Friday, October 31, 2008

The Head of Vecna

Subject: Re: [GREYTALK] The Head of Vecna
Date: Thu, 17 Feb 2000 16:39:21 -0800
From: Russ Taylor
Reply-To: The GREYtalk Discussion List
To: GREYTALK@MITVMA.MIT.EDU

On 2/17/00 4:07 PM, Bryan Blumklotz (saracen@europa.com) wrote

>
>
> I recently joined a new gaming group in Portland, OR and on the second
> meeting
> I attended someone was describing a particular DM with a nasty sense of
> humor. He
> ran a tournament at a convention, during which, the players were told by a
> "reliable" source where to find the Head of Vecna. Of course the Munchkins
>

[snip]

> When we meet in March I will get the exact details of this romp to
> post up.

That's a fairly famous story, possibly "appropriated" by the person in question. Here ya go:


The Head of Vecna
by Mark F. Steuer

Several members of Group One came up with the idea of luring Group Two into a trap. You remember the Hand of Vecna and the Eye of Vecna that were artifacts in the old D&D world where if you cut off your hand (or your eye) and replaced it with the Hand of Vecna (or the Eye) you'd get new awesome powers? Well, Group One thought up The Head of Vecna.

Group One spread rumors all over the countryside (even paying Bards to spread the word about this artifact rumored to exist nearby). They even went so far as to get a real head and place it under some weak traps to help with the illusion. Unfortunately, they forgot to let ALL the members of their group in on the secret plan (I suspect it was because they didn't want the Druid to get caught and tell the
enemy about this trap of theirs, or maybe because they didn't want him messing with things).

The Druid in group One heard about this new artifact and went off in search of it himself (I believe to help prove himself to the party members...) Well, after much trial and tribulation, he found it; deactivated (or set off) all the traps; and took his "prize" off into the woods for examination. He discovered that it did not radiate magic (a well known trait of artifacts) and smiled gleefully.

I wasn't really worried since he was alone and I knew that there was no way he could CUT HIS OWN HEAD OFF. Alas I was mistaken as the Druid promptly summoned some carnivorous apes and instructed them to use his own scimitar and cut his head off (and of course quickly replacing it with the Head of Vecna...)

Some time later, Group one decided to find the Druid and to check on the trap. They found the headless body (and the two heads) and realized that they had erred in their plan (besides laughing at the character who had played the Druid)... The Head of Vecna still had BOTH eyes! They corrected this mistake and reset their traps and the
Head for it's real intended victims...

Group Two, by this time, had heard of the powerful artifact and decided that it bore investigating since, if true, they could use it to destroy Group One. After much trial and tribulation, they found the resting place of The Head of Vecna! The were particularly impressed with the cunning traps surrounding the site (one almost missed his save against the weakest poison known to man). They recovered the Head and made off to a safe area.

Group Two actually CAME TO BLOWS (several rounds of fighting) against each other argueing over WHO WOULD GET THEIR HEAD CUT OFF! Several greedy players had to be hurt and restrained before it was decided who would be the recipient of the great powers bestowed by the Head... The magician was selected and one of them promptly cut his
head off. As the player was lifting The Head of Vecna to emplace it on it's new body, another argument broke out and they spent several minutes shouting and yelling. Then, finally, they put the Head onto the character.

Well, of course, the Head simply fell off the lifeless body. All members of Group Two began yelling and screaming at each other (and at me) and then, on their own, decided that they had let too much time pass between cutting off the head of a hopeful recipient and put the Head of Vecna onto the body.

SO THEY DID IT AGAIN!... [killing another PC]

In closing, it should be said that I never even cracked a smile as all this was going on. After the second PC was slaughtered, I had to give in (my side was hurting)...

And Group Two blamed ME for all of that...

So let that be a warning to you - don't let your head get cut off unless you really know what you're doing.

Copyright © 1996 Mark F. Steuer

--
Russ Taylor (http://www.cmc.net/~rtaylor/)
CMC Tech Support Manager
"Lord help me, I'm just not that bright." -- Homer

Wednesday, October 29, 2008

Possibilities of the Artifact

Subject: [GREYTALK] Possibilities of the Artifact
Date: Fri, 28 Apr 2000 20:13:10 -0400
From: Archlord
Reply-To: The GREYtalk Discussion List
To: GREYTALK@MITVMA.MIT.EDU

Here is an interesting way to create a sensible sequence of events that explains the disappearance of the Machine of Lum the Mad from Oerth?..and how to work it into the Vortex of Madness adventure.

The Wizard Karoolck, having been recently deposed of his power due to the absence of Overking, has now been devising a way to re-establish his power base. Having suffered losses in the Holocaust of Rauxes, the magical battle between the nobility of the kingdom, in their vie for the malachite throne, Karoolck has been looking for a means of advancing his position in the new Kingdoms of Aerdy. Together with his Baatezu ally Baalzephon, they have manipulated the Diviner Anaranth into researching the Machine of Lum the Mad. The machine has not been actively used since Xaene experimented with its powers and Karoolck knows that it will be the key to future successes in Rauxes and other parts of the former Great Kingdom. Due to the intense fear Karoolck has of his former master Xaene, the archmage seeks the secrets of
the Machine slowly and carefully. Sensing traps and other maladies, the archmage combs the Machine meticulously to ensure that it power will not consume him.

Recent events, as described in the adventure, The Vortex of Madness, have caused the Machine to be thrown from Oerth, or perhaps it may have been caused by the presence of the Crook of Rao or the Mace of Saint Cuthbert. In any case, it currently resides in the Outer Planes and has been reunited with its former master?

Faced with defeat before his plans have a chance to manifest, Karoolck decides to rely on the forces of good to retrieve the Machine from its extra planar lair. Deep with the bowels of Rifter Castle, Anaranth studies the mystery of the Machines disappearance and passes this information to Karoolck.

Now Karoolck has a golden opportunity. He must devise a scheme to lure his enemies to Rifter Castle. In inviting them to his keep, Karoolck, the Elite Imperial Regulars, the Fiend Knights of Doom, and the Companion Guard will have an opportunity to slaughter as many would-be goodly adventurers that would dare storm Rifter Castle, the refuge of Ivid III.

The archmage will flood fake documents and a false story into Nyrond, Furyondy, Veluna, Celene, Ratik, that a warlord of the Former Great Kingdom is about to unleash the powers of an ancient Artifact upon the forces of good. The story will discuss how this artifact has been harnessing energies of the lower planes to fuel the destructive power of the artifact. This should surely lure the forces of good into action.

After depopulating the land of as many adventurers as possible, he will leave the battle during a time when a promising group of adventurers comes along. If they appear to be gaining ground or wining the conflict, Karoolck will give order to the Imperial Regulars and the Companion guard to fall back and strategically retreat to other portions of the keep. In a well staged effort to give an adventuring group access to Rifter Castle, the guard will put up token resistance to the progression of the adventuring party. In their defeat of the castle guard, they will eventually gain access to the lower levels of the castle. Here they will face the Fiend
Knights and either defeat them or be destroyed. In the chance that the party is successful, they will eventually penetrate the lab where a disguised Karoolck and Anaranth are working.

The final room will be a cross between a diviners research library and an artificers lab. In the middle of the opposing wall will be an unstable swirling color pool (that leads to Limbo). In this room will be the two Archmages (Karoolck and Anaranth) and the party of adventurers. The mages will claim to have arrived recently to stop the madman and his crazy artifact, but in a magical duel, the warlord mad mad escaped through a portal he made with the machine. The mages will have used some illusionary magic to create some battle damage upon their persons The mages will relate that his final words were seemingly incoherent ramblings about the deaths of kings and the oppression of all that is good. ?We think he may use the
transportation magic of the artifact to enter Chedl or Rel Mord and unleash
destruction.? .

?If you are able to return the artifact to us, we know the proper incantations and rituals to render it inert. You would doing us all a favor by retrieving the out of control item and ending the inconvenience of the madman Warlord.

The party has to enter the portal and arrive in Limbo.

When the party returns through the portal (or however individual DMs want to do this) Karoolck and his companion will attack the party in full force with the remaining guard in an effort to force the retreat of the party and retain control of the Machine of Lum the Mad.

Forces of Rifter Castle

Elite Imperial Regulars (200)
AC 0; MV 12; F4; HP 50; Thaco 14; #AT 3/2; Dam by weapon type +6; SA nil; SD nil;
Equipment: Bastard sword, body shield, heavy dagger, flail, pike
Superiorly trained soldiers, many whom are veterans from the Greyhawk Wars, wear fine chainmail, carry a variety of superior quality Oeridan weaponry, and brandish the symbol of the Great Kingdom on their shields. The symbol is a yellow spiral sun on a blue background.

Companion Guard (20)
AC ?4 (platemail+2, shield proficiency, dex 16); MV 12; F7; HP 80; #AT 2; Dam 2d4+8 (bastard sword+2), d6+9 (mace); d6 +5 (shield), 2d4+8 (flail) SA nil; SD nil; MR 15%; Equipment potions of extra-healing, fire-breath, flying, speed

The elite shock troopers and cavalry of the former Great Kingdom. They also brandish the old symbol of heraldry on their shields. These are the most well trained legions of the Flanaess.

Companion Guard Captains (2)
AC ?4 (fiend-plate +1, shield proficiency, dex 18): MV 12; F13; HP 120; #AT 3;
Dam d10+8 longsword, d8+ 6 Body Shield, 2d4+8 Flail, d4+10 heavy daggers; SA grand mastery, critical hits on rolls of 16; SD immune to fire, poison, iron, and suffer half damage from gas and cold; MR 45%

Fiend Knights (15)
AC ?7 (shield proficiency, Plate-mail +3, dex 18); MV 12; F9; HP 115; Thaco 6; #AT 2; Dam d10+10 (two-handed sword+3, mastery); SA critical hits on a roll of 16; SD +3 or better weapon to hit, immune to sleep, charm, hold, and illusion/phantasm spells 4th level or less; MR 20%

Serten the sacrifice

Subject: [GREYTALK] Serten the sacrifice Re: [GREYTALK] Serten the Still
Dead
Date: Sun, 20 Aug 2000 06:09:27 -0400
From: Jason Zavoda
Reply-To: The GREYtalk Discussion List
To: GREYTALK@MITVMA.MIT.EDU

On Sun, 20 Aug 2000, Erik Mona wrote:

> I don't have that source in front of me, so I can't check to see if all of
> those mentioned are indeed mages (Iuz?), but ignorance of the "real" Serten,
> whether by the mercenaries who wrote Greyhawk Ruins or by part of the vaunted
> "Team Greyhawk" is hardly solid ground on which to build a rhetorical castle.
> :)

Serten is one of the old guard and the battle of Emridy Meadows one of the legendary events. Neither should be altered casually.

