TEXT:  
  Best of 
   
   
   
   
  2008 - 2009 
   
   
   
  By Joseph Bloch 
   
   
   
  Being a collection of the authorÊs self-selected best and most useful articles from his blog,  
  The Greyhawk Grognard, slightly reformatted and edited to make practical application in various 
  pen-and-paper role-playing campaigns easier. Possessing an emphasis on practical articles, most 
  having to do specifically with the World of Greyhawk Fantasy Setting, but not completely eschewing 
  those which touch on matters of a more theoretical nature. 
   
   
   
   
   
   
  For the full monty, please visit the Greyhawk Grognard blog at 
  http://greyhawkgrognard.blogspot.com 
  
      
  Table of Contents
  Table of Contents
  Table of Contents
  Table of Contents    
   
  City of Greyhawk Maps (May 16, 2008) ................................................................................... 3 
  Thoughts on the Elder Elemental God (June 10, 2008) .............................................................. 8 
  The Land that Lendor Forgot (June 19, 2008) ........................................................................ 10 
  DMing Into the Depths of the Oerth (June 28 – July 12, 2008) ................................................ 12 
  Pilgrims and Pilgrimages of the Flanaess (September 5, 2008).................................................. 17 
  Lawful Evil Religion in Greyhawk (September 6, 2008) ............................................................ 21 
  How to Start a „Gygaxian‰ Greyhawk Campaign (September 9, 2008) ..................................... 22 
  Stairing into the Abyss (November 16, 2008) .......................................................................... 23 
  Water, Water, Everywhere (November 25, 2008)..................................................................... 24 
  The Fortean Flanaess (December 16, 2008)............................................................................ 25 
  Old School Campaign Tentpoles (December 19, 2008)............................................................ 26 
  Counterspells in AD&D (December 28, 2008)......................................................................... 28 
  Entering the Dungeons of Castle Greyhawk (January 29, 2009)................................................ 29 
  Dungeons as Logistical Challenges (February 20, 2009) ........................................................... 29 
  Specialty Products of the Flanaess, Part I (March 18, 2009) ..................................................... 30 
  In Praise of Polearms (April 3, 2009)...................................................................................... 31 
  „New Round, New Initiative!‰ (June 30, 2009) ........................................................................ 32 
  Parrying Rules for (A)D&D (September 1, 2009) ..................................................................... 32 
  Main Gauche in AD&D (September 2, 2009).......................................................................... 32 
  T1: The Village of Hommlet (September 23, 2009) ................................................................. 33 
  Religion in Greyhawk (October 9 – November 24, 2009) ......................................................... 34 
  Dragon Types of the Flanaess (December 6, 2009).................................................................. 40 
  eXPloring the World of Greyhawk (December 22, 2009).......................................................... 41 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Copyright © 2008 - 2010, Joseph Bloch 
  
  City of Greyhawk Maps (May 16, 
  City of Greyhawk Maps (May 16, 
  City of Greyhawk Maps (May 16, 
  City of Greyhawk Maps (May 16, 
  2008)
  2008)
  2008)
  2008)    
   
  Here are my own hand-drawn maps for the Free City 
  of Greyhawk, done many years ago and finally scanned 
  in. Apologies for the poor quality on some of the 
  edges; I had originally connected the four sheets with 
  masking tape, and over the years it has ossified and 
  shows through. The letter-number keys in some of the 
  city blocks key to the City of Greyhawk boxed set. Not 
  all of the locations in the boxed set are to be found on 
  my maps, but many of them are. Bear in mind that on 
  my original a half inch equals a thousand feet. The 
  irregular shapes that make up my own City are not 
  individual buildings (in most cases) but rather city 
  blocks, and it can be assumed that small alleyways 
  penetrate most of them. The maps here are based on 
  the sketch map found in City of Hawks by Gary Gygax 
  (New Inifinities, 1987), but obviously with a great deal 
  more detail. 
   
  (The rest of this page is intentionally blank) 
  
   
  
   
  
   
  
   
  
  Thoughts on the Elder Elemental 
  Thoughts on the Elder Elemental 
  Thoughts on the Elder Elemental 
  Thoughts on the Elder Elemental 
  God (June 10, 2008)
  God (June 10, 2008)
  God (June 10, 2008)
  God (June 10, 2008)    
   
  Oh, what heady days they were. 
   
  Back in the late 1970's came one of the most amazing 
  and, to this day, iconic series of modules ever released. 
  G1-3, D1-3, and Q1; the Giants series, the Drow 
  series, and the capstone of the epic,"Queen of the 
  Demonweb Pits" (the last not having been written by 
  Gary Gygax, and so not being a particularly good fit 
  either in tone or detail with the rest, but a worthy effort 
  in its own right). They were later collated into several 
  collections, and then into a final expanded version 
  called "Queen of Spiders". But I remember the 
  monochrome versions, the 8-page modules (about $5 
  a pop back then), with relish. Hell, I remember being 
  thrilled when "Shrine of the Kuo-Toa" finally showed 
  up on the shelves of my FLGS, but that's perhaps for 
  another post. 
   
  They present an incredibly rich tableau which is often 
  overlooked by both players and DM's, who might see 
  in them a particularly high-end shooting gallery. Able 
  DM's will soon put the fear of Eclavdra into their 
  players, with well-coordinated responses from the 
  various giants and creatures of the Depths of Oerth. 
  However, the superior DM will also give his or her 
  PC's various clues and hints to the fractured nature of 
  their opponents. There are schisms within the various 
  giant strongholds, political divisions between the drow 
  and their rivals in the underworld, and perhaps most 
  decidedly strife within the various power centers of the 
  drow realm itself. Without such hints, it is honestly 
  unfair to expect the PC's to puzzle such a thing out on 
  their own; one does not expect the ducks on the 
  shooting gallery belt to be amiable to shooting the 
  squirrels. 
   
  Eventually I would like to write at length about the 
  multitudinous possibilities attendant to running the 
  G/D/Q modules, both as a DM and a player. But for 
  now I would like to concentrate on a single feature, 
  sometimes overlooked. 
   
  The Elder Elemental God.
  The Elder Elemental God.
  The Elder Elemental God.
  The Elder Elemental God.    
   
  We are first introduced (albeit without any detail, and 
  no name to attach to it, such as it is) to the EEG in G1, 
  where we find area 17A, the "Weird Abandoned 
  Temple". It is a place where bizarre carvings induce 
  insanity, disturbing movements can be seen in the 
  corner of one's eye, and nausea is induced. Most 
  importantly, staring at a particular wall of the ruined 
  temple brought forth the following apparition: 
   
      "...a writhing, amorphous form of sickly 
  mauves and violets will be seen stretching 
  forth its formless members toward the 
  viewer." 
   
  Here we see in full bloom the Lovecraftian flavor that 
  the early Greyhawk campaign is known to have 
  employed to great effect, before it was tossed aside in 
  favor of a more staid and mainstream "high fantasy" 
  aesthetic. Rob Kuntz had a whole "temple of the elder 
  gods" in the original Lake Geneva campaign, midway 
  between Greyhawk's City and Castle, although the 
  PC's were, apparently, too afraid to do much 
  exploration of it (much as, we are told, they were 
  afraid to plumb the depths of the Temple of Elemental 
  Evil, and perhaps for much the same reasons). 
   
  Three things are significant about this appearance of 
  the temple of what we will later know to be the EEG; 
  the renegade orc slaves have blocked off the passage 
  to it, there is apparently more to it which has been cut 
  off by a (deliberate?) cave-in in area 18, and the fact 
  that it has been abandoned in the first place. 
   
  The first is easy to explain; it is the hill giants, not the 
  orcs, who were converted to the worship of the EEG, 
  and thus they found the place disturbing enough to 
  wall off once they occupied this section of the dungeon 
  level. The second, I think, is deliberately vague, as we 
  have no way of knowing what was or was not included 
  in that caved-in section. Was it merely an extension of 
  the temple, similar to what we eventually see in G3? 
  Or does that caved-in section actually lead to a now-
  defunct passage into the Depths of the Oerth? If so, 
  what caused its collapse? Such a connection is rank 
  speculation, especially since the parallel temple 
  complex in G3 does not, in fact, directly lead to the 
  entrance to the Depths. 
   
  However, it does fit in with my own speculation that 
  the whole campaign of the drow House Eilservs to use 
  the giant clans in their war of conquest came from the 
  burrowers below. That is, the unknowing hill giants 
  were one day confronted with a newly-created tunnel 
  to the Depths, whence came Eilservs ambassadors 
  bearing gifts and promises of easy loot. One the hill 
  giants were in their thrall, they moved on to the frost 
  giants (there is a puzzlingly similar collapsed tunnel, 
  sans the EEG paraphernalia, in area 4A of the lower 
  level of "The Glacial Rift of the Front Giant Jarl"), 
  abandoning the EEG temple beneath the Steading 
  once they didn't need to directly control the hill giants, 
  but could do so through their stronger cousins, the 
  frost giants. And ditto for the Fire Giants. 
   
  
  Which brings us to said fire giants. In G3, "Hall of the 
  Fire Giant King" (and note how the title progresses 
  from "chief" to "jarl" (=earl) to "king"), we are treated to 
  our fullest description and explanation of the whole 
  Temple of the Eye (which, of course, is how the fane 
  of the EEG is referred to). Areas 9-11 of the second 
  level; the Temple of the Eye. 
   
  Here we have the temple from G1 writ large, and fully 
  stocked. We now are given the keys to why the effects 
  of the former temple were so weak; they are only fully 
  formed in the presence of the various accouterments 
  attendant to a fully functioning temple site (and as an 
  aside, that should be an inspiration for every temple 
  and shrine in Greyhawk; imagine a temple of St. 
  Cuthbert or Heironeous that was similarly tricked out 
  with magical effects and devices to bring about those 
  effects!). 
   
  We are explicitly told that the giants worship here (area 
  9). That leads me to the conclusion that the fire giants 
  are not unique in this, and a conversion to the worship 
  of the EEG was part of the Eilserv's plot all along; that 
  fits in perfectly with the presence of the EEG temple 
  beneath the Steading of the Hill Giant Chief, but begs 
  the question "what happened to the hill giants"??? 
  (And, I might add, the frost giants.) 
   
  I'll get to the specifics of the temple in the fire giants 
  hall in a moment, but this question deserves a bit of 
  thought. We know there was a temple of the EEG 
  beneath the hill giants' steading, with a collapsed area 
  leading down. We know there was a collapsed tunnel 
  in the frost giants' rift, which has no purpose in the 
  context of the adventure unless it is seen as related in 
  some vague way to the collapsed area in G1. If we 
  make the leap of logic and say that the Eilservs drow 
  were behind each, and subsequently destroyed them, it 
  speaks much to the mindset of the Eilservs; to wit, they 
  establish their base of operations with likely lackeys, 
  and then abandon it when they find better lackeys up 
  the chain. This is consistent with their ultimate aim of 
  controlling the drow realm (they turned from the 
  worship of Lolth to that of the EEG when the priests of 
  Lolth did not back their bid for supremacy). It is 
  consistent with a policy of tossing weaker tools aside 
  as soon as they have served their purpose, and 
  replacing them with better ones. It is, in fact, most 
  consistent with Chaotic Evil. 
   
  To return to the specifics of the Temple of the Eye, 
  which we find in areas 9-11 of the second level of the 
  Hall of the Fire Giant King, we find here a fully 
  functioning shrine to the Elder Elemental God, one of 
  the images is quite striking, even given the 
  Lovecraftian theme of the area: 
   
      ...a scene of various creatures 
  crawling, then creeping, up to huge, 
  vaguely squid-like creatures with 10 
  hairy tentacles. In the forefront of 
  this mass self-sacrifice are elves and 
  men, but ehre are also dwarves, 
  gnolls, orcs, trolls, halflings, ogres, 
  goblins, etc. amongst the crowd. 
  Those near the monsters are being 
  torn apart and eaten as dainty 
  morsels. There are 3 of these 
  ghastly things, mottled in various 
  shades and tints of purple and violet. 
   
  Three??? What might that portent? It's quite obviously 
  something that hearkens back to the stories of 
  Lovecraft, but why would there be three squid-like 
  things, in a temple supposedly to the "Elder Elemental 
  God" (note the singular)? Obvously it's not the EGG 
  itself being depicted. Perhaps... just perhaps... they are 
  priests or elder worshippers of the EEG, rather than a 
  representation of the EEG itself. More HPL goodness 
  (and maybe those things are still to be found in the 
  Depths? Serving House Eilservs as advisors? Oh 
  wouldn't THAT be interesting to show to a rival house 
  in Erelhei-Cinlu) 
   
  The altar within this horrific place is special as well. It 
  holds a special kind of trap; it is possible to summon 
  some minor aspect of the EEG by using the 
  implements found in the temple itself (the drum, 
  chimes, and triangle). If such is done then the results 
  are quite dire once the golden glowing eye appears in 
  the middle of the altar (the titular "eye" of "The Temple 
  of the Eye", one presumes); insanity, rage, magical 
  aging, etc. However, if such is done in the presence of 
  the tentacle rods (note the repeated use of the tentacle 
  motif) then the harmful effects are not to be found, and 
  indeed the sacrifice presumably chained atop the altar 
  is taken by a tentacle and the ability to "attain the end 
  or state they most desire" appears on the altar. And 
  who has the tentacle rods? The Eilservs clerics. The 
  implication is clear; power is concentrated in select 
  hands, and if the fire giants ever got any aspirations to 
  usurp the Eilservs drow, they would find themselves a 
  tasty snack. 
   
  We are told that there exists a pretty-much-identical 
  temple to the EEG close to the estates of the Eilservs 
  in Erelhei-Cinlu. There's no real new insights there; 
  much of the text is a straight copy of that found in G3. 
   
  What 
  is 
  left 
  un-emphasized, 
  and 
  sometimes 
  overlooked, is the struggle between the cult of the 
  Elder Elemental God and that of the Demon Queen of 
  
  Spiders, Lolth. Again, this is more a topic for a 
  broader discussion of the best way to DM and play this 
  series of modules, but in brief the PC's should be given 
  the opportunity to play the one faction against the 
  other, and thereby work weal in the world above. It 
  should be noted that House Tormtor (allied with House 
  Eilservs) has clerics amongst half of its leaders. It is not 
  stated explicitly, but can be implied that these are 
  clerics of the EEG, since we are also told of the anti-
  Eliservs faction as "the noble houses worshiping the 
  demoness Lolth". 
   
  That the Elder Elemental God is a real deity in Oerth is 
  beyond question; it has clerics of as high as level 10 
  (Eclavdra), which are capable of casting 5th level spells. 
  Looking to p. 9 of "Deities and Demigods", we see 
  that the EEG could be a demigod, based on that 
  criterion (demigods can themselves grant 5th level 
  spells). "Deities and Demigods" also tells us that: 
   
      Female Drow with wisdom of 18 can progress as 
  high as the 14th level of clerical ability. 
   
  At least as regards the demoness (and lesser deity) 
  Lolth. Can we assume that is a racial, rather than a 
  divine, limitation? Perhaps, but it's not 100% certain. 
  What is certain is that the EEG can grant mid-level 
  spells and is thus not merely a ploy; there is some real 
  divine power behind it. Given the predilection for 
  things Lovecraftian in the earliest days of the 
  Greyhawk campaign, I'm inclined to believe that Gary 
  Gygax was inclined to treat the EEG as a real deity, 
  albeit one which didn't make it into the printed material 
  as a god or demigod itself. 
   
  In fact, Gygax himself stated1 as much himself: 
   
      ...the 
  Elder 
  Elemental 
  God 
  I 
  envisioned as an entity of vaguely 
  Chronos-like sort, a deity of great power 
  but of chaotic sort, and not always highly 
  clever in thought and action. Eclavdra ... 
  would prefer to have as "master" a 
  powerful deity she might hope to 
  influence, hence the EEG.  
   
  Gygax also stated explicitly that encountering the EEG 
  would have been a possibility for his own players, but 
  they skeedattled soon after reaching the Vault of the 
  Drow. 
   
                                                   
  1 
  (http://www.enworld.org/forums/showthrea
  d.php?t=22566&page=23&pp=30)  
  I hope this has been informative, or at least 
  entertaining. There are probably references that I've 
  missed, and I do indeed don't consider this a definitive 
  treatment of the subject so much as a survey, and 
  hopefully I've sparked an idea or two. 
   
  The Land that Lendor Forgot 
  The Land that Lendor Forgot 
  The Land that Lendor Forgot 
  The Land that Lendor Forgot 
  (June 19, 2008)
  (June 19, 2008)
  (June 19, 2008)
  (June 19, 2008)    
   
  Going 
  through 
  the 
  encounter 
  tables 
  in 
  the 
  Glossography of the first boxed World of Greyhawk 
  Fantasy Setting is a trove of inspiration and 
  information, and I highly recommend it to any who 
  wish to plumb the depths of E. Gary Gygax's 
  masterpiece. 
   
  The legacy within fantasy literature to place cultures 
  which are separated not only by thousands of miles, 
  but also thousands of years, in proximity to one 
  another in a fantasy world is an old one. Few did it as 
  artfully as did Robert E. Howard in his masterful 
  Conan stories, where we see the medieval French 
  empire of Aquilonia not far removed from the 
  Pharonic Egyptian culture of Stygia. There are quite a 
  few instances of such juxtapositioning within the World 
  of Greyhawk Fantasy Setting as well; the Swiss-
  Confederation-Like Perrenland across a slip of water 
  from what is essentially an Asiatic (or perhaps North 
  American) nomadic nation, to take but one example. 
  But what interests me here specifically is quite another 
  juxtaposition indeed. 
   
  I speak specifically of cavemen. 
   
  Cavemen in the World of Greyhawk? Surely I'm 
  speaking of something from the excellent module "Isle 
  of the Ape." 
   
  Not hardly. 
   
  Gambol with me through said encounter tables and 
  you will find the following fascinating tidbits in relation 
  to their prehistoric members. Cavemen may be found 
  in the mountainous portions of the Valley of the Mage, 
  the Barrier Peaks (which surrounds the Valley of the 
  Mage), the Crystalmists, the Jotens, Hellfurnaces, the 
  Clatspurs and Yatils; 2-3% of the total encounters 
  therein, as a matter of fact! And we are told that a full 
  20% of encounters in the Sulhaut mountains, which 
  divide the Dry Steppes from the Sea of Dust, are to 
  use the Pleistocene encounter tables in the DMG 
  (which, I might add, include cavemen). 
   
  What the heck are we to make of that??? 
   
  
  We know from history that the lands of the Sea of 
  Dust were formerly the Suel Imperium, one of the 
  most advanced cultures on Oerth more than a 
  thousand years ago during the Baklunish-Suloise Wars. 
  Ditto the Baklunish realms, which stretched at least 
  from the Dry Steppes to Ekbir and Tusmit. I find it no 
  coincidence that the easternmost border of the warring 
  realms is coincident with the stated range of the 
  caveman population of the Flanaess. I see two 
  possibilities: 
   
      1. They are an indigenous population that had been 
  squeezed between the Baklunish/Suloise realms in the 
  west and the Flan tribes in the east. The Flan don't 
  seem to have been sufficiently widespread, especially in 
  the Sheldomar Valley, for this to be the case, but it is 
  not improbable. 
   
      2. They are survivors of the Invoked Devastation 
  and Rain of Colorless Fire that destroyed both the 
  Suloise Imperium and the Baklunish Empire. Fleeing 
  into the mountain fastnesses for safety, they 
  subsequently descended into prehistoric barbarism over 
  the course of a thousand years, where their kin rose to 
  carve out new kingdoms. 
   
  I confess a certain affinity for the second scenario, 
  which appeals to my fondness for the works of R.E. 
  Howard, although the first certainly lends itself to the 
  possibility of weird alien ruins that predate Baklunish, 
  Suel, or Oeridian. Nothing says that the two need be 
  mutally exclusive, either; picture the bedraggled 
  survivors of the Invoked Devastation stumbling into the 
  caves of some primitive proto-human people, without 
  food, shelter, or the means for survival. Such exiles 
  might well be assimilated into such a culture, uplifting it 
  with their stock, while descending to its level 
  technologically, except, perhaps, for a few choice relics 
  brought along for safe-keeping... 
   
  Note that the encounter tables do not overlap the 
  cavemen encounters with the Pleistocene encounters. 
  There is no need, since the Pleistocene tables in the 
  DMG have cave men well represented; we are seeing, I 
  think, two different aspects of the same phenomenon. 
   
  In the line of peaks defining the eastern edge of the 
  Baklunish-Suloise conflict, we see cavemen, whether 
  the degenerate survivors of that conflict, some 
  innocent race thrust aside by it, or a fusion of the two. 
  In the mountains that formed the border between the 
  two warring races, we not only see cavemen, but a full 
  panoply of prehistoric mammals; cave-bears, spotted 
  lions, and so on. 
   
  Given the harsh arid conditions to north and south of 
  that mountain range, surely the Pleistocene conditions 
  don't extend at all beyond the mountains themselves, 
  or even to their edge. Irish deer wouldn't do well in a 
  hot desert wasteland. 
   
  Perhaps here we might add yet a third scenario to 
  explain the diffusion of cavemen along this particular 
  line of mountains: 
   
      3. There is a caveman homeland in the Sulhauts, 
  replete with a full host of Pleistocene fauna and flora, 
  and they have migrated along the mountains to their 
  present range. 
   
  I find this option to be particularly satisfying, 
  personally, and it has the added bonus of being 
  compatible with either of the other two options if 
  desired (although I daresay it renders the first obsolete, 
  being a much better story all around!). It would almost 
  certainly be the case that, if there were such a "lost 
  valley" somewhere in the Sulhauts, the war of 
  annihilation between the Suel and the Baklunish would 
  certainly prompt at least part of the population to flee. 
  And, given their prehistoric nature and cave-dwelling 
  predilections, it makes sense that they would follow the 
  peaks and their attendant caves (it also makes sense 
  that they would have found the Depths of the Oerth 
  that lead to the Vault of the Drow, but that might be 
  best left for another discussion). 
   
  So that's where I find the evidence and best storytelling 
  possibilities take me. Somewhere in the Sulhauts is a 
  high glacial valley, inhabited by the cave-folk 
  (themselves perhaps descendants of the ancient 
  Baklunish-Suloise wars) who fell into barbarism almost 
  immediately and migrated along their well-known 
  mountains to their current range of habitation. Over 
  the years they might have been met by, and 
  assimilated, groups of refugees bearing unknown 
  treasures from those ancient empires, now regarded as 
  totems by the cave-folk, their original functions long 
  since forgotten. Plus there is that original valley itself, 
  still waiting to be discovered, explored, and, perhaps, 
  plundered, by intrepid adventurers. Who knows? Some 
  ancient treasure of the Suel, or some relic of the 
  Bakluni, may still reposit there. 
   
  Now, if only I could figure out what those cave men 
  were doing in the Cairn Hills, I could sleep at night. 
   
