Expedition to the Ruins of Castle Greyhawk [3.5 D&D]

Game Master Stiehle

3.5 Edition D&D campaign set in the environs of the City of Greyhawk.


Mordenkainen needs you. The good people of Greyhawk need you. What are you waiting for?

Twenty-seven years ago, a band of adventurers led by the great wizard Mordenkainen entered the dungeons below Castle Greyhawk and released the
evil demigod Iuz, intending to slay him. Betrayal led to failure, Iuz escaped, and many lives were lost. Today, evil has returned to Castle Greyhawk, and Mordenkainen must place his trust in the hands of a new generation of heroes. Those who fail will be lost, and those who triumph will be legends.

Castle Greyhawk has become a grand fixture of the Cairn Hills, tempting the likes of Mordenkainen, Bigby, and Tenser with its dark mysteries. Today it lies in ruin, ravaged by years and countless assaults. However, many of its greatest treasures and secrets remain hidden in the sprawling dungeons beneath, where terrible monsters and fiendish traps defy new generations of heroes in search of fame and glory.

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Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

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PC Health / Adventure Notes
OR
Round 1 - Initiative Order & PC Health / Combat Notes]

Fash 62/62 [Darkvision & Lowlight Vision]

Sobok 118/118 [Draconic Aura (Senses - self and all allies within 30' gain a +2 to Listen and Spot checks as well as Initiative rolls)]

Verdan 61/61 [Shield is readied and is shedding Light (bright light to 40') for 110 minutes; No AC Penalty when using Hide/Move Silently (Iron Silence) for 10 hours]

Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]

Nebuzaradan 50/50 [Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 10 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 10 hours]

Morrow 75/75 [Darkvision (Norebo's Hand)]

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[dice=Neb's Initiative]1d20+1[/dice]
[dice=Morrow’s Initiative]1d20+1[/dice]
[dice=Fash's Initiative]1d20+2[/dice]
[dice=Sobok's Initiative]1d20+3[/dice]
[dice=Reonnyn’s Initiative]1d20+3[/dice]
[dice=Verdan’s Initiative]1d20[/dice]

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Character Notes

None

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Marching Order

10' corridor:

5' corridor:

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Watch Shift (4 hours each)
Shift 1 Fash And Verdan
Shift 2- Sobok and Reonnyn
Shift 3 Neb and Morrow

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Treasure List

Unclaimed items to be sold, gems and coins
None

Special Items (items with no apparent intrinsic worth but might be valuable in other ways)
None