Waterday 5th of Wealsun, 600 CY: Kinky, Master of the Thieves' Court in Nulbish, hand selects a team to voyage up the Thelly River aboard the party's keelboat, Triton, to Rel Deven, funded with a purse filled with 1,500 gp, and given orders to purchase a modest lot in or near the Merchants' District, so it can be developed into a legitimate trade venture. The team consist of:
The Fragments of Vecna again for ease of reference: THE FRAGMENTS OF VECNA
The following general information regarding the Fragments of Vecna is an excerpt from the Advanced Dungeons & Dragons (AD&D 2nd edition) adventure module Die, Vecna! Die!, written by Bruce R. Cordell and Steve Miller and released in 2000 by Wizards of the Coast, with some slight modifications to adapt the information for the Pathfinder 1st edition RPG. Lesser Known Vecnan Relics
Scalp of Vecna (Minor Artifact)
First Digit of Vecna (Minor Artifact)
Second Digit of Vecna (Minor Artifact)
Third Digit of Vecna (Minor Artifact)
Right Eye of Vecna (Minor Artifact)
Molar of Vecna (Minor Artifact)
Incisors of Vecna (Minor Artifact)
Foot of Vecna (Minor Artifact)
Heart of Vecna (Minor Artifact)
Skin of Vecna (Minor Artifact)
Last Digit of Vecna (Minor Artifact)
Left Ear of Vecna (Minor Artifact)
Enlightened paladin a smart choice for the specifics of this campaign especially, where we start without armor or weapons. But eventually, I think I want to wear full plate and wield some kind of two handed weapon with Power Attack, Furious Focus, etc. Will definitely have to consider it, though. Thanks again, Khardon!
Khardon Dourstone wrote:
Pretty close to what I had in mind, and actually, only slightly squishier for a lot less stupid lol . Might go with this build. I will definitely look at enlightened paladin. Thanks, Khardon. Otherwise, im looking at:
All that ^ to say, I apologize in advance for the shameless min-maxing, but my dude is probably going to be legally retarded lol.... like possibly a 5 Intelligence. That will be easy for me to RP lol Currently considering dumping Int to 7 to get 30 points, and make Int my -2 on top of that for a 5 Int. You guys might have to help me dress myself each morning, and remind me how doors work on the regular
Lady Emilia Vosk wrote: I'll back to Emilia VOsk I dig your character concept here. If we both make the team, it will be fun RPing.*Sigh*.... that feeling of greedy shame when 26 point buy seems insufficient .
Probably going to be the party DPS, but with only a 14 Strength. Maybe our bloodrager, if chosen, can be the real ass-beater. Gotta go with max Cha to get that sick divine grace to all my saves. Can definitely be the face man/sweet talker of the party. Unless I missed a build that has better than an 18 starting Cha....
Khardon Dourstone wrote:
True words. I do love paladins, anyway, but in a campaign that begins in "Ustalov", it seems like a prime opportunity to give shifter a go. I've played skin-changer before, but only to about 8th level. Bowrik dumped Intelligence... like, really low ... I RPed him accordingly. A little smarter than a pretty smart dog. He did some fun things, though. We were hired to dump a body in the water reservoir in Varisia, but how to transport a corpse across town without being noticed? Bowrik wouldn't have been smart enough to think of the solution, but as a guy who could turn into a constrictor, it was simple instinct (certainly not cunning) that led him to shift into a big snake, swallow the corpse whole, and then slowly slither through the sewer tunnels with a Medium sized "food baby" in his bloated midsection, and regurgitate the corpse into the water reservoir... fun times.
Hey all! I see someone is already playing a skin-changer or possibly a shifter, which are both solid classes. If it wouldn't be too many shapechangers, I am considering a skin-walker (northborn) shifter, first animal aspect would be a bear. If not that, my other possible idea is a steelblood bloodrager. I realize there's already another bloodrager, too, but if we make them different enough, could still be cool. Any thoughts, DM Ray? (Besides trying to convince me to play another skin-changer.... lol.... Skin-changer is cool, and I realize you're more familiar with it than with shifter, but I think I prefer the shifter mechanics, looking at the tables for both....)
GUARDIANS OF DUFFGORDON MANOR as of FREEDAY 7TH WEALSUN 600 CY: Advanced dream eater nightmare ettercap (CR 7): Scuttlefangs; above rafters of liberally trapped artillery chamber on 2nd aboveground floor Giant spider (CR 1); above rafters of liberally trapped artillery chamber on 2nd aboveground floor Ceustodaemons (CR 6) x3: Hemlockguzzle, Leechveins, & Spirejumper; TBA, currently mobile shock troops accompanying party Bearded devils (CR 4) x3: Luizenkin, Pokkenstoppels, & Razendebaard; TBA, currently mobile shock troops accompanying party Erinyes devil (CR 8): Tisiphone Praeferoxa of Avernus; TBA, currently mobile shock troop commander accompanying party, coordinating tactical operations of other shock troops Clockwork soldiers (CR 6) x4: Crankshafts, Levercables, Pistonaxles, and Winchgrinder; TBA, currently mobile shock troops accompanying party Am I missing anything?
Now, just brainstorming here... those secret spells (the third spell to sever the death knight's link with existing armor, and the third spell to establish a link with a new set of armor), specific and different for each death knight. Lord Erlick/Drannoch was made a death knight by Vecna when he attached the Ear. Vecna has claimed him, empowering him to be the Whispered One's faithful minion. So, spells that thematically fir with Vecna seem appropriate. Possible third severance OR new linkage spells?: mind probe (5th level wizard/sorcerer); sequester (7th level wizard/sorcerer); sequester thoughts (5th level wizard/sorcerer); screen (8th level wizard/sorcerer); sending (5th level wizard/sorcerer); mindblank (8th level wizard/sorcerer); false vision (5th level wizard/sorcerer). Thoughts?
Re: our speculations last night about severing link to a previous armor and forging new link with different armor. 5th paragraph of text, singled out below is relevant: To wear death knight armor safely, its new owner must cleanse it of evil and forever sever its connection to its undead master. This cleansing requires the casting of three different spells in rapid succession. Two are always break enchantment and holy word. The third varies with each death knight and relates back to the unique circumstances surrounding its first death and return. Figuring out the correct spell usually entails a great deal of research and careful thought. And of course, while this detective work is happening, the armor continues to steadily regenerate the death knight. So it's clear the death knight's link to armor can be severed. By applying opposite symmetrical logic... A new suit of armor can become the new linked death knight armor after severing the link with current armor, as described above, with similar series of 3 spells in succession. I propose: First, cast possess object (5th level, same as break enchantment, but instead of spell's usual; effect of animating and controlling the armor, it establishes a "first step" linkage between the targeted armor and the death knight. Second, opposite of holy word is blasphemy, strengthening the death knight's profane link to the new armor initiated with possess object.... Third, a unique and esoteric spell that might need to be researched.
Posting death knight monster class here again for Joe's convenience. Yep, after last nights conversation, I officially renamed graveknights "death knights", as it is setting-appropriate for Greyhawk. Death knight MONSTROUS CLASS (CR +2; 3-level progression)
In death, the death knight’s life force lingers on in its armor, not its corpse, in much the same way that a lich’s essence is bound within a phylactery. Unless every part of a death knight’s armor is ruined along with its body, a death knight can rejuvenate after it is destroyed. A typical suit of full plate death knight armor has hardness 10 and 45 hit points, though armor with enhancements or made of special materials proves more difficult to destroy. Merely breaking a death knight’s armor does not destroy it; it must be ruined, such as by being disintegrated, taken to the Positive Energy Plane, or thrown into the heart of a volcano.
1st LEVEL Type: At 1st level, the death knight’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves. The death knight gains all of the traits and immunities standard to undead. Senses: At 1st level, the death knight gains darkvision 20 ft. If the character already had darkvision, its range is increased by 20 ft. Aura: At 1st level, the death knight gains the following aura. Sacrilegious Aura (Su) A 1st-level death knight constantly exudes an aura of intense evil and negative energy in a 10-foot radius. This aura functions as the spell desecrate and uses the death knight’s armor as an altar of sorts to double the effects granted. The death knight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the death knight’s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the death knight’s Hit Dice + the death knight’s Charisma modifier. If the character fails, the effect is expended but does not function. Armor Class: At 1st level, the death knight's natural armor improves by +2. Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As an undead, a death knight uses their Charisma modifier to determine bonus hit points. Defensive Abilities: At 1st level, the death knight gains channel resistance +2; DR 4/magic; and resistance to cold 10, electricity 10, and resistance 10 to any additional energy type noted by their ruinous revivification special quality. A 1st-level death knight also gains spell resistance equal to their augmented CR + 5. At 1st level, the death knight also gains the following ability. Rejuvenation (Su) One day after a death knight is destroyed, its armor begins to rebuild the undead horror’s body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the death knight wakens fully healed. Attacks: At 1st level, the death knight gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the death knight’s size. A Medium death knight's base slam damage is 1d4; a Small death knight's base slam damage is 1d3. Special Attacks: At 1st level, the death knight gains the following special attacks. Save DCs are equal to 10 + 1/2 the death knight’s HD + the death knight’s Charisma modifier unless otherwise noted. Channel Destruction (Su) Any weapon a death knight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the death knight has. This additional damage is of the energy type determined by the ruinous revivification special quality. Devestating Blast (Su) Three times per day, the death knight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a death knight has (Reflex for half). This damage is of the energy type determined by the death knight’s ruinous revivification special quality. Special Qualities: A 1st-level death knight gains the following. Phantom Mount (Su) Once per hour, a death knight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount’s powers are based on the death knight’s total Hit Dice rather than caster level. A death knight’s mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later. Ruinous Revivification (Su) At the time of its creation (i.e., upon taking their 1st level in the death knight monstrous class), the death knight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the death knight’s life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a death knight’s special abilities. Ability Scores: At 1st level, the death knight gains the following modifications to ability scores. Str +2, Wis +2, Cha +2. As an undead creature, a death knight has no Constitution score. Everything that was previously modified by the character's Constitution score prior to becoming undead now uses the death knight's Charisma modifier instead (i.e., hit points and Fort saving throw). Skills: At 1st level, the death knight gains a +4 racial bonus on Intimidate, Perception, and Ride checks. If they weren't already class skills for the character, Intimidate, Perception, and Ride become class skills for the 1st-level death knight. Feats: At 1st level, the death knight gains a bonus feat, which must be chosen from the following list: Improved Initiative, Mounted Combat, Ride-By Attack, or Toughness. 2nd LEVEL Senses: At 2nd level, the range of the death knight's darkvision increases by 20 ft. (to a total range of 40 ft., or if the character already had darkvision prior to taking their 1st level in the death knight monstrous class, the range of their preexisting darkvision increases by a total of 40 ft.). Aura: At 2nd level, the death knight's aura increases in range as follows. Sacrilegious Aura (Su) At 2nd level, the range of the death knight's sacrilegious aura increases to a 20-foot radius. Armor Class: At 2nd level, the death knight's natural armor improves by +1 (to a total of +3). Defensive Abilities: At 2nd level, the death knight's channel resistance increases by +1 (to a total of +3); their DR increases to DR 7/magic; and their energy resistances increase to cold 20, electricity 20, and resistance 20 to any additional energy type noted by their ruinous revivification special quality. A 2nd-level death knight's spell resistance becomes equal to their augmented CR + 8. Ability Scores: At 2nd level, the death knight gains the following modifications to ability scores. Str +2 (+4 total), Int +1, Wis +1 (+3 total), Cha +1 (+3 total). Skills: At 2nd level, the death knight's total racial bonus on Intimidate, Perception, and Ride checks increases to +6. Feats: At 2nd level, the death knight gains a second bonus feat, which must be chosen from the following list: Improved Initiative, Mounted Combat, Ride-By Attack, or Toughness. (This second bonus feat cannot be the same bonus feat chosen at 1st level, of course.) 3rd LEVEL Senses: At 3rd level, the range of the death knight's darkvision increases by 20 ft. (to a total range of 60 ft., or if the character already had darkvision prior to taking their 1st level in the death knight monstrous class, the range of their preexisting darkvision increases by a total of 60 ft.). Aura: At 3rd level, the death knight's aura increases in range as follows. Sacrilegious Aura (Su) At 3rd level, the range of the death knight's sacrilegious aura increases to a 30-foot radius. Armor Class: At 3rd level, the death knight's natural armor improves by +1 (to a total of +4). Defensive Abilities: At 3rd level, the death knight's channel resistance increases by +1 (to a total of +4); their DR increases to DR 10/magic; and they gain immunity to cold, electricity, and any additional energy type noted by their ruinous revivification special quality. A 3rd-level death knight's spell resistance becomes equal to their augmented CR + 11. Ability Scores: At 3rd level, the death knight gains the following modifications to ability scores. Str +2 (+6 total), Int +1 (+2 total), Wis +1 (+4 total), Cha +1 (+4 total). Skills: At 3rd level, the death knight's total racial bonus on Intimidate, Perception, and Ride checks increases to +8. Feats: At 3rd level, the death knight gains the remaining two previously unchosen bonus feats from the following list: Improved Initiative, Mounted Combat, Ride-By Attack, or Toughness. Special Attacks: At 3rd level, the death knight gains the following special attack. Undead Mastery (Su) As a standard action, a death knight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the death knight’s control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the death knight’s control. A creature that successfully saves cannot be affected again by the same death knight’s undead mastery for 24 hours. A death knight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the death knight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead. Lore, ecology, RP suggestions, and other fluff you may or may not find interesting...: DEATH KNIGHT LORE
