Showing posts with label published modules. Show all posts
Showing posts with label published modules. Show all posts

Wednesday, November 23, 2022

Greyhawk Modules


From: ACERERAK@aol.com

Sent: Friday, October 16, 1998 5:35 AM

To: greyhawk@MPGN.COM

cc: GREYTALK@mitvma.mit.edu

Subject: [GREYHAWK] - Re: Greyhawk Modules

« Does anyone know which modules (new and old) are set in the World of Greyhawk? »

The locations of all adventures set in the World of Greyhawk are provided in the complete reference list below. This "unofficial" list contains only those modules which are stated to have been set in Greyhawk, which means a Greyhawk location must be given for the adventure within the module.

Dungeon Magazine Greyhawk adventures, Greyhawk campaign sourcebooks, and Greyhawk novels are listed farther down. The list is current as of August 1998.

A 1, Slave Pits of the Undercity, 1980, is in High port, Pomarj at hex A4-101

A2, Secret of the Slaver Stockade, 1981, is just south of Highport at hex A4-102

A3, Assault on the Aerie of the Slave Lords, 1981, is in the Drachensgrabs at hex A4-104.

A4, Dungeon of the Slave Lords, 1981, is in the Drachensgrabs at hex A4-104.

81, In Search of the Unknown, 1979, optionally in the Barony of Ratik, Theocracy of the Pale, or Duchy of Tenh.

C1, The Hidden Shrine of Tamoachan, 1980, is set in ruins at hex A4-137.

C2, The Ghost Tower of Inverness, 1980, is located on the foothills of the Abbor Alz at hex A4-92.

D1-2, Descent Into the Depths, 1981, below the Hellfurnaces at hex M5-138.

D3, Vault of the Drow, 1978, below hex N5-138 in the Hellfurnaces.

G1, Steading of the Hill Giant Chief, 1978, is in the'Jotens at hex P5-129.

G2, The Glacial Rift of the Frost Giant Jarl, 1978, is in the Crystalmists at hex S5-134.

G3, Hall of the Fire Giant King, 1978, are in the Hellfurnaces at hex M5-138.

Q1, Queen of the Demonweb Pits, 1980, is set in an abyssal layer found under hex N5-138.

EX1, Dungeonland, 1983, is set in hex D4-86 in a bizarre demiplane.

EX2, The Land Beyond the Magic Mirror, 1983, is set in hex D4-86 in a bizarre demiplane.

11, Dwellers of the Forbidden City, 1981, is set within Hepmonaland at hex Y-109.

L 1, The Secret of Bone Hill, 1981, is set in the human Lendore Isle in hex 8-78.

L2, The Assassin's Knot, 1983, is set in the human Lendore Isle in hex B-78.

N1, Against the Cult of the Reptile God, 1982, is based in the village of Orlane at hex K5-113, while the tunnel complex is at hex H5-112.

R1, To the Aid of Faix, 1982, takes place on the island Aquaria, east of Oerik.

R2, The Investigation of Hydell, 1982, takes place on the island Aquaria, east of Oerik.

R3, The Egg of the Phoenix, 1982, takes place on the island Aquaria, east of Oerik.

R4, Doc's Island, 1983, takes place on the island Aquaria, east of Oerik.

S1, Tomb of Horrors, 1978, is set within the Vast Swamp at hex K2-97.

S2, White Plume Mountain, 1979, is set near the Rift Canyon in hex T3-70.

S3, Expedition to the Barrier Peaks, 1980, is in those mountains at hex A6-119.

S4, The Lost Caverns of Tsojcanth, 1982, is found on the borderland of Ket and Perrenland at hex E5-88.

I ,JR6, Greyspace, 1992, details the celestial bodies within Oerth's planetary system.

T1, The Village of Hommlet, 1979, take place in Hommlet and Nulb, and are found in hex N4-96

T1-4, The Temple of Elemental Evil, 1985, can be found at hex N4-95.

U1, The Sinister Secret of Saltmarsh, 1981, at the western edge of hex U4-123, about one mile off the southern coast of Fairwind Isle.

U2, Danger at Dunwater, 1982, a lizard man lair in hex V4-124.

U3, The Final Enemy, 1983, a sahaugin lair in hex W4-125.

UK1, Beyond the Crystal Cave, 1983, takes place on the island Syrabate (hex 04-124).

UK2, The Sentinel, 1983, is set in the Hold of the Sea Princes (hexes E5-137 & F5-138).

UK3, The Gauntlet, 1984, is set in the Hold of the Sea Princes, (hexes E5-137 & E5-138).

WG4, The Forgotten Temple ofTharizdun, 1982, which is close by the Tsojcanth caverns at hex F5-88.

WG5, Mordenkainen's Fantastic Adventure, 1984, is set within the dungeons of Maure Castle at hex X3-86.

WG6, Isle of the Ape, 1985, is set in a demiplane accessed via Tenser's castle at hex Z3-83.

WG7, Castle Greyhawk, 1988, a joke module set in the same hex as Greyhawk city (D4-86).

WG8, Fate of lstus, 1989, is a campaign book that covers Rookroost (hex N3-58), Rel Mord (B3-75), Jurnre (R4-112), Elredd (101-F4), Wintershiven (Y2-53), Leukish (R3-80), Rauxes (Y-68), Chendl (Q4-83), Verbobonc (04-95), and Hesuel llshar (unknown).

WG9, Gargoyle, 1989, is set in the Tors and is based at the town of Rockburgh at hex F5-131.

WG10, Child's Play, 1989, a competition module set in a tiny, nonexistent state.

WG11, Puppets, 1989, involves travel from Narwell in the Wild Coast (hex 14-94) to Dyvers (hex H4-89).

WG12, Vale of the Mage, 1990, is set in the whole land of that name.

WGA1, Falcon's Revenge, 1990, is based in Greyhawk city (hex D4-86).

WGA2, Falcon master, 1990, is based in Greyhawk city (hex D4-86).

WGA3, Flames of the Falcon, 1990, is based in Greyhawk city (hex D4-86).

WGA4, Vecna Lives!, 1990, involves Verbobonc, Greyhawk city, and Tovag Baragu.

WGM 1, Border Watch, 1993, takes place in various locations throughout Furyondy, Shield Lands, Horned Society, and possibly luz.

WGQ1, Patriots of Ulek, 1992, begins in the Principality of Ulek in Havenhill at hex K4-111.

WGR1, Greyhawk Ruins, 1990, is the real Greyhawk Castle (hex D486).

WGR2, Treasures of Greyhawk, 1992, is a series of 14 adventures which take place in Greyhawk city, Cairn Hills, Scant (Onnwal), Jetsam Island, Amedio Jungle, Crystal mists, and the southern shore of Nyr Dyv lake.

WGR3, Rary the Traitor, 1992, is an accesorry concerning Greyhawk city and the Bright Desert.

WGR4, The Marklands, 1993, is an accessory covering Furyondy and Nyrond.

WGR5, luz the Evil, 1993, is an accessory that details areas of luz, Horned Lands, Shield Lands, Bandit Lands, Fellreev Forest, Northern Barrens, and the Land of Tenh.

WGR6, The City of Skulls, 1993, takes place initially in Chendl, Furyondy then switches to Dorakaa, Iuz.

WGS1, Five Shall Be One, 1991, begins at Rookroost (hex N3-58).

WGS2, Howl from the North, 1991, can begin in Rookroost (hex N3-58), or within the Griffs at hex A3-43.

1162, Return to the Tomb of Horrors, 1998, begins in Kalstrand (hex L2-84), on to Pitchfield (hex L2-90), the Vast Swamp (hex K2-97), and a demi-plane within the negative energy plane.

9576, Return of the Eight, 1998, takes place in Greyhawk city (hex D4-86) and Tenser's Castle (hex Z3-83).