> >>>
> And the battle has several paragraphs written about it as well.
> >>>
>
> Piffle.

Piffle? Hardly Piffle. Three paragraphs on Pg11 of the guide to the world of Greyhawk, three = several, a few slight mentions elsewhere.

>
> The sum total of information on that battle can hardly be classified as
> "several paragraphs." Certainly there is no accounting of even the generals
> in the battle, or even, for that matter, where the hell "Emridy Meadows" is,
> specifically. I hardly think the loss of a borderline retarded priest of St.
> Cuthbert, even if he had powerful friends, qualified for the type of
> "top-line" news ("the good guys won") that we have on the battle so far.
>
Sure it does, why was Serten brought up in the LGJ in the first place and sacrificed except for name recognition. History can be rewritten and named characters can be killed.
Woo-Wee!

> >>>
> To glibly throw out such a
> useful character especially because he is a mystery and still a legend
> is an unfortunate choice.
> >>>
>
> What about Serten makes him "useful"? I can think of a few reasons why it
> might be neat to have the dumb but well-meaning cleric from Rogue's Gallery
> still alive, but all are outweighed, in my opinion, by the implication that
> the "heroes" (or at least "main characters") of the Greyhawk campaign are
> mortal.

No, they're fictional, and so is the entire setting, but consistancy helps to make the fiction believable and keeping away from glibly killing off major NPC's keep the setting useful to the widest range of gamers.

>
> And, if you like the guy so much, I guess there's some similarly-named
> misguided mage out there that everyone's free to use. :)
>
> >>>
> Choosing to alter the campaign in such a notable way is even
> more unfortunate.
> >>>
>
> Whatever. If the choice is between leaving the campaign stagnant or exploring
> some of its mysteries and going forward, always leaving new mysteris behind,
> I'll choose the latter.
>
> --Erik
>

Whatever? Serten and the Battle of Emridy Meadows are both notable. Killing off a character and altering past history, just to prove a point, these things did nothing to create mystery or even explore the mysterious. They only prove that the campaign can change at any moment, that is more of a Forgotten Realms way of developing a campaign.
If you wanted to expand the setting you should have made Serten live, put depth and history behind him, make everyone understand why he had earned a name and place among the great and powerful.
Better to say that the Living Greyhawk made Serten live and be worthy of his well known name, than to say Living Greyhawk killed Serten to prove a point.
Death does not relieve stagnation it merely ends future potential.

Jason Zavoda

Serten, Hero of the State

-------- Original Message --------
Subject: [GREYTALK] Serten, Hero of the State [was: Serten the Sacrifice]
Date: Sun, 20 Aug 2000 07:11:00 -0400
From: Tracy Johnson
Reply-To: tmj@EXIS.NET
Organization: Justin Thyme Productions
To: GREYTALK@MITVMA.MIT.EDU
References:

I agree with Jason, but only because my earlier doubts about Living Greyhawk and Greyhawk Canon are becoming true, despite assurances that Living Greyhawk and Greyhawk Canon were supposed to be two different things.

So it seems now that Living Greyhawk is starting to be substituted for Greyhawk Canon.

As a person that buys Hasbro products off-the-shelf, now it appears that in the near future, there will no longer be printed canonical Greyhawk material to spend my money on. Just nebulous bits and bytes that will live briefly for the moment on the "web"
like the mayfly it is. In a few years, these Living Greyhawk websites will die due to neglect and underfunding, then we can all go back to the printed material.

Even if a permanent site for GH canon material is sponsored by corporate giant Hasbro, can it be trusted that such material won't be tampered with? Has "1984" has come true in Greyhawk? Will yesterday's "Hero of the State" now be a traitor due to the whims of those in charge? "Oceania is our friend? Today, dear traitor, we're allied (and have always been) with..." "Do you say friend, that you read that Otto is 5'10" on the Hasbro website? I'm looking at it right now and it says he's 3'11"
and is a Gnome, as far as I know, he's always been this way."

Jason Zavoda wrote:
>
> Whatever? Serten and the Battle of Emridy Meadows are both
> notable. Killing off a character and altering past history, just to prove
> a point, these things did nothing to create mystery or even explore
> the mysterious. They only prove that the campaign can change at any
> moment, that is more of a Forgotten Realms way of developing a campaign.
> If you wanted to expand the setting you should have made Serten
> live, put depth and history behind him, make everyone understand why
> he had earned a name and place among the great and powerful.
> Better to say that the Living Greyhawk made Serten live and be
> worthy of his well known name, than to say Living Greyhawk killed
> Serten to prove a point.
> Death does not relieve stagnation it merely ends future potential.
>
> Jason Zavoda

Re: Computer game influence on 3e

Subject: Re: [GREYTALK] Computer game influence on 3e
Date: Sat, 18 Nov 2000 11:32:39 EST
From: Gary Welsh
Reply-To: The GREYtalk Discussion List
To: GREYTALK@MITVMA.MIT.EDU

Doom_Bob the Many-Buckled Sorcerer and F@t Earl the Vorpal Cowboy (using new 3e prestige classes) took their henchmen deep into the catacombs of forty-nine arch-liches (in "Against the 49ers and Beyond"). From there they ventured through several Abyssal Gateposts, to kill off a few demon princes and night hag soul-merchants. But even these great heroes (who were not munchkins, by the way, and in fact resented the term) could have bad luck now and then. And when the tides of demon hordes turned against them, Doom_Bob frantically hit a button on his Keyboard of Manifold Powers, while shouting the command words:

"SAVE GAME! SAVE GAME!" Beads of sweat were running down his face. He pressed the button over and over again, but nothing happened. Something was terribly wrong.

"What is it?" F@t Earl shouted over his shoulder, as he barely kept the demon princes at bay.

"Lag! I can't believe it. We may die because of lag!" Doom_Bob cried out incredulously.

"That sucks," F@t Earl said. "If we die here, we'll have to start all the way back in the arch-liches' Hall of Phame. Quick, try ctrl-alt-delete."

Doom_Bob groaned. "I don't want to go through those levels again."

Just then, one of the larger demons (which had a randomly generated "broken" combo of powers), ripped F@t Earl 's head off with a critical hit. "Who's your Daddy!?!" it boomed in deep demonic voice, as it spiked F@t Earl's head off the smoking cave floor, doing a victory dance.

Doom_Bob backed away, whimpering. But there was nowhere to go.

Tuesday, October 28, 2008

Re: Weaker Gods?

Date: Sun, 23 Jan 2000 00:40:02 EST
From: ""
Subject: Re: Weaker Gods?

In a message dated 1/23/00 12:11:12 AM Eastern Standard Time, NickPerch@AOL.COM writes:

> See, I don't think these are uninteresting to PC's at all. Sure, the more martial, adventuring oriented gods will see more play from PC's, but if previous RPGA campaign experience is any indication, we'll see priests of just about every imaginable stripe. Lirr and Zodal will almost certainly
> have PC followers and priests, in the LWoG campaign, for good or ill.

That's encouraging. That's certainly something for the circles and triads to keep in mind.

deaconblue3@JUNO.COM writes:
> making some religion into something it's not,

That's a needlessly limited perspective, and one I'm not prepared to accept. It's impossible to say what a god is or is not based on one line of information, which is all we presently have for some of them. No, I suppose they don't all *need* adventurers associated with the church, but I still think it's a good idea to have them just in case, especially on a world where adventurers can bring real power to
an organization. If I have an idea for an artistically-motivated priest, I don't want to be told that my character couldn't possibly get any powers because it's only the gods of bashing that reward their faithful.
Those who make unusual choices shouldn't be penalized without just reason. If someone comes up with a priesthood that's interesting and adds to the campaign's possibilities (instead of a blah one that only
limits a god or faith's use), then so much the better.

rtaylor@CMC.NET writes:

> You're BSing when you claim a priest of Lirr should be like one of Odin or Apollo.

Heh. You just like to argue.

I didn't claim that Lirr was like Apollo or Odin. I used them as examples because it shows that poetry was something that people *respected*. It wasn't limited to something only effette intellectuals worshipped. Even if you concentrate only on the poetry aspects of Odin or Apollo, pretending they're not concerned with war or healing or athletics or death or magic, they're still interesting gods, worth including as important parts of an FRPG, because they have full, detailed personalities behind them. The Muses are mostly symbols, without a lot of stories about them (and they're linked with Apollo anyway), so they're not as useful. I can imagine giving Lirr some Muse servants or handmaidens (too minor to have a cult of their own), but demoting the entire goddess to the status of Muse would be a waste.

I don't know *anything* about Bragi, but I'll wager out of ignorance that there's more to him then the sagas record -- that's usually the way of religions (in the same way that actual worshippers of Aphrodite considered her far more than merely the goddess of love, and worshippers of Hecate weren't all witches).

Scratch that. Apparently Bragi was a real-life poet from the ninth century who was apotheosized by later poets. He's got some cool attributes like being patron of oaths (an imaginary priesthood based on this god -- I don't think there were any in real life -- might be in charge of laying geases and such on those who make pacts. There could even be a group of assassins, in a fantasy campaign, devoted to Bragi and slaying oathbreakers). I also like the runes carved into his tongue. But overall, he's doesn't seem like a good
example of a god, because he's so artificial. I'd rather Lirr was something more. If people are, like Nick Perch said, going to want to play Lirrical priests, then perhaps it would be best not to model the goddess after a divinity that had none.

Now think: how can priests of Lirr be different from priests of Lydia or Olidammara in a way that would be good for the campaign (rather than bad for the campaign, which is what treating her as a mere muse would be)?

She's has a very similar sphere of influence to Deneir, the Realmsian god of glyphs and symbols, but that's been done, so let's move on.

Here's part of what I have:

Lirr
(Lady of Glyphs and Images, Queen of Stories, the White Goddess)
Lesser Goddess of Olympus, CG

Portfolio: Poetry, Prose, Literacy, Art
Aliases: Lyr, Lirra
Domain Name: Arborea/Olympus/the Land of Stories
Superior: Rao
Allies: Phyton, Vatun, Norebo, Murlynd, Joramy, Bleredd, Myhriss
Foes: Lendor
Symbol: Quillpen (or brush) and inkwell
Worshipper's Align.: NG, CG

She is opposed by Lendor, who dislikes the distortions of history Lirr's flock often create for the sake of a good story.

Her allies are lovers of epics, romances, and tall tales.

Lyr is portrayed as an intensely stylized, two-dimensional illumination in the margins of her holy texts (which are freely rewritten and reinterpreted from generation to generation, although the older editions are carefully preserved). Lirr's realm in the Outer Planes is populated by characters from every story ever told or yet to be told.

