Monday, December 26, 2011

Temple of Elemental Evil - level 1

These are the current player handout maps of the environs, ground level and 1st level of the infamous Temple of Elemental Evil.


Please note anyone actually planning on playing/running this module these maps have been edited from the original TSR module maps. They do not contain many of the secret/concealed doors/rooms or traps illustrated on the original maps. Its one thing not to make the players actually map because of time/willingness constraints it's quite another to totally give away everything on the map. They still have to explore and find out the many surprises of the temple the good old fashioned way.
Since the Temple had been previously invaded by the forces of Good, I had the party acquire these maps from Otis after meeting him in Nulb.

For level 2 of the players maps.

For level 3 of the players maps. 


Monday, November 14, 2011

Griffithton Village

Located within 200 feet of the Lost Temple of Pelor. Currently under construction but this is what it will look like when completed.



See also the updated Branton's Tower here.

Pembrose

Pembrose

Located at the confluence of the Jewel River, Pembrose, with its 600+ residents, is by far the largest settlement in the Jewel Valley. The fertile riverbed provides excellent farmland; the Gnarley Forest supplies lumber; and the river, along with the adjacent road, provide ample means of shipping goods in and out of the valley. The village borders the river , and there are several docks and warehouses along its banks. A large central market where commoners and adventurers alike can find most anything that they need dominates Pembrose. Lord Kyle’s manor sits on the village’s northwestern perimeter, surrounded by farmland and his private hunting grounds.

Major Locations



Lord Kyle’s Manor

Situated a quarter mile northwest of Pembrose, this twelve room, three story estate is surrounded by one hundred acres of farmland, private hunting grounds, and an orange grove.


Town Square and Market

The heart of Pembrose is the Town Square and its bustling market, The streets are cobbled and kept clean. A 10 foot high statue of Lord Kyle’s father, Jeremy Kyle, stands in the middle of the square. All the village merchants surround the Square, joined everyday by peddlers and farmers who arrive early in the morning with their carts and wagons to hawk their wares. Anything in the PHB that costs less than 200 gp can be purchased here in the market.


Culwert’s Perfect Armory (Two Dwarves Fine Weapons and Armor)

Culwert a venerable dwarf and brother of Odger, is the valley’s finest armorer, His prices are reasonable, and he is capable of crafting masterpieces. Culwert is not fond of talk and works ten hours a day, after which he can be found downing pint after pint at the Lonesome Drake Inn and Brewery. He has dreams of finding the final resting place of his brother, an adventurer who died in the Underdark, or so he believes.
This is currently being transitioned over to Torbin and Korbin, the dwarven brothers that the party freed from the Adlerweg Keep.
A new sign can be seen in the window proclaiming;
Two Dwarves Weapons and Armor – swords and armor for the heavy hitter. Weenie arms need not apply. Remember Hero Damosels love a real man with a really big sword.


Odger’s Excellent Arms

Culwert’s younger brother Odger runs this establishment. Odger is chattier than his brother, and can be prodded to divulge all sorts of rumors from the valley.


Tinker’s Trinkets

Tinker, a red bearded gnome, has run his pawnshop in Pembrose for twenty-five years. Before he opened the shop he was an adventurer himself, but he quit that dangerous profession when he realized he enjoyed more haggling with merchants over the price of the booty than he did procuring it. The most he can pay for any item is 1,000 gp, and then only once.
Most of what Tinker has for sale are jewels, baubles, and knick-knacks.
Tinker knows Tina, the sorcerer and potion maker in Bostwick, and despises her. He calls her The Witch. The reason for the feud goes back many years and involves a Wand of Magic Missiles that, for one reason or another, both believed belonged to them. Tina ended up with the wand (see Bostwick)


Osgood’s General Store

The PCs can buy all their sundry adventuring supplies here for reasonable prices. Twyla Osgood the diminutive (4ft, 10in.) gray-haired proprietor is a long time resident of the valley and good friend of Jeffar, the cleric of Pholtus who lives in Bostwick.


Regis Baum’s Fine Wines

Pembrose Red, a light fruity table wine , is bottled, sold, and distributed from this large two-story building. Regis and his wife Winifred live above their shop in a comfortable, six-room home. In fact, after Lord Kyle, the Baums are the most prosperous family in the village. Dylan Boxtoggar is the vintner for the wine harvested from the nearby hills.


The Green Table

This is Pembrose’s other tavern, aside from the Lonesome Drake. Starkly furnished with long tables (which, yes, are painted green) and rough wooden benches, the Table serves mutton and potato stew for lunch and breakfast seven days a week (2 sp, including tankard of ale). It is a simple one-story building run by a humorless halfling named Croonles. There are no rooms but the PCs can sleep on the floor of the common room for 5 sp.


The Lonesome Drake Inn and Brewery

This is the largest, cleanest, most reputable inn and eating establishment in the valley. Boris Stenker, his wife Irma, and their two sons, William and Tommy (ages 12 and 11) run the Drake for the last two years. Irma cooks the meals, Boris runs the bar and is responsible for the lodging, William looks after the stables, and Tommy-along with Brynna who’s worked at the bar for the last 15 years-helps serve the food.
Nearly any member of the village can be found at the Drake at one time or other. In times of strife it serves as a public gathering place where villagers can sort out their troubles.

Lost Temple of Pelor


General overview of the Temple of Pelor


Geographical Location: The Temple of Pelor is located 1 days journey northeast of Hommlet and 2 days from Pembrose.



The majority of map locations are rooms inside the temple. The temple rooms are consistent in design, unless stated otherwise, assume that:


  • The temple is in good repair.
  • The external walls are stone.
  • The ceiling, floor, and internal walls are wood.
  • Ceilings are 10-12 feet high.
  • Interior doors are made of wood, and can be locked (small iron bar) from the inside.
  • Doors to the outside are bound in iron.
  • Archways and door frames have a height of 8 feet.
  • Windows slide open (friction fit) and are marked on the map by slightly narrower lines on the exterior.
  • The only heating is a small fireplace on the second floor. It is used only to cook food.

Aboveground areas A


Ground-floor


1. ENTRANCE/WELL
If they look closer at the building, the following is seen: The dense trees to the north are held back by a low stone wall. Two iron gates present a method through the stone wall, into another clearing beyond. A path winds through these gates, into the building ahead. Looking past the gates, you see a low circular stone wall, likely a well, then beyond that, a sturdy three story building. Surrounding the building, the forest continues.
The building is fairly stout looking — perhaps 120 feet wide by 80 deep — and made from stone and mortar. The stones are in good condition from the ground floor clear up to second and third floors. A portion of the roof was peaked, as if there was once a statue or iron symbol there. You expect that this building might have once been a church.

  • The stone wall
    The wall is made from loose stones stacked to a height of four feet, with a depth of roughly five feet.
  • The gates
    The iron gates are four feet high, probably swing easily over the tall grass and weeds that have grown up in the clearing.
  • Clearing, grass, weeds
    The large clearing that you’re standing in is roughly 140 feet in length, and 80 feet in depth. The smaller clearing to the north is roughly 80 feet in diameter around the well. Both clearings seem mostly overgrown with weeds, rising to a height of three feet in places. A path has been beaten through the weeds, leading through the closed gates and into the building ahead.
  • Path
    The path through the weeds is one to two feet wide, and consists of flattened grass. Clearly someone has been through here recently.
  • Well
    The well is fed by an underground stream, 50 feet below ground level. The rope is 55 feet long. Both the rope and the iron rung would support the weight of a human. The well is surrounded by a low stone wall which is in good repair. An iron rung has been affixed to the wall with thick metal spikes. A long thick rope is tied to the rung, and attached to the other end of the rope is a wooden bucket.
2. ENTRANCE
You’re standing in the entrance way to the building. The room is 40 feet square, with a high ceiling that is 2 stories high. A winding staircase leads up to the second floor, archways to the north and west lead into other rooms, and there is a sturdy looking door set in the east wall.
3. DESECRATED ALTAR
You’re in a square 40 foot square room with beautiful bay windows on the west and south walls. Set against the north wall is a raised dais that was clearly once a small temple. The remains of smashed stone artifacts litter the room, and have been replaced by a large hideous eye, painted on the wall. Two blood-red spears rest against the north wall.
There’s an archway in the east wall that leads to a room with a staircase, and an archway in the north wall that leads to a corridor.
4. HALLWAY TO STAIRS
You’re in a hallway, 30 feet wide and 50 feet long. There are bay windows set in the west and north walls, which provide a beautiful view of the encroaching forest. There are doors on the south and east walls. Two staircases border the eastern door; one leading up and one leading down. There are two iron sconces are set in the walls.
5. HALLWAY TO EATING AREA
The hallway is ten feet wide, and 80 feet long. There are archways in the southwest, northeast and southeast ends, and a doorway in the northwest.
Eating Area
A large wooden table dominates this 30 foot by 40 foot room. Two bay windows on the north and east walls provide a view of the surrounding forest. The top of the table is littered with old bones and cuts of rotting meat. There’s an archway in the southern wall that leads to a hallway, and then behind that, offers a view of the front door of the building. There’s a door set in the center of the west wall.
The food is rotten and not worth keeping. The bones are from small animals—the largest may be a human femur (could be used as a small club; 1d4 bludgeoning damage, otherwise treat as a club). There are also several dozen broken wine bottles and an empty (and shattered) barrel of wine. There is a knife hidden in some trash on the floor near the table. It’s a standard knife (treat as a dagger in combat).
6. BALCONY
The balcony on the east side of this building is 30 feet deep, and runs the full 80 foot depth of the building. The ground is littered with broken clay pots that once held plants and small bushes, but the pots have been smashed, and the plants died long ago. There’s a stout door set in the west wall that leads into the building. Two staircases lead off the east side of the balcony into the forest.
Unless the werewolves have made other plans, there will always be 1 or 2 here in orc form, whittling at some wood, playing bones or some other game, or eating and drinking. There are doors on the eastern and northern walls. The wolves also enjoy sunning themselves on the porch and may be found here