  
  DMing Into the Depths of the 
  DMing Into the Depths of the 
  DMing Into the Depths of the 
  DMing Into the Depths of the 
  Oerth (
  Oerth (
  Oerth (
  Oerth (June 28 
  June 28 
  June 28 
  June 28 ––––    July 12, 2008
  July 12, 2008
  July 12, 2008
  July 12, 2008))))    
   
  CAUTION: This article contains many spoilers 
  concerning the modules D1-3 and should only be read 
  by DMs and those players who will not be actually 
  playing through the series at any time in the future. 
  Failure to observe this caution will lead to a marked 
  lack of enjoyment in the adventures. 
   
  Published back in what some old-time gamers fondly 
  remember as the heyday of the original Advanced 
  Dungeons and Dragons game, 1978, the series of 
  adventure modules D1-3, collectively known as the 
  „Descent into the Depths of the Earth‰ series from the 
  title of the first module, are some of the best-known 
  and yet least-understood elements of the Dungeons 
  and Dragons campaign setting known as the World of 
  Greyhawk. They are, in order, „Descent into the 
  Depths of the Earth‰, „Shrine of the Kuo-Toa‰, and 
  „Vault of the Drow‰. All three were used as the official 
  tournament modules at GenCon XI. 
   
  When correctly played and DM'ed, the „Descent‰ 
  modules are actually a model for those who value 
  political intrigue, role-playing, and exploration of what 
  was (at the time) a new environment for play. They are 
  also, naturally, quite deadly, and foolish or unprepared 
  characters will find themselves at -10 HP in short 
  order. Neither hack-and-slash nor stealth-and-stab 
  should prove worthwhile strategies for these modules. 
   
  It should be noted that these three modules were later 
  republished as part of the supermodule „Queen of the 
  Spiders‰. Except where noted, this article makes 
  reference to the original monochrome-cover modules 
  published in 1978. I deliberately eschew the term 
  „Underdark‰ for the areas described in D1-3, as that 
  term was originally coined by author Ed Greenwood 
  for his own „Forgotten Realms‰ campaign, and to 
  apply it to the World of Greyhawk has always struck 
  me as gauche. 
   
  D1: Descent into the Depths of the Earth
  D1: Descent into the Depths of the Earth
  D1: Descent into the Depths of the Earth
  D1: Descent into the Depths of the Earth    
   
  This module begins at the entrance to the Depths, 
  across the river of lava found at the end of „Hall of the 
  Fire Giant King‰. The players have found a partial map 
  of the underground area, and know that the drow are 
  to be found within. Other than that, they are lacking in 
  any sort of background, this being the first encounter 
  with the drow other than their appearance in the „Hall 
  of the Fire Giant King‰. 
   
  This very lack of information, however, should be seen 
  as an opportunity for the PCs to collect their own 
  intelligence on what is going on under the sunlit 
  mountains of Oerth. And an astute DM can give subtle 
  clues as to some of the rivalries and divisions within 
  the underground communities. The Descent modules, 
  more than most, reward a DM who has thoroughly 
  read through them, picking up not only the locations 
  of monsters and treasure, but also the subtle points 
  regarding the political situation. To this day, many 
  Greyhawk aficionados donÊt realize that Eclavdra, the 
  chief villainess in G3, was not a servant of the 
  demonness Lolth, but actually the chief rival of the 
  Lolth-worshippers! It's worth noting that two different 
  factions of drow can be found in Snurre's hall; the DM 
  has an opportunity to lay the groundwork of the 
  „factionalized enemy‰ theme before the PC's enter the 
  Depths. 
   
  Some points worth emphasizing: 
   
  If the PCs manage to do damage to the Mind Flayers 
  in the area, and can provide proof to the drow of this, 
  they are 90% likely to be rewarded with a pass that will 
  get them through any drow controlled area without 
  harassment (D1, p. 3). This of course implies that the 
  drow are going to be open to parley when 
  encountered. The DM should not forget this; many if 
  not most of the drow the PCs encounter are not going 
  to be instantly hostile unless they have been alerted to 
  the presence of the hostile PCs. Unless they're on 
  alert, and looking for the PC's, the drow aren't going 
  to „shoot first and ask questions later‰! This doesn't 
  mean they'll be fools or pushovers, just that they won't 
  instantly attack. 
   
  How can the PCs figure out that the drow and Mind 
  Flayers are at odds with one another? In the second 
  encounter area of the module, in hex M-12, the Mind 
  Flayers are questioning a captive drow merchant. Even 
  if they donÊt manage to get him out alive (and it would 
  be exceedingly difficult, in all honesty), the mere fact 
  that the Mind Flayers had captured a drow should get 
  the PCÊs minds working. An interesting twist would be 
  if the PCs decided to try to get the Mind Flayers as 
  allies against the drow! There's got to be an illithid city 
  out there. 
   
  One of the most interesting things about the „Caverns 
  and Warrens of the Troglodytes‰ (the main encounter 
  area, at hex Q-19) is that it is entirely possible for the 
  PCs to glide through it with minimal fuss. Those PCs 
  who managed to gain the trust of the drow will simply 
  pass through the cavern, and actually be aided by the 
  garrison in area 6. Those who are not allied with the 
  drow, but who are following the players map and thus 
  
  looking specifically for a northwesterly exit from the 
  caverns will at most have to deal with the garrison and 
  its 18 soldiers, and at most only those monsters 
  encountered in the western side of the caverns (areas 
  1-9 on the map). This is definitely an encounter area 
  which does not reward the „wipe out everything‰ 
  mentality; in a test of endurance such as the Descent 
  series, taking time to spread out bits and pieces of 
  bugbears, troglodytes, and trolls around the floor of the 
  cavern is not worth the relatively minor treasures to be 
  gained thereby. As DM, you should be ruthless in 
  punishing such a lack of focus, and don't be afraid to 
  drain the PC's of their healing magic and other 
  supplies. That is one of the functions of the main 
  encounter area; distraction. 
   
  The key to an enjoyable running of the entire series is 
  that the PC's must not thunder their way through the 
  place. The Depths are not a standard dungeon setting; 
  they are a living, breathing wilderness and should be 
  treated as such by the DM. By seeing signs of 
  „normal‰ habitation; merchant caravans, kuo-toa 
  pilgrims, etc. the PC's should get enough hints to 
  attempt a strategy of bluff, rather than bash, to make 
  their way through. 
   
  D2: The Shrine of the Kuo
  D2: The Shrine of the Kuo
  D2: The Shrine of the Kuo
  D2: The Shrine of the Kuo----Toa
  Toa
  Toa
  Toa    
   
  This is, perhaps, one of the most perplexing and 
  dangerous modules in the Descent series. It's unclear 
  as to just what the PC's are expected to do in this 
  module's main encounter area, both from the 
  perspective of the DM and the PC's themselves. Are 
  the gogglers to be smitten hip and thigh? Negotiated 
  with? Bypassed or slunk past? Much of course depends 
  on the style of play preferred by the gaming group in 
  question, but, like all the modules in this series, an 
  overly-aggressive party will soon find themselves 
  overwhelmed. 
   
  The minor encounter areas are both of intense interest, 
  and for completely opposite reasons. The first, with 
  the 
  mad 
  ferryman 
  Thoopship, 
  is 
  a 
  fairly 
  straightforward encounter that could be settled by 
  either parley or violence. The most likely trouble the 
  party will face is their lack of knowledge of the 
  common tongue of the underworld. The module 
  explicitly mentions the possibility of an interpreter, but 
  declines to state where exactly one may be obtained. A 
  charmed drow, perhaps? An ally, either among the 
  drow or the illithids? The possibility is certainly there to 
  make allies in module D1, as discussed in the previous 
  article in this series. Aside from the obvious tactical 
  problem of being swept down the Pitchy Flow towards 
  the Sunless Sea (northwest on the map, incidentally), 
  this encounter is pretty straightforward. While it's best 
  done by simple negotiation (if possible), a combat 
  resolution is certainly not outside the realm of 
  competent play. 
   
  The second minor encounter, with the Deep Gnomes, 
  is perhaps the greatest single opportunity the PC's will 
  have in the entire series. They will explicitly agree to 
  accompany the PC's into the Shrine itself, have been 
  scouting it out for at least some weeks, and are familiar 
  with at least the basic layout not only of the shrine, but 
  of the politics of the Depths as well. This is truly a 
  boon, and only a completely incompetent party will 
  manage to not get at least a little information from this 
  encounter. 
   
  But it does bring up several questions. The Svirfneblin 
  will agree to accompany the party in exchange for 
  gems. But where, precisely, do they expect to gain 
  those gems? We are told that the Deep Gnomes "hate 
  the Kuo-Toa people as much as they despise the 
  Drow". And there are bowls of gems on the altars of 
  Blibdoolpoolp, the half-crustacean deity of the Kuo-
  Toa, seemingly there for the taking. Here, I think, lies 
  a trap secreted within a boon. The Deep Gnomes, I 
  believe, would do everything in their power to guide 
  the PC's on a more aggressive path when it comes to 
  the shrine. Trosli Garnetgetter, their leader, must not 
  be a pushover. He, coming as he does "of a very 
  respected family" would certainly not be a milquetoast 
  when it came to questions of strategy. While he might 
  not advocate an all-out assault on the shrine, he would, 
  I believe, most certainly press for a hit-and-run attack 
  on the central ziggurat, with the bowls of gems on the 
  second and third altars. At the very least, were there 
  thieves in the party (and there had better be, if they 
  want to make it in the Depths), he would insist on a 
  mission of stealth to liberate the gemstones from their 
  fishy owners. 
   
  Naturally, this is not stated outright, but it is implied by 
  the text. And it turns the Shrine into an encounter that 
  could turn decidedly deadly, where it could have been 
  as simple as walking through and finding the northwest 
  exit. And, as such things go when they are done 
  properly, it would be the PC's conscious choice that 
  turned the place into a deadly encounter rather than 
  merely a tense one. After all, they don't have to follow 
  Trosli's advice... 
   
  Once the PC's trigger the gogglers to action (assuming 
  they do), the spectacle of swarms of fish-men billowing 
  forth from every passage should make them quail 
  (motivated DM's may wish to re-read H.P. Lovecraft's 
  "The Shadow Over Innsmouth" prior to running the 
  module, to get some very nice atmospherics). The 
  good news is that, once they escape the shrine, the 
  
  kuo-toa are too disorganized to mount an effective 
  search throughout the Depths. The bad news is that 
  there are doubtless dozens of them between the PC's 
  and the exit they want... 
   
  D3: The Vault of the Drow
  D3: The Vault of the Drow
  D3: The Vault of the Drow
  D3: The Vault of the Drow    
   
  Ah, the masterpiece. It gave us our first comprehensive 
  look at the Drow, and was thus the inspiration for all 
  the work that followed, Drizzt Do'Urden included. The 
  pinnacle (or nadir, perhaps) of the work is the drow 
  city Erelhei Cinlu, the ultimate inspiration for Ed 
  Greenwood's creation Menzoberranzan. It is the last 
  module in the series that Gary Gygax created, and 
  found by many to be vastly superior to the final module 
  in the series, Q1 Queen of the Demonweb Pits 
  (although more about that later). Even the cover (of the 
  monochrome version) is evocative; an evil High 
  Priestess, curved dagger held aloft, is about to send a 
  soul to Lolth (who is hovering overhead) atop a pile of 
  skulls while a Mezzodaemon looks on. Priceless. 
   
  There are three minor encounters that lead to the city 
  of the Drow, but in truth only one of them is really 
  necessary to penetrate the capital of the dark elves, 
  and surely if the party has by this time made allies of 
  the subterranean dwellers here, they will know this. 
  (Although it is interesting to note that on the players' 
  map, the second encounter area does not exist; it 
  merely shows a tertiary passage. Surprise!) 
   
  Speaking of the players' map, the glyphs that are 
  marked thereupon should not be overlooked, especially 
  as some of them repeat. The map itself is gained in 
  module G3 Hall of the Fire Giant King, and if the PC's 
  are clever in figuring out the clues, they will profit. 
  Three of the are marked with eyes, similar to Egyptian 
  hieroglyphics. The first one was a Drow checkpoint, 
  manned by soldiers. The second is the major cavern in 
  D1, which contains, well, a Drow checkpoint, manned 
  by soldiers. Any guesses as to what the third one will 
  contain? If nothing else, the PC's should put together 
  the fact that there are Drow in the first two 
  encounters, and expect to see them in the third. And 
  encounter them they do. 
   
  The main path to the Drow city is a gatehouse, for 
  want of a better word, manned by dozens of Drow 
  soldiers. PC's which have figured out that infiltration 
  tactics work best here will probably have some sort of 
  plan already in place to get past such obstacles, posing 
  as merchants, prisoners, allies, or somesuch. They 
  might have some of the Drow clan emblems, and could 
  bluff their way through the encounter. The DM should 
  allow and even encourage such tactics on the part of 
  the PC's! As I've stressed, it's the best (and perhaps 
  only) way the party can conceivably succeed here. 
  Needless to say, the DM must afford the party the 
  chance to do so here. This is not a combat encounter 
  unless the PC's want it to be! The Drow may very well 
  be on alert for the party (depending on how they have 
  comported themselves hitherto), in which case the 
  sentries and their officers will afford them a much 
  greater level of scrutiny than they otherwise might. A 
  very paranoid group of PC's, seeing the Drow 
  fortification, might even decide to split up and 
  approach it hours apart, figuring the Drow would be 
  looking for a group of eight, rather than two groups of 
  four. The DM should absolutely reward such thinking. 
   
  The second encounter area is interesting because it is 
  the only one that is not marked on the players' map. 
  Silussa and her lover have set a bit of a trap for those 
  who want to approach the Drow city via the less-used 
  path. It's a fairly standard set-piece encounter, and one 
  that could be theoretically transported into any setting 
  or dungeon. But note that there is no explanation of 
  the relationship of Silussa and Belgos and the regular 
  Drow establishment; herein lies the path to greatness 
  for a seemingly pedestrian encounter. 
   
  Do the Drow of Erelhei-Cinlu know of the cavern so 
  close to their doorstep? How could they not? Why do 
  they allow them to dwell here? Do they value their use 
  as guardians of the "end run" around the standard 
  gateway? Let us not forget that there are many factions 
  within the Drow realm itself. Are Silussa and Belgos 
  allied with the Eilservs faction or the Lolth faction? We 
  know nothing, which leaves the DM free to answer 
  those questions as they best serve his or her own 
  campaign. Is Silussa a servant of Lolth? That could 
  yield some very interesting possibilities, if she finds out 
  that the party is there to thwart the ambitions of the 
  Eilservs (rivals of the worshipers of Lolth, remember). 
  And just what clan did Belgos belong to before he 
  died? That could be vastly significant as well. Again, for 
  the alert DM, there are many possibilities that could 
  turn this seemingly-pedestrian encounter into one 
  which drives the plot forward and is a potential source 
  of either great aid or great hassle for the PC's. 
   
  The third encounter area really doesn't lend itself to a 
  furtherance of the plot line, and seems to be included 
  as another way that the PC's can find their resources 
  taxed. Nasty spiders, and a potentially nasty treasure at 
  the end. Given the geography of the map, if the 
  players waste their time getting here, they deserve to 
  get 
  pummeled. 
  It's 
  a 
  classic 
  distraction/drain 
  encounter, and the DM should milk it as such. 
   
  We now come to the Vault itself. One interesting note 
  on the geography of the Vault; it is a dead-end, except 
  
  for the river. No tunnels lead to it other than those 
  stemming from the first (and second) encounter areas. 
  It's a strategic cul-de-sac. I would infer that makes the 
  river all the more valuable as a transportation artery 
  from an economic point of view, and will have a bit to 
  expand on that later. But perhaps it says something of 
  the psychology or geopolitical calculations of the Drow 
  that they would choose to locate their city in a place 
  that was so inaccessible. 
   
  This is a module that really rewards a lot of prep work 
  on the part of the DM. A full-blown city map of 
  Erelhei-Cinlu would not be remiss. Bear in mind that 
  the streets are regularly patrolled, but the back alleys 
  are as dangerous as any dungeon. The place is more 
  than a mile in length, and boasts a population of some 
  25,000 individuals, making it the equal or envy of 
  many cities above ground. 
   
  Once the PC's arrive here, they are likely to encounter 
  the inevitable question. "Why are we here?" The 
  answer to that hinges on the question of whether or 
  not they have figured out that only a single faction of 
  the Drow was responsible for the deprivations of the 
  giants, and whether or not they know which one it 
  was. If they still think "the Drow are behind the giants, 
  and we should stop them" then they have effectively 
  declared war on the entire city. Wish them luck, and I 
  hope they have 4d6 handy to roll up new characters. 
   
  Every encounter should reinforce the notion that the 
  Drow are riven with division. That doesn't mean that 
  there are allies on every side-- quite the reverse. The 
  Drow version of the old saying could well be stated as 
  "the enemy of my enemy is my tool." Every encounter 
  with a bunch of rakes or a patrol of the Servants of 
  Lolth should be a prime opportunity for the DM to 
  have an NPC make a point of a clan pin pointing to 
  inferior stock, or some ancient rivalry. 
   
  It should never be forgotten that the political situation 
  among the Drow is not obvious. House Eilservs was 
  behind the uprising of the giants, as a way of gaining 
  power once their ambitions in the Vault were thwarted. 
  Once the priestesses of Lolth turned against them, they 
  in turn abandoned the worship of Lolth and took up 
  that of the Elder Elemental God (more about whom 
  can be found here). 
   
  That sets up a whole dynamic of rivalries, mixed in 
  with religious animosities, which is explained in fair 
  detail in D3. It must be stressed that the DM must give 
  some opportunities for the PC's to get involved in 
  those conflicts, as a way of resolving their own 
  mission. Hiring on to the Eilservs is probably out of the 
  question unless they do so through a third party (and 
  wouldn't THAT be a difficult game to play-- almost 
  more fun than rescuing a bunch of FARC hostages in 
  Columbia), but not impossible. 
   
  One can hope that after a short time in the Vault the 
  party will figure out that there is more than one faction 
  amongst the Drow, and that they aren't all behind the 
  giants' campaign on the surface. (Hopefully they will 
  have picked up on enough of the DM's clues that they 
  will have already figured that out before even getting to 
  the Vault.) But even if they do, there are two 
  possibilities that the DM must be prepared for: 
   
  1) "We need to stop the Eilservs once and for all, to 
  halt their ambitions against the surface world" 
   
  2) "We need to stop the Drow once and for all, 
  because they are evil and are ultimately a threat to the 
  surface world." 
   
  The first attitude bears with it the implication that the 
  Drow factions can be parleyed with, and used against 
  other Drow factions. The second attitude implies that 
  the party should be looking for some way to collapse 
  the Vault itself. Think of all the x.p. from killing 
  25,000 Drow! (For the record, if any DM allows this to 
  happen, he is entitled to a free cock-punch.) 
   
  The module, of course, implies the first option. If the 
  PC's seriously contemplate the second, the DM should 
  not forget that the Drow will mobilize against a threat 
  to them all across all faction lines, and in such a case 
  they should be dead in short order. The party can try 
  the second, but unless the DM is being uncommonly 
  generous, it should fail. 
   
  Which brings us to the whole question of Lolth's role in 
  this module, and thus the role of Q1. Since Lolth's 
  minions were never a part of the plot to incite the 
  giants to action, it stands to reason that there would 
  not be a reason to visit the Abyss to confront Lolth. If 
  anything, the PC's should be Lolth's allies, at least in 
  the limited sense of opposing the Eilservs. "The enemy 
  of my enemy is my tool," so goes the saying... 
   
  I firmly believe that there is no reason to include a trip 
  to the Abyss to confront Lolth. The PC's can achieve 
  their goals (stopping the force behind the giants) by 
  simply trashing the Eilservs and their allies. In fact, the 
  adherents of Lolth might actually help them in doing 
  so, since the Eilservs and the Lolth-worshippers are 
  enemies within the Drow culture. 
   
  As DM you must play into all the politics, factionalism, 
  and so forth that the module implies. At the same 
  time, you must allow your players to use that to their 
  
  advantage. Do so, and you and your players will have 
  a grand time. All the political set-up in the world 
  doesn't mean anything if the PC's can't make use of it. 
   
  Queen of the Demonweb Pits
  Queen of the Demonweb Pits
  Queen of the Demonweb Pits
  Queen of the Demonweb Pits    
   
  „I had what I consider a much more 
  interesting plan for the conclusion of the G-D 
  series, one in which the PC party could loose 
  the Elder Elemental god or send him into 
  deeper isolation, thus assisting Lolth to 
  become more powerful. By very astute play, 
  they could have thwarted the designs of both 
  evil entities. The Demonweb Pits were indeed 
  envisioned as maze like, but there were to be 
  no machines therein.‰ -- Gary Gygax on 
  EnWorld, August 20062 
   
  „My outline for the whole was for a demi-
  plane outside of the Abyss, a great spiderweb 
  with encounters at junctions along the way to 
  the center, Lolth's abode there in the middle. 
  The PCs would need to gather pieces of an 
  artifact based on the four elements in the web 
  in order to be able to face the demoness and 
  send her packing back to the abyss. Of 
  course, that would have called back the Elder 
  Elemental 
  God 
  from 
  his 
  place 
  of 
  banishment...‰ -- Gary Gygax on EnWorld, 
  June 20063 
   
  Before I even start this, repeat this in your mind, over 
  and over. „The Elder Elemental God was not ever, 
  ever, worshiped in the Temple of Elemental Evil.‰ I'm 
  going to delve into a bit of obscure Greyhawk lore 
  here, and it will be much easier to digest if you keep 
  that simple fact in mind. Now to the case at hand... 
   
  I will eventually get around to a full-blown treatment of 
  module Q1 Queen of the Demonweb Pits, but I found 
  the above quotes as part of my research for the 
  Greyhawk Lore project, and found them just too 
  chock-full of implications to let pass by. 
   
  First off, it gives a much more logical reason for the 
  PC's to visit the Demonweb pits. They're not there to 
  fight against Lolth (as in the published version of Q1), 
  but rather to hurl the Elder Elemental God (about 
  whom I have written previously) even further into 
                                                   
  2 
  http://www.enworld.org/forum/showpost.php?p=302
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  6026&postcount=330  
  obscurity (presumably blocking the Eilservs faction 
  from receiving higher-level clerical spells from it) and 
  possibly thwarting the demonness Lolth into the 
  bargain. 
   
  That, of course, implies that the Elder Elemental God 
  does, in fact, exist; not a ploy of the priests of 
  Tharizdun, as was posited in the quite forgettable 
  module Return to the Temple of Elemental Evil. 
   
  Earlier, Gygax had said that he envisioned "a link 
  between the Drow modules and the ToEE, mainly in 
  my head, and after Q1 came out I rather lost interest 
  in developing the former, as the EEG was not released 
  from his banishment to a distant star (ala Set). I would 
  have devised some other scenario to accomplish 
  that..." 
   
  Remember that in the "Secret History of the Temple" 
  in T1-4 Temple of Elemental Evil, we are told that 
  "many drow visited the Temple after its fall" and were 
  responsible for some of its denizens turning to the 
  worship of Lolth. 
   
  So, in the original Gygaxian conception... 
   
