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Cleric. The most powerful class, but somewhat difficult to role-play. If you can get along with the rest of your party, the cleric's decent BAB, 2 good saves, good armour, pretty good HP, great spells, and spontaneous casting make it quite powerful. The only problem with the cleric is that usually you need four good ability scores: Str, Con, Wis, & Cha. A bit hard to get if you're rolling 4d6. Dwarf. At least for warriors, way better than humans. +2 vs spells, +2 vs. poison, heavy armour speed, dwarven weapon familiarity, stability, +1 vs. orcs and goblins, +2 AC vs. giants. That is MUCH better than the human's extra feat and skill points. Also, Elves with maxed-out search make great rogues, just because they get the free search checks to find secret doors. Humans for everything else. hanexs wrote: Why do some maps refer to alhaster as Radigast City? Are they the same? The map you refer to isn't incorrect, it just doesn't have Alhaster on it. Radigast City, capital of the County of Urnst, is approximately 100 km southeast of Alhaster. The Artonsamay River forms the border between Redhand and Urnst. Tequila Sunrise wrote: I admit clerics are versatile. My point is that clerics are only GOOD at two things: countering undead and defense/healing. Though they can make decent warriors/casters/finders, there are situations that downright require a GOOD warrior/caster/finder. The ability of the cleric to buff himself or someone else should not be underestimated. Sometimes these spells are necessary when going up against tough opponents or "boss" monsters, especially if they have spell resistance. Divine Favour, Protection from Evil, Shield of Faith, Aid, Bull's Strength, Magic Vestment, Prayer, Divine Power, Greater Magic Weapon, Righteous Might, Spell Resistance, Heroes' Feast, & Holy Aura are all great buffs and many of them stack and easily make the cleric more than a match for a warrior of the same level. Cause Fear, Summon Monsters, Hold Person, Silence, Animate Dead, Flame Strike, Slay Living, Harm, and Holy Word are great offensive spells, as good as their arcane counterparts. Find Traps, Make Whole, Zone of Truth, Dispel Magic, Locate Object, Stone Shape, Water Breathing, Air Walk, Freedom of Movement, Wall of Stone, True Seeing, Find the Path, and Wind Walk are great utility spells. Unlike a wizard, a cleric doesn't have to spend time and money to learn all these spells and knows many more spells than a sorcerer. Using animated skeletons or summoned monsters is a good way of setting off traps. The one big useful spell that clerics don't have is haste, but a wand of haste used by a cleric with the magic domain fixes that problem. While I agree that offensive cleric spells don't deal as much damage as arcane spells, I think the cleric's other advantages more than make up for it. Any really useful arcane spells can be purchased on scrolls or wands and used by a cleric with the magic domain. Battles will usually be longer, but with less casualties than with a standard party. Tessius wrote: Think I read in Sage Advice a while back that to get the benefits from a weapon held in the offhand, you have to use a full attack action. Otherwise, everyone would run around holding a +1 Defending cheese-grater. Hmmm. That makes sense. Better hope my DM doesn't hear about it. Mmmm. Cheese grater... Sexi Golem 01 wrote: Ha me and my friends were thinking the same thing not too mong ago but we did find and interesting weakness. Earthquake spell and the whole party is toast. Get some flying boots and try not to piss off any druids Hmmm. Not sure. An Earthquake spell cast on open ground requires a Reflex save, DC 15. Being an 8th level spell, a cleric will probably have a Reflex bonus of +8 approx. (assuming he has a cloak of protection) and, more often than not, ignore the earthquake. If the spell is cast underground, victims only receive 8d6 damage, from which the clerics can easily recover. I agree that such a spell can take out one or two clerics, but it would be just as lethal against fighters, barbarians, paladins, wizards, and sorcerers. Ranger Pros: 2-weapon style: The fact that the ranger is wielding 2 weapons instead of 1 means he has twice the chance of ignoring the DR of his foe. I recommend a silver and a adamantine weapon. When wielding 2 weapons, if possible, the ranger should have a "defending" weapon in his off-hand. This way if he's not performing a full attack, he can use his +4 defending dagger to raise his AC instead. Archery style: Always have a quiver with different types of arrows: silver, adamantine, and cold iron. This way DR should be less of a problem. Archery = Full attack all the time. More often than not, an extra attack at -2 actually increases your chance of hitting, unless dealing with insane AC's, which shouldn't happen because of the ranger's good BAB. Bobby wrote:
