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Continued from Bastard Greyhawk: Secrets of the Towers, part 1:
Session 16, 1/9/2022, cont'd. All players present.
Dramatis Personae:
Lia Galanodel, Chaotic Good female wood elf cleric 4 of Corellon Larethian, from the Gnarley Forest (Molly). Age 144 (about 24 in human years). Long red hair, green eyes, fair skin. 5', 110 lbs. Blue robes, breastplate, heavy darkwood shield, longsword, longbow.
Preh, Chaotic Neutral human male rogue 4 of Greyhawk. (Jason). Age 18. Short red hair, green eyes. 5',5", about 135 lbs. Mithral shirt, dark clothing, rapier, quiver of darts.
Rune Ulfricsson, Chaotic Good male human Barbarian 1/Bard 3 of the Frost Barbarians (Jacob). Age 27. Shoulder-length auburn hair, beard, green eyes, fair skin. 6'3", 215 lbs. Chain shirt, battleaxe, greatsword, shortbow.
Theodred, Neutral Good male gray elf wizard 4 of Celene (Mike). Age 130 (22 in human years). Long silver hair, blue eyes, pale skin. 5'8", 130 lbs. Foppish clothes, longsword, longbow.
Freeday, Wealsun 7th, 595 CY, afternoon
The stream eventually leads to a trail, then a dusty road. The party follow it east until they arrive in the late afternoon at a strange frontier town, filled with swarthy humans who speak an unfamiliar tongue. The elves find themselves subjected to several curious stares.

Continued from Bastard Greyhawk: Eye for an Eye: https://paizo.com/threads/rzs60ah7?Bastard-Greyhawk-Eye-for-an-Eye
Dramatis Personae:
Lia Galanodel, Chaotic Good female wood elf cleric 4 of Corellon Larethian, from the Gnarley Forest (Molly). Age 144 (about 24 in human years). Long red hair, green eyes, fair skin. 5', 110 lbs. Blue robes, breastplate, heavy darkwood shield, longsword, longbow.
Preh (pronounced "prey"), Chaotic Neutral human male rogue 4 of Greyhawk. (Jason). Age 18. Short red hair, green eyes. 5',5", about 135 lbs. Mithral shirt, dark clothing, rapier, quiver of darts.
Rune Ulfricsson, Chaotic Good male human Barbarian 1/Bard 3 of the Frost Barbarians (Jacob). Age 27. Shoulder-length auburn hair, beard, green eyes, fair skin. 6'3", 215 lbs. Chain shirt, battleaxe, greatsword, shortbow.
Theodred, Neutral Good male gray elf wizard 4 of Celene (Mike). Age 130 (22 in human years). Long silver hair, blue eyes, pale skin. 5'8", 130 lbs. Foppish clothes, longsword, longbow.
Willem, Neutral Good male human commoner 4 of the Domain of Greyhawk (NPC). Shaggy brown hair, brown eyes, tanned skin. 6', 200 lbs. Studded leather, club, sling, heavy wooden shield.

Continued from Bastard Greyhawk: Urban Decay: https://paizo.com/threads/rzs43qcd?Bastard-Greyhawk-Urban-Decay
Dramatis personae:
Fredricka the Fierce, female human fighter 3 of Greyhawk; daughter of an ugly whore and possibly a dwarf. age 18. Red hair, green eyes, freckles. 5', 130 lbs. Full plate, greatsword. (NPC, originally a PC of Emily).
Galena, female human monk 3 of the Twilight Monastery in the Cairn Hills (Rachel). Age 25. Auburn hair, green eyes, pale complexion. 5',7", 120 lbs. Blue dress, quarterstaff, and a sling.
Lia Galanodel, female wood elf cleric 3 of Corellon Larethian from the Gnarley Forest (Molly). Age 144 (about 24 in human years). Long red hair, green eyes, fair skin. 5', 110 lbs. Blue robes, breastplate, heavy darkwood shield, longsword, longbow.
Nico Bolas, male human rogue 3, originally from the Wild Coast. Currently works confidence schemes in the Foreign Quarter for Greyhawk's Guild of Thieves (Ryan). Age 28. Black hair, blue eyes, pale complexion. 5'9", 170 lbs. Black studded leather armor, rapier, wand of magic missiles.
Preh, male human rogue 3 of Greyhawk; currently a River Quarter operative for Greyhawk's Guild of Thieves (Jason). Age 18. Short red hair, green eyes. 5',5", about 135 lbs. Mithral shirt, rapier, quiver of darts.
Rune Ulfricsson, male human Barbarian 1/Bard 2 of the Frost Barbarians (Jacob). Age 27. Shoulder-length auburn hair, beard, green eyes, fair skin. 6'3", 215 lbs. Chain shirt, battleaxe, greatsword, shortbow.
Theodred, male gray elf wizard 3 of Celene (Mike). Age 130 (22 in human years). Long silver hair, blue eyes, pale skin. 5'8", 130 lbs. Foppish clothes, longsword.
Toben AKA Ricos, male half-elven ranger 3 of the Bronzewood Lodge in the Cairn Hills (Shaun). Age 30 (human equivalent 22). Brown hair, green eyes, pale complexion. 5',8", 150 lbs. Chain shirt, twin shortswords.
Verben, male human cleric 3 (Pelor) of Greyhawk (NPC, PC of Denni in my Age of Worms campaign over 10 years back, which chronologically takes place a year later). Age 18. Black hair, brown eyes, tanned complexion. 5'11", 200 lbs. Breastplate, mace, and shield.
Continued from Bastard Greyhawk: The Mad God's Key: https://paizo.com/threads/rzs43q94?Bastard-Greyhawk-The-Mad-Gods-Key
Dramatis Personae:
Galena, Lawful Neutral human female monk of the Twilight Monastery in the Cairn Hills, 3 days east of Greyhawk. Age 25, 5’7”, 120 lbs, auburn hair, green eyes. (Rachel out, played by Jason)
Nico Bolas, Chaotic Neutral human male rogue of Greyhawk City, originally from the Wild Coast town of Fax. Age 28, 5’9”, 170 lbs, black hair, blue eyes. (Ryan)
Preh, Chaotic Neutral human male rogue of Greyhawk. Age 18, 5’5”, 135 lbs, red hair, green eyes. (Jason)
Toben Ricos, Chaotic Good half elf male ranger of the Bronzewood Lodge in the Cairn Hills, 3 days east of Greyhawk, originally from the nearby town of Diamond Lake. Age 30 (22 equiv), 5’8”, 150 lbs, brown hair, geen eyes. (Shaun)
Hey all,
I've been absent from these forums for some time, but thought it might be a good place to share some of the exploits of my latest gaming group. We started this campaign in 2019, with 1st level characters, though I've been running other groups through the same campaign world for a long time (see this thread for a previous campaign in the same world: https://paizo.com/threads/rzs2h443?Bastard-Greyhawk-The-Age-of-Worms)
The characters are 1st level, the edition is D&D 3.5, the setting is Greyhawk, and the year is 594 CY.
I will start with character introductions:
Riddle me this:
Your group has been playing through a series of published adventures. Halfway through the series, one player admits he has been "reading ahead."
I personally think this is cheating. Even if a player is only curious and tries his best not to use the knowledge he's gained, it's impossible to completely separate player knowledge from character knowledge. Furthermore, it sends a bad message to one's fellow players, and makes one appear untrustworthy.
Does anyone consider such behavior to not be cheating? If so, why?

