free City, and he knows it. He likes to be point of damage against leather armor or followers together for several hours of
flattered, and he tolerates no questioning softer targets. Or you can simply describe meditation, song (involving the 12 priests
of his prices. the wonderful attention to detail in the drumming an assortment of different sized
lf a character can put up with the blade, hilt, and guard, leaving it to the boulders around the well), and exhortation
smith's arrogance, he can come away player to savor his character's fine blade. to faith andgood deeds.
from the deal with a magnificent piece of The chapel itself contains little of value.
steel. S10: Chapel of Ulaa The order has 12 sacred gemstones, each
Fedroot's reputation was originally es- worth (ld6 + 12) x 100 gp, but these are
tablished with daggers, and he still car- This tiny cottageli.kebuilding, with a roof magically buried in the drum /bo ulders
ries an amazing selection. He has of straw thatch and windows open to the around the well, one per boulder.
switchblades, throwing knives, stilettos, air, is the houseof worship devoted to Ulaa, Guldan Rock.flint. Matriarch of Ulaa:
knives concealed in pipes, belts, and the bright goddess of mountains and hills, AC 7; MV 12; Pr8 ; hp 50: THAC0 16;
hats, knives with hollows for poison in the andthe stuff of those rocky heights: gems IIAT 1; 0mg ld8; Spells: 31st, 3 2nd, 3
blade, and knives made to the specifica- and precious stones. 3rd, and 2 4th
tions of wealthy customers. This chapel is situated near the woody Eight Candlebearers: AC 8; MV 12;
Fedroot also makes swords of all types, periphery of the Old \\ell, and not by acci- Pr3; THAC0 20; #AT 1; Dmg ld6;
andsteel heads for arrows and spears. All dent. Ulaa's devotions are best perfonnecl Spells: 2 1st and 1 2nd
of his weapons are of exceptional quality, in the wild, but when the constraints of city
though they are not magical. life surround her followers she accepts

90

Samuel Potter (Order #37675198)


Chapt€R 13: th€ Un0€RCJty

Another sort of city lurks just below the mans have elected to take refuge down sages themselves can be found in the fol-
teeming streets and bustling markets of here, usually for nefarious reasons. lowing text.
Greyhawk. The Undercity is dank and Each part of the Undercity is detailed
fetid, mostly uninhabited-a place where with its specific denizens listed there. A Entran ces
sane folk have no wish to venture. The few other types of creatures roam every-
sewers are known, of course, mapped where under the city, and these can be The entrances to the sewers are iron
out in perfect detail. Even the burial cata- encountered in sewers, crypts, or secret grates placed generally at roadsides
combs, though vast, are familiar to a few passages. throughout the city. The Undercity map
undertakers and the like. To determine these encounters, the shows the location of all used and unused
But there lurks a whole lot more to the DM should roU ld6 every tum. On a 6, sewer grates.
Undercity than sewers and catacombs. the PCs have one of the following Each grate is locked in place, though all
There are those guilds. most notably encounters. If the encounter takes place foremen on the city work crews have
the Thieves' Guild, that have excavated in a watery area, the DM should roU ld4 keys. Citizens are discouraged from ven-
complexes and communication networks to see what is met; Lfthe area is not one of turing into the sewers, and if they are dis-
here. Th ere are the great city cisterns, standing water, roU ldl2. covered there (almost always by
long rumored to be bottomless. And sewermen), they are asked to leave. The
there is still more. Undercity Random Encounter Table Cit>· Watch is summoned only if the citi-
Entrances to the Underci ty are few, zens are unruly or obviously dangerous.
with most of the se kept as closely Die Roll Encounter The locks on the grates can be picked
guarded secrets. 1 ld4 Giant crayfish with the normal chance of success. Mem-
2 1 Giant crocodile bers of the Assassins' Guild don't even
3 3d6 Giant rats have to pick them-their guildmaster has
Map of the Undercity 4 1 Giant snake, constrictor obtained a copy of the key and had one
5 2dl2 Giant centipedes made for each guild member.
The Undercity map displays the loca-
tions described here and more places. 6 2d6 Large spiders The grate can be unlocked from the in-
The colors of the map details indicate 7 100 Bats side or outside, though lockpicking at-
what part of the Undercity they repre- 8 ld6 + 1 Carrion crawlers tempts from inside the sewer have only
1/-i the normal chance of success as the
sent. Blue is the sewe r system, for ex- 9 ld4 Poisonous snakes
10 1 Neo-otyugh angle is very awkward.
ample, so all the red lines are the wide
11 ld4 Black puddings Each grate leads to a vertical pipe
sewer pipes. Black lines indicate secret
tunnels-an entirely separate feature of 12 ld4 Otyughs about six feet in diameter, and 12 to 24
feet long. Ladder rungs are set into the
the Undercity. Where a blue line crosses
side of the pipe, which ends at the bottom
a black line, a connection between sys-
tems might occur, but it is marked as
The Sewer System by opening into the top of one of the main
sewer pipes.
such. If no door or connecting passage is Greyhawk's sewer system does not al-
marked, there is no contact between the ways prevent flooding in the city, but it
two underground passages and one can cope with most deluges. Its drainage Pipelines
passes below the other. points serve to keep the wider avenues The bulk of the sewer system is made
The green passages marked under the and maJor intersections free of water, of up the lateral pipes that carry water
city ar e not detailed in this book. In fact. though some of the more crowded bc1ck- from the city. These pipelines exist in
they do not exist in many campaigns. But streets have been known to lie under a four distinct networks, three of which
if your players like nothing better than few feet of water now and then. drain under the wharves into the River
wading into dungeons and cleaning them The sewers are the preserve of the Selintan, while the fourth (which drains
out, feel free to stock them with what- Guild of Sewermen and streetcleaners the Old City) empties into an under-
ever you want, and let the PCs go to it! (see Ch4 F FF) headquartered at the City ground stream carrying the water to the
Depot (location T23). These guild mem- southeast.
bers embark on a daily rotation of sweep- Each pipe is ten feet in diameter. It
Denizens of the ing and scouring. They visit each section slopes downward, almost imperceptibly,
Undercity of sewer an average of once a week.
Encounters with specific NPCs, and
in the direction of flow. The pipes are
made of tile and fieldstone, and in many
An assortment of monsters live under some of the more interesting locations places they are cracked and crumbling.
the streets of Greyhawk, among the pas- down here, are explained in Ch5 FFF. There is ldl 2 inches of water in a
sages of the Undercity. Even a few hu- The description of the actual sewer pas- sewer pipe. Generally, water that is