The lust for battle and sheer will to win allow some truly evil and vile warriors to shrug off their final defeat. Through methods that remain poorly understood, the vengeful spirit of such a fearsome combatant sometimes forms a bond with its armor that permits it to simply refuse death, its spirit lingering long past when it should have gone on to its eternal punishment in the afterlife. Similar in many ways to a lich’s phylactery, this armor rebuilds the undead knight’s body whenever it is beaten in combat. Only by utterly destroying the armor, by annihilating it rather than just breaking it into pieces, can an opponent truly end the existence of the despicable creatures known as death knights. Unlike liches, death knights almost never plan this return from their last battle. It happens, seemingly spontaneously and at random, to people totally unprepared for an undead existence. Wedded to the physical world but deprived of all sensual pleasure by their deathless state, death knights deal with their transformation in a variety of ways. Some take up or resume the service of dark gods or more powerful evil creatures in the hope that their patrons will eventually deign to lift their curse, while others simply resume where they left off, seeking dominion over mortals and the exhilaration of crushing their enemies. Still others spend their days careening between futile attempts to recapture the heady exhilaration of battle and wrestling with the tedium of their actual existence. Acting in part out of habit, these latter warriors recreate the horrors and atrocities that once excited them, but taste nothing but ash for their trouble. Unable to accept that they will never again feel a surge of adrenaline or the heady thrill of triumph, they wade ever deeper into the carnage, blood, and misery that defined their mortal lives. Death knights do not feed on pain or death, nor do they need to kill in order to continue their existence. Though some slaughter mortals out of anger, for revenge, or simply to continue proving their battle prowess in much the same way they did in life, others do so merely out of reflex, with no more thought to the lives they cut short than someone swatting a fly. In some ways, this behavior makes them even worse than those undead who must prey upon the living in order to survive. The manner and attitude with which a death knight approaches violence depends entirely on the mortal warrior it once was, yet ultimately, all are incarnate killers, and as the centuries of slaughter wind on, many lose what little shreds of humanity still cling to them, defining themselves solely through battle and conquest. The circumstances of their lives, and especially their deaths, define many physical aspects of death knights as well. All of them have the ability to channel one particular sort of energy. This energy is typically determined by the moments when they crossed the threshold between life and deathand began their new existence. A general burned at the stake for his war crimes, for instance, might return as a death knight with an affinity for fire energy, while one who finally succumbed to her wounds in a bloodstained snowfield might have an affinity for cold. Warriors and leaders of troops in life, death knights ape this practice in death. Though unable to create undead themselves, they have the power to compel those they encounter to march under their banner. Though some continue to lead living soldiers as well, especially if serving as the commander for some dark god’s or patron’s mortal forces, this ability to control undead makes them that much more cavalier about the people they kill or the rebukes they dispense to their own soldiers, as every death bolsters the army’s strength once one of their clerical lieutenants animates the fallen. People near a death knight feel a soul-rending sensation of isolation and loss which many describe as feeling as if the gods themselves had suddenly turned away from them. Indeed, this impression is more than simply a feeling, as prayers and uses of positive energy regularly fizzle and fail near a death knight. Death knights capitalize on the sense of abandonment caused by their sacrilegious aura. Though in truth it does more to bolster them and other undead, they also like to play on the fear and uncertainty it invokes. By claiming that anyone slain by their hand dies out of sight of the gods, they sometimes cause opponents to hesitate and falter. Of course, only those who worship the gods of the light sense this in their souls. Servants of darker powers instead experience a bleak confidence. Though they often appear to despise their existence, death knights seem incapable of suicide. While perfectly willing to fight right up to the destruction of their bodies, they never slacken their attacks in the hope of defeat. Whether this is a part of their curse or simply a natural result of the sorts of ragingly egomaniacal personalities that become death knights is unclear, but when possible, death knights look for ways to cause their armor to teleport to a safe location if they get beaten. No death knight would ever willingly reveal its secret weakness—that a foe must destroy its armor to truly end it. ECOLOGY
Death knights are born of defeat, and it is their rage at such an end that allows them to return, attempting to erase their failure through greater triumphs and atrocities. Unfortunately for them, while they remember many aspects of mortal life, they can never truly experience them again. Death knights cannot physically enjoy sleep, food, sex, or other such pleasures, though some may go through the motions in pursuit of those emotions they are still allowed: triumph, victory, and the grim satisfaction of absolute dominance. Even these may lose their luster over time, however—the longer a death knight exists, the greater the conquest it must wallow in to achieve satisfaction.
HABITAT & SOCIETY
Death knights usually begin their new existence by picking up where they left off at the moment of death. Most spent their first few months hunting down enemies or reclaiming lost territory. All too soon, however, such amusements begin to pale. Their inability to recapture the sensations that once defined their lives soon causes them to lose interest in earlier pursuits, instead embracing the single motivation left to them: arrogance. For though lesser goals like revenge may consume them for a while, most death knights eventually come to understand their immortal state as an acknowledgment of their inherent superiority over lesser beings—even over death itself. Even those who regard their existence as a curse see it this way; in their decaying minds, this unholy gift was granted to them because they were the most capable, the most driven, the most fearsome, and the most deserving of rule. With each century of slaughter that goes by, each army that fails to stand against their undead battle prowess, this sense of elitism and entitlement grows, until it eventually becomes the death knight’s defining characteristic. The death knight kills and conquers because it can, and because every victory strengthens its own idea of itself and its purpose.
Several paragraphs of prose narrating the doom of the hydradaemon:
In the northeastern corner of the dungeon below Duffgordon Manor, a hydrodaemon from the Stygian Swamps of Oinos (First Gray Waste of Hades) named Grōbloggrük, called through a gate formed by the Maure Dodecahedron, secured a lair for itself, equipped with a fountain with a large basin to serve as its personal "wallow-mire", warded by magical and mechanical traps of evocation, clockwork, and stonework, and further guarded by natural hazards (such as a black pudding in a deep trench, and the dangers previously hidden behind various doors by the doomed necromancer-priest who'd called the hydrodaemon and numerous other outsiders through the randomly-opened gates of the Dodecahedron).
Grōbloggrük, "The Crawler Through the Gray Slime", "The Death that Croaks in the Pestilent Mire", had become increasingly enamored of the idea of carving out a new daemonic fiefdom in this Prime Material Plane world it had become marooned on; after all, was this "Oerth" not a virtual paradise in contrast with the dismal, spirit-crushing, putrescent bogs and festering fens of Oinos? Here, the giant, batrachian yugoloth might as well have been one of the Arcanoloths, or so it had mistakenly thought. The hydrodaemon had sorely overestimated its position on the local food chain. It had not counted on the mighty antiheroes who were the alter egos of the Horned King's Men... While exploring the rest of Duffgordon Manor (typically hidden in the impenetrable gloom radiated by its deeper darkness stones), Grōbloggrük discovered in the ground floor library a wealth of rare and valuable grimoires, treatises by famous and infamous archmages and other legendary beings, and tomes of great antiquity and value, some dating to before the Twin Cataclysms and Great Migrations, even to the time of the Ur-Flan necromancers of prehistoric Flanaess. The hydrodaemon took the 8 of these works that seemed of greatest interest and value to it, and locked them away in a brass coffer with an iron padlock, and then bound into service as wardens of this ill-gotten literary collection a quartet of guardian daemons (or ceustodaemons) summoned through other gates to the Three Gray Wastes of Hades. Grōbloggrük thought its treasure secure, and its primacy in the dungeon unrivaled. Even the mightiest other apex predators in the manor's dungeon and aboveground levels appeared to fall short of "The Doom That Swims in the Styx" (at least in its own estimation). The Fury of Avernus? Its fine, raven-black, feathered wings would soon be Grōbloggrük's soft new blanket. The Wanton Harlot of Shendilavri? It would serve as Grōbloggrük's flesh-toy, until its wracked and ravaged body could provide no further sport or amusement to "The Swallower of Hordes". The Rattling Maidens of Dis? With their own barbed chains, Grōbloggrük would flay them skinless, strangle them, and hang their ichor-slick carcasses as pleasing ornaments to dangle over the "wallow-mire" of "The Creeping Death in the Black Fog"... These were the vain ambitions and daydreams of the hydrodaemon... Ambitions soon turned to naught, and daydreams shattered by those relentless and terrible three: Drannoch "The Devourer of Dreams", Herzog Tanar'ri, and especially Kinky the Clown, who bore Grōbloggrük's irrevocable doom into the hydrodaemon's meager fiefdom in the form of the vampiric Sword of Kas... In a flurry of lightning-fast thrusts, "The Fatal Fool of Nulbish" (as future sages would one day entitle Kinky) plunged the jet-black blade nigh to its horned demon's face basket hilt into the giant frog-like yugoloth's flank, as Drannoch harried it from the other side, and Herzog bombarded both the hydrodaemon and its black pudding guardian with fireballs. It would have seemed to outsiders, unable to fathom the scope of Herzog Tanar'ri's calculating and brilliant intellect and his familiarity with Kinky's almost supernatural agility and reflex speed, that the cambion-visaged wizard hurled these evocations with reckless disregard for the fact that each of the fireballs he cast included Kinky in their blast radius as much as they targeted the hydrodaemon and the black puddings (one of their bearded devil minions had now unwittingly split the black pudding into two puddings with a blow of its glaive). In truth, Herzog Tanar'ri had accurately predicted that Kinky would manage to evade the incinerating flames with the relative ease of a fly evading the swat of a zombie, while the hydrodaemon's mottled green flesh blackened and blistered, and the twin puddings boiled, bubbled, popped, and withered in the flames. Lest it fail to deal the killing blow and be cheated of the exotic and novel delicacy presented by the hydrodaemon's quintessence, the bloodthirsty Sword of Kas seemed more like a feral, living thing that more often guided Kinky's "dextra manus" more than it was guided thereby, lunging and stabbing with furious urgency, in a malevolent race with Kinky's formidable allies to deal the killing stroke and lap up the soul, spirit, quintessence, or divine spark with its night-black blade as a carnivorous predator laps up blood with its tongue. The Sword would not be denied, and the fourth time the blade plunged deep into the yugoloth's slimy spine, it freed the fiend's immortal quintessence--the very fabric of which the Three Gray Wastes of Hades were made--and the Sword greedily slaked its thirst on the unique bouquet of flavors that defined Stygian Hades vibrating with languid and palpable melancholy, ennui, and profound indifference through its inky-black skymetal blade... Emotions and psychic impressions that would crush the spirit of a mortal creature, but to the Sword, they were new and interesting tastes--some deliciously sweet, others exhilaratingly savory... The 8 valuable and rare books the hydradaemon had sequestered in the brass coffer in the secret vault of the northeast dungeon level, now additions to Herzog Tanar'ri's/Ivid VIII's growing collection...: —Astrology, Divinity, and Mankind by Yestro Bilnigd: an illuminated manuscript in Common bound in red leather; resale value of 75 gp.
—The Book of Inverted Darkness by Vecna: an ancient and worm-eaten folio inscribed in Ur-Flan hieroglyphs and bound in the scaly hide of a young umbral dragon, comprising a profane treatise on the vile practices of the primitive Ur-Flan, and a grimoire of necromancy and shadow magic; contains the following wizard spells: 0th-level cantrips—bleed, disrupt undead, ghost sound, haunted fey aspect, oath of anonymity, sotto voce, and touch of fatigue; 1st-level—cause fear, chill touch, cloak of secrets, decompose corpse, detect undead, ray of enfeeblement, ray of sickening, repair undead, shadow trap, shadow weapon, and shadowfade; 2nd-level—blindness/deafness, boneshaker, command undead, dark whispers, false life, ghostly disguise, searching shadows, shadow anchor, shadow claws, spectral hand, and stricken heart; 3rd-level—appearance of life, create soul gem, gentle repose, halt undead, lesser animate dead, necromantic burden, phantasmal reminder, ray of exhaustion, shadow enchantment, and vampiric touch; 4th-level—animate dead, bestow curse, contagion, enervation, fear, greater false life, masochistic shadow, phantasmal asphyxiation, phantasmal killer, shadow conjuration, shadow projection, shadow step, umbral infusion, and wall of bone; 5th-level—feast on fear, magic jar, phantasmal web, shadow evocation, and vampiric shadow shield; 6th-level—baleful shadow transformation, create undead, eyebite, flesh wall, greater shadow enchantment, major curse, shadow walk, and undeath to death; 7th-level—control undead, finger of death, greater shadow conjuration, plague storm, umbral strike, and waves of exhaustion; 8th-level—create greater undead, death clutch, greater shadow evocation, horrid wilting, and orb of the void; 9th-level—energy drain, greater shadow transmutation, shades, soul bind, wail of the banshee, and weird; resale value of 9,457 gp and 5 sp on the black market. —Cosmogony of Magnetic Fluids by Mordenkainen: a leather-bound octavo inscribed in Common, comprising a treatise on alchemy; resale value of 300 gp. —The Demonomicon of Iggwilv by Iggwilv: an aged folio scribed in Abyssal and bound in the red hide of a pit fiend, comprising a comprehensive treatise on a great variety of fiends native to the lower planes (e.g., daemons, demons, devils, qlippoths, etc.), including archdevils, demon princes, qlippoth lords, and ultraloths; resale value of 300 gp on the black market. —The Journal of Kevelli Mauk by Kevelli Mauk: an ancient and worm-eaten quarto inscribed in Ancient Suloise and bound in scarlet leather, comprising an early manifesto written by the Suel founder of the Scarlet Brotherhood; resale value of 225 gp to a member of the Scarlet Brotherhood. —Loremasters of the Void by Zaryn Fallowfield: an illuminated manuscript in Common, bound in the scaly hide of a young radiant dragon, comprising a foundational treatise on the celestial bodies orbiting Oerth in Greyspace; resale value of 150 gp. —Metaphysics of Mathematics by Nystul: an octavo scribed in Flan runes and bound in bronzewood plates, comprising a treatise on occult mathematics, sacred geometry, and numerology (see the Path of Numbers in Occult Mysteries), and a grimoire of numerological magic; contains the following wizard spells: 2nd-level—mathematical curse; 3rd-level—collaborative thaumaturgy, fractions of heal and harm, numerological evocation, numerological resistance, and revelation; resale vale of 252 gp and 5 sp. —The Pyronomicon by Keraptis: an ancient and worm-eaten folio inscribed in Ur-Flan hieroglyphs and bound in the scaly hide of a young red dragon, comprising a grimoire of elemental fire magic; contains the following wizard spells: 1st-level—burning hands; 2nd-level—burning arc, burning gaze, fiery runes, fire breath, fire sneeze, flaming sphere, and resist energy; 3rd-level—elemental aura, fireball, fire stream, and protection from energy; 4th-level—firefall, fire trap, fire shield, greater flaming sphere, pyrotechnic eruption, volcanic storm, and wall of fire; 5th-level—chains of fire, and impossible angles; 8th-level—incendiary cloud; 9th-level—meteor swarm; resale value of 1,867 gp and 5 sp. —Science of Temporal Waves by Leuk-O: an ancient and worm-eaten quarto inscribed in Old Oeridian glyphs and bound between thin plates of adamantine, comprising a treatise on the nature of time and a grimoire of chronomancy; contains the following wizard spells: 1st-level—anticipate peril, mage’s perusal, skim, technomancy, deja vu, preserve, wizened appearance, and youthful appearance; 2nd-level—ally across time, anticipate thoughts, false age, and time shudder; 3rd-level—fortune’s path, gentle repose, haste, sands of time, slow, steal years, and threefold sight; 4th-level—Akashic communion; 5th-level—contingency, false future, flash forward, foretell failure, and permanency; 7th-level—retrocognition; 8th-level—moment of prescience, and temporal stasis; 9th-level—bilocation, foresight, and time stop; worth 3,255 gp resale.