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Last night I had a disagreement with some of my players that I found surprising. One of them plays a 5' tall wood elf ranger/scout who wields a guisarme, and for some reason seemed to think that he could sheathe his polearm across his back while he drew his bow. My refusal to allow him to do so drew protests from two other players as well--they all felt that despite the fact that traveling around with a 12' weapon on a 5' elf's back defies all logic, he should be allowed to do so because the rules as written don't seem to prevent it. They grudgingly accepted my ruling, but felt I was being unreasonable. They also felt he should be able to store it in his handy haversack instead, but I argued that such items aren't generally made to house something that long (not to mention the fact that the blade would rip & destroy the bag).
I did tell the player that he could have a special sheath created, along the same lines as a quiver of Ehlonna, & he was fine with that.
Anyone else have similar experiences on this matter? Has such a situation ever been addressed via Sage Advice or the like? Or is this just a result of me having not grown up playing Final Fantasy and other games where characters use and carry vastly oversized weapons?
What's with Charisma being used as the ability bonus for Domain & School power DCs? Shouldn't this be Intelligence for wizards, & Wisdom for clerics & Druids?
Alright, why do barbarians get Acrobatics as a class skill? Sure, they had Jump in 3.5, but not Balance or Tumble. Rangers also had Jump, but are denied Acrobatics. Old rules aside, Arobatics doesn't even fit into the "flavor" of the barbarian class (at least IMO)--though I do see how it may fit with the ranger class (balancing on tree branches, rope brideges, etc).
In short, this is what I'd suggest: Either
A) remove Acrobatics as a class skill for the barbarian; or
B) kepp it, but give the ranger Acrobatics, too.
Has anyone created stats for these? I'm thinking weight, hardness, hp, & break DC.

How did your PCs' battle with Sayren-Lei go? With my group of 6 (Pal 17, Ranger/Bbn 17/1, Rogue 17, Clr 17, Clr 16, Evoker 17), it took several rounds, dragging the fight out the entire session.
Though wild watchers don't do overly high amounts of damage, their defenses are top-notch: the disarm effect of the cloak, the swarm aura, SR 30, AC 38 (43 w/ a quickened barkskin, 48 +combat expertise), resistance 30 to 4 kinds of energy, high saves, DR 15/cold iron & magic, 325 hp, fast healing 10.
My PCs kept getting disarmed (once per attacking character/ round) & the only cold iron weapons available were arrows that ran out quickly. They finally overcame the swarm aura when one of the clerics casted repel vermin on himself & stuck close to the watcher. Early on, the wizard got balefully polymorphed into a toad, then was saved via Miracle; the wizard gated in a creature, but BP took it out fast. Though a few spells & attacks got through, the party was reduced to using aid another to boost the rogue's attack rolls. I'd say it took about 12-13 rounds to whittle Sayren-Lei down enough to surrender, dragging much of the fun out of the fight.
Anyone else have similar experiences with the wild watcher?
Okay, I went to convert my remaining Dungeon & Dragon subs to 10 issues of Pathfinder, and I'm then directed to checkout. I go to checkout, & it's asking for credit card info. Why should I have to give my credit card # when I already have credit from my subscriptions? Am I doing this wrong?

Last night, while preparing to run the Well of Triptych Knowledge event in PoR, I noticed a continuity error in regards to the overall AP. Apologies if this has already been addressed.
Bucknard left the hangman golem in the Well on his final trip to Alhaster (579 CY in Greyhawk time--current time is 595 or 596), over 15 years ago. This, & the fact that the adventure states that the Ebon Triad hasn't returned now that it's "established in the world," leads one to think that Bucknard was the last person to enter the well.
However, the ledger found in the treasure vault lists a number of cultists, such as Theldrick, the Faceless One, Loris Raknian, & Ilthane. The "Whispering Cairn" has the Faceless one arriving in Diamond Lake 2 years ago (& Theldrick after that), while the Champion's Belt has Loris Raknian getting involved with the cult sometime after he retired from the arena (12 years ago). On top of this, all of the four mentioned have lines struck through their names (assuming the party has killed them all), which happened rather recently in game time.
So how did this book get there if no ones been in the place since Bucknard? Not that the PCs would know, but certain DMs do.
My solution is to assume that Lashonna still visits the Well, teleporting in to make entries in the journal, as the vault's probably the safest place in Ahaster to keep it. She's likely even aware of the hangman golem, but lets it remain to keep nosy adventurers away.
Any other ideas?
Has anyone used something other than the circular table described in the adventure? The problem with such a table is that the Prince of Redhand describes the servants lifting the great cake at the feast's finale onto the table, at which point the statue of Zeech on top falls off & rolls into a PC's lap. To put such a cake onto the center of the table, the servants would have to walk ON the table. Not to mention, Zeech's view would be blocked.
I was considering having all the food on a "serving tables" off to the side, from which the servants will dish out food at the dining table. The cake could start collapsing & one of the servants could try to stop the Zeech effigy from hitting the floor, but it bounces off his platter & onto the table. This way, Zeech retains his full view of all his guests, which wouldn't be possible with a rectangular table or with a huge cake blocking his view.
Thoughts?
Has anyone come up with interesting gifts for the Prince?
I was thinking of the following:
An antique sword once owned by Lord Nidramon the Hextorian, second-century CY Knight Commander of the Knight Protectors of the Great Kingdom.
A feathered cloak of coutal skin.
A rare illuminated copy of Hextorian scripture.
An exquisite painting of Erelhei-Cinlu by the famed drow artist Ool Eurts.
The Champion's Belt (my PCs sold it, so I plan for them to see it for sell in Alhaster).
In the Living Greyhawk campaign's infancy, the RPGA provided a "Living Greyhawk Campaign Player Character Log Sheet," where each player could record various details about each gaming session (name of adventure, xp earned, etc). I've been using them for my home campaign but find myself running out. I've looked for them online, but they're no longer out there. Does anyone know where I can find them or something similar?