Wow. I wouldn't want to be on the receiving end of that sneak attack. Ouch! No more prunes wrote: That was the prunes talk I'm sorry. It was intended as good humored teasing i didn't realize you were so sensitive. Hagen I am sorry if I offended you. No offense taken. The idea for the all-cleric party came after a conversation with my fellow gamers in which we discussed the most self-sufficient class. Decent BAB, pretty good HP, 2 good saves (the best ones IMO, as failed Reflex saves more often just deal damage as opposed to killing you), good armour, great spells, and healing. I know it looks silly and I'm not sure I would want to DM such a party, but the more I thought about it, the more I thought it could work. I am convinced that a cleric, properly buffed, can take out a fighter. I once created an 18th level cleric of Kord with 10 levels in Mighty Contender of Kord (from Dragon #284) who could raise his strength to 54! Spells such as Animate Dead, Hold Person, and even Find Traps make the cleric versatile. I used to think the cleric was one of the worse classes back in 2nd edition, but the addition of spontaneous casting changed all that. No other party comes close when it comes to healing. Once they get access to the Heal spell, it becomes quite a task to take that party down. Has anyone considered the following? Dwarf Cleric of St. Cuthbert (Destruction & Strength)
I realise this looks somewhat boring at first and that there are many problems that can crop up such as religious conflicts and who gets the +1 full plate, but consider how well they could clear out dungeons. 4/5 spontaneous healers! I have considered removing alignment for a while now, partly because of evil-detecting, trigger-happy paladins, and partly because I wanted to establish better party cohesion wherein players get along because they don't have different alignments. I would rule that only outsiders, undead, clerics, and paladins would have alignment auras. The only problem I foresee is that certain spells such as Protection from Evil and Holy Word would lose much of their usefulness. In the long run this might hurt the cleric. Greyson wrote:
Ahh! I bought it new when it came out, got the booklet, but no fold-out map. All these years wasted. I'm so mad I think I'll go back to my hobby shop and demand my map. Maybe I should stop sending those death threats to Roger Moore . . . hanexs wrote:
The Midnight Muddle is a new addition to Greyhawk. Generally, most adventures assume that groups include the four major "food groups": Warrior, Rogue, Divine Spellcaser, Arcane Spellcaster. The core classes are more or less balanced. Certain classes will excel more in one aspect while being weaker in another. However, taking one of those classes can hurt the group. If a druid is chosen instead of cleric, for example, it will give a party more offensive capabilities at the cost of healing and defensive capabilities. This is generally not a good option unless the other players make up for the lack of strength in that area. Of course, the campaign is a HUGE factor. A city based campaign such as Shackled City would make great use of a bard but leave the players playing a ranger or druid wishing they had chosen something else. Things every good party should have: Damage dealer, character with high AC, range specialist, character with high saving throws or spell resistance, trap finder, lock specialist, stealth specialist, access to most skills, turn undead, healer, buff spells such as Bull's Strength or Haste, high damage dealing spells like Magic Missile and Fireball, versatility spells such as Fly and Knock, and a diplomat. Ignoring noncore classes and environment, I believe the most powerful group of five PC's would include: Dwarf Barbarian, Elf Rogue, Human Cleric, Human Conjurer, and Human Bard. This party has pretty much everthing with the exception of a character with great saving throws or spell resistance such as a monk or paladin. There is enough variety amongst the party to avoid arguments as to who should get certain magic items, with the exception of the bard who'll fight with the rogue over light armour and with the conjurer over certain wondrous items. Including the rogue is worth it as it allows the rogue to ignore certain skils and allows the wizard to specialise. Plus the 3.5 bard is actually pretty decent: two good saves, 6 skill points, healing magic, and Inspire Courage (which is great). The cleric will definately have to get involved in the fighting. This means he'll need at least four good ability scores: Strength, Constitution, Wisdom, and Charisma. This could be hard to attain. Replacing the bard with a paladin is also an option. This means converting the conjurer into a wizard and making sure the rogue has a good intelligence for extra skill points. But then it's the paladin who needs four good ability scores. While the City of Greyhawk boxed set is probably the best source of information for the Free City, I don't know of any place that sells the pdf. Paizo has the most Greyhawk pdf's as far as I have seen, but the best sourcebook they have for the Free City is Roger Moore's Greyhawk: The Adventure Begins, which is excellent except for the lack of a map. The best map I've seen is Denis Tetreault's from Living Greyhawk Journal #2.