  1) The Elder Elemental God is banished to a 
  distant star 
  2) An artifact that could release it from said 
  banishment is in pieces in Lolth's demiplane 
  outside the Abyss 
  3) There's a connection between the Elder 
  Elemental God and the Temple of Elemental 
  Evil; the latter related to the release of the 
  former from banishment (yes, I am aware of 
  the Return to the Temple of Elemental Evil 
  module, but let us leave it aside for now). 
   
  Could Lolth possibly have had something to do with 
  the banishment/ imprisonment of the Elder Elemental 
  God in the first place? Why else would she be in 
  possession of the key to its release? Perhaps there was 
  an ancient rivalry for the loyalty of the dark elves 
  somewhere in the depths of history. 
   
  Now, the natural inclination as to why the drow were 
  visiting the Temple of Elemental Evil is because it was, 
  at its heart, a cult of the Elder Elemental God. But 
  recall my plea at the beginning of this article; that idea 
  flies in the face of what we are told in the module itself, 
  that the idea of "elemental evil" was a sham concocted 
  by Zuggtmoy and Iuz because it had more potential for 
  recruitment than Zuggtmoy's "beloved fungi". Clearly 
  the force behind "Elemental Evil" is not the "Elder 
  Elemental God", despite the fact that both have the 
  
  word "elemental" in their name. But how to explain 
  those drow? 
   
  Well, quite obviously, those were not drow of the 
  Eilservs faction. If they were, they would not be in the 
  business of persuading the remaining temple faithful to 
  worship Lolth. And let us not forget that Lolth is 
  putting her webby digits into the pie as well; she has 
  apparently taken an interest in Lareth the Beautiful, 
  master of the moathouse and the "dark hope of 
  chaotic evil". They were, in fact, the Lolth-faction of 
  the drow. Perhaps their intent was to seek a 
  counterbalance to the surface influence of the Eilservs? 
  Were they perhaps even responsible for Lareth's rise to 
  prominence? 
   
  We are still left with a connection, in the original 
  Gygaxian idea, between the Elder Elemental God and 
  the Temple of Elemental Evil. What the heck could it 
  be? Could it, just perhaps, be that the Elder Elemental 
  God was looking to thwart the machinations of Lolth, 
  and her expansion in the area? There is a certain 
  symmetry to the idea. In G1-D3, we have the forces of 
  the Elder Elemental God seeking to expand their 
  power in the Depths by gaining power in the surface 
  world. Once the Lolth-faction started to do the same 
  thing, could not the Elder Elemental God, now freed 
  (presumably by the incautious actions of the PC's in 
  the Demonweb Pits), not seek to do thwart them as it 
  itself was thwarted? The mind reels. 
   
  Man, if I ever run Hommlet again, it'll be a very 
  different experience. 
  Pilgrims and Pilgrimages of the 
  Pilgrims and Pilgrimages of the 
  Pilgrims and Pilgrimages of the 
  Pilgrims and Pilgrimages of the 
  Flanaess (September 5, 2008)
  Flanaess (September 5, 2008)
  Flanaess (September 5, 2008)
  Flanaess (September 5, 2008)    
   
  Pilgrims can be found in most civilized lands of the 
  Flanaess. They can be found wherever holy (or unholy) 
  shrines and places of power can be found, and the 
  devout will often undertake such a pilgrimage as a 
  religious obligation. Scant information, however, is to 
  be found concerning the nature of these pilgrimages, 
  their destinations, or those who journey on them. 
   
  The encounter tables in the Glossography of the World 
  of Greyhawk Fantasy Setting™, pp. 8-11, as well as 
  those listed in the ADVANCED DUNGEONS AND 
  DRAGONS, DUNGEON MASTERS GUIDE, pp. 179-
  194, list pilgrims as one of the standard-type 
  encounters. This article will attempt to add both color 
  and substance to such encounters, providing a 
  framework upon which the Dungeon Master may 
  expand such seemingly-dry encounters into an 
  opportunity for role-playing and setting-building. 
  Circumstances will, of course, determine how your PCs 
  are received by any pilgrims they encounter, but as a 
  rule those on a pilgrimage, even those of evil 
  alignment, are more intent on their destination than in 
  interacting with those met on the journey. (Enterprising 
  PCs may, of course, seek to join the pilgrims, either as 
  fellow seekers or as guards; their motives for doing so, 
  and the outcome, are up to the Dungeon Master to 
  determine.) 
   
  A pilgrimage is, by its nature, a journey undertaken for 
  a religious purpose. Different faiths will have different 
  opportunities for pilgrimage in different lands. Too, 
  some pilgrimages are long affairs requiring months of 
  travel; it is very possible that the object of the 
  pilgrimage is nowhere near the location where your 
  PCs may encounter the wandering band of religious 
  seekers. Notes on pilgrims found in different places 
  within the Flanaess follow. Bear in mind that this 
  material is written with the original Boxed Set in mind, 
  and are therefore set in and around CY 576. 
  Campaigns set in later periods will not necessarily be 
  able to use the following information without some 
  modification to accommodate the „advances‰ in the 
  timeline. 
   
  Pilgrimages are usually led by clerical authorities, who 
  organize the pilgrimage for the benefit of those wishing 
  to undertake the journey. It is a misnomer to believe 
  that only those of Good alignment will be pilgrims; 
  groups of pilgrims can be lawful good, chaotic good, 
  neutral, chaotic evil, or lawful evil (see the 
  ADVANCED 
  DUNGEONS 
  AND 
  DRAGONS, 
  MONSTER MANUAL, p. 69, for details). The 
  alignment of the pilgrims will, of course, determine 
  with which deity or deities the pilgrimage is associated. 
   
  Occasionally (15%), a singular event may trigger a mass 
  of pilgrims to share it as a mystical or otherwise 
  transformative experience: 
   
  
  1. Death of a religious leader 
  2. The rise of a prophet or teacher with a 
  distinctive message of reform (95% chance this 
  will be deemed heretical by the mainstream 
  church) 
  3. A miraculous occurrence connected with the 
  deity 
  4. Victory in a religiously-inspired battle against 
  heretics or a religious rival 
  5. An avatar of the deity has been sighted 
  6. A (fraudulent?) relic of a deity has been 
  discovered and put on display 
  7. The End Is Near. It must be true, everyone says 
  it is. 
  8. DM's prerogative 
   
  Rarely (5%), pilgrims do not have any particular 
  destination in mind, but rather have undertaken their 
  wanderings with the intention of allowing their God to 
  guide their travels and thus reveal some Truth to them 
  in a way that more conventional pilgrimages might not. 
  Neutral pilgrims of this type will invariably be followers 
  of Fharlanghn. 
   
  Most often (80%) such a journey is made to a particular 
  sacred shrine or other place of religious significance 
  (details on such destinations are given below, by 
  location). 
   
  Almor, Nyrond, and Urnst
  Almor, Nyrond, and Urnst
  Almor, Nyrond, and Urnst
  Almor, Nyrond, and Urnst    
   
  The worship of the Oeridian diety Heironeous, God of 
  righteousness and chivalry, predominates these lands. 
  Indeed, the Prelate of Almor, ruler of that clerically-led 
  land, rules the land in the name of the church of the 
  Invincible One. There are many different shrines to be 
  found within these lands, and penitents from far across 
  the Flanaess will be found here as pilgrims. The capital 
  city of Chathold does contain the great Cathedral of 
  Chivalry, with its famed stained glass panels; a very 
  popular place of pilgrimage. There are smaller, but still 
  quite impressive, temples and shrines throughout 
  Almor, including that of Heironeous-by-the-Sea on the 
  coast of the Sea of Gearnat, famed for its powers of 
  healing beyond those of normal priests. 
   
  Bissel, Gran March, and Keoland
  Bissel, Gran March, and Keoland
  Bissel, Gran March, and Keoland
  Bissel, Gran March, and Keoland    
   
  Holy sites within the once-imperial and still-grand 
  kingdom of Keoland and its neighbors are many and 
  splendid. Lawful Good pilgrims in Bissel will most likely 
  be followers of Rao bound for the holy shrines of 
  Veluna (q.v.). Those found in the Gran March or 
  Keoland will either be devotees of St. Cuthbert (40% 
  chance) bound for the great healing shrine in 
  Shiboleth, followers of Heironeous (50% chance) en 
  route to the Temple of Heironeous Triumphant in 
  Niole Dra, or followers of Delleb (10%) bound for Niole 
  Dra and the great library-cathedral the church 
  maintains there as a holy duty. 
   
  Chaotic good pilgrims in these lands will almost always 
  be followers of Kord, who travel to the various temples 
  to that deity in the Sheldomar Valley to participate in 
  the sacred contests of strength and combat that are 
  held throughout the year. The most famous of these 
  are held in Hookhill and Gradsul, with more modest 
  affairs in Flen, Cryllor, and Niole Dra as well. Victory 
  in the contests is said to be a sign of the God's favor 
  for the coming year. 
   
  Neutral pilgrims will of a certainty be devotees of 
  Olidamarra, bound for that God's temple in Gradsul. 
  Touching the marble statue within is said to grant good 
  fortune and on occasion the gift of glibness of speech 
  to professional musicians, bards, etc. 
   
  Evil pilgrims will maintain a low profile in Keoland, 
  which has little tolerance for such cults. Those of lawful 
  bent will be on their way to visit the pair of shrines to 
  Hextor which are tolerated in Flen and Cryllor, while 
  those of chaotic demeanor will be bound for the 
  hidden shrine to Erythnul said to exist hidden deep 
  beneath Niole Dra itself. 
   
  Blackmoor
  Blackmoor
  Blackmoor
  Blackmoor    
   
  Pilgrims of all alignments found in this strange boreal 
  land will be bound for the same place; the mysterious 
  ruined city which extends for miles between the Cold 
  Marshes and the sea. Most will be worshipers of 
  strange 
  and 
  degraded 
  cults 
  seeking 
  either 
  enlightenment, power, or bear other, more alien, 
  motives. Even those of good alignment will be odd in 
  their manner and distrustful of outsiders, albeit not 
  overtly hostile. Such pilgrims will often know secrets of 
  the temples and shrines of the city that are unknown 
  even to the most knowledgeable of sages. 
   
  Celene and Highfolk
  Celene and Highfolk
  Celene and Highfolk
  Celene and Highfolk    
   
  The olven realms of Celene and Highfolk are unique in 
  the composition of their pilgrim populations, inasmuch 
  as they are excluively of olven stock. The shrines to the 
  olven deities are many and scattered; typically they are 
  small and honor an aspect of one of their Gods 
  associated with a particular natural feature such as a 
  waterfall, spring, or idyllic glade. As such, olven 
  pilgrimages tend to be of shorter length than those of 
  others. There is a 15% chance that pilgrims of Good 
  alignment will be humans passing through the olven 
  
  lands; bound for the shrines of Saint Cuthbert or Rao 
  in Veluna and Verbobonc. 
   
  Evil pilgrims in these lands will disguise that fact well, 
  and will either appear as good pilgrims or a merchant 
  caravan of some sort. They will almost certainly be 
  bound for either the Temple of Elemental Evil in the 
  Kron Hills (35%) or one of the shrines of Nerull hidden 
  in Veluna and Furyondy (60%). Rarely (5%) they will be 
  pilgrims seeking the „blessings‰ of Iuz, making their 
  way to Dorakaa to join the service of the Old One. 
  Such pilgrimages are usually one-way trips. 
   
  Greyhawk and Ve
  Greyhawk and Ve
  Greyhawk and Ve
  Greyhawk and Verbobonc
  rbobonc
  rbobonc
  rbobonc    
   
  The Free City of Greyhawk is, of course, one of the 
  most cosmopolitan places in the Flanaess. Faiths of 
  every description can be found there openly, with the 
  exception of the most foul sects of demon- and devil-
  worshipers. Despite this, there exist within the lands 
  claimed by the City no destinations for pilgrimage*4, 
  and those on such journeys are not often found within 
  its domains. Those that are encountered there will be 
  passing through, with a 50% chance of being destined 
  for nearby Verbobonc. 
   
  Verbobonc itself is a stronghold of the faith of St. 
  Cuthbert, which is unsurprising given its strong ties to 
  Veluna and Furyondy to the north. Several shrines to 
  the Saint exist within the Viscounty, marking several 
  minor events during Cuthbert's mortal life including the 
  Church of the Holy Cudgel, marking the spot where 
  Cuthbert first cut and hefted the wooden bludgeon for 
  which he would become so famed. 
   
  Evil aligned pilgrims found in Verbobonc will 
  sometimes (25% chance) be seeking the ruins of the 
  Temple of Elemental Evil in the Kron Hills. Otherwise, 
  they will simply be on their way to some other unholy 
  shrine in the Flanaess, most probably one of the 
  several well-hidden temples of Nerull in Furyondy and 
  Veluna. 
   
  Ekbir, Tusmit, and Zeif
  Ekbir, Tusmit, and Zeif
  Ekbir, Tusmit, and Zeif
  Ekbir, Tusmit, and Zeif    
   
  Pilgrimages in the Baklunish lands are limited to those 
  of some civilization and urban nature. Lawful good 
  pilgrims will invariably be heading to one of the many 
  small shrines of the Lost Imam Al'Akbar, whose 
  reputation for miraculous healing powers is famed 
  throughout the Flanaess and beyond; such shrines may 
  be found in all of the cities and most of the villages of 
                                                   
  4 One exception being those who worship the demigod 
  Zagyg, of course, but such are so few and far between 
  that organized pilgrimages are nearly unheard-of. 
  the region, each specializing in some particular 
  ailment. Caravans of pilgrims will spend years visiting 
  each and every one in an effort to heal the afflictions 
  of all the seekers present among their ranks. (If chaotic 
  good alignment is indicated by the die roll, treat as if 
  lawful good were rolled.) Neutral and evil pilgrims will 
  be en route to one of the great monasteries found on 
  the edges of the Plains of the Paynims (in which are 
  taught not only the arts of physical self-mastery but 
  philosophical enlightenment under the tutelage of the 
  famed mystics of the mysterious West). 
   
  Furyondy, Shield Lands, and Veluna
  Furyondy, Shield Lands, and Veluna
  Furyondy, Shield Lands, and Veluna
  Furyondy, Shield Lands, and Veluna    
   
  The faith of Saint Cuthbert of the Cudgel is very well-
  entrenched within the lands of the central-west 
  Flanaess. Lawful Good pilgrims encountered here will 
  most certainly belong to that faith, and will be most 
  zealous and earnest in their devotion. The Great 
  Cathedral of Mitrik attracts the faithful from all over the 
  Flanaess, along with the Church of the Apotheosis, 
  which marks the spot where Cuthbert was raised to 
  Godhood in a blast of light and crashing of tree-limbs. 
  Those of chaotic good or neutral alignment will be 
  making for the temple of the beautiful Myhriss, whose 
  temple at Chendl has seen the weddings of nobility 
  from across the Flanaess for many years (25% chance 
  the pilgrims encountered are specifically on their way 
  to attend such a wedding as a holy obligation). Any evil 
  pilgrims encountered here will be in disguise, and en 
  route to either the Horned Society (if lawful evil is 
  rolled, they will be in fact of neutral evil alignment and 
  headed to Molag to pay obeisance to the lords of 
  Hades) or Iuz (if chaotic evil). 
   
  Geoff and the Yeomanry
  Geoff and the Yeomanry
  Geoff and the Yeomanry
  Geoff and the Yeomanry    
   
  The Grand Duchy of Geoff is host to a large number of 
  followers of Lirr, Goddess of poetry and art. The great 
  Theater in Gorna is host to a never-ending series of 
  productions, readings, and exhibitions, to which the 
  faithful make pilgrimage at least once in their lives. 
  Caravans of such worshipers are lively and beautiful 
  things, almost pageants in their own right. Pilgrims of 
  either chaotic or lawful good alignment will be of such 
  sort, and can originate from as far away as Medegia or 
  the Thilronian Peninsula. Neutral or evil pilgrims within 
  the Grand Duke's lands are usually en route to smallish 
  countryside shrines dedicated to Ralishaz or Erythnul. 
  The Grand Dukes have, over the years, persecuted 
  these shrines with greater or lesser verve (physical 
  harassment or greater taxes, respectively); their 
  worshipers, however, are no small source of revenue 
  for the Ducal coffers, and economics has won out over 
  righteous zeal over the years. 
   
  
  Great Kingdom, Medegia, North Province, South 
  Great Kingdom, Medegia, North Province, South 
  Great Kingdom, Medegia, North Province, South 
  Great Kingdom, Medegia, North Province, South 
  Province
  Province
  Province
  Province    
   
  Although it presently enjoys a great reputation for 
  wickedness, the Great Kingdom was not always so, 
  and it remains to this day a very cosmopolitan and 
  relatively tolerant land. 
   
  The See of Medegia, of course, is a clerical state under 
  the suzerainty of the Overking in Rauxes, and as such 
  the worship of Hextor is predominant. But even here 
  the worship of other deities (with the exception of 
  HextorÊs hated brother, Heironeous) is tolerated, if not 
  exactly encouraged. Worshipers of Hextor will most 
  likely be making for the capital of Mentrey with its 
  maleficently magnificent Blood Chapel, supposedly the 
  first place the God was seen after His re-appearance 
  around 570 CY. A no less imposing (but, much to the 
  chagrin of the Overking, less revered by the faithful) 
  Temple of Hextor exists in Rauxes as well. There is a 
  25% chance that pilgrims will be headed towards 
  Rauxes, 75% chance that they will be heading to 
  Mentrey. The fact that this fattens the coffers of the 
  Censor rather than those of the Overking is something 
  that has not gone unnoticed by either. 
   
  Non-evil pilgrims will usually be followers of Zilchus, 
  heading for the city of Irongate (if neutral), or those of 
  Pholtus (if lawful good) headed for the Pale. Chaotic 
  good pilgrims will either be followers of Trithereon 
  headed for the famed Free Falls marking the 
  headwaters of the Gray Flood in Hexpools (50%) or 
  followers of Lirr headed for the biannual contests of 
  poetry, song, and art sponsored by the Seven Shrines 
  of Lirr as a religious festival (sacred to them but open 
  to all) held in Innspa to mark Growfest and Needfest. It 
  is said that Lirr Herself appears there at irregular 
  intervals, and that Her presence is known by the 
  supernaturally excellent performances. 
   
  Idee and Irongate
  Idee and Irongate
  Idee and Irongate
  Idee and Irongate    
   
  It is said that Zilchus Himself was present at the laying 
  of the foundation for the great walls of Irongate, as a 
  sign of the commercial success the city would enjoy in 
  years to come. For that reason alone it has become a 
  destination for those who seek the favor of the God of 
  Business, and pilgrims of neutral or lawful alignment 
  will be such worthies (note that such pilgrims will be a 
  combination of both a pilgrim caravan and a merchant 
  caravan; just combine the entries as described in the 
  ADVANCED 
  DUNGEONS 
  AND 
  DRAGONS 
  MONSTER MANUAL, and adjust the number of 
  mercenary leaders accordingly). Those of chaotic good 
  alignment will surely be headed for the Thin Vale in 
  Idee, which is home to a miraculous shrine dedicated 
  to the Goddess Wenta. Farmers visiting the shrine are 
  said to have their next harvest blessed by supernatural 
  abundance. Those of evil bent are most assuredly en 
  route to one of the shrines in the Great Kingdom and 
  Medegia (q.v.). 
   
  Ket and Perrenland
  Ket and Perrenland
  Ket and Perrenland
  Ket and Perrenland    
   
  For encounters with pilgrims in Ket, there is a 50% 
  chance they will be as described in the entry for Ekbir, 
  Tusmit, and Zeif (q.v.). Otherwise, treat them as 
  described here. Evil pilgrims will be on a journey of 
  discovery, bound for the Yatils in search of a legendary 
  shrine to the dark God Tharizdun which passed from 
  the ken of civilization centuries ago. If any have been 
  successful in their quest, none have ever reported it. 
  Those of good alignment will be bound for the 
  spectacular Glittering Cathedral of Ulaa situated on a 
  commanding height overlooking the pass between 
  Molvar in Ket and Krestible in Perrenland. Neutral 
  pilgrims in Ket will be dedicants of Beory, making their 
  way to Her holy shrine in the northeastern tip of the 
  Bramblewood forest. In Perrenland, neutral pilgrims 
  will be adherents of the faith of Zilchus, en route to 
  Schwartzenbruin and the enormous market-shrine 
  therein. 
   
  The Pale and Tenh
  The Pale and Tenh
  The Pale and Tenh
  The Pale and Tenh    
   
  The Pale is, of course, the seat of the religion of 
  Pholtus of the Blinding Light, and pilgrims of Lawful 
  Good alignment will be adherents of that faith 
  exclusively, as other faiths are actively persecuted 
  within its lands. The Tenha, while more liberal than 
  their neighbors to the south, nevertheless will only 
  have such pilgrims within their borders, en route to the 
  various shrines to Pholtus found in the Pale. The 
  greatest of these is the Grand Cathedral of the Light in 
  Wintershiven, a fantastic amalgamation of glass and 
  stone whose sheen can be seen for miles from the 
  walls of the city. There are a number of smaller shrines 
  to which pilgrimages are often made by the faithful, 
  including the shrine of the Heavenly Courses (in the 
  headlands of the Rakers), where some believe Pholtus 
  Himself commanded the sun and moons in their orbits, 
  as well as the Temple of Doubting Folly a few days' 
  ride northwest of Ogburg, where those who have 
  doubts concerning the iron-clad certainty of the faith 
  are often found to seek the removal of such stains 
  from their souls. 
   
  The Scarlet Brotherhood
  The Scarlet Brotherhood
  The Scarlet Brotherhood
  The Scarlet Brotherhood    
   
  Pilgrims encountered in the lands controlled by the 
  Scarlet Brotherhood will be of Lawful Evil alignment 
  exclusively; ignore the alignment table given in the 
  
  Monster Manual. Pilgrim bands will be members of the 
  Brotherhood itself, undertaking journeys to several of 
  the unholy places maintained by the secretive society. 
   
  Sunndi
  Sunndi
  Sunndi
  Sunndi    
   
  The great and tranquil Gardens of Chellester in the 
  eastern side of the County, sacred to Delleb, attract a 
  great many worshipers of that deity. It is said that, 
  while walking through the peaceful and immaculately 
  trimmed paths, even the most difficult problem of 
  philosophy or logic will reveal its answer. Pilgrims of 
  lawful good alignment will have that as their 
  destination. Those of neutral or chaotic good 
  alignment will surely be bound for the Four Airs Tor; a 
  singular mesa northwest of Pitchfield which is sacred to 
  the four Gods of the Winds of Oeridian religion; Atroa, 
  Sotillion, Telchur, and Wenta. Particularly favored are 
  those four days of the year when the winds change 
  their direction around the tor, marking the official 
  change of season. Those present for the event are 
  considered to have the blessings of the winds and 
  seasons for an entire season, until the winds once 
  again change. Finally, pilgrims of lawful evil alignment 
  (treat all rolls indicating chaotic evil alignment as lawful 
  evil instead); the Vast Swamp. Somewhere within its 
  trackless mires and pools is said to be the lair of the 
  demigod Wastri Himself, and those who are attracted 
  to His bizarre faith must needs use Sunndi as their 
  highway to so do (often, they will disguise themselves 
  as pilgrims of some other bent, to avoid the attention 
  of the authorities, who find the growing power of 
  Wastri to their south to be inimical to the interests of 
  the County). 
   