Avatar of Lirr (Mage 18, Priest 13)

AC: 7; MV 12 ; HP 42 ; THAC0 12 ; #AT 1; D 3d4
MR 80% ; SZ M (5'2")
Str 11; Dex 15; Con 10 ; Int 19 ; Wis 19; Cha 19
Spells: M: 8/8/8/5/5/4/4/4/4
P: 0/0/0/0/4/3/2
Saves PPDM 8; RSW 6; PP 7 ; BW 4; Sp 2
Special Att/ Def: Lirr is armed with a brush and pen. Anything she draws can come to life (essentially, she can summon anything she imagines). Creations of Lirr last 4d10 rounds, although some (DM's
call) become permanent.
Other Manifestations: Omens from the Lady of Glyphs include writing appearing from nowhere overnight, or even written by a ghostly hand.
The Queen of Stories is served by benevolent dream spirits and the great heroes of myth and fable.
Dogma: Art creates reality, not the other way around. By creating art you transform the past, yourself, and all who see it.
Day-to-Day Activities: Authors of legendary works gain lasting rank within the Lirrical faith. Priests act as compilers, authors, and researchers. Often, Lirricists are sent to recover or copy lost and rare works. Lirr's temples, in lieu of tithe, charge for the use of their library, but at competitive rates that make them well worth visiting.
The church of Lirr also promotes the arts in their communities.

That's what I'm talking about. Lirr is a muse only insofar as she inspires great deeds. Her clerics travel to far lands to gain fodder for their writings. She *screams* adventure. And all that without straining to make her hip or adding "berserkergang" to her list of attributes.
It can be done, if you're willing to try.

Russ, your last post makes no sense -- for instance, I never claimed that all priesthoods were evangelical (as far as I can tell), and the issue of whether it's the gods or priesthoods that should be interesting is meaningless (the two should feed each other) -- so I won't go into it in any detail.

Conviction is Nostalgia poison
is death
Rip Van Wormer

The Zayne adventures

Date: Mon, 14 Feb 2000 00:27:15 +0200
From: Mixos Dimitris
Subject: The Zayne adventures

> Hi,

I happen to have five of the titles published by Creations Unlimited in my D@D collection.I have not opened them yet(They are still shrink-wrapped) but I can quote a synopsis from what is written in the back page of the modules:

1. GARDEN OF THE PLANT MASTER.Skill levels 6-12.ON an alien world there is a
city.Dead.And in that cityis a Garden,quite alive.In that Garden is its former architect,The Plantmaster,now a captive of the garden's new Master,Lamash the Demon of the Wood.The Plantmaster like all Garden inhabitans,is mutated;and it is only a matter of time before he finaly relents and gives his tormentor the KeyWords for unlocking the Gardens doors,which prevent Lamash from entering.....Your World.!!!
2.THE MAZE OF ZAYENE (Part 1-Prisoners of the Maze)Skill Levels 8-12. The Queen is
dead!The kKing is mad!Long live ......the Kingdom!Death to King Ovar the Tyrant! Life to Law and Order!Four Characters are a number complete---complete with a mission
so insane,so daring,that terming it an assassination hardly satisfies the imagination.Are the four volenteers who whould lay law King Ovar assassins? Or are they heroes?If they are the former,how are they better than the madman they are assigned to kill/And if they are the latter,willtheir heroism be enough to overcome the trials of the Mayze of Zayne?
3.THE MAZE OF ZAYENE(Part2-Dimentions of Flight)Skill Levels 8-12. A door is easily
unlcked isn't itAnd isn't the key always under the mat?.The assassinns have becomed
the persued and the intended victim is now the victimizer.The characthes have failed to assassinate King Ovar.They now flee for their lives,for four Keys,for their only future in the world of the sane.Through desert climes,up mountain peaks not of the world,to a land with blue and black snow,and onto a not so Happy Hunting Grounds--they flee and fight.!
4.THE MAZE OF ZAYENE(Part3 Tower Chaos)Skill Levels9-12.Ersille's loyal subjects say that it was the Queen's deathwhich drove King Ovarto the brink of madness,to reopen the slave pens,to order the mass executions,to persecute the good but misled peopleof the Kingdom,and to ignore the factthat he was no longer a king but a bast.! Four stalwart charchters are chrged with assassinating Kiing Ovar. They must penetrate TOWER CHAOS and at the right momentstrike Ovar dead!
5.THE MAZE OF ZAYENE(Part4 The Eight Kings)Skill Levels9-12. And then there were
eight....THE EIGHT KINGS have fooled the people of Ersille.Not only did King Ovar rule,but ruled eight times over(give or take a court wizard),created anew each day by the wizard Zayne. He was a complacent King,but set upon evil ways,for his(or was it their?)minds were controlled.You see.the real King Ovar was taken prisoner by Zayne some time ago. And now,insteadof wanting Ovar dead,the good people of the Kingdom wont the old codger saved.!What's a regent ot do?

Here are a few words from Matthias Bock (AFTERGLOW"S non TSR item list) homepage about Robert Kunz releashes:

"[Apparently Robert J.Kunz (One of the first people in TSR)used this outlet to release some of his old adventuring material,possibly written back in the 70's. The adventures were set in Greyhawk initialy,but copyright reasons forced Robert Kunz to change some names.In early articles about the modules,Zayene was referred as "Zaeen" or "Xaene"]"

I hope I helped sheding some light in this issue (The Zayene Adventures)

Monday, October 27, 2008

Fungal Magic

Subject: [GREYTALK] Fungal Magic
Date: Wed, 10 Mar 1999 12:12:17 EST
From: Acererak the Eternal
Reply-To: The GREYtalk Discussion List

Grimoire of Zuggtmoy: The spine of this ancient tome is covered with tufts of leaf-like tendrils, and its cover is rubbery and slightly wet. The book is heavily bound with thick strands of mushroom hyphae. The tome changes its color and texture to match its surroundings, so it is sometimes difficult to see. Inside, the spongy gray pages contain Zuggtmoy's spell-like powers of spew spores, roperskin, gelatinous slime, pudding acid, fungus corpse animator, endothermic mold, and fungi biceps (see end of post). Several purple hued pages at the end contain information on numerous fungal monstrosities, detailed descriptions on fungi demons, and interior sketches of her Abyssal fortress, Sporangia. Touching any of these pages with bare skin is dangerous, for to do so requires the victim to save vs. poison of become infected with a spore sickness. Failure indicates death, and the resulting corpse begins to transform into a random fungi, ooze, jelly, slime, mold, or pudding monster. This transformation takes 4d4 rounds, and the new creature attacks the nearest being.

Protection From Fungi [scroll]: (Reading time-3) All within a 10 foot radius sphere are protected from all forms of fungi and their spores. Fungi creatures can be hedged away as the reader moves, but if forced against a solid object the protection is negated for that creature.

Potion of Fungicide: If ingested by an animal, it cures all fungi spore infestations, and protects against such infestations for 2d4 rounds after ingestion. If poured directly on any fungi creature, it must save vs. poison or wither and die in 2d8 rounds.

Rod of Fungi Conjuring: Activating this rod conjures one of any type of ooze, slime, jelly, pudding, mold, or fungi known to the user. The conjured creature obeys commands to the best of its ability, within the limits of its abilities.

Ring of Fungi Friendship: Non-intelligent fungi, oozes, slimes, jellies, puddings, and molds are friendly to the wearer of this ring if they fail their save vs. spell. Those that succeed move quickly away. Affected creatures behave friendly, and if another charge is expended it will actually guard and protect the wearer. Up to 12 HD of fungi can be affected by this ring, except gray druids who can affect up to 24 HD. Each use drains one charge, and it currently has 23 charges.

Wand of Pudding Form: Imbues the target with a pudding shape and movement type, although his mass remains the same. The pudding type must be known to the wielder. Some abilities of the pudding is maintained if it relates to form. For example, a crystal ooze can swim and breathe water, and so can the target of this type of pudding form. This effect last for 5d6 rounds.

Detect Fungi [spell on scroll]: This spell causes fungi to glow for the caster in a 30 foot radius, regardless of type.

Ring of Gelatinous Hue: This illusion appears to changes the wearer and his possessions into a completely tranparent gelatinous substance (treat as a ring of invisibility).

Staff of Fungal Power +2: The staff of fungi power is a potent magical item. The holder receives a +2 bonus to AC and saving throws, and it strikes as a +2 weapon in physical combat (1d6+2). For new powers, see end of post.
The powers below cost one charge each:
• darkness
• spew spores
• roperskin
• gelatinous slime
• pudding acid
• protection from spores
The following powers drain two charges each:
• conjure fungi
• fungus corpse animator
• endothermic mold
• fungi biceps

Potion of Controlling Fungi: For 5d4 rounds the imbiber can cause any fungus life form to behave according to his wishes. The control extends not only to obvious fungi such as mushrooms, but also to molds, slimes, jellies, puddings, and oozes, all of which have fungi origins. Fungi monsters or animals with intelligence of 5 or higher who succeed a save vs. spells roll are not affected. Fungi no larger than 20 feet in diameter can be controlled, and control extends only to 300 feet. An intelligent fungi cannot be ordered to engage in an activity that would destroy itself.

Spore Salve: This oil maintains immunity from all fungal spores for 4d4 hours. It must be rubbed over over the entire body of the creature to be protected, including hair. Victims already infected with spores are not affected by this salve. Immersion in a liquid, or profuse sweating, removes the coating and further applications are necessary to maintain the immunity.

Anti-Spore Bag: This bag of aggressive teliospores protects all beings within a 10 foot radius from spore attacks. The bag must be able to release its anti-spore cloud, so to be effective it needs to be in the open (such as held in a hand or resting on a surface). The aggressive anti-spores seek out airborne spores and destroy them before they can reach their victim.

Scimitar +1, +3 vs. Fungi: For this sword's purpose, fungi also includes oozes, slimes, jellies, puddings, and molds, as well as the standard giant fungi monsters.

Two-Handed Sword, Spore Slasher +4: The wielder is immune to spores from any fungi. Attacks against fungi are +3, but against all other targets its a +1 weapon. For this sword's purpose, fungi also includes oozes, slimes, jellies, puddings, and molds, as well as the standard giant fungi monsters.

Exploding Puffball: These thick mushrooms contain spores that ignite on contact with air. If thrown, a successful hit indicates it explodes causing 1d8 points of damage. If stepped on, the victim automatically receives 1d8 damage.

Potion of Fungi Growth: Poured on the roots of a mushroom, mold, or slime, this potion causes it to grow double its normal size. If applicable, its also doubles its HD. This can only be done once to each target, but the effects are permanent. If ingested by an intelligent fungus, it adds 2 HD to its total for 5d4 rounds.