Basement


The air in the basement is chilly and damp, with small broken wooden stool. There is also a touch of mold in the air.
7. WINE CASK
This L-shaped room is roughly 30 feet by 30 feet, and has the same damp chill as the other rooms of the basement. The dominating feature of this room is a large wooden barrel set against the far wall. The barrel is set in a metal, mechanical structure that is connected to the stone walls. There is a single door set in the west wall.
The barrel can be easily identified as a large wine barrel. The barrel is empty. The purpose of the mechanical structure is a little more subtle. It is some form of mixing (allows the barrel to rotate slowly) mechanism for the barrel. Dismantled, the entire structure and barrel weigh 300 lbs, and would sell on an open market for 500gp. The structure can be dismantled with the tools in room 8.
8. REPAIR ROOM
This room is littered with many small tools, some of which are broken. You can make out a large wrench, gears, hammers, saws, and pipes. The air in this room is more stagnant than the entrance to the basement. There are doors on the eastern and northern walls.
The tools are of standard quality. There are at least: 3 wrenches, 2 gears, 1 hammer, 1 large saw, 1 small saw, several lengths of pipe, and 1 small broken wooden stool. There are also short lengths of twine, several dozen nails and a few short pieces of wood. There is a hidden manhole leading down to the underground areas concealed under one of the flagstones.
9. ENTRANCE TO BASEMENT
The first thing you notice as you descend the stairs, is the stale air. The air has a damp chill to it that makes you want to cough and sneeze at the same time. A large iron wine rack is bolted to the eastern wall. Several smashed bottles lay on the floor, but there are still a dozen bottles resting in the rack.
There are 14 bottles of wine on the rack. They range in quality. In a good market, they could be sold for: 10 at (each) 1d10+5 gp and 4 at (each) 1d10+20 gp. All bottles are fragile and weigh 11/2 lbs.


Second floor

10. LIVING QUARTERS
You’ve entered a messy 20 foot by 30 foot room with junk strewn about. Several large blankets have been flattened into a round “nest” or bed. There are also several suits of armor, weapons and other equipment dropped into the northwest corner. A fireplace sits in the southeast corner of the room. Judging from the dust and junk piled on the hearth, it hasn’t been used in some time. There’s a door in the north wall that opens up to a balcony, and two more doors set in the south wall. Stairs in the east wall lead back down to the ground floor.
Searching will find:
2 suits of leather armour, 1 suit of leather armour
5 large blankets, with long hair on them (the wolves will often nest here)
1 cape and 1 cloak crumpled up in the corner
1 set of fine bracers etched with silver (non-magical; value 10 gp)
1 small pouch of sling stones (18)
1 dagger, tucked in an old sheath

11. EMPTY ROOM
Note: There’s a trap on the northern door!
You’ve entered a small 10 foot by 15 foot room. Like the other rooms in this building, the exterior western wall is made from stone, while the interior walls are made from sturdy timber. The room is empty. There are doors in the center of the north and south walls. Both doors open into the room. The northern door is trapped from the inside; as the door opens, 3 crossbows are triggered to fire into the opening door. There’s a small wooden contraption (with pulley and wire) to trigger the trap: also 3 light crossbows.
12. ISHMAEL’S ROOM
(Note: The door may be held shut with a wizard lock spell! )
You’ve opened the door to a narrow 20 foot wide room, that is 60 feet deep. A table with a broken leg sits in the middle of the room, and shelves adorn the western and eastern walls. Several old books line the shelves, with several torn books scattered on the ground. The only exit to this room is a door set in the north wall.
This used to be a small library. The PCs could salvage 12 books of a historical nature. The total value of these hand-scribed books would be 1d20+200gp; the total weight would be 12 lbs. Under the table is a small cot that the wizard will occasionally use to sleep in. Invariably, he’ll lock the door with a spell. While this is not the most opulent room in the temple, he felt that ejecting the shaman from his place of honor would lead to problems. So he’s taken this as a highly defensible room.
13. GORRAK’S ROOM
(Note: The door may be alarmed!)
You’ve entered a long room; roughly 30 feet long and 12 feet wide. A mattress sits on the southern end of the room, with a small pile of dirty clothing next to it. The only exit from this room is a door in the northern wall.
When sleeping, Gorrak can be found here. If he’s in the room, then he’ll also have set an alarm trap on the door—the door will open only 8 inches before being stopped by a chain and any movement will send a metal pipe crashing down on a sheet of metal.
Gorrak has tucked away 2 small gems (moonstone 70gp, garnet 130gp), a silver amulet with five green peridot stones in the pattern of a star, and one black stone in the center (275gp) and (125gp) in a leather pouch beneath a loose floorboard under the mattress.
14. EMPTY ROOM
This empty room is 10 feet square. There are doors set in the north and south walls.
15. CHANDELIER
You’re at the top of the circular staircase. Leaning over a short wooden railing, you can see the front door and entrance room below. Above your head, a crystal chandelier hangs from a hangs from a wooden beam in the ceiling. Hallways extend to the north and to the west. Two doors are set in the north wall. The staircase leads down to the ground floor.
Chandelier
The stubs of long candles are set along the perimeter of the chandelier. They are out of reach; at some time there must have been a method for lighting and replacing the candles.
The chandelier has a weight of only 30 lbs (but is incredibly awkward) and a value of 900gp in its current state. If the PCs spend 200gp cleaning it and replacing some of the broken crystal, then it could be sold for 2000gp.
16. LIVING QUARTERS
Note: There are four rooms on the map that are described as #16. These are the living quarters for 6 of the orcs. In each of the three 10×10 foot rooms are two beds. At any given time, some may be occupied . Under all of the beds lie some spare equipment: a total of 14 spears, 2 suits of leather armour, 2 suits of studded leather armour, 1 large metal shield. (Obvious without searching). Search reveals a small pouch with 50gp tucked into a tear in the mattress. A small piece of costume jewelry valued at 2gp, hidden away in a hole in a blanket.



Third floor


17. LIVING QUARTERS
You’ve entered a 60 foot long room that is divided in two by stairs leading down. At the widest parts, the room is 25 feet deep. Two cots have been set up against the east walls. There are two doors in the southern wall, and stairs leading down to the second floor.
There is a short (12 foot) length of rope tied down to the wall, and coiled near a window. (For use if they need to escape out the window, dropping to the balcony 1 floor down.)
18. PRIESTLY QUARTERS
You’ve entered the largest room that you’ve seen so far; a fully 60 feet wide and 30 feet deep. The furnishings have been, for the most part, kept up. There’s a long sofa, some chairs, and a fine desk. There are two doors in the north wall.
This is the room used by the shaman. He took the most prestigious room, even though the windows and two doors make it un defensible. Since this is the largest room, it’s also used as a communal room. Most of the “loot” is divided up here. Not that there is much loot to divvy up, since the orcs usually try to secret it away in their own pockets.
2 sets of studded leather armour
1 set of dwarven-sized platemail
1 sets of robes (with obvious blood and arrow holes)
4 sets of standard clothes
1 dwarven axe
2 quivers of arrows, 1 quiver of bolts
4 piles of coins, organized as follows: 100gp, 100gp, 100sp, 100sp.
Hidden away by the temple’s original occupants is a bag tucked in a false board in the ceiling. The bag is a magical bag of holding, and it contains:
A holy symbol of Pelor (a sun, made of gold). Resale value is 500gp for the gold and good handiwork; a cleric of Pelor might pay up to 750gp.
150gp
3 gems, valued at 50gp, 100gp, 200gp
+1 dagger
a scroll containing 3 clerical spells (regeneration, raise dead, heal)
A faded letter from the regional archbishop relaying some religious and political matters.
19. FLAT ROOF – W/LOOKOUTS
Note: This is not clearly marked on the map, but #19 should apply to the second floor not the third floor. There are two segments of “balcony” that are divided by a thick wall.
A balcony extends around the second floor, providing an excellent view of the surrounding forest. The railing is solid oak, and 4 feet high, which would provide excellent cover. There is no ceiling, and your head is exposed to the elements above. There are several doors and windows that lead back inside the building.
If the PCs manage to somehow get up here without being detected, expect that at least one guard to be stationed here. He’ll be on the larger balcony most of the time. Note that there are actually two separate sections to this balcony, as shown on the map. In both sections, the orcs will have left a small cache of weapons; 5 regular spears and a wooden shield.