DUNGEON MAGAZINE Greyhawk adventures

Compiled primarily by Emirikol7@aol.com (Jay Hafner)

6, House of Brothers, Loftwick in Yeomanry at hex M5-127

10, The Shrine of llsidahur, in the Amedio Jungle at R4-139

13, Ruins of Nol-Daer, in the Suss Forest at hex J4-104

15, Elephant's Graveyard, in Hepmonaland

19, By the Wayside, in the Dreadwood Forest & Hool Marshes at hex B5-127

22, The Leopard Man, in Hepmonatand

30, Ghazal, in the Abbor Alz at hex W3-91

32, Ghost Dance, in the Shield Lands/Rovers

34, Rogue, in Hepmonaland

36, The Sea of Sorrows, in Greyspace

41, Hopeful Dawn, in Veluna City at Y 4-96

42, lzek's Slumber, in Greyhawk city at D4-86

51, Journey to the Center of the World, in Hepmonaland

53, A Serenade Before Supper, near Verbobonc at hex S4-97

56, The Land of the Men With Tails, in Hepmonaland

70, Kingdom of the Ghouls, in the Crystalmists and Hellfurnaces


#50, Shadis magazine, "The House on Summoner Court"; in Greyhawk city


Greyhawk Campaign Sourcebooks

1975, Greyhawk: Supplement I

1980, World of Greyhawk Gazetteer (folio), #9025

1983, World of Greyhawk (campaign box), #1015

1988, Greyhawk Adventures (hardcover), #2023

1989, The City of Greyhawk (campaign box), #1043

1990, MC5: Greyhawk, Monstrous Compendium, #2197

1991, GreyhawkW'A'R'S (war game, box), #1068

1992, Greyhawk: From the Ashes (campaign box), #1064

1998, Player's Guide to Greyhawk (accessory), #9578

1998, Greyhawk: The Adventure Begins (accessory), #9577


Greyhawk Novels

1, Saga of Old City, 1985; #8240

2, Artifact of Evil, 1986; #8241

3, Master Wolf, 1987; #8242

4, The Price of Power, 1987; #8243

5, The Demon Hand, 1988; #8248

6, The Name of the Game, 1988; #8249

The Eyes Have It, 1989; #8207

Nightwatch, 1990; #8213

Endless Quest 4 (new series), Siege of the Tower, 1994; #8094

Endless Quest 10 (new series), Bigby's Curse, 1995; #8099

1987, New lnfinities ....... Sea of Death

1987, New lnfinities ....... City of Hawks

1987, New lnfinities ....... Night Arrant

1988, New lnfinities ....... Come Endless Darkness

1988, New lnfinities ...... :Dance of Demons

1979, Daw Books, .. Quag Keep

Randy Richards, President

World of Greyhawk Fan Club

http://members.aol.com/WoGFanClub/woghome.html

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Tuesday, November 3, 2020

Vecna, and Product Timeline

From: Pierre-Paul Durastanti [elvelyn@CLUB-INTERNET.FR]

Sent: Sunday, September 27, 1998 2:38 PM

To: GREYTALK@MITVMA.MIT.EDU

Subject: [GREYTALK] Vecna, and Product Timeline


Immaculate Image wrote:

>I think somebody said that Vecna lives was set in 584(6)?

According to Greyhawk: the Adventure Begins, by Roger E. Moore, it is set "around 582 CY or shortly before" (GtAB, page 2).


Memento: 

"First wave" of products ('NoG folio, WoG boxed set): 576 CY (GtAB, page 2).

WG5 Morderkainen's Fantastic Adventure: "before 570 CY, perhaps as early as 560" (GtAB, page 3).

WG6 Isle of the Ape: "years before the Greyhawk wars" (GtAB, page 3).

T1-4 The Temple of Elemental Evil: "prior to the Greyhawk Wars, in the mid- to late 570s" (GtAB, page 3)

A 1-A4 Scourge of the Slave-Lords: "picks up where T1-4 ... leaves off" (GtAB, page 3).


"Second wave" (GH Adventures, CoG boxed set, WG8 Fate of lstus, WGA 1-3 "Falcon" trilogy, WGA4 Vecna Lives): "around 582 CY or shortly before" (GtAB, page 2).

The "Falcon" trilogy chronicles events that are "assumed to have taken place just before WGA4 ... occurred".


"Third wave" (GH Wars, FtA and subsequent accessories): 584 CY (GtAB, page 2).

"Bridge" product (Return of the Eight): 585 CY (GtAB, page 2).


"Fourth wave" (PGtGH, G:tAB}: 585-591 CY (GtAB, page 2).

Star Cairns is not specifically dated. It's supposed to be set after Rary went to the Bright Desert, though, since there's a reference to "the so-called "Empire of the Bright Sands" of the archmage Rary" (SC, page 5, "The Modern Cairn" section). Also, Jallarzi Sallavarian is a member of the Circle of Eight (SC, page 2, "Recent Events" section).

Pierre-Paul

P .-P. Durastanti: elvelyn@club-internet.fr

Groupe des Fauconniers Gris: ggf@netultra.net

Liste de diffusion sur Greyhawk: oerth@netultra.net

Liste de diffusion sur la SF francophone: sffranco@physics.utoronto.ca

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Monday, January 23, 2012

Re: slerotin's passage, underoerth, the mother, drow,

[I had previously posted this without the first three pages, but have since found them.]







Sunday, November 27, 2011

Re: [GREYTALK] GH WARS

Subj: Re: [GREYTALK] GH WARS
Date: 98-08-04 17:07:18 EDT
From: froon@HOL.FR (Patric Forno)
Sender: GREYTALK@MITVMA.MIT.EDU (The GREYtalk Discussion List)
Reply-to: GREYTALK@MITVMA.MIT.EDU (The GREYtalk Discussion List)
To: GREYTALK@MITVMA.MIT.EDU

Hello Jason, Roger and the list,

-- Message d’origine –
>If you’d like to discuss the events of the Greyhawk Wars with someone and
>work on it as a team, I’d certainly be willing to bounce ideas back and
>forth with you. In particular, I’m very interested in the chronology of the
>Fall of the Sea Princes for my _Saga of Saltmarsh_.
>

Jason, I wanted to answer you privately, but I thought I might get helped better if I mailed the whole GH community. After all, GH is there for this purpose !

I also mailed this to Roger Moore, because I suspect him of having want I want (an Official GH WARS Timeline).

Sorry, nothing on the Sea Princes from me (there is close to nothing concerning dates in the official material).

I have an enormous problem with the GH WARS : I think the wars lasted from 582 to 585, and it is very confusing for me.

The reason for the confusion is the following :

-Goodmonth 584 : Aerdy nuked Almor & Chathold (WARS, 19 Ivid the Undying). The Month of Goodmonth is written in one of those sources, certainly WARS. It must be 584 because the raid from Osson must be in 583 (cannot be in 582 because the whole Vatun affair started in the fall of 582), and Osson is said to “winter” in the Medegia IIRC, with Ivid’s army on the other side of the border, waiting him. So it seems that the crushing of Almor was next year (so 584).

-Later it is told that Ivid V took the leadership of his armies, thinking the Almorian success was due to his strategic skills. He then entered Nyrond and is repelled. He is said to command from Rauxes, using spells and device, and this is a disaster. [IMO, TSR assumes this to happen in the fall of 584 (though this is written anywhere)].

-Then we learn that Ivid is slain during Richfest (not told which year) (WARS,21). As the story is told it is meant to be after the fall of Almor. But Richfest is BEFORE Goodmonth, so the assassination of Ivid V must be in Richfest 585 !!!

So the meeting at Greyhawk must be in Harvester 585, not 584 and the Day of the Great Signing must be in Coldeven 586, not 585. What a mess….

I can’t believe what I’ve just written, and I think it is false, but I would like to know WHERE it is false.

Maybe it is the fall of Almor who is in Goodmonth 583, and not 584 ? I don’t know, and all this WARS affair begins to get me mad !!!!

That’s why I would like to have an OFFICIAL Timeline for the WARS, and I don’t even ask for a monthly one (it would be good anyway), just an EXACT yearly one would suffice !!!!