A list of 8 valuable works of literature discovered in the surprisingly eclectic and occult collection within the library of Duffgordon Manor:
1. — A Catalogue of the Land Flanaess, being the Eastern Portion of the Continent Oerik, of Oerth by the Savant-Sage (Vol. III published 576 CY): A comprehensive gazetteer of the Flanaess circa 576 CY by the Savant-Sage Iquander, currently a resident of the Free City of Greyhawk; resale value of 75 gp.
2 — Crosse Ways of Ulek by Andreas Wythe (4 Volumes; 1st Edition published 470 CY): The author, a particularly long-lived half-elven wizard, is said to yet live in retirement in Celene. The greatest of the petit histories, Crosse Ways of Ulek stands as the definitive history of the Ulek States. It also stands in stark contrast to the Chronicles of Keoland. The two works are best read together to gain the fullest understanding of the history of the Sheldomar Valley. Conflicts between the two works’ recounting of historic events and trends continues to spur cholarly debate. Both texts are required reading at the Royal University of Niole Dra. Not surprisingly, human and demi-human scholars take sharply different views of each volume’s relative merit. To the more casual reader, Crosse Ways of Ulek remains remarkably accessible, for it combines historic narrative with something of the style of a travelogue, cataloging specific sites of importance. Would-be treasure hunters have long fancied Crosse Ways of Ulek as an invaluable guide to the geography of the past within the Ulek States. Enough have followed references or clues in the volumes to wealth that this reputation for adventure and excitement continues to follow the volumes and contributes greatly to their general popularity outside purely academic circles; resale value of 150 gp. 3 — The Official History by Uhas of Neheli: A dry and heavily censored history of the nascent Suloise Kingdom of Keoland, focused on the coming of the Neheli family from the ancient Suel lands and their struggles against the previous lord, Vecna, and his lieutenant, Kas; resale value of 75 gp. 4 — The Chronicle of Secret Times by Uhas of Neheli: A large tome serving as a “semi-companion” to the Official History, it holds a great deal of hidden or forbidden knowledge, and chronicles the scandals, corruptions, crimes and cruelties not fit for Uhas' approved Official History. It reveals many details about the ancient organization known as the Silent Ones, as well as details about the Eye and Hand of Vecna; resale value of 175 gp. “Some stories are well known, some others are forgotten, and some few are so dangerous that they must be hidden away. I, Uhas of Neheli, have spent my life collecting such knowledge as cannot be revealed, yet must not be forgotten, and thus with trembling hand, do I inscribe that knowledge into this Chronicle of Secret Times.” —Uhas of Neheli 5 — An Honest Traveler’s Strange Tales of the South by L. Marquel: By far thebest source on the Scarlet Brotherhood and its activities is L. Marquel's An Honest Traveler's Strange Tales of the South. Marquel, a paladin of Nyrond, accepted a commission from King Archbold III to investigate rumors coming from the Densac Peninsula. Traveling in disguise, Marquel wandered in his investigation into lands even farther south. Although unable to penetrate the forbidding ranks of the Scarlet Brotherhood, Marquel faithfully recorded every rumor, tale, and experience of his journey. The result is an odd admixture of petty details and grand impossibilities, but once again, it provides the best source of information on the Scarlet Brotherhood; resale value of 175 gp. 6 — The Magical Properties of Gemstones by Tenser: A comprehensive treatise by the Archmage Tenser detailing both the proven and the reputed magical properties of an extensive variety of gemstones found throughout the Oerth; resale value of 150 gp. 7 — The Thrice Damned Tome of Anashelaq by Anashelaq: An aged libram written in a phonetic transcription of a time-lost Flan tribal tongue, concerning the binding of spirits and the necromantic traditions of the primitive Ur-Flan who once inhabited the land that became the Duchy of Tenh. By order of the Duke of Tenh, the malevolent tome had been kept under constant guard by a contingent of sorcerers until those adepts were called to the futile defense of Calbut, where they were slain to a man. Dark rumors persist about mysterious disappearances of copies of the tome, as well as of mysterious disappearances of those who possess copies of the tome, or attempt to translate the passages that have as yet remained untranslated. Even darker rumors suggest that Anashelaq is merely a pseudonym under which the tome was actually authored by Vecna; resale value of 300 gp on the black market. 8 — Transcendental Impenetrabilities by Leomund (Vol. I, published 533 CY): Finishing by himself the work he began with Mordenkainen in Architecture, Doors and Passages of Parallel Worlds, Leomund more than demonstrates the mastery of his subject matter that drew Mordenkainen to him. More than the former work, Transcendental Impenetrabilities is Leomund’s signature work, his personal grimoire of the time. Now widely available in copied form, few can yet say that they have fully mastered the text. Contains the following spells: 3rd-level—Leomund’s tiny hut; 4th-level—lesser globe of invulnerability; 6th-level—globe of invulnerability; 9th-level—prismatic sphere; resale value of 717 gp and 5 sp. There were, in addition to the books listed above, the following arcane and divine scrolls:: Arcane Scrolls, 3rd-Level Spells:
— Dispel Magic (CL 8th), worth 600 gp — Gentle Repose (CL 8th), worth 600 gp — Unliving Rage (CL 5th), worth 375 gp Arcane Scrolls, 2nd-Level Spells: — Carrion Compass (CL 3rd), worth 150 gp — Command Undead (CL 3rd), worth 150 gp — Resist Energy (CL 3rd), worth 150 gp — Rope Trick (CL 8th), worth 400 gp — Warding Weapon (CL 5th), worth 250 gp Arcane Scrolls, 1st-Level Spells: — Disguise Weapon (CL 5th), worth 125 gp — Repair Undead (CL 5th), worth 125 gp — Shield (CL 1st), worth 25 gp — Summon Monster I (CL 5th), worth 125 gp — Sure Casting (CL 1st), worth 25 gp — True Skill (CL 8th), worth 200 gp Divine Scrolls, 3rd-Level Spells: —Inflict Serious Wounds (CL 5th), worth 375 gp — Skeleton Crew (CL 7th), worth 525 gp Divine Scrolls, 2nd-Level Spells: — Augury (CL 3rd), worth 150 gp — Cure Moderate Wounds (CL 3rd), worth 150 gp — Inflict Moderate Wounds (CL 3rd), worth 150 gp — Lesser Restoration (CL 3rd), worth 150 gp Divine Scrolls, 1st-Level Spells: — Bane (CL 1st), worth 25 gp — Hide from Undead (CL 2nd), worth 50 gp — Inflict Light Wounds (CL 5th), worth 125 gp — Shield of Faith (CL 6th), worth 150 gp — Summon Monster I (CL 5th), worth 125 gp
GLADIATORS’ GUILD OF NULBISH Base of Operations/Guildhall: Vigvöllr, a.k.a. “The Battle-Vault” and “The Red Chapel” (in the heart of the Nulbish Necropolis) Guildmaster: Sveinn Heldensson, Thane of Vigvöllr and Master of Gladiators (CN male human [Fruztii Suelii] unchained barbarian [sea reaver] 10) Guild Gladiators: Ranked from highest to lowest level, the current guild gladiators are: Ozkogan of the Black Horse Rovers (CN male human [Arapahi Flan] unchained barbarian [mounted fury] 8) and Nightbolt (horse bestial mount 4); reveres the Horse Lord Yasemena Ironfang of the Wolf Nomads (CN female human [Wegwiur Flan] shifter [weretouched] 7, wolf aspect); reveres the Wolf Lord Erling Alfgeirsson of the Fruztii (CE male half-elf [Fruztii Suelii/drow] slayer [executioner] 6); pays lip service to Kord and Vatun while secretly worshiping Grazz’t Zilrar Qen’luzyth of Tu’narath (LE female githyanki magus [mindblade] 6); thrall of Sveinn Heldensson who hates her former kin for betraying her Leodegon Perivere of Naerie (LN male human [Oeridian-Suel] order of the sword cavalier [gendarme] 5) and Trampier (horse mount 5); reveres Stern Alia, Heironeous, Hextor, and Stratis Xiphoscyra Kyroros of Thalos (LN female human [Thalian Oeridian] fighter [polearm master] 5); reveres Stern Alia, Heironeous, Hextor, and Stratis Ordrang of the Flesh Render Tribe (LE male hobgoblin order of the whip cavalier [beast rider] 5) and Rampager (megaloceros exotic mount 5); worships Nomog-Geaya and Mammon Erisyle Poniard of Barrish (CE female demon-spawn tiefling [pitborn] antipaladin 5); worships Malcanthet Maldezor Balefire of Pontylver (LE male devil-spawn tiefling [hellspawn] infernal bloodline bloodrager [steelblood] 5); worships Mephistopheles Scytheno Gryphonmere of Hexpools (NE female human [Oeridian-Suel] swashbuckler 4); worships Norebo openly, and Nocticula secretly Ormsvard Grimasson of the Schnai (CN male human [Schnai Suelii] draconic bloodline [white] bloodrager [rageshaper] 4); worships Kord, Vatun, and Tiamat Siguna Zarkenth of Hepmonaland (CE female human [Suloise] unchained barbarian [jungle rager] 4); worships Beltar and Hlerg (Llerg)
Orsino; Ivid VIII wrote:
My 2 cp: If you think it will be helpful to you and the other players, go for it. I tend to do my own research prior to creating any content, but if you compiled that info in one place (here), I'd reference it for sure. But only if you feel like it. I stick to canon as much as possible, but yeah, a lot can change between 591 CY (actually stands for Common Year, FYI, not Current Year) and 600 CY (the current year of our campaign). For the most part, however, loyalties and alliances should be about the same as they were in 591 CY. Bear in mind that some NPCs have been "missing" since the magical catastrophe that enveloped Rauxes in an opaque field of shimmering energy (called "The Shimmering Wall" by the folk of the former Great Kingdom). Canon states a few of these "missing" NPCs--including former overking, Ivid V--but there doesn't seem to be a complete list. High-Patriarch of Hextor Pyrranen is one of the "missing" NPCs, but there are several NPCs who had been in Rauxes when the catastrophe occurred, but whose magic/resources allowed their escape, e.g., Grenell, Xavener, Drax, et al. For purposes of compiling your list, Ray, I wouldn't worry about this in the least.
Massive list of all nobles and rulers of the realms of the Flanaess referenced in the Living Greyhawk Gazetteer, per Ray's recent request....: Ahlissa
Marchland of the Adri Forest Prince Molil, (LN male human Ftr9), House Naelax Principality of Ahlissa Prince Reydrich (NE male human Wiz20) House Naelax Marchold of Chathold Marquis Karn Serrand (LG male human Clr13 of Rao) Marchland of the Grandwood Forest Princess Bersheba (CE female human Rog9), House Darmen Principality of Innspa Princess Kasarin (NE female human Wiz10), House Garasteth Principality of Jalpa Prince Farland (LE male human Ftr 12), House Darmen Principality of Kalstrand The Overking Marchland of Medegia Prince Gartrel (LE male humn Ftr 10), House Darmen Principality of Naerie Prince Barzhaan (LN male human Ftr 11), House Haxx Principality of Nulbish Prince Harnnad (NE male human Ftr 11), House Darmen Marchland of Rauxes Baron Oswalden (NG male human Wiz 15), House Cranden Principality of Rel Deven Prince Carwend (N male human Wiz 14), House Cranden Principality of Torrich Prince Dilweg (LE male human Wiz 16), House Darmen Bandit Kingdoms
Bissel: Ruled by Larrangin, Margrave of Bissel (LG, male human, Ftr 9/Clr2 of Heironeous) Blackmoor: Archbaron Bestmor of Blackmoor (NE male human Frt 1.Wiz 4) rules from Dantredun. However, an orc in service to the Egg of Coot ( a mysterious being who seems to create automata in the land.) The fabled City of the Gods is in the area, which seems to be a source of strange technology.