Fungi Powers (for "staff of fungi power" effects and "Grimoire of Zuggtmoy" tome)
first-level
Roperskin (Alteration)

Sphere: Animal
Range: 80 feet Casting Time: 4
Components: V, S, M Area of Effect: 4 sq ft + 1 sq ft/level
Duration: 1 turn Saving Throw: Strength check

By means of this power, the caster creates a thick, sticky sheet on any
solid surface, in a shape desired by the spellcaster within the limits of the
area of effect. The secretion is so sticky, that all creatures who do not
make a successful Strength check are stuck to the surface at their point of
contact. Creatures of 19 Strength and above, and those of gargantuan size are
not affected. Oozes, slimes, and jelly type monsters are not significantly
affected by the secretion, but will avoid covered areas if possible (it causes
them discomfort). Creatures with footwear may be able to escape the effects
by lifting themselves out (levitation, grasp onto a branch), or if near the
edge of effect possibly jump out of their footwear to an unaffected surface
(the DM will determine mitigating factors, if applicable).

If used as a spell, the material component is a bit of skin from a roper tentacle.

first-level

Gelatinous Slime (Alteration)

Sphere: Plant
Range: 40 feet Casting Time: 4
Components: V, S, M Area of Effect: 3 sq ft + 1 sq ft/level
Duration: 1 turn Saving Throw: Special

By means of this power the caster calls into being a sheet of extremely slick slime. All creatures within the area of effect attempting to move, must make a Dexterity check each round to avoid falling. If a creature fails his dexterity check, he must roll an additional check to see if he drops any hand held items (roll for each) Once fallen, those down may attempt to get up, but may only do so on three successful dexterity checks in a row.

If used as a spell, the material component is a small piece of a gelatinous cube.

second-level

Pudding Acid (Alteration)

Sphere: Animal
Range: 30 feet Casting Time: 1
Components: V, M Area of Effect: up to 5' x 5'
Duration: 1 round/level Saving Throw: None

Using this power causes black acid to form on the surface of any solid wall, door, floor, or ceiling (the acid is gelatinous and will not drip) in any size or shape desired by the caster up to the maximum. This dark acid is highly corrosive, inflicting 3-24 points of damage to the surface each round. Wood dissolves at the rate of 2-inches per round, metal at ¼ inch per round, and stone is unaffected. By use of this spell a door's hinges or portcullis can be weakened, a wooden wall or floor can be breached, or an acid trap can be laid on a rocky floor. The acid can be neutralized by any alkaline substance or diluted with a great deal of water.

If used as a spell, the material component is a bit of material partially eaten by black pudding acid.

second-level

Spew Spores (Invocation)

Sphere: Plant
Range: 5' + 1' per level Casting Time: 8
Components: V, S, M Area of Effect: 1' x 5' cone
Duration: Special Saving Throw: None

Using this power allows the caster to sneeze forth a jet of fungus spores into a cone 1 foot in diameter and 5 feet long (plus 1 foot per level of the caster). All creatures and objects in the path of the stream are blinded and choked to such an extent that they require 1d4 rounds to recover, and must save vs. poison or lose 50% of their remaining hit points. It is not possible for the spores to harm the caster. Targets who have no eyes nor breathe air will not be subject to its affects.

If used as a spell, the material component of this spell is an ascomid sensory organ.

third-level

Fungus Corpse Animator (Conjuration)
Sphere: Plant
Range: 30' Casting Time: 9
Components: V, S, M Area of Effect: 1 corpse
Duration: Permanent Saving Throw: None

Using this power the caster causes a purple fungus to quickly cover the corpse of an animal or creature. In 1d4 rounds the fungus takes over the dead body's systems, effectively animating the corpse to resemble a zombie (AC 10, Mv 9, HD 1, hp 4, #AT2 Dmg bony claws for 1-3/1-3). It is not undead and cannot be turned by priests, and always strikes last in a round. Animated creatures will follow simple orders given by the caster, and orders take priority of self-preservation. As time progresses the body continues to rot and the fungus gradually replaces the missing parts, becoming specialized to take over their functions. Eventually, the decay proceeds too far and the body stops functioning in 2d4 weeks.

If used as a spell, the material component of this spell is a piece of a fungus man.

fourth-level

Endothermic Mold (Conjuration)
Sphere: Plant
Range: 30 feet Casting Time: 7
Components: V, S, M Area of Effect: 1 creature
Duration: 1 round/level Saving Throw: None

When the caster uses this power, he surrounds his opponent's body (or himself) with a brown epibiotic mold which clings to his skin. The conjured substance will begin to absorb the heat from any creature within 5 feet of the target (but not the target), causing 4d8 points of damage per round. A ring of warmth (or similar magic) provides complete protection from this cold drain, a dispel magic spell can remove it, and plant-affecting spells may be able to dispel it (DM discretion). The caster is never affected by the cold drain whether he is the target creature or not, nor are any cold-using creatures like white dragons or ice toads. Direct sunlight or ultraviolet
light negates the spell instantly.

If used as a spell, the material component is a pinch of dormant spores of a brown mold.

fifth-level

Fungi Biceps (Alteration)
Sphere: Plant
Range: 30 feet Casting Time: 7
Components: V, S, M Area of Effect: 1d4 + 1 creature/level
Duration: 2 rounds/level Saving Throw: Neg.

By means of this power, the caster can change 1d4 bipedal creatures' pair of arms, plus one creature per experience level of the spellcaster, into violet fungi branches, still attached at the shoulder. These branches can understand the caster's simple verbal directions, and will attack (or not) as commanded. Targets are allowed a saving throw vs. spells to avoid the effects. The excretion from these branches rots flesh in one round unless a successful save vs. poison is made or a cure disease spell is used.

If the branches take any damage, or are cut off, the damage will transfer over to the target creature when his arms revert to normal. Should the recipient be killed instead, the branches will discontinue their attack, and immediately revert to the original limbs.

If used as a spell, the material components are a pinch of fungus spores (consumed in casting), and tissue of a myconid (not consumed).

Sphacelus: Realm of Zuggtmoy

Subject: [GREYTALK] Sphacelus: Realm of Zuggtmoy
Date: Sun, 7 Mar 1999 01:26:40 EST
From: Acererak the Eternal
Reply-To: The GREYtalk Discussion List

Sphacelus: Realm of Zuggtmoy
A Fungus Amongus

By Randy Richards

Zuggtmoy, the Demoness Lady of Fungi, breeds fear and loathing from her rule of Abyssal layer 222. Known as Sphacelus to it inhabitants, it is a ghastly layer of demonic slimes, molds, jellies, puddings, oozes, and fungi abominations the likes of which no sane human should ever witness. Dangerous fungi animals are the norm, and the land is caked with mud, rotten logs, standing water, decaying plants, and other unspeakable dead things. Fungi dinosaurs roam the fungal jungles, and the fungi forests are filled with fungi demons, fungi dragons, fungi undead, and every other fungi monstrosity one can imagine. Tiny, normal, giant, huge, and gargantuan-sized fungi grow from every imaginable surface, including living beings. The air is heavy with spores that make breathing difficult and risky. In its eternal night, a mist
hangs in the air and moisture accumulates on everything. Onlookers tend to feel they are tiny ants on the floor of a cave, swamp, moist forest, or jungle.

Zuggtmoy's fortress on this plane is inside an unimaginably massive morel mushroom, nearly half a mile tall. Inside are literally hundreds of rooms connected by tubes, slides, gelatinous doorways, and membranes, each surrounded by sticky strands of hyphae, mycelium, and rhizoids. It is a nightmare to most outsiders, even other demons. The fungi fortress, called Sporangia by its demonic inhabitants, releases giant spores from its continuously rupturing sporangium. These spores float away to all parts of her plane, landing to germinate into the monstrous creatures that populate this layer of the Abyss.

The fortress and the surrounding lands contain the ever present tanar'ri, primarily of the fungi variety. Encounters with smut demons are common, as well as many other types of pudding, ooze, mold, jelly, and slime demons. A few of the more powerful, intelligent creatures grow "living buildings" that are difficult to harm. Some have complex floor plans and multi-levels, but many are single-room designs. These structures are entered through wet, gelatinous membranes that normally only allow access to certain individuals. The purposes of these living complexes are varied, some for homes, fortresses, temporary camps, or shelter from storms.

Except near the area of Zuggtmoy's fortress, the fungi forests and jungles are not always the norm. Random periods of localized storms bring light, kill the fungi, and promote a riotous growth of strange, rank, and twisted flora for 24 hours. One might see giant, knurled redwoods, oaks, and pines spring up in a few hours, and amidst these are patches of retch plants, choke creepers, quickwood, hangman trees, mantraps, snappersaws, thornslingers, tri-flower fronds, evil treants, giant sundews, thornies, bloodthorn, twilight bloom, boring grass, firethorn, and hundreds of other
deadly, unknown species - some undead. A few bizarre creatures roam during this time, such as bog hounds, darktentacles, varrdigs, gibbering mouthers, obliviax moss, shambling mounds, and black unicorns. The accelerated plant growth is almost as dangerous as the deadly fungi, ripping apart the land and tossing great chunks of rock and debri into the air. After this unrest the night returns, the plants die from lack of light, and the fungal landscape returns to feed. This process is repeated eternally throughout the layer.

Except during storms, the air of Sphacelus is heavy with spores. As a result, the air is thin and should be treated as if located at a high altitude. Creatures breathing the air without some sort of filter must save vs. poison once per hour or contract a spore sickness. This affliction has varied effects on the individual, each of which can be eliminated by a cure disease spell.