I don’t ask for a telling of the WARS as the one in the WARS Boxed Set, I would like to see a TIMELINE. I was very confused by the telling of the whole story in the WARS Boxed Set, and even more confused with all errors that slipped in WGR4 and WGR5 about the WARS. For example, WGR5 p 4 tells that the breaking of Chendl’s siege was in Fall 584, but I can’t believe that Chendl has been besieged for a full year (the siege began in 583, isn’t it ?).

I hope Roger has one.

Regards

--------------
Patrice Forno – Marseille – France
froon@hol.fr
Les Fauconniers Gris (ggf@rmm.fr)
Liste de diffusion sur Greyhawk (Oerth@rmm.fr)

Thin Greyhawk Page : http://wwwperso.hol.fr/~froon/GH/FrGRey.htm
French WiF Page : http://wwwperso.hol.fr/~froon/WiF/wif.htm

Jacques Villeneuve Champion du Monde avec B.A.R. !!!
Go Jacques Go !!!

Thursday, September 9, 2010

Re: Expedition to the Ruins of Greyhawk

Re: [greytalk] Expedition to the Ruins of Greyhawk
Sunday, October 7, 2007 2:55 AM
From: "basiliv@cablespeed.com"
To: greytalk@canonfire.com

Now that I've finished it, I'm recommending it even more. Great stuff.

Also, I just found a bunch of the maps available at higher resolutions on the Wizards site: http://www.wizards.com/default.asp?x=dnd/ag/20070812a

On Tue Oct 2 16:44 , Marc-Tizoc "Gonz�lez" sent:

Since I haven't read it stated here, I think all GH fans should purchase this product immediately.

Not only is it one of the only recent GH publications, it was, as Jim said, obviously produced with love and respect for the setting.

Because of that, I think GH fans will find it entertaining, interesting and inspirational regarding their own GH campaigns, regardless of what game system they use.

MTG

basiliv@cablespeed.com wrote:

It's more reminiscent of Return to White Plume Mountain than, say, Return to the Keep on the Borderlands. What I mean is, it's set years after the original module, rather than just being a revamp/expansion on the original.

Expedition is more of a campaign, with story threads leading the PCs back & forth between the Free City (and the Green Dragon Inn) and the castle. It provides more of an overall plot and less of a catalogue of brief room summaries like the original. I really liked the original, and there's quite a bit of goodness in there that isn't covered in Expedition, but the areas it covers are more fleshed out and are tied to the otherside world better than Ruins was.

But as far as actually comparing the two, so far I think they've stayed fairly true to it. There are definitely several areas that are straight out of the original, but with some changes you might expect by advancing the clock by twenty years. I'm not quite done reading it yet (starting chapter 5 ou of 6 now), but I think the surprises it holds will be more value than the rehashing. Very obviously a product of love for the campaign setting. :-)

On Mon Sep 24 19:00 , "Michael Weber" sent:

Has anyone had the chance to compare this to WGR1, Greyhawk Ruins?

Sunday, September 5, 2010

Re: Question to the List

Re: [greytalk] Re: Question to the List
Wednesday, November 14, 2007 12:59 AM
From: "basiliv@cablespeed.com"
To: greytalk@canonfire.com

Sorry, I also forgo about:

- Below the Tomb of Horrors (Dragon #249)


On Wed Nov 14 1:57 , sent:

Here are some other thoughts that you might have already considered:

- Any of the "Return To" series from '98
- House on Summoner's Court (either the Shadis or Oerth Journal versions)

...and here are few older Dungeon issues with adventures set in GH (just the ones I happen to have):
- The Wrath of Keraptis (Dungeon #77)
- Kingdom of the Ghouls (Dungeon #70)
- The Ruins of Nol-Daer (Dungeon #13)
- The Shrine of Ilsidahur (Dungeon #10)

On Tue Nov 13 21:19 , "Chris Anderson" sent:

I like the idea of the Maure Castle stuff. I especially like it, since my players ran through WG5 back in the day... I assume the Dungeon adventures build off of that, but do not duplicate it?

Hm, L3 is another possibility. I don't have it, but where there's a will, there's a way.

I don't have anything against FR, but I only bought sourcebooks rather than modules. Is there anything you're thinking of in particular?

Thanks, guys. I appreciate the advice.

-- Chris


On Nov 13, 2007 3:28 PM, Tim Mooney wrote:

In regard to: {Disarmed} Re: [greytalk] Re: Question to the List,...:

>Other folks on the list have mentioned that they were in the process of
>converting the Maure Castle adventures from Dungeon magazineback to 1E.
>Since I run 3.5 games, I didn't really follow that, but I got the
>impression it was an ongoing effort.
>
>Maybe you can use what they've already converted?

That's a great suggestion for the last parts of the campaign. There will need to be several modules before that, though, to get the characters high enough level to play them. The Maure modules are on the level of Tomb of Horrors as far as how deadly they are, but there are generally more monsters than there were in the original ToH.

One possibility for at least one low-level adventure is Len Lakofka's "Deep Dwarven Delve", if you can get your hands on it. It's original 1E, and very few people have played it because of its publishing history.

I'm not sure if the group of old-timers has much experience with any of the early Forgotten Realms modules, but it might be easier to convert the backstory of some of those to Greyhawk than it would be to retroconvert 3E/3.5E modules back to 1E.

Tim

Friday, July 9, 2010

Re: Cats in Greyhawk

Re: [greytalk] Re: Cats in Greyhawk
Tuesday, March 24, 2009 11:31 AM
From: "Stefan Beate"
To: "Greytalk List"

To each his own, I guess. I like that book. Of course, some more stories could be told from that starting point: Is it really Turrosh Mak = Theg Narlot? Perhaps this is another case of wheels within wheels - this identification is a secret that can be found by diligent research and adventuring with quite some risk, but in truth it is just another ruse played expertly. So, most folks think that Turrosh Mak is a more or less random halforc from the free city, bent on gaining his own kingdom. For those "in the know" he is one of the old slavers. The "true" truth may be something else entirely - perhaps some force resurrected the mortal shell of Theg after the defeat of the slavelords, took over this shell and used it to defeat Turrosh Mak, who was really close to getting his own kingdom. Then this force assumed Turroshs identity to further confuse any keeping track of Theg Narlot and the slavelords, or it took over Turroshs mortal body. This force could be anything, from something out of the outer planes to an old suloise wizard whose consciousness was alive somewhere in the Drachensgrab mountains.

Stefan

Chris Anderson schrieb:
> Well, I've never even skimmed the product. Turrosh Mak in my campaign is our lovable half-orc from Greyhawk city. He has no truck with Earth Dragons or the SB, although he is playing around with an alliance with the sahuagin to expand his control into the Sea of Gearnat and up into Wooly Bay.
>
> -- Chris
>
> On Tue, Mar 24, 2009 at 7:33 AM, Scott > wrote:
>
> Hi all,
>
> Stefan Beate wrote:
> > According to TSR 11621 (2000), Slavers, p 123, Turrosh Mak
> > IS indeed Theg Narlot. He survived and with the help of
> > Brother Kerrins contacts to the Scarlet Brotherhood and a
> > pact with the Earth Dragon managed to rise to power in the
> > Pomarj. Of course, this is only true uf you use the Greyhawk
> > 98 line of books in your game.
>
> You know, someday I'm going to do more than just skim that
> product. Theg Narlot just didn't look like a cat person to me in
> his module A4 illustration. What if the Earth Dragon used cats as
> intermediaries to communicate with, or spy on, Theg/Turrosh...?
>
> ~Scott "-enkainen" Casper
>
> Yak-Men like keeping threads going so Greytalk doesn't go quiet
> again...

Friday, July 2, 2010

Re: Alternative locations for the Tomb of Horrors

Re: [greytalk] Alternative locations for the Tomb of Horrors
Tuesday, July 28, 2009 8:51 AM
From: "ozequeira@yahoo.com"
To: greytalk@canonfire.com
Cc: "Otto Zequeira"

Thanks for the replies. Guess the Isles of Woe from LG is out. Took out my copy of "Hand of the Revenant" and reread. Picked up a good tip from a Canonfire post to tie the other locations with the Tomb thematically or narratively.

http://www.canonfire.com/cfhtml/modules.php?name=Forums&file=viewtopic&t=3792

May I share the posts here with Canonfire for more cross-fertilization?