Reaping 1, 595 CY
Cimmerii was to meet Romero at dawn at a roadside chapel outside of Diamond Lake, a @#$% mining town in the Cairn Hills. Romero approached her 4 days ago (Richfest 4) while shopping in Venelle's archery shop--he needed a guide to the Whispering Cairn, a "forgotten" ancient burial site less than a day from Diamond Lake. Later that same evening, she encountered Hailleck in the Spinning Giant & asked him to join her. Unsure what to expect, she arrived early & hid in the woods across from the shrine.
Reinhart arrived at the shrine before dawn to find no one there. Four nights before (Richfest 4), he was celebrating Richfest in the Spinning Giant, where he overheard Hailleck, a local dwarven entertainer, speaking with an unusual dark-skinned half-elf. He knew she was a drow, or at least part drow, though he'd never seen a dark elf before. Though he sensed no evil, he decided to eavesdrop, as he suspected lawlessness, if not evil, could be afoot. He'd seen the same woman earlier that day, speaking with Romero, a priest of the death goddess Wee Jas.
Romero first came to Diamond Lake the month before, and had spent much time at the garrison, speaking with Diamond Lake's Chief Cartographer Dietrik Cicaeda. What they spoke of, Reinhart wasn't sure, though he suspected the priest was in search of treasure maps, perhaps seeking one of the few cairns in the hills that hadn't already been plundered. When you overheard the half-elf's conversation, the paladin's suspicions were confirmed, and he vowed to arrive at the shrine early to find out exactly what the group's intentions were.
Romero arrived right on time. He almost immediately spotted Cimmerii hiding in the woods, and another figure waiting at the shrine. He waved to both. As he approached the man at the shrine (who looked into the woods dumbfounded), Romero recognized him as Reinhart, a paladin of Heironeous at the Diamond Lake garrison. Immediately, Reinhart began grilling the priest about what he was doing there, while Romero pulled out his measuring rope & began sizing the paladin up (for a coffin, should he meet with misfortune).
Three nights ago (Richfest 5), Fin was in the Feral Dog when he heard two dwarves discussing an expedition to a "forgotten" cairn. Intrigued, he decided to show up at their meeting place and act like he belonged.
Upon arriving, he saw neither dwarf, but did see two armor-clad humans arguing & a black-skinned half-elf attempting to hide in the woods. Approaching the men, he recognized Reinhart, the arrogant paladin who escorted him & other convicts from Greyhawk to Diamond Lake 6 months ago, to serve out a sentence of hard labor in Gelch Tilgast's mines. He hoped the paladin wouldn't remember him.
Unfortunately for Fin, Reinhart did remember him, and began grilling him hard. When asked why he was there, Fin's reply, "I'm a temp," did not seem to go over very well with the paladin. Romero then began measuring Fin.
About that time, Remus showed up. Three nights ago (Richfest 5), he was invited on this expedition by his friend Hailleck while the two were drinking in the Feral Dog.
He arrives to find three humans at the shrine--one (Fin) of whom he recognizes from the Feral Dog. The youth is getting the third degree from an arrogant paladin while the priest of Wee Jas measures him. Hailleck still hasn't arrived (not unusual, for him), but the half-drow he described is trying to hide in the woods.
"Where's the ale?" asks Remus.
Seeing that the situation is about to get explosive, Cimmerii emerges from the woods, much to Reinhart's (but no one else's) surprise.
"Leave the boy be," she says to the paladin.
Yet more bluster ensues. Finally, unable to detect any evil, Reinhart gives in, though vowing to check Fin's status with the authorities as soon as possible. For now, he deides to stick with Romero & the others to keep an eye on them.
Remus informs Cimmerii that Hailleck is habitually late, & will probably have to catch up with them later. He plans to leave a few clues to allow Hailleck to follow.
The group begins the journey to the abandoned mine office near the Whispering Cairn.
Has anyone done much with the the Green Lady, her cult, or Amariss in Diamond Lake?
I'm doing some exposition with one my players where I want to have Amariss go into a little bit of history of the Green Lady. We know from AoW Overload & the Doomgrinder that she was a Suel priestess of Wee Jas who led her followers safely to the Cairn Hills during the Great Migrations.
Of course, a lot of Sueloise leaders did the same, so I decided to have the Green Lady's crowning achievement be that she was able to safely lead her charges through the Empire of Vecna, which was a major obstacle at the time of the Migrations.
Thoughts?
I want to create a magic item that duplicates a feat (Natural Bond, Complete Adventurer, +3 to effective druid level for animal companion advancement), but the DMG (pg 285) doesn't seem to have this on the multiplier table. Is this listed by chance in another sourcebook, if at all?
Though the effects of some feats are covered by the table (such as feats that give skill bonuses), feats that enchance class abilities aren't.
Any guestimates on how much such an item would cost? What about one that doubles the effects of Natural Bond?
Just curious. After Ilthane's rampage, who have been the popular candidates for death?
My PCs just got there & haven't asked, though I did put Valkus Dun in a coma with bad acid burns. I'm thinking of killing Gaspar, Venelle, Dobrun Trent, someone from Greysmere Covenant, & maybe a few others dear to the PCs.
Smenk must live, of course, now that he's taken over Dourstone's holdings (Dourstone convieniently died of an apparant suicide by hanging after the 3FoE affair, btw). Lanod Neff should live, too, holed up in his manor.
So anyway--who in DL have you marked for death in your campaigns?
How long is Ilthane assumed to have reached Diamond Lake before the PCs?
Shag Solomon has already left town. The Prince of Redhand states that Prof Marat sent for him as soon as he heard about Ilthane's attack. However, Alhaster is hundreds of miles away!
It's only 3 days to Greyhawk, probably less if you trade horses out at some of the other communities along the way.
Shouldn't Greyhawk have sent someone to take Ilthane out by now? I guess one could assume that Greyhawk sent the PCs there for that very reason, but it kind of ruins the surprise.
I think I'll have Ilthane's attack occur in the wee hours, before sunrise, just a few hours before the PCs get there. Marat will have already been in town, visiting, & will have already enticed Shag & company away (he may have invited Zalamandra, too, but she could have refused, or died in the attack). The PCs will have arrived just in time for Capt Trask to ask for their help.
Thoughts?