hanexs wrote:
Take a look at the Age of Worms overload, freely available at Paizo. According to the overload and locales such as Magepoint, Manzorian is in reality Tenser the Archmage, once a member of the Circle of Eight. The deceased Balakarde converts into the deceased Bucknard. I haven't heard of anyone adding Mordenkainen to the AoW. Most claim that Mordenkainen's neutral outlook would make him less inclined to get involved than Tenser. I'm not sure I agree, as Mordenkainen does have more contacts and resources than Tenser. It would be interesting to find out if anyone's incorporated him into the campaign. As for Allustan, Eligos, Celeste, and Lashonna, they are creations of the fine folks at Paizo as far as I can tell. Celeste does appear in the Shackled City Adventure Path. Agath, Dragotha, and Zeech, however, were already established NPC's in Greyhawk before AoW. Other major NPC's that might be easy to introduce: -Jallarzi Sallavarian: Circle of Eight member living in Greyhawk. -Otto: Circle of Eight. Also lives in Greyhawk. -Warnes Starcoat: Circle of Eight. Lives in Urnst, just East of Alhaster. -Iuz: Demigod son of Iggwilv and Grazz't. Sworn enemy of Greyhawk. Redhand is technically part of his empire. -Nerof Gasgal: Lord-Mayor of Greyhawk. -Derider Fanshen: Greyhawk City Constable. -Org Nenshen: Guildmaster of the Greyhawk Guild of Thieves. -Vesparian "Vesper" Lafanel: Guildmaster of the Greyhawk Guild of Assassins. While I'm not a big proponent of prestige classes, I enjoy campaign specific prestige classes such as the Silverstars (Forgotten Realms) and Knight Protectors (Greyhawk). I usually dislike general prestige classes which are too easily available. Where's the prestige when five out of six PC's have prestige classes? However, prestige classes based on specfic organisations or religions actually bring flavour to a setting. The problem is that if one god has a prestige class, why don't the others have one as well? I would especially enjoy a follow up on issue #283 which introduced the Mighty Contender of Kord, the Radiant Servant of Pelor, the Fleetrunner of Ehlonna, and the Shining Blade of Heironeous. Core D&D gods such as Wee Jas and St. Cuthbert and even Greyhawk specific gods such as Rao and Ulaa could definately enjoy some extra coverage. I would also like seeing prestige class entries for organisations such as the Knights of the Hart and the Scarlet Brotherhood. I have also wondered about the reference to the spawn of Kyuss in the Cairn Hills. Presumably, the discovery of the spawn of Kyuss in the "hills south of Diamond Lake" is the reason the whole campaign begins in Diamond Lake in the first place. It brought the Faceless One to Diamond Lake and the discovery of the Ebon Triad beneath Diamond Lake is what initially gets the PC's involved. However, how did the Faceless One discover the spawn two years ago? What happened? I surmised that Ilthane was somehow responsible. According to the adventure background of "Encounter at Blackwall Keep", Ilthane destroyed the lizardfolk eggs either 2 or 10 years ago. Perhaps some of her worms DID take and the result was a few Kyuss spawnlings wandering around the Mistmarsh. Eventually, an infected victim could have escaped the marsh and made its way to the hills, soon becoming a spawn of Kyuss. This still doesn't explain what the Ebon Triad was doing in this area at the time, unless they were serving Ilthane. As for Ilthane, whatever possessed her to come all this way south just to experiment on some lizardfolk? Her motivations have remained somewhat hazy. I was hoping that "A Gathering of Winds" would have more information on her background but was somewhat disappointed to find that she was but a small part of the adventure. Finding out what happened exactly two years ago would be swell. I've been working on a prelude to Age of Worms wherein the PC's have to accompany Blackwall Keep's resident mage on his unsanctioned diplomatic mission to the Twisted Branch lizardfolk tribe. It's a short adventure wherein the PC's brave the dangers of the Mistmarsh to come upon the lizardfolk shortly after the loss of ther eggs. Thereupon Ilthane shows up with "proof" that humans are the ones responsible. During the chaos, the mage becomes infected with a green worm. The surviving PC's, forced to flee, finally manage to make their way back to Blackwall Keep, whereupon they get killed by their former companion. After that, new PC's are rolled up, 2 years go by, and we begin with "A Whispering Cairn". Perhaps I'll add in the Faceless One and his cultists to the prelude. Knowing my players, it'll make "The Three Faces of Evil" that much more enjoyable. The problem about nature lovers in Diamond Lake is that they might eventually, with good reason, want to obliterate Diamond Lake from the face of Oerth. You have to be prepared for a lack of enthusiasm in saving the town from the Ebon Triad during the second adventure. You might even have to deal with an activist who wishes to disrupt or destroy Diamond Lake's mining and smelting operations. A good way of countering this is by simply having that character's loved ones living and working in Diamond Lake. Try to have your player view Diamond Lake as a necessary evil. One more thing, if you want your player to enjoy playing a druid, be careful about killing the druid's animal companion; they die quite easily, most often by accident or later on by area affect spells. Shackled City AP was a huge book and most of it took place in the same city. Considering that the Age of Worms brings PC's from Diamond Lake to Greyhawk to the Amedio Jungle to Redhand and finally to the Wormcrawl Fissure, I don't see how it could possibly be published in one book, especially if you include the Wormfood articles. I can think of a few neat possibilities (any of which I would eagerly purchase) for the wonderful folks at Paizo: 1) A boxed set. If it came out with the Greyhawk logo, I imagine several 1st and 2nd edition enthusiasts would finally convert. 