Also, found the following locations in "Iuz the Evil" for the Howling Hills:

Drenghus
The Grouaning Mines
The Soul Husks Caverns
Spear Tor
The Swirlers
Wegwiur Thralls
Xanxeven Point

Otto Z.

Iuz, highest hill: ?
Island in the Nyr Dyv: Tzunk (adventure available?)
Bright Desert: Rary the Traitor (especially Sulm), Ghost Tower (Soul Gem with soul-stealing power like Acererak)
Duchy of Geoff: Expedition to the Barrier Peaks
Vast Swamp: Tomb
Island beyond Sea Barons: Turucambi or the Sinking Isle (Greyhawk Adventures)

--- On Mon, 7/27/09, Stefan Beate wrote:

> From: Stefan Beate
> Subject: Re: [greytalk] Alternative locations for the Tomb of Horrors
> To:
> Cc: "greytalk@canonfire.com >> Greytalk List"
> Date: Monday, July 27, 2009, 12:33 PM
> Otto Zequeira schrieb:
> > You mentioned LG materials. I remember
> that there was a Tzunk-related adventure for LG. How
> may one obtain that?
> >
> >
> AFAIK, you can´t get them legally today. They were only
> available while they were current in the campaign. I guess
> that the rights stay with WotC/Hasbro, at least the parts of
> the stories with the GH brand recognition. IIRC, somebody
> said that it would be theoretically possible to republish
> them for the author if he removed any and all GH references
> from them. But this is from what I dimly remember reading
> somewhere. The gist of it was that it is too much trouble to
> be worth it. IIRC, some of the LG modules got very mixed
> critiques also.
> > Otto Z.
> >
> > Iuz, highest hill: ?
> I seem to recall a Dungeon adventure sometime during the
> last two years of the mags run which had a hill adventure
> with some connection to some demons, orcs and maybe snakes,
> but the details are hazy. From what I recall, it should
> roughly fit the theme. I´ll go looking for it.
>
> Stefan

Thursday, July 1, 2010

Re: Alternative locations for the Tomb of Horrors

RE: [greytalk] Alternative locations for the Tomb of Horrors
Tuesday, July 28, 2009 10:29 AM
From: "Creighton Broadhurst" Add sender to Contacts
To: greytalk@canonfire.com

Hey Otto,

Sorry I got the wrong end of the stick. The Sinking Isle would be a cool link in to the Tomb of Horrors, but I don't think any published module has ever dealt with the area. I think a lot of adventure tie-in ideas depend on how old you decide the tomb is. I don't have my files here, but I don't recall any definitive date for the tomb's construction. Acererak could definitely have gained lost/forbidden knowledge from the Soul Gem and the Ghost Tower and by exploring many of the locations in the Bright Desert (I'm thinking of Darkbridge Temple and the Necropolis of Unnagh [sp] in
particular).

In regard to obtaining LG materials, there is no "legal" way left to do so. WoTC owns all the rights to all core adventures (and all other adventures and materials they paid for) and at this time I doubt they have any interest in releasing them.

Creighton Broadhurst
Check out my blog at Raging Swan
"You miss 100% of the shots you don't take."


-----Original Message-----
From: Otto Zequeira [mailto:ozequeira@yahoo.com]
Sent: 27 July 2009 14:48
To: greytalk@canonfire.com; Creighton Broadhurst
Cc: oteta@aol.com
Subject: RE: [greytalk] Alternative locations for the Tomb of Horrors


Hi Gents. Thanks for the replies.

Good idea, Greg, as to the Soul Gem being an inspiration for Acererak.

Creighton, to clarify, as I showed with the list below, I want to keep the Tomb in its original location, but simulate a search for the Tomb with some standalone adventures. You mentioned LG materials. I remember that there was a Tzunk-related adventure for LG. How may one obtain that?

Any other thoughts for stand-alone adventures in the areas below? Thanks again for the ideas.

Otto Z.

Iuz, highest hill: ?
>
> Island in the Nyr Dyv: Tzunk (adventure
> available?)
>
> Bright Desert: Rary the Traitor (especially
> Sulm), Ghost Tower (Soul
> Gem with
> soul-stealing power like Acererak)
>
> Duchy of Geoff: Expedition to the Barrier
> Peaks
>
> Vast Swamp:
> Tomb
>
> Island beyond Sea Barons: Turucambi or the
> Sinking Isle (Greyhawk Adventures)
>
--- On Mon, 7/27/09, Creighton Broadhurst wrote:

> From: Creighton Broadhurst
> Subject: RE: [greytalk] Alternative locations for the Tomb of Horrors
> To: greytalk@canonfire.com
> Date: Monday, July 27, 2009, 6:51 AM
>
> RE: [greytalk] Alternative locations for the Tomb of
> Horrors
>
> Hey all,
>
> It depends how old you want the tomb to
> be. I'm not sure how you would tie it into
> Expedition to the Barrier Peaks but placing it in the Bright
> Desert or an island beyond the Sea Barons would be
> funky. In the Bright Desert, it could tie into
> ancient Sulm dark practises or on the island
> beyond the Sea Barons it would probably be an old Flan
> site. In either event the tomb would probably be
> around 1500 - 2000 years old. If you go with the Tzunk idea
> the tomb would be really old IMO (although I don't have
> access to all my file to give an exact
> approximate date ;-( )
>
> With the Tzunk and Sea Barons idea there is
> a dearth of publishing material. If you
> shoot for the Bright Desert, DUNGEON published
> a couple of articles on the area and the D&D web site
> did have some additional articles. LG also produced a core
> module set around the Tomb (but this assumes it is
> in its "correct"
> location.
>
> Creighton Broadhurst
> Check out my blog at Raging Swan
> "You miss 100% of the shots you > don't take."
>
>
> -----Original
> Message-----
>
> From: Otto Zequeira [mailto:ozequeira@yahoo.com]
> Sent: 26 July 2009 17:31
> To: greytalk@canonfire.com; Otto Zequeira
> Subject: [greytalk] Alternative locations for the Tomb of Horrors
>
> Dear all:
>
> How are you? Hope you are doing
> well. My players have decided to go after what will
> turn out to be the Tomb of Horrors, though they don't
> know it yet.
>
> The original adventure listed alternative
> locations for the tomb. I thought it might be a good
> opportunity to tie in some adventures that they have not
> enjoyed yet.
>
> Any suggestions for the locations below,
> especially with good, published material, would be greatly
> appreciated. Thanks ahead of time.
>
> Otto Z.
>
> Iuz, highest hill: ?
>
> Island in the Nyr Dyv: Tzunk (adventure
> available?)
>
> Bright Desert: Rary the Traitor (especially
> Sulm), Ghost Tower (Soul
> Gem with
> soul-stealing power like Acererak)
>
> Duchy of Geoff: Expedition to the Barrier
> Peaks
>
> Vast Swamp:
> Tomb
>
> Island beyond Sea Barons: Turucambi or the
> Sinking Isle (Greyhawk Adventures)

Friday, June 25, 2010

Re: Alternative locations for the Tomb of Horrors

Re: [greytalk] Alternative locations for the Tomb of Horrors
Monday, August 17, 2009 8:12 PM
From: "Chris Anderson"
To: "Thor Thunderer"
Cc:
greytalk@canonfire.com

I may very well have missed something published... how do we know that Acererak was one of Vecna's generals? And have we definitively pinpointed when he turned lich?

Also, where did the information about Acererak's early life come from?



With regards to Acererak putting down Kas's coup attempt... I actually played through the rebellion in my campaign. There, it was a complete surprise to Vecna, since his focus was entirely on putting down the Oeridian incursions into his territory.

Kas had no significant plan or organization ready to revolt: such would not be able to exist for long in the informer-ridden court that Vecna created. He also couldn't rely on his army commanders to attack Vecna, either, since Vecna had this habit of mind-controlling his minions... not Kas, since he was trusted and controlled through his Sword. But everyone else.