Spore Effects Table (d20)
1 subject to hallucinations for 2d4 rounds (see basidirond, MM2/15)
2 internal fungus growth causes decay that in 24 hours ends in death
3 loses 1 point of Constitution per turn, dies of hypothermia
4 gains displacer ability, appears 3 feet away for 6d4 hours
5 falls down, helplessly coughing and weezing for 1d8 rounds
6 small, non-dangerous mushrooms grow over entire body for 6d4 hours
7 ages 1 year per day until cured
8 slowly transforms into a mushroom over 4d4 turns
9 blind for 1d6 turns
10 loses 1 point of Constitution per turn, dies of heat stroke
11 grows double in size for 1d4 turns
12 dies in 1d4 rounds, purple fungus "animates" body in 1d4 rounds, it follows but takes no other action whatsoever
13 skin turns green for 1d4 weeks
14 receives 1 point of damage per round until cured
15 gains ESP ability for 24 hours
16 dies in 5d4 rounds, body tranforms into an evil mold man in 1d4 rounds
17 becomes totally passive, unable to do anything but sit and grin for 3d4 turns
18 shrinks to 1/8 of an inch tall, with clothing, but not other possessions
19 blue fungus forms on skin, dehydrates over 3d6 turns, dies a dessicated husk
20 gains 1d6 points to random ability scrore (maximum 19) for 4d4 turns

Random Sphacelus Encounters:

Average Encounters (roll d100)
01-15 roll on Special Encounter Table (see below)
16-17 olive slime
18-19 mustard jelly
20-21 stun-jelly
22-23 ochre jelly
24-25 gray ooze
26-28 gelatinous cube
29-30 myconid (CE alignment)
31-35 giant ant
36-40 vege-monster (roll any random monster from MM)
41-52 vege-animal (roll a random mammal from MM)
53-54 green slime
55 slithering tracker
56-57 violet fungi
58-64 shrieker
65 ustilagor
66-67 phycomid
68-69 ascomid
71 gas spore
72-73 basidirond (MM2/15)
74-75 zygom (MM2/132)
76-77 shambling [fungi] mound
78-80 thorny (CE alignment)
81-85 brown mold
86-88 russet mold
89-90 yellow mold
91-92 black pudding
93-94 brown pudding (MM2/102)
95 white pudding
96-97 dun pudding
98-99 mold man (CE alignment)
00 undead monster (roll on same table again, result is a zombie version)

Special Encounter Table* (d100)
01-15 abyssal mushroom
16-17 arctic beacon
18-19 bird's nest
20 black slime
21-23 cobblestone mold
24-25 displacer mold
26-28 fungloblins
29-35 fungrelman
36-52 replicant jellyroll
53-54 jungle beacon
55 mold golem
56-57 netted rhodotus
58-64 living building
65 myconid vampire
66-67 parachute veil
68-69 pudding morel
71 slime dragon
72-73 slave mold
74-75 snare cup
76-77 purple mold
78-80 spiky scarlet cup
81-83 shelfrazor
84 indigo temporal
85-87 truffluppugas
88 jelly wraith
89-90 white werepudding
91-92 weatherstar
93-94 whistling toadstools
95 wind mycena
96-97 white marasmius
98-99 Roll on Fungi Demon Table (see below)
00 ooze demi-lich (subterranean chamber)

* New Monsters (e-mail Acererak@aol.com for descriptions)

Fungi Demon Table (d100)
01-05 Tanar'ri (roll randomly from MM)
06-50 Smut demon*
51-58 Fungi demon*
59-66 Pudding demon*
67-74 Ooze demon*
75-82 Mold demon*
83-90 Jelly demon*
91-99 Slime demon*
00 Servant or courtesan of Zuggtmoy

* New Monster (see description hereafter)

Demon Types of Sphacelus:

Smut Demon [least tanar'ri] (1-6): AL CE; AC 7; MV 3 (bipedal), 12 (rolling); HD 2; THAC0 19; #AT 2 or 1; Dmg 1-4/1-4 (arms) or 1-6 (bounce); SZ S (2' diameter); ML 10; XP 975; SA flesh rot; SD +1 or better weapon to hit.

Smut demons appear as bulbous teliospores, covered in irregular ridges surrounding indentations in their skin. Their spindly arms and legs resemble violet-fungi branches. On a successful hit, the excretions from these short branches causes 1d4 points of rotting damage to a victim's flesh. Smuts can draw these appendages into their bodies to engage in their favored mode of travel, which is to roll (at a rate of 12). Their resilient bodies cannot be harmed by falling any distance, and in fact they bounce up to 20 feet in any direction if dropped from a height of at least 5 feet. A bouncing smut can surprise an unsuspecting victim, purposely jumping from an elevated location to activate this ability. A bounce can be used as an attack form, causing 1d6 points of damage if hit.

Fungi Demon [greater tanar'ri] (1): AL CE; AC -3; MV 12; HD 11+4 (98 hp); THAC0 9; #AT 1; Dmg 8-32; SZ H (14' tall); ML 15; XP 27,000; MR 70%; SA spore clouds; SD only hit by +2 weapons or better.

A fungi demon appears as an 11' tall toadstool of the blackest complexion. She is accompanied at all times by 1-4 abyssal mushroom servants, and 1-2 black slimes. If forced into hand-to-hand combat, she can club opponents using her clasped hands for 8-32 points of damage.

At will, one per round, she can release spore clouds that create the following spell effects: charm person or mammal, charm plant, darkness, cause fear, detect illusion, detect invisible, dispel magic, entangle, plant growth, warp wood, teleport without error, and roperskin. Twice per day she can release spores with the following affects: rot (reverse of slow rot), cause disease, animate fungi, knurl, thornwrack, fungi biceps, age plant, and fungi corpse animator. If severely threatened, she does not hesitate to release gate spores, to bring in a nalfeshnee demon (55% chance of success) or 3d8 smut demons (90% chance), which she can attempt but once per day.

Pudding Demon [greater tanar'ri] (1): AL CE; AC -4; MV 18; HD 11+1; THAC0 9; #AT 1; Dmg 8-32; SZ L (10' diameter); ML 19; XP 20,000; MR 55%; SA acid; telepathic suggestion; spell-like powers; SD immunities, division, only hit by +1 weapons or better.

The white body of a pudding demon gives off a glowing, unearthly pulsating light in a 30 foot radius which she can quell at will. Her pale form is striated with brown, black, dun, and gray swirls. She normally appears with a humanoid upper-torso and a blob from waist down, but she can just as easily assume a normal pudding form (any color or type). She moves extremely fast, at a rate of 18, and can travel as quickly on floors and she can on walls and ceilings. Her amorphous form allows her to move through cracks that are at least half an inch wide. She is immune to acid, cold, and
poison. Electricity or a blow from a weapon divides her into a duplicate version of herself which has all the powers, abilities, and memories of the original. This duplicate can only exist outside the original body for 20 rounds, at which time it shrivels and dies.

Any creature touching the surface of a pudding demon with its bare skin must save vs. paralyzation or the victim's arms and legs are paralyzed for 5d4 rounds. The creature slowly drains life levels from any being so anesthetized (1 level/turn). As the energy-drain withdraws the life force, the victim appears to age horribly until it dies old and shrunken. When the victim nears death, she secretes highly acidic digestive fluids which begin to dissolve him (8d4 damage/round) until nothing is left but bones and possessions. She can only dissolve organic matter (5-inch thickness of wood in 1 round).

At will, one per round, a pudding demon can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, cause serious wounds, and pudding acid. Twice per day she can use these spell-like powers: earthmaw, knurl, thornwrack, giant insect, creeping doom, fungi corpse animator, improved invisibility, mirror image, and perform a telepathic suggestion. Once per day she can attempt to gate in a glabrezu (45% chance) chasme demon (60% chance) or 2d6 smut demons (85% chance). Annulus is always accompanied by 1d6 white puddings and 1d4 black puddings of low to average intelligence.

Ooze Demon [lesser tanar'ri] (1-3): AL CE; AC 0; MV 12, Fl 18/C; Sw 3; HD 8+1 (73 hp); THAC0 14; #AT 2 or 3; Dmg 4-16; SZ M (6' tall); ML 12; XP 17,000; MR 45%; SA paralysis; spell-like powers; SD regeneration, only hit by +1 weapons or better.

An ooze demon is lavender in color, and has full control of her semi-liquid body. In humanoid form, she usually appears as a beautiful female form with wings, but a male form is also possible. The race of this humanoid shape is dependent upon her choice, usually the race she is dealing with at the time. She can move through cracks, bars, or any other spaces that allow air to move, at half her normal movement rate. In water she is effectively 99% invisible in her ooze form, and 80% on land.

In humanoid form she can project her arms, and form her hands into blobs to attack for 4d4 points of damage each. In ooze form, she attacks with up to three pseudopods simultaneously, inflicting 4d4 damage on each successful hit. Due to her secretions, victims of either attack must save vs. paralysis or be paralyzed for 2d8 turns. Attacks made upon her using a physical weapon is risky, as it becomes trapped inside the creature unless a bend bars/life gates rolls is successful. Weapons so trapped cannot be removed until she wishes it, or she is dead. A piece of her cut away from her body wriggle and slurps back, repairing half the hit points lost in the attack (assuming the piece can reach her, otherwise it withers and dies in 2d4 rounds). She regenerates 1 hit point per turn.

At will, one per round, an ooze demon can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, warp wood, raise water, undetectable lie, and gelatinous slime. Twice per day she can use these spell-like powers: heat metal, obscure object, misdirection, transmute water to dust, water walking, undetectable alignment, and telekinese 500 pounds of weight. Once per day she can attempt to gate in a hezrou demon (25% chance), or 1d8 smut demons (75% chance).

Mold Demon [lesser tanar'ri] (1-2): AL CE; AC 1; MV 12; HD 7+3; THAC0 13; #AT 2; Dmg 1-6/1-6; SZ L (7' tall); ML 13; XP 10,000; MR 40%; SA cause disease; spores; spell-like powers; SD immune to piercing weapons, only hit by +1 weapons or better.

A mold demon has sharp thorns for claws (which cause disease if hit), and thin, weed-like tufts that cover her entire humanoid body. She normally appears a mixture of gray, green, and brown, but her color varies depending on her surroundings and mood, and can run the gamut from the darkest black to the brightest red. If any part of Sterigma is severed or cut away, it regrows in 1d4 turns. Dismembered parts grow into 1d4 fungus men in 1d4 rounds. Each of these creatures is under control of the mold demon.

Once per round she can "sneeze" spores from her mouth (up to 5 feet away), and the target must save vs. poison or become paralyzed. Victims die in 2d4 rounds unless a cure disease spell is applied. A dead target becomes a 4HD, chaotic evil mold man in 1 turn, under her control. She is immune to all piercing weapons, even most enchanted ones. She is always accompanied by 1d8 fungrelmen, 1-2 mold golems, and one semi-intelligent thorny (MM/293) of chaotic evil alignment.

At will, one per round, she can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, cause serious wounds, entangle, and endothermic mold. Twice per day she can use these spell-like powers: putrefy food & drink, badberry, misdirection, wraithform, improved invisibility, and obscure object. Once per day she can attempt to gate in a vrock demon (35% chance), or 1d6 smut demons (60% chance), and cast harm.

Jelly Demon [lesser tanar'ri] (1-2): AL CE; AC 1; MV 12; HD 7; THAC0 13; #AT 1-6; Dmg 1-4/1-4/1-4/1-4/1-4/1-4; SZ M (5' tall); ML 12; XP 14,000; MR 35%; SA gaze attack; pseudopods; anesthetization; spell-like powers; SD only hit by +1 weapons or better.

Made of a transparent material, a jelly demon is nearly invisible (99% chance) in normal light, and moves without a sound. Jelly demons prefer a giant, snake-like shape, and normally stand as if a cobra, ready to strike. However, she can just as easily assume the form of a blob, effortlessly sliding her way through cracks and under doors. If her body is split, the piece turns into a random jelly monster that obeys the commands of the demon. In any form, she can move as easily on floors as she can on walls and ceilings. She is always accompanied by 1d6 slithering trackers, and 1-2 varrdig grue elementals (MM2/73).