Underground areas B



 Original maps by Dyson Logos


Stairs go down about 30 feet from area 8 in the cellar. The floor immediately beyond the stairs is of a white tile inlaid with a mosaic of blue and gold depicting a stylized sun face (Pelor’s symbol) with this inscription “The light of Pelor” circling the mosaic. Facing the stairs is a statue of a white robed man holding a staff, with a depiction of a face in the sun carved on the top, in his hand.
Trap: Anyone crossing the mosaic without saying “The light of Pelor” or brandishing a holy symbol of Pelor’s will activate the statue. Bolts of light/energy as per magic missile will shoot out from the staff, striking the nearest character once per round for 10 rounds. After ten rounds, twin bolts of light (4d6 damage) will shoot from the statue’s eyes.
AREA 20:
Thirty foot by twenty foot chamber To the left and right are two archways. The archways are formed by two female figures reaching up to touch the hands of the other. The women depicted are slightly different from each other: The ones on the right have shorter hair and are wearing chain shirts with swords strapped to their hips. To the left they have flowing robes with long hair cascading down around their shoulders and wear circlets (with places for gems which have been pried out).
Destroyed Murals: The walls and ceiling here were once covered in brightly painted murals; but the paint has faded and chipped to the point where no recognizable features can be made out.
A small hallway leads to the landing on the stairs (area 21).

AREA 21:
A landing on the stairs leading down twenty feet to area 22.
AREA 22:
This area is a large, irregular shaped room with an alcove in one wall facing a door. The alcove contains a headless statue of what appears to be a man wearing white robes. It holds a staff in his right hand. The head of the statue is missing.
Doors: The door from the hall has been smashed in (the lock hangs loosely from splintered wood). If the door leading to area 23 is opened, the sun face on the statues’ staff will glow a bright blue and then, a minute later, a strange, high-pitched wail will be emitted by the statue. Both the wailing and glow will fade away without any seeming effect a few moments later.
AREA 23:
Door is made of iron. In the far back corner on the right there is a wooden shelf. On the left, about midway down the wall, you see what appears to have once been a fireplace. The fireplace is now packed tight with dirt, with a cascade of looser earth spilling out across the floor of the chamber.
Doors: The door to area 23 will trigger a magical effect (see that area 22).
AREA 24:
Three skeletons are laid out collapsed on the floor near the far wall. Scraps of leather cling to them.
Doors: The door to area 25 is spiked shut (from this side).
AREA 25:
A small irregular chamber, twenty foot by forty feet. There are three broken swords lying on the floor. On the wall opposite the door there are three large indentations, as if someone had taken a great hammer and smashed it into the stone wall.
Broken Swords: Each has caked, blackened blood along one edge of it. The break on each sword looks as if the metal was actually cut.
Indentations: All at the same level. Equidistant along the wall.
AREA 26:
The chamber ends with a spiral staircase in the middle of the room leading down. Off to the left there are the shattered remnants of a thin wooden door which seems to have once led to a small closet.
AREA 27 Closet:
Door to the closet had at one time swelled into the frame and are but shattered remnants now. There’s an empty wooden shelf (swollen and warped). The floor has collected debris.



Underground areas C


AREA 28:
This thirty by thirty square chamber has a spiral staircase in the middle of the room leading up. Four exits lead out of this room. In the western doorway there are the shattered remnants of a wooden door which seems to have once led to another room. The other three doors are intact.
AREA 29: Common Crypts.
Due to a unknown phenomena of sound, every noise in here will echo loudly throughout the complex. Most of the room has been ransacked.
AREA 30: Warrior Crypts
Archways: Formed by two male figures reaching over and touching hands palm-to-palm. The ones to the north are in chain armor; the ones to the east are wearing tunics.
Treasure: There are 8 cp mixed into the detritus at the back of one of the crypts.
Destroyed Murals: The walls and ceiling surrounding the pool were once covered in murals, but the paint has faded and chipped to the point where they can no longer be identified.
AREA 31: Cleric Crypts.
This chamber is empty, but the murals on the wall here are not as badly damaged as those found elsewhere in the complex. On the wall opposite the door, there is a large figure. His face is missing – it appears to have been deliberately defaced; the wall itself has been deeply scratched. The figure wears robes and holds a staff in his outstretched hand with the tip pointed towards upward. Surrounding him are twelve women kneeling and offering various gifts unto him: Amphora in the hands of one; a large golden sword in the hands of another… The others are too difficult to make out; the paint has been too badly damaged.
AREA 32: Common Crypts.
Due to acoustics, every noise in here will echo loudly throughout the level. Most of the room has been ransacked.
AREA 33 Meditation Chamber:
This door is made of bronze with a sun engraved upon it. (The door is remarkably clean: Essentially spotless.) The door tingles to the touch.
Beneath the sun the following is engraved upon the door:“The path to the soul’s riches shall lie along no path of gaudy promise.”
This twenty foot square room has a door in the east and a closet in the west wall. The walls of this chamber are clad in white marble. In the center of the room is a statue of an armed woman brandishing a bastard sword and holding a shield. A stylized sunburst is depicted behind her head. A mural on the ceiling depicts white clouds in a blue sky. A gemstone worth at least 250 gp is lying in the offertory tray at her feet. Clerics of Pelor or Mayaheine resting & praying in this chamber will only require half the time required to rest/pray to regain spells. Those meditating in here feel as if they were on the roof of the temple looking up at a beautiful blue sky with the sun shining down regardless of the weather outside at the time. Meditating for 15mins= night of rest for healing purposes. (1/day/PC)
Hanging from a long iron rod on the far side of the room there is a single white tapestry in perfect condition. It depicts Pelor as he rides a mighty ki-rin surrounded by eagles and destroying evil with bolts of light. (The tapestry benefits from a mild enchantment to render it immune to the passage of time, but is otherwise unremarkable.) The tapestry itself is quite detailed and worth 1,000+ gp.
AREA 34 Closet:
There’s an wooden shelf. The top shelf has candles and a variety of incense. The bottom shelf is an assortment of miscellaneous bric-a-brac.
AREA 35
(A Sun Disk):The floor in this hallway is covered in a layer of dirt a foot deep.
Trap: (from room 32): Opening the door triggers a 50’ bolt of energy/light (4d6 damage). The door will then snap shut (resetting the trap). There is a circular sun disc of brass in the center of the wall opposite the door (from which the light/energy is emitted).
Pit Traps (from room 33): (30’ deep w/spikes): Covered by badly weathered, graying wood (beneath the dirt) – very weak. 2 in 6 chance that anyone crossing them will break through and fall. 1 in 6 chance that someone crossing will hear the wood creaking under them.
A T shaped chamber with stairs leading down in the east. The archway leading to the stairs leading down is framed by a large frieze of the sun. The curved wall is covered in elaborately carved stonework forming intricate sunburst designs.



Underground areas D



 Original maps by Dyson Logos


AREA 36
(A Sun Disk): Stairs go down about 30 feet from above. The floor immediately beyond the stairs is of a combination of dirt and solid bedrock. The walls are rough hewn from the rock.
A chamber is off to the left and a passageway meanders forwards for about twenty five feet before dropping off into a pool of water.
Trap: Anyone crossing the passageway between chambers 36 and the pool (room 40) without saying “The light of Pelor” or brandishing a holy symbol of Pelor’s will activate the trap. Bolts of light/energy as per magic missile will shoot out from the ceiling, striking the nearest character once per round for 10 rounds. After ten rounds, twin bolts of light (4d6 damage) will shoot forth. Closer inspection of the ceiling will reveal a circular sun disc of brass in the center of the roof of the chamber.
AREA 37:
The walls of this chamber are rough hewn from the rock. At end of the hall is a stairway leading up.
AREA 38:
The archway in this chamber is formed by two crossed staves. There are three iron chests at the side of the chamber. Their lids are thrown back and they have been completely emptied. The chests have been bolted to the floor, although the one on the right is slightly loose.
Secret Compartment: Beneath the iron chest on the right there is a hidden compartment. Loosening the bolts allows the chest to be removed, revealing the compartment. The compartment contains 9 thin strips of gold, each worth 100 gp. There is also a small flask of crystal filled with a reddish liquid (potion of fire resistance).
The ledge from the chamber below is twenty five feet down.
AREA 39:
Empty chamber. The ledge to the chamber above is twenty five feet down. This area is not accessible from Area 40 (because of the rock wall separating the two chambers.)
AREA 40:
This chamber is filled with a crystal clear water to a depth of 20’. There is a six foot ledge along the north wall of the chamber that leads to Area 41.

AREA 41:
A metallic pole covered in runes stands upright from the floor in the middle of this room.
AREA 42:
The ledge to the chamber below is twenty five feet down. This area is readily accessible from area 40. One would need to go around the six foot ledge to area 41 to get here easily.
Empty room with stair leading up to Area 43.