2) Multiple books. Perhaps a Player's guide to AoW (including the Wormfood articles, new feats and prestige classes, info on Diamond Lake) or a Campaign book with backdrops on different cities such as Alhaster, Diamond Lake, and Greyhawk. And finally the Adventure book itself. 3) Simply publishing volumes 1 & 2. While I prefer the previous 2 options, compiling the AoW into 2 separate volumes remains a better option for me than trying to put everything into one book and losing out on a lot of material. The point I'm trying to make is that while I don't see the point in purchasing a product that is simply a compilation of 12 issues of Dungeon + errata, I'll eagerly buy the AoW if it has something new to make it worthwhile. While I agree that dwarven waraxes are more appropriate than bastard swords; they still only do 1d10 damage. It's the greataxe that does 1d12 damage, a better weapon for any barbarian with high strength since you get +2 damage for every -1 to hit when using power attack since it's a 2-handed weapon. As far as I can tell, Gradsul was never mapped in a Greyhawk product. However, a description of Keoland, including Gradsul, was published in the Living Greyhawk Journal #1. It's also available at the WOTC site. Check out www.wizards.com/default.asp?x=lg/lgmp/20030515. I tried to see if there was anything available at the Living Greyhawk Keoland site was seemed to be down. You can a detailed list of arcane orders in oerthjournal #3, available at www.canonfire.com. Here's a list: Guild of Wizardy of Greyhawk
I'm also familiar with the Wrinkle Academy in Verbobonc. There's a new one in the city of Cauldron but the name escapes me. I know the Silent Ones of Keoland were detailed in one of the early Living Greyhawk Journals. Don't hesitate to ask if you need more info. Orcwart wrote:
The Greyhawk Player's Guide came out during 2nd edition. Although short in length, it was a decent enough primer for Greyhawk newcomers and had a great map of the Domain of Greyhawk, including the Cairn Hills, the Mistmarsh, Diamond Lake, Blackwall Keep, and Magepoint. Stebehil wrote:
Thanks for the info. I don't see why the Scarlet Brotherhood would get involved with Greyhawk. What good is Greyhawk to them if its inhabited by undead? They could possbibly influence Turrosh Mak's hordes to attack Ulek, Celene, or Hardby and use them as allies or a destraction to gain control of certain areas. I imagine the near-destruction of Greyhawk would start the Second Greyhawk Wars as powers such as Pomarj and Iuz attempt to conquer the Domain of Greyhawk. This would lead Furyondy, the Shield Lands, Hardby, the Ulek States, and Urnst to mobilise for war. Pretty soon most countries would get involved and the Flanaess would know mass warfare throughout its lands. Just looked Kyuss up in the Living Greyhawk Official Listing of Deities (a free download at the Living Greyhawk site). Here's a more complete description: Name: Kyuss
Few have not heard of the dreaded sons of Kyuss - terrible zombies that spawn their own kind through sickly green worms the corrupt the living. Few know that the creator of these foul creatures, Kyuss (kai-OOSS) himself, has an active cult in the Flanaess. Sponsored to godhood by Nerull, Kyuss was a Flan priest in the ancient Empire of Sulm, which now lies buried in the Bright Desert. Escaping from there shortly before its destruction, he fled to the Wormcrawl Fissure near the Rift Canyon and underwent apotheosis. He appears as a skeletally gaunt man with hands of bone and eye sockets filled with crawling worms. He is manic and communicates only with his priests, Nerull, and undead beings. He carries a worm-ridden club that turns whatever it strikes into some form of undead. His symbol is a skull with worms in its eyes and jaws. "Life is a temporary obscenity, and death is an eternity of sedentary non-existence. Only undeath is the blessed state. Grant others its wonderful gift, even infidels, so they may see Kyuss' truth. Create undead whenever you are able, abandoning them when you leave. Control undead as you need them, but free them to their own will when you need them no longer. Destroy enemy undead only when you face destruction yourself." Clerics of the cult raid graveyards to create undead just for the sake of doing so. They sometimes sell their creations to mages or other clerics but often let them run wild in the streets of cities. Powerful clerics attempt to create new kinds of undead, and most seek lichdom rather than face true death. Kyuss' clerics adventure to acquire more undead followers and money to create more undead, discover new or forgotten types of undead, and to discover forgotten holy sites of the patron (such as certain ruins in the Amedio Jungle, where Kyuss once traveled.) I am somewhat worried about running the Whispering Cairn. I expect to have four players (experienced) when I run it. As far as I'm aware, it was play-tested with eight players. Shouldn't the very first adventure be a little easier to finish? I would like my players to at least get to know their characters before killing them. Some of the encounters that worry me: - the Beetle Swarm/Mad Slasher in the False Tomb.