I posted part of this in another thread, but decided it should probably go under its own title, as people are less likely to know that a thread named "Lazere" includes an AoW timeline.
Some references have been included. All of the Zeech/Alhaster material is derived from a post by Peruhain (many thanks).
Note that this is incomplete, as I haven't really meticulously combed through anything past 3FoE. Feel free to add stuff.
Prehistory:
Great war between the Wind Dukes of Aaqa and the Queen of Chaos. Rod of Law created by the seven Wandering Dukes. The Wind Duke Icosiol slays the demon Kizarvedexus (sp?). The Wind Dukes Icosiol and Zosiel slain by Miska the Wolf-Spider on the volcanic fields of Pesh. Miska the Wolf-Spider defeated by the Wind Duke Qadeej, wielding the Rod of Seven Parts, at Pesh. Rift Canyon formed. (DMG1; BoA; Ro7P; DNG#124)
Whispering Cairn constructed by the Wind Duke Nadroc in the Cairn Hills. (DNG#124)
525 CY:
A mine collapses near Diamond Lake, Cairn Hills. Over 300 miners die in the disaster. (DNG#124.62)
c 535 CY:
The Seeker Ulavant leads an expedition into the Whispering Cairn in the Cairn Hills, where the entire band meets its death. (DNG#124)
c 545 CY:
Ulgo Fant's iron mine near the Whispering Cairn near Diamond Lake in the Cairn Hills goes dry. (DNG#124.16; DR#333.62)
Ragnolin Dourstone of Greysmere, after intentionally collapsing part of one of his family's mines on his agitating workers, is run out of Greysmere and moves to Diamond Lake, where he aquires the rights to some of the mines in that region of the Cairn Hills. (DNG#124.52; AoWO.22)
553 CY:
Zeech born.
555 CY:
Felanore, a young giantess of the Cairn Hills, is captured by memebers of the Diamond Lake Garrison and "granted" to the owner of the Spinning Giant to serve as mascot. Thereafter, she becomes known as "Flailing" Felanore. (DNG#124.58)
564 CY:
Anders Land dies.
565 CY:
Alastor Land runs away from his home near Diamond Lake and dies in the Whispering Cairn in the Cairn Hills. (DNG#124)
569 CY:
Zeech sent to Admundfort, Shield Lands, to train with the Knights of Holy Shielding.
c 573 CY:
Zeech returns to Alhaster, assumes command of Alhaster’s naval forces.
575 CY:
Zeech’s father dies, his elder brother Zered becomes viscount of Alhaster. Zered has Zeech & his “privateers” arrested. Zeech conspires with Lashonna to have Zered killed in a hunting accident, inherits the viscounty. Zeech restore Lashonna to chief minister. Zeech’s lover, the erinyes Evralanya, also becomes a key advisor.
Izenfen, Mistress of the Twilight Monastery in the Cairn Hills, refuses to use the Censer of Symmetry to predict unclaimed ore deposits for a cadre of miners from naerby Diamond Lake. The miners invade the monastery, seeking to steal the Censer, but fail, though Izenfen's daughter Imonoth dies in the conflict. In retaliation, Izenfen gathers her best warriors and sends them into Diamond lake, where all fifteen survivors of the ill-fated raid are assassinated. This event becomes commemorated yearly as Darkstar's Kiss. (AoWO.20)
The rogue Balabar Smenk befriends the necromancer Filge. (DNG#124.46)
Lazare wins Greyhawk dragonchess championship and uses winnings to buy a mine in the Cairn Hills northeast of Diamond Lake. (DNG#124.53)
576 CY:
The Red Death plague ravages the Flanaess. Bemissa, Coldaran, and Gertia Land die. (WG8; DNG#124.36)
The Red Death strikes Alhaster late in the year. Ebon Triad rebels. Evralanya uses the orthodox Hextor cult that she has been nurturing in the region as rabble rousers to gather mobs to root out the Triad cultists. A popular Cuthbertine cleric named Rhorsk also helps rally the people of Alhaster against the cultists. Ebon Triad uprising put down by Zeech. Some Ebon Triad cells rooted out by Zeech; others flee Alhaster or go into hiding.
Rhorsk begins preaching sermons suggesting that the Red Death was in fact a divine punishment sent by the gods against the Alhasterites for tolerating evil, lawless elements in their midst.
577 CY:
Rhorsk publishes his “History of Alhaster,” as relations between Zeech and his liege lord, Earl Holmer of the Shield Lands, are deteriorating.
Zeech secedes from the Shield Lands and breaks with the Knights of the Holy Shielding. Civil war ensues, as most of the small Shield Knight contingent in Alhaster mutinies against Zeech’s increasingly unjust rule and attempts to overthrow him, accusing Zeech of being a “fallen paladin.” The coup attempt is defeated with help from loyal vassals of the viscount, especially Lord Kilraven, who hastens to the city with his border contingent on hearing news of the uprising. Evralanya’s Hextor cultists also help out.
In the wake of the coup, some of the rebellious Shield Knights take sanctuary in the temple of St. Cuthbert, as Rhorsk is somewhat suspicious of Zeech and sympathetic to the rebels’ cause. Evralanya’s Hextorians stir up a mob to burn the rebels out, and Rhorsk is trapped in the basement.
Remaining Shield Knights of Alhaster are rounded up and crucified on what is now known as “Traitor’s Island.”
Zeech negotiates his entry into the Combination of Free Lords (AKA the bandit Kingdoms) to deter any attempts by the Shield Knights or Earl Holmer to force Alhaster back into the Shield Lands. He names his newly autonomous state “The Principality of Redhand,”& adopts a new flag reflecting the name change: a bloody severed hand on a field of white.
Zeech establishes a police state. Evalanya sets up the Blessed Angels. Zeech has the remains of the Heironean Temple, badly damaged during the brief civil war, razed to make way for a glorious Hextorian cathedral, and the worship of Hextor becomes Redhand’s state religion. The cults of Wee Jas and Kord, which had remained neutral in the civil war, are allowed to stay, but discouraged from proselytizing.
578 CY:
Lazare nearly bankrupted, forced to sell mine to Balabar Smenk of Greyhawk City. (DNG#124.53)
579 CY:
Bucknard visits Alhaster, finds the ghoul Rhorsk, discovers the Triptych Well, consults with Lashonna, then runs off the Wormcrawl Fissure, where he is slain by Dragotha.
c 580 CY:
Lashonna discovers that Evalanya has made a soul bargain with Zeech, granting him a wish that he could retain his youthful good looks for as long as he lived, in exchange for giving up his soul to her in death. Lashonna sees Evalanya as a threat to her control over Alhaster, and thus to her plans to make Alhaster the site of Kyuss’ return. Lashonna plants evidence to frame Evalanya as the originator of the Ebon Triad heresy, and uses that evidence to turn Evalanya’s lieutenant, the captain of the Blessed Angels, against Evalanya. The two kidnap Evralanya and take her to a lonely moor north of the town, where Lashonna personally smashes the soul bind gem kills Evralanya, who is now imprisoned in Hextor’s palace, serving punishment for her failure and unable to return to the material plane to take her vengeance. Zeech freed from Evralanya’s power, but his sanity is damaged. Lashonna and the Erinyes lieutenant cover up their deed, portraying Evralanya’s kidnapping and murder as the deed of agents of the Knights of Holy Shielding (and framing some poor ordinary bandits who confess to the deed and repeat the fabricated story under torture in Zeech’s presence).
Lashonna ties Zeech more closely to herself. She whispers lies in his ear and uses her power over his dreams to cause him to have delusions of grandeur, imagining himself as the “chosen son” of Hextor, and stimulating work on the Great Project.
Seeing Zeech’s attachment to his cambion daughter, Hemriss, Lashonna and the captain of the Blessed Angels provide her with training and guidance and have Zeech set her up as a sort of enforcer in the Alhaster countryside, leader of a band of “warrior gypsies” who rove the land looking for (and liquidating) Zeech’s enemies.
581 CY:
Chaum Gansworth moves to Diamond Lake. (DNG#124.61)
583 CY:
Loris Raknian retires from his life as a gladiator & goes on to buy Free City Arena.
The Bandit Kingdoms overrun by Iuz. Lashonna maneuvers behind the scenes to arrange for Zeech’s submission in exchange for Iuz leaving Alhaster largely to its own devices
585 CY:
Balabar Smenk arrives in the Cairn Hills mining town of Diamond Lake and begins amassing his fortune. (DNG#124.52)
Professor Montague Marat's traveling sideshow comes to Diamond Lake, Cairn Hills. The Professor is seduced by, and joins forces with, Zalamandra to create the Emporium. (DNG#124.52)
The Whispering Cairn is rediscovered in the Cairn Hills by a Diamond Lake teenager. (DNG#124.16)
First year of the Champion's Games.
Coldeven 586 CY:
Canon Hazen of Veluna uses the Crook of Rao, causing “the Flight of Fiends.” The Blessed Angels’ ranks thinned by the resulting banishment of evil outsiders from the Flannaess. Several key members of the Angels spared, by luck or magic, & Lashonna takes steps to ensure that the organization is rebuilt.
c 586 CY:
Driven by his delusionary dreams, Zeech begins work on the Great Project, a monument to himself that will (in his mind) ensure his ascension to his rightful place at Hextor’s right hand. In reality, the project is Lashonna’s idea, and its imminent completion (circa 596) indicates that the Age of Worms draws nigh.
589 CY:
Local Diamond Lake girl vanishes, devoured by a snake in the Whispering Cairn. Visits to the Cairn by Diamond Lake's youth taper off. (DNG#124)
592 CY:
Professor Montague Marat leaves Diamond Lake.
Luzane Parrin and her husband are forced by waning finances to sell their home to Balabar Smenk and move into a smaller manor in Diamond Lake.
593 CY:
Ilthane infects Twisted Branch eggs.
Blackwall Keep's battlemage goes off on his own on a diplomatic mission to see the Twisted Branch tribe in the Mistmarsh. He is infected by Kyuss worms & transforms into a spawn of Kyuss. He is imprisoned in a half-finished tunnel beneath Blackwall Keep. (DNG #126)
A small cell of Vecna cultists led by the Faceless One unearths evidence of spawn of Kyuss in the Cairn Hills south of Diamond Lake. Knowing that Vecna himself had once conducted experiments in the same region, the Faceless One leads his band to Diamond Lake, where they discover Vecna's old laboratory located deep underground, near a mine owned by Ragnolin Dourstone. The Faceless One corrupts Dourstone and convinces him to carve a secret shaft to this chamber. (DNG#125.18)
Luzane Parrin's husband dies mysteriously in Diamond lake, Cairn Hills. (DNG#124.52)
Amon Kyre, high priest of Heironeous at the Diamond Lake Garrison, vanishes under mysterious circumstances. (DNG#124.57)note: The name is my own creation--a pun on the name of the DL backdrop's author.
Valkus Dun, a priest of Heironeous from Greyhawk City, replaces the missing Amon Kyre as high priest of Heironeous in Diamond Lake. (DNG#124.57)
Loris Raknian begins relationshsip with Lahaka.
Auric's Warband wins Champion's games for first time.
594 CY:
Auric's Warband wins Champion's Games for second year in a row.
Lahaka spurns Loris Raknian & he murders her.
Loris Raknian makes deal with Bozal Zahol.
595 CY:
Ragnolin Dourstone asks Balabar Smenk to run secret shipments of food and supplies to the branch of the Ebon Triad living in the Black Cathedral in Dourstone Mine in Diamond Lake. Smenk agrees, but only on condition of seeing the Black Cathedral and meeting the Faceless One. (DNG#124.40)
The necromancer Filge arrives in Diamond Lake at the behest of Balabar Smenk and sets up shop at the abandoned Diamond Lake Observatory. (DNG#124.40, 44)
The Faceless One sends a lurking strangler into the Whispering Cairn near Diamond Lake, Cairn Hills, where it becomes trapped.
AoW AP begins.
Warning: spoilers ahead!
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In the event that the Apostle's barrier is broken early, & is unable to reach the PCs, the text says that it will attempt to break through the floor of the arena & escape into the city.
Has anyone had this happen, & if so, how did it turn out? Did this ruin the rest of the Champions Games?
Also, say the creature breaks out early & turns anyone with fighter levels into a son of Kyuss--is this enough to unleash the negaitive energy, turn Raknian into a death knight, etc? Or does this require the "ceremony" involving all the spectators dying?

