Showing posts with label dungeon magazine. Show all posts
Showing posts with label dungeon magazine. Show all posts

Wednesday, January 28, 2026

Greyhawkery Comics: Cultists #25

Welcome back fans of Greyhawk! If you've been following the Cultists of Tharizdun strip, you'll know they are currently in the dungeons of Maure Castle featured in the classic module Mordenkainen's Fantastic Adventure (and later Dungeon #112, Maure Castle). Those of you who are familiar with the Maure adventures should know by now what the Cultists will be facing or what they are after. Until then, enjoy!

p.s. yes, the dumb cultist was turned to stone last issue. The smart cultist apparently has scrolls for many situations.


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Wednesday, January 14, 2026

Greyhawkery Comics: Cultists #24

Welcome back Greyhawkers! As I mentioned in the previous comic, (follow the links below to rewind) the Cultists of Tharizdun have decided to take on the infamous WG5: Mordenkainen's Fantastic Adventure (1e)/Dungeon #112 Maure Castle (3.5e). Those of you familiar with this module you will certainly understand what they face. DMs if you don't own these adventures, then get them! Until then remember these comics going forward might be spoilery. You have been warned! Enjoy!


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Sunday, October 22, 2023

Greyhawk City: Champion's Games

Welcome back Greyhawk faithful. On a recent Legends & Lore stream we talked about mercenaries and adventuring parties. One of the things we discussed was the Dungeon #128 adventure from Age of Worms titled The Champion's Belt by Tito Leati. In this chapter, as the PCs search for answers involving a retired gladiator named Loris Raknian, they must enter a gladiatorial event hosted by the "Free City" Arena where groups of compete for the coveted Champion's Belt. The meta plot involving a cult of Kyuss aside, I love the idea of an annual Champions Games held in the City of Greyhawk. I highly recommend this issue for anyone running an urban campaign. In the Champion's Belt, there is a huge list of NPC "gladiator" groups (these are not traditional gladiators, they seem more like rival adventuring groups), some detailed as opponents for the PCs, but most are left for DMs to flesh out. The focus of this post is to show the brief descriptive backgrounds I gave these Champion's Belt teams for my own Age of Worms campaign. But first here is some background rules on the Champion's Games. Enjoy!

"The Champion's Games is a five-day-long gladiatorial tournament that takes place annually in the Free City Arena. The games themselves consist of a massive four-round elimination event, interspersed with spectacle fights that pit gladiators against exotic monsters and other unique foes. A single team can consist of no more than eight members. Familiars do not count as members, but larger animal companions, mounts, and cohorts do. Finally, each team of gladiators must identify itself with a name and designate a leader."
  • The tournament is fought in four successive rounds of elimination. The first round consists of six battles of free-for-all combat between four teams (24 teams total). The six winners of the first round of battles are paired off into three team-versus-team battles. The next round, two of the three remaining teams fight each other, while the third team fights a special exotic monster. The final round is a face-to-face battle between the two remaining teams. The winners of each round is awarded a generous prize (trophy plus 2000-10,000 gp). The winner of the Champion's Games wins the right to wear the Champion's Belt (worth 2000 gp) for a year, along with a cash payout of 20,000 gp.
  • All battles are potentially lethal, but a gladiator always has the option of surrender. To surrender, a gladiator must drop his weapons, kneel, and hold both hands in the air. A gladiator who attacks a surrendering foe is disqualified (and likely arrested for assault or murder). A gladiator who surrenders and then attacks anothr foe is also disqualified.
  • Gladiators that can fly or levitate may do so up to a height of 40 feet. A gladiator that flues any higher is disqualified. Burrowing into the arena's floor is forbidden.
  • A match persists until one team is victorious, either through the death or the surrender of all opposing teams.
  • Winning gladiators have no right to the spoils of the fallen. A defeated foe keeps his gear, or in the case of death, ownership of gear reverts to his team.
  • Any tactic that endangers spectators is grounds for immediate disqualification and possible legal action.
  • A disqualified gladiator must cease fighting at once and must move to the edge of the field of battle. Failure to comply results in the disqualification of the entire team. Once a gladiator is disqualified, he may no longer take part in any remaining battles.
The Competition:
These teams are given a short description by me, and are open to further development by a DM. The module does give an "Encounter Level" for each NPC team which helps. Teams marked with an asterisk are fully detailed in Dungeon #128.

Arcane Auriga* EL 10 
4 elven female archers, exiles from Celene. Led by Rennida Auriga (arcane archer), her daughter Krinasa and two cousins, Eelyssa and Anetah.

Auric's Warband* (defending champion) EL 12
Auric (F10), Khellek (W10) and 3 controlled flesh golems.

Badlands Revenge* EL 9
3 gnoll warriors led by a human druid/barbarian named Joren and his dire badger companion.

Chuko's Ravens EL 7
3 kenku rogues led by a druid named Chuko.