Bone March: The former Lord, Clement, the Marquis of Bone March (LN male human Ftr 9 is presumed to be dead.) Bright Lands: Ruled by Rary (NE male human Wiz 20+) Celene: Queen Yolande (CG female elf, Wiz 13/Ftr 2) has traditionally been an isolationist, but seems to have changed of late.
Dyvers: The LGG lists the mayor as Larissa Hunter (NG female human, Ftr 12) Ekbir: Ruled by Caliph Xargun (NG male human Clr 16 of Al’Akbar). In the LGG, he seeks unity with his fellow Baklunish. Frost Barbarians: Led by King Hudgred Ralffson of the Frutzii (CN male human Bbn 13). This kingdom was allied with the Archbarony of Ratik, but received the agents of the Scarlet Sign with respect. (Note: In an adventure published in Dungeon magazine, King Hundgred dies of wounds suffered in battle against a red dragon, a la Beowulf, and his successor is Bowvar (LG male human paladin 9? So I've gone with that.) Furyondy: Led by King Belvor IV (LG male human Pal 16 of Heironeous) is a staunch foe of Iuz. His son, Thrommel III disappeared many years ago. (Living Greyhawk Campaign advanced to the elderly Belvor naming Count of Crystalreach Artur Jakartai his successor before dying of old age, so in 600 CY, King Artur Jakartai rules Furyondy.)
Geoff: Formerly ruled by the exiled Owen I, Grand Duke of Geoff (LG male human Wiz 15 (illusionist)/Ftr 5). Gran March: Magnus Vrianian, Commandant of the Gran March (LG male human Wiz9 (evoker)/Clr 3 of Heironeous) Greyhawk: Lord Mayor Nerof Gasgal (LN male human Rog 12) (Note: Deceased, assassinated recently by former Master of the Greyhawk Assassins Guild, Turin Deathstalker, who discovered Gasgal's clandestine meetings with Despot of Pomarj, Turrosh Mak, to broker a peace treaty. It's someone else now, a different oligarch. Turin Deathstalker has fled Greyhawk, and is currently being hunted by Org Nenshen, Master of GH Thieves' Guild, who regarded Nero Gasgal as his oldest and closest friend.) High Folk: The Worthy Sir, Tavin Ersteader, Mayor of Highfolk Town (NG male human Wiz 11) and His Most Excellent Highness (Kashafen Tamarel Flameflower, Lord of the High Elves of Vesve (CG male elf Wiz 14/Ftr 4). They are aided by Philidor the Blue (NG male human? Wiz 20+). As I recall, Philidor’s skin is blue and he appeared in the Flanaess sometime between 581 and 591 CY. Ice Barbarians: Lolgoff Bearhear, King of the Cruski, Fasstal of all the Suelii (CN male human Bbn 15) In the LGG, he is suspicious of the Scarlet Brotherhood – who murdered his uncle. (Note: hmmm.... THIS might be the barbarian king killed by the dragon in the Dungeon adventure....) Irongate: His Resolute Honor Cobb Darg , Lord High Mayor of Irongate (apparently human, no other information available). The government is lawful neutral. Empire of Iuz:
Keoland:
Ket
Lendore Isles:
Lordship of the Isles:
North Kingdom:
Nyrond:
Onnwal:
Pale:
Plains of the Paynims:
Perrenland:
Pomarj:
Ratik:
Rel Astra:
Free City of Ountsy:
Free City of Roland:
Rovers of the Barren (Arapahhi in its native Flan tongue):
Scarlet Brootherhood:
Sea Barons:
Sea Princes:
Shieldlands:
Snow Barbarians:
Sterich:
Stonehold:
Sunndi:
Tenh:
Tiger Nomads:
Tusmit:
County of Ulek:
Duchy of Ulek:
Principality of Ulek:
Ull:
County of Urnst:
Duchy of Urnst:
Valley of the Mage:
Veluna:
Verbobonc:
Wolf Nomads:
Yeomanry:
Zeif:
Former Pasha of Tusmit:
Natural features:
Conniveren, as mentioned at the end of last session, bestows a few scrolls upon Orsino in gratitude for the warning of impending enemy attack and for sequestering the Vecnan cultists in the Citadel of Salt: 2nd level wizard (divination) spell version of augury
Selephotsiphem, pleased with the devotions of his pupil (worshiper), bestows the following scrolls upon Orsino to transcribe into his spellbook, if desired: 1st level wizard (conjuration [summoning]) spell version of barbed chains
THE OCCULTED HALL OF SECRET LORE & THE CULT OF VECNA: Appearing as an abandoned former guild hall of arcane magic (marked V on the Nulbish City Map), this three-story dilapidated guild hall is actually only the front for a secret subterranean temple dedicated to Vecna, and tended by a growing cult that worships the “Maimed Lord of the Spidered Throne,” and seeks to recover the artifacts and fragments of Vecna. This cult operates in cautious secrecy, as is Vecna’s way, its members feigning devotion to the archdevils revered by the Horned King, or to some traditional Oeridian deity, such as Hextor, Heironeous, Velnius and the Four Seasons/Winds, etc. The cult is led by Conniveren Plaskerd, a middle aged man of average stature and medium build, with graying dark-brown hair kept closely cropped and hairline receding, neatly-trimmed salt-and-pepper goatee and mustache, and heavy-lidded gray eyes. He favors dark, somber-colored robes, and sometimes dons a silver skullcap. He is the deed holder of the property, and poses as simply an enterprising proprietor attempting to refurbish the old guild hall and turn it into an inn. Conniveren Plaskerd CR 10
Other resident cultists at the Occulted Hall of Secret Lore live and work in Nulbish, appearing to be either Conniveren’s apprentices and colleagues working to restore the dilapidated mages’ guildhall, or as even more mundane citizens of Nulbish. There are nine other regular resident Vecnan cultists, detailed below: Erudine Caymedar is Conniveren Plaskerd’s most capable apprentice. A Flannae-Oeridian woman in her mid-thirties, of slim build and slight stature, with mousy brown hair worn pulled back in a tight bun, dark-brown eyes, and a sun-bronzed complexion, she works as an apothecary, surgeon, and physician out of her modest two-story townhouse in the same neighborhood as the Occulted Hall of Secret Lore. Whenever she is present at the old mages’ guildhall, her pretense is that she is either restoring old and partially worm-eaten manuscripts dealing with anatomy and physiology, or else tutoring some of Conniveren’s apprentices in that subject. Erudine Caymedar CR 6
Sequestor Spann is one of Conniveren Plaskerd’s junior apprentices, an Oeridian-Flannae man in his mid-twenties, clean-shaven, with short-cropped brown hair, brown eyes, and a bronze complexion typical of his mixed heritage. He works as a clerk of records at the Riverside Blockhouse and Gaol, and when encountered at the Occulted Hall of Secret Lore, his pretense is that he is volunteering to help restore the guildhall in gratitude for being cured of a wasting disease by the necromancers in Reaping of last year. Sequestor Spann CR 2
Audracina Meere is a fairly comely Oeridian-Flannae woman in her early twenties, with curly auburn hair worn in a ponytail, hazel eyes, freckled bronze skin, and a curvaceous build, of average height. Another of Conniveren Plaskerd’s junior apprentices, she works as an herbalist out of a ground-floor shop in the same city block that the Occulted Hall of Secret Lore is in, and dwells in a modest 2nd-floor apartment above the herbalist shop. If encountered at the old guildhall, she will admit to being one of Conniveren’s apprentices, seeing no reason to fabricate a pretense. Audacina Meere CR 2
Catalynne Kervynn is a Flannae-Oeridian woman in her late twenties, with a bald head and no eyebrows, sun-bronzed complexion with faint Flannish tribal tattoos on her face and arms, and dark brown eyes. She is tall for a woman at 6-feet-1-inch, with a lean and gaunt appearance. Another of Conniveren Plaskerd’s junior apprentices, she works as a barber, dentist, and surgeon out of her own shop in the same city block the Occulted Hall of Secret Lore is found in. If encountered at the old guildhall, she makes no attempt at a cover story, and readily admits that she is Conniveren’s apprentice. Catalynne Kervynn CR 2
Fanx Short (real name Finxlo Bluffburrow) is a young lightfoot halfling man of 23 years, with a mop of curly copper hair, mischievous brown eyes, ruddy complexion, and a jagged scar running from the left corner of his mouth to his left ear, which makes his already crooked grin appear even more lopsided. He has adopted the pseudonym “Fanx Short” to make it more difficult for those who knew him as Finxlo Bluffburrow back in his native city (Roland on the Solnor Coast) to track him down, for he is wanted by the authorities there for a string of burglaries, as well as by several angry creditors to whom he owes large sums of money. He is one of the few “freelance” thieves operating in Nulbish (thieves that are not members of the Thieves’ Court), so he does his best to keep a low profile while plying his trade within the city. So far, it seems he has escaped the attention of the Thieves’ Court, but he knows that if they become aware of his “unsanctioned” thievery within the city walls of Nulbish, he will be “in a bit of a jam” …. “Fanx Short” (a.k.a. Finxlo Bluffburrow) CR 2
Riddler Manxomire is a handsome young Oeridian-Flannae man, with curly brown shoulder-length hair, grey eyes, lightly-tanned complexion, and a neatly-trimmed goatee and handlebar mustache. He is a few inches shy of 6 feet, with a lean but athletic build, and has an air of rakish charm about him. His flamboyant attire marks him as a strolling minstrel — a garish red-and-yellow checkered doublet, cinched at the waist with a broad leather belt with a clover-shaped bronze buckle, a rapier hanging in a scabbard at his left hip, green-and-blue-striped hose, knee-high boots of supple leather, a waist-length cloak of vermillion trimmed with fox fur, and a floppy violet cap with a ridiculous peacock-feather plume drooping gaily to one side. He is never seen without his masterwork lute, which is his most prized possession. A bard who busks for coins at local taverns and inns for a living, Riddler serves the cult of Vecna as a seemingly innocuous snoop and collector of gossip (especially of the scandalous or ruinous kind). Riddler Manxomire CR 1
Auspen Walder works as a member of the city watch. A young Flannae-Suel man of striking appearance, Auspen stands about six-feet-six-inches, with a barrel-shaped chest, burly limbs, a narrow waist, chiseled and lantern-jawed face, with freckled ivory complexion, his left eye hazel and his right eye a silvery grey, his visage and thick neck framed by a wild mane of curly, dark-blond, shoulder-length hair, his golden eyebrows upswept in a rather elvish fashion (though he is clearly a young human man of not more than 25 years). When on duty as a city watchman, Auspen wears a black tunic emblazoned on the chest and back with the coat of arms of the Horned King (a horned skull argent in fess point, crowned with a duke’s coronet gules and or, on a field sable) over his chain shirt, cinched at the waist with a belt of black leather, a helmet of burnished bronze with Y-shaped visor and upswept lateral batwings (reminiscent of the Horned King’s own Warduke’s Helm), and is armed with a light crossbow, a quiver of 20 bolts, a sap, and a halberd, in addition to always carrying his own masterwork greatsword. When he is off-duty, Auspen is usually clad in his chain shirt with a wolfskin vest worn over it, buckskin breeches dyed a bright blue-green, the belt of black leather girding his waist and supporting his masterwork greatsword in its scabbard of black leather and copper filagree inset with tiger’s eye agates and moonstones. Draped across his mighty shoulders and broad back is the shaggy grey fell of a grey wolf, which Auspen claims he killed while hunting in the Grandwood Forest with his “dead brother Jexbaynn’s composite longbow” when he’d “not yet seen the passing of sixteen winters.” (Auspen rarely even mentions the fact that he’d recently murdered Jexbaynn while he was in a drunken stupor in order to steal the composite longbow …. Auspen has since lost the bow through misadventure, circa 5 years ago.) Auspen Walder CR 1
Tolar Wolvenmoor works as a groundskeeper at the Necropolis, and secretly provides fresh (or not-so-fresh) corpses of the recently (or long-ago) interred dead to the necromancers Conniveren Plaskerd (leader of the secret Vecnan cult) and Erudine Caymedar (Conniveren’s most advanced apprentice) so they can cast animate dead to animate the corpses as zombies and the skeletons as undead skeletons. Tolar has recently been hiring some of the less squeamish thieves of the Thieves’ Court to assist him in this operation, which Tolar is adamant about reserving “only for overcast or moonless nights!”