Instead, it was literally an impulsive act ... Kas found himself entirely alone with Vecna, who was exhausted from a massive sorcery that had just destroyed a largish portion of one of the Oeridian armies. Vecna was unprepared and weakened, Kas was at his strongest, and had recently dominated the Sword.

I was really pleased at how closely the game actually followed "reality".

-- Chris


On Mon, Aug 17, 2009 at 4:51 PM, Thor Thunderer wrote:

> Also, I can't imagine Vecna or Acererak sharing power
> in the Empire. Seems to me that any truce between them
> would last only long enough until one had an opening at the
> other.

My feeling is that Acererak didn't care at all about worldly power. He's referred to as a recluse quite often. Since we know he was one of Vecna's generals, I could see him easily ruling a region in Vecna's name, as long as he could be left to his studies and relay the actual business of ruling to minions, while reaping the benefits.

> Of course, it's quite possible that other sorcerors
> stepped up to try to grab power after Vecna died ...

It's almost certain that would be the case. Vecna's minions universally seem dedicated to the proposition that power is good. :)

> Also, in my campaign, Vecna routinely terrorized and hunted
> down anyone with any shred of magical ability. He was very
> aware of the need to stamp out any rivals. If Acererak had
> shown any hint of his existence during this period, he would
> have been instantly attacked and most likely slain.

Thing is, we know that Acererak's mother was slaughtered because of his power when he was young anyway, so, that kind of fits... even if you disregard the accounts that Acererak was one of Vecna's generals, and loyal enough to his benefactor to rescue him from certain doom.

> So, personally, I would not tie Acererak to the Spidered
> Throne. I haven't really thought about Acererak during
> this period, but my first thoughts are that he's
> entirely turned inwards, dealing with his conversion to
> lichdom and not really aware of what's going on
> "outside".

By the end of Vecna's reign, I suspect that's certainly the case... or else, from the other accounts, he'd have probably helped put down Kaz's mutiny early on.

TJB

Monday, December 7, 2009

RttKotB review

Subject: [GREYTALK] RttKotB review
Date: Tue, 8 Jun 1999 22:41:50 EDT
From: "Nathan E. Irving>"
Reply-To: The GREYtalk Discussion List

OK, I didn't want to comment on Return to the Keep on the Borderlands until I'd read it. Here goes.

Overall - 9 out of 10. I think this is a great adventure.

Canon Greyhawk - 2 out of 10. In my recollection, the World of Greyhawk was mentioned five times. One reference to the Sea of Dust, one to the Yeomanry, one to Wee Jas, one to St. Cuthbert, and one to the Lendore Isles. These were far outnumbered by references to Nergal, Erishkigal, Hispis, Apep, Cathos City, etc., etc..

Adventure Hooks & Opportunities (for adventuring above & beyond the scope of the module) - 8 out of 10. Far better than Star Cairns or Crypt of Lyzandred, equal to or slightly better than Doomgrinder.

OK, explanations. It seems as though this adventure was first written for Mystara -- logical, since B2 was a basic D&D adventure, and the basic D&D world became Mystara. This would explain the bhut (a monster), the D'Amberville, and the inclusion of Cathos City (which is purportedly a location in/on Mystara). Conversion to the World of Greyhawk was unquestionably haphazard and poorly done. I'm not sure if this is originally an editing failure or authorial failure, but it certainly should've been
caught by the editor (Duane Maxwell, if people are curious).

The first section of RttKotB is devoted to the Keep on the Borderlands (actually Kendall Keep). My biggest issue with this section, and the history of the Keep, is that the author seems to have confused the "lordless land" of the Yeomanry with a lawless land. Despite that, this is a great "rest & regroup" area for a party of characters. Every NPC is detailed and named (and unlike other listmembers, I had no problem with the names). Most have some kind of background hook or secret that could lead to further adventures for a party of characters that becomes well acquainted with them.

The second section is a rough overview of the wilderness surrounding the Keep, and a number of encounters a wandering band of PCs could have thereabouts. My main problem with this section is carried over from the original module, and that's the close confines of the "wilderness". Many of the encounters are within a mile and a half of the Keep. Having grown up "in the country", I know from experience that a kid can easily cover a mile and a half just for fun, let alone what a ground a serious hunter or scout could cover. the current scale of the map is 1" = 500 yrds; I think 1" = 1 mile is more realistic.

The encounters are varied in nature and tone. Several are potentially fatal to entire parties, others are exercises in roleplaying (and could result in allies for the PCs). The Shy Tower is particularly...interesting. :-)

Finally, the Caves. They've undergone a number of changes in the 20+ years since the original adventure. I won't go into details, but I do believe the adventure hangs together well. While none (or almost none) of the monsters exist in a vacuum, they aren't particularly inclined to come to each other's aid, either, allowing adventurerers to tackle one cave without involving the rest of them. One of the greatest features of this adventure is Rateliff's detailing of the consequences of a party's actions -- if the creatures of Cave X are wiped out, those of Cave Y move in, splitting their forces and affecting the inhabitants of Cave Z.

This is NOT an adventure the PCs can simply walk into and expect to walk out of. Numerous opportunities exist for the death of one or more party members, but none are unreasonable, and nearly all are avoidable with foresight, planning, and quick reactions. The deadliest encounters are mostly confined to one area, allowing PCs the opportunity to run away.

More later...
:-)
Nell.

Monday, October 19, 2009

Encyclopedia Grehawkania Index Project Update

Date: Thu, 20 Jan 2000 00:50:17 -0500
From: Jason Zavoda
Subject: Encyclopedia Greyhawkania Index Project Update

This is a large Index project still in the works. If anyone is interested in reviewing the current update please email me and I will send them a copy. If anyone notices any mistakes or omissions I would greatly appreciate hearing back.
The file is around 200kb at the moment, I can split that up to any size if it is too much as a single email. I have included the A's from the Index as an example.
Thanks
Jason Zavoda

Encyclopedia Greyhawkania Index
The Adventure Begins (TAB)
The Adventure Begins: Adventure Maps (TAB:AM)
Against The Giants - The Liberation of Geoff - Adventure (ATG)
The Crypt of Lyzandred the Man (COLTM)
The Doomgrinder (TD)
Players Guide to Greyhawk (PGTG)
The Return of the Eight (ROT8)
The Scarlet Brotherhood (TSB)
The Star Cairns (TSC)

Abbreviations
BC = Back Cover
FC = Front Cover
IBC = Inside Back Cover
IC = Inside Front Cover

.A]

NAME: A Guide to the Etheral Plane
PAGE REFERENCE: ATG Pg# - 49,

NAME: Aarakocra
PAGE REFERENCE: PGTG Pg# - 40,
TSB pg# - 56,59

NAME: Aasimon
PAGE REFERENCE: ATG Pg# - 21,

NAME: Aasimon, Solar
PAGE REFERENCE: RTO8 Pg# - 31,

NAME: Abbathor
PAGE REFERENCE: TAB Pg# - 88,

NAME: Abbor-Alz
PAGE REFERENCE: COLTM: Pg# - 2,4,6
PGTG Pg# - 9,25,50,52,62,63
TAB Pg# - 6,48,54,55,57,58,61,64,65,69,101,115
TAB:AM Pg# - 2-5,14
TSC Pg# - IC,2-5,23,29,30,38

NAME: Abyss
PAGE REFERENCE: RTO8 Pg# - 9,10,15,16,20,52,54-56
TSC Pg# - 41,44,46

NAME: Acererak
PAGE REFERENCE: COLTM Pg# - 29,
PGTG Pg# - 18,27,
TSB Pg# - 4,31

NAME: Ad-Zol (Emperor)
PAGE REFERENCE: TSB Pg# - 2

NAME: Adalorn, Camp
PAGE REFERENCE: TAB:AM Pg# - 6

NAME: Adaro Forest
PAGE REFERENCE: TSB Pg# - 50,56,59,Map

NAME: Admundfort (Ship)
PAGE REFERENCE: RTO8 Pg# - 21,25

NAME: Admunfort Island
PAGE REFERENCE: PGTG Pg# - 55,
RTO8 Pg# - 6,59
TAB Pg# - 11,20,92,101,116
TAB:AM Pg# - 5,