91

Samuel Potter (Order #37675198)


deeper than three or four inches of water water. The flow rate does not vary too the Undercity Random Encounter Table,
is flowing fairly fast; water of ten inches much, because of the adjustable flood- on the previous page) are rare, occurring
or more forces characters to roll frequent gates. though a severe downpour may on but a 5% chance (1 on ld20) per tum.
Dexterity checks to retain their balance. cause these pipes to flood as well as the The old crypts, however, are a far dif-
The OM can determine the depth ran- rest of the system. ferent story. Here very few brave souls
domly or keep track of the weather-the The three pipes spilling into the river tread. Random encounters are twice as
water is deeper during and followingrain- all have grates at their outer ends, and likely (5 or 6 on ld6) as elsewhe re in the
storms. again ten feet from the end. with as stout Undercity.
Not all of the subterranean passages a set of iron bars as a character could In addition, certain parts of the old
beneath the city are detailed on this map. ever want to see. These are welded in crypt have taken on a life of their own, so
At the DM's discretion, other unused place. and require more than human to speak. Aided by the nefarious atten-
{but potentially usable) pipes and tunnels strength to bend. tions of evil priests over the centuries.
may be laid m. Unused pipes are too the crypt now houses a large number of
choked with rubble to carry water, and undead. There is a base 10% chance per
consequently are mostly dry, though mud The City Burial Sites hour of PCs encountering these. The
often accumulates in the low places. Most citizens of the Fr ee City choose chance increases by 10% for every large
They might still be able to be traveled to take their final rest within these proud room between the PCs and the exit.
through (DM's judgment), but this in- walls. The lack of open land above ground The followingtypes of undead might be
volves crawling on hands and knees fre- has led to the excavation, over the centu- encountered in the old crypt.
quently, pulling rubble out of the way, and ries, of a vast catacomb beneath the Old
running the small risk (perhaps 2% per City. Though cremation now accounts for Old Crypt Cndead Encount ers
100 feet traveled) of encountering an- some 25% of dispositions. and perhaps
other cave-in. 10% of the population gets buried in the D6
The secret doors connecting to the Lords' Tomb, these catacombs still re- Roll Encounter
sewer passages are generally stone por- ceive the majority of the city's deceased 1 2d12 Skeletons
tals designed to look like part of the tun- citizens. 2 2d8 Zombies
nel. They can be found as any other The entrances to these crypts are 3 2d6 Ghouls
secret doors. guarded closely, for the more affluent citi- 4 ld8 Wights
zens are often buried with considerable 5 ld4 Wraiths
Cisterns finery. Even if the guards at the entrance 6 ld3 Ghasts
fail. however. the catacombs have their
In places, the water run-off from the Characters who persevere with the un-
own protections ....
sewers collects in great cisterns under- pleasant (and certainly not good-aligned!)
ground. These tanks tend to hold ldl0 activity of crypt-plundering stand per-
+ 10 feet of water , with ld6 + 4 feet of air The Common Crypt haps a 5% chance per hour of exploring of
space between the water and the ceiling This is a labyrinthine network of nar- discovering a crypt with ld6 x 100 gp
of the cistern. row tunnels, darkened alcoves. and large equivalent of treasure. If a 01 was roUed,
The pipes leading into the cisterns en- rooms filled with row upon row of stone the treasure is a minor magical item.
ter high in the wall, so any water carried crypts. The only known entrance is at the
by a sewer pipe spills down into the cis- Common Crypt building, area Tl5. The Lords' Tomb
tern. Bodies buried here are commonly en-
The pipes flowing out of the cisterns tombed ma wall alcove. sealed with field- The Lords· Tomb is an innovation of
are sealed off with iron grates. The stone, or placed in a large coffin in one of the previous century, occurring when the
grates are locked (the locks are out of the the crypts in the large rooms. Under no city nobles realized that civilization had
water), but can be opened 1fthe lock is circumstances is the body left exposed to progressed to the point where they no
picked. The bars are not too difficult to the air. longer had to be buried with the common
bend, either. The crypts and catacombs to the west people.
of the building are the ones currently Though the catacombs here are not as
Waterways used for burials. Every few years another extensive as those of the common crypt,
of the large chambers is excavated. Bur- they are nonetheless adequate to cause
The water flows gently out of each cis- alJbut the most careful of explorers to be-
ial parties pass through here every day or
tern, controlled by an adjustable flood- come hopelessly lost.
two, and the catacombs are not too dusty,
gate. The pipes carrying this flow are 18 The graves and crypts here are much
nor inhabited by many creatures of the
feet in diameter, and about half-filled with grander than those of the commoners. Of
darkness. Random encounters (roll on