The first two encounters worry me the most because the players will be level 1 and there is little they can do to prepare for it. I'm thinking of removing (or delaying) the Mad Slasher in the False Tomb, depending on how my players are doing. Careful PC's with darkvision and a decent Swim score should be able to handle the Water Elemental. If the PC's visit the Land Farmhouse before resting after the Whispering Cairn, I would expect 1 character death. As for the Wind Warriors, as the final encounter it should be tough. If they think to use the wand of Shatter against them, they should be okay. As for the rest, the traps are deadly but careful or experienced PC's should be fine. Anyone getting hosed by Kullen's band was probably asking for it or they chose poor tactics. The Old Observatory encounters seem pretty straightforward for 2nd level PC's. I expect this adventure will be a real wake-up call. This adventure, while lacking TPK potential, can easily kill 2-3 PC's throughout it. Has anyone tried running this for small groups? Any changes? Any deaths? I would definately purchase an Age of Worms boxed set or hardcover. The problem is that there seems to be much more Age of Worms stuff than Shackled City, especially when you figure in the Wormfood articles. By the time the campaign is done, we're looking at a lot of pages of material. Perhaps Paizo could solve this by coming out with two books: Age of Worms Adventure Path HC and an Age of Worms Players' Guide featuring Diamond Lake info, Wormfood articles, local hero traits, etc. Either way, the people at Paizo deserve congratulations for coming out with the best D&D stuff since 2nd Edition. I'm definately in it for the long haul. Huzzah! In addition to the traits, I was thinking of allowing my players to choose background occupations. These occupations would give them a minor skill bonus (+2?) with certain skills. Occupations might include: Miner, Courtesan, Militia, Hunter, Farmer, Bodyguard, Acolyte, Apprentice, Entertainer, & Deputy. Hopefully, the occupations will tie in the PC's to Diamond Lake and make some of town encounters more memorable. Has anyone tried a similiar approach? I realise that since Age of Worms is supposed to be generic, only the D&D Core Gods are used and their greyhawk histories are somewhat ignored. For example: Why is the Overgod made up of Hextor (Oeridian), Erythnul (Oeridian), and Vecna (Flannish lich turned to lesser god)? Would it not make more sense if the Overgod mythology came from one culture? Why include a lesser god who was once mortal? The problem is that Greyhawk lacks well known evil human gods. This list includes: Hextor, Incabulos, Nerull, Pyremius, Tharizdun, Vecna, Beltar, Syrul, Iuz, & Erythnul. Other evil gods are humanoid gods or are too obscure (although I'm a big fan of Gruumsh). I think my ideal Overgod would be made up of Nerull (death), Incabulos (disease), and Tharizdun (destruction). Think about it. Those three gods are the epitome of mass death and destruction, Greyhawk's biggest badasses. Combining Tharizdun with the other two would finally free him and at the same time tone down his plan for the destruction for everything. The Faceless One could be a follower of Nerull. I'm almost tempted to actually make it possible. Of course, the fact that Tharizdun IS trapped would explain the fact that the idea of an Evil Overgod is impossible. After reading background info on the Wind Dukes of Aqaa, I considered changing some of the history. Greyhawk lore mentions how millenia ago, the gods united to trap Tharizdun (god of Destrucion & Madness). Not overly fond of the Wind Dukes versus Queen of Chaos backstory since it doesn't tie in with the overall plot, I thought Tharizdun would tie in to the story more. Perhaps the Wind Dukes were servants of the gods and the battle on the plains of Pesh was the final battle which trapped Tharizdun and created the Rift Canyon. The Wind Dukes seem to stand aginst everything Tharizdun stands for. Plus, the Elemental Princes of Evil, servants of Tharizdun, make great Wind Duke enemies. I agree that even an artefact as powerful as the Rod of Law should not be able to take out Tharizdun. But perhaps when you involve other gods... According to Greyhawk lore, Kyuss was a servant of Nerull before undergoing apotheosis. Nerull's involvement with Tharizdun might have had