NAME: Adri Forest
PAGE REFERENCE: PGTG Pg# - 35,
TAB Pg# - 23,26,27,58

NAME: Adri-Nyrond Alliance
PAGE REFERENCE: TAB Pg# - 26,

NAME: Adventure Begins, The
PAGE REFERENCE: TD Pg# - 29,

NAME: Aerdi
PAGE REFERENCE: PGTG Pg# - 5,9,19
TAB Pg# - 8,18,28,29,55,56,57,119
TSB Pg# - 4,
TSC Pg# - 2,
NAME: Aerdi Sea
PAGE REFERENCE: TAB Pg# - 27,

NAME: Aerdrie Faenya
PAGE REFERENCE: TSB Pg# - 84

NAME: Aerdy, Great Kingdom of Northern
PAGE REFERENCE: PGTG Pg# - 5,6,7,9,12,16,24,26,34,35,61
RTO8 Pg# - 9,19,42,47,56
TAB Pg# - 11,17,18,23-27,29-31,56-58,92
TSB Pg# - 4,5,24

NAME: Aestrella Shanfarel
PAGE REFERENCE: TAB Pg# - 85,

NAME: Agath (of Thrunch)
PAGE REFERENCE: PGTG Pg# - 3,
TAB Pg# - 9,

NAME: Age of Great Sorrow
PAGE REFERENCE: TAB Pg# - 58,
TSC Pg# - 2,

NAME: Ahlissa, Kingdom of
PAGE REFERENCE: TAB Pg# - 26,27

NAME: Ahlissa, Principality of
PAGE REFERENCE: TAB Pg# - 26,

NAME: Ahlissa, United Kingdom of
PAGE REFERENCE: PGTG Pg# - 7,12,24,26,34
RTO8 Pg# - 56,
TAB Pg# - 17,18,23-29,31-34,45,62,63,85,86,92,102,115
TSB Pg# - 6,7,24,31

NAME: Ahlissan
PAGE REFERENCE: PGTG Pg# - 8
TAB Pg# - 25,28,

NAME: Ahlissan Merchants Headquarters, City of Greyhawk
PAGE REFERENCE: PGTG Pg# - 32,
TAB Pg# - 102

NAME: Akat
PAGE REFERENCE: TSB Pg# - 60

NAME: Ake River
PAGE REFERENCE: TSB Pg# - 50,57,Map

NAME: Akialo Swamp
PAGE REFERENCE: TSB Pg# - 56,59,61,Map

NAME: Al (Mad)
PAGE REFERENCE: TAB Pg# - 127

NAME: Al'Akbar
PAGE REFERENCE: PGTG Pg# - 20

NAME: Al-Qadim
PAGE REFERENCE: RTO8 Pg# - 62

NAME: Alatla Minah
PAGE REFERENCE: TSC Pg# - 38,39,44

NAME: Alda
PAGE REFERENCE: ATG Pg# - 81,82,

NAME: Ale Bay (Hardby)
PAGE REFERENCE: TAB Pg# - 47

NAME: Alesco
PAGE REFERENCE: TSB Pg# - 25,

NAME: Algoid
PAGE REFERENCE: TSB Pg# - 69,

NAME: Alhamazad (The Wise)
PAGE REFERENCE: PGTG Pg# - 21,22
RTO8 Pg# - 53,54,62
TAB Pg# - 7,
NAME: Alida Vaessen
PAGE REFERENCE: PGTG Pg# - 48,

NAME: Alitarc
PAGE REFERENCE: TSB Pg# - 20,

NAME: Allitur (Alia)
PAGE REFERENCE: PGTG Pg# - 20
TSB Pg# - 32

NAME: Almor
PAGE REFERENCE: PGTG Pg# - 6,10,12,22
TAB Pg# - 5,17,19,24,27,30,69,71,89,92
TSB Pg# - 5

NAME: Almorian
PAGE REFERENCE: TAB Pg# - 24,27,30
TSB Pg# - 34

NAME: Alocotla (Alacotla)
PAGE REFERENCE: TSB Pg# - 44,46-49,53-56,Map

NAME: Alocotlan
PAGE REFERENCE: TSB Pg# - 54,

NAME: Alphonse Odealle
PAGE REFERENCE: TAB Pg# - 90,

NAME: Alsi Sventis
PAGE REFERENCE: TAB Pg# - 119,

NAME: Alsvid
PAGE REFERENCE: ATG Pg# - 54,

NAME: Alzahim
PAGE REFERENCE: TAB Pg# - 105,

NAME: Amedi (Amedian)
PAGE REFERENCE: TSB Pg# - 10,62-64

NAME: Amedio Jungle
PAGE REFERENCE: PGTG Pg# - 3,7,8,10,34,36,40,45,46
TAB Pg# - 2,12,14,18,19,25,32,34,38,
TSB Pg# - 1,4,6,7,9,10,12,16,20,22-24,29,36,37,45,47,48, 62-71,77,86,89,Map

NAME: An Inspection of the Nature of Oerth
PAGE REFERENCE: TAB Pg# - 12,

NAME: Anatal
PAGE REFERENCE: TSB Pg# - 47,48,50,56,Map

NAME: Anatali
PAGE REFERENCE: TSB Pg# - 56,

NAME: Andrade Mirrius (Aros Mander)
PAGE REFERENCE: TAB Pg# - 91,103,108

NAME: Aneku River
PAGE REFERENCE: TSB Pg# - 68,Map

NAME: Anesh
PAGE REFERENCE: TSB Pg# - 60,61

NAME: Anfaren Silverbow
PAGE REFERENCE: PGTG Pg# - 24

NAME: Ankheg
PAGE REFERENCE: COLTM Pg# - 16
TSB Pg# - 59,75,76
TSC Pg# - IC,

NAME: Anmo River
PAGE REFERENCE: TSB Pg# - 57,Map

NAME: Ant, Giant
PAGE REFERENCE: COLTM Pg# - 3
TSB Pg# - 59,69

NAME: Anton Palmirian(Sir)
PAGE REFERENCE: TAB Pg# - 64,
TD Pg# - 23

NAME: Aodis
PAGE REFERENCE: TAB Pg# - 89,

NAME: Ape, Carniverous
PAGE REFERENCE: ATG Pg# - 13,92,
TSB Pg# - 59,69

NAME: Apocatequil
PAGE REFERENCE: TSB Pg# - 64,

NAME: Apothecaries & Herbalists, Guild of, (City of Greyhawk)
PAGE REFERENCE: PGTG Pg# - 29

NAME: Apparition
PAGE REFERENCE: RTO8 Pg# - 39,40,

NAME: Arakay
PAGE REFERENCE: TSB Pg# - 50,

NAME: Arakosh Headcleaver
PAGE REFERENCE: PGTG Pg# - 48,

NAME: Archael Hamalen
PAGE REFERENCE: TAB Pg# - 77,

NAME: Archbold III
PAGE REFERENCE: PGTG Pg# - 25
RTO8 Pg# - 59,
TAB Pg# - 30,

NAME: Architects & Stonemasons, Guild of, (City of Greyhawk)
PAGE REFERENCE: PGTG Pg# - 29,33
TAB Pg# - 69,112,114

NAME: Architects & Stonemasons, Guild of, (City of Greyhawk)
PAGE REFERENCE: TAB Pg# - 112,121

NAME: Are you athought?
PAGE REFERENCE: PGTG Pg# - 49

NAME: Arentol
PAGE REFERENCE: TAB Pg# - 62,

NAME: Arinohal
PAGE REFERENCE: TSB Pg# - 19,

NAME: Arkalan Sammal(of Ket)
PAGE REFERENCE: TAB Pg# - 97,

NAME: Arkandy Benris
PAGE REFERENCE: TAB Pg# - 107,108

NAME: Arm of Nerull
PAGE REFERENCE: TSC Pg# - 6,47,

NAME: Arman, Lord
PAGE REFERENCE: ATG Pg# - 44,46,

NAME: Arnoth Sudheim
PAGE REFERENCE: TSC Pg# - 6,7

NAME: Aroks Landing
PAGE REFERENCE: TSB Pg# - IC,

NAME: Artisan Quarter (City of Greyhawk)
PAGE REFERENCE: PGTG Pg# - 29,33
TAB Pg# - 50,67,69,71,78,82,95,98,111,114,115,123,