Does anyone know what the items in the trophy room are valued at, other than those found in the DMG? I know some of my players will want to sell this stuff. I'm curious about the following items, & have included my own guessitmates & who might buy them.
1. Black dragon head: I'm guessing Ret's taxidermy will buy this for around 250, but Miklos dare of the Black Dragon Inn will likely pay more.
2. Thorn-covered black metal cage: No idea--were more details cut for space?
3. The dagger: based on the value of similar items in the DMG, I'm thinking about 17,500 gp.
4. Kyton chains: Not sure--maybe 100-500 gp? Could possibly be sold at the Wizard's Guild or Maldin's shop.
5. Bronze griffon: Perhaps 2500 gp. Could possibly be sold to the Pit, the Free City Arena, or the Mercenaries' Guild (essentially it'd be a foe who never really dies)
6. Beholder eyestalks: Maybe 25-50 gp each? Ret might buy these, or Maldin or the Wizard's Guild.
7. Petrified pseudodragon. Perhaps 1000 gp? The Wizard's Guild or Maldin might buy this. I was considering having this be Edwina, Jallarzi's familiar, but I seriously doubt anyone possessing Edwina would be able to hide for long.
8. Voodoo doll w/ spiked devil pins. No idea. This could be a curiousity from Hepmonaland or the Amedio. The dollmaker Sen Thelamae might buy this.
9. Book of demon names. No idea. Maybe 100-200 gp? The Wizard's Guild or even the Great Library of Greyhawk could be interested.
10. Other stuff, such as the shrunken head: I'm guessing the combined value of everything else should be 100-500 gp.
Any thoughts, or something beyond speculation?