  Sea Princes
  Sea Princes
  Sea Princes
  Sea Princes    
   
  From far and wide, those who favor the Goddess 
  Joramy visit Her great temple complex in the 
  westernmost parts of the lands of the Sea Princes, at 
  the very foothills of the Hellfurnaces. Vast volcanically-
  fed hot springs and subterranean lava flows are the 
  centerpiece of the spectacle. Pilgrims of lawful good, 
  chaotic good, and neutral alignment will be bound for 
  the temple. Those of lawful evil alignment will be 
  bound for the shrine of Syrul in Westkeep (50%) or 
  they will be among the devil-worshipers who bear the 
  ruby tattoo on their persons and make for the great 
  Infernal Temple that dominates the skyline of Hokar 
  (50%). Those of chaotic evil alignment will be headed 
  for the Hellfurnaces, and will be extraordinarily tight-
  lipped about their ultimate destination. Ultimately, it 
  can be learned that they are heading towards the 
  unholy places of some demon prince or queen, but the 
  specific identity of the fell monarch of the Abyss is left 
  to the Dungeon Master to determine. 
   
  Duchy and Principality of Ulek
  Duchy and Principality of Ulek
  Duchy and Principality of Ulek
  Duchy and Principality of Ulek    
   
  Deep in the heart of the Silver Wood there lies a large 
  glade. On its surface, it does not appear special in any 
  way, but to the followers of Ehlonna of the Forests, it 
  is known to be a place of special holiness and magic. 
  Pilgrims of good or neutral alignment in the Duchy will 
  be headed there, to simply take in its quiet beauty and 
  sacred energy in silence and beauty. In the Principality, 
  in the hills north of Havenhill, there is a temple built on 
  the spot where, it is said, the God Fortubo taught the 
  art of metalsmithing to both dwarves and men. Lawful 
  good and neutral pilgrims will be bound for that sacred 
  smithy. Those of chaotic good alignment will have as 
  their destination the shrine of Llerg of the Hills, at the 
  headwaters of the Old River. There, it is said, the God 
  of Beasts gathered the Lords of all animals in special 
  conclave at the beginning of the world. Those who 
  hold the Beastmaster in reverence hold the spot in 
  special regard. In both of the Ulek States, pilgrims of 
  evil alignment will be well disguised and bound for 
  hidden shrines to evil deities or devils and demons that 
  still persist in the Lortmil Mountains. Beltar in 
  particular, among those of chaotic evil bent, is known 
  to still have shrines which are venerated by those of fell 
  intent. 
   
  Lawful Evil Religion in Greyhawk 
  Lawful Evil Religion in Greyhawk 
  Lawful Evil Religion in Greyhawk 
  Lawful Evil Religion in Greyhawk 
  (September 6, 2008)
  (September 6, 2008)
  (September 6, 2008)
  (September 6, 2008)    
   
  Something piqued my interest while finishing up my 
  article on the pilgrims of the Flanaess. Of all the 60 
  deities of Greater, Lesser, or Demi- status listed in the 
  original Guide to the World of Greyhawk, there is only 
  one of Lawful Evil alignment; Hextor. One would 
  expect, even with the loading of so many of the 
  Greyhawk deities to the Neutral alignment, there would 
  be more than a single being representing the ethos of 
  both law and evil. I suspect this was not an oversight, 
  but another sideways glance into the vast tableau that 
  stretches beneath the surface of the World of 
  Greyhawk. 
   
  We are told, in the Gord the Rogue short story "Cat or 
  Pigeon?" (presented in the book Night Arrant, now 
  lamentably out of print), that the "cult of Asmodeus" is 
  a well-known source of evil doings, at least within the 
  precincts of the city of Greyhawk. Within the precincts 
  of the Horned Society, we are told that "deviltry" is the 
  state religion (itself a change from the novels, where it 
  is implied that the Horned Society serves the Daemons 
  of Hades rather than the Devils of the Hells). 
  
   
  I submit that a cult dedicated to the Dukes of Hell is 
  widespread in the Flanaess, and that most of the 
  human (and possibly demihuman and humanoid) 
  population of Lawful Evil alignment adheres to that 
  faith. This cult would be seen as a great rival to that of 
  Hextor; bear in mind that Hextor dwells on the plane 
  of Acheron, rather than the Nine Hells. 
   
  Owing to the nature of their alignment, it would be a 
  very regimented faith. All honor would eventually flow 
  up to Asmodeus, but this could easily be done through 
  intermediaries. Either individual sects would honor 
  different arch-devils, or different unholy days along the 
  infernal calendar would mark celebrations in honor of 
  those lesser, but still puissant, beings. It could be a 
  combination of both, of course, but in either case the 
  chain of command, and the power of the sacrifices, 
  would ultimately flow to the Arch-fiend. 
  How to Start a „Gygaxian‰ 
  How to Start a „Gygaxian‰ 
  How to Start a „Gygaxian‰ 
  How to Start a „Gygaxian‰ 
  Greyhawk Campaign (September 
  Greyhawk Campaign (September 
  Greyhawk Campaign (September 
  Greyhawk Campaign (September 
  9, 2008)
  9, 2008)
  9, 2008)
  9, 2008)    
   
  On a game board that I frequent (Pied Piper5, if you 
  are curious), someone asked what sort of things they 
  should use in order to start up a Greyhawk campaign 
  with the "original Gary's vision" feel. Here was my 
  response; I think it illustrates some of my thinking 
  about what a good Greyhawk campaign would use. 
  There are a few edits. 
   
  You'll want a huge dungeon-crawl, and I would highly 
  recommend "Castle Zayg: Upper Works" recently 
  published by Troll Lord Games, but with the caveat 
  that you might end up having to do a lot of design 
  work yourself to expand the dungeon, as it is currently 
  unclear as to whether, when, or for what game system 
  the next module in the series will be released. I would 
  definitely include Rob's work offered for sale here, as 
  well; I'll definitely be placing the Living Room and 
  Bottle City somewhere in my Castle Greyhawk when 
  the time comes. I know some people will end up 
  including some of Rob's Maure Castle levels to make 
  up some of the missing levels, and that seems 
  workable, with a little effort. You can also have fun 
  putting in gates to Dungeonland/Beyond the Magic 
  Mirror and the Isle of the Ape. 
   
                                                   
  5 
  http://piedpiperpublishing.yuku.com/topic/2559/t/G
  reyhawk-Canon.html  
  Adventures outside the dungeons of Greyhawk would 
  be called for as well. You will obviously want to 
  concentrate on the earlier material, given what you 
  say. The original Greyhawk boxed set, definitely. 
  Village of Hommlet/Temple of Elemental Evil. The 
  Giants/Drow series. Lost Caverns of Tsojcanth and 
  Forgotten Temple of Tharizdun. White Plume 
  Mountain. Expedition to the Barrier Peaks. Not 
  necessarily in that order... Personally, I would tend to 
  ignore the books that TSR/WotC published on various 
  kingdoms (Iuz, Marklands, Scarlet Brotherhood) and 
  the Living Greyhawk stuff and concentrate on the 
  earlier modules. But then again I've been told that I'm 
  an atavistic jerk, so take it as you will. :-) 
   
  Depending on how creative you want to get, you could 
  cobble together a very workable City of Greyhawk with 
  bits and pieces from the TSR boxed set, material from 
  Gary's books (especially City of Hawks and Night 
  Arrant), and the new city of Yggsburgh material from 
  TLG. The boxed set maps are atrocious, but feel free 
  to use the hand-drawn maps I've got up on my blog. 
   
  As a question of campaign philosophy, you will need 
  to decide on the timeframe of your campaign. This will 
  be important for the simple reason that it will 
  determine whether or not your PCs are competing 
  with the likes of Robilar and Erac's Cousin, or if they 
  are hitting the ground with those legendary personages 
  already having come before. You could, of course, 
  start off in CY 560 and just not have Melf et al 
  involved at all, but that seems to lose some of the fun, 
  to my mind. My own players really loved their 
  encounters with Melf and crew... 
   
  You should also bear in mind that "original Gary's 
  vision" is a somewhat nebulous concept, as his 
  campaign changed in significant ways over the years 
  (not that I ever had the pleasure of playing in it, alas...). 
  It started out as a fantastic version of North America, 
  with Greyhawk equalling Chicago. That turned into 
  something more-or-less approximating the published 
  Flanaess. Castle Greyhawk itself morphed from a 
  dozen or so levels to 30 to 6 and now to whatever the 
  plan for Castle Zagyg ends up being. Suffice to say it 
  seems to me that there's a lot of wiggle-room for you 
  as DM, even if you want to remain true to the spirit of 
  Gary's Greyhawk. 
   
  
  Stairing into the Abyss (November 
  Stairing into the Abyss (November 
  Stairing into the Abyss (November 
  Stairing into the Abyss (November 
  16, 2008)
  16, 2008)
  16, 2008)
  16, 2008)    
   
  One of the more overlooked features of any dungeon 
  are the stairs. Most of the time these are little more 
  than purely utilitarian vehicles for getting characters 
  from one level of the dungeon to another. I think this 
  is a bit of a shame, myself, and thought I might offer 
  the following ideas to jazz up the usual dungeon 
  staircase. Some are more mundane than others, 
  naturally. 
   
  1. Drawers under the stairs. Some steps on the 
  staircase conceal drawers. These might be 
  locked, or trapped, or both, and make an ideal 
  hiding place for small treasures, keys (to the 
  door at the top of the stairs?), a wand of 
  lightning to be grabbed by the wizard as he flees 
  an enemy coming after him up the stairs, etc. 
  2. The Grand Staircase. In real life, many buildings 
  have a central staircase that wraps around a 
  central empty core. In a dungeon setting, this 
  could be used to give direct access to lower 
  levels of the dungeon (which could in and of 
  itself be a Very Bad Thing). Flying monsters 
  could also avail themselves of the central shaft, 
  presenting a threat to adventurers. 
  3. Landings. Many DM's seem to forget that a 
  staircase doesn't have to be a straight shaft 
  boring down at a precise angle to the level 
  below. You can have your stairs make right-
  angle turns (or, heck, any angle you want). 
  Make a staircase that branches at a landing; one 
  flight goes to one level, another to a sub-level 
  (and don't forget they can go back the way the 
  adventurers are likely to come). 
  4. Musical Stairs. The staircase is made up of 
  white and black stairs. As each one is walked 
  on, a note sounds, like a giant piano (think of 
  that scene from "Big" with Tom Hanks and the 
  giant piano). By stepping on the stairs in various 
  orders to play a tune, the staircase will go to 
  different locations via a magical teleportation 
  effect, depending on the tune played (some sort 
  of clue to this effect should be findable by the 
  players, perhaps in riddle form). Playing no tune 
  (i.e., just trudging up the stairs) will lead to the 
  least exciting place in the dungeon. Playing the 
  right tune could lead players to the locale of 
  Heward's Mystical Organ. 
  5. The Rainbow Steps. The stairs in this staircase 
  each have a seemingly-random color. If the 
  players use the stairs without regard to which 
  color they step on, they enter an ordinary area. 
  If they are careful to only step on a single color, 
  they are taken to a more special part of the 
  dungeon (red leads to a fire-themed sub-level, 
  green leads to a plant-based one, blue for water, 
  etc.). If they are careful to ascend in perfect 
  rainbow order (red-orange-yellow-green-blue-
  indigo-violet), they are taken to a really special 
  place (a demi-plane or perhaps one of the Outer 
  Planes; Asgard seems mighty appropriate). 
  Whatever you do, don't step on the plaid step! 
  6. Random Escalator. The staircase is moving; that 
  will either double the speed of the players as 
  they go in the same direction, or cut it in half if 
  they are going against it. Naturally, it should be 
  put in a place where time is of the essence; say, 
  when they will likely be pursued by some Big 
  Nasty Thing, or need to escape poison gas, or 
  something. The stair could also randomly stop 
  or start, or reverse direction, just to add to the 
  fun. 
  7. Slide. It's a cliché, but I can't remember the last 
  time I actually had a staircase that turned into a 
  slide, dumping the players onto a new level as a 
  one-way trip. Wheee!! 
  8. Traps. Dig through your old copies of 
  Grimtooth's Traps. Plenty of nastiness there to 
  give your players a second thought when they 
  encounter 
  a 
  seemingly-ordinary 
  staircase. 
  Blades, spikes, poison gas; the fun never ends. 
  Best used sparingly, though; if every staircase is 
  a trap, the tension loses its effect. You don't 
  trap every door and chest, do you? 
  9. Up the Down Staircase. Player: "We head down 
  the staircase." DM: "Okay, you get to the top of 
  the stairs and you see a hallway in front of you." 
  Player: "I thought you said the stairs went 
  down?" DM: "Yeah, they did. Weird, huh?" The 
  players can never quite figure out when walking 
  down the stairs turns into walking up the stairs; 
  its part of the magic. 
  10. Mimic stairs. Imagine if a killer mimic turned 
  itself into a staircase, seemingly leading up to a 
  blank piece of ceiling in a room. Or parked itself 
  at the top of a staircase, imitating more stairs 
  heading up. The best part is, the players might 
  think there really was something at the top of 
  the mimic-stairs, and spend time and resources 
  investigating. 
   
  
  Water, Water, Everywhere 
  Water, Water, Everywhere 
  Water, Water, Everywhere 
  Water, Water, Everywhere 
  (November 25, 2008)
  (November 25, 2008)
  (November 25, 2008)
  (November 25, 2008)    
   
  I love water hazards in dungeons. Underground rivers 
  flowing through humongous cave systems are a thing 
  of beauty for me, able to conceal all manner of 
  monsters, treasures, etc. Magical fountains can get so 
  ludicrously random it's hard not to grin at the prospect. 
  So here for your edification I present some ideas for 
  water in the dungeon. 
   
  1. Underwater pit traps. Sometimes the only way 
  to get from one place in a dungeon to another 
  is by wading through an underground stream. 
  Rarely, though, do the PCs think to pull out 
  those 10' poles while doing so. This will cure 
  them of that omission. It won't do any real 
  damage, except getting wet anything they might 
  have been holding over their heads to keep dry, 
  as they plunge into a sudden 10' pit. Those 
  wearing heavy-duty armor might be in for a bit 
  of a shock as well. Swim? In that? 
  2. Water-only access. There could be entire areas 
  of a dungeon that are accessible only by going 
  underwater. If the PCs demure because of the 
  notion of having to hold their breath, or 
  because they want to hold on to their potions of 
  water breathing, then they lose out on the 
  goodies. 
  3. That's not water... Speaking of potions of water 
  breathing, and all the other various and sundry 
  magics that allow for relatively easy action 
  beneath the surface, what if the PCs encounter 
  an area that is filled with, say, oil? Or an 
  underwater pit that is filled with some heavier-
  than-water substance (so it sinks, filling the pit) 
  that will foil such magics and yet leads to some 
  place of interest? 
  4. Oxy-gum. The cheesy 1960's Japanese cartoon 
  Marine Boy had something called oxy-gum. You 
  pop it in your mouth and it turns the seawater 
  into breathable air for a time. If you're looking 
  for a non-magical way to let your PCs delve into 
  the depths, you might give them access to a 
  plant or herb that has the same effect, for a 
  limited time. 
  5. On a (Not So) Slow Boat to Adventure. Nobody 
  says the PCs can't travel on subterranean rivers 
  in style. They come upon a fancy paddleboat, 
  crewed by skeletons, or permanent unseen 
  servants, or orange snirfneblin, or what have 
  you. They pay a coin for passage and climb 
  aboard. What could possibly go wrong? 
   
  There's no earthly way of knowing 
  Which direction we are going 
  There's no knowing where we're rowing 
  Or which way the river's flowing 
  Is it raining? Is it snowing? Is a hurricane 
  a'blowing? 
  Not a speck of light is showing 
  So the danger must be growing 
  Are the fires of hell a'glowing? 
  Is the grisly reaper mowing? 
  Yes! 
  The danger must be growing 
  For the rowers keep on rowing 
  And they're certainly not showing 
  Any signs that they are slowing! 
   
  6. Three-Way Fountain. The PCs come across a 
  three-sided pillar deep in the dungeon. Each 
  side has a different face, from whose mouth 
  flows a stream of colored water into its own 
  basin, red, blue, and yellow. Alone, they are 
  mildly poisonous or mildly curative (1 h.p. 
  damage), determined randomly with each drink. 
  However, once you start mixing the streams, 
  you are able to create potions with magical 
  effects; two reds and a blue make a potion of 
  speed, two blues and a yellow make a potion of 
  extra healing, etc. Perhaps the PCs find a key to 
  some of the recipes somewhere else in the 
  dungeon. Lest the PCs think they can just plop 
  down here and go into business for themselves, 
  have the potions lose their magical effect after 
  24 hours. And naturally some combinations will 
  result in explosions, poison gas, etc, just to add 
  some zest. 
  7. Scrying pool. The PCs come upon a deep black 
  pool (or well). Drop a gem of not less than 100 
  g.p. value into the water and the ripples will 
  function as a crystal ball for a round or two. 
  Make sure it's in a place that's somewhat 
  difficult to get to, or the PCs will be dropping 
  gems into the thing like dimes in a gumball 
  machine. 
  8. Flooded Level. More than just having a water 
  feature, you can have an entire level (or more) 
  of your dungeon completely flooded. Bring out 
  the water trolls, nixies, giant pike, and so forth. 
  This gives you the opportunity to trot out those 
  underwater adventuring rules from the DMG 
  without having to leave the comfort of your own 
  dungeon. It usually works better if you hand-
  wave the need to breathe with oxy-gum, giant 
  conch-shell diving helmets, piles of bubbles on 
  the dungeon floor that randomly release large 
  bubbles of breathable air, etc., but of course you 
  can build real tension by putting a time-limit on 
  
  when the air runs out. Plop a kitchen timer on 
  the table and say; "You've got this long before 
  you drown. What are your characters doing?" 
  Lots of portcullises are a bonus in such a 
  situation. 
  9. Hollow Man. If you regret ever letting that 
  certain character find that ring of invisibility, 
  here's your chance to make things right. If in a 
  shallow pool or stream, all the monsters need to 
  do is aim above the two foot-shaped 
  indentations in the water. Or, if under water, 
  aim at the big person-shaped space where the 
  water isn't. 
  10. Wave pool. The PCs encounter a rather large 
  cave with jagged rocks lining the shore. A 
  largish underground lake is there. Every few 
  rounds, however, a huge wave crashes onto the 
  shore, tossing anything on it against said jagged 
  (and painful) rocks. Perseverance would allow 
  the PCs to discover the cause of the waves 
  (some sort of large stone piston beneath the 
  water), and enter into a treasure chamber (via a 
  secret door in the piston chamber, only 
  accessible while the piston is resetting to slam 
  down again, and so very dangerous to get to). 
  The Fortean Flanaess
  The Fortean Flanaess
  The Fortean Flanaess
  The Fortean Flanaess (December 
   (December 
   (December 
   (December 
  16, 2008)
  16, 2008)
  16, 2008)
  16, 2008)    
   
  Over at Scott's World of Thool blog, we are reminded6 
  that many of the works of Charles Fort are in the 
  public domain and available online. I'm a fan of such 
  things, so I skimmed through one or two of the books 
  over at Mr. X's Fortean Site7 for inspiration and came 
  up with the following table of weird events that can be 
  used to liven up a campaign. Just roll percentile dice or 
  pick one from the list that strikes your fancy. 
   
  They can happen as often or as rarely as you like (I 
  would recommend leaning on the side of rarity) and 
  they can be as significant or red-herringesque as you 
  please. Is that rain of snails a sign of diabolic visitation, 
  or is it just some random weirdness that will never be 
  explained? You decide. 
   
  The list can also be used to come up with bizzare 
  events for prophecies and omens, side effects of 
  magical or divine occurrences, etc. There are a few 
  references to the fact that Oerth has two moons (Luna 
                                                   
  6 
  http://worldofthool.blogspot.com/2008/12/forteana.
  html  
  7 http://www.resologist.net/index.htm  
  and Celene) but other than that it should be portable. I 
  would also say that most of the effects should be pretty 
  local, even the ones that involve figures and lights on 
  the sun and moons (since that only adds to the mystery 
  to me), but if you want to have a planet-wide grey sun 
  for some reason, knock yourself out. Enjoy! 
   