92

Samuel Potter (Order #37675198)


course, their defenses are inherently two rubies used for the eyes of the statue
more potent as well. The Secret Passages of lncabulos. Each is worth 2,500 gp, but
Intruders here stand the normal The network of interconnecting tun- any attempt to remove one causes the
chance of encountering the creatures of nels and passages beneath the city is a statue to activate, attacking as a giant
the Undercity. In addition, characters street system in its own right, enabling stone golem.
have a 10% per tum chance of encounter- one who has mastered it to travel virtu-
ing one of the true defenders of the ally anywhere in the city. U3: Assassi ns' Guild
Lords' Tomb, listed here: Of course. the entire network shown
Even more of this guild is located un-
here is only known to a few individuals-
Lords' Tomb Guardian s derground. The whole network is acces-
the masters of the Thieves' and Assas-
sins' Guilds, Sam.rad Bevrain , and Agarat sible from the guildhall, Garraldson's
D6 Locksmithy, and numerous underground
Esiassen (the latter two explained in Ch5
Roll Enco unt e r entrances.
FFF). Perhaps an enterprising sewer-
1 1 Mummy man has mapped out many of them, while
2 1 Vampire keeping the secret from his colleagues, U4: Burrow of Darek Halfplow
3 ld6 Spectres or an enterprising thief has copied his This is one of the underground homes
4 ld3 Vampires master's map, but such individuals are on Burrow Heights. Its primary distinc-
5 ld4 Ghosts rare. tion is that it is the residence of an appar-
6 1 Lich (M19) On the other hand, there are more pas- ently retired dwarf miner named Darek
sages than are show here. Some of these Halfplow.
Of course, DMs should feel free (and are known to only one or two people and Darek is in reality a quite accomplished
are encouraged!) to design lairs and might simply connect one house to an- thief, though the guild does not know
encounters for these NPCs rather than other, or an apartment to a shop. Others this. He has excavated his own connect-
simply have them harass the PCs now might link into the sewer system, while ing tunnel to the main sewer line, and
and then. A good way to balance a PC vs. their users remain unaware of the vast used his dwarven skills to locate most of
undead encounter is to choose an undead network all around them. the othe r secret passages.
that the highest level priest can turn only Darek Halfplow: AC 6 (Dex 16); MV
on a very lucky roll. 12; T7; hp 31; T HAC0 17; IIAT l; Dmg
These crypts, naturally, have more Specific Loeations in 1d8 + 3 (battle axe + 2 and Str 17)
treasure than those of the common crypt
area. Any attempt to break into a tomb, the Undercity
however, triples the chance of encoun-
US: T he Cult of the Shrive n
tering a tomb guard ian. In addition, Ul: Thieves' Guild Sickle
tombs are protected with ld4 locks each, The network beneath the Thieves· This is the underground headquarters
with each lock 50% likely to be trapped. Guild contains some of the training cham- of this fiendish cult, whose members are
Common traps include stabbing blades, bers for guild activities, as well as the en- detailed in Ch5 FFF.
trap doors into pits, falling blocks, and trance and exit tunnels leading to all parts
alarm bells (guaranteed to bring one or of the Undercity. U6: Citadel Cellar
two types of guardians).
A tomb is only 25% likely to contain This is the network of caverns below
treasure, though they are all locked. If
U2: Sec ret Shrine of Orcus the Redoubt that will protect the city's
the plunderer is lucky, the riches found This foul chamb er, decorated with VIPs in the event of total disaster . T he
might equal ld8 x 1,000 gp per tomb, skulls and a large, crudely carved statue caverns contain vast stockpiles of dried
with a minor magicaJ item. If the percen- of that wretched deity, is the centraJ food, wines and ales, several deep wells,
tile roll was 10% or less. the tomb con- chamber of Agarat Esiassen, priest of In- and over 100 beds in large halls and a few
tains a fairly powerful magical item. At cabulos (see ChS FFF). There is a 60% smaller private rooms.
the DM's option, he could allow a roll of chance that the priest is here during the
01 to yield an artifact, but the plundering day, but only a 30% chance at night.
of that tomb should then kick off a whole His sanctuary is filthy and smelly, de-
series of future adventures. void of anything valuable, except for the