NAME: Artisan Quarter City Watch Sation (City of Greyhawk)
PAGE REFERENCE: TAB Pg# - 112,

NAME: Ashaam
PAGE REFERENCE: ATG Pg# - 45,46,63,

NAME: Asicur
PAGE REFERENCE: TD Pg# - 41,42,

NAME: Asp
PAGE REFERENCE: ATG Pg# - 30,

NAME: Asperdi Duxchan
PAGE REFERENCE: PGTG Pg# - 7
TAB Pg# - 29

NAME: Assassins, Guild of, (City of Greyhawk)
PAGE REFERENCE: PGTG Pg# - 29,30,59
TAB Pg# - 34,40,41,44,57,60,62,63,68,69,73,99,101,116,120, 124,126,127

NAME: Assassins End (City of Greyhawk)
PAGE REFERENCE: PGTG Pg# - 33,
TAB Pg# - 125,126

NAME: Astral Plane
PAGE REFERENCE: PGTG Pg# - 19,
TSC Pg# - 38,39,41,43-45,

NAME: Ataman
PAGE REFERENCE: TAB Pg# - 23

NAME: Athania
PAGE REFERENCE: TSB Pg# - 27,

NAME: Athans ( The Skullstomper)
PAGE REFERENCE: ATG Pg# - 49,

NAME: Atikula River
PAGE REFERENCE: TSB Pg# - 68,Map,

NAME: Atroa
PAGE REFERENCE: PGTG Pg# - 14,20
TAB Pg# - 42

NAME: Atroas Laugh
PAGE REFERENCE: PGTG Pg# - 8,

NAME: Aurumvorax
PAGE REFERENCE: TSB Pg# - 27,

NAME: Aval Ren
PAGE REFERENCE: TSB Pg# - 28,

NAME: Avali Swamp
PAGE REFERENCE: TSB Pg# - 57,Map,

NAME: Axel Tharnhew
PAGE REFERENCE: TAB Pg# - 119,

NAME: Axuxal, Isles of
PAGE REFERENCE: TSB Pg# - 67,68,Map,

NAME: Axuxal (People)
PAGE REFERENCE: TSB Pg# - 68,

NAME: Azak-Zil, Pits of
PAGE REFERENCE: COLTM Pg# - IC,30,
TAB Pg# - 3,
TSC Pg# - IC,

NAME: Azeil, Castle
PAGE REFERENCE: ATG Pg# - 1,45,63,

NAME: Azeil, Clan
PAGE REFERENCE: ATG Pg# - 1,2,44,45,62,63,

NAME: Azteotl Hills
PAGE REFERENCE: TSB Pg# - 56,59,61,Map,

NAME: Azure Sea
PAGE REFERENCE: PGTG Pg# - 5,7,22
TAB Pg# - 5,11,18,29,30,33,34,54,62
TD Pg# - 46,
TSB Pg# - 27,29,30,63,Map,
TSC Pg# - IC,

Thursday, February 19, 2009

Re: WG, Iggwilv, FAQ, and Arneson

Date sent: Thu, 25 Sep 1997 22:10:15 -0700
Send reply to: The GREYtalk Discussion List GREYTALK@MITMVA.MIT.EDU
From: Keith Smith KeithASmith@WORLDNET.ATT.NET
Subject: Re: [GREYTALK] WG, Iggwilv, FAQ, and Arneson
To: GREYTALK@MITVMA.MIT.EDU

Maybe the reason mage’s can use wands is so that in the thick of battle it’s usually easier to discharge a wand then cast a spell. Plus allowing the mage to cast many more of them then he can memorize. Depending on the charges, of course!

Keith

>From: SCOTT CASPER casper@EMAIL.DOM.EDU
>To: GREYTALK@MITVMA.MIT.EDU
>Subject: [GREYTALK] WG, Iggwilv, FAQ, and Arneson
>Date: Thursday, September 25, 1997 3:40 PM
>
>I’ve got a few quickies this time.
>
>The Village of Hommlett may never have carried the WG1 label, but it
>certainly deserved to. No other of those early modules gave you such
>a glimpse of everyday life in the campaign world. Of course, we
>didn’t all appreciate it when we were kids. I can recall a certain
>player giving the game a poor review because “there’s nothing but
>farmers in it to kill.”
>
>Paul J. Stromberg has enlightened us to GREYHAWK’s most carefully
>guarded secret, only hinted at in the 1978 printing of Lost Caverns.
>Iggwilv is a CROSS-DRESSER! Now that’s something Forgotten Realms
>doesn’t have yet. Still, was that really worth $142? Hmm…
>
>I don’t care for the FAQ, or at least the biased criticism that
>Gargoyles and Child’s Play receive there. They are fun adventures,
>and maybe some people should try playing them instead of flaming
>them. Anyway, I just feel the FAQ should be more objective.
>
>Gary Gygax wrote that firearms and wands for fighters were added
>to the old Chainmail and Greyhawk supplements because Dave Arneson
>insisted on them. I’d say Arneson was right on the money. I’ve
>always argued for firearms in previous posts, but it also never made
>a lot of sense to me that only magic-users could use most wands.
>Wands are just “magic batteries” that discharge an effect on command;
>it shouldn’t require years of training to do that. Plus, magic-users
>are the least likely to need them, because they can already memorize
>the spells. I can kind of see a game balance reason behind the wand
>restriction, but does anyone have a “logical” reasoning for this?
>
>Scott “Volstagg” Casper
>
>Currently revising the Monster Manual. Got as far as C.

Wednesday, December 10, 2008

Greyhawk Ruins (long)

Date: Thu, 21 Nov 1996 10:41:46 -0500
From: Joseph Bloch Josephus@CYBERNEX.NET
Subject: Greyhawk Ruins (long)
To: GREYTALK@MITVMA.MIT.EDU

Here is the text of a letter I received from Blake Mobley and Timothy Brown (designers of the Greyhawk Ruins module) dated September 1990. I thought everyone on the list might find it interesting it adds a few details and touches on some of the topics we've been discussing here lately. It is an answer to a series of questions concerning the module I had asked (I don't think it's necessary to reprint my letter,
you can figure out what the questions were from their answers). Enjoy!