Underground areas E


AREA 43:
Empty chamber with stairs leading forty five feet down to Area 42. Two sets of stairs leading up from here along the west wall and one 10’ side passage along the east wall.
AREA 44:
Empty chamber. The west wall of this room has two levers set into the wall.
Levers: The one on the right releases the stone block trap in area 48 (and does nothing if it’s already down). The one on the left resets the trap (and does nothing if it’s already up).
AREA 45:
Empty room. The west wall of this room has a large wheel affixed to the middle of it.
Wheel: Operates the portcullis in area 47.
AREA 46:
Wooden door. Empty chamber. Looks to be an empty guards barracks with several cots along the back wall.
AREA 47:
Empty chamber. Stairs leading up from area 43. The portcullis at the bottom of the stairs is incredibly sturdy and difficult to break or lift. (It’s controlled from area 45.)
AREA 48:
Empty chamber. 1 in 6 chance of stepping on one of several pressure plates which will cause the stone block forming the ceiling to fall, crushing those beneath it (4d6 points of damage). Once the block has fallen, it’s possible for a halfling or an unarmored character to squeeze through the gap between the stone block and the ceiling.
The stone block can be reset or released from area 44.
AREA 49:
What appears to be an empty cave. Along the back wall is a secret door. Tree roots grow down through the ruined ceiling here, curling through the rubble pile. Secret door is hidden from this side, but easily detected from the other. It slides to one side, recessing into the rock wall.
Secret Door: Twisting one of the knots causes the door to swing aside.
The entrance to the cave is covered with thick bushes and shrubbery.

Taken from original material by Andrew Hay and maps by Dyson Logos and WotC

Adventure Recap

September 12, 2011 18:06
Hello and well met, your friendly narrator here to catch us up on the story. First and foremost I would like to apologize for the lapse in updates; to anyone who follows our plight. I was very busy ridding the world of danger and spreading peace across that land!
In my mind:

In actuality:

So, in short yea I goofed off. I’m sorry. But I digress, onward to our update!

When last we left off we had lost our dear companion Elmo. We decided that we would make the fiends pay. And due to the large amount of time that has passed I will be making a bulleted list. My deepest apologies for a less than par update.
  • The Moathouse
    • Lareth the Beautiful is their leader.
    • We brought him to his limits and he wanted to bargain.
    • He casts magical darkness to escape.
    • We backed off for a while, they reformed their army.
    • They began using spells and wards to hamper us.
    • We head to the Inn to find more members- Brandoboris a halfling fighter and Melf a half-elven thief wizard.
    • We lost Spugnoir and Brandoboris in a bloody battle.
    • We wised up and returned with Burne and Rufus.
    • Fireball took everyone down, McDirk smote Lareth in the name of Pelor.
  • Moving On
    • We meet James of the Golden Tongue in the Inn, who turns out to be an Assassin.
    • Melf is killed in his sleep
    • James attacks us in the night, we employ a Mage, Branton, to help us in the midnight brawl.
    • Branton likes us and joins us for an equal share of loot.
    • We pursue the enemy to Nulb, looking for a Mr.Green who employed the assassin.
    • We catch James and send him to jail, we give our account but he manages to escape.
  • Nulb
    • We meet Hruda and Mother Streng
    • McDirk’s medallion glows when Streng approaches telling us she is trustworthy and good
    • She sends us to meet Otis, Elmo’s “brudder”
    • He gives us information about the doors of The Temple of Elemental Evil, runes that will drive us insane, and ward us away; He would also like us to raise his brother.
  • To the Temple of Elemental Evil
    • We first head to the outer tower.
    • There are many enemies holed up in the tower.
    • Through superior tactics and bravery we are victorious with minimal losses.
    • Mathias and Branton are affected by the doors of the Temple and may never again approach them.
    • We take over the abandoned tower outside the ToEE as our base of operations near the Temple.
    • When we go to restock we encounter Lizards, we gut them and hit a mother load of treasure and loot.
  • Entering the Dread Temple
    • Upon entering the temple we find much artwork and statues of vile and sick acts.
    • Murder, Dystrophy, Malady, and Misanthropy are the themes, the marble is a sickening colour much resembling the innards of humans (relax it’s just marble but they wanted ugly marble)
    • We are attacked by Harpies (as an aside this is a “Kill Room”)
    • Being charmed by the Harpies, another room opens and we are swarmed by Ghouls.
    • The party is then captured by cultists and given a choice “serve us or die”.
    • Arthur and McDirk choose death.
    • Branton and Mathias say they will serve, however once given an opportunity Mathias sneaks out of the temple to safety, Branton is not so lucky and decides to remain and collect information that he will later use to exact revenge after his rescue.
  • Another approach
    • The Temple of Pelor in Greyhawk sends out Griffith, a Cleric of Pelor; and his long time friend Winton, a Paladin of Heironeous to look for the missing McDirk.
    • Also, in town we meet a Fighter, Dirk who accompanies us.
    • When bumbling around in the woods the party happens upon The Lost Temple of Pelor (forever known as the “Lost Found Lost then Misplaced and Rediscovered Temple of Pelor (the stern)”)
    • It was besieged by orcs, which we overtook and reconsecrated the LFLtMaRToP(tS).
    • There is also a village that is in shambles next to the Temple.
    • We meet up with Branton, Winton notices he is being escorted by agents of the ToEE so he attacks them and slays them.
    • The previous parties Tower is still standing and stocked.
    • In exploring a small cairn the party discovers a "Wishing Well" pool, that we all toss money into, The Party is now granted a Limited Wish.
  • Pembrose
    • Our reputation precedes us and Lord Kyle invites us for dinner.
    • He needs help with some problems in his surrounding area.
    • We meet a farmer named Borne, he’s having livestock trouble.
    • It’s troll trouble, we handle the trolls and save his farm.
    • Lord Kyle then send us through the Adlerweg to help him reclaim a castle that has been in his family that is now over thrown by orcs.
  • Bostwick
    • We meet the town leader Wychick who no one really trusts.
    • We meet Jeffra a surprisingly level headed follower of Pholtus of the Blinding Light
    • In our travels Winton meets a sentient glove that implores him to accept it’s aide in reclaiming the Adlerweg for Lord Kyle
    • There is an Ogre in charge of the taking of the castle.
    • He is trying to start a war with Pembrose and Bostwick by kidnapping the fire giant’s daughter.
    • We foil the plot and defeat the Evil Gauntlet (that is the anti-thesis to Winton’s Sentient Gauntlet) with an EPIC HIGH-FIVE
  • Back to the LFLtMaRToP(tS)
    • We meet a fighter Thomas Maplewood who agrees to come along for a fair share of loot.
    • Pelor grants Griffith a vision, all is not cleaned in his Lost Temple.
    • We go to the sub-basement to clear it out.
    • There are Ankhegs that wound the party.
    • Deciding to run head first into battle and that "Fortune Favours the Bold"; a wounded Winton leads the attack
    • Rushing bravely beneath each foe, he manages to slay two; the third however, literally tore Winton asunder.
    • We return to the Free City of Greyhawk.
    • In town the party meets Geraldt who states “I don’t care, just give me a cut and I’ll work with you”.
    • His stay is short lived and plagued with bad luck, possibly because of his nihilistic nature.
    • We meet a neighbor Joan who is very nice and very helpful to the party.
    • The party attempts to clear out a tower in the village that is nearby the lost temple.
    • There are many ogre and troll guards there.
    • Thomas dies in this incident.
    • We escape and head back to the lost temple.
    • In the night we are assaulted by the leader of the trolls we had escaped from.
    • Geraldt, in an uncaring and greedy maneuver, attempts to assassinate the leader; and fails miserably and dies.
  • Denizens of our Graveyard
    • Heading back to City of Greyhawk to get tombstones.
    • We meet Etheridge by the Fighters Guild, who wishes to join for an equal share and adventure.
    • Heading back to City of Greyhawk to resupply after many battles and delves into minor dungeons.
    • Etheridge and Dirk take on some odd jobs as mercenaries (at the behest of the Fighters Guild)
    • The Clerics of Pelor would like Griffith to find “The Font of Pelor” in the ToEE.
  • To Bostwick
    • We hear of activity in the graveyard.
    • In Bostwick we meet Tomasz Bergmann, a magic-user and follower of Boccob.
    • The graveyard outside of Bostwick hides a Temple of Nerull.
    • We meet a patrol of elves looking for their stolen statue.
    • When we arrive home we find that Winton’s grave has been disturbed-his skull was taken.
    • Tensions are mounting because of the Elves lost statue, they believe humans stole it.
    • We head back to the Temple of Nerull, and find that Lareth "the Beautiful" has been raised.
    • We overthrow the Temple and recover the missing statue; it was hidden in the Nerullian Temple.
    • They wanted to start war between the elves and humans.
  • To Lord Kyle
    • We need a place to stay after taking out the Temple of Nerull.
    • Lord Kyle gives us a standing invitation to his mansion whenever we need help.
    • We are awoken in the night by someone trying to assault Lord Kyle’s mansion.
    • It’s an assassin sent by Wychick
    • We go to Bostwick to get some answers, Wychick runs but is caught by Etheridge
    • We deliver him to Lord Kyle so he can do what he must.
  • At long last we are current
    • We are implored by some gnomes to help them clear their home.
    • Ogre’s have taken it over, and we agree to help; because that’s what good adventurers do.
    • We happen upon a room, that has a pair of Female Ogres attacking a halfling.
    • Upon slaying the assailants we realize that they had their two baby Ogres in the room watching.
    • We decide that it now rests on our heads to raise these babies, and show them that there is more to life than senseless slaughter and evil ways.
That is where we will leave off. Mainly because we are now caught up


and I will hopefully be updating more diligently. So until we next meet, fare thee well!

Sunday, September 11, 2011

Saturday, September 10, 2011

If this blog were a film

OnePlusYou Quizzes and Widgets
This rating was determined based on the presence of the following words:
  • bastard (1x). 
That is actually from the weapons table, not me commenting on someones parentage.