I posted a similar thread here: http://paizo.com/paizo/messageboards/dnd/general/mindFlayersPlaneShift
Is a mind flayer's plane shift ability meant to be used offensively? There is no save DC listed in Zyrzog's stat block, nor in the Monster Manual for the regular mind flayer or mind flayer sorcerer. This leads me to believe:
1. There is no save. If this is true, the mind flayer's CR definitely needs to be increased.
2. Mind flayers can only plane shift the willing. This strikes me as more accurate. In 1E, mind flayers had Probability Travel at the 7th level of psionic ability, a power which they could use on themselves AND up to two other creatures. Also, I'm told that the "psionic" mind flayer from the Expanded Psionics Handbook can only use this ability on the willing.
I'm pretty sure #2 is correct, but I can't find any clarification for this in the core rules. I've posted this question on other message boards, & there appears to be no consensus. If Erik, James, SKR, or the like could chime in on this, I'd really appreciate it.
Is anyone using the Seekers in their game?
The WC mentions a Seeker Lodge in the Free City, where one can find details on Ulavant's band.
IMC, I've a subplot involving one of the PC's absent father & the Seekers. They still have Ulavant's ring, & I've left clues leading to the Seeker Lodge, which I've placed in the Foreign Quarter near the Blue Dragon Inn, where they're staying (they got kicked out of the Crooked House after killing some patrons in the fight w/ Elaxan). They'll probably have to get Khellek's help, I'm thinking.
So how are others using the Seekers?
Perhaps someone can clear this up for me.
Can a mind flayer use its plane shift ability against the unwilling? There is no save DC listed for it in the MM, so that leads me to two possibilities:
1. There is no save. If this is true, the mind flayer's CR definitely needs to be increased.
2. Mind flayers can only plane shift the willing. This strikes me as more accurate. In 1E, mind flayers had Probability Travel at the 7th level of psionic ability, a power which they could use on themselves AND up to two other creatures.
I'm pretty sure #2 is correct, but I can't find any clarification for this in the core rules.
Has anyone developed the mind clones beyond HoHR? My PCs have elected to hang on to them & plan to use Identify spells upon them, since they detected as magic. This begs the following questions:
1. Can a mind clone be erased? If so, how?
2. Will destroying a mind clone destroy the "recording"?
3. How much is a mind clone worth--I know the gem itself is worth 2000 gp, but surely it's worth more than a "normal" gem of the same type. Was there originally a sidebar planned on mind clones that didn't make it into the final publication?
The treasure entry for D11 reads: "... Each room also contains a single noble's outfit and a single royal outfit, in addition to numerous other outfits totalling 250 gp in all."
Does this mean that each room has 250 gp worth of clothing (for a total of 1000 gp, counting D14), or does it mean that there's 250 gp worth of clothing in all rooms combined?
Given his age & the fact that he was a former consort to Tiamat, should Dragotha be a great wyrm?
Sure, it makes him CR 29, but them's the breaks. Give the PCs a little more help if need be.
According to the "consume identity" description for greater doppelgangers, they gain the victim's "memories, abilities, & alignment."
I'm assuming "abilities" means "ability scores," as it ability scores are not listed for things that remain the same.
The problem is that the ability scores for Telakin's assumed identities are not given. We can assume the intelligence of the wizard by the spell save DC, but we have nothing beyond that.
I've been re-reading "Hall of Harsh Reflections," as I'll be running it in about a month or so, & I noticed something about Zyrxog that may have been addressed on these boards before, namely, his CR seems wrong.
Spoilers. . .
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In HoHR, Zyrxog is listed as being CR 11, but he's a 7th level mind flayer sorcerer. Now, the MM lists a 9th level mind flayer sorcerer with a CR of 17, so shouldn't Zyrxog's CR be 15 instaed of 11?
Has anyone run Zyrxog as written? I can't imagine a 7-8th level party being able to take him & 2 octopins without suffering anear TPK, especially if he's ready for them. Hell, his mind blast has a DC of 23, which can easily put half a party out of commission for 3-12 rounds. Am I missing something?
Is that supposed to be the Serpent (as in Vecna's Serpent) on the cover of #340? And Iggwilv, perhaps? That would certainly explain how she came to be so powerful.

Overall, I like this adventure, but I've found a few problems with it:
1. Is Marzena clueless or what? The old battlemage has been locked up at BWK for 2 years & Marzena doesn't know a thing about it? Her room is right next to the tunnel where he's holed up! Now, the text says the guy's waiting it out, but surely he makes some noise now & then. Maybe I'll make her hearing-impaired or something.
2. The submerged tunnel. I'm assuming the snare spells are within the submerged portion of the tunnel, though the text doesn't specifically say that. However, the exact number of snares isn't mentioned (though there are "several"), nor are they given a CR (I'm assuming 4 or 5--1+spell level+ an adjustment for underwater). I'm sure players will want to know how many snares they have to find, disarm, &/or set off, & how much xp they get for overcoming them.
3. Light. Since lizardmen don't have darkvision, one would think that every room would mention some sort of light source (though some do, more should), such as a firebit, brazier, phosporus flora or fauna, or torches. The only rooms I can see being "dark at all times" are #2-5 & the hallways. All living spaces should have some type of illumination.
4. What's in those treasure chests in area 12? I remember this being answered on here, but I'm not exactly sure what the response was--I think the answer was that contents of the chest beneath Ilthane's egg should be in those 3 chests, but I'm not sure.
5. While we're at it. . . How does one pronounce "Ilthane"? I've been going with "Ill-thuh-nee" or "Ill-thuh-nay," as "Ill-thayn" sounds like a sick noble.

I know there are several Greyhawk fans here, & since AoW is essestially a Greyhawk campaign (though adaptable, certainly) I figured this was as good a place as any. To ensure this post has AoW content, I did write an entry on Diamond Lake for Wikipedia.
Anyway, over the last 3 months, I've been doing my damnedest to make sure that Greyhawk is properly represented on Wikipedia.
I'd love to have my fellow 'Hawkers join me in this endeavor.
Here's the current Greyhawk category page: http://en.wikipedia.org/wiki/Category:Greyhawk
I haven't written everything (or even most, I'm sure) Greyhawk on Wikipedia, but I have contributed a significant portion. Feel free to step up to the mike & do some 'hawking of your own.
Articles & Stubs I've written, or contributed heavily to:
Baklunish Basin: http://en.wikipedia.org/wiki/Baklunish_Basin
Circle of Eight: http://en.wikipedia.org/wiki/The_Circle_of_Eight
Common Year: http://en.wikipedia.org/wiki/Common_Year
Crook of Rao: http://en.wikipedia.org/wiki/Crook_of_Rao
Diamond Lake: http://en.wikipedia.org/wiki/Diamond_Lake_(Greyhawk)
Flan: http://en.wikipedia.org/wiki/Flan_(Greyhawk)
Great Kingdom: http://en.wikipedia.org/wiki/Great_Kingdom
Greyhawk Calendar: http://en.wikipedia.org/wiki/Greyhawk_Calendar
Iuz: http://en.wikipedia.org/wiki/Iuz
Iuz, Empire of: http://en.wikipedia.org/wiki/Iuz%2C_Empire_of
Oerth: http://en.wikipedia.org/wiki/Oerth
St Kargoth: http://en.wikipedia.org/wiki/Kargoth
Kas: http://en.wikipedia.org/wiki/Kas_the_Bloody-Handed
Lendore Isles: http://en.wikipedia.org/wiki/Lendore_Isles
Sir Loran: http://en.wikipedia.org/wiki/Loran_(death_knight)
Mok'slyk: http://en.wikipedia.org/wiki/Mok'slyk
Mordenkainen: http://en.wikipedia.org/wiki/Mordenkainen
St Cuthbert: http://en.wikipedia.org/wiki/Saint_Cuthbert_(deity)
Vecna: http://en.wikipedia.org/wiki/Vecna
If you see any mistakes, feel free to correct them yourself.
Rob Bastard
http://www.bastardgreyhawk.isonfire.com
Home of the Bastards in Greyhawk!
I assume this is the non-GH name ("Manzorization") of Bucknard, he of the Everfull Purse?

I'm preparing to run this adventure next week & noticed a couple things, one a question & the other a problem in the stat block.
1. Mangaroo trees. What the hell is a mangaroo? The only place on the net I found mention of such a thing was in an old Oerth Journal adventure, "Ruins of the Mistmarsh" (http://216.10.17.109/codex/greyhawk/adventures/mistmarsh.htm), but the article assumes the reader knows what they are. I suspect the author of this article meant "mangrove trees" (they're essentially the same thing) & SKR repeated the mistake.
2. Lizardfolk have natural armor +5, so why do Kotabas, Hishka, & Shukak all have Amulets of Natural Armor +1? I would suggest giving Kotabas & Shukak +1 rings of protection instead, & Hishka a wooden shield or buckler.
Also, the adventure seems a bit under-powered (for my party, at least--6 PCs, 2 of who are 6th level--but I've read the same from a number of posters) & potentially short. I'll probably throw in some random encounters along the way & raise some hp. If the battle against Shukak is going too easily, perhaps I'll have Shukak him flee to the egg chamber--should they follow him, he'll use his returning trident to burst the egg open & really make things difficult.