Draconic Brood EL 11
4 half-dragon adventurers (or dragonborn if 5E) including a pseudo-dragon familiar.

Drunken Devilry EL 6
6 drunken students from the fraternal Gnarly House in Greyhawk City.

Final Phoenix EL 7
4 mounted lancers from the Bright Lands.

Guttuggers EL 8
4 half-orc mercenary veterans from Greyhawk City.

Iron (Cairn) Hill Monkeys EL 5
3 monks from Twilight Monastery

Night Owls EL 4
2 rogue knife-fighters from Dyvers.

One of Us EL 4
3 human adventurers (triplets) form the Duchy of Urnst. Might be dopplegangers?

Pitch Blade* EL 12
2 dwarven killers (barb 10) named Drusfan and Pharbol.

Rauth's Dragoons EL 6
4 veteran mercenary cavalry from Perrenland managed by Captain Rauth.

Sapphire Squad* 
EL 9
2 mercenary mounted archers led a jann swashbuckler named Korush.

Snow Leopards EL 9
A half-elf mage and a half-elf ranger with two leopard animal companions from the Lortmils .

Teeth of Kord EL 5
3 clerics led by specialty priest of Kord from Rhizia.

The Crazy Eight EL 6
8 minor gladiators from the Pit in the Foreign Quarter.

The Fisthammers EL 8
4 dwarven warriors from Karakast.

The Gravediggers EL 8
3 of the meanest members of the Gravedigger Union in GHC.

The Skull of Murq EL 9
A mysterious wizard and 4 human bodyguards.

The Unhumans EL 7
A half-orc, an ogre, a lizard man, and a bugbear.

The Woodchuckers EL 3
4 spunky gnomes from Grossetgrottel.

Varmint Patrol EL 5
8 halfling slingers from Elmshire.

Wednesday, September 27, 2023

Aerial Items of Greyhawk

Welcome again Greyhawk enthusiasts! I recently had a fun discussion on Legends & Lore stream about aerial related things in Greyhawk (or D&D in general). After talking about cloud castles, playable flying races and our rules preferences for flight, I had some left-over material about magic items related to flying. Let's have a look. Enjoy!

Wings of Flying (DMG) The prototypical D&D flying magic item. This cape flies for a couple hours per day and can carry 500 lbs weight!

Wings of the Rakers (Greyhawk Adventure) This is one of the first items I think of when it comes to flight thanks to the good ol' Greyhawk Adventures hardback source book. This white cloak was made by a wizard who was friends of the aarakocra of the Rakers. It acts like normal wings of flying, except the wearer appears to have sea gull wings. The Wings also allow the user to speak and understand aarakocra language and to dive attack like a member of that race. Love that flavor!

Winged Boots (Unearthed Arcana) This item was always a player favorite in my campaigns. Little wings sprout from your heel (kind of like Hermes) and they impart the ability to fly for 2 hrs without concentration. They come in four different speed and maneuverability types as well.

Cloak of the Bat (Unearthed Arcana) Another fun piece of apparel. This one works in darkness making the wearer virtually invisible and allows you to hang upside down like a bat! In darkness the wearer can fly of course or polymorph into a regular bat! This makes a pretty good villain item and can trick players into thinking they're a vampire!

Cloak of the Couatl (The Scarlet Brotherhood) A bat not good enough for you? Okay try this feathered cloak from Hepmonaland and Amedio. Wings spread out from the wearer and allow flight for two hours. The cloak also can make its wearer invisible while flying but it cuts the time in half. Now if this cloak turned its owner into a couatl it'd be amazing, but alas it's not that powerful.

Gargoyle Cloak (Temple of Elemental Evil) I guess while I'm talking about cloaks that give the user flight, I'll mention this one. This time the cloak does polymorph the wearer. As a gargoyle, the wearer has all the abilities of this creature, including flight, but each turn (10 minute) there is a cumulative chance your mind is permanently changed into a gargoyle's. Not cool!

Broom of Flying (DMG) Back in the day, I would have never handed one of these out in my games. However, since the popularity of Harry Potter, I'm rethinking this item's usefulness. It allows unlimited fly power. Carries just 200 lbs though, so yeah not for the armored fighter. Neat part is you can call it to your hand from 300 yds out. That could lead to some fun escape scenarios!

Book of the Griffon (From the Ashes) This magic tome is intentionally left for the DM to tailor for their campaign, but its suggested powers are: summon a group of "magical" griffons once a day. Charm natural griffons, plus spells of flight, elemental air and magical mounts. The book has a price tag of 60,000+ gp so this is a nice diamond in the rough.

Ring of the Wind Dukes (Dungeon #129) This ring comes from the Age of Worms adventure A Gathering of Winds. As expected, this ring belonged to one of the Wind Dukes of Aaqa from Greyhawk prehistory. Among its aerial powers are an immunity to strong winds and the ability to charm monster on Air subtype creatures, so it opens the possibility of riding an aerial mount. Its other offensive powers make this nearly artifact level in rarity. Check out this issue!