Thursday, August 11, 2011

Timeline of the Flanaess

THE COMMON YEARS (CY)

-217 CY Founding of the Kingdom of Aerdy. (428 OR)

-113 CY "The Great Disembarkment"; the Aqua-Oeridians sail eastward. (522 OR)

-110 CY Battle of a Fortnight's length. (535 OR)

1 CY Crowning Nasron, of the House of Cramden, as the Overking of Aerdy. (645 OR)

75 CY Tenmeris and his Queen, Yalranda rule Aerdy. (720 OR)

100 CY Foundation of Viceroyalty of Furyondy. (745 OR)

107 CY The Overking of Aerdy constructs Castle Millennium at Seawolf Point. (752 OR)

113 CY Alisedran's report of The Hanging Glacier. (758 OR)

155 CY Attir Aedorich's discovery of the Sinking Isle. (800 OR)

198 CY The appearance of the Ball of Fire over the South of the Great Kingdom. (843 OR)

200 CY City of Leukish began as a trading post. (845 OR)

213 CY Age of Great Sorrow. (858 OR)

254 CY Kingdom of Furyondy declared with crowning of Thrommel I. Veluna and Tenh follow in declaring independence. (899 OR)

272 CY Padin the Vain uses the Hand of Vecna to start the Insurrection of the Yaheetes, a Flanae enclave in the North Province. The Malachite Throne destroys them to a person. (917 OR)

283 CY Thrommel III begins construction of Chendl. (916 CY)

290 CY "Vecna II" builds rises in the Bone March Area and builds Tyrus. He rules for 100 years with the aid of the Eye of Vecna. (935 OR)

310 CY Beginning of the Formation of the Shield Lands. (955 OR)

320 CY Nomads Appear in the North, outer dependencies of Aerdy gain sovereignty. (965 OR)

350 CY The formation of the Bandit Kingdoms complete. (995 OR)

356 CY Kingdom of Nyrond established, Kingdom of Keoland reaches peak; Keoland's "Small War" with Furyondy. Urnst become independent. Theocracy of the Pale founded by religious refugees of Pholtus from the Great Kingdom. (1001 OR)

360 CY Battle of Molvar and Battle of Lopolla end Keolandish expansion to the North. (1005 OR)

371 CY Founder of Bandit Kingdom City of Rookroost assassinated. Starts precedent for ascension to leadership of that enclave. (1016 OR)

375 CY Zagig Yragerne begins construction of Greyhawk Castle. (1020 OR)

390 CY The Malachite Throne overthrows Vecna II. (1025 OR)

393 CY Zagig Yragerne founds the Guild of Wizardry in Greyhawk. (1028 OR)

394 CY The publishing of Pontus Hardiggin's, halfling traveler extraordinaire, journals and his description of Esmerin, "the land of giants and halflings in the Lortmils." (1029 OR)

400 CY Voorman Perren unites cantons of Perrenland. (1035 OR)

416 CY The paladin, Myro, conquers one of the bandit kingdoms and declares himself "king." (1041 OR)

430 CY Vlek Col Vlekzed establishes the Hold of Stonefist. (1065 OR)

435 CY An unnamed agent of an evil deity bestows the Hand of Vecna, on Myro. He is corrupted by it. (1070 OR)

437 CY Turmoil Between the Crowns. House Naelax replaces House Rax on Malachite Throne. (1072 OR)

440 CY Warrior-Priests of Wintershiven found the Church Militant (of Pholtus). (1075 OR)

446 CY Founding of Iron League; Bandit Kings sack Trigol; Assassination of the entire house of Rax in the Great Kingdom. (1081 OR)

449 CY Second Civil War in Rauxes. University of Rauxes sacked. (1084 OR)

450 CY Myro is destroyed by a joint force from Nyrond, Furyondy and the Shield Lands. (1085 CY)

453 CY King Tavish III of Keoland dies, Tavish IV ascends to throne; end of Keoish Emperialism. The ill-fated expedition of Sormod of Perrenland to find Eru-Tovar, north of Blackmoor. (1088 OR)

455 CY Sunndi rebels against the Great Kingdom, joins the Iron League. (1090 OR)

461 CY Demi-human realm of Ulek affected, demi-human realm of Celene revealed (although it is also "affected" in the eyes of the Great Kingdom, this hidden Elven realm actually just decides to open communications with the human kingdoms at this time). (1096 OR)

465 CY Volte, a blue dragon terrorizing Geoff and Sterich, is defeated by a group of adventurers aided by Schemley, a Greyhawk dragon. (2000 OR)

468 CY The Witch-Queen Iggwilv's power grows in the Yatils. She conquers Perrenland. (2003 OR)

478 CY Iggwilv is overthrown and imprisoned. Perrenland is liberated. (2013 OR)

479 CY Might of Iuz grows, humanoid invasions become common. (2014 OR)

480 CY City of Elredd founded by a Wolf Nomad warrior on the site of earlier camp settlements. (2015 OR)

494 CY Ivid I dies, Ivid II ascends the Malachite Throne. (2029 OR)

497 CY Ivid II is assassinated and replaced by his son, Ivid III. (2032 OR)

498 CY County of Urnst becomes Palatinate under Duchy of Urnst; Greyhawk becomes free city. (2033 OR)

505 CY Imprisonment of Iuz in beneath the Castle Greyhawk. (2040 OR)

506 CY Jurnre falls at the height of The Hateful Wars. (2041 OR)

510 CY Last of the Euroz and Jebli driven from the Lortmil Mountains. Lord Sandor the Headstrong of Polvar (in Ket) pursues the goblin horde of Urgush. Both forces are lost to the poisons of Csipros Erd, the Geysers of Death located somewhere in the maze of valleys and hills north of the Barriear Peak region. This ended the Hateful Wars. (2045 OR)

511 CY The Battle of Dour Pentress. (2046 OR)

513 CY Rise of Horned Society; humanoids take Pomarj. (2048 OR)

516 CY First Sighting of the Velunese Lights. (2051 OR)

519 CY Founding of Azak-Zil ("Pureheart") by the dwarven clan Highgate. (2054 OR)

520 CY Hradji Beartooth's discovery of Skrellingshald. (2054 OR)

522 CY King Belvor II is crowned in Furyondy. (2056 OR)

523 CY Storrich of the Hold of Stonefist supposedly enter the Burning Cliffs region. (2057 OR)

524 CY Loss of Azak-Zil. (2058 OR)

526 CY Dyvers becomes a Free City. (2060 OR)

537 CY King Belvor III of Furyondy dies in his sleep. (2071 OR)

550 CY The Valley of the Mage is established. (2084 OR)

555 CY The Frutzii are conquered by the Schnai. (2089 OR)

556 CY The discovery the unusual halfling casket in the River near Courwood. Ivid IV is assassinated by his son, Ivid V. (2090 OR)

(The following years from 557-583 CY are called "The Times of Struggle" by historians.)

557 CY Rise of the Slaver Lords in Drachensgrabs. (2091 OR)

560 CY Formation of the Circle of Eight. (2094 OR)

561 CY The Wizard Murq captures and kills many of the children of the nobility of Greyhawk. (2095 OR)

563 CY Bone March taken by humanoids. (2097 OR)

566 CY Alliance of Drow with Giants in the West of the Flanaess. (3000 OR)

567 CY The "Beggar's War" in Greyhawk Beggar's Union defeated by Thieves' Guild. (3001 OR)

569 CY Battle of Emridy Meadows -- Horde of Elemental Evil Scattered. Herzog of the South Province leads forces to a minor victory over the Golden League (Nyrond, Almor and the Iron League). (3003 OR)

570 CY Iuz freed from captivity and returns north. (3004 OR)

571 CY Irongate joins the Golden League and drives Ivid's forces under the Herzog back to the South Province. (3005 OR)

572 CY The Dawnbreaker Clan of Rauxes fails to overthrow Ivid. Sea Barons defeat Duxchaners in The Battle of Medegia. (3006 OR)

573 CY Scarlet Brotherhood first reported; Prince of Furyondy and Provost of Veluna kidnapped; The Cult of the Reptile God Rises in Orlane. (3007 OR)

575 CY Appointment of the People's Constables in Greyhawk City. Duke Eyeh II of Tenh begins an aggressive campaign to clear the Troll Fens. (3009 OR)

576 CY "Guide to the World of Greyhawk" completed by Pluffet Smedger the Elder. (3010 OR)


The Oeridian Record (abbreviated OR, and called Oerid Reckoning) is a method of counting the years among the Oeridian people. It is commonly used for dates prior to Year 1 in the Common Year calendar, and by many Oeridian-settled nations that were never part of the Great Kingdom.

Year 1 in the Common Year (CY) calendar is equivalent to 645 in the Oeridian Record. -1 CY is equivalent to 644 OR.

In ancient times the Oeridians were nomads who wandered the central plains of Oerik west of the Tyurzi Mountains. In the year 1 of the Oeridian Record, while the Baklunish-Suloise Wars were threatening to overwhelm the Oeridian homelands, these nomads united their tribes in a single confederation to resist imperial Baklunish incursions from the Ulsprue Mountains and by Baklunish nomads to the north.