Upon close inspection of her "head", two slanted indentations can be observed in place of eyes. Once per turn, she can use these "eyes" to turn a creature into jelly, the sockets glowing during this attack. The intended target must save vs. petrification or succumb to this deadly stare. Jellified victims become slithering trackers (MM/279) under control of the demon. She may also thrust up to six pseudopods at up to six different targets, each causing 1d4 points of bludgeoning damage if a successful hit. A maximum of 4 pseudopods may hit a single target per round. Victims struck by a pseudopod must save vs. paralyzation or be anesthetized for 1d4 turns. As a last resort, she surrounds a victim with her gelatinous body and draws forth all its plasma in 10 rounds. This requires an attack roll by the jelly demon, and if successful she dehydrates 1/10 of the creature's hit points each round. At the end of this time the trapped, desiccated victim is ejected.

At will, one per round, she can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, cause serious wounds, hypnotism, and gelatinous slime. Twice per day she can use these spell-like powers: putrefy food & drink, hallucinatory [fungi] forest, and undetectable alignment. Once per day she can attempt to gate in a vrock demon (30% chance), or 1d6 smut demons (55% chance).

Slime Demon [lesser tanar'ri] (1-2): AL CE; AC 1; MV 15, Fl 18 (C); Sw 6; HD 7; THAC0 13; #AT 1; Dmg Special; SZ L (7' tall); ML 17; XP 15,000; MR 30%; SA olive slime gout, suffocation punch; spell powers; SD fire increases HD, only hit by +1 weapons or better.

This slime demon resembles a winged humanoid covered in lichens and wet slimes of every color. Her form has no distinguishable face or other defining features, and she leaves a trail of wet gelatin in her path. She is always accompanied by 1-12 different slimes that cling to her body, one of which can be ejected at a target per round (DM rolls randomly for slime type).

Six times per day she can breathe out a gout of olive slime which can turn the target into an olive slime creature (see MM/276) under her control. Instead of this attack, she may opt to extend a single pseudopod from her body that attaches to the face of her target as a blob. The victim temporarily loses 2 Constitution points each round the blob of slime is in place, and when he reaches zero he is dead, suffocated. The pseudopod can be removed if a successful bend bars/lift gates roll is successful. Those that fail die and become green slimes in 1d4 rounds.

A slime demon's body radiates warmth, and instead of avoiding fire she thrives on it. Devouring a normal fire temporarily increases her HD by 1. All light, fire, and heat based spells cast directly on her add 2 HD instead of one. When Stipe reaches 14 HD, she divides, which reduces her back down to her normal HD. The resulting creature is a 7 HD flareater (MC2/57) that obeys Stipe's commands. If she does not divide in 4d6 turns, her HD returns to normal.

At will, one per round, she can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, badberry, rot (reverse of slow rot), putrefy food & drink, and gelatinous slime. Twice per day she can use: cause disease, contagion, charm person of mammal, and dig. Once per day he can attempt to gate in a dretch demon (65% chance), or 1d4 smut demons (35% chance).

Zuggtmoy's Servants and Courtesans:

Zygosporr (98 hp)
Fungi demon Zygosporr is second in command in Zuggtmoy's realm and is completely loyal to the Lady of Fungi. Although she seeks to inherit her kingdom, but she will only do so in the event of Zuggtmoy's death. It is she who rules while the Lady is gone, receiving directions telepathically even from her forays into the prime material plane. Zygosporr is very clever in the workings of demonic politics, and during Zuggtmoy's imprisonment it is she who kept the realm intact. Neither the upper or lower ranks realized the demoness was absent. The strategy paid off, as not a single rival significantly attacked during the absence.

Annulus (89 hp)
As the lieutenant of Zuggtmoy's armies, pudding demon Annulus is responsible for recruiting and assembling the most hideous, dangerous, fungi monstrosities available for battle. She is a defector from Juiblex's rule, seeking instead a higher position in Zuggtmoy's empire. This has caused a rivalry between the two factions, and Annulus takes great joy in sending troops into battle against The Faceless Lord. It is rumored Juiblex has plans to make layer 222 a part of his own realm by using a recently acquired artifact. This prompted Annulus to seek an alliance with the chasme demons, a successful venture which for now gives Zuggtmoy the edge.

Sstolon (73 hp)
Ooze demon Sstolon is the spy of Zuggtmoy, relaying important information from enemy camps, or slithering into inconspicuous cracks to eavesdrop on supposed allies. It is Sstolon who prevented a coup by Zuggtmoy's previous lieutenant, Basid. At a crucial moment, Basid had planned to turn the Lady of Fungi's own troops against her, and shift the tide of war from Zuggtmoy to Juiblex. At the moment just before the betrayal, jelly demon Pileus assassinated Basid and moved Annulus up in rank to take her place. Victory was Zuggtmoy's.

Sterigma (66 hp)
As the bodyguard of Zuggtmoy, mold demon Sterigma is responsible for her personal security. Assassination attempts are commonplace in the Abyss, and Sterigma has intervened in hundreds over the years. This symbiotic relationship has placed the mold demon in an interesting position. Present for even the most secretive of meetings, Sterigma knows more about Zuggtmoy's secret operations than anyone. During Zuggtmoy's capture on the prime material plane, Sterigma stayed by her side to suffer the same imprisonment.

Pileus (49 hp)
Jelly demon Pileus is the assassin of Zuggtmoy, and currently her only male servant. It is he who slew the traitor Basid during a pivotal battle with the forces of Juiblex, thanks to the keen spying of Sstolon. Pileus is also responsible for steeling into enemy camps to eliminate their leaders. On a few rare occasions, Pileus has made journeys to other Abyssal layers and successfully removed intractable enemies of Zuggtmoy. Pileus has so far failed in all attempts to eliminate Juiblex, as he is too heavily protected.

Stipe (45 hp)
Slime demon "Stipe" is Zuggtmoy's courier and gopher. In battle she carries important messages to front line commanders. In politics, she relays both threats and promised treaties to demons of other realms. Some suggest Stipe knows more about Zuggtmoy's affairs than anyone, but this is not true, as Sterigma maintains this honor. Although she has never been captured, many of Zuggtmoy's enemies have tried based on this misconception.

Friday, October 24, 2008

Re: Greytalk FAQ

Date: Mon, 4 Aug 1997 21:36:15 +0000
Reply-To: rjkuntz@gci-net.com
From: rjkuntz
Organization: Creations Unlimited
Subject: Re: [GREYTALK] Greytalk FAQ
To: GREYTALK@MITVMA.MIT.EDU

Phil Rhodes wrote:
>
> At 02:50 PM 8/4/97 +0000, rjkuntz wrote:
> >Unanswerable?
> > 4.1 Who were the nine demigods imprisoned by Iuz?
> >***********************************************
> >
> >Jeez, Phil. I answered this already. And Gary would tell you the
> >same thing, of course. What do you need? Signed affadavits by the
> >Nine?
>
> In triplicate, signed in red ink (or preferably, blood), if you please.
>
> ; )
>
> Seriously, I put it in the 'Unanswerable' section because the
> answer you gave 'officially' (which is different from 'real')
> doesn't answer the question. That's because the 9 gods that
> were imprisoned in the original campaign were demigods, but
> later were moved to lesser/intermediate status. Here's the
> relevant section:
>
> “4.1 Who were the nine demigods imprisoned by Iuz?
>
> This, along with the canon question, has caused more debate on Greytalk
> and other forums than any other question. The gods imprisoned in the
> original Greyhawk campaign were revealed by EGG and Rob Kuntz to be
> Obad-Hai, Trithereon, Heironeous, Hextor, Iuz, Olidammara, Celestian,
> Ralishaz, and Erythnul. Note that these are *not* officially demigods; as
> the original campaign grew and the world was published, most ended up
> as lesser or intermediate gods.”
>
> I didn’t forget you had answered the question, but I was recognizing that
> the debate will go on because of differences in you and Gary’s campaign
> and the campaign represented in the 1983 Boxed Set.

This is my last post regarding the 9….

But, especially, referring to your last sentence, Phil, the point is not relevant. The question asks of Greyhawk Castle, _not_ of the Greyhawk Campaign. The Castle did have 9 demi-gods (as named) imprisoned within it. Robilar freed them; Gary moved them to the outdoor. _Then_ with the advent of the WoG boxed set, were they included (by design) as lesser and/or demi (whatever) gods. That story, and its counterparts, existed before the advent of TSR’s D&D rules in printed form, before any “official” printing of anything Greyhawk, and that is wherein the difference lies.

There are no semantics involved here actually, only creative backfilling on EGG’s part (ask him). And I truly consider further speculation on this subject as senseless, really. If one cannot accept what the real designers actually did in their pre-published campaign as their own canon, then there are castles in in the sky! Have a good chase : ) .

Wednesday, October 22, 2008

Re: Shield Lands & Hierarchs

Date: Thu, 17 July 1997 10:17:11 +-1200
Reply-To: The GREYtalk Discussion List GREYTALK@MITVMA.MIT.EDU
From: Craig Courtis craig@otome.inforyoma.or.jp
Subject: Re: [GREYTALK] Shield Lands & Hierarchs
To: GREYTALK@MITVMA.MIT.EDU

G’day everyone, especially Allan

Allan Wote:Sounds Great!!!!!!
I was just looking for a area to start my new game in.Reading your HS stuff has lit a few flames. I would really like any more info that your willing to send…….

I’m currently reviewing the Shield Lands and Horned Society based upon feed-back received from people on Greytalk- thanks especial. So far I haven’t used the Horned Society in my campaign but the PCs are about to get embroiled in a HS plot in the Tangles. In my s I’ve finished) basically the HS have captured about 5 of the BKs are are trying to take over the rest but Iuz is opposing them, I envision a lot of PC involvement in this area and also intend for the PCs to support the Shadow Claw hobgoblins in the Fellreev full scale war in the forest it may distract the Hierarchs and give the SLs breathing space they need to build up their army – but
Here is some of the stuff I’m working on so you get an idea of what the Hierarchs are up to. The power struggles in the BKs could babbly herald the start of my version of the Greyhawk Wars.