Tolar Wolvenmoor CR 1/3
Starday 1st of Wealsun, 600 CY .... The King's Men have made significant progress over the past 3 days and nights toward the purging of all unwelcome indwellers at Duffgordon Manor, some 3 miles south and east down the northeastern bank of the Thelly River--having expelled numerous outsiders of various kinds, they have more or less pacified and secured as their own the four aboveground levels and rooftop battlements--all that yet remains are the dark (and as yet still mostly unknown) chambers and passageways of the subterranean dungeon level below, where zombies and fiends of different sorts have already been encountered on a few occasions. Significant indeed is the fact that Mavlar Yethvin, priest of Nerull (and briefly--dubiously--their tentative ally) recently made his final fatal error with the insidious and enigmatic puzzle-artifact known as the Maure Dodecahedron (a.k.a., the Dolorous Dodecahedron, the Claustrum Cruciamen, the Claviculus Aenigma, the Adamantine Puzzle-Key, the Twice-Dozenfold Configurations, the Polyhedral Puzzle of the Four-and-Twenty Gates, etc.). Following the bloodcurdling screams of the self-doomed necromancer-priest into the fortified manor, arriving just in time to witness a harrowing and bewildering scene--the usually 5-foot-wide stairway up to the first upper level contracted to twice its normal dimensions so as to accommodate a gate to the Sixth Pyre, one of the 'shallower" layers of the Abyss, from which a giant fire-demon--known in Elven as a balrog and in Common as a balor--had emerged to entangle the terror-stricken priest of Nerull in the burning coils of its flaming whip and drag him, kicking and shrieking in panic and agony, back into the incinerating fires of the Sixth Pyre to begin an eternity of horrific torment .... and leaving behind the sinister Maure Dodecahedron .... Also noteworthy is the initial introduction and small but distinct inroads made by the mage-investigator, Herzog Tanar'ri/Orsino Ivid VIII Naelax, by his sincere respect for the Archdevil Mammon, who has noticed the cunning young prince's courtesy toward the Archdevil of Wealth and Greed, and insistence that the blasphemous priest amend his defacing of Mammon's idol in the dungeon level temple. This small but significant showing of allegiance, combined with other small but courteous gestures (e.g., rearranging Mammon's upstairs idol to combine it with other trappings of his profane cult--tapestry, et al--setting up a shrine, and sacrificing a considerable sum of treasure to the archdevil) resulted in Mammon bestowing upon Herzog/Orsino a most unexpected and powerful magical gift--a staff of travel! The powers of quick travel throughout the realms of the Flanaess have literally been placed in the hands of the "Hidden Prince of House Naelax"....
The Dolorous Dodecahedron (minor artifact): The Dolorous Dodecahedron is a dodecahedral puzzle with 12 pentagonal faces (3 meeting at each vertex), articulated along each of its 1-inch edges (with a total surface area of approximately 20.65 square inches), roughly the size of a large lemon. Each of the dozen pentagonal faces of the dodecahedron is crafted from gleaming black adamantine, and is roughly 0.05 millimeters thick. However, the Dolorous Dodecahedron is not hollow within, containing a diabolically complex system of mithral cogs, gears, wires, axles, springs, and other mechanisms that facilitate its articulation. Additionally, there are a number of diminutive spring-loaded needles, hooks, barbs, and blades crafted from blood crystal concealed within the interior of the Dolorous Dodecahedron.
Configurations of the Dolorous Dodecahedron:
* The Black Dodecahedron is the default configuration of the Dolorous Dodecahedron, to which it can be returned with any kind of ability or skill check based on one of the three mental ability scores—Intelligence, Wisdom, or Charisma—at DC 10. Additionally, the Dolorous Dodecahedron will automatically reset itself to this configuration following the closing of any gate that was opened by solving any of its 23 other configurations. Failed Attempts to Solve a Configuration: Each time an ability or skill check made to solve any one of the Dolorous Dodecahedron’s 24 configurations (including its default configuration, the Black Dodecahedron) fails to meet the target DC by 5 or less, a gate to a random plane or demiplane is opened for a duration of 1d4+2 rounds.
d%: Random Gate Opened To: Creature(s) Emerging (25% chance per round):
1 Roll a d4 for each modron that comes through the gate to determine its type: 1 = monodrone; 2 = duodrone; 3 = tridrone; 4 = quadrone; see World of Greyhawk Pathfinder (1e) Bestiary III for stats
Suggested Methods of Destruction: Although there are several methods by which the Dolorous Dodecahedron can be destroyed, all of them are extremely difficult to accomplish. The following methods are certain means of destroying the minor artifact:
First Annual Nulbish Contest of Champions: Recent Influx of Visitors to Nulbish (15th--28th Flocktime): Nephew Gyrlannxen, DC 35 Lore of Society/Knowledge (local/nobility):
is a Scarlet Brotherhood assassin from the contested port city of Scant in Onnwal, where he has earned a reputation for ruthless efficiency, becoming a favorite agent of (and consort to) Exalted Sister Kuranyie. When news of the First Annual Nulbish Contest of Champions reached Scant and came to Exalted Sister Kuranyie’s attention, she was intrigued; it seemed likely that formidable warriors from throughout the Flannaess would journey to Nulbish to compete for the legendary warhammer Whelm, rumored to be in the offing as the grand prize of the tourney. Her ongoing struggle against Jian Destron (Szek of Free Onnwal) and His Honor Rakehell Chert (Commander of the Free Onnwal Army of Rebellion) for sovereignty over Onnwal would not permit her to compete in the upcoming tourney herself, so Exalted Sister Kuranyie has sent her favorite assassin and consort, Nephew Gyrlannxen, to Nulbish in her stead. Gyrlannxen’s directives are twofold: obtain Whelm (whether by winning the contest or by stealing the magic warhammer outright), and gather any information in Nulbish that might prove useful to the Scarlet Brotherhood. He has secretly conferred with the other two Scarlet Brotherhood agents in Nulbish to compete in the tourney, and they made a pact to cooperate in acquiring Whelm for the Scarlet Brotherhood at nearly any cost (except for their lives). Brother Voykhad, DC 35 Lore of Society/Knowledge (local/nobility):
is a monk of the Scarlet Brotherhood based in Monmurg. With eyes and ears throughout the Flannaess, the Scarlet Brotherhood quickly became cognizant of the imminent tourney to be held in Nulbish, and of the tremendously valuable grand prize rumored to be held in reserve for the champion of the contest — the magical sentient dwarven thrower known as Whelm, one of the legendary weapons of the archmage of White Plume Mountain, Keraptis. Thus, they are keen to shore up their chances of winning the fabled warhammer by fielding multiple contestants. Brother Voykhad is but one of the Scarlet Brotherhood members who’ve journeyed to Nulbish in the Horned Kingdom of Medegia in order to compete for the highly-coveted grand prize. Upon recognizing fellow Scarlet Brethren, the several members that have arrived in Nulbish discreetly convene and quickly agree to treat the acquisition of Whelm for the Scarlet Brotherhood as a team effort; as long as one of them wins (or steals) the legendary weapon, it doesn’t ultimately matter which one of them it is. Dedicated Sister Ignatia of Sulward, DC 35 Lore of Society/Knowledge (local/nobility):
is a monk of the Scarlet Brotherhood, and has arrived in Nulbish a month prior to the beginning of Richfest to compete in the First Annual Nulbish Contest of Champions. She has covertly met with the other two Scarlet Brotherhood agents planning to compete in the tourney, and they have conspired together to abscond with the sentient warhammer Whelm regardless of who actually wins the tourney. Finnri Dolffsson, DC 27 Lore of Society/Knowledge (local/nobility):
is from the Snow Barbarian capital city of Soull, and though he is a young man of only 22 winters, he has already begun to gain renown among the Schnai for being one of Kord’s favored ones. The Suloise barbarians of the Thillonrian Peninsula are generally quite pale, but Finnri is a true albino, with snow-white hair and skin, and crimson eyes. He is known in Soull as the “White Bull of Kord,” and has proven his courage and cunning on several viking raids led by his father, Dolff Sveinnsson (a thane and huscarl of His Bellicose Majesty, King Ingemar Hartensen of the Schnai, when he is not raiding the east coast of the Flanaess aboard his great drakkar, the Sjótroll, or “Sea Troll”). Finnri, Son of Dolff, “White Bull of Kord”, has come down from the frozen taiga of “Rhizia” (the Suloise barbarians’ name for the Thillonrian Peninsula) to the warmer lands of the south in obedience to a vision he received from his god, Kord, compelling the young battle-cleric to compete in the imminent First Annual Nulbish Contest of Champions, and to either win Whelm for the glory of Kord, or else join his father’s fathers in Kord’s great Valorhall in Ysgard …. Yrrkoon Draogg, DC 25 Lore of Society/Knowledge (local/nobility):
of the Grey Lynx Tribe is a fierce Arapahi horseman, a “Rover of the Barrens”, nomadic Flannae barbarians of the frigid tundra known as the Barrens. The Arapahi have a burning hatred of Iuz the Old, who has persecuted and hunted them almost to extinction. He has entered the First Annual Nulbish Contest of Champions to compete, and if Coyote favors him and listens to his prayers, perhaps he might win the fabled magic warhammer Whelm, reserved for the champion of the tourney; with such a mighty weapon in his hand, he might even have a chance to strike a blow against Iuz and his unholy minions …. Olaphyria Hazelstar, DC 35 Lore of Society/Knowledge (local/nobility): is a freewheeling adventurer native to the ancient elven city of Lo Reltarma, capital of the mystical Lendore Isles. Nominally, she is also a covert agent of The Most Radiant Bow of Sehanine, Orb of the Heavens, High Priest Anfaren Silverbrow, ruler of that theocratic island realm. In practice, however, Olaphyria tends to be far more obedient to her own chaotic whims and impulsive fancies, doing more or less whatever she pleases; currently, that happens to be exploring and adventuring in the lands of the Flannaess. She has heard intriguing rumors over the last few days concerning an upcoming tourney in the Horned Kingdom of Medegia — the First Annual Nulbish Contest of Champions — and the fabulous grand prize said to be reserved for the winner — the legendary sentient warhammer of Keraptis the Archmage, known as Whelm ….
The Rise of Mugwort's Wrath: Part I Gathered together at the dilapidated stable, the celestial awakened animals of the Beastlands palavered. INTERIOR: RUINED STABLE Snoopy the Mouse: Can we talk about the evil guys in the room? Gmork the Dire Wolf: I was gonna say Nothing! Honeycomb the Black Bear: How you wasn't gonna say nothing!? Those guys are evil as Baalzebul, Gmork! Reaper the Tiger: You guys, I told you they were evil from the get-go. But if they can help us get back to Krigala-- Gmork: I know, but like, doesn't that go without saying? 'Course they're evil, love, an' so are the evil things they'll be exterminatin' for the next few days. Sslith-sst: The enemy of my enemy might still be my other enemy. Mugwort: Y'know, my old buddy, Badger, always used t'say, 'Let's talk to them and find out why they're bein' so ornery and kicking up a stir, maybe deep down inside, they're just lonely and miserable, ya know?' And I tell ya, Sslith-sst .... Maybe it's just the druidic way, or something, but every damn time we tried being nice, the daggum critters'd end up being irredeemably evil mother makers anyway. Every. Damned. Time. Snoopy: Mugwort's right! We need to put a stop to this! Reaper: Yeah! Pounce those guys! Mugwort: Wait---I didn't say-- Cinnamon: Yeeeaahh!!! What Mugwort said! We should show those evil guys what's what! Gmork: We're 100% behind you on this, Muggy! You got this! Mugwort: For the record, I did NOT say, 'Hey, everybody! Let's murder hobo these murder hobos, alright!? I just need to make that clear.... Honeycomb: We read you loud and clear, Mug-o'-honey! Loud and clear! Winking at Mugwort, It's time to get Beastlands on some honey spillers! Mugwort sighs in exasperation: Right. Yes. Of course, I knew I could count on you all. We'll show those evil wankers .... how'd you put it, Cinny? .... what's what.
Orsino; Ivid VIII wrote: Orsino spends more time seducing Gray Marsha of Belial in Castle Skullguard. Noted. Their bond strengthens. Gray Marsha suggests that any infants that might be born of their frequent couplings be sacrificed to Belial to procure the archdevil's favors for them. Orsino; Ivid VIII wrote: Orsino spends more time discussing Barbatos and the nature of The Nine Hells with the five Bearded Devils in Castle Skullguard. Noted. The bearded devils teach Orsino about a ritual practiced by the cult of Barbatos, known as "the Shearing," in which humanoid captives are stripped, shaved naked with rusted shears, and abused in animal pens until they give up all semblance of civilization. Such unfortunates are then sacrificed as mere animals, their souls condemned to Avernus and their entrails used to divine Barbatos's favor. The bearded devils hint that Orsino would earn boons from Barbatos by making such sacrifices to him. Orsino; Ivid VIII wrote: Orsino *tries to spend time with one of the Erinyes of Mephistopheles in Castle Skullguard. Noted. Orsino finds the erinyes too eager to feign amorous fidelity to Malvolio for the time being for any of them to dally with a "mageling who can barely cast spells of the second order" .... Orsino; Ivid VIII wrote: After a visit to The Temple of The Nine Hells, Orsino sends his Advanced Lemure Devil, his 'loyal' six Hobgoblins, his mated pair of Grimlocks, and his other nine Lemure Devils to Canon Jandor of Dispator in The Temple of The Nine Hells for further 'education' and 'to serve' for a period of three weeks. This 'favor' I give to The Temple of Nine Hells because I'm sooo nice. (can't be "nice" without being full of "ice"!) Understood. The favor is appreciated and will be appropriately reciprocated in due time, and" when Orsino is in greatest need." Orsino; Ivid VIII wrote: Orsino meets with Jocelle at the structure they are converting into a Library/Museum/Custom-House adjacent to The Temple of Stern Alia -- that they are using as a Front for their rebuilding of The Horned Society. After learning of her recent goings on -- and with Malvolio's permission -- Orsino will transfer Jocelle and her Horned Society cadre to the former Temple of Hextor. There, Jocelle can create whatever front she feels comfortable with and can continue to build-up The Horned Society. I do have one job/condition for her for this promotion: Jocelle Teleports her cadre to Rel Astra to one of its collections of Lore (probably a library), raid it for content and teleport back here to begin the collection in The Grand Library of Medegia. Jocelle must do this asap as Lord Drax and The Fiend Sage will be returning to Rel Astra likely within a few days. The renascent Horned Society, led by Jocelle and her companions, accomplishes the task assigned them by Orsino, capturing not only a respectable number of volumes of mundane nature concerning the histories of the Great Migrations (penned by Uhas of Neheli) and the Great Kingdom (penned by Maldorphus of Garasteth and Sylphwaldo of Darmen), but also a collection of private missives from the Fiend Sage to Lord Drax of Rel Astra concerning various rare monsters of the jungles of Amedio and Hepmonaland, the frozen waste known as the Land of Black Ice in the north, and secret lore regarding the origins of the clockwork City of the Gods hidden in the latter arctic wasteland .... Orsino; Ivid VIII wrote: After their three weeks in The Temple of Nine Hells, Orsino will recall his Advanced Lemure Devil, his Hobgoblins, Grimlocks and other Lemure Devils; he will ask for Gray Marsha to be assigned "To Orsino" and promote one of her archer-fighters to replace her, and ask for one of The Bearded Devils of Barbatos. (Maybe even convince one of the Erinyes of Mephistopheles!) This force will be in charge... Pleased with Orsino's display of initiative and ambition, the Horned King grants his henchman's requests, assigning Gray Marsha to Orsino's official command, promoting the archer-fighter Dido to command of her former garrison, and assigns a bearded devil and an erinyes (which causes the devils to view the "mageling" in a more respectful light) to provide security and enforce Orsino's commands regarding the future Grand Library of Medegia.