(This calendar is based on several TSR publications including: The World of Greyhawk, The City of Greyhawk, The Temple of Elemental Evil (T1-4), Rary the Traitor (WGR3), The Marklands (WGR4), Vale of the Mage (WG12), Vecna Lives (WGA4), Dungeon Master's Guide 1st ed., Greyhawk Adventures (TSR) and others by TSR based on the work of Gary Gygax).

NOTE : All dates include a cross reference to other calendars. This was done to establish the historical relationship to the cultures most connected to the calendar in question and the common year (CY).

All calendars are based on the World of Greyhawk campaign setting (TSR).

Path of History



The commonly understood history of the Flanaess begins just over one thousand years ago, when the great conflict between the ancient Suloise and Baklunish empires forced massive migrations eastward across, around, and even under the western mountain ranges. This resulted in the mixture of races and cultures that defines the modern Flanaess.

Tales of the era before the migrations are fragmentary and poorly understood. Did monstrous creatures rule Oerik before the advent of humanity? Did the great races of humans, elves, dwarves, and the like arise by fiat of the gods or journey here from elsewhere? Did the elves raise humanity to civilization, or did humans achieve this on their own? Did the Flan once have their own empires and civilizations? Who built the oldest tombs in the Cairn Hills, the half-buried ruins in the Bright Desert, or the deserted stone cities in the Griff Mountains? Where were the fabled realms ruled by Johydee, the Wind Dukes of Aaqa, Vecna the Whispered One, the High Kings of the dwarves, or the elven King of Summer Stars? What became of the mysterious Isles of Woe, and who dwelled there? No one knows with any certainty.
Even histories of the early years of the migrations are unclear on many points. The Oeridian tribal realm of Thalland was so thoroughly absorbed by the kingdom of Aerdy that it survives only in name as the Thelly River. The ancient kingdom of Ahlissa, ruled by the Flan and easily conquered by Aerdy, is known today only for its founding wizard-queen, Ehlissa the Enchantress, and a magical nightingale she made. (The Flan here have almost vanished through intermarriage.) So it goes for much of recorded time.

What is presented here is a history of the land accepted by most learned authorities and understood by almost anyone with a rudimentary education.The current time is the Common Year (CY) 575, which is also 1219 OR (Oeridian Record), 6090 SD (Suloise Dating), 5037 OC (Olven Calendar), 3234 BH (Baklunish Hegira) and 2725 FT (Flan Tracking).

DISASTER AND MIGRATION

The root cause of the animosity between the Suel Imperium and the Baklunish Empire is lost in time, but the end result of their final war haunts even the modern day. After decades of conflict, the Suloise Mages of Power called down the Invoked Devastation upon the Baklunish, resulting in an apocalypse so complete that its true form remains unknown. Entire cities and countless people were purged from Oerth, leaving few signs of the great civilization that thrived from the Sulhaut Mountains to the Dramidj Ocean.

In retaliation, a cadre of Baklunish wizard-clerics, gathered in the great protective stone circles known as Tovag Baragu, brought the Rain of Colorless Fire upon their hated enemies. The skies above the Suel Imperium opened, and all beings and things beneath this shining rift in the heavens were burned into ash. So terribly did these attacks plague the world that they have come to be called the Twin Cataclysms, a term understood by nearly every resident of the Flanaess. The Dry Steppes and Sea of Dust are geographical reminders of this unbridled magical power, now lost to all people—perhaps for the better.

Thousands survived the early years of the Suel-Baklunish conflict by fleeing east over the Crystalmists. The Oeridians, a confederation of barbaric tribes in close proximity to the warring empires, took the wars (and attendant raids from orc and goblin mercenaries in the employ of both sides) as a sign to migrate eastward in search of their ultimate destiny. They were the first large group to enter the lands of the Flan, which they termed the Flanaess.

Suloise refugees soon followed, sometimes working with the Oeridians to pacify the land, but more often warring with them over which race would dominate it. For over two centuries, Suel and Oeridian fought for control of the region from the Crystalmists to the Solnor Coast. Many Suloise were debased and wicked, and they lost most of these battles and were pushed to the periphery of the Flanaess.


Though some Baklunish folk migrated eastward, many more fled north toward the Yatil Mountains, or to the shores of the Dramidj Ocean, where their ancient cultures flourish to this day. The very nonhuman mercenaries the Oeridians had sought to avoid found themselves swept up by these migrations. Many of the foul creatures that now plague the Flanaess arrived following the Oeridians and Suel. These renegade mercenaries trailed after human migrants in search of plunder, food, and slaves.

KEOLAND AND AERDY

The most successful union of Suel and Oeridian came in the Sheldomar Valley, where Keoland was founded eighty years after the Twin Cataclysms. The Suel Houses of Rhola and Neheli joined with Oeridian tribes on the banks of the Sheldomar and pledged themselves to mutual protection and dominion of the western Flanaess, an agreement that set the course of history for the region for the next nine centuries. Of all the new realms formed during those tumultuous days, only Keoland remains.


Farther east, the most powerful of all Oeridian tribes, the Aerdi, reached the Flanmi River. From there they spread outward again, conquering indigenous peoples and fellow migrants alike. In time, the kingdom of Aerdy ruled the whole of the eastern Flanaess and moved its borders westward. One hundred and ten years after the defeat of the last meaningful threat to Aerdi sovereignty, at the Battle of a Fortnight’s Length, the leader of Aerdy was crowned as overking of the Great Kingdom. Overking Nasran also marked the birth of a new calendar, and with the Declaration of Universal Peace, the sun arose in the east on the first day of the first Common Year. The writ of imperial Aerdy eventually encompassed holdings as far west as the Yatils, controlling the southern Nyr Dyv with a small garrison at an insignificant trading post known as Greyhawk.

From 213 CY on, the Aerdi overkings grew lax, caring more for local prestige and wealth than for the affairs of their vassals in distant lands. This period was called the Age of Great Sorrow. As each sovereign passed, he was replaced with a more dimwitted and less competent successor, until the outer dependencies of Aerdy declared their independence. The viceroyalty of Ferrond led the way, becoming the kingdom of Furyondy. Other regions also broke away from the ineffectual government of the overking over time, creating their own governments after achieving success in their wars of rebellion.

By 356 CY, the ruling dynasty of Aerdy, the Celestial House of Rax, had grown especially decadent. In response, the western province of Nyrond declared itself free of the Great Kingdom and elected one of its nobles as king of an independent domain. Armies gathered from all loyal provinces of Aerdy to suppress this brazen act. At this time, however, barbarians from the Thillonrian Peninsula raided the Great Kingdom’s North Province, forcing the overking to divert troops from the western front. Nyrond easily survived and thrived.

The Kingdom of Keoland awoke from a long slumber in the third century, expanding to dominate its neighbors. This short-lived Keoish empire lasted almost two centuries before far-flung wars and internal strife laid it low. The outer dependencies declared their autonomy, and Keoland resumed its peaceful isolation

THE IVIDS AND IUZ

The darkest chapter in the history of Aerdy began in 437 CY. In this year, the upstart House Naelax murdered the Rax overking, inaugurating a series of gruesome civil wars called the Turmoil Between Crowns. Within a decade, Ivid I of Naelax was recognized as the undisputed overking of all Aerdy. As Ivid was rumored to be in league with powerful evil Outsiders, the Malachite Throne of the Great Kingdom became known as the Fiend-Seeing Throne, and the once mighty and upright empire became a bastion of evil and cruelty.The lands of the Flanaess soon became acquainted with an altogether less subtle form of evil with the rise of Iuz, in the Northern Reaches loosely aligned with Furyondy. In 479 CY, a minor despot in the Howling Hills left his domain to his “son,” a being known as Iuz. Within a handful of years, Iuz had conquered his neighbors, setting up a small realm for himself. Tales told by refugees entering Furyondy spoke of unmitigated evil: Iuz was building a road of human skulls from the Howling Hills to his capital, Dorakaa. Worse, divinations and rumors marked Iuz as the offspring of an unholy union between necromancer and demon; he was seen to be a half-fiend towering 7 feet in height, driven by a thirst for blood, destruction, and conquest.

Political struggles within Furyondy prevented the king from acting decisively in this period, when the evil of Iuz might have been permanently checked. Instead, the cambion lord flourished until 505 CY, when he appeared to vanish from Oerth. In truth, Iuz was imprisoned beneath Castle Greyhawk by the Mad Archmage Zagig Yragerne, former lord mayor of Greyhawk. In Iuz’s absence, orc tribes and disloyal former subjects squabbled for control of his lands, allowing the forces of weal to rest for a time.

Three developments kept Furyondy and its allies from complacency. First, part of Iuz’s leaderless realm soon broke away to be ruled by a nearly equal evil, the Horned Society.

Second, the notorious Horde of Elemental Evil arose, a collection of cultists and villains headquartered at a temple south of the town of Verbobonc. The Horde was the puppet of Zuggtmoy, Iuz’s abyssal consort, who instructed it in bizarre teachings at the behest of her absent lover. The Horde’s banditry was finally vanquished in 569 CY at the Battle of Emridy Meadows, where Prince Thrommel of Furyondy led forces from Furyondy, Veluna, Verbobonc, and other realms in victory and the destruction of the temple.

Third, faithful orc and human servants of Iuz became zealots dedicated to their absent lord. In time, the leaders of these cults devoted to Iuz displayed magical power, igniting Furyondy’s worst fears. In 570 CY, a meddlesome warrior-adventurer named Lord Robilar freed Iuz from his imprisonment. Iuz returned to his lands more powerful and wicked than ever before, with an unholy priesthood leading his forces in his unholy name.