93

Samuel Potter (Order #37675198)


app€nbt X: the (jRapev,ne

ln a city the size and complexity of The truth of these rumors, you will indicate tales that can be verified (at least
Greyhawk, just about anything is liable to note, is not always indicated here. This is as verified rumors) if the PCs make some
be a topic of conversation at one time or so the OM can decide which rumors re- diligent effort to gain information on the
another. Not everything people talk ally apply to his campaign and which are story-interviewing likely witnesses, of-
about is true, of course-but that's what just old adventurers· tales. fering bribes, etc.
makes rumors so interesting! However, some rumors are noted as Confirmation does not mean that a ru-
DMs are advised to toss in one of the being "confirmed easily." This indicates mor is true, however! A greater propor-
tidbits on these pages whenever the city that those particular stories are common tion of them may be true than for the
campaign needs a little kick-start. Feel knowledge, and perhaps 30-60% of the other rumors, but some easily confirmed
free to make up your own bits of gossip, citizenry might be acquainted with equiv- rumors are still simply tall tales.
both true and false, to supplement what's alent, or slightly altered, details.
here. Rumors noted as "can be confirmed"

1 Th e vast treasury of the city is stored in a great ti The Temple of Ralishaz, too, is reputed to contain
vault beneath the Citadel. (Confirmed easily) great wealth.
2 There is a magical protection existing in the ce n- 12 A cairn in the Cairn Hills is actually the sleek ves-
ter of the StoneRing. sel of a young god, killed when his ship crashed as
a fallingstar to Oerth. It has never been located.
3 Someone, not long ago, accidentally dumped a Some claim that this is the Silver Metal Cairn.
whole fortune in raw gems into their garbage. (Can be confirmed)
That fortune lies in the muck on Garbage Hill.
(Can be confirmed) 13 The mansion of Count Petrides, in the High Quar-
ter, is a thief s dream: The house is ill-protected
4 The Great Library contains an incredible array of because the count arrogantly trusts the security
books, including powerful magical volumes con-
of the clever disguise of his valuables. He has a
taining all the secrets of the universe. fortune in rubies and diamonds, on display to his
5 A proposal made upon the Bridge of Entwined guests, and they never know it! These gems are
Hearts will result in a marital bond of lifelong joy. used as the eyes for the stuffed animals in the
(Confirmed easily) count's famous trophy collection.
6 One of the cairns in the Cairn Hills contains a vast 14 There is a fully furnished cellar below the Grand
horde of daemons, awaiting some sign before Citadel. It is intended as a retreat for the city's
they eme rge. rich and powerful in the event of some disaster.
The rest of us will be left to fend for ourselves.
7 The proprietor of the Wizard's Hat Inn is himself a
Some say they also have e nough treasure to buy a
very powerfuJ wizard.
small country, or pay a city's ransom, collected
8 The chapel of Norebo contains a treasure of vast, and hidden down there. (Can be confirmed)
uncount ed wealth-unguarded such that a babe
15 Fedroot's Daggerarium in the Old City is the best
could take it!
place to get weapon steel in the whole city.
9 Somewhere in the Petit Bazaar is a small booth They're almost like magical weapons! (Confirmed
with goods from the Ethereal and Astral planes. easily)
Youcan get potions of longevity or even rejuvena-
16 There is a disgusting cult of snake worshipers liv-
tion as well as other wondrous things.
ing in the bowels of the city. They eme rge every
10 A great many donations are known to go into the cloudy night and snatch one or two healthy young
coffers of the Temple of Xerbo, but the clerics adults for their fiendish rituals.
keep it well hidden.