Blaygus informs Pentar (falsely) that Ely Cromlich has joined Drax the Invulnerable, self-styled "Overking of the Solnor Coast and Aerdy Nova", in an expedition to the Tomb of Acererak in the Vast Swamp, with the objective of obtaining the Hand of Vecna, and informs her (truthfully) that Drax already has implanted the Eye of Vecna, and seeks the Hand in order to further increase his formidable powers. She lies that Ely Cromlich no doubt intends to steel both Eye and Hand, possibly in a bid to destroy Vecna and become a god himself .... This combination of falsehoods and truth has the desired effect: Pentar recalls all surviving Sinkers (members of the Doomguard) from the four fortresses on the para-elemental planes of ash, salt, dust, and vacuum, and on Freeday 14th of Flocktime, a longship filled with Sinkers from the inner planes appears amidst an oblong shoal of rocks in the Nyr Dyv, and begins to sail east ....
In light of the DM's increased understanding of the NPCs and recent history of Nyrond (taken from the Living Greyhawk Campaign circa 591--598 CY), the following information supplants any contradictory previous posts regarding Nyrond .... Ascension of Lynwerd
In his first year on the throne, Lynwerd seized the western half of Almor, realigned the command structure of his military, and reduced taxes to prewar levels. While the tax reductions boosted morale, its economy remained in deficit and debt. In 589 CY a long-planned marriage between Lynwerd and Lady Xenia Sallavarian was scheduled to take place in Richfest. In Wealsun, Lady Xenia collapsed and remained in a coma for some years. In 590 CY with starvation and sedition common, Lynwerd initiated a number of radical policy shifts including reducing the size of the royal court and restructuring Nyrond's internal political boundaries. In Spring 591 CY Lynwerd announced a Grand Celebration of the fifth year of coronation in Rel Mord to be held during Growfest. Invitations were to be sent out by the newly expanded Royal Mail Service to all Nyrondese nobility and allied states. At this gala Lynwerd was to make a declaration as to the final status of the former Almorian lands then under Nyrondal control with speculation at court divided on what it would be. Many supported granting the area full status as a Royal Duchy, and others wishing it to be an independent nation. Durinken, High Priest of Rao, announced portents that the year's crop would be the largest in decades. Lynwerd was married to Xenia Sallavarian in 594 CY. King Lynwerd and Queen Xenia's daughter and heir, Princess Archarzi, was born in 595 CY. Sewarndt's coup in 595 CY captured the capital city, Rel Mord, with the assistance of supernatural allies, and in the course of the assault he killed Archbold. In autumn 595 CY, several campaigns around the country, led by Lynwerd's supporters and loyal nobles, succeeded in recapturing nearly all major provinces and cities. The reconquest ended when Sewarndt died at the hands of his brother at the very gates of the Royal Palace in Rel Mord.
Freeday 21st of Flocktime, ~4:20 PM: Completely booked up until after Richfest, the Undertaker's Rest Inn begins referring travelers seeking lodging to the "just opened, newly remodeled" Redchapel Hostel, Fairhost House, and Flops (unless the party comes up with a better name to call this apartment building). These establishments are newly opened for business, and therefore still working out "bugs" in their system/protocols, but they have been hastily staffed by apprentices and junior thieves of the Thieves' Court Guild and their auxiliary "Nulbish Beggars' Guild" members. The Horned King generously lends his scullery maids, One-Eared Kaylynn and her colleagues, to assist and train the apprentice thieves and beggars in the professional ways of the hospitality industry--housekeeping, front desk clerking, etc. Resisting the urge to fall back on the skills of their original trades when dealing with annoying customers--thieving and begging--proves to be the new employees' biggest challenge initially .... Starday 22nd of Flocktime, ~2:00 PM: Despite the churlish manners of the "innkeepers" at the Redchapel Hostel (Slippery Pete is clearly profiling travelers when quoting rates), Fairhost House (Gingersnap is offering her "in-house massages with happy endings" to married men staying at the house for a premium "up-charge", provoking the wrath of their wives), and the Flops (Fleabag claims that it's "standard practice" at Nulbish inns and apartment buildings for patrons to entrust the safekeeping of their most valuable possessions with the innkeeper, who charges a "security deposit" based on the value of items stored), these newly opened businesses begin to fill up with travelers coming to enjoy the Richfest revels and the much-promoted tourney to take place on the final day of the festival. Sunday 23rd of Flocktime, ~9:45 AM: From the Ahlissan capital city of Kalstrand rides in Lord Dellryxen of House Darmen (DC 25 Lore of Society/etc.): , accompanied by a stunningly gorgeous, raven-haired beauty with the legend-fraught name , an impulsive and amoral young libertine of House Darmen, given to playing the part of robber-baron or highwayman on the roads outside the capital to support his debaucheries Ehlissa Nightingale (DC 25 Lore of Society/etc.): , clearly a talented young bard singer and actress, and probably riding the young lordling's, um, coattails, among other things .... , a much-celebrated (and lusted-after) diva of the Kalstrand Opera House and Players' Theater
Waterday 12th of Flocktime, ~9:45 AM: From the Ahlissan Principality and city of Innspa comes Princess Karasin of House Garasteth (DC 20 Lore of Society/etc.): , beautiful and elegant, accompanied by an entourage of a score of followers--some dozen of which are foot soldiers in chainmail with longswords and heavy steel shields, the rest being handmaidens, a physician, an advisor, a groom-of-the-stable, a dashing consort, etc.
, known to be a wizard of no little ability, capable of casting spells of the 5th order Starday 15th of Flocktime, ~11:15 AM: From the North Kingdom city of Kaport Bay comes the Kaport Bay Carpentry Company of some dozen carpenters, inquiring of the ferryman at the Thelly River north bank ferry station whether the job of constructing stands, vendor stalls, arena barriers, etc. has yet been contracted to anyone. They are directed by that elderly chap to inquire in the neighborhood under reconstruction by orcs and brigands just inside Grandwood Gate and to the east. They ask the "foreman" among the human brigands, who sends them to inquire with one of three of the Horned King's Men--Orsino the Sage, Grimaldi the Fool, or Erlick the Noble Squire of His Horned Majesty. They will await an audience with one of these three courtiers on the causeway outside the gatehouse of Castle Skullgard. The 12 expert carpenters (9 humans and 3 forest gnomes) have 4 covered wains, each drawn by a pair of oxen (8 total), and these wains are laden with axes, saws, lathes, levels, plumb lines, angles, workhorses, and other tools of the carpenter's trade, plus enough timber to start building stands, stalls, arena barricades, etc. Sunday 16th of Flocktime, ~2:30 PM: Up from the Hestmark Highlands to the south, mounted on a dire boar in studded leather barding, rides Fargrum of Clan Thunderforge (DC 30 Lore of Society/etc.): , a hill dwarf "knight" in half-plate blazoned with a hammer and anvil symbol, heavy steel shield likewise charged on his back, a heavy-looking warhammer dangling from a belt-thong at his side. His bushy copper beard spills from his open hawk's beak visor, and his steel-grey eyes blaze with indomitably righteous zeal. No entourage travels with him, not even a squire. He books a room at the Undertaker's Rest Inn (A on the Nulbish city map), and inquires about how one enters themselves as a contestant in the upcoming "game of life and death" to be held on the final day of Richfest ....
, "Hammer of Moradin," a lowish-level paladin of indomitable and pious character Moonday 17th of Flocktime, ~8:00 AM: From the Ahlissan city of Hexpools rides in Dame Atrix Drewsell (DC 30 Lore of Society/etc.): , unaccompanied by any squires or attendants. She secures lodging for the next month or so at the Undertaker's Rest Inn in the Grave District of Nulbish, and inquires about entering the upcoming tourney, and whether the prize is truly the "talking dwarven warhammer of White Plume Mountain" or just a knockoff of original.
, a swordswoman of lowish level and de facto leader of the all-female adventuring party known as the Hellcats Pride Waterday 19th of Flocktime, ~3:15 PM: From the Solnor Coast port metropolis of Rel Astra comes Lady Maevelle of House Garasteth (DC 30 Lore of Society/etc.): , a young noblewoman whose beauty might well win her many suitors were it not for her volatile temper and imperious demeanor. Perhaps because of her arcane capability, she has no bodyguards or other attendants, and books a room at the Undertaker's Rest Inn (which is nearly at capacity because of the upcoming tourney). She inquires about entering the upcoming contest.
, a fiery young noblewoman from one of House Darmen’s less prominent clans in Rel Astra, distantly related to “Overking of New Aerdy” Drax the Invulnerable, and a lowish-level evoker who enjoys incinerating enemies (and other things "for the hell of it") with fireballs and lightning bolts Earthday 20th of Flocktime, ~5:00 PM: The remodeling of the old Fairhost House (where the party first discovered the Shifty Six), the Flops (a rundown tenement building of apartments), and the old Redchapel Hostel (a two-story inn formerly operated by the Fairhost clan of hostlers before their extinction from the Greyhawk Wars and the Red Death circa 582-583 CY) is completed. Grimaldi is informed that these locations are now suitable to open for business and to start operating as inns and/or apartments for rent.
Having heard word of the upcoming First Annual Nulbish Contest of Champions from heralds sent out to every city and large town of 2,000 or more inhabitants, a growing number of visitors are attracted to the city of Nulbish. Freeday 7th of Flocktime, ~1:00 PM: From the Ahlissan city of Rel Deven comes Prince Carwend (DC 20 Lore of Society/Knowledge of local and nobility): . The prince is 6'5", with a slim build. He is clean-shaven with formerly black hair that has gone completely gray. He has brown eyes framed with a complex of wrinkles. With the Prince of Rel Deven comes an entourage of knights, squires, pages, and servants--notably, . the ruler of Rel Deven and the surrounding lands, who maintains the border garrisons, known to be a powerful wizard (capable of casting spells of the 6th order) Castellan of Goldbolt Karn Serrand (DC 25 Lore of Society/Knowledge of local and nobility): and , a formidable paladin of Rao who serves Prince Carwend as castellan of Goldbolt--a protective garrison near Chathold, to the western edge of the Great Kingdom just south of the Almorian Protectorate; Hierranea, a stunningly beautiful and towering storm giantess (DC 25 Lore of Society or Nature/Knowledge of local and nobility or nature): .
, a priestess of the giant deity Stronmaus, and defender of Goldbolt, loyal friend of Karn Serrand Starday 8th of Flocktime, ~11:30 AM: From beneath the Glorioles Mountains comes Dwarflord Kufrik Copperbeard of the Glittering Halls (DC 25 Lore of Society/etc.): , , a wealthy and influential dwarflord, obviously intrigued by the rumors that the legendary dwarven thrower Whelm would be the prize won by the contest's champion Count Arthund of New Keep (DC 25 Lore of Society/etc.): , , a human ranger count of some skill, castellan of New Keep, a recently completed citadel of the Pawluck River Valley Elflord of Greenboughs Solian Lhalabar (DC 25 Lore of Society/etc.): , and , a capable eldritch knight and grey elf cousin of Hazendel (Olvenking of Sunndi) Gnomelaird Rasildon Neddlefiddle (DC 25 Lore of Society/etc.): . All four of these lords from the Kingdom of Sunndi to the south are accompanied by their own entourages of knights, squires, pages, and servants--which haply include some of the finest bakers, chefs, cooks, and confectioners in the eastern Flanaess, who plan to set up their own tents and stalls to sell fresh pies, cakes, cookies, "oliphant ears", shishkabobs, candies, and confections of every kind.
from the Hollow Hills gnome enclave of Sparkleburrows, a wealthy gold and gemstone magnate Sunday 9th of Flocktime, ~6:00 PM: From the Solnor Coast port of Rel Astra comes a caravan of six merchant wains drawn by teams of oxen and other dray beasts, the canvases covering the wains emblazoned with the coat of arms of Rel Astra and the Solnor Compact League of Merchants and Traders. These merchants from Rel Astra plan to set up stalls and tents selling a variety of crafted goods, consumables, and other wares, including an alchemist selling alchemical items, and a potion-brewer selling elixirs, oils, philters and potions of all kinds. Moonday 10th of Flocktime, ~4:00 PM: From the North Kingdom capital city of Eastfair comes a Baron Eego of House Naelax (DC 30 Lore of Society/etc.): , accompanied by an excessive entourage, so large that they set up their own tent village on the meadow north of the Grandwood Gate of Nulbish.