Recent Events in the Bandit Kingdoms

In recent years the Hierarchs of the Horned Society have made inroads into the Bandit Kingdoms. Originally the Hierarchs were cone aid of Warfield, Wormhall, Kor and Freehold in their upcoming campaign against the Rovers of the Barrens. However after Tenhesse aid their brethren. This upset the unnamed Hierarch who ordered a retaliatory strike against the holds of Wormhall and Warfields. The following spring Horned Society troops engaged the gathered might of the bandits, who had united to reclaim the two lost holdsnidit army captured the Hold of Kor. A peace treaty was then signed between the two sides which recognised gains of the Horned Soci About the same time an important event took place in Molag. Hierarch Helvag, Overseer of Espionage and Subservice Activities was the assassin). Artimus quickly decided upon a change of tactics in the Societies dealings with the bandits: instead of takinit holds and have over the past few years swayed several of the rulers to their cause; other rulers who have been outspoken agains more sympathetic rulers chosen to replace the deceased. Today (circa 581-582) the Horned Society, or their puppets, rule six of
The Bandit Kingdoms and other Nations
Most of the Bandit Kings see the nearby states as potential targets and actively engage in raiding and looting against them. Tenhengage in raiding further a field. Both Furyondy and Nyrond have also been struck by the raids of ambitious bandits. None of these editions against the bandits.
In the past the chaotic and independent nature of the Bandit lords was their greatest strength. No one ruler was strong enough toe to conquer the region for the bandits would always united against an outside aggressor. However in recent years there has been a he bandit kingdoms. Today the chaotic nature of the area could prove to be their downfall?
Horned Society
Until recently the bandits enjoyed friendly relations with the Horned Society. Bandits from the western holds frequented the peascted between the rulers of the holds and the Horned Society. This friendship came to an end in 578 CY (see Recent Events above) anthe might of Iuz. In 578 CY the Horned Society and Iuz signed a non-aggression treaty so that each state could pursue their own ihave been actively trying to increase their influence in the Bandit Kingdoms. In recent years several of the western Bandit KingdoY) and Reyhu (581 CY); while four or five others are sympathetic to the Society. Each year the influence of the Society grows in t the growing influence of the Society, and the threat to their freedom that it represents. The Plar of Rookroost and his allies arIuz
The influence of Iuz is also growing in the Bandit Kingdoms. The alliance between Iuz and the Horned Society has stopped the plangdoms Iuz too has been sending agents into the region in an effort to check the expansion of his ally. His spies have found favour or may not be part of a plan on the behalf of Iuz to embroil the Horned Society into a war for domination in the Bandit Kingdoms-or Iuz to strike and get rid of his ally?
Tenh
The Duke of Tenh, Enyeh III has launched several campaigns against the eastern lds and in 578 CY ceded Grosskopf. However the f Artonsamay, was soon lost. The Duke however still has ambitions in the area and seeks to build a buffer state west of the ArtonsaShield Lands
The Shield Lands are often the target for bandit raids. The Shield Landers keep a close eye on their borders with the bandit kingbandits, capturing Redhand in the spring of 579 CY whilst the bandits were busy fighting the Horned Society in Kor. It was this inn their attention to this new threat. The following year the Shield Landers captured the hold of Reyhu forcing Tyrant Celdros to fits.
At present the Bandit Kingdoms are wracked with internal dissent and are facing renewed threats from many quarters: but especiallyand (financially) to their allies to hasten the demise of the Bandit Kingdoms.

Population
The people of the Bandit Kingdoms are of mixed origin. Over the centuries successive waves of invaders in the region have left thme Baklunish blood is also present. Because of the variety in ancestry the peoples of the region have almost any skin or hair col When most people hear the name the Bandit Kingdoms they assume that all the people of the region are bandits. This is far from thlly 40% if the regions population are serfs and slaves forced to work for the various war lords and rulers of the region- many of le business. Other inhabitants of the region work the land when they can and take up banditry to make ends meet ad to provide forLanguage
Common is the most commonly spoken language in the kingdoms but in the eastern regions Flan is almost as popular. Due to the numBaklundish, the Cold Tongue or any one of the many other languages of the Flanaess spoken here.
Demi-Humans
There are few demi-humans native to the Bandit Kingdoms. A few tribes of elves are thought to inhabit both Fellreev Forest and Ph and they also avoid contact with the bandits. There are some demi-human outlaws amongst the bandit armies, and they sometimes ris inhabitants.

Religion
A wide variety of evil deities are worshipped in the Bandit Kingdoms. There are many temples and shrines dedicated to the evil deh the ruler’s of the regions blessing.
Iuz: The worship of Iuz is strongest in Rookroost as it is here that many of his clerics are currently operating. A temple to the Hextor: Hextor has a large following amongst the bandits.

Nerull: Nerull’s influence is also on the rise, especially in areas controlled, or allied to, the Horned Society. Like the clergy Beltar: Another god popular with the bandits.
Erythnul: Erythnul also enjoys popularity in the Bandit Kingdoms.

Trade and commerce
The Bandit Kingdoms conduct little (legitimate) trade. Apart from silver deposits in Rift Canyon the area has few natural resources route, which skirts the ogre infested Bluff Hills and the notoriously dangerous Griff Mountains before ending in Vlekstaad, is l Society and then onwards to Dorakaa, while the other trail heads south to Riftcrag and then to Stoink.
The bandits much prefer raiding and plundering nearby states to conducting legitimate trade so many of the rulers rely on this ratcts with brigands, thieves guilds and desperadoes in most nearby lands. As well as allowing illegal goods to filter into the Bandipunitive raids against the holds.

Armed Forces
Most of the information in this section was taken from Dragon No. 56. Each of the bandit kings maintains a small army. The Horned Society is currently building up it’s forces in the holds they have cavarious rulers

Kingdom Ruler Cavalry Infantry Humanoids
Warfields Horned Society 300 500
Wormhall Horned Society 150 400 100 Gnolls
100 hobgoblins
Freehold Horned Society 350 800 1,000 hobgoblins
Kor Horned Society 400 600 500 hobgoblins
Tangles Horned Society 200 550 500 hobgoblins
Rift Plar Lintoff (T13) 150 350 200 Gnolls
50 Bugbears
10 Ogres
Artonsmay Duke Nebon Gellor (F 9) 250 250
Stoink Boss Dhaelhy (F 8/T 200 650
Dimre Szek Winvid (C 10) 300 500
Johrase King Seinon (F 11) 350 550
Midlands Graf Venholtee (C5/F7) 200 450
Greenkeep Lord Yanboli (he F5/M5/T5) 150 600
Rookroost Plar Teuod Fent (I9) 250 450
Fellands Avaerd, Lord Despot (F10) 300 850 100 Orcs
Grosskopf Baron Skiven (F11) - 300 50 Orcs

Factions within the Bandit Kingdoms
There are several factions operating within the Bandit Kingdoms, some of which will now be briefly touched upon. It must be rememHorned Society and Allies
Tangles, Freehold, Wormhold, Warfields and Kor. These five holds are now firmly under the control of the Horned Society and are coiron fist. It is rumoured that Gudrun is planning a campaign soon that may decide the fate of the Bandit Kingdoms once and for all The holds of Fellands and Johrase are rumoured to be in league, or at least sympathetic with the Horned Society. However both theying to gain their support.

Rookroost and Allies
Rookroost is the strongest supporter for Iuz in the Bandit Kingdoms. Iuz is secretly providing Plar Fent with much money which he lands, Greenkeep, Rookroost, Groskopf (the latter due to Rookroost’s aid in restoring Baron Skiven to his old following the recends will surely follow.

Southern Holds
Rift, Artonsamay, Stoink, Dimre
The rulers of these four holds have united against the threat from the Knights of the Holy Shielding. Traditionally the rulers otrying to recruit both these rulers in his coalition but there is long standing animosity between Fent and Plar Lintoff ruler ohey will send troops to aid Fent in the near future, unless they can be convinced that the Shield Lands plan no invasion in the ne
Knights of the Holy Shielding
In recent years the Knights of the Holy Shielding have invaded the two southern most holds, Kor and Reyhu. The success of both the Rift or Artonsamay (the latter being a combined operation in conjunction with troops from the County of Ursnst). Earl Holmer and t frontier so it is unlikely that such an offensive will be sanctioned in the near future.

Cities, Towns and villages
Rookroost
Rrookroost (population 17,310) is the largest city in the Bandit Kingdoms and is the capital of the hold of the same name. The h trade between Stonefist and the bandits. The taverns, inns, drug dens and brothels of Rookroost, although not quite as decadent oeps a sizeable militia.
Fent despises the Hierarchs of the Horned Society and it is he who is trying to organize an anti- Horned Society coalition amongst even more paranoid that he usually is.
Recently a temple dedicated to Iuz was opened in Rookroost and the Iuzite priests are said to be helping Fents troops in their ines guild known as the Shadow Masks).

Riftcrag
Riftcrag (population 5,600) lies on a spur overlooking the Rift Canyon. This fortified town is said to be virtually impregnable alls of the town fall away several thousand feet to the rift below, and the views offered from the walls of the town are said to be Riftcrag is ruled by Plar Lintoff, a gregarious former adventurer and thief. The hold is independent and although Lintoff opposesng inn Fent’s coliation.

Stoink
The town of Stoink (population 4,200) is the third largest settlement in the Bandit Kingdoms. The town, and hold of the same name, and some legitimate trade is conducted between Stoink and the nearby County of Urnst and Nyrond. Although some of this trade is i
Villages of the Bandit Kingdoms
Most villages have a population of 250-300. Almost all villages are protected by earthen ramparts and palisade. Many of the villagvilagers barely make a living off the land so some turn to banditry to support themselves. Others are peaceful men and women who om throughout the Flanaess who come here to build themselves their own little empire.
Most villagers have basic amenities – a tavern, a blacksmith, a cooper, miller, etc. and perhaps a temple or church (which is usualpoor and barter, or theft, is often the dominant form of trade.
The villagers of the Bandit Kingdoms tend to be clannish and unfriendly towards outsiders.

Places of Interest
Artonsamay River

The Artonsamay is one of the longest rivers in the Flanaess. For much of it’s length the river forms the northern and western borits and the Rovers of the Barrens but with the decline of the Rovers the bandits now claim all the forest. The Artonsamay is a widers of the river.

Bluff Hills
The Bluff Hills form the northern boundary of bandit lands. The hills are claimed by both Groskopf and Fellands but in truth neillgiants. There are also persistent rumours of the dwarven settlement in the heart of the hills but the bandits have never found th
Fellreev Forest
Much of Fellreev Forest is untamed wilderness. The forest is claimed by both the Horned Society and the Bandit Kingdoms but neithen of the wood has tightene and they are using the forest trails to infiltrate the bandit kingdoms. There are several communitieshe forest is claimed, and controlled by the Shadow Claws, an independent hobgoblin tribe. Society patrols seldom penetrate far int elves in living deep in the woods and the avoid all contact with hobgoblins, bandits and woodsmen.

Fields of the Dead (Warfields)
Most of the area claimed as sovereign territory by Warfields are more commonly known as the Fields of the Dead. These fields strette of several major battles. It is said that the bones of the dead lie scattered across the plains and that there are numerous bur keep located deep in the heart of the fields that is ruled by a lich. Several bands of adventurers have searched for this keep bu Although all the area is claimed by Warfields the only settlement in the area lie on the areas northern fringe and all are prote
Phostwood
Most of Phostwood is claimed by Tenh. The bandits however often use secret trails in the forest on their way to raid deep into Tenaiders.