Ring of Elemental Metamorphosis (Tome of Magic) Hey speaking of wind themed rings, this item (in our case Air type) can polymorph the wearer into an elemental once a day. As you would expect the wearer gets the form and physical abilities and defenses of an air elemental (so flight). It doesn't screw with the wearer's mind luckily!

Ring of Elemental Command (DMG) Possibly better than the previous rings, the Air subtype here has loads of powers. Among them is communication with elementals, the fly spell, invisibility and control winds

Flying Carpets (DMG) Probably my favorite aerial themed magic item of all time. I mean who didn't grow up with stories of Aladdin on his flying carpet? In Greyhawk, Mordy and company ride one in Mordenkainen's Fantastic Adventure. In the DMG, they come in four various sizes and speeds. The smaller the carpet, the faster it is, but it also carries less weight. For a fun idea, I once created a flying carpet that also teleported randomly when fed expensive gems.  

Ebony Fly (DMG) Figurines of Wondrous Power are classic magic items. The ebony fly however is one I don't think I ever used. It grows to the size of a pony, flies for 12 hours straight and can carry up to 350 lbs. Seeing a hero riding on a giant house fly would be quite a sight! 

Bronze Griffon (3.0 DMG) This is a new type of figurine found in 3rd edition. Naturally it grows into a magical griffon that can be rode for 6 hours at a time, twice a week.

Saddle of Flying (Tome of Magic) Okay I knew this item had to exist and I finally found it. When secured to a horse, this saddle causes the mount to sprout wings and the ability to fly at its normal movement rate for one hour per day. Not bad if you're a paladin or cavalier who wants to ride a cheap Pegasus into combat!

Coruskian Stone (Greyhawk Adventures) Another hidden gem from GHA. This greenish stone set in a gold necklace gives the wearer the ability to charm griffons into being aerial mounts. The stone however does not impart any special skill in riding griffons, so combat will be dicey. 

Headband of the Corusk Mountains (Greyhawk Adventures) Okay one more from GHA, this one is even better. There is something about the Thillonrian Peninsula that screams the need for flying items, I guess. This headband is fun, because it's made from the skull of a white dragon! Its purpose is to charm white dragons into being a mount and yes, the item imparts the ability to ride aerial creatures.  What's more, the headband makes the wearer immune to cold attacks. Very cool!

Wednesday, August 30, 2023

Greyhawk A-Z: Named Fiends

Welcome again Greyfolk! I got another fun A-Z list coming at you! Some of my previous alphabetical lists of peopleplaces, deities, and most recently magic items, can be found on the Best of Greyhawkery Page. This time around I will try my hand at discussing named fiends (demons or devils) from the many editions of D&D. Fiends of the lower planes have always been an integral part of Greyhawk lore from the very beginning. I am quite sure there will be no ill side effects by listing all these evil beings, I mean it worked for Iggwilv in her Demonomicon right? Enjoy!

Arendagrost: (Dragon #290) Right off the bat I'm throwing out an obscure fiend. Arendagrost, the Maw of the Abyss, is the three headed, draconic offspring of Demogorgon and Malcanthet the Queen of Succubi. Arendagrost's significance is it was summoned as a byproduct of Lord Kargoth's betrayal of the Knight Protectors and the resulting creation of the death knights. While Arendagrost was sent back to the abyss by the forces of good, it waits to cause more carnage in the future.

Baphomet: (MM2) Now this is more like it, the Prince of Beasts. Good ol' Baphomet rules abyssal layer #600, the Endless Maze. Baphomet is one of those demons extracted from real world mythology though in D&D lore he is the patron of minotaurs as you'd expect. As a bonus tidbit, I wrote the Minotaur Mask of the Ulsprues with Baphomet in mind.

Charon:
(MM2) Another outlier on this list, Charon is obviously the famous skeletal boatman of the Styx from Greek myth. This doesn't change in D&D except he is a unique daemon (I believe yugoloth in 2E parlance) whose duty is to transport beings on the same river Styx that connects all the Lower Planes. What's fun is that Charon has his own look-alike daemon servants called Charonadaemons who also runs skiffs because I suppose the high demand for ferry services in the afterlife?

Dagon: (Dragon #349) You thought I might go Demogorgon here, eh? Too easy. The Prince of the Depths. Dagon is a classic baddy who lurks in layer #89 The Shadowsea. I like Dagon because he is an ancient evil (obyrith) from real world myth and is well-known in other fantasy lit (Cthulhu, Conan).

Ereshkigal: (MM2) Surprisingly not much going on in the E department so I'll punt. This female demon lord somehow has evaded detail in D&D, but Gygax definitely lifted the name from Sumerian myth. Ereshkigal is one of many gods of the underworld, and in these myths, she is married to