, possibly some other actual Naelax prince in the guise of a non-existent baron, intending to enjoy the tourney and/or spy on Nulbish without drawing unwanted attention to himself Godsday 11th of Flocktime, ~2:30 PM: From the Ahlissan capital city of Kalstrand comes a Duke Codswell of House Darmen (DC 30 Lore of Society/etc.): , accompanied by a throng of attendants so numerous that they also set up a tent village of their own, on the south bank of the Thelly just west of Nulbish's Riverwatch Gate and Blockhouse Gaol. , another possible faux persona to obscure the actual identity of a real Darmen noble, who wishes to either enjoy the tourney, spy on Nulbish, or both, undetected
Between Moonday 10th and Godsday 11th of Flocktime, the party investigates the gem-mining town of Bluelode and the salt mines protected by the Citadel of Salt, both on the bank of the Thelly River, and ascertains that either location might provide a suitable new permanent residence for the vampire Baron of Thellywatch-Upon-Nulbish, Corum of House Cranden, who currently lairs in his ancestral crypt beneath the Necropolis of Nulbish. Further, while investigating the Citadel of Salt, the party makes the acquaintance of one of the dwarven salt miners who stands out from his fellows--indeed, he is not well regarded by the other dwarves, who report that he has been all but cast out of his ancestral clan in the Hestmark Highlands, Clan Deephammer, for his exceptional avarice, cruelty, and irreverence toward Moradin and the other Moradinsamman ("Kin of Moradin")--Durrnik "Fellhammer." The party mentions their upcoming First Annual Nulbish Contest of Champions (without going into their plans to rig the tourney in favor of a preferred champion), and it seems that a few of the more formidable dwarves at the Citadel of Salt are intrigued--among them, the wicked Durrnik "Fellhammer."
BLUELODE: Formerly, Bluelode's three linked and walled keeps defended this village of 900 people and the vital gem resources of the Thelly riverbed. Harnnad's personal elite plate-clad Steel Squadron were the guards there and constantly watched over the panning. A mage employed a wand of metal and mineral detection to meet the quarterly quotas Harnnad laid down to keep his coffers full. Any form of theft was punished by immediate execution. The keeps, with their very strong walls and elite troops, were also said to contain dungeon-prisons where Harnnad incarcerated political enemies or those he suspected of treachery. And there were rumors of a drow torturer with fine interrogation skills dwelling below the central keep. When Warduke Malvolio conquered Medegia and drove out the occupying Ahlissan forces of Grand Prince Xavener of the House of Darmen, Prince Harnnad fled to the relative safety of Kalstrand, capital of the United Kingdom of Ahlissa, to seek asylum with his cousin Xavener. Most of Harnnad’s Steel Squadron and other minions followed him there, though some deserted to start a new life elsewhere. The drow torturer was slain by Malvolio himself. Currently, Bluelode is governed on behalf of Horned King Malvolio of Medegia by Lord-Mayor Galdredd (LN male human [Oerid-Flannae] expert 6), a native of Bluelode and former clerk of records at the central keep, who denounced Prince Harnnad and swore fealty to the Horned King when the latter conquered Bluelode in 597 CY. Galdredd finds his new position as lord-mayor of Bluelode far more agreeable than his previous lot as a bullied clerk under the oppressive rule of Prince Harnnad and his Steel Squadron. Therefore, he works diligently to ensure that the Horned King remains satisfied with the output of the village’s gem-panning operation, employing trustworthy and vigilant overseers to watch over the panning (but without the brutality that had been typical of Harnnad’s Steel Squadron). Just as Harnnad had done before him, Galdredd also employs a mage—Smendrig of Mentrey (LN male human [Oerid-Flannae] wizard [diviner] 5)—equipped with a wand of metal and mineral detection to ensure that quarterly quotas comparable to those previously demanded by Harnnad are regularly met. Prince Harnnad of House of Darmen (NE male human [Oerid-Flannae] fighter [two-weapon warrior] 12) still claims the title “Prince of Nulbish,” and chafes at his impotence to reclaim the territory wrested from him by the Horned King. His cousin Xavener assures Harnnad that he will be reinstated once Medegia is once more conquered by the forces of Ahlissa and the House of Darmen, but for the time being, Harnnad has little choice but to bide his time and exercise patience as a “prince-in-exile” within Xavener’s royal court at Kalstrand. CITADEL OF SALT: Here, a castle has recently been erected on the site of a keep razed by Osson during the Greyhawk Wars which once protected an old salt trade route from the east, hence the name. Former Prince of Nulbish Harnnad had dwarven prisoners taken from Sunndi. He forced them to work on the fortification, their loyalty ensured by the fact that their children had been kept hostage at Bluelode against any possibility of sabotage. Unfortunately, since most of the laborers they directed had been criminals serving forced labor terms, the dwarves couldn’t keep up with the punishing schedule for completing the work (which was planned to finish in the summer of 586 CY). The dwarves had been regularly beaten and brutally treated by their captors, many of whom had been orcs and half-orcs. The citadel had been built as a defensive bastion and riverboat base to protect the lands from the folk of Sunndi, making their work even more odious to the wretchedly unhappy dwarves that had been forced to work here. Liberated and reunited with their children when Medegia was conquered by Warduke Malvolio in early 597 CY, the dwarves were given the choice to return to their homes in the Glorioles Mountains and the highlands of Sunndi, or stay and continue to work in the salt mines for a fair wage as free dwarves. Many chose to remain in a show of gratitude to their liberator, and continue to mine salt here, residing within the recently completed Citadel of Salt. These resident dwarves are led by one of their own, Overseer Grankus Ironbeard (LN male dwarf [hill] fighter 4/expert 4), castellan of the Citadel of Salt, who reports to the Horned King at the end of each quarter, supplying him with salt for his table in addition to a considerable share of the salt trade profits. The party might search for a potential ally among the dwarves that dwell and work here, for they have conceived of a potential plan to rig the upcoming “First Annual Nulbish Contest of Champions” (to be held immediately following the week of Richfest), to ensure that an allied dwarven champion of their choosing wins the tourney and the grand prize—the sentient dwarven thrower, Whelm. Almost all of the dwarves here are lawful good, and would not make for very suitable allies to a party of amoral antiheroes like the player characters. However, one among them is of lawful evil alignment—Durrnik “Fellhammer” of the Hestmark Highlands (LE male dwarf [hill] fighter 7) (see Durrnik’s full stat block and brief backstory in the document entitled First Annual Nulbish Contest of Champions). All but cast out by his kinfolk (Clan Deephammer of the Hestmark Highlands), even other dwarves consider Durrnik “Fellhammer” to be avaricious, dour, and humorless, and he has an evil reputation among his fellows at the Citadel of Salt—just the sort of dwarf the player characters are searching for. Durrnik would not need much convincing to enter a tourney rigged in his favor to win the legendary Whelm ….
Orsino; Ivid VIII wrote: So,.... In a few weeks much of Rel Mord's military, and her top generals, will be 1,000 miles west of the Duntide?!! Yes, that's correct. However, it should be noted that knowledge of King Lynwerd's intent to lead the Nyrondal army west to succor Furyondy came solely to Grimaldi via a silver raven, and unless Grimaldi shares this private information, he alone in the Horned King's court is privy to it ....
Continued from the spoiler box full of wall-o'-text above .... At a signal given by Herzog Tanar'ri, Kinky upended a jar of sovereign glue over the head of the "one-eared pilgrim passenger", immediately followed by Drannoch seizing the disguised killer doppelgänger about the waist and upending it, pressing its adhesive-coated head to the deck of the ship long enough for the magical glue to set. As both Kinky and Drannoch were now visible, Herzog dismissed his own invisibility potion and quickly explained the situation to the very-startled Suel captain -- just as some of her crew had finished lowering the Medegian flag the caravel had flown while within sight of Nulbish, and was in the process of flying a flag bearing the "Scarlet Sign" of the infamous and insidious Scarlet Brotherhood! Having already been well-paid by the "pilgrim passenger" for safe passage to Scant, and now given a handsome bribe (twice the doppelgänger's fare!) by the fast-talking and quick-witted wizard who looked like a half-demon cambion of some kind, the Captain of the Osprey shrugged in satisfied disinterest, not wishing to become any further entangled in the bizarre manner than she already was, and agreed to drop the three antiheroes and their captive off on the north riverbank, only a few hundred yards upriver from Nulbish. (The captain, Sister Scanzia of the "Hidden Kingdom of Shar," didn't seem to care that the antiheroes had seen her crew exchange the Medegian flag for the flag of the "Scarlet Sign" .... ) After securely binding the kicking and screaming doppelgänger with rope, Kinky used his jar of universal solvent to free the captive's head from the deck as the Osprey slowed to a stop in the shallows near the riverbank to let the disguised Horned King's Men and their prisoner disembark .... Dragging the bound-but-still-struggling one-eared doppelgänger back into Nulbish via the Riverwatch Gate, they stopped at the Riverwatch Blockhouse and Gaol, where they locked their prisoner securely inside a cell, wrists bound in manacles and ankles in shackles, to await "the Horned King's justice" (i.e., torture and death) while His Invincible Puissance was away in Sunndi to the south, fighting in the war against Wastri .... So ends the tale of the One-Eared Killer Doppelgänger of Nulbish ....
The One-Eared Killer Doppelgänger of Nulbish (The Brief But Bloody Career of the Nulbish Cryptid that Might Have Been):
Formerly one of a gang of six doppelgängers known as the Shifty Six, a rogue doppelgänger calling itself “The One-Eared Doppelgänger” (it has severed its own left ear) has begun to ambush lone victims in the city of Nulbish, severing their left ears before escaping into the city’s maze of streets and alleyways. The Shifty Six had been squatting in an abandoned tenement building in central-north Nulbish when the party discovered them. They agreed to Kinky’s proposal of employment in his newly-acquired thieves’ guild as spies and informants, and initially, all six of the doppelgängers seemed willing to apply themselves to their new occupations. Hoping to ensure their continued loyalty, Kinky had his wizard ally Herzog cast arcane mark on the left ear of each of the Shifty Six doppelgängers, making them easier to track via divinations.
Not long thereafter, one of Shifty Six defected, sneaking away to an unknown hide-out somewhere within Nulbish; this renegade doppelgänger was different from its fellows, possessing a murderous nature that compelled it to stalk and kill humanoid victims, sometimes assuming the guise of certain privileged victims for a time (until the victim’s friends and relatives grow too suspicious, at which point the killer doppelgänger abandons the deception and steals away to find its next choice prey). One such victim had been the harbormaster of the Old Quay harbor, Dreskin Flumender — an Oerid-Flannae man of middle age, who had lived in a Riverside District townhouse with his wife, Blendrae. Dreskin had seemingly “disappeared” for a few days before “reappearing”, acting “strange” and giving flimsy excuses for his absence that “didn’t add up” to Blendrae Flumender. Initially, Blendrae had suspected her “husband” of infidelity, and accused him of such; when “Dreskin” hadn’t protested his innocence in the least, seemingly unconcerned with her angry accusations, Blendrae then began to fear that there might be something even more disturbing behind his bizarre behavior than a philandering husband. Her creeping suspicions grew into a dawning realization of the awful truth — that what looked like her husband was in fact something else. Blendrae confronted the doppelgänger, threatening to summon the city watchmen if it didn’t depart from the house at once. Instead, the doppelgänger murdered Blendrae, breaking her neck and stuffing her corpse in a closet off the foyer. Realizing that it was time to abandon the guise of the murdered harbormaster and move on to “greener pastures”, the killer doppelgänger looted a coffer containing Blendrae’s jewelry and Dreskin’s modest savings, absconding with the ill-gotten booty to yet another hide-out in the labyrinth of storm tunnels and sewers beneath the city streets. Remembering that its left ear bore an arcane mark by which it could more easily be tracked with magic, the killer doppelgänger severed it with a knife, discarding it in an alleyway near the Flumender house. From that point on, it began to distinguish itself from others of its kind by adopting its current “title” — The One-Eared Killer Doppelgänger of Nulbish. Soon thereafter, while Kinky and the remaining “Shifty Five” doppelgängers were investigating the “case of the missing doppelgänger” (and the seemingly related murders and disappearances occurring in various neighborhoods around eastern Nulbish), one of the doppelgängers discovered the severed ear in the alleyway near the Flumender house, bringing it to “Master” Kinky’s attention. Kinky now realized the lengths to which the “deserter” doppelgänger would go to avoid being detected and apprehended. What Kinky and the remaining Shifty Five doppelgängers did not realize, was that their discovery of the severed ear had been observed by the cunning One-Eared Killer Doppelgänger, covertly spying on their investigation in the guise of an innocuous dockhand (albeit a dockhand missing his left ear). The One-Eared Killer Doppelgänger not only realized that it was being actively hunted by Kinky and its former fellows, but that they would now be on the lookout for anyone missing their left ear. In order to throw them off its trail, the One-Eared Killer Doppelgänger conceived of a gruesome new strategy, which it had only just began to implement — severing the ears of a number of victims, but leaving them alive so they could serve as “red herrings” to confound and undermine the efforts of those trying to track it down. It made the brazen mistake of debuting its new plan right under the collective noses of the Horned King's Men and their fiendish allies, infiltrating Castle Skullgard and assaulting a lone young scullery maid, Kaylynn, severing her ear before fleeing from the castle. The hapless victim's screams of pain and terror brought the party to investigate, and the chase was soon afoot. Drafting the Horned King's devils (5 erinyes, 5 bearded devils, and 5 imps) to quickly search the entire castle (via teleport, flying, etc.), the Horned King's Men soon deduced that the attacker had escaped from Castle Skullgard, so they raced out of the castle and across the causeway over the Thelly River, into the city of Nulbish. They first hastened to the Diabolical and Profane Temple of the Nine Hells to inquire about purchasing a scroll of locate creature, but the clergy there informed them that such a spell was the purview of mages, not priests. The three antiheroes then raced to the old Mages' Tower Guildhall, where the master necromancer, Conniveren Plaskerd, and several of his apprentices and minions were ostensibly restoring the guildhall for its original purpose (and not at all as a secret temple of Vecna .... ). They were able to acquire a scroll of locate creature from Master Conniveren for 700 gp. Leaving the old Mages' Tower, the antiheroes dashed to their secret hideout, an abandoned warehouse near the Necropolis at the center of Nulbish, where they hastily changed into their alter egos -- Herzog Tanar'ri (a.k.a. Orsino of House Naelax/Ivid VIII), Kinky the Clown (a.k.a. Grimaldi of House Rax-Nyrond), and Drannoch "The Devourer of Dreams" (a.k.a. Erlick of the Saltmarsh Lassiters). Having done so, they hustled to the Chapel of Discord at the heart of the Necropolis (and of greater Nulbish), and Herzog Tanar'ri carefully (and thus, successfully) cast the locate creature spell from the scroll. Turning slowly to scan in a circle around him, the spell's range would cover the entire city, and they quickly ascertained the direction of their quarry -- it was to the southwest, and gradually moving westward. Giving chase, the three antiheroes in their alternate guises were approaching the Old Quay near the western end of the city, about a block from the riverside docks, when they suddenly lost track of their quarry, for running water disrupts the divination, and the one-eared killer doppelgänger had boarded what had seemed like a Medegian merchant caravel. But in the same instant that Herzog Tanar'ri announced he'd lost the doppelgänger's trail, Kinky the Clown's observant eyes had descried the merchant caravel sailing away from a nearby dock, west up the Thelly River. Following a shot-in-the-dark hunch, the three antiheroes improvised a hasty plan and executed it "on the fly" (no pun intended) .... First casting ant haul on himself so he'd be able to carry his two companions, Herzog Tanar'ri then drank a potion of fly .... In the time he'd done this, Kinky had and Drannoch had rendered themselves invisible by drinking potions of their own, and then each locked their armed firmly about Herzog's upper arms and shoulders. Herzog then (very clumsily and awkwardly) floated through the air (at a much-reduced fly speed), giving chase after the caravel sailing upriver. Istus must have felt sorry for them, for the three antiheroes (all invisible, now, as Herzog had somehow managed to drink his own potion of invisibility, despite his heavy companions dangling from both shoulders) reached the mid deck of the caravel just before Herzog's potion of fly expired. They saw a nervous-looking pilgrim, clad in a cowled grey cloak and brown robe, hastily paying the female Suel captain for passage, frequently looking back down the river over his shoulder .... It was probably the doppelgänger (they reasoned), so they surrounded the "pilgrim passenger" invisibly .... Continued below ....