A few of the characters IMC needed to level up a bit before Encounter at Blackwall Keep, so I worked Cry Wolf from Dungeon #102 into the campaign (scaled up to their level, of course).
I've read of others who had or were planning to do the same, so I thought I'd share some of the details of how I worked it into the campaign. Anyone with ranger &/or paladin PCs in their group may find this useful.
In Greyhawk, I used Ery Crossings, a small village downriver from Diamond Lake, for the town of Rendrick.
The PC's motivation was to see Derek Ravenclaw (from the Doomgrinder module), a former apprentice of Allustan, about a scroll I planted among the drow items found in 3FoE (the scroll made allusions to one of the PC's father). Alternatively, you can have one of the mine managers hire the PCs to guard some goods bound for market day at Ery Crossings, or to sell goods of their own, or to see Ravenclaw about something else altogether (perhaps he has a copy of the Chronicle of Chan).
==Spoilers ahead==
Before leaving, the ranger visited her home in Bronzewood Lodge & heard that Grogan had recently been by--he was seeking a unicorn recently sighted in the area (more on that later). He was sent away with disapproval. Rumors of Grogan's questionable hunting methods-pit traps, poison, etc--have made him unwelcome at Bronzewood Lodge--especially a few years ago, when he was showing on a dead sprite he'd recently taken to a taxidermist!
The PCs arrive in Ery Crossings, learn of the wolf hunt, & meet Grogan & Valorin. At this point, I introduce Gale, Grogan's pet wolf, & make it clear she's mistreated. Later on in the afternoon, after much intelligence gathering, the PCs return to the market & defeat Grogan & his thugs & learn that the wolf they're hunting is the animal companion of a missing ranger. After the battle, the ranger befrinds Gale & gains her animal companion.
The PC's follow Rain (the other wolf) to where his master is being held deep in the woods. There they defeat Meg & Tor & discover a grisly sight--a magnificent equine creature tied by the neck between four trees, with blood streaming down its forhead. Fearing the worst, they find the unicorn's horn among Tor's things & decide to try reattaching it with a cure light wounds spell. Unfortunately, the creaure rebuffs all attempts to approach it, raising its hooves threateningly (almost everyone in the party is of a neutral alignment). However, it calms down when the paladin approaches & allows him to "reattach" the horn. The party is temporarily blinded by a radiant light emitted by the unicorn. When their vison returns, they see that the "unicorn" has been replaced by a heavy war horse with the same color & markings (save for a reddish "blaze" on its forehead shaped like a lightning bolt), & the paladin receives his special mount.

I seriously thought another PC would die last night, but my player pleasantly surprised me.
They had cleaned out the Citadel of Hextor & Caves of Erythnul (taking time to rest after each temple) before moving on to the Labyrinth of Vecna. The kenku & weasels gave them a hard time & used up some resources, with one PC one point from bleeding out, but ultimately triumphed.
The party wanted to rest again, but I trapped them in the labyrinth & insinuated that the Faceless One likely had already been warned, so they decided to press on. Then they faced the 1st 2 acolytes & the allip, which drained the fighter down to Wisdom 3, but they ultimately triumphed.
I decided the Faceless One, having been warned, he & his acoltes would spend time buffing themselves to the max. The group enters the lab, the ranger acts first, charges the FO & misses. The FO summons the centipede & flees into the next room (I added a bedchamber for the FO right next to the lab). The ranger yells, first for help, then to tell the others the FO is escaping. The evoker tries a burning hands on the centipede but doesn't make it past the fire resistance. The fighter then enters the room & takes on the centipede, scoring a 60+ pt critical hit, devestating it.
Meanwhile, the rogue, bard, evoker, & paladin try to enter through the door in the inner sanctum, trying to cut the FO off, only to find the door locked--the rogue tries to pick the lock but fails. The FO has meanwhile circled around via the Outer Sanctum, & summons another centipede into the inner sanctum. The centipede drops the evoker & the rogue, paladin & bard advance on the FO, who summons an ape.
The ranger goes through the door that the FO fled through, only to face the other 2 acolytes. Soon she's joined by the fighter & the priest--they eventually triumph (even though the fighter rolls a fumble & drops the priest by mistake), but are delayed long enough for the FO to seriously smack the others around.
Filge's zombie, meanwhile, occupies the centipede, while the ape assaults the bard & paladin, & the rogue tries in vain to hit the FO. The paladin is downed by a lightning bolt & the severely wounded bard revives him, before the ape takes out the paladin again. Eventually, the fighter & ranger get in on the action, everyone gets back on their feet, the ape is slain & the FO if finally killed (& his centipede).
After that, everyone heals up once more (wands of CLW are good to have), & they hear the Ebon Aspect roar. They prepare themselves & make their way to the Black Cathedral. The evoker uses the Wand of Englarge person on the fighter, paladin, & ranger before entering the room & the 3 go toe to toe with it.
It drops the ranger to half hp in rd 1, though it is wounded for about 17 pts. Rd 2, it uses the blood fury power, w/ the DR & fast healing, & drops the ranger, who is quickly revived by the bard. Rd 3, after the blood fury is used up, the EA wounds the fighter, who then scores another critical hit, doing 46 pts of damage. The ranger then follows, delivering the killing blow.
I was rather surprised, considering how much trouble they had w/ the FO (which was more bad tactics on their part than anything else), but still happy with the result nonetheless.
For some time, I've been compiling a list of 3E & 3.5E Dungeon scenarios by level, with extra info on which campaign world each adventure is set in. I've also included details on placing some of the the generic adventures in Greyhawk, as well as adventures which are nominally Greyhawk but really shouldn't be. Let me know what you think:
http://homepages.ius.edu/rvest/Greyhawk/Dungeon%20Adventures.html
In Dungeon #130, a number of artifacts from other Dungeon adventures are mentioned by Tenser (Manzorian). Three of these adventures, The Tomb of Aknar Ratalla (119), The Obsidian Eye (120), & The Quicksilver Hourglass (123), were considered "generic" at the time of publication, while the other adventures are set in Greyhawk. Where in Greyhawk do these adventures take place?
I'm mainly addressing this to Erik, since he wrote the backdrop article, but anyone else feel free to chime in.
Does Diamond Lake have a local magistrate, or are all criminals transported to Greyhawk?
I'm planning on having Filge tried in Greyhawk (should Smenk be unable to secure his release), given the potential seriousness of his crimes (housing a small gang of undead creatures), but what about for crimes such as assault, theft, disrupting the peace, etc? I can't imagine Neff performing any judicial duties, given his lazy, self-centered nature.
And what about legal representation? Your average miner couldn't afford it, but Smenk & Dourstone could. And are all legal proceedings done in Ancient Sueloise, as they are in Greyhawk?
Dungeon #124 says the WC is within a day's ride from DL (2 days on foot, I presume), but the first installment of Wormfood says the Fant house (10 minutes from WC) is on the "outskirts" of DL.
Isn't a 2-day walk too far to be considered the outskirts? If DL teens were regularly visiting the WC, wouldn't that be a bit of a haul? And judging by the campaign journals of the playtest group, the WC is likely within a day's WALK.
In the description of the Chapel of Heironeous in Dungeon #124, it's mentioned that Valkus Dun came to Diamond Lake 2 years ago (593) to replace the previoys high priest, who "vanished under mysterious circumstances."
Coincidentally (or perhaps not), in 3FoE, we learn that the Faceless One came to Diamond Lake about 2 years ago as well. Could the Faceless One be responsible? Has anyone addressed this in their campaign?
I'll probably have the magic shield in the Faceless One's lair belong to the old HP, as well as the cold iron longsword in the grimlock's/choker's lair (though the grimlocks arrived after the HP's murder/sacrifice, the Faceless One could've given the sword to the Grimlocks as a gift). The skeleton w/organs in the Faceless One's lab I'm considering making that of the HP himself.
Anyone else looking into this subplot?
Dungeon #124, p.53, says that Lazare was a dragonchess champion in Greyhawk "some 20 years ago," & used his winnings to buy a mine in Diamond Lake. The it says he was bankrupted withing 3 years & forced to sell his mine to Balabar Smenk.
Assuming Lazare moved to Diamond Lake soon after winning, he would've arrived in 575 or so, the sold his mine to Smenk around 578. The problem is that Smenk has only been in Diamond Lake 10 years (page 52).
Which of these figures is wrong:
1. Lazare's reign as dragonchess champ (575);
2. Lazare's bankruptcy (578); or
3. Smenk's arrival in Diamond Lake (585)?
There are a couple of Living Greyhawk adventures ("The Reckoning" & "The Final Reckoning" by Sean Flaherty & John Richardson)which feature a place known as the Forlorn Cairn in the Cairn Hills. This cairn is quite similar to the Whispering Cairn in that it also has tubes extending to the surface which catch the wind. Someone in the Greytalk chat once told me that the Forlorn Cairn was built by the Wind Dukes. The cairn is inhabited by seven animated skeletons which are tall, with elongated skulls and willowy fingers. They also have wing bones.
My question is: Are/were Wind Dukes winged?
As depicted in the Rod of 7 Parts boxed set, they are tall, ebony-skinned, wingless humanoids, but the guardians of the Forlorn Cairn have wings.
How exactly are the Wind Dukes depicted in the Whispering Cairn?