Rift Canyon
Rift Canyon lies in the bandlands between the Shield Lands and the Bandit Kingdoms. The canyon is over 180 miles in length and 30 ms. Attempts by Shield Land troops to clear the canyon have always met with fierce resistance from the inhabitants and the troops h There are rumours of an ancient city, of unknown origin, located somewhere in the Rift. The city is known is by scholars as Ak- klundish stronghold, others say that the inhabitants were of Suel descent, while a others still claim that the inhabitants of the claimed came from an ancient cliff side ruin in a blind canyon near the rift. The adventurers said that they encountered undead in .

Tangles
The Tangles is claimed by the hold of the same name. The Tangles are rugged and dense forest. The underbrush is thick and impenet into the depths of the forest as it is home to a number of owlbears and these creatures most from venturing too far into theA few villages of hardy gnomes live in secluded glades in the southern stretches of the forest. The gnomes are shy and reclusive by humanoid attacks.

Zumker River
The Zumker River is a tributary of the Artonsamay and it forms the boundary between the Bandit Kingdoms and Tenh. There are no brch raids into Tenh.

Wednesday, October 15, 2008

Gods of Greyhawk - Wee Jas

Date: Thu, 17 Jul 1997 19:07:24 -0400
Reply-To: The GREYtalk Discussion List
From: Ubiquitous
Subject: [GREYTALK] Gods of Greyhawk – Wee Jas
To: GREYTALK@MITVMA.MIT.EDU

By: “Todd O. Howard”

Wee Jas (Greater God) [Suloise]

AL: LN
WAL: any
AoC: Magic and Death
SY: Gravestone with Magical Runes

Wee Jas is the goddess of Death and Magic, with equal emphasis on both of her aspects. In many ways she appears uncaring, but this is due to the knowledge that all will come to her in the end. Priests of Wee Jas seek to promote the use of magic, esp. in the school of necromancy, as that relates well to their patrons other aspect.

Priests of Wee Jas must promote the use of various kinds of magic and aid those that are dying in their transition into the afterlife. Priests are responsible for keeping libraries of magical information and aiding the research of new magical spells. Temples have various mages researching spells on a permanent basis. Each temple will specialize in a school of magic, although most necromantic formulas are shared between the various temples. Priests are also responsible for aiding people on to the afterlife, although the specific nature of this aid depends on the alignment of the priest.

Wee Jas's Avatar (Wizard 16, Priest 12)

Wee Jas's avatar appears as a pale female of the race (almost always human) who rarely shows emotion of any sort. She casts spells as if she were a Necromancer (gaining the appropriate saving throw bonuses and penalties), although she may also select spells from opposition schools at no penalty.

Str: 9 Dex: 18 Con: 14
Int: 21 Wis: 20 Cha: 12
MV: 12 Sz: 5'+ MR: 35% ( + special)
AC: -2 HD: 12 HP: 68
AT: 1 THAC0: 9 Dmg: 1d6+5 (staff)

Special Attacks/Defenses: Wee Jas's avatar carries a staff +5, and wears bracers of defense AC 2. She relies primarily upon her spells for defense and attack, and she is 70% magic resistant to any spell that she has in memory. Anyone touching her (this does not include weapon attacks) in an offensive manner dies instantly, no saving throw (magic resistance applies). She may also point at a target and cause one of the following effects, once per round (as save applies for harmful effects): Death, Harm (reversed Heal), Heal, or Resurrect. She may do these in addition to any other actions she may take.

Priests of Wee Jas:

Priests of Wee Jas must have an intelligence of 13. Priests may be of any lawful alignment. Priests of Wee Jas belong to one of three sects based on their alignment. Neutral priests may join any sect, good priests may become a Wee'descan or a Seeker, and evil priests may become a Jas'partan or a Seeker. The Wee'descans and the Jas'partans are continually fighting amongst themselves, and deaths are not uncommon. A priest may not change sects, and must choose his sect by 3rd level.

The good sect, called the Wee'desca, believe that undead are an abomination to their God, and rarely miss an opportunity to destroy them. They believe that magical research is a secondary role of the priest. They are known to cast Raise Dead (at no cost) for exceptional followers of the Goddess, as well as casting Raise Dead and/or Resurrection in return for materials that can be used for magical research, for cash, or for other items of interest.

The evil sect, called the Jas'parta, believe that everyone (but the priests and their closest followers, of course) should be aided along to the grave, and seek to give this aid in the best manner possible. This may or may not include outright killings, abortions, and other forms of euthanasia. The Jas'partans believe that undead are not an abomination, and that they can be useful allies. They even go so far as to support the creation of liches so that magic users or clerics may continue magical research beyond their normal lifespan.

The neutral sect, called the Seekers, believe that Wee Has's main emphasis is in magic and magical research. The Seekers therefore do the most magical research of the three sects. They tend to destroy most undead, with the exception of lichs that will aid them in various research. The Seekers will occasionally choose an exceptional researcher (16th+ level priest) from any of the three sects and perform the elevation to Lich status. Given the various views of the sects, few are chosen from the Jas'partans, none have yet been chosen from the Wee'descans, and the bulk have come from the Seekers.

WP: as wizard
AR: none

Spells: They have major access to the following spheres: All, Astral, Charm, Divination, Elemental (all), Guardian, Healing, Law, Necromantic, Protection, Summoning, Thought, and Time. They have minor access to Combat, Sun, and Wards.

Powers: 3) +1 to saves versus magic; 6) may use 1st and 2nd level wizard spells from the Enchantment/Charm and illusion schools as priest spells; 9) may use wizard spells of 1st through 4th level from the schools of Alteration, Enchantment/Charm, Illusion, and Invocation/Evocation as priest spells and use magic items normally only usable by wizards; TU Command (must commune with Wee Jas first)

__
“Ted, sweetheart...somebody's left a wicker basket with a little baby in it on our front doorstep.”
“Just leave it out there on the stoop, honey. They cats'll get it.”
- Red Meat

Friday, October 10, 2008

Gods of Greyhawk - Bleredd

Date: Thu, 17 Jul 1997 19:00:23 -0400
Reply-To: The GREYtalk Discussion List GREYTALK@MITVMA.MIT.EDU
From: Ubiquitous weberm@POLARIS.NET
Subject: [GREYTALK] Gods of Greyhawk – Bleredd
To: GREYTALK@MITVMA.MIT.EDU

From: “Todd O. Howard” toh@clark.net

Bleredd (Lesser God) [Common]

AL: N (chaotic tendencies)
WAL: Any
WoC: Mines, Metal, and Smiths
SY: Hammer and Anvil

Bleredd is the god of metals of all sorts, but above all else he is God of the process of creation of metallic objects: the mining, refining, and eventually the crafting of them into various items. Priests of Bleredd may emphasize one of three aspects: mining (and refining), smithing (weaponsmithing and armoring), or crafting (blacksmithing, creation of jewelry, etching, and the like). Each sect emphasizes its aspect in the role of creating objects from base metals.

Priests of Bleredd must promote the use and production of various metals. In any case all are gifted in the production of various metallic objects which they sell to finance research into more exotic alloys, object designs, and the like. Services usually involve the heating of a forge to a chorus of voices, and music with bells, gongs and hammers. Most temples look more like a forge than a place of worship. Many are built near mines so as to minimize the transportation of ore to the forge.

Bleredd’s Avatar (Fighter 16)

Bleredd’s avatars are rarely seen, except when coming to Oerth to fashion some object of power or great beauty. They appear as a male of the race (human, half-elf, gnome, halfling, or elf) with a large build, and no-nonsense temperament.

Str: 21 Dex: 12 Con: 19
Int: 16 Wis: 15 Cha: 15
MV: 12 Sz: by race MR: 20% (60% to fire related spells)
AC: -5 or -1 HD: 16 HP: 152
AT: 2 or 3 THAC0: 0 Dmg: 1d4+5 (hammer) + 9

Special Attacks/Defenses: Bleredd’s avatars wear Plate Mail +4, a shield +4, and wield a hammer +4, smashing opponents into small pieces. Occasionally they will take up a second hammer instead of a shield (hence 3 attacks). The avatar also automatically saves versus fire attacks from any source (if his magic resistance fails). Rarely are they seen in combat, unless a major temple is threatened or a devout priest is in dire need. All of Bleredd’s avatars appear at a temple at least once a generation and fashion some object of great beauty, a magic weapon, or magic armor. Typically this is jewelry of a value not less than 10,000 gp or metallic weapons or armors of not less than +2, or other misc. magic items made of metal that are related to his nature (horseshoes of speed, for example).

Priests of Bleredd:

All priests must be neutral, although they may be neutral good, chaotic neutral, neutral evil, lawful neutral, or true neutral. A priest of Bleredd must belong to one of three sects: the Miners who are responsible for finding mining sites and mining and refining ore, the Crafters who are responsible for responsible for creating objects of beauty and practical use, and the Smiths who are responsible for forging metal weapons and armors. All priests must have a wisdom of 12. A wisdom of 16+ earns a +5% exp. award. Miners have no additional ability requirements (gaining the full +10% exp. from a 16+ wisdom) and gain the Mining NWP at no cost. Crafters must have a minimum strength of 12. A strength of 16+ earns an additional +5% exp. award. Crafters gain the Blacksmithing or Artistic Ability (Jeweler) NWP at no cost. Smiths must have a minimum intelligence of 12. An intelligence of 16+ earns an additional +5% exp. award. Smiths gain either the Armorer or Weaponsmith NWP at no cost. All priests must be male, and may be human, half-elf, elf, or gnome. Dwarfs also are occasionally drawn to Bleredd’s priesthood for various reasons. A priest may switch sects (providing they meet the attribute requirements) after advancing 3 levels in the sect he is currently in. He does *not* automatically gain the free NWP, but must first know it before he may join. A priest may attract followers any time after 6th level, which consist of two first level priests of the same sect, and one each from the other two sects. They may build a temple any time after reaching 11th level.

WA: as Cleric (hmmer 1st)
AR: any metal

Spells: They have major access to All, Combat, Creation, Elemental (fire), Guard, and Sun. They have minor access to Divination, Summoning, and Wards.

Powers: 1) +1/level when using NWP of order; 5) Repair magic armor and weapons (prof check required) 10) Create magic weapon or armor with a +1 bonus per 3 levels, up to +5; TU nil

>
__
“Ted, sweetheart…somebody’s left a wicker basket with a little baby in it on our front doorstep.”
“Just leave it out there on the stoop, honey. The cats’ll get it.”
-Red Meat