Tuesday, August 9, 2011

Organizations and Societies

Rangers of the Gnarley Forest


This "little" group consists of more than two hundred rangers. They come from all over to protect the vast expanse of the Gnarley Forest. There is no set order of command except for several Ranger Knights that gather every two to three months to exchange information. Young rangers are taken in under one of these Knights and trained although rangers of any level may join by finding one one of these Ranger Knights, be interviewed and pass several woodland tests.

The rangers are a close group and will come to one another's aid as soon as possible. Even the animals of the Gnarley Forest seem to cooperate with them by dragging wounded rangers to safety or alerting to possible dangers. Their main goal is to control lumbering in the wood, flush out bandits and protect the people of the Gnarley Forest.

They also must stay close the the forest. Any extended leave of over six months must be approved by a Ranger Knight and long journeys away without good cause will usually result in the ranger being asked to turn in his/her insignia of oak leaves.





Knights of Holy Shielding


These knights are the backbone of the army of the Shield Lands. The Knights of Holy Shielding are paladins and young men hoping to join their ranks usually start as squires. A paladin must be of at least seventh level and be capable of proclaiming some heroic deed. They are well respected in their homeland but have become hated and despised by Iuz and his following with whom they battle.





Knights of the Watch


These were the best of the best from the armies of Bissel, Gran March, Geoff and Keoland. They were there to protect from Baklunish threats from the west. Once their number was 6,500 but now due to the giant invasion of Geoff and the attack from Ket into Bissel their number is now only 2,500. They use traditional warfare techniques that cost them dearly when dealing with the humanoids, giants, and groups from Ket.

The Knights of the Watch are divided into two groups. The first is referred to as the Watchers. They stand on their traditions and see no reason for changing them. The second is called the Dispatchers. They tend to split into scouting parties and ambush humanoids in Geoff that shouldn't be there.

They both fight to protect Gran March and Keoland, but while the Knights of the Watch wait for enemies to come, the Knights of Dispatch actively go out and attack them.





Knights of the Order of the Hart


This group of knights was designed to make sure that Furyondy, Veluna and High Folk kept their freedom. The nobles and lords of these areas kept their own men-at-arms and guards but to gather them together took time and this problem was solved with the Knights of the Order of the Hart who vow to always be battle ready. They are divided into three branches.

The Knights of Furyondy that hold 170 men to their 200 before the war. These guys aren't really trusted by Dyvers and Verbobonc even though the Knights are trying to protect their trade. They feel that the knights would be happy to see them become a part of Furyondy.

The Knights of Veluna number at 120 and used to house nothing but seasoned veterans of seventh level or higher, but have begun accepting war clerics, human paladins of at least fifth level and human and half-elven priests of at least sixth level.

The Knights of the High Forest consists completely of elves and has only 45 members. They fight in the Vesve forest and also trade, although they aren't merchants they need the money.

The Knights of the Order of the Hart spend their time drilling, protecting the strongholds and are well respected by the people of their nations. They do have a bit of a rivalry going on between themselves and the Knights of Shielding.


The Scarlet Brotherhood


This group makes it's home on the Tilvanot Peninsula. Their one driving goal since it's founding a thousand years ago is to have the Suel recognized as the master race throughout the Flanaess. Apparently there was a premonition of doom right before the Rain of Colorless Fire descended upon the Suel Empire. One man named Kevelli Mauk that had founded the Brotherhood three years prior had enough time to gather ten of his students along with their slaves, the Tome of the Scarlet Sign (the Brotherhood's manifesto) and use a now lost artifact called Lendor's Matrix to teleport them all to the western side of Hellfurnaces just before the fall of the Rain of Colorless Fire.

They, over time, eventually made there way down into the Tilvanot Peninsula where they reside. They believe that by their physical perfection, the early birth of their empire and their mastery of magic that they are the superior race. They are a people where assassins and thieves are as common place as farmers and merchants on the main land.


Horned Society


No one knows the true age of the Horned Society. Most scholars perceive them as opportunists who emerged earlier this century to fill the void left by the retreat of the luz from the city of Molag, and then were swept away after his return. Some think of them as pretentious bandits with delusions of grandeur. More ominous speculation gives the organization ancient roots. In fact, some druids speak of the dreaded "Horned Ones," cultists who stalked the night in ancient times. It is not certain whether the modern Horned Society is a descendant of these predators. Conflicting reports place the Horned Society as worshipers of the god Nerull, or of devils. Both seem likely, since the organization is made of many factions. Their thirteen leaders are drawn from many classes, including powerful fighters, clerics, and wizards. The philosophy of the Horned Society is to rule through fear and might. Overtones of human supremacy also factor in.

Monday, August 8, 2011

World's Hardest Gary Gygax quiz

About taking the Hardest Gary Gygax Quiz in the World and getting 90%!

"You are a Gary Gygax Lord. Wow, you know a lot about Gary Gygax! My guess is that you are one of those Old School Renaissance guys, or else your last name is Gygax. Seriously, I didn't think anyone would do this well on this quiz. "

That's what the quiz quoted me as you can see to the right margin. I was actually surprised I did so well and by the same token didn't consider it that hard. I must confess that it was just my luck that I had recently read the the first Gord the Rogue novel "The Saga of Old City" so the bonus questions were fresh in my mind, otherwise my score would have been closer to the 70% mark.


Sunday, August 7, 2011

Free City of Greyhawk part 2

Free City of Greyhawk Streets

For part 1 of this article go here.

From the darkest alleys and most fetid cellars of the Old City, along the alabaster spires of temple and university lining the great length of the Processional, and on to the regal grandeur of the High Quarter and the looming towers of the Grand Citadel beyond...
The city beckons. Greyhawk, grandest jewel of the Flanaess, awaits you, offering adventures to stagger your imagination, treasure beyond your wildest dreams-and of course, dangers aplenty.
The city and its lands lie in the heart of civilized Oerth. The barren slopes of the mysterious Cairn Hills loom to the north of the city, within sight of the high walls. The placid expanse of the great river Selintan meanders past Greyhawk's bustling wharf region, giving the city its primary claim to strategic significance, for it lies along that waterway between the great lake of Nyr Dyv to the north and the broad surface of Woolly Bay and the Azure Sea to the south.
The City of Greyhawk and its domain are ruled by a Directing Oligarchy, a group of technically coequal members who head various major interests within the city. The number of Oligarchs (also known as directors) usually varies between 12 and 18, depending on the political circumstances. Replacement of an Oligarch who dies or retires is not required. If a vacancy in the Oligarchy should be filled, the new Oligarch is chosen by vote of the current Directors. The Oligarchy meets every Starday during the year to cover business relevant to the City, the Domain, and themselves.
The Directing Oligarchy periodically elects a Lord Mayor among it's members to lead them. The election of a mayor occurs whenever the old mayor dies, retires, resigns, or fails a no-confidence vote consisting of a two-thirds majority of the Directing Oligarchy. Since 570 CY, Nerof Gasgal has been the Lord Mayor. So far, he has been one of the best.
The guilds of Greyhawk are all designed to protect and further the social and economic interests of their membership. While not all of the Free City's Guilds have been granted or have been able to maintain a monopoly on the services and crafts they provide, they can nevertheless present a united front to any form of competition and have a recognized degree of political influence with the Directing Oligarchy.
On the first days of Fireseek, Planting, Reaping, and Patchwall, the Grand Council of Greyhawk Guilds meets at City Hall. All the city's Guildmasters are required to attend (and must send deputies should they be unable to do so). This meeting is used to discuss petitions and legislation before the Directing Oligarchy that may affect the trade or business of one or more of the Free City's guilds, and allegedly serves the purpose of granting those city guilds not directly represented in the Directing Oligarchy a say in the city's government.







Craftsmans' Quarter


This quarter of the Free City is one of the most peaceful, lacking the wild taverns and crowds of most other districts. The Craftsmans' Ward is home to hardworking people and their families. Its major features are the guildhalls for many of those craftsmen and women.
Sure, the Craftsmans' Ward has its share of taverns, but these are quiet, neighborhood places. Most of the customers recognize each other and the proprietor--who is usually the owner. Strangers are treated cordially, but any unruliness arouses the resentment of the entire establishment. The City Watch, while not a great presence here, is not neglectful.
The houses here are small. At first glance one might think they are crowded uncomfortably close together. Upon closer examination, the buildings all seem to fit snugly together, while leaving a surprising amount of space between them.
The hallmarks of each tradesperson can be seen on the front of the house: an ornately carved balcony and railing for the woodcarver, a wide, sweeping stairway for the carpenter, an imposing facade of granite for the stonemason, and so on. Weavers, painters, metalsmiths, and the like use an example of their craft to decorate the front of the house--a tapestry, unusual color scheme, or metal rack of tools, for example.
While some of these artisans work for employers and travel to a different location for their job, the majority work in shops within their homes. Consequently, a great number of different businesses can be found in the Craftsmans' Ward.