94

Samuel Potter (Order #37675198)


17 There are whole fortunes buried with the nobles 25 Jeweler Gritch Hariad, Old City, is an artisan of
of the city in the catacombs of the Lords' Tomb. fantastic skill and fabulous wealth. He stores this
Of course, many have gone seeking and few have wealth, and keeps his shop, almost in the shadow
emerged. Also, a friend of a friend knows some- of the Thieves' Guild stronghouse, and the guild
one who tried to plunder the lord's tomb and came has prote cted the jeweler completely from any
out alive, but his hair had whitened and his skin criminal activity. Many nonguild thieves, barely
shriveled. The fellow hasn't spoken a word (other noticed by the guild, have ended their careers in
than inarticulate strang led syllables) since that an ill-advised theft attempt against Jeweler Ha-
time, some years ago. (Can be confirmed) riad.
18 The master of the Thieve s Guild maintains a posh 26 The house of Glodreddi, the city's officialtax audi-
mansion in the High Quarter. Imagine the riches tor, is stuffed with a fortune in gems and jewelry,
he has concea led there! (Can be confirmed) the floors tiled in gold and platinum! It is pro-
tecte d by a band of strong-arm thugs, but anyone
19 There is a dirty old man named Aaron Strachan who cleaned that old robber out of his ill-earned
living in the High Quarter. He has a tremendous goods would be doing the free citizenry of
hoard of money, and squanders it at a fantasti c
Greyhawk a favor.
rate on good-looking women and expe nsive drink.
He is very generous to his friends. 27 The Thieves' Guild is on the verge of complete
disintegration. Feuds, even murderous plots,
20 The Knights of Holy Shielding is a valorous orga-
have arisen among the guild's leade r ship, leaving
nization with headquarters in the High Quarter.
the guild with little time or attention for its normal
Th ey can offer good, honest work to a fighter with e nforcement activities. (Can be confirmed)
a strong arm and a pure heart. The knights follow
a rigid code of behavior and eth ics. (Can be con- 28 There is a fabulous city under the city, deep in the
firmed) bowels of the earth beneath Greyhawk. It is con-
nected to the city's sewer system, and is a mar-
21 The Wheel of Gold gambling house is run by velous and magical place fuJI of iridescent
crooks and thieves. Don't go there, or you'll get
enchanted fungus and wondrous creatures of
robbed blind! Unless, some how, you hit a run of peaceful nature. The fungus lights the place
good luck-a friend of a friend once made a for-
nearly as bright as daylight, casting reflections off
tune there in an evening , beginning with a stake of
the gold and silver rooftops of the many tall, slen-
25 gp. (Can be confirmed)
der buildings.
22 The Silver Dragon Inn, Foreign Quarter, is a
29 The Dragon Turtle Inn, Slum Quarter, is a real di-
great place to meet people from all across the Fla- amond in the rough. It's clean, with great food and
naess. It also has exce llent food. News from many drink, for a fraction of what such service costs in
countries can be gained more easily here than the New City.
perhaps anywhere else in the city. The proprietor ,
Olaf, keeps a fortune in gems hidden beneath a 30 The Hanged Man Inn , in the thieves Quarter, is
loose floorboard in the kitchen floor. the informal gathering place of most thieves and
other low-life types. It' s a good place to learn
23 Lord Henway keeps a menagerie at his mansion in
about what's going in the city, and there's often
the High Quarter. He pays good coin for exotic an- work to be had for someone who's not too particu-
imals, provided the creature s are in good condi- Jar about the ethics of a task.
tion and don't duplicate exhibits he already has.
(Can be confirmed) 31 A stable in the Old City is the center of a rebellion
against a neighboring government. The owne r is
24 There is a witch that walks the st reets of the Old an expatriate ruler, and is anxiously gathering
City on moonless nights. She looks like a beggar. fighter s to his banner.
One who treats her kindly may be granted a wish,
while one who abuses or taunts her suffers a fate
too horrible to describe. (Confirmed easily)