repercussions on Kyuss. All this is speculation and I'm not sure if it's worth the trouble. Any thoughts? I'm quite fond of using JD Wiker's variant (from the Game Mechanics) rules which have raised characters brought back with a negative level instead of actually losing a level. The negative level can be dispelled with a Restoration spell. This encourages PC's to come back with their old characters. If the player prefers to make a new character, he starts with one less level than his old character had, as long as this doesn't bring him more than one level below the party average. I agree. Seems to me that the Bronzewood Lodge should be made up of ecoterrorists. Their primary concern is the caretaking of old druidic ruins and I can see how they can't really stand up to the might of the Free City. However, Diamond Lake being the hellhole that it is, any druid or ranger would be pleased it the whole place was put to the torch. Top 10 reasons why Age of Worms should be set in Greyhawk: 10) Erik Mona says so!
Really liking the local hero traits that were introduced in Shackled City, I wanted to come up with some for characters that hail from Diamond Lake. Each trait would have an associated benefit and flaw, as well as role-playing ideas. Some would also have secrets for DM's to use eventually. I haven't written down any stats down on paper yet because I thought the kindly people on this board would have some good ideas up the sleeves. Here are some traits I was thinking of (Setting my game in Greyhawk, I'm planning on using its history and races such as the Greyhawk Wars and Suloise): - Refugee: This character's parents were from Redhand and escaped to the Domain of Greyhawk after Redhand surrendered to Iuz. Having no wealth, they were forced to work the mines of Diamond Lake. - Old Faith: This character's Flannish ancestors have always been practitioners of the Old Faith (Obad-Hai & Beory). Perhaps this character remembers hearing stories about a certain Flanninsh priest of Nerull known as Kyuss. - Dragon Slayer: This character had a parent who was a famous dragon-slayer. Unfortunately, this parent was killed by a black dragon named Ilthane, and his family has since fallen on hard times. - Suloise Pure-Blood: This character is descended from the Suloise who established themselves in the Cairn Hills during the great migrations. Many of the tombs in the Cairn Hills are of Suel origins and the Suloise have always had a talent for magic. - Miner: This character has been working in the mines near Diamond Lake for a few years now. While being at ease in the dark, his health has suffered for it. - Swamp Folk: This character has until recently been living in the Mistmarsh. He has learnt several tricks to survive in the swamp as well as fighting techniques against Lizard Folk. - Touched by Zagyg: This character has the unpredictable gift of foresight. - Aerdi Blood: Once the Great Kingdom of Aerdy ruled this area. This character is descended from a once-powerful Aerdi noble who ruled here. Although his family is destitute, they remember their noble heritage. - Planetouched: This character is descended from one of the Princes of Aqaa. Spells that affect lawful creatures affect this character regardless of actual alignment. - Treasure Seeker: This character's family history includes many a treasure seeker and adventurer. Greyhawk became a rich city from all the treasure brought back from recently discovered Cairns as adventurers from all over the Flanaess set about the exploration of the Cairn Hills. Mayhaps the Whispering Cairn was discovered by this character's great-grandfather. This is the best I could come up with so far. Any ideas would be appreciated. According to "Greyhawk: the Adventure Begins", there are some dwarven ruins in the Mistmarsh. Years ago, a group of Dwarves left Greysmere and headed off into the marsh in search of some magic artifact. They were never seen again. Ruins of a Dwarven keep built on top of a hill deep in the Mistmarsh have been seen however. "The Adventure Begins" doesn't give much more info but it does provide an outdoor map of the hill. I was thinking of making the whole undergroud place infested with Spawn of Kyuss. Mayhaps a certain black dragon tried a few experiments on the Dwarves before moving on to the Lizard Folk.
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