Craftsmans' Ward Businesses
Shipper and Haulers, Brewers, Leatherworkers, Weavers, Tailors, Metalsmiths, Jewelers, Gemcutters, Furniture Makers, Carpenters, Stonemasons, Architects, and Taverns with food







Clerkburg--The Halls


The city district that houses Greyhawk's universities, colleges, and schools is referred to by two names: "Clerkburg," as a reference to the students, tutors, scribes, and clerks who live here in great numbers; and "The Halls," meaning the large, airy buildings that typically house the schools.
Though it is not apparent from outside the quarter, Clerkburg is an area of plants, grassy yard, and small parks. It is second only to the Garden Quarter in the number and variety of its greenery.
The City Watch does not neglect Clerkburg. Generally a patrol arrives within 2d6 rounds of a summons. The People's Constables tend to avoid Clerkburg, to no one's disappointment.
An interesting feature of the quarter is the outside seating, or veranda, available at most of the small taverns and eateries. It may be squeezed precariously between the building and the street, barely wide enough for a single row of tables, but this outdoor dining area is required of any successful eating establishment in Clerkburg. In fact, the major attractions of this district to the citizenry of the city are these street-side tables. On Godsday with nice weather, the streets of Clerkburg swell with folk from all over the city, coming to enjoy their meal in the fresh air.
Clerkburg is not a thriving business district--most of the buildings not used for schools are the residences of students and instructor. However, the following types of establishments can be found here:


Clerkburg Businesses


Art Galleries, Bakeries, Boarding Houses, Book Binderies, Butchers, Inksellers, Launders, Leatherworkers, Locksmiths, Potters, Private Libraries, Scribeshops, Tailors, Taverns, Tiny Food Shops, Weaponsmiths, and Weavers.








The High Quarter


What a grand array of buildings and personages await the fortunate traveler who decides to stroll down the Promenade! What marvels of architecture! What splendid grace and beauty, such impressive style!
The grand edifices of the Free City's High Quarter are, in general, mansions that would be fit for the ruler of most political entities. In Greyhawk, however, such homes are the just rewards for successful merchants, important ambassadors, the city's own Directors, and others of wealth and station. (Actually, in the Free City, wealth is station.)
The mansions sprawl over large estates--an equivalent amount of property might hold the homes of 1,000 souls in the cramped confines of the Old City.
Stores and shops are not found in the High Quarter; the residents can usually find everything they need at the city's High Marketplace. The only businesses in the quarter are those gambling houses, taverns, and clubs that cater to a wealthy clientèle.
The noble district is the best illuminated of the city's quarters after dark, for each mansion maintains a lamp on the road before it, and the city maintains other lamps at frequent intervals along each thoroughfare.
In addition, the guard patrols of the city watch are diligent and common in the High Quarter. A standard patrol will arrive within 1d6 round following any loud cry of alarm in the High Quarter.
Also, the private agents of the night-watchmen are employed throughout the High Quarter, sometimes to watch a single mansion, and other times to patrol a region of several estates. When the night-watchmen from such roving patrols, they go in groups of five, accompanied by two great hounds (war dogs).
The roads of the High Quarter bustle with crowds only on the occasions of parades and festivals. The quarter receives a lot of traffic every Starday, attracted by the grand array of booths and stalls in the High Marketplace.
Otherwise, the quarter is quiet, with only a few people moving about at any one time. These travelers are nobles in carriages, on horseback, and afoot, their servants (with or without their masters), craftsmen hired to work in the High Quarter on their way to and from the job, and many others. Travel is allowed to and from the High quarter with no restrictions, but a visitor to the quarter who appears to be up to no good (loitering about, acting furtive, associating with known criminals, etc.) is quickly accosted by a guard patrol. If the visitor can produce no good reason why he is in the High Quarter, he is escorted out with orders not to return without a valid purpose






The Garden Quarter


The Garden Quarter sits right above the High Quarter, In truth, an untutored observer could not tell where one district ends and the other begins. But the boundaries are clearly defined in the collective social consciousness of the city's elite.
If the estates in the Garden Quarter tend to be a little smaller than their uphill neighbors, if their statuary is less exquisite and the architecture more plain, these deficiencies are more than made up for by the brilliant profusion of blossoms grown here. The sweeping expanses of manicured beauty have given the quarter its name and its character.
On a pleasant spring day the fragrance of lilac is carried by each passing breeze, while in summer a stroller can sample the dewy aroma of the lilies, and so on.
The patrols of the city watch are as diligent and common here as in the High Quarter, though there are fewer hired security agents in the Garden Quarter.
There are no shops in the Garden Quarter, save for the region of the Marketplace. Several fine inns and clubs offer fine cuisine and often gambling to wealthy patrons.








Foreign Quarter


This is the most crowded quarter of the New City, not just because this is the residential district assigned to all those who have not inherited or adopted Greyhawk citizenry, but because it is a nice place to live. It offers a variety of eateries and taverns, as well as tiny shops of many unique types.

It has long been city policy that visitors who take up residence in Greyhawk should not be allowed to inhabit certain areas, particularly places adjacent to the city wall. Thus, all foreigners who actually rent a residence (as opposed to taking a room in an inn, even for many weeks) must find such a residence in this quarter. Of course, foreign nobles and official guests of the city are exempt from the restriction.
Foreigners are not permitted to purchase property in the Free City. After seven consecutive years of residence (at least six months each year) in the city, a foreigner can apply for citizenship. Provided he has two citizens to vouch for him, and no record of troubles with the watch or any influential guilds, citizenship is granted.
Certain of the Foreign Quarter's shops and inns retain a distinctive character reflecting their owners' origins. But for the most part this district has blended very well into the rest of the Free City's character.
The City Watch is here, but not in any considerable numbers. The People's Constables on the other hand, are a common and bothersome presence during daylight. At night, the Nightwatchmen's Guild puts regular patrols through this and the neighboring River District. In many ways it is representative of the city in miniature, with its diversity of shops, its theater (the Pit), and its mix of people from all places and all levels on the social scale. Indeed, the Foreign Quarter even has its own nobility, in the form of The Duke.
Every type of business can be found in this quarter. Problem is though if you asked someone where to find what you are looking for, half the time the directions are wrong.







The Old City


This maze of alleys, shacks, boarding houses, and everything else is the true soul of Greyhawk. Herein lie the city's roots, and herein also live its most volatile citizens.
The Old City, separated by the Black Wall from the New City, has taken on a life all its own. If the New City should suddenly disappear from the earth, the Old City would function much as before. The same cannot be said for the reverse.
The Old City sees less of the City Watch than do its neighboring districts. Crime and misery are commonplace here, but so are gallantry and decency.
Thieves control the bulk of the business ventures and other activities, but nowhere else is the proverb "honor among thieves" more in evidence.
The Nightwatchmen maintain two regular stations here, and many families devote a proportion of the precious incomes for the additional protection provided by the guild. And the Nightwatchmen in the Old city take their duties very seriously indeed--their fee is always money well spent. The City Watch patrols are scarce to nonexistent, but the Nightwatchmen usually respond quickly, but only when the alarm is raised by one of their clients.
The People's Constables are a major nuisance here during the day, nit-picking every possible weapons violation, subjecting disreputable-appearing characters to searches, and quoting an assortment of vague and obscure regulations. ( "And that'll be another two silver, oaf--you should know better than to blow your nose on the same street as waves the city banner! Be thankful I don't run you in!")
The balance of power in the Old City centers on the Thieves' Guild, which controls the major sources of income here, except for the Public Bath, which is owned by the city. The Beggars' Union is a force to be reckoned with in the Slum Quarter, however, and the Merchants and Traders are also well represented in the Old City. The patrols of the City Watch move unchallenged here during the daytime, but at night two patrols always march together. Even then they remain on the lighted thoroughfares and other major avenues.
The border within the Old City between the Thieves, Labors', and Brewer's Quarters is ill-defined.


Businesses:
Armorers, Bakers, Brewers, Bawdy Houses, Blacksmiths, Boarding Houses, Brewers, Butchers, Carpenters, Embalmers, Expedition Supplies, Inns with Food, Jewelers, Laundry Services, Leatherworker/Tanners, Livery Stables, Locksmiths, Pawnbrokers, Potters, Scribes, Shipper and haulers, Stonemasons, Tailors, Taverns, Warehouses, Weaponsmiths, and Weaver/Dyers








River Quarter


This most riotous district is centered around the great curving avenue known as the Strip. With its taverns, brothels, gambling dens, and worse, the Strip at night is a cacophony of noises, a shadow land of flickering torches and blazing lamps. And always, day and night, it teems with drunks and toughs, river men and city folk.
Always there are many who fight at any implied slight, and never are there enough patrols of the City Watch to keep the peace.
People's Constables are common during the hours of daylight, especially near the Cargo Gate. There these tin-pot enforcers of law and order nab many people just off the river, before they have a chance to adjust to city life.
Naturally, adventurers love it here. Lodgings are cheap, and news from the world beyond is plentiful. There are numerous merchants and innkeepers willing to relieve a traveler of his heavy load of treasure.
Behind the Strip the River Quarter is a mixture of boarding houses and warehouses. While much cargo brought up the river is stored on the wharf, many small warehouses are offered for rental here as well. Cargo moves quickly in the lively economy of the Free City, so a load generally remains in a warehouse only for a week or two.


Businesses:
Armorers, bakers, bawdy houses, boarding houses, boats/nautical equipment, boot maker/leatherworker, butchers, eateries, expedition suppliers, shipper and haulers, tailors, taverns, warehouses, and weaponsmiths.