  1. Purple gelatinous substance falls from the sky. 
  2. Orange rain 
  3. A farm animal with two heads is born. It dies 
  shortly thereafter. 
  4. A rain of snails 
  5. Green Sun 
  6. A meteor shower appears in the night sky. It is 
  not a „regular‰ event. 
  7. Green Sunset 
  8. Purple Moon 
  9. Black hail 
  10. Green snow 
  11. In a stone quarry, workers cutting stone find a 
  mysterious inscription inside the rock. 
  12. A rain of fish 
  13. 1d6 luminous objects are seen in the sky, 
  remaining for 1d10 minutes before disappearing 
  at vast speed. 
  14. Blue gelatinous substance falls from the sky. 
  15. Black snow 
  16. A single stone sphere the size of a grapefruit 
  falls from a perfectly clear sky. 
  17. A humanoid shape is seen briefly obscuring the 
  face of the sun. 35% chance it has wings. 
  18. Hailstorm with stones the size of hensÊ eggs 
  19. Green gelatinous substance falls from the sky. 
  20. Orange snow 
  21. Pink snow 
  22. Hailstorm with normal-sized hail except one the 
  size of an elephant 
  23. Purple snow 
  24. Clouds over a particular area are seen to form 
  geometric shapes (lasts for 1d6 hours). 
  25. A beam of light of unknown origin illuminates a 
  small area (such as a particular farm, a park, an 
  inn, etc.) for 1d4 hours. The light is as bright as 
  daylight, but has no discernable source. 
  26. Orange Moon 
  27. Beautiful singing and music is heard coming 
  from a cloudless sky. This lasts 1d20 minutes. 
  28. A black spot is seen moving swiftly across the 
  face of the sun. 
  29. Yellow Moon 
  30. A bright spot is seen moving swiftly across the 
  face of Luna. 
  31. Green rain 
  32. Pink Moon 
  33. Yellow rain 
  34. Red Sun 
  
  35. A rain of dead birds of various types 
  36. Purple Sun 
  37. Loud thunderous noise is heard in an otherwise 
  clear sky, lasting 1-100 minutes. 
  38. Blue Sunset 
  39. Pink rain 
  40. A rain of perfectly cubical pieces of ice 
  41. Grey Sun 
  42. Blue snow 
  43. Pink Sunset 
  44. A freshwater fish is caught in the ocean with no 
  ill effect. 
  45. Purple Sunset 
  46. An area is subjected to night-like darkness in the 
  middle of the day, lasting 11-30 (1d20+10) 
  minutes. 
  47. Red gelatinous substance falls from the sky. 
  48. A luminous ring appears around Luna (50%), 
  Celene (25%), or both (25%). 
  49. A single smallish stone falls from a perfectly 
  clear sky (5% it has strange writing on it, 5% it is 
  a lodestone). 
  50. A hitherto-unseen star shines very brightly in the 
  night sky, brighter than any other object save 
  the moons. This lasts for 1d6 days, and then 
  the star disappears. 
  51. Pink hail 
  52. A rain of pebbles 
  53. Hordes of (ordinary) caterpillars are seen after a 
  snowstorm. 
  54. Red rain 
  55. Red hail 
  56. Blue rain 
  57. Snowstorm with flakes the size of saucers 
  58. The footprint of a horse (25%), goat (25%), or 
  man (25% bare, 25% shod) appears in a stone 
  floor, step, or street suddenly, overnight, with 
  no witnesses. 
  59. A large stone found completely inside a tree (5% 
  it has unknown writing on it). 
  60. A human or demi-human baby is born with a 
  tail. 
  61. Orange hail 
  62. In a stone quarry, workers cutting stone find a 
  human footprint inside the rock. 
  63. Yellow hail 
  64. Yellow gelatinous substance falls from the sky. 
  65. Blue Sun 
  66. A comet appears in the night sky, visible for 
  1d12 days. 
  67. Red Moon 
  68. A rain of small stones 
  69. A rain of milk 
  70. A single bright light (50%) or group of lights 
  (50%) is seen in the dark area of Luna. 
  71. A salt-water fish is caught in a lake or river with 
  no ill effect. 
  72. A rain of oil (non-flammable) 
  73. Black rain 
  74. Pink gelatinous substance falls from the sky. 
  75. A rain of butter 
  76. Lightning strikes from an otherwise-clear sky. 
  77. Orange gelatinous substance falls from the sky. 
  78. A gold ring is found in the egg of a hen or duck. 
  79. Red snow 
  80. A rain of urine 
  81. Blue hail 
  82. Green hail 
  83. A child is born entirely blue-skinned. The color 
  fades away in a few weeks. 
  84. Green Moon 
  85. A rain of meat (of unknown type) 
  86. Yellow snow 
  87. Black gelatinous substance falls from the sky. 
  88. A rain of snakes 
  89. Purple rain 
  90. A brilliant fireball-style meteor is seen in the sky. 
  91. Pink Sun 
  92. Blue Moon 
  93. A rain of frogs (50%) or toads (50%) - they are 
  always only a few months old, never tadpoles or 
  adults 
  94. A rain of blood 
  95. A tree bleeds when it is cut down. 
  96. The shadow of the Oerth on the moons is 
  reversed. 
  97. An Aurora Borealis is seen in unusually 
  southern latitudes (re-roll if you are already in a 
  locale where auroras are commonly seen). 
  98. Purple hail 
  99. Two effects in rapid succession or simultaneous 
  (re-roll, ignoring rolls of 99 or 100) 
  100. Three 
  effects 
  in 
  rapid 
  succession 
  or 
  simultaneous (re-roll, ignoring rolls of 99 or 
  100) 
  Old School Campaign Tentpoles 
  Old School Campaign Tentpoles 
  Old School Campaign Tentpoles 
  Old School Campaign Tentpoles 
  (December 19, 2008)
  (December 19, 2008)
  (December 19, 2008)
  (December 19, 2008)    
   
  James over at Grognardia is about to launch his 
  "Dwimmermount" campaign, and I wish him nothing 
  but the best of luck with it. It did get me to thinking 
  about the notion that an old school campaign should 
  properly have a "megadungeon" as its tent-pole 
  adventuring locale. James himself admitted that on 
  reflection Greyhawk and Blackmoore were based on 
  that idea, and it's what led him to conclude that 
  Dwimmermount would be a needed component of his 
  own campaign. 
  
   
  I happen to agree whole-heartedly, but it's important to 
  remember (as James has) that just because a campaign 
  has a central megadungeon as its focus, it is by no 
  means the exclusive province of the campaign. 
  Adventurers are free to delve into its mouldy depths if 
  they choose, but they're just as free to poke around in 
  the local town or city, hie off into the wilderness, or 
  explore smaller dungeons that the DM should properly 
  have waiting for those eager for a change of pace. 
   
  But what I think is important is that the tent-pole 
  dungeon is there, for those days when the PCs weary 
  of tracking down clues and following whatever plots 
  they have been pursuing throughout the campaign. 
  The tent-pole should, I think, be a sort of refuge from 
  such things, existing in the world but not of it, a place 
  where the PCs can set aside their plot-induced cares 
  and just go someplace, kill things, and take their stuff. 
  In my own campaign, the dungeon of Quasqueton 
  served that purpose; when they needed to take a break 
  from witches, brigands, and conspiracies the PCs 
  would delve into its depths. It helped to bolster them in 
  terms of x.p. and magic items, too, getting them to a 
  place where they could more equally interact with 
  some of the bad guys. 
   
  That doesn't mean that the tent-pole needs to be 100% 
  divorced from the rest of the campaign; surely NPCs 
  encountered therein could be found elsewhere later (as 
  the evil dwarf Obmi was in the original Greyhawk 
  campaign), and actions in the dungeon could lead the 
  stalwart PCs to other locales in the wilderness (the 
  most famous example of this being, of course, the fact 
  that those who made it to the lowest level of Castle 
  Greyhawk were sent to the other side of the world and 
  left to make their way home via an extended 
  wilderness trek). Items needed in the broader campaign 
  might be found in the dungeon (special magical items, 
  for instance, or even a piece of vital intelligence 
  regarding a personage or locale), necessitating a trip 
  into 
  the 
  megadungeon 
  to 
  retrieve 
  it. 
  The 
  megadungeon needn't exist in a vacuum. 
   
  It should also be remembered that the campaign tent-
  pole need not be a conventional mega-dungeon. 
  Certainly that's one of the easiest, and most commonly 
  found, devices, but a little brainstorming can provide 
  some other ideas that serve the same purpose. 
   
  • 
  The ruined city. If you decide to go with the 
  notion that the players should have at least a 
  rough idea of how tough the territory is (as 
  with the megadungeon idea that lower levels = 
  harder monsters), you could have lower level 
  encounters closer to the walls, getting more 
  difficult as the PCs get towards the central 
  palace. 
  • 
  The haunted forest. A maze of twisting forest 
  paths through the underbrush, with clearings, 
  large tree-houses, streams and ponds, etc. 
  filling the role of corridors and rooms. If the 
  PCs dare, they could try to hack through the 
  dense underbrush, but at the risk of getting lost 
  and disturbing the really dangerous things that 
  live off the paths and trails. 
  • 
  The 
  depths. 
  Rather 
  than 
  a 
  single 
  megadungeon, the PCs forray into the vast 
  underground realms known in some places as 
  the Underdark, Depths of the Oerth, the 
  Wormroad, etc. The essential difference is that 
  miles of caves and tunnels separate encounter 
  areas, some of which could count as dungeons 
  unto themselves, others of which are more 
  modest. The strains upon the PCs are greater, 
  as the logistical challenges of negotiating a 
  miles-long dungeon are necessarily tougher 
  than a megadungeon contained within a fairly 
  compact area. Entrance and egress could be 
  interesting problems as well. 
  • 
  The uncharted wilds. A "standard" wilderness 
  should never be discounted as a possible tent-
  pole adventure locale, as long as it is built up as 
  such. Though it may be spread out over many 
  miles, a specific wilderness could fit the bill 
  nicely. Punctuated with small ruins and 
  dungeons, varying sorts of terrain giving rise to 
  very different encounters, the sort of thing the 
  legendary West Marches campaign was built 
  on. I would only change things inasmuch as 
  there would be adventures to be had in the 
  town, and of a different nature in the more 
  civilized areas, but the call of the wilderness 
  would always be there and available. 
  • 
  The Infinite Planes. Here's something I'm not 
  sure I'd ever have the balls to try to pull off, 
  because it would take a LOT of prep-work, but 
  if you did it right it could be the stuff of 
  legends. Give the PCs access to something 
  akin to the Codex of the Infinite Planes. Each 
  adventure is a jaunt to another plane, or demi-
  plane, or even epoch. One day they find 
  themselves in the far future, the next in Willie 
  Wonka's chocolate factory, and the next 
  dodging sleestaks and t-rexes. The trick would 
  be to keep it fresh and interesting every time; 
  you don't want to wing this one. One trip to 
  "the infinite desert of nothing notable", while it 
  might make the end of a spiffy Twilight Zone 
  episode, could spell the end of an RPG 
  campaign. 
  
  • 
  The sewers. Who's to say the PCs even have to 
  leave the walls of the home city? I once did a 
  game where the dungeon was the sewers. In 
  practice it's little different from a standard 
  mega-dungeon, but the key is that there can be 
  a LOT more connection with the PCs 
  supposedly safe home base. Every building has 
  a cellar, and many of those have secret doors 
  leading to sub-basements and hooking up with 
  the sewers. Hidden temples, an entire zone of 
  crypts and tombs, thieves and assassins who 
  use the sewers as a highway and think they 
  know what's going on, but in reality they only 
  know but a smidgen of what's going on 
  beneath the streets... This is a nice way to 
  combine intrigue and the mega-dungeon 
  directly. 
   
  Just some thoughts to get the ol' creative juices 
  flowing. There are hundreds of possibilities. 
  Counterspells in AD&D 
  Counterspells in AD&D 
  Counterspells in AD&D 
  Counterspells in AD&D 
  (December 28, 2008)
  (December 28, 2008)
  (December 28, 2008)
  (December 28, 2008)    
   
  Chgowiz has a fascinating post8 up on his blog tonight, 
  dealing with the topic of counter-spells. Turns out that 
  in the hoary mists of the Chainmail Fantasy 
  Supplement, Wizards could attempt to counter the 
  effect of other Wizards on the battlefield. I looked it up, 
  because I didn't remember that particular rule, but sure 
  enough there it was. 
   
  Essentially, a more powerful Wizard can spend his turn 
  attempting to counter an enemy Wizard's spells. If he is 
  more powerful than the enemy, he counters the spell 
  on a 7-12 on 2d6. If less powerful, he needs to roll 8, 
  9, 10 or 11. That works out to around 58.3% and 
  38.9%, respectively. There's no such thing as equally 
  matched Wizards, apparently; in case of a tie, a die roll 
  determines relative strength. 
   
  Obviously, the AD&D rules are more granular when it 
  comes to magic and magic-users, so a tad more 
  expansion is called for if deciding to adapt these rules 
  to AD&D use. I've not playtested this, of course, but I 
  might do something along the following lines. 
   
  Counter
  Counter
  Counter
  Counter----Spells
  Spells
  Spells
  Spells    
   
  Any magic-user is able to use the magical energy 
  stored in his mind to attempt to counter the effects of 
                                                   
  8 http://oldguyrpg.blogspot.com/2008/12/from-
  chainmail-to-od-counterspells.html  
  another magic-user's spell. A counter-spell has an 
  effective casting time of instantaneous. The countering 
  magic-user informs the Dungeon Master of his 
  intention to attempt to disrupt the casting of another 
  magic-user (magic-users and illusionists can disrupt one 
  anothers' spells in this fashion, but not clerical spells), 
  and chooses a spell from his own list of memorized 
  spells to use, before the nature of the enemy spell is 
  known. 
   
  (In this way, the choice of which spell to "burn" 
  becomes a real decision and something of a blind bid; 
  do you waste a fireball spell when the enemy could 
  only be casting magic missile?) 
   
  Roll 2d6 and compare the level of the spell burned vs. 
  the level of the spell being countered. 
   
  Level Difference
  Level Difference
  Level Difference
  Level Difference    
  Countered On Role Of...
  Countered On Role Of...
  Countered On Role Of...
  Countered On Role Of...    
  -9 
  automatic 
  -7 - -8 
  3-12 
  -5 - -6 
  4-12 
  -3 - -4 
  5-12 
  -1 - -2 
  6-12 
  0 
  7-12 
  1 - 2 
  8-12 
  3 - 4 
  9-12 
  5 - 6 
  10-12 
  7 - 8 
  11-12 
  99 
  12 
   
  The difference here between this and the system found 
  in Chainmail is not only the granularity of the odds, but 
  also using the level of the spell as opposed to the level 
  of the caster. If you really want to get into it, a modifier 
  for level of caster could also be included, but you'd 
  need to jig it so as to bear the minimum caster level for 
  a given spell level in mind. I would probably give an 
  automatic success if one happened to burn the exact 
  same spell being cast, especially since it's a blind 
  choice. 
   
  Playtesting might also indicate that my own table 
  above is too generous; a 7th level spell should be able 
  to squash a cantrip with no chance of failure. I could 
  also see spreading out the energy in the case of 
  multiple spell-casters, attempting to counter several 
  lower-level spells with one high-level spell in a single 
  go. But I'll save that for another day. 
   
                                                   
  9 Counting cantrips as 0-level spells, it is possible, 
  however unlikely, that a cantrip could be used to 
  counter a wish spell. Yes, I like cantrips. Wanna make 
  something of it? ;-) 
  
  This is just a first pass, inspired by that great post. I 
  will drop this into my next AD&D campaign and see 
  how it works. 
  Entering the Dungeons of Castle 
  Entering the Dungeons of Castle 
  Entering the Dungeons of Castle 
  Entering the Dungeons of Castle 
  Greyhawk (January 29, 2009)
  Greyhawk (January 29, 2009)
  Greyhawk (January 29, 2009)
  Greyhawk (January 29, 2009)    
   
  „Those who have explored the countryside 
  between the bustling city of Greyhawk and 
  the castle ruins of the same name which lie 
  on the hill not a league to the east of the city 
  will testify to the fact that there are a number 
  of strange tunnels and wells about. Wise folks 
  avoid them, for they know that these are but 
  entrances to the fiendish maze of dungeons, 
  pits, labyrinths, crypts, catacombs, and 
  caverns which honeycomb the hill and the 
  rock far beneath it. There are those, however, 
  who eagerly seek these ways, for it is likewise 
  well-known that incalculable treasure also 
  rests within these twisting mazes. Dauntless 
  adventurers sally through these entrances to a 
  hideous underworld, determined to gain great 
  fortunes or die.‰ - Gary Gygax, writing in 
  Wargamer's Digest, June 1975. 
   
  That quote, part of the introduction to the story "The 
  Magician's Ring", is to my mind both evocative and 
  practical. Later in the story, we are told that at least 
  one of those entrances leads to the lower levels of the 
  dungeons directly. Look for such entrances as I 
  continue my own Castle of the Mad Archmage, 
  naturally, but also consider the practical implications. 
   
  By providing a means of entrance and/or exit from the 
  dungeons, even into the lower levels, higher-level 
  adventurers are able to bypass the upper (and, to 
  them, boring) levels and get straight to the action. Such 
  entrances need be nether obvious nor easy to find, 
  making an expedition merely to scout out the terrain 
  surrounding the Castle a possible adventure in and of 
  itself. Also, those using such entrances might not be 
  certain of which level of the dungeons they had 
  entered, unless they explored enough to run into 
  rooms or features which were familiar. 
   
  Too many of my own dungeons in the past have been 
  of the "one way in or out" variety. I'm going to take 
  Gygax's description to heart. 
   
  Dungeons as Logistical 
  Dungeons as Logistical 
  Dungeons as Logistical 
  Dungeons as Logistical 
  Challenges (February 20, 2009)
  Challenges (February 20, 2009)
  Challenges (February 20, 2009)
  Challenges (February 20, 2009)    
   
  Over at Grognardia10, James M. posted a list of 
  elements that could be said to go into making an old-
  school-type dungeon. That got me thinking to an 
  element of the megadungeon-style campaign (not the 
  only thing that's needed to create such campaign, but I 
  would argue it's one of the tentpoles of such a 
  campaign) that is particularly lacking in modern, 4th-
  edition-style gaming. That is, the dungeon (or 
  wilderness, etc.) as logistical challenge. 
   
  Many of the things that really irk modern players about 
  0E and 1E are actually part and parcel of this idea in 
  action. Cursed items. Unidentifiable teleporters. Level-
  draining undead. Instant-death poisons and monsters. 
  These aren't the DM trying to "stick it" to the players. 
  They are just another oblique means of challenging the 
  players, rewarding forethought and caution, and 
  offering choices of whether to press on or retreat in 
  the face of adversity. 
   
  Take curses, for example. Clerics are, by the very fact 
  that cursed items exist and other curse-type effects can 
  befall adventurers, forced to decide whether they want 
  to spend a spell-slot on the spell remove curse. The 
  fact that they are forced to choose blindly (i.e., not 
  knowing whether or not they'll need that particular 
  spell on the foray for that particular day) is part of the 
  challenge. They must play the odds, and if they choose 
  to gamble that a remove curse isn't worth taking, the 
  PCs will pay the price if they are either reckless or 
  unlucky. 
   
  Teleporters. I am told that a certain publisher of old-
  school modules actually received complaints that there 
  were teleporters therein which were not known to the 
  PCs when they activated. But one of the biggest 
  logistical challenges of an old-school game is to actually 
  be able to get out the way you came! No one is 
  guaranteed an accurate map; unless the PCs are going 
  at 1/10th speed (and therefore getting ten times the 
  wandering monster checks), they don't know whether a 
  corridor is 60' or 80' long. The presence of subtle 
  teleporters (or sloping passages, etc.) is just another 
  way of making an accurate map a harder thing to 
  achieve. And challenge is part and parcel of the game. 
  And at their most challenging, they can even tax the 
  food and drink of the PCs, if they manage to get 
  themselves hopelessly lost. 
                                                   
  10 http://grognardia.blogspot.com/2009/02/old-
  school-dungeon-design-guidelines.html  
  
   
  Level-draining undead are no more, so I'm told, in 4E. 
  More's the pity. Contrary to popular opinion, they're 
  not just a way to punish an uppity player; they're a 
  way of forcing hard decisions and draining precious 
  resources. At their easiest, they take away 10,000+ 
  g.p. from the victim. At their worst, they force the 
  newly-reduced player to decide whether they want to 
  continue on their current level of the dungeon, or 
  retreat to a higher level where the challenges are 
  slightly easier. The same holds true for the venerable 
  rust monster. If a fighter has just gone from AC 2 to 
  AC 9 because his plate mail just became brunch for a 
  propeller-tailed beastie, the party could well have some 
  tough decisions to make. Do we go on, or do we 
  retreat back to the town to re-armor the meat-shields? 
  It's not an obvious choice, and the temptation to 
  explore "just one more room" is a strong one. 
   
  This sort of attitude towards the dungeon brings an 
  old, but often overlooked, dimension to the career of 
  dungeon-explorer. It should go without saying that 
  actively rolling for wandering monsters and keeping 
  track of encumberance (and food) are vital to this sort 
  of play. The use or retention of resources, be they 
  magical or mundane, and the need to balance the 
  benefits of further exploration in the face of losses 
  (whether they be of h.p., levels, armor, weapons, etc.) 
  is a vital decision that adds immeasurably to the game. 
  Specialty Products of the 
  Specialty Products of the 
  Specialty Products of the 
  Specialty Products of the 
  Flanaess, Part I (March 18, 2009)
  Flanaess, Part I (March 18, 2009)
  Flanaess, Part I (March 18, 2009)
  Flanaess, Part I (March 18, 2009)    
   
  It's always nice to give a little "local color" when 
  describing particular items. When the characters are 
  served a drink at the Inn, it's always more fun to say its 
  Celene ruby wine or Aged Special Urnst brandy, rather 
  than just "ale" or "fine mead". The same goes for other 
  things as well; certain lands are noted for certain 
  products, and by dropping such names in descriptions, 
  the DM can add a little bit of campaign flavor with 
  minimal fuss. With that in mind, I give you some 
  notable products from different lands and regions of 
  the Flanaess. Use these to liven up your merchant 
  caravans, taverns, treasure hoards, and marketplaces. 
  Compared to local fare, these items might command 
  2x or even 4x the value, just by virtue of their 
  reputation and rarity. Some of this comes from module 
  T1 "The Village of Hommlet" while the rest comes 
  from p. 45 of the "Guide to the World of Greyhawk 
  Fantasy Setting", which details what nations have what 
  notable exports in a general sense; I've filled in the 
  details, with, of course, a lot of poetic license... 
   
  • 
  Keolish Golden Wine 
  • 
  Urnst White Wine 
  • 
  Celene Ruby Wine 
  • 
  Sundish Lilac Wine 
  • 
  Furyondian Pale Emerald Wine. Pressed from 
  the grapes that grow on the endless gentle 
  rolling hills in central Furyondy, this light-green-
  hued wine is famed for its gentle fruity flavor. 
  • 
  Velunian Fireamber Wine. A white wine, 
  fortified with a reddish distilled liquor which 
  gives it its famous hue and firey flavor. 
  • 
  Keoish Brandy. 
  • 
  Aged Special Urnst Brandy. 
  • 
  Ulek Elixir Liqueur. 
  • 
  Medegian Tartan. This is popular in the various 
  provinces of the Great Kingdom; each pattern 
  is representative of a particular Aerdy clan. 
  • 
  Sulwardian Fine Teak. Largely a misnomer; the 
  huge logs are brought from Hepmonaland and 
  processed in Sulward (in the Lordship of the 
  Isles), and exported thence to the rest of the 
  Flanaess. 
  • 
  Hoolish Wild Rice. Grown in the large slave-
  labored plantations in the Hold of the Sea 
  Princes. it originated in the marshes, but its 
  cultivation has since spread throughout the 
  land. 
  • 
  Ulek embroidery. This is especially very 
  popular with elves in various locales in the 
  Flanaess. 
  • 
  Traskish Chequered Cloth (from the towns and 
  villages along the Trask river in North 
  Province). This cloth is also popular with the 
  various 
  Oeridian 
  folk 
  in 
  the 
  Flanaess, 
  particularly those in the eastern half of the 
  continent. 
  • 
  Crystal River Cheques (from the local folk 
  along the Crystal River in Furyondy). The 
  Crystal River patterns are often held in heated 
  rivalry with those of the Trask, with the former 
  dominating the western Flanaess and the latter 
  the eastern. Prices adjust accordingly, as the 
  one is more rare in the other's dominant 
  market. 
  • 
  Franzish Linen. Both the County of Urnst and 
  the Kingdom of Nyrond hold this to be the best 
  of their fabrics, and there is a friendly rivalry 
  between the growers on either side of the 
  Franz River as to who produces the finest and 
  most luxurious cloth. 
  • 
  Pomarj Black Wine. Tough purple-black vines 
  cover some of the sunny hillsides of the 
  Pomarj, whose grapes are turned into a highly 
  alcoholic wine highly prized in some quarters. 
  
  • 
  Tenha Beef. The cattle of the Duchy of Tenh 
  are prized for their subtle flavor and exquisite 
  texture. The Palish also export identical meat, 
  but it is known by the general name "Tenha 
  Beef" (much to the chagrin of the Theocrats, 
  who once tried to market their own cattle as 
  "Lightbearing beef" to general derision and no 
  real effect). 
  • 
  Bisselian Angora. The cultivation of the long-
  haired angora rabbit (from whose soft hair the 
  angora fabric is spun) is commonplace in 
  Bissel, the creatures originally imported from 
  the 
  Baklunish 
  lands. 
  They 
  are 
  found 
  throughout the Flanaess, but nowhere as 
  common as Bissel.  
   