95

Samuel Potter (Order #37675198)


32 The Left Hand Inn is a great place to visit. every 41 There are still unplundered cairns in the Cairn
Earthday Eve. It's pretty much dead the rest of Hills. In fact, there is supposed to be an old beg-
the time. (Can be confirmed) gar, somewhere in the back alleys of the Old City,
who has a map to several of them. (Confirmed
33 There is something very mysterious, very magi-
easily)
cal about StoneRing, but no one seems to know
what it is. Some the city's greatest sages, priests, 42 If you want a good horse, don't buy one in the
and wizards have occasionally been observed city-take a trip to Blackfair Manor, to the south.
holding small, hushed meetings at the center of The horses bred and trained there are the finest
the ring. These meetings usually occur at night, in the whole area. (Can be confirmed)
but have occasionally been held in daylight.
43 The Jewelers' and Gemcutters' Guildhall is the
34 There is a bandit group in the Cairn Hills, some- repository for a legendary amount of precious
where north of town. Fighters who know how to stone and metal. (Confirmed easily)
use a sword, and perhaps need refuge from the
44 If one is down on his or her luck, but has some
law, can sometimes find employment. Ask for
kind of performing talent, lodging, food, and ,. job
"Roscoe." (Can be confirmed)
can often be obtained at the Guildhall of Perform-
35 Miklos Dare, proprietor of the Black Dragon Inn, ing Artistes. (Can be confirmed)
is perhaps the most knowledgeable man in town.
45 In Clerkburg, a little tavern called the Savant is an
He often shares his valuable information.
interesting place to go for stimulating intellectual
36 There is a dungeon containing a host of fabulous conversation and debate. The wisest men and
treasures and a magical fountain that rejuvenates women in the Free City are said to gather there.
(or cures, heals, regenerates, etc.) somewhere
46 The Patricians' Club (in the High Quarter, of
underground in the Gnarley Forest. It is guarded
course) is the grandest of the city's gambling
by a small army of monsters-look for them and
clubs. Proper dress is required, and security is
you'll find the dungeon. (Confirmed easily)
tight-but the customers are the richest nobles
37 The Chief Constable of Greyhawk has served as a and merchants of the city, always dressed and be-
friend of the poor and downtrodden throughout jeweled in the finest fashion. (Can be confirmed)
her long term in office. She is always fair, and will
47 Lord Silverfox, in the High Quarter, breeds splen-
take steps to see that authority is not abused.
(Confirmed easily) did dogs for all sorts of adventurous activities, in-
eluding war. (Can be confirmed)
38 Barge End, Shack Town, and the city of llardby
are all places where a person can disappear from
48 If you know someone who's been dragged to gaol
by the City Watch, it is sometimes possible to go
the powers in Gr~yhawk for a while, whether it is
to the courts of justice and quietly, quickly, ar-
the \\'atch, the Thieves' Guild, or some nobleman
range his or her release. This procedure can be
you wish to avoid. (Confirmed easily)
expensive. {Can be confirmed)
39 There is a mad noblewoman living in one of the
49 The house of the great wizard Jallarzi Sallavarian
mansions in the High Quarter (she's some lord's
is in reality a portal to many different universes. It
aunt). If a beggar comes to the door and she an-
swers the knock, she is inclined to give exceed- is said that one of these planes is strewn with gold
and silver as Oerth is strewn with rocks and clay.
ingly generous contributions from the family's
treasures, art collection, and the like. 50 The City Watch has slowly been organizing under
40 The City Mint of Greyhawk contains the largest the militant command of its Captain-General. One
of these days, perhaps very soon, they will launch
collection of money treasure in all of Oerth. Its
a revolt against the city leaders and seize control
defenses against thievery include every manner
of Greyhawk.
of physical and mechanical protection, backed up
by a host of magical barriers. (Can be confirmed)

96

Samuel Potter (Order #37675198)


Samuel Potter (Order #37675198)

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