The Horned King invites his former adventuring companions to remain at Castle Skullgard for as long as they wish and enjoy his hospitality, but both seem eager to depart--the wee gnomish Baron of Willip, Monduel, citing his concerns regarding Iuz's recent total conquest of the Shield Lands, and fears that the cambion demigod might next march on Furyondy's capital city, Chendl; and Bob Crossbowman citing his duties as Lord-Commander of the Watch in the Free City of Greyhawk. After gifting each of them with a generous token of his everlasting friendship in the form of precious gemstones, Malvolio bids his old adventuring companions farewell, and Countess Olivia returns them to their respective posts via greater teleport spells.
Moonday, 10th of Flocktime, 600 CY: Following a night of revelry celebrating their victory over Wastri and his Hopping Horde at the Battle of Pitchfield Meadow, Horned King Malvolio, Countess Olivia of Pontylver, Selephotsiphem, Sveinn Heldensson, Captain Arryn Aelberoth, and Malvolio's and Olivia's former adventuring companions, Baron of Willip Monduel and Bob Crossbowman of Greyhawk, bid farewell to Olvenking Hazendel of Sunndi ("until we fight side-by-side once more," Malvolio ominously reminds the grey elf king). Countess Olivia casts teleport to return them to the High Hall in Castle Nulbish. During their (Malvolio, Olivia, et al) absence, the Horned King's Men had been busy promoting their various interests in Nulbish -- meeting with and beginning negotiations with Jocelle the Asmodean sorceress and her allies, formerly of the defunct Horned Society; meeting with the secret cult of Vecna renovating the old Mages' Tower Guildhall; finally meeting a few of the Horned King's "guests" in the upper chambers of Castle Skullgard; and at last, tracking down and capturing the renegade One-Eared Killer Doppelgänger of Nulbish (as he was coming to be known and feared), after it had brazenly infiltrated Castle Skullgard and severed the left ear of the scullery maid Kaylynn. (In the course of the latter adventure, they also managed to make friendly contact with the captain of a Scarlet Brotherhood ship on which the renegade dopplegänger had attempted to flee west up the Thelly River; for the record, the Scarlet Brotherhood captain's name was Sister Scanzia, and her ship was a caravel named the Osprey.)
Continued from above .... The Battle of Pitchfield Meadow was resolved before the hour of noon that Sunday, the 9th of Flocktime. Several more deep gashes inflicted upon Wastri by the Horned King with Blackrazor convinced the demigod that he would be doomed if he didn't beat a hasty retreat. "Selephotsiphem" was quite relieved when the battle ended with Wastri escaping back to his lair in the Vast Swamp by way of a teleport spell instead of being the fuel to catalyze a terrible apotheosis of the sentient greatsword Blackrazor .... Deprived of the galvanizing force of their demigod leader's supernatural charisma, the remaining forces of the Hopping Horde were soon routed by combined forces of Sunndi's human cavalry mounted on barded warhorses, dwarven axe-wielders, elven archers, gnome siege engineers, and halfling slingers. In celebration, Olvenking Hazendel decrees that no further taxes shall be collected from his subjects until the New Year of 601 CY. He holds a great feast in gratitude to the allies who came to the Kingdom of Sunndi's defense, and reassures the Horned King that he will not forget the terms of their alliance when the time comes for Sunndi to stand with the Horned Kingdom against its sundry foes.
Former Horned Society minions in the Ruins of the Cathedral of Stern Alia (city map letter P) Several weeks ago, prior to the party's excursions to Darkenrift in the Grandwood and White Plume Mountain, as they were exploring various locations throughout Nulbish, they discovered that the ruined and abandoned Cathedral of Stern Alia was not as abandoned as it appeared. Hiding out among the wreckage within the cathedral were several individuals who claimed to be former residents of Molag when it was still the capital city of the now defunct Horned Society (instead of Iuz's "summer palace", as the Old One laughingly calls Molag these days). (In hindsight, Orsino of the House of Naelax in particular is somewhat amazed and surprised that anyone would ever admit to being former minions of the "Dread and Awful Presences" of the Horned Society to a group of nosy adventurers they'd just met .... Could it be a deception? A trick? But if so, to what end?) There were six altogether, listed below, starting with their de facto leader (by dint of her comparative power over the others). Jocelle (LE female human [Oerid-Flannae] infernal bloodline sorceress 10): A beautiful and highly persuasive woman, Jocelle leads the others because she is the most powerful, as well as the most experienced, having been one of three comely female apprentices of one of the Hierarchs of the Horned Society (that Hierarch, and presumably the other two apprentices, were slain by powerful adventurers about a decade ago). Like her late master, Jocelle is a disciple of Asmodeus, greatest of the archdevils, and Lord of Nessus. When the party met her last month, she had been clad in a crimson robe with a high, flaring collar, cinched at the waist with a belt of gold medallions, and carried a bronze rod topped with a blood-red crystal. Yeval Notna (LE male human [Suloise-Flannae] unchained rogue 5/assassin 3): A stout, bald, double-chinned man, not quite 5-1/2-ft. tall, with heavy-lidded grey eyes, a forked bead and mustache (light brown), and had been clad completely in black when the party first encountered him back in early Planting (about a month ago). Yeval had not spoken at all at the initial meeting, but he and the others had been introduced by Jocelle, who had done almost all of the talking for them. He had merely stared at the party (especially the "weird-looking jester"), his pudgy hands very close to the hilts of the pair of short swords hung in scabbards at his flabby waist. Crauleister (NE male tiefling [hellspawn] two-handed fighter 6): A tall and lanky "devil-born" (or "hellspawn") tiefling warrior, with rust-red scaly hide, all-black eyes (no whites or pupils), needle-sharp yellowish teeth bared in a constant grin (or snarl?), shoulder-length mane of black hair that did not conceal the 3-inch yellowish horns protruding from his brow, and a rust-red tail like that of a lion, except longer, ending in a tuft of black fur. Crauleister also kept quiet during that first encounter, letting Jocelle do the talking, but he'd growled and cast an angry look at the bewitching sorceress when she'd introduced him by name to the three "snooping strangers" .... Parson Jaax (NE male human [Flannae-Oerid] cleric 6 of Nerull): A dark-skinned and dark-eyed, pockmarked man of indeterminate age (he was likely younger than his physique made him appear), his posture twisted and stooped by a severe curvature of his spine, making him seem to be perpetually bowing, and his stringy wisps of sparse black hair clinging damply to his scabrous scalp. He'd been leaning on the black shaft of a scythe that was a crooked as he was, with a crescent blade the color of rust -- or dried blood? His ill-formed frame had been draped in a black robe during the initial encounter. Like the others, he'd deferred to Jocelle, merely nodding indifferently when she'd introduced him. Blixx "Longfangs" (LE male hobgoblin polearm master fighter 5): One of two hobgoblins with the group, Blixx "Longfangs" wore a black scarf wrapped around the lower half of his blue-and-red mandrill-like visage, and a black cowl pulled over his head to conceal his long and pointed goblinoid ears, leaving only his feral yellow eyes exposed. He wore a black tunic under his scarlet-tinted breastplate, and black-and-red checkered hose, knee-high boots of black leather, black leather gloves, and a waist-length scarlet cloak hung over his broad shoulders. He was armed with a black fauchard-fork polearm, which might have been the origin of his nickname, "Longfangs", for the business end was not unlike a pair of long fangs at the end of a black wooden pole. Snarrff Gobbledowner (LE male hobgoblin unchained rogue 5): The other hobgoblin was introduced by Jocelle as "Snarrff Gobbledowner", and had been clad in a similar manner to Blixx, with hobgoblin features all but hidden behind a black scarf and cowl, but with a black leather cuirass (instead of a red-tinted breastplate), and all-black hose (instead of red-and-black checkered). Snarrff had been armed with a blackened iron morningstar, and a leather bandolier of throwing daggers crossed his torso.
Orsino; Ivid VIII wrote:
Oh yeah .... I forgot about the Horned Society expats in the sacked Cathedral of Stern Alia .... Heading in to work in a few, so I'll try to dig up those notes later tonight and post info ....
I've done some research on how tournament brackets and single-elimination knockout (or "sudden-death" knockout) tournaments work, and I have made up 32 (!!) stat blocks for competitors in the First Annual Nulbish Contest of Champions, so we have a simple progression through a straight-forward single-elimination knockout tourney. In case some of you are unfamiliar with how such a tournament works, I've written up a short primer, hidden in the spoiler tag below for whoever might want to give it a read. Single-Elimination Knockout Tourney Info:
BACKGROUND INFORMATION:
The party of adventurers known as the Horned King’s Men have conceived of a plan to host a special tourney in Nulbish. Originally an idea proposed to his companions by Grimaldi (a.k.a. Kinky the Clown), this tourney, which Erlick of the House of Lassiter (a.k.a. Drannoch the Devourer of Dreams) has dubbed the “First Annual Nulbish Contest of Champions,” is to be held in the octagonal arena within the Chapel of Discord at the heart of the Necropolis. The party hopes to use this contest as a vehicle for discovering formidable warriors that might be recruited into a new mercenaries’ guild they plan to establish in the near future. They plan to offer the magic sentient warhammer Whelm as the grand prize to the champion of the contest, thereby attracting many capable contestants from throughout the Flannaess. A chance to win the legendary Whelm is certain to be an irresistible lure that will no doubt attract many capable contestants, but the party must first decide upon certain logistical details. For one thing, they must establish the rules for their proposed tourney. Will the combat be lethal, fought with the contestants’ own weapons? Or will it be nonlethal combat, fought with padded wooden training weapons only? Will the use of magical arms and armor be permitted, or must the combatants use only mundane equipment provided by the tourney’s hosts? Will spell-casting be permitted, or prohibited? Will the contest be open to all comers, or will individuals from hostile nations be prohibited from competing? On what day and hour will the contest commence, and on what day and hour will it be concluded? Will divine healing be provided to wounded competitors? If the combat is to be lethal, will slain competitors be resurrected? Once these matters are decided, the party must also determine how they will advertise the contest, spreading the word as far and as wide (and as quickly) as is possible. DEFAULT TOURNEY ORGANIZATION & RULES:
Single-Elimination Knockout (“Sudden-Death”): A single-elimination knockout (or “sudden-death”) tourney is a type of elimination tournament where the loser of a match-up is immediately eliminated from the tournament. Each winner will play another in the next round, until the final match-up, whose winner becomes the tournament champion. Defeated competitors may play no further part after losing, or may participate in "consolation" or "classification" matches against other losers to determine the lower final rankings; for example, a third place playoff between losing semi-finalists. Most competitions throughout the lands of the Flanaess are held with a pure single-elimination tournament system; less commonly, a competition will have many phases, with the last being a single-elimination final stage.
I've also made up a tourney bracket already, with the 32 NPC contestants seeded randomly into the starting bracket slots. I'll show it to you all on Sunday.... |