  This list is, obviously, not exhaustive. In fact, a sequel 
  might be in the offing on this very blog in the not too 
  distant future. 
  In Praise of Polearms (April 3, 
  In Praise of Polearms (April 3, 
  In Praise of Polearms (April 3, 
  In Praise of Polearms (April 3, 
  2009)
  2009)
  2009)
  2009)    
   
  I love the vast array of different polearms in AD&D. 
  That Unearthed Arcana has an entire appendix 
  devoted to them only makes it all the better in my 
  opinion. 
   
  A lot of folks make great sport of the huge number of 
  different polearm options in AD&D. They are seen as 
  an expression of Gary Gygax's "polearm fetish", and 
  are usually completely ignored by both players and 
  DMs alike. But I think this is a huge mistake, and the 
  first time the DM correctly uses polearms in one of his 
  dungeons, the players will be forced to re-evaluate their 
  choice of weapon proficiencies, as well. 
   
  To be fair, the variety of polearm options only comes 
  into fullest blossom when three rules are used that, 
  from what I gather, usually are ignored; weapon speed 
  factor, space required, and the dreaded weapons vs. 
  armor class table. Pretty much all of page 38 of the 
  original PHB. (Yes, I am aware that Gygax himself 
  didn't use two of those factors in his own combats, but 
  bear with me.) I happen to use all (when applicable), 
  and have found that they really don't make combats go 
  appreciably slower, once players are used to including 
  another adjustment to their "to hit" rolls. 
   
  How I Do Initiative
  How I Do Initiative
  How I Do Initiative
  How I Do Initiative    
   
  At this point, I should point out that I houserule 
  initiative in a way that makes the weapon speed factor 
  a piece of cake. Everybody rolls a d10, adds their 
  dexterity bonus (if any) and adds their weapon speed 
  factor (or the casting time of their spell, in segments). I 
  start counting out loud. 1... 2... 3... 4... when I hit 
  someone's number, they say "I go now" and they 
  proceed to tell me what their character does, roll "to 
  hit", etc. It works really well and it at least 
  approximates the effect of using a slow and clumsy 
  weapon. Monsters using natural weapons like fangs or 
  claws have an assumed speed factor of zero. 
   
  The Space Required column on that table (p. 38 of the 
  original PHB) is key to using pole-arms and other 
  weapons in a dungeon environment. Savvy humanoids 
  will, of course, be used to their lairs. Those 10' 
  corridors are that wide, and twisty-turny, for a reason. 
  Remember the weapons types in the Monster Manual? 
  How most of them include a large percentage of 
  polearms? That isn't a mistake. 
   
  You can, for instance, pack five guisarme-wielding 
  hobgoblins in a 10' corridor, compared to 2 humans 
  with broadswords. Same damage as a broadsword, but 
  it's 8' long and the second and third ranks can attack, 
  so you have to go through 5 attacks just to even get a 
  *shot* at one of the hobgoblins in the hallway (and the 
  way I would work it, due to the reach of the weapons, 
  the hobgoblins automatically get initiative if the PCs 
  decide to attack). The hobgoblins just multiplied their 
  effective attack strength by a factor of two and a half. 
  Working in unison, they're as effective as a 5-HD 
  monster. 
   
  And those invincible fighters with 400 g.p. burning a 
  hole in their small belt pouch? Oh, big man with your 
  plate mail and shield. AC 2. Invincible. Except when 
  those footman's picks come out and the orcs get an 
  effective 10% bonus "to hit" because they're wielding 
  what are essentially can openers. You've got a +2 
  longsword? You're facing 30 humanoids with the 
  effective equivalent of +2 weapons, "to hit", at least. 
  And you're going to automatically yield initiative simply 
  to close to hit. 
   
  Still think polearms are silly? They are the perfect 
  dungeon corridor weapon when you've got a lot of 
  troops to use them. And outdoors, if those goblins 
  form a square, with sharp pointies facing outwards, the 
  melee problems in a dungeon corridor are the same, 
  just on a larger scale. 
   
  Don't write off the polearms. 
  
  „New Round, New Init
  „New Round, New Init
  „New Round, New Init
  „New Round, New Initiative!‰ 
  iative!‰ 
  iative!‰ 
  iative!‰ 
  (June 30, 2009)
  (June 30, 2009)
  (June 30, 2009)
  (June 30, 2009)    
   
  I've mentioned this as an aside once before, but here's 
  how I do initiative. Once I explain how sublime and 
  wonderful my system is, I expect it to catch on like 
  wildfire throughout the OSR. Or, one person might 
  cotton to it and end up using it with a tweak or two. It 
  could happen. 
   
  All the players know their weapon speed. Yeah, that 
  table on p. 38 of the Players Handbook? I use it. 
  Monsters with natural attacks (like claws or bites) add 
  zero. 
   
  Anyone who's surprised automatically loses initiative. 
  Duh. 
   
  When the round begins I say "New round, new 
  initiative!" Everybody rolls a d10 every round. I roll one 
  collectively for all the monsters. It's just easier. 
   
  The players add their weapon speed or spell casting 
  time (in segments) to whatever they roll, and subtract 
  their reaction/attacking adjustment (for Dexterity). If 
  they're doing something wacky like swinging from a 
  chandellier and leaping on the foe, I just make up a 
  number and tell them to add it to their roll, because I'm 
  the DM, and that's part of my job description. 
   
  I start counting off. 1... 2... 3... 4... When I hit a 
  number of a player's modified initiative, they say "I go!" 
  If I reach the monsters' number, I say "They go". 
   
  And that's pretty much it. 
   
  You roll a die, add one number, subtract another, and 
  BOOM! You're done. And since they don't change 
  unless you change weapons, it's pretty much a set 
  modifier. It is really that simple. 
   
  There are a few special cases, of course, like missile 
  weapons. Godsdamn missile weapons. Look at the 
  rate of fire on p. 38 (ah, my beloved p. 38). If it's 1, 
  you go when you rolled. If it's 2, you go once when 
  you rolled and again at the end. And so forth. If it's 
  1/2, you go every other round. Simple. There are 
  other special cases, but that's the point of being a DM. 
  Make it work; it's easy. 
   
  I have to say, this has worked so very well for me over 
  the years I wanted to share. It gives a benefit to those 
  who choose swift but light weapons over bulky but 
  punishing weapons. It makes casting times meaningful. 
  It gives all the flexibility a DM could ask for. 
  Parrying Rules for (A)D&D 
  Parrying Rules for (A)D&D 
  Parrying Rules for (A)D&D 
  Parrying Rules for (A)D&D 
  (September 1, 2009)
  (September 1, 2009)
  (September 1, 2009)
  (September 1, 2009)    
   
  Okay... 
   
  I think I've come up with an elegant solution to the 
  whole "how the heck do I actively defend against an 
  enemy?" question. And it works so well with (A)D&D, I 
  thought I would share. How about this: 
   
  Anyone engaged in melee can opt to parry. The term 
  includes dodging, avoiding, etc. as well as literal 
  parrying of weapons. 
   
  The character opts to parry as part of their normal 
  attack in the melee round. Characters who lose 
  initiative may not parry. Parrying subtracts a number 
  from the opponents' "to hit" roll equal to half the 
  number chosen by the character, to a maximum of 
  their level (round down). Characters are penalized by 
  the full amount on their own "to hit" roll. Opponents of 
  fighters (and cavaliers, and sub-classes of both) are 
  penalized the full amount, rather than half, due to the 
  training they receive. Monsters can parry at a level 
  equal to their hit dice, at the full rate as if they were 
  fighters. 
   
  EXAMPLE: A 5th level fighter chooses to parry 3 
  points during his round. Both his opponent and he 
  suffer a -3 penalty on their "to hit" rolls. 
   
  EXAMPLE: A 4th level magic-user chooses to parry 5 
  points during his round. He cannot, however, since he 
  can only is 4th level. He opts to parry 4 points. His 
  opponent is -2 on its "to hit" rolls. He is -4 "to hit" for 
  that round. 
  Main Gauche in AD&D 
  Main Gauche in AD&D 
  Main Gauche in AD&D 
  Main Gauche in AD&D 
  (September 2, 2009)
  (September 2, 2009)
  (September 2, 2009)
  (September 2, 2009)    
   
  My previous post on parrying got me thinking about 
  using weapons as main gauche. For those not versed 
  in the art of sword-fighting, main gauche (French for 
  "left hand") refers to a secondary weapon, something 
  between a dagger and a shortsword, used in the "off 
  hand" to complement a one-handed sword. 
   
  I don't recall ever seeing rules in 1E for using a main 
  gauche. I suppose it got covered in one of the various 
  splat books for 2E, but if that's the case, I certainly 
  
  don't remember it. For 1E, I would allow characters to 
  use a dagger as a main gauche in lieu of a shield, thus 
  essentially reversing the rule in the DMG (p. 70). A 
  character with a dagger as main gauche can opt to 
  have it treated as a buckler or attack with it at the usual 
  penalties (he chooses at the beginning of the round). 
  The fact that it is treated as a buckler means it can only 
  be used to get a bonus to AC against a single 
  opponent. A hand axe cannot be used as a main 
  gauche. 
   
  If the DM chooses to use rules for main gauche, he 
  might also want to allow two new weapons into play, 
  specifically designed to be used as a main gauche. 
  These are the sword-breaker and trident dagger. 
   
  The sword-breaker is a long and sturdy dagger with a 
  series of notches cut into the back of the blade like the 
  teeth of a comb. If an opponent using a melee weapon 
  misses by "1" against a character using such a weapon 
  as main gauche, the opponent's weapon is considered 
  to have been snagged. On the next round, the 
  opponent must roll "to hit" successfully against AC 8 to 
  free his weapon. If, in the process, he rolls a natural 1, 
  his weapon is broken. Pole-arms and two-handed 
  weapons cannot be snagged or broken. Magical 
  weapons cannot be broken, except by magical sword-
  breakers of at least the same bonus as the weapon 
  snagged. While a weapon is snagged, the sword-
  breaker cannot be used as main gauche. The sword-
  breaker costs 20 g.p., and otherwise functions as a 
  dagger in combat. 
   
  The trident dagger is an ordinary-looking dagger until a 
  secret catch in the handle is activated. When that 
  happens, the blade springs into three parts and the 
  weapon is able to snag opponents' weapons. If an 
  opponent using a melee weapon misses by "1" against 
  a character using such a weapon as main gauche, the 
  opponent's weapon is considered to be snagged. On 
  the next round, the opponent must roll "to hit" 
  successfully against AC 8 to free his weapon. If, in the 
  process, he rolls a natural 1, his weapon is ripped from 
  his hand and hurled 1d6 feet away. Pole-arms and 
  two-handed weapons cannot be snagged or hurled. 
  When a weapon is snagged, the trident dagger cannot 
  be used as main gauche. The trident dagger costs 25 
  g.p. and otherwise functions as a dagger in combat. 
  T1: The Village of Hommlet 
  T1: The Village of Hommlet 
  T1: The Village of Hommlet 
  T1: The Village of Hommlet 
  (September 23, 2009)
  (September 23, 2009)
  (September 23, 2009)
  (September 23, 2009)    
   
  Hands down, module T1: The Village of Hommlet is 
  my favorite AD&D adventure. Better than Vault of the 
  Drow, better than Tomb of Horrors, better than the 
  Slavers modules or Expedition to the Barrier Peaks. 
   
  Many AD&D fans disagree, and I think I know at least 
  part of the reason. It's a hundred times better without 
  the Temple of Elemental Evil, the long-awaited sequel. 
   
  Let us turn back the clock. The year is 1979. One of 
  the several modules that TSR publishes is Gary 
  Gygax's "The Village of Hommlet". It describes an 
  intrigue-filled village and a fairly modest ruin/dungeon 
  complex. What it also does --absolutely brilliantly-- is 
  describe an historical background that is really and truly 
  meaningful to the module setting. The World of 
  Greyhawk Fantasy Setting folio was a year away. We 
  had little idea what these powers and kingdoms were 
  like; Verbobonc, the Kron Hills, Celene, etc. were all 
  just names (if that). Too, the deities of the setting, like 
  the central player Saint Cuthbert, were little more than 
  names from artifacts in the DMG. And the Old Faith of 
  the druids? That was a new wrinkle. 
   
  It was all so fresh and new. The WoG folio filled in 
  some of the gaps (as well as using the module's 
  background as an historical object lesson), but there 
  was still so much to figure out. And it would all be 
  revealed, we were promised, with the release of T2: 
  The Temple of Elemental Evil. 
   
  We waited six long years between the release of T1 
  and what would eventually be released as T1-4: The 
  Temple of Elemental Evil. (I am proud to say that I 
  purchased the very-first-ever copy of that module sold, 
  at Gencon, signed by EGG Himself. I am less proud to 
  say that I eventually sold it, albeit for a tidy sum, but 
  hardly what it would be worth today.) And what did we 
  do in the meantime? 
   
  We ran the hell out of it. Over and over again. I never 
  got around to doing my own version of the Temple, 
  because it was always "just over the horizon" (kinda like 
  Castle Greyhawk, but I digress). But man, I had party 
  after party arrive at the Inn of the Welcome Wench, 
  and interact with all the villagers, whose roles and 
  personalities I could pretty much do by rote. And the 
  obligatory visit to the moat house, and the 
  confrontation with Lareth the Beautiful. 
   
  One party ended up finding the lair of the demoness 
  Lolth. She was a Type V demon. Remember, this was 
  way before a lot of that particular mythology got set 
  down. She was little more than a name at that time. 
   
  One party got mixed up in the power politics between 
  Burne and Rufus and the Viscount of Verbobonc, after 
  one of their thiefly con-jobs got unraveled. They ended 
  
  up burning down the tower and fleeing, after killing 
  one of the Viscount's guard-captains, and with the men 
  of the patrol hot on their heels. 
   
  Yet another party did the best yet. They cleared out 
  the moat house and ended up using Hommlet as a 
  base of operations for many months as they explored 
  various lairs and ruins in the Kron Hills and the 
  Gnarley Forest. They eventually moved on to the Wild 
  Coast, but not after one of them assumed the 
  command of the village militia. 
   
  The latest foray into Hommlet didn't end so well. The 
  PCs took on a hireling, who ended up calling down an 
  illusionary blue dragon whilst off traipsing about the 
  Kron Hills. They didn't realize until it was too late that 
  attacking him, rather than the dragon, would have 
  saved their hides. Hommlet doesn't always end well. 
   
  See a pattern here? None of them ever made it to the 
  Temple itself. The moat house was the finale. Once 
  that was done, the village remained, and new 
  adventuring opportunities presented themselves. Trade 
  routes, gnomes in the Kron hills, Verbobonc... I didn't 
  need the Temple! 
   
  The Temple, once it came out, was bloated. It lacked 
  the elegant simplicity of Hommlet and the moat house. 
  I'm certain there was an element of inflated 
  expectations-- we'd been waiting for six years for the 
  damn thing, after all. But it lacked verve. It was very 
  very complex, and the complicated bits didn't really 
  seem to fit all that well together, especially given the 
  scenario that Hommlet had laid out, albeit in a nascent 
  fashion. Competing factions within the Temple seemed 
  an unnecessary complication, and where the heck was 
  Lolth in all this? 
   
  Also, the leveling sequence never seemed to make a 
  lot of sense to me. A party would get to 4th level... 
  max... going through Hommlet and the moat house. 
  How they were supposed to go on to the Temple, and 
  engage in repeated forays (even with the help of the 
  notable NPCs in Hommlet and Nulb) is beyond me. 
  The sinister forces in Hommlet have the werewithal to 
  hire a high-level assassin just to take care of nuisances, 
  for crying out loud. Wouldn't they do a little bit more if 
  they were being set upon salami-style? (A slice at a 
  time.) 
   
  In the end, I used the kidnapped-prince theme to great 
  effect, but discarded just about everything else. I've 
  actually never run Temple of Elemental Evil (although 
  I've toyed with the idea of making my own). But I've 
  run Hommlet more than a dozen times, and had a 
  blast every time. Its utility comes from its elegance, and 
  its simplicity. Perfect. 
  Religion in Greyhawk (October 9 
  Religion in Greyhawk (October 9 
  Religion in Greyhawk (October 9 
  Religion in Greyhawk (October 9 
  ––––    November 24
  November 24
  November 24
  November 24, 2009)
  , 2009)
  , 2009)
  , 2009)    
   
  James over at Grognardia made an excellent post11 
  about the background of a certain religion in his 
  campaign, and in the comments made the following 
  observation: 
   
  I always found the quasi-medieval society of 
  D&D a poor fit for the kind of religion we see 
  in most fantasy settings. Likewise, such 
  religion is rarely pantheonic, tending more 
  toward a kind of weird henotheism. 
   
  Now, for the benefit of those who might not be as up 
  on henotheism as I am (it's really weird how it's come 
  up in two completely unrelated blogs I frequent in two 
  days), henotheism is essentially the practice of 
  worshiping only a single God, while acknowledging the 
  existence of others. 
   
  While I would vehemently disagree with James on his 
  first assertion about the suitability of quasi-medieval 
  societies 
  for 
  polytheistic 
  religions, 
  I 
  agree 
  wholeheartedly with his point that most fantasy RPGs 
  (or, at the very least, D&D and its derivatives) 
  encourage a certain henotheism by positing a world 
  with many Gods, but requiring clerics (and, by 
  implication, encouraging other characters) to worship a 
  single "patron deity". AD&D was particularly rife with 
  this idea, and it is apparently to be found in the very 
  original Greyhawk campaign as well, with the Gods 
  Pholtus and St. Cuthbert only being invented so clerics 
  in the campaign would have some sort of deity upon 
  which to hang their spiritual hat (or, perhaps in the 
  latter case, chapeaux). The original AD&D goldenrod 
  character sheets even had a box for "patron deity". 
   
  Historically, of course, there is a certain precedent for 
  such a thing. Ancient Egypt toyed with the idea, and 
  there are some indicators that the pre-Biblican 
  Hebrews had a similar arrangement (hence the "thou 
  shalt have no other Gods before me" in the 
  Commandments; it is difficult to have other Gods if no 
  other Gods exist). The ancient Romans certainly had 
  folks who worshiped a particular God to the exclusion 
  of all others (although, in a key distinction between 
                                                   
  11 
  http://grognardia.blogspot.com/2009/10/apotheosis.
  html  
  
  themselves and the Jews (who had an official 
  exemption from the practice) and the Christians (who, 
  originally, did not), they found themselves capable of 
  making pro forma offerings of incense to the deified 
  Emperor (and, presumably, other Gods as well). We 
  are told that, among the ancient Norse, certain 
  individuals were known to be especially close to certain 
  deities, but it is unclear whether that precluded them 
  from attending a sacrifice on behalf of another. One 
  imagines not, but their private practice was almost 
  certainly henotheistic. 
   
  Anyway, to the gaming point here; James made a 
  good point about the lack of historically authentic 
  polytheism in many (if not most) fantasy RPG settings. 
  Greyhawk is no exception to this, although it does 
  have the seed of a solution, originally presented in the 
  gold boxed set. Therein, on pp. 63-64 of the Guide, 
  we have a list of deities that includes, among other 
  things, their racial origin (common, Oeridian, Suloise, 
  Flan, Baklunish, and unknown). 
   
  This, I think, provides the kernel for the development 
  of a pantheonic approach to religion, vis-a-vis 
  Greyhawk. 
   
  When we break down the Gods listed there by 
  pantheon, assigning the "common" deities to each, we 
  come up with a much more interesting breakdown. 
  Some of the more immediately notable points: 
   
  • 
  All of the Flan Gods are common. They have 
  been absorbed by all the other cultures in the 
  Flanaess. Presumably, this is because they were 
  present when the invading Suel and Oeridians 
  came into the Flanaess. 
  • 
  Oeridians have some unique deities, as do the 
  Suel and Baklunish. Some of them cross over, 
  but not all. 
   
  The listings do bring up a few questions that, as far as I 
  know, have never been answered. Some of the 
  "common" deities are listed with a specific racial origin, 
  and some are not. I might speculate that this means 
  they have retained some of their "foreign allure" even 
  though they have been otherwise assimilated into other 
  religions. The others, presumably, each appear in 
  identifiable form in each religion, albeit wrapped in a 
  completely culture-appropriate bundle. 
   
  Three Gods are listed as having "unknown" origins; 
  Tharizdun, Wastri, and Ulaa. Tharizdun and Wastri 
  make sense; they are not part of any pantheon, and I 
  can easily see how their worshipers would have an 
  exclusive bond with their Gods. However, Ulaa is also 
  listed as being "common"! If I am following the "foreign 
  allure" concept from above in such cases, it leads me 
  to the conclusion that she is present throughout the 
  three cultural pantheons, but her presence is 
  discordant. She's universally alien; obviously an import 
  from someplace, as she doesn't fit in to the normal 
  pattern of worship, but her cultural foreignness is truly 
  foreign. Where Pholtus speaks with an Oeridian 
  accent, nobody can quite place Ulaa's. 
   
  The Oeridian Pantheon
  The Oeridian Pantheon
  The Oeridian Pantheon
  The Oeridian Pantheon    
   
  • 
  Allitur (God of ethics and propriety) LG(N), Flan 
  origin 
  • 
  Atroa (Goddess of spring and the East Wind) NG 
  • 
  Beory (Oerth Mother, Goddess of nature, rain) N, 
  Flan origin 
  • 
  Berei (Goddess of home, family, and agriculture), 
  NG Flan origin 
  • 
  Bleredd (God of metal, mines, and smiths) NC 
  • 
  Boccob (God of magic and arcane knowledge) N 
  • 
  Bralm (Goddess of insects and industriousness) 
  N(L), Suel origin 
  • 
  Celestian (God of the stars, space, and wanderers) 
  N(G) 
  • 
  Saint Cuthbert (God of wisdom, dedication, and 
  zeal) LG(N) 
  • 
  Delleb (God of reason and intellect) LG 
  • 
  Ehlonna "of the forests" (Goddess of forests, 
  flowers, and meadows) NG 
  • 
  Erythnul (God of hate, envy, malice, and panic) 
  CE(N) 
  • 
  Fharlanghn (God of horizons, distance, and travel) 
  N(g) 
  • 
  Geshtai (Goddess of lakes, rivers, and wells) N, 
  Baklunish origin 
  • 
  Heironeous (God of chivalry, honor, justice, and 
  valor) LG 
  • 
  Hextor (God of war, discord, and massacre) LE 
  • 
  Incabulos (God of evil, plagues, and nightmares) 
  NE 
  • 
  Joramy (Goddess of fire, volcanoes, anger, and 
  quarrels) N(G) 
  • 
  Kurell (God of jealousy, revenge, and thievery) CN 
  • 
  Lirr (Goddess of prose, poetry, and art) CG 
  • 
  Lydia (Goddess of music, knowledge, and daylight) 
  NG, Suel origin 
  • 
  Myhriss (Goddess of love and beauty) NG 
  • 
  Nerull "The Reaper" (God of death, darkness, and 
  the Underworld) NE, Flan origin 
  • 
  Obad-hai (God of nature, wildlands, freedom, and 
  hunting) N, Flan origin 
  • 
  Olidammara (God of music, revelry, rougery, and 
  wine) NC 
  
  • 
  Pelor (God of the sun, strength, light, and healing) 
  NG, Flan origin 
  • 
  Pholtus (God of light, resolution, and law) LG(N) 
  • 
  Procan (God of the oceans, seas, and salt) NC 
  • 
  Rao (God of peace, reason, and serenity) LG, Flan 
  origin 
  • 
  Ralishaz (God of chance, ill-luck, and misfortune) 
  CN(E) 
  • 
  Sotillion (Goddess of summer, the South wind, 
  ease, and comfort) CG(N) 
  • 
  Telchur (God of winter, the North wind, and cold) 
  CN 
  • 
  Trithereon (God of individuality, liberty, and 
  retribution) CG 
  • 
  Ulaa (Goddess of hills, mountains, and gemstones) 
  LG, unknown origin 
  • 
  Velnius (God of the sky and weather) N(G) 
  • 
  Wenta (Goddess of autumn, the West wind, and 
  the harvest) CG 
  • 
  Xan Yae (Goddess of twilight, shadows, stealth, 
  and mind over matter) N, Baklunish origin 
  • 
  Zilchus (God of power, prestige, influence, money, 
  and business) LN 
  • 
  Zodal (God of mercy, hope, and benevolence) NG 
   
  I'm deliberately leaving demi-gods out of this listing, as 
  I think they have a different status in the context of 
  cultural pantheons that I'll address at a later time. 
   