Greyhawk Ruins was designed at the request of Jim Ward who was one of the original players in Gary's "original" Greyhawk Castle module. Thus, it has been designed to match this original concept as close as
was feasible. The module "Castle Greyhawk" was a satire done on Gary's original castle and is not intended to be taken seriously (unlike the Ruins). In fact, many of us at TSR consider it to be more of a comic module (one to be read for laughs, but not to play in). Some of the elements you mention that we left out, were intentionally left out as they had no place in the original dungeon, but were added by other people or mentioned in conjunction with Greyhawk Castle just because it was a well known castle that had not been detailed. As you probably know, the original Castle Greyhawk was reported to have over 200 levels in it. It was also constantly changing due to cave-ins and magical factors. Therefore, some of the items you mention have changed location, are not now discernable, or have been sealed off in a section of the dungeon which we did not detail.
The golden man (who was originally a wandering monster illusion in Gary's campaign) was not placed specifically in the dungeon, we decided that the illusion had ceased to exist at this point. If you wish to keep it, have the diamond golem in Z402 control it. Do remember, that we are detailing the dungeon several hundred years after most of these details you are speaking of originally existed. If I remember correctly, the Great Enigma was a giant 3D head which would turn those who messed with it into warts upon its face. I do know that in Gary's castle, it was on an extremely deep level, and we decided not to include it. However, if you wish to use it, I would place it in room P715 and incorporate it into the gargoyle chair there. Of course the real enigma or puzzle about Greyhawk Ruins is that the obelisk at P813 is not the great secret, but rather the Stone in P715. Finally, the great Central Shaft has now been disrupted. It was once a great shaft which connected all of the open spiral stairways running from P300 to P800 together. However, this shaft is now fragmented and will not be apparent to anyone.
In Isle of the Ape, Tenser speaks of descending the shaft and finding natural caverns, then entering a tunnel which led to the isle. Once P800 was nothing but caverns, however, now it has been partially worked into smooth areas. In any event, the tunnel to the Isle of the Ape was once the hallway at P826. because that module is no longer in stock at TSR, we couldn’t refer to it directly. During play in the ruins, we decided that the tunnel was closed ad thus acted like a time tunnel. We had similar restrictions concerning Beyond the Magic Mirror and Dungeonland. However, we kept these portals open. The entrance to Beyond the Magic Mirror is at Z632. The entrance to Dungeonland is at P833. Of course the entrance to Zagig’s demi-plane (as well as the other ring of five members) is also on this level at P834. Finally, entrance to a realm of horror was once on this level (we have now made it Ravenloft), but it is at P824. Your reference to the Gord the Rogue books has me puzzled. I do not recall any mention of Greyhawk Castle other than the castle in Greyhawk City. However, I will take your word for it and must admit that we overlooked this tie-in.
You are correct about Z405 [that it was the place where the 9 demigods were captured]. Furthermore, note the elements of P900 for more information about the capturing process. As far as the rest of the nine trapped gods goes, that information has been strictly guarded so that we may use it in the future as need arises. Graz’zt has since escaped, and thus we didn’t put him in the castle. However, the relief face he was kept in was originally at P207 as a cruel joke and form of torture by Zagig (trapping a demon in a clown’s face is rather severe). The statue of Boccob at P209 was assigned to guard him. His evilness still influences much of the magic of this level (as you will note by reading it). However, we did not refer to Graz’zt himself due to TSR’s current policy on Demons.

Well, that’s it! Some interesting tidbits, I thought.

Joe Bloch

Tuesday, November 25, 2008

Re: really old greyhawk stuff

Subject: Re: [GREYTALK] really old greyhawk stuff
Date: Wed, 24 Mar 1999 18:03:41 EST
From: "Rip Van Wormer"
Reply-To: The GREYtalk Discussion List

In a message dated 3/24/99 4:12:07 PM Eastern Standard Time, BlakeD@waiariki.ac.nz writes:

> Does anyone out there have access to the Da series of modules?
>
> City of Blackmoor
> City of the Gods
> Duchy of Ten
> Temple of the Frog
> Adventures in Blackmoor?

City of Blackmoor was never released. I've seen City of the Gods, but didn't buy it. I do own Adventures in Blackmoor, and you can't have it. See this website, and download the file there, for basically everything known about Blackmoor: http://home.earthlink.net/~zimriel/Blackmoor/

Dave Arneson's website is at
http://www.geocities.com/~blackmoor1/
It has the original Blackmoor campaign map on it, which is about the same as the one in DA1.

Regardless, none of the above really qualifies as "really old greyhawk stuff," as by this time Blackmoor had become a completely independent world. Actually (this is how I understand it), it started out that way and was fitted into Lake Geneva's fantasy campaign when Dave Arneson came into contact with them, and from there it became part of Greyhawk. Much later, a few Blackmoor modules came out with the setting retrofitted into the distant past of the D&D default Known World setting (later Mystara).

Regardless, the modules don't have anything to do with Oerth. The City of the Gods module could probably be used to flesh out the rumored site of that name in the Flanaess' Blackmoor, but I personally thought I could do better (the items of technology from that module are available for download on the TSR website, in the Mystara section). I would instead look at the article in the latest Dragon (Mage vs. Machine), the Gamma World and Rifts games, the story about the City of the Gods in the Oerth Journal, and maybe even the Netheril boxed set.

That's not to say that the Blackmoor of Adventures in Blackmoor isn't anything like its namesake in the Flanaess. They are shaped somewhat similarly. Sort of. If you squint. And you ignore everything to the south. Ten isn't anything like Tenh, however, nor is it in anything close to an equivalent position.

This should be in the frequently asked questions file for this listserv, shouldn't it?

Friday, November 14, 2008

Re: Error in the Star Cairns module??

Subject: Re: [GREYTALK] Error in the Star Cairns module??
Date: Tue, 30 Mar 1999 17:07:33 EST
From: Erik Mona
Reply-To: The GREYtalk Discussion List

In a message dated 3/30/99 1:10:00 PM Central Standard Time, skreyn@WIZARDS.COM writes:

<< Erik Mona has a differing opinion on what the actual location is, and given his explanation, I'm inclined to believe him. Erik?
>>

The Pits of Azak-Zil, as described on pages 91-92 of the Greyhawk Adventures hardback, seems to be located not northwest of Ul-Bakak (as in the Player's Guide and Rary maps), or southwest of Felnarix (as in the Star Cairns map), but much further southeast, where the Abbor-Alz hills abut the Nesser, just west of the Gnatmarsh.

Several hints in the text reveal the new, correct, location. "Longsight's calculations showed a landing along the eastern wing of the Abbor-Alz, between the Bright Desert and the Nesser River." Note that this is a pretty precise location, since it pins it down to a handful of hexes on the Darlene map. Later, we learn that "[Parties sent from] Nyrond and Urnst were unexpectedly impeded by the inhabitants of Celadon Forest," an occurrence that makes no sense with either of the incorrect locales.

Pont Sandmorg of Narwell is the last person to have seen the pits. He placed their location "about a hundred or more miles inland," on a mesa facing the desert. My best guess would be to put the Pits in the hex just right of the "T" in the word "Desert" in the Bright Desert, probably near the top. Zarak, then, would abut the water just southwest of there, perhaps taking advantage of the lowlands (shaded a sort of pink on the map).

--Erik Mona
Philosopher Prince of St. Anthony, MN

Re: Axe of the Dwarvish Lords

Date: Thu, 29 Apr 99 13:46PM PDT
From: Thom Denholm Add To Address Book Add To Junk Mail
To: GREYTALK@MITVMA.MIT.EDU

I'll second Samwise's estimation.
I especially love the "full color map book -- way to go Todd, Dennis and Rob!

Appendix 2 contains suggested locations in Forgotten Realms, Greyhawk, Birthright, Planescape, Mystara, Al-Quadim, and Red Steel for the main adventure settings, the city of Oredeep and the abandoned stronghold of Radruundar.

Quoting the Greyhawk section (hey, somebody was bound to...)

" Within the Flanaess, the area near the city of Haverhill in the Principality of Ulek (or Haverhill itself) will do nicely for the city of Oredeep. In the postwar Flanaess, Haverhill/Oredeep will be an armed camp watching for invasion from the Pomarj, and the goblin army in Chapter 3 will come from the Pomarj.

Radruundar is best located far north of Ulek, somewhere in the Yatil Mountains northwest of Exag. The dwarves of the Flanaess have little interest in reclaiming Radruundar, but like the dwarves of the Realms they regard the Axe as a dwarven heirloom not suitable for nondwarven hands. Members of the Circle of Eight will tend to support the dwarves' claim.

A dwarf player character who chooses to reopen Radruundar will have little trouble attracting dwarven retainers to operate the stronghold; however, the action draws unwanted attention from the derro in addition to all the complications noted in the previous section."

Go ahead Samwise, name those artifacts of Pelor for us.

> -----Original Message-----
> From: Samuel Weiss [SMTP:samwise1@EMAIL.MSN.COM]
> Sent: Thursday, April 29, 1999 1:22 P
> To: GREYTALK@MITVMA.MIT.EDU
> Subject: [GREYTALK] Axe of the Dwarvish Lords
>
> As most know, the Axe was originally a GH item.
> Forytnately the adventure has nothing that firmly places it in any
> campaign,
> and can easily be slipped into GH.
> Beyond that, it is pretty damn good. Actually, I'd say it is
> everything
> Dragon Mountain should have been.
> More when I can.
>
> Samwise of Pelor
> What about the artifacts of Pelor?