Romero
Male Human Priest of Wee Jas
Background – Richfest 7, 595 CY
You were born 565 CY in the port city of Safeton, several leagues south of the City of Greyhawk, and you lived in that town until your death five years ago.
Safeton lies near the northern border of the Pomarj, an orcish empire headed by Turrosh Mak, a powerful orcish warrior. Though Safeton used to be one of many free cities on the Wild Coast, it has been subject to Greyhawk since the Greyhawk Wars over a decade ago. Due to its proximity to the Pomarj, Safeton is under martial law, and firmly under the control of Turrin Deathstalker, the town’s military governor.
All able-bodied men in Safeton are required to serve rotating stints in the town’s militia, and you were no exception. Your military career came to an abrupt end in the spring of 590 when you suffered a serious blow from an orcish mace during a border skirmish. Believing you dead, your fellow militiamen brought you back to town, where you were buried in the town graveyard.
Whether you were really dead or not, you’re unsure, but you do remember hearing a soft, seductive, feminine voice whispering, “No, your time will come, but not so soon.” At that moment you opened your eyes and found yourself in total darkness, entombed in a shabby pine box under six feet of earth!
With a strength born of desperation, you managed to crawl from your grave. Making your way back home, your loved ones were horrified to find you alive, and thinking you were undead, called for the watch. You managed to escape by stowing away on a ship that night.
The ship left Safeton that morning and arrived in the female-ruled town of Hardby the next night. Realizing you couldn’t return to your old life (which wasn’t all that great to begin with), you decided to start a new one. Suspecting that the voice you heard in the grave was that of the Dark-Eyed Lady, Wee Jas, goddess of death, magic, vanity, and law, you made your way to the local temple, where the high priestess allowed you to stay and begin learning the ways of the Ruby Sorceress.
Five years later and your training is complete. You have been given permission to leave the temple in order to explore the Cairn Hills to the north. The Cairn Hills first sparked your imagination four years ago when you spoke with a dwarven bard from the hills named Gnorl who was visiting the city. You’ve decided to seek him out and learn more about the mysterious cairns and cairn builders, and perhaps even visit a few of the tombs. The high priestess suggested you begin your search in Diamond Lake, a muddy smudge of a mining town three days east of Greyhawk. She gave you the name of a cartographer at the garrison there, Dietrik Cicaeda, and a letter of introduction.
You’ve been in Diamond Lake only a few weeks now. Dietrik directed you to two cairns across the lake. One cairn is called the Stirgenest Cairn, which yielded little more than a few interesting wall rubbings. The other cairn is occupied by a mysterious group called the Cult of the Green Lady, which seems to be an offshoot of the traditional Jasian faith. You’ve decided to hold off on visiting them until you can find out more about their take on Wee Jas–they could be heretics, after all.
At the start of the Richfest Festival this week, you heard talk of an adventuring band from Greyhawk looking to explore cairns in the area, starting with the Stirgenest. Realizing that there may be more cairns locally, and that this group was more interested in plunder than preservation, you returned to Dietrik. Though he didn’t know of anymore cairns nearby, he did allow you access to his map room, filled with hundreds of maps of the Cairn Hills, some centuries old. Finally, you stumbled across a 70-year old map of a place a day’s ride from town called the Fant Mine, which you knew was long-abandoned from seeing other maps. Unlike the other maps, however, this one had an extra location on it, a place near in mine called the Whispering Cairn. Not taking a chance on someone else finding the map, you stole it, vowing to assemble your own group to explore the cairn.
Your first step was finding a guide to the mine, which you found three days ago in Taggin’s General Store–a dusky-skinned, half-elven woman from the druidic community of Bronzewood Lodge to the northeast. You asked her to bring along one or two others who were trustworthy and whose skills might come in handy. You’re to meet at daybreak tomorrow at an old roadside shrine to Fharlanghn about a mile outside of town.
in Three Faces of Evil go to the bathroom? Seems like something was overlooked.
Also, why don't the Kenku have nests or the Faceless One a bed? His acolytes do.
Any information on the "scientific cult"/ "order of monks" who once used it? Were they monks in the PC class sense or the "monastic" sense? Were they devotees of Celestian?
Was the observatory built by the order? The text implies that the observatory was occupied by the cult "about a century ago," but this doesn't mean they built it. Does the place have any connection to the Grey College Observatory in Greyhawk?
How long ago did the sect die out? The text says "decades," but I was hoping for something more exact.
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