  We 
  have 
  a 
  few 
  Divine 
  Groupings 
  here. 
  Atroa/Sotillion/Telchur/Wenta are an obvious first 
  choice, but it is interesting to note that their genders 
  seem a tad out of whack. Three females and one male. 
  Indo-European tradition allows for Divine Twins to be 
  of either gender (Pollux and Castor, for example, or 
  Freyja and FreyR), but a four-way split seems intuitively 
  to want two males and two females. But it is not so. 
  Perhaps 
  Atroa(spring)/Wenta(autumn) 
  and 
  Sotillion(summer)/Telchur(winter) 
  function 
  as 
  a 
  sister/sister sister/brother combination. Perhaps some 
  Oeridian myth recalls the bitterness felt by Telchur at 
  being the "odd man out" (literally) and thus his affinity 
  with the harshest time of the year. Pehaps Velnius 
  would be their father, and this would be a myth that 
  originated with the Oeridians? 
   
  The 
  brotherhood/rivalry 
  between 
  Hextor 
  and 
  Heironeous is already well-attested. There seems to be 
  a bit of a brotherly rivalry between Celestian and 
  Fharlanghn as well, but its nature is unknown to us. 
  Why, exactly, does Fharlanghn wander endlessly? 
   
  It's interesting that both the "noble" warriors-for-Good 
  Gods (Saint Cuthbert, Heironeous, and Pelor) as well 
  as the "soft" Good Gods (Allitur, Delleb, Rao, and 
  Zodal) are here. I think it's possible the two leanings of 
  Good; "active" vs. "passive" could have a mythological 
  conflict. 
   
  What I find ultimately fascinating is that, looking at 
  things from a pantheonic perspective, "common" 
  deities like Boccob could be very different in an 
  Oeridian church than he would be in a Suel temple. I'd 
  probably do a whole new write-up for each, one for 
  each perspective (i.e., pantheon). 
   
  In terms of numbers, 19 members of the pantheon 
  have Good as part of their alignment. Only 5 have 
  Evil. 10 are Lawful and 8 are Chaotic. A full 29 have 
  at least some part of Neutrality (I'm pretty sure that is a 
  trend we'll see throughout this exercise, and it's a 
  function of Gary Gygax's innate sense that deities 
  should be ambivalent at least on some level). There are 
  39 deities in all, 25 male and 14 female. 
   
  The Suloise Pantheon
  The Suloise Pantheon
  The Suloise Pantheon
  The Suloise Pantheon    
   
  • 
  Allitur (God of ethics and propriety) LG(N), Flan 
  origin 
  • 
  Atroa (Goddess of spring and the East Wind) NG, 
  Oeridian origin 
  • 
  Beltar (Goddess of malice, pits, and deep caves) 
  CE(N) 
  • 
  Beory (Oerth Mother, Goddess of nature, rain) N, 
  Flan origin 
  • 
  Berei (Goddess of home, family, and agriculture), 
  NG Flan origin 
  • 
  Bleredd (God of metal, mines, and smiths) NC 
  • 
  Boccob (God of magic and arcane knowledge) N 
  • 
  Bralm (Goddess of insects and industriousness) 
  N(L) 
  • 
  Celestian (God of the stars, space, and wanderers) 
  N(G), Oeridian origin 
  • 
  Saint Cuthbert (God of wisdom, dedication, and 
  zeal) LG(N) 
  • 
  Ehlonna "of the forests" (Goddess of forests, 
  flowers, and meadows) NG 
  • 
  Erythnul (God of hate, envy, malice, and panic) 
  CE(N), Oeridian origin 
  • 
  Fharlanghn (God of horizons, distance, and travel) 
  N(g), Oeridian origin 
  • 
  Fortubo (God of stone, metals, and mountains) 
  LG(N) 
  • 
  Geshtai (Goddess of lakes, rivers, and wells) N, 
  Baklunish origin 
  • 
  Heironeous (God of chivalry, honor, justice, and 
  valor) LG, Oeridian origin 
  
  • 
  Hextor (God of war, discord, and massacre) LE, 
  Oeridian origin 
  • 
  Incabulos (God of evil, plagues, and nightmares) 
  NE 
  • 
  Joramy (Goddess of fire, volcanoes, anger, and 
  quarrels) N(G) 
  • 
  Kord (God of athletics, sports, and brawling) CG 
  • 
  Lendor (God of time and tedium) LN 
  • 
  Lirr (Goddess of prose, poetry, and art) CG 
  • 
  Llerg (God of beasts and strength) CN 
  • 
  Lydia (Goddess of music, knowledge, and daylight) 
  NG, Suel origin 
  • 
  Myhriss (Goddess of love and beauty) NG 
  • 
  Nerull "The Reaper" (God of death, darkness, and 
  the Underworld) NE, Flan origin 
  • 
  Norebo (God of luck, gambling, and risk) CN 
  • 
  Obad-hai (God of nature, wildlands, freedom, and 
  hunting) N, Flan origin 
  • 
  Olidammara (God of music, revelry, rougery, and 
  wine) NC 
  • 
  Pelor (God of the sun, strength, light, and healing) 
  NG, Flan origin 
  • 
  Phaulkon (God of air, winds, and clouds) CG 
  • 
  Pholtus (God of light, resolution, and law) LG(N), 
  Oeridian origin 
  • 
  Phyton (God of beauty and nature) CG 
  • 
  Procan (God of the oceans, seas, and salt) NC, 
  Oeridian origin 
  • 
  Pyremius (God of fire, poison, and murder) NE 
  • 
  Rao (God of peace, reason, and serenity) LG, Flan 
  origin 
  • 
  Ralishaz (God of chance, ill-luck, and misfortune) 
  CN(E) 
  • 
  Sotillion (Goddess of summer, the South wind, 
  ease, and comfort) CG(N), Oeridian origin 
  • 
  Syrul (Goddess of deceit, false promises, and lies) 
  NE 
  • 
  Telchur (God of winter, the North wind, and cold) 
  CN, Oeridian origin 
  • 
  Trithereon (God of individuality, liberty, and 
  retribution) CG 
  • 
  Ulaa (Goddess of hills, mountains, and gemstones) 
  LG, unknown origin 
  • 
  Wee Jas (Goddess of magic and death) LN 
  • 
  Wenta (Goddess of autumn, the West wind, and 
  the harvest) CG, Oeridian origin 
  • 
  Xan Yae (Goddess of twilight, shadows, stealth, 
  and mind over matter) N, Baklunish origin 
  • 
  Xerbo (God of the sea, water travel, money, and 
  business) N 
  • 
  Zilchus (God of power, prestige, influence, money, 
  and business) LN, Oeridian origin 
  • 
  Zodal (God of mercy, hope, and benevolence) NG 
   
  First, some numbers. There are 48 deities in total 
  (owing to the large number of Gods who are unique to 
  the Suel pantheon); 31 are male and 17 are female. 
  38 have some element of neutrality in their alignment, 
  while only 12 are lawful and 14 are chaotic. 20 are 
  good and 7 are evil. 
   
  There are some interesting duplications here, now that 
  the Suel-only deities are included. Xerbo is almost 
  entirely superfluous, with Zichus covering money and 
  business, and Procan covering the seas. Magic is 
  doubly represented by Boccob and Wee Jas, whose 
  other sphere of influence-- death-- is also covered by 
  Nerull. 
   
  The pattern continues throughout the pantheon; gentle 
  Phaulkon's mastery of the winds is challenged by no 
  fewer than four deities of Oeridian origin (Atroa, 
  Sotillion, Telchur, and Wenta), while even Lendor as 
  God of Time finds his role already taken by Cyndor. 
  Fortubo, the Suel God of mountains, finds a rival in 
  exotic Ulaa, while both Llerg and Pelor make claim to 
  being the God of strength. 
   
  Why? Why would the Gods unique to the Suel 
  pantheon find themselves being edged out by more 
  popular rivals? More to the point, why would the Suel 
  themselves bring in alien Gods that would tend to rival 
  their own, more native Gods and Goddesses? 
   
  At the risk of playing armchair psychiatrist, this could 
  speak to an inherent inferiority complex amongst the 
  Suel. Once possessors of a large and powerful empire, 
  now reduced to refugees in foreign and hostile lands, 
  perhaps they felt that Oeridian deities might somehow 
  be stronger than their own, failed, pantheon. 
   
  The Flan Pantheon
  The Flan Pantheon
  The Flan Pantheon
  The Flan Pantheon    
   
  • 
  Allitur (God of ethics and propriety) LG(N) 
  • 
  Atroa (Goddess of spring and the East Wind) NG, 
  Oeridian origin 
  • 
  Beory (Oerth Mother, Goddess of nature, rain) N 
  • 
  Berei (Goddess of home, family, and agriculture) 
  NG 
  • 
  Bleredd (God of metal, mines, and smiths) NC 
  • 
  Boccob (God of magic and arcane knowledge) N 
  • 
  Bralm (Goddess of insects and industriousness) 
  N(L), Suel origin 
  • 
  Celestian (God of the stars, space, and wanderers) 
  N(G), Oeridian origin 
  • 
  Saint Cuthbert (God of wisdom, dedication, and 
  zeal) LG(N) 
  
  • 
  Ehlonna "of the forests" (Goddess of forests, 
  flowers, and meadows) NG 
  • 
  Erythnul (God of hate, envy, malice, and panic) 
  CE(N), Oeridian origin 
  • 
  Fharlanghn (God of horizons, distance, and travel) 
  N(g), Oeridian origin 
  • 
  Geshtai (Goddess of lakes, rivers, and wells) N, 
  Baklunish origin 
  • 
  Heironeous (God of chivalry, honor, justice, and 
  valor) LG 
  • 
  Hextor (God of war, discord, and massacre) LE 
  • 
  Incabulos (God of evil, plagues, and nightmares) 
  NE 
  • 
  Joramy (Goddess of fire, volcanoes, anger, and 
  quarrels) N(G) 
  • 
  Lirr (Goddess of prose, poetry, and art) CG 
  • 
  Lydia (Goddess of music, knowledge, and daylight) 
  NG, Suel origin 
  • 
  Myhriss (Goddess of love and beauty) NG 
  • 
  Nerull "The Reaper" (God of death, darkness, and 
  the Underworld) NE 
  • 
  Obad-hai (God of nature, wildlands, freedom, and 
  hunting) N 
  • 
  Olidammara (God of music, revelry, rougery, and 
  wine) NC 
  • 
  Pelor (God of the sun, strength, light, and healing) 
  NG 
  • 
  Pholtus (God of light, resolution, and law) LG(N), 
  Oeridian origin 
  • 
  Procan (God of the oceans, seas, and salt) NC, 
  Oeridian origin 
  • 
  Rao (God of peace, reason, and serenity) LG 
  • 
  Ralishaz (God of chance, ill-luck, and misfortune) 
  CN(E) 
  • 
  Sotillion (Goddess of summer, the South wind, 
  ease, and comfort) CG(N), Oeridian origin 
  • 
  Telchur (God of winter, the North wind, and cold) 
  CN, Oeridian origin 
  • 
  Trithereon (God of individuality, liberty, and 
  retribution) CG 
  • 
  Ulaa (Goddess of hills, mountains, and gemstones) 
  LG, unknown origin 
  • 
  Wenta (Goddess of autumn, the West wind, and 
  the harvest) CG, Oeridian origin 
  • 
  Xan Yae (Goddess of twilight, shadows, stealth, 
  and mind over matter) N, Baklunish origin 
  • 
  Zilchus (God of power, prestige, influence, money, 
  and business) LN 
  • 
  Zodal (God of mercy, hope, and benevolence) NG 
   
  The Flan pantheon can be said to be the most 
  "generic" of the various pantheons described in the 
  World of Greyhawk Fantasy Setting boxed set, as all of 
  the Flannae deities are also listed as being "common". 
  As the Flan people were assimilated and/or conquered 
  by the invading Oeridians and Suloise, so too were 
  their Gods and Goddesses brought into the invading 
  culture. This is a process well known to history; the 
  Romans were the masters of such syncreticism, and 
  the Germanic tribes (down to the Norsemen of the 
  Viking age) were not above bringing in foreign deities 
  they found particularly attractive or useful. 
   
  The numbers: 36 deities total, 22 male and 14 female. 
  9 are lawful in some respect, 7 chaotic, and 29 
  neutral. 19 are good and only 5 are evil. This is in 
  keeping with the numbers we've seen in the Suel and 
  Oeridian pantheons, more or less. 
   
  What is interesting is the nature of the Gods of Flan 
  origin. Four of them are Greater Gods, which is a 
  record among "common" Gods originating in a 
  particular race (the Oeridians have 2, the Suel and 
  Baklunish have none). And the nature of those 
  divinities is striking in its importance. 
   
  Beory is the "Oerth Mother". The very essence of the 
  living world, encompassing all of nature and the life-
  giving rain. Nerull is the God of Death; the one 
  universal constant that afflicts all mortal races. In the 
  Gary Gygax "Gord the Rogue" novels, he is equated 
  with the arch-daemon Anthraxus. Pelor is the 
  quintessential "sun god"; another universal godly 
  archetype. Only Rao, as God of peace, reason, and 
  serenity, seems out of place in this quartet, but that 
  might speak to the non-warlike nature of the Flannae, 
  whom we are told were excellent hunters but poor 
  warriors, and which led to their eventual downfall at 
  the hands of the more aggressive Oeridians and 
  Suloise. 
   
  This could indicate a certain level of respect, even on a 
  subconscious level, for the Flan from the Oeridians and 
  Suloise. Their deities are the Big Guns, and although 
  the Suel have three Greater Gods themselves, none of 
  them has been accepted by the rest of the populace in 
  the Flanaess. Only the Flan Gods are "common". Folks 
  just don't seem to like the Gods of the Suel. 
   
  It is somewhat interesting to note that Beory's position 
  of Oerth Mother is bifurcated by both Ehlonna "of the 
  forests" and Obad-hai. She is the Goddess of the 
  forests, and He the God of nature itself. It might be 
  suggested that they form a "divine pair"; the offspring 
  of Beory, and in their way analogous to the various 
  divine twins whom we see throughout European pre-
  Christian culture (Freya and FreyR amongst the most 
  prominent examples). 
   
  
  The Baklunish Pantheon
  The Baklunish Pantheon
  The Baklunish Pantheon
  The Baklunish Pantheon    
   
  • 
  Istus (Goddess of Fate and destiny) N 
  • 
  Geshtai (Goddess of lakes, rivers, and wells) N 
  • 
  Xan Yae (Goddess of twilight, shadows, stealth, 
  mind over matter, etc.) N 
   
  O_o 
   
  Is that it? 
   
  Yes. I think an argument can be made that the 
  Baklunish don't import the deities of other pantheons 
  into their own worship. The first is historical; if one 
  looks at the map of the migrations of various races 
  across the Flanaess (on p. 10 of the Guide), the 
  Baklunish made naught but a half-hearted foray into 
  the lands currently occupied by the nomads. The 
  proximity of the Oeridians to the Baklunish heartland 
  explains how the Oeridians could have taken the 
  worship of Geshtai and Xan Yae into other lands, as 
  they spread their own vibrant culture and most of their 
  own pantheon. Yet no other cultures made any 
  inroads anywhere close to the Baklunish lands. They 
  are outsiders; aloof, and they are often portrayed as 
  exotic strangers in some of the fiction that takes place 
  in the Flanaess. 
   
  It should be noted, too, that Istus, for all her 
  prominence in the setting (including having a rather 
  large, if uneven, module named after her), is not listed 
  as a "common" deity. She is also the only Greater God 
  in the Baklunish pantheon (not that there are all that 
  many Baklunish gods to choose from...). We are told 
  that her centers of worship are Greyhawk (which 
  boasts a small, if identifiable, native population of 
  Baklunish extraction-- notably the only land in the 
  Flanaess that does), Dyvers, Rauxes, Rel Mord, and 
  Stoink. All centers of trade. It is not unreasonable to 
  conclude that those "centers of worship" are merely for 
  the benefit of the Baklunish traders who frequent those 
  capitals of commerce (Stoink, we are told, is a "wasp's 
  nest" of illegal activity, so those Bakluni indulging in 
  the commerce of contraband might well have 
  something of an outpost within its walls). 
   
  There is also the commentary of Gary Gygax himself12 
  on the subject: 
   
  The plan was to introduce a new pantheon of 
  [Baklunish] deities. Obviously that never 
                                                   
  12 http://www.enworld.org/forum/archive-
  threads/171753-gary-gygax-q-part-xii-14.html  
  eventuated... nor will it ever unless WotC 
  decides to do so. 
   
  EGG's (understandable) bitterness aside, it speaks to 
  the notion that the Baklunish gods were only partially 
  represented in the World of Greyhawk boxed set, and 
  that their expansion was eventually supposed to have 
  happened. To me, that reinforces the surmise that they 
  are not included in the "common" designation for the 
  other deities. Bear in mind, too, that a natural 
  definition of the Flanaess would begin, not at the left-
  edge of the Darlene map, but rather at the line of 
  mountains beginning at the Hellfurnaces, through the 
  Crystalmists and Barrier Peaks, and up to the Yatils 
  (much like the Ural mountains are said to divide 
  Europe from Asia). 
   
  That being said, and operating on the assumption that 
  the Baklunish haven't imported any gods from the 
  other cultures of the Flanaess, but rather only loaned 
  out two of their own, whose worship was disseminated 
  through the auspices of the Oeridians, several 
  conclusions can be made. 
   
  They tend towards neutrality, and they tend towards 
  female 
  deities. 
  The 
  lawful 
  neutral 
  alignments 
  designated for Zeif and Tusmit, as well as the neutral 
  good alignment of Ekbir support this notion obliquely, 
  although I would daresay that a fully-developed 
  Baklunish 
  pantheon 
  would 
  display 
  the 
  same 
  characteristics of the other pantheons thusfar found in 
  Oerth; a marked tendency towards neutrality on both 
  axes, but with certain deities of more defined 
  alignments being presented related to specific interests. 
   
  Conclusions
  Conclusions
  Conclusions
  Conclusions    
   
  In previous posts, I gave a run-down of the Oeridian, 
  Suel, Flan, and Baklunish pantheons individually. They 
  share many (most) deities, but there are interesting 
  omissions and overlaps. The Flannae Gods are 
  ubiquitous; they found their way into the common 
  pantheon of the Flanaess. The Gods of the Bakluni are 
  the opposite; Istus, the Big Goddess of the pantheon, 
  is unique to the Baklunish, and only appears as a 
  prominent figure in those places with a significant 
  Baklunish population. There are some "obvious" 
  groups of deities; the Oeridian Gods of the Winds, for 
  example, or the Divine Pair of Heironeous and Hextor. 
   
  Some deities, such as St. Cuthbert of the Cudgel and 
  Pholtus, seem to be robust enough to have full-blown 
  religions 
  centered 
  on 
  them 
  alone; 
  the 
  twins 
  Heironeous and Hextor could almost be said to 
  constitute a dualistic religion. Medegia being the center 
  of Hextor-worship, Almor being the center of 
  
  Heironeous-worship, and each mortal enemies of the 
  other, influencing the policies of the secular states 
  around them in their religious quest. 
   
  We also have the problem of the "Old Religion" as we 
  see in the module The Temple of Hommlet. The 
  druids seem to have their own faith, completely 
  separate from the religion of the clerics, and yet the 
  Gods of each (notably Obad-Hai and Ehlonna of the 
  Forests) have followers of both clerical and druidic 
  bent. Add to that the fact that Gygax, in later years, 
  said that the druids worshiped not conventional deities 
  but the forces of Nature itself. 
   
  How to reconcile all this muddle? 
   
  First off, it's important to note that such a muddle is 
  very historical (the example of the Roman Empire 
  comes to mind), and the very fact that there is no clear 
  delineation of religions, deities, and priesthoods is 
  actually a strength of the setting; religion in Greyhawk 
  is messy. In a more "rational" campaign setting, where 
  religion was designed in a more systematic fashion 
  (and I have been as guilty of such in my own 
  homebrew campaigns as anyone), we might miss the 
  sort of organic feel that religion in Greyhawk presents 
  us. 
   
  Clerics (and Druids), operate in a polytheistic fashion, 
  although some are henotheistic in nature (other Gods 
  exist, but they aren't worshiped). That is, if a cleric 
  dedicated to, say, Fortubo, was in need of help with 
  healing, he or she might well make an offering to 
  Pelor, despite the fact that they weren't dedicated to 
  that particular deity. I note that Pelor is also a member 
  of the Suel pantheon, so it's perhaps a first-order leap. 
   
  A cleric of a deity noted for a more henotheistic 
  approach, such as St. Cuthbert or Pholtus, on the 
  other hand, might well rely on his or her patron deity, 
  regardless of the specific need. But just because a 
  cleric of Pholtus might not be willing (for reasons of 
  ideological and theological purity) to make an offering 
  at a shrine of Wee Jas, the reverse is not necessarily 
  the case. An adherent of Wee Jas might well be more 
  than willing to make an offering to Pholtus, because 
  Wee Jas isn't so picky about exclusivity. The cleric of 
  Pholtus who does so, on the other hand, might well 
  find his fifth-level spells being withdrawn... 
   
  The question of clerics vs. druids, and the issue of the 
  "Old Faith" is an interesting one. On the one hand, we 
  have references to druidry as "the Old Faith", utterly 
  distinct from the religion of the clerics of St. Cuthbert 
  (and presumably the rest of the Gods and pantheons), 
  and Gygax's statement that Druids worship Nature 
  itself. On the other hand, we have the fact that the 
  Guide to the World of Greyhawk states clearly that 
  several deities can have servants of both the clerical 
  and druidical classes. Maybe the Nature-worshiping 
  Druids are the "old faith", and those who worship 
  conventional deities are regarded as interlopers. The 
  monolithic structure of the druids is already cracked by 
  the module "Dark Druids" by Pied Piper Publishing. 
  Maybe there are more fractures than we have been led 
  to believe... 
   
  On the whole, I think the less-than-systematic reality of 
  the religions of Greyhawk, and the relationship 
  between some deities and pantheonic religions, as well 
  as the lack of clarity vis-a-vis clerics and druids, adds a 
  great deal of color and flavor to the World of 
  Greyhawk. Just as in the real world, we see different 
  people with different approaches to particular Gods, 
  and no One True Way. 
   
  Let a thousand flowers bloom... 
  Dragon Types of the Flanaess 
  Dragon Types of the Flanaess 
  Dragon Types of the Flanaess 
  Dragon Types of the Flanaess 
  (December 6, 2009)
  (December 6, 2009)
  (December 6, 2009)
  (December 6, 2009)    
   
  Dragons are, of course, as iconic a piece of the game 
  as can be imagined. Hell, they make up half the name. 
  Dragon magazine came up with a few excellent ideas 
  for the scaly beasts: I note with particular fondness 
  Richard Allan Lloyd's outstanding "filling in the missing 
  dragons" article in Dragon #65, which gives us the evil 
  Yellow, Orange, and Purple dragons (and which was 
  ultimately revised for 3rd edition in Dragon #248). 
   
  Richard Allan Lloyd, by the way, was the man who 
  invented the Starmaster play-by-mail game, and I 
  actually worked for him as a game master for the game 
  for a while. Man, I loved that game. But I digress. 
   
  There were also the gemstone neutral dragons in The 
  Dragon #37, offered by Arthur W. Collins (Crystal, 
  Topaz, Emerald, Sapphire, Amethyst, Ruby). 
   
  I also liked the combat upgrades dragons got in 2E: 
  wing buffets, tail slaps, fear, etc. I play with those in 
  my own campaign, and almost all dragons beyond the 
  very youngest are also able to use magic (and I assume 
  all dragons are able to polymorph themselves at will). I 
  throw in the removal of "dragon subduing" to make 
  them really fearful opponents. I'm also fast and loose 
  with the 3 breath weapons per day rule. I think that 
  makes 'em a little too under-powered. 
   
  
  But one thing just struck me while I was forced to 
  watch "Harry Potter and the Goblet of Fire" on 
  television tonight. The dragons had such cool names. 
  The Oriental Fireball. The Hungarian Horntail. The 
  Swedish Short-Snout. They refer back to either the 
  physical characteristics of the beast, or its place of 
  origin, or both. The names given to the dragons in the 
  monster manuals are, by any objective standard, quite 
  lame. Red, Black, Copper, Silver... 
   
  It occurred to me that, in the World of Greyhawk 
  Fantasy Setting, one might have more interesting 
  names for the standard dragon types in the monster 
  manuals, based on their habitat, their images in the 
  Monster Manual, and so forth. I give you: 
   
  The Dragon Types of the Flanaess
  The Dragon Types of the Flanaess
  The Dragon Types of the Flanaess
  The Dragon Types of the Flanaess    
   
  Black: Sunndi Proudhorn 
  Blue: Bright Desert Hornnose 
  Brass: Suloise Fanwing 
  Bronze: Almorian Arrowsnout 
  Copper: Crystalmist Curvehorn 
  Gold: Suhfang Serpentine 
  Green: Sussian Mossback 
  Red: Hellfurnaces Redbelly 
  Silver: Yatil Silverwing (aka "Cloudherder") 
  White: Thillronian Fanhead 
   
  Naturally, though, as dragons of the Flanaess are 
  sentient, they do not themselves use these by-names, 
  but these more common appellations are used by 
  humans, demi-humans, and humanoids (in their own 
  tongues, of course), in everyday speech. 
   
  And, for the edification of those who might not have 
  access to the 2E Monstrous Compendium, here is a 
  very brief overview of the special abilities dragons 
  possess: 
   
  • 
  Detect invisible creatures (10' per 
  age 
  category). 
  • 
  Clairaudience in lair (20' per age category). 
  • 
  Fear: 15-50 yards range as they get older, 
  young adults cause fear in all >1 HD automatic 
  panic for 4d6 rounds, others save vs. 
  petrification or fight at -2 to hit and damage. 
  • 
  Snatch: young adults can grab victims (50% 
  chance of pinning their arms), fly up and drop 
  them. Automatic claw damage if you're 
  snatched. 
  • 
  Plummet: 
  The 
  dragon 
  lands 
  on 
  some 
  unfortunates, crushing for damage equal to its 
  bite, getting between 1 and 12 people 
  depending on its age. 
  • 
  Kick: Anyone in the rear hemisphere of the 
  dragon can suffer claw damage and get 
  knocked down (save vs. petrification). 
  • 
  Wing Buffet: Any target at the dragon's side 
  can be attacked by its wings, damage as claws, 
  dex check to be knocked down. 
  • 
  Tail Slap: Adult and older dragons' tails do 2x 
  claw damage against a number of opponents 
  equal to its age category; they are also stunned 
  for 1d4+1 rounds. 
  • 
  Stall: If flying, the dragon can just stop in mid-
  air, attack with all 4 claws, and kick up dust 
  that blinds and prevents spell casting for one 
  round. 
   
  Also, their armor class gets better as they age (start 
  improving by 1 AC after Juvenile) and they get +1 "to 
  hit" per age category. 
   
  These things are most definitely not pushovers in my 
  campaign. They will have you for breakfast unless you 
  are very well prepared. Literally. 
  eXPloring the World of Greyhawk
  eXPloring the World of Greyhawk
  eXPloring the World of Greyhawk
  eXPloring the World of Greyhawk    
  (December 22, 2009)
  (December 22, 2009)
  (December 22, 2009)
  (December 22, 2009)    
   
  What would motivate a Christopher Columbus or a 
  Marco Polo in a D&D-type setting? 
   
  Jeff Rients came up with an absolutely awesome idea13 
  (perhaps "came up with" is the wrong term; "articulated 
  for use in D&D" might be a better one) that one should 
  earn experience points by the simple act of exploring. 
  Reaching certain destinations would earn a character a 
  certain modest amount of x.p.; the idea is that by 
  "broadening" oneself, one gains life experiences (that 
  can be translated into x.p. in game terms). Others have 
  also talked about the same concept both before and 
  after (and apparently it's something that has roots in 
  Warhammer and Rolemaster as a concept), but 
  unfortunately I hadn't run into the idea prior to reading 
  Jeff's post. 
   
  This harkens back to the concept of the "Grand Tour" 
  of various Continental centers of culture that English 
  gentlemen-to-be were expected to undertake in order 
  to round out their education and get acquainted with 
  other lands and see for themselves the roots of their 
  Classical educations. In contemporary America, you 
  could make an analogy to "visit the Grand Canyon", 
                                                   
  13 
  http://jrients.blogspot.com/2009/12/exploration.htm
  l  
  
  "see Niagara Falls" (with bonus x.p. for "go over 
  Niagara Falls in a barrel"-- not any waterfall will do), 
  "go skydiving", etc. Think of it as The Bucket List with 
  x.p. awards for crossing something off the list. 
   
  I think this is an absolutely terrific idea, and have, 
  needless to say, jumped on it and poked around with it 
  in Greyhawk-specific terms. I take it a little beyond just 
  "see the sights," though. I think experiences that aren't 
  specific to locale should count, too; seeing a dragon fly 
  overhead for the first time, making a pilgrimage to a 
  shrine of your patron deity, etc. Jeff suggested that he 
  could find a hundred such things on the map of the 
  Flanaess, so below you'll find 100 entries, broken 
  roughly into four categories; geography, religious 
  obligations, general events, and class-specific events. 
  Almost all of the awards are in experience points, but a 
  few yield benefits of another nature. 
   
  So, without further ado, I give you... 
   
  eXPloring 
  eXPloring 
  eXPloring 
  eXPloring the World of Greyhawk
  the World of Greyhawk
  the World of Greyhawk
  the World of Greyhawk    
   
  It should be noted that, unless otherwise noted, all of 
  these awards are one-time prizes, and are in addition 
  to any other experience points that might be 
  accumulated while in the process of earning the prize 
  for the particular geographical feature or special event. 
   
  Geography
  Geography
  Geography
  Geography    
   
  1. Amedio Jungle. 300 x.p. for traveling at least 
  10 miles into the steaming jungle. An 
  additional 300 x.p. for finding the vast lake 
  concealed within. 
  2. Azure Sea. 300 x.p. for sailing from one side 
  to the other (i.e., the Hold of the Sea Princes 
  to Onnwal, the Principality of Ulek to Idee, 
  etc.). 
  3. Baklunish Lands. 250 x.p. for a non-Bakluni 
  to visit one of the Baklunish nations (Ket and 
  westward) for the first time. 
  4. Blackmoor. 400 x.p. for reaching the ruins at 
  the edge of the Cold Marshes. 
  5. Bright Desert. 400 x.p. for traveling at least 
  60 miles into its expanse. 
  6. Burning Cliffs. 50 x.p. for seeing the 
  billowing steam and smoke of the Cliffs from 
  afar; 250 additional x.p. for actually travelling 
  into the region of the Cliffs themselves. 
  7. Castle Greyhawk. 200 x.p. for spending at 
  least an hour on the first level of the 
  dungeons, over and above any x.p. that might 
  otherwise be earned there. Followers of the 
  demigod Xagyg receive a bonus of 250 x.p. 
  8. Csipros Erd. 200 x.p. for visiting the Geysers 
  of Death and living to tell the tale. 
  9. Corusk Mountains. 500 x.p. for crossing the 
  mighty mountain range by a route other than 
  the pass between Jotsplat and Knudje. 
  10. Enstad. 400 x.p. for entering the capital of 
  the Elven realm of Celene. 
  11. Erelhei-Cinlu. 400 x.p. for entering the city of 
  the Dark Elves. 
  12. Esmerin. 400 x.p. for visiting the fabled vale 
  in the Lortmil Mountains. 
  13. Greyhawk. 250 x.p. for entering the city. An 
  additional 100 x.p. for staying overnight in 
  the Foreign Quarter. 
  14. Gull Cliffs. 500 x.p. for looking out over the 
  crashing waves of the Solnor Ocean from 
  their heights. 
  15. Here there be dragons. 400 x.p. for traveling 
  off the map of the Flanaess. 
  16. Innspa. 250 x.p. for entering the city and 
  sampling its famous baths. 
  17. Irongate. 250 x.p. for entering the city. 
  18. Land of Black Ice. 300 x.p. for gazing upon 
  the vast frozen expanse with your own eyes. 
  19. Loftwick. 200 x.p. for entering the city. 
  20. Lopolla. 250 x.p. for entering the city. 
  21. Nyr Dyv. 250 x.p. for sailing at least 30 miles 
  from land. 
  22. Molag. 200 x.p. for entering the city. 
  23. Niole Dra. 250 x.p. for entering the city. 
  24. Olman Islands. 200 x.p. for visiting these isles 
  which mark the southernmost reaches of the 
  Azure Sea. 
  25. Phostwood. 200 x.p. for entering the gently 
  glowing forest for the first time. 
  26. Pinnacles of AzorÊalq. 400 x.p. for seeing the 
  famed massive spires in the Dramidj Ocean. 
  27. Pits of Azak-Zil. 300 x.p. for finding the lost 
  dwarvish mine. 
  28. Rauxes. 250 x.p. for entering the city. 
  29. Rel Astra. 250 x.p. for entering the city. 
  30. Rel Mord. 250 x.p. for entering the city. 
  31. Rift Canyon. 400 x.p. for gazing over the rim 
  of the mighty chasm. Bonus of 250 x.p. for 
  traveling to its bottom. 
  32. Rigodruok. 500 x.p. for visiting the legendary 
  Rainbow Vale beyond the Land of Black Ice. 
  33. Scarlet Brotherhood. 300 x.p. for penetrating 
  the mighty plateau controlled by the 
  mysterious red-garbed monks. 
  34. Schwartzenbruin. 250 x.p. for entering the 
  city. 
  35. Sea of Dust. 1,500 experience points for 
  traveling one week in the immense desert. A 
  bonus of 1,000 x.p. for reaching the 
  Forgotten City. 
  
  36. Sinking Isle. 350 x.p. for walking along the 
  waterlogged surface of the isle when it breaks 
  the surface as it is wont to do. 
  37. Skrellingshald. 300 x.p. for re-discovering the 
  famed lost city of the Flan, in the Griff 
  Mountains. 
  38. Stoink. 200 x.p. for entering the town. 
  39. Suhfang. 2,000 x.p. for visiting the kingdom 
  in the distant West. 
  40. Temple of Elemental Evil. 300 x.p. for 
  passing through the front gate into the 
  courtyard of the legendary Temple. 
  41. Tovag Baragu. 150 x.p. for touching one of 
  the stones. 
  42. Turucambi. 250 x.p. for visiting the vast 
  semi-submerged limestone complex in the 
  Oljatt Sea. 
  43. Twisted Forest. 150 x.p. for walking among 
  the petrified „trees‰. 
  44. Valley of the Mage. 500 x.p. for penetrating 
  at least 50 miles into the valley. 
  45. White Plume Mountain. 200 x.p. for viewing 
  the endlessly streaming flow of steam 
  emanating from the famous volcano. 
   
  Religious Obligations (see Pilgrims and Pilgrimages 
  Religious Obligations (see Pilgrims and Pilgrimages 
  Religious Obligations (see Pilgrims and Pilgrimages 
  Religious Obligations (see Pilgrims and Pilgrimages 
  of the Flanaess)
  of the Flanaess)
  of the Flanaess)
  of the Flanaess)    
   
  46. Those of Baklunish extraction receive 10 x.p. 
  for visiting each of the hundred Healing 
  Shrines of AlÊAkbar that are scattered 
  throughout the Baklunish lands. There is a 
  bonus of 15 x.p. if one is accompanying 
  someone in need of the particular healing 
  properties of the shrine in question. 
  47. Those who worship the Arch-devils of the 
  Hells and their lord Asmodeus receive 150 
  x.p. for visiting the imposing Infernal Temple 
  in Hokar. 
  48. Followers of Saint Cuthbert gain 200 x.p. 
  each for visiting the Church of the Holy 
  Cudgel in Verbobonc, the Great Cathedral of 
  Mitrik, and the Church of the Apotheosis in 
  Littleberg. They receive 300 x.p. for visiting 
  the Healing Shrine in Shibboleth, Gran 
  March. 
  49. Followers of Delleb get 300 x.p. for visiting 
  the great library-cathedral in Niole Dra, 
  Keoland. They receive 175 x.p. for visiting 
  the Gardens of Chellester in the eastern 
  portion of Sunndi. 
  50. Devotees of Ehlonna receive 200 x.p. for 
  visiting Her sacred grove in the heart of the 
  Silverwood, in Ulek. 
  51. Followers of Heironeous get 500 x.p. for 
  visiting the Cathedral of Chivalry in Chathold, 
  Almor. 250 x.p. more for visiting the shrine 
  of Heironeous-by-the-sea on the coast of the 
  Sea of Gearnat. And 350 x.p. for visiting the 
  Temple of Heironeous Triumphant in Niole 
  Dra, Keoland. 
  52. Worshippers of Hextor receive 200 x.p. for 
  visiting the Blood Chapel in Mentrey, in the 
  See of Medegia. They also receive 100 x.p. 
  for visiting the great Cathedral in Rauxes. 
  53. Followers of Iuz get 150 x.p. for paying 
  homage to their deity in person during one of 
  his quarterly Great Audiences in Dorakaa. 
  54. Those whose patron deity is Joramy will 
  receive 250 x.p. for visiting her temple in the 
  foothills of the Hellfurnaces, in the western 
  portion of the Hold of the Sea Princes. 
  55. Followers of Kord get 100 x.p. for the first 
  time they participate in one of the sacred 
  contests of strength and combat in Hookhill 
  and Gradsul, with 50 x.p. for the first time 
  they are in the contests in Flen, Cryllor, and 
  Niole Dra. These awards are cumulative (i.e., 
  one can get 450 total for appearing in all 
  these contests). 
  56. Devotees of Lirr receive 100 x.p. for 
  attending the great Theater in Gorna (in 
  Geoff). They receive an extra 150 x.p. if they 
  end up performing there. They also receive 
  100 
  x.p. 
  for 
  attending 
  one 
  of 
  the 
  performances in the Seven Shrines of Lirr in 
  Innspa (and a bonus of 100 x.p. for 
  performing at one of them). 
  57. Followers of Llerg receive 150 x.p. for visiting 
  the shrine of Llerg of the Hills, at the 
  headwaters of the Old River. 
  58. Followers of Lolth get 200 x.p. for visiting 
  the Fane of Lolth in Erelhei-Cinlu. 
  59. Followers of Olidamarra get 300 x.p. for 
  touching the marble statue of the God in 
  Gradsul, Keoland. 
  60. Those adherents of the faith of Pholtus of the 
  Blinding light have several destinations in the 
  Pale from which to choose. They receive 250 
  x.p. for visiting the Grand Cathedral of the 
  Light in Wintershiven, 150 x.p. for paying 
  homage to their God at the Shrine of the 
  Heavenly Courses (in the headlands of the 
  Rakers), and another 150 x.p. for purging 
  themselves of doubt and error at the Temple 
  of Doubting Folly a few days' ride northwest 
  of Ogburg. 
  61. Followers of Syrul receive 100 x.p. for visiting 
  her shrine in Westkeep, in the Hold of the 
  Sea Princes. 
  62. Followers of the evil demigod Wastri receive 
  50 x.p. for visiting the Vast Swamp, and an 
  
  additional 150 x.p. for finding the temple of 
  their deity within the endless and trackless 
  mires. 
  63. Farmers who are devoted to Wenta will find 
  their next harvest increased by 20% if they 
  visit the shrine in the Thin Vale, in Idee (1 in 
  4 chance; the increase will only happen once 
  every five years, maximum). 
  64. Worshippers of Zilchus receive 150 x.p. for 
  travelling to the free city of Irongate (and a 
  bonus profit of 10% on whatever trade they 
  happen to be conducting while on their first 
  visit). 
  65. Any who recognize the divinity of the 
  Oeridian Gods of the Winds can receive 200 
  x.p. for visting Four Airs Tor; a singular mesa 
  northwest of Pitchfield. If they are present 
  when the winds change, they receive a bonus 
  of 5% to all x.p. earned during the next 3 
  months. 
   
  Experiences
  Experiences
  Experiences
  Experiences    
   
  66. Attending a wedding at the Temple of 
  Myhriss in Chendl, in Furyondy will gain one 
  25 x.p. (Devotees of Myhriss earn 75 x.p. for 
  doing so the first time.) This is an award that 
  can be earned as often as once per year. 
  67. Seeing a dragon of young adult age or older 
  flying overhead earns 100 x.p. 
  68. Witnessing the crowning of a king or other 
  royalty earns one 50 x.p. 
  69. Attending the Midsummer revels in the Elven 
  court at Enstad, when the moons are both 
  full, earns one 400 x.p. 
  70. Retrieving a treasure marked on a treasure 
  map for the first time; 50 x.p. 
  71. Witnessing a fireball or lightning bolt spell for 
  the first time earns 35 x.p. (one or the other; 
  not both). 
  72. Going on a ship for the first time; 40 x.p. 
  73. Witnessing an honor duel amongst the 
  Rhennee; 40 x.p. Participating in one; 250 
  x.p. 
  74. Experiencing one of the great storms in the 
  Sea of Gearnat; 100 x.p. 
  75. Being on a ship that is attacked by pirates; 
  125 x.p. 
  76. Travelling more than 100 miles from the 
  place of your birth; 1 x.p. per 10 miles 
  (greatest distance). (The game master might 
  want to calculate this on a regular basis rather 
  than in real-time, to avoid unnecessary book-
  keeping.) 
  77. Those encountering advanced technology for 
  the first time (lasers, robots, etc.) gain 250 
  x.p. 
  78. Riding an unusual mount (elephant, roc, polar 
  bear, etc.) earns 25 x.p. per animal type. 
  79. Flying for the first time (whether by spell, 
  magic item, mounted on a pegasus, etc.) 
  earns 100 x.p. 
  80. Seeing a character (PC or NPC) of over 20th 
  level; 50 x.p. (Note; this is not per character; 
  anyone only gets this once, and does not 
  apply if the character in question is in disguise 
  or incognito.) 
  81. Fighting as a soldier in a battle with at least 
  1,000 troops on each side; 100 x.p. (can be 
  cumulative for multiple battles). 
  82. Commanding at least 500 troops in a battle 
  with at least 1,000 troops on each side; 200 
  x.p. (halved if the battle is lost). 
  83. Spending at least 1,000 g.p. on a single 
  nightÊs carouse; 250 x.p. bonus. 
  84. Seeing an undead creature for the first time is 
  worth 45 x.p. 
  85. Encountering an extra-planar creature (devil, 
  elemental, etc.) for the first time earns one 
  100 x.p. 
  86. Seeing some creature or representative of 
  some race that is supposedly mythical; 250 
  x.p. 
  87. Visiting either Luna or Celene (the moons of 
  Oerth); 5,000 x.p. 
  88. Solving a murder mystery or other serious 
  crime for the first time; 300 x.p. 
  89. Witnessing the „Rite of Battle Fitness‰ in the 
  Hold of Stonefist; 200 x.p. 
  90. Seeing a king or other ruler in person (as in a 
  parade or procession, etc.); 25 x.p. (can be 
  awarded once per year). 
  91. Travel as part of a merchant or other 
  caravan; 50 x.p. 
   
  Class
  Class
  Class
  Class----Specific Experience
  Specific Experience
  Specific Experience
  Specific Experiencessss    
   
  92. Cleric: successfully converting someone to 
  your own particular religion; 50 x.p.; 10 x.p. 
  for 
  every 
  subsequent 
  convert 
  (lifetime 
  maximum 
  1,000 
  x.p.·Saints 
  have 
  no 
  maximum (thatÊs one of the things that makes 
  them Saints)). 
  93. Druid: saving a grove of at least 30 trees from 
  destruction; 200 x.p. 
  94. Fighter: defeating another fighter at least 
  three levels greater than yourself (alone); 250 
  x.p. 
  95. Paladin: defeating a Greater Demon for the 
  first time; 400 x.p. 
  
  96. Ranger: First giant-class creature killed (solo) 
  whose hit dice are at least three times higher 
  than the level of the ranger in question; 250 
  x.p. 
  97. Magic-user: watching a spell being cast that is 
  more than three levels higher than you can 
  cast; 300 x.p. (Cannot be cast for the 
  purpose of benefitting the recipient.) 
  98. Illusionist: watching a spell being cast that is 
  more than two levels higher than you can 
  cast: 250 x.p. (Cannot be cast for the 
  purpose of benefitting the recipient.) 
  99. Thief: stealing a treasure of at least 1,000 
  g.p. value where the victim doesnÊt realize the 
  treasureÊs been stolen; 400 x.p. 
  100. 
  Assassin: Assassinating someone 
  twice your own level (victim 6th level 
  minimum); 500 x.p. 
   
   
  Finis 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/D&D Original Edition/3rd Party/Best of Greyhawk/Best of Greyhawk Grognard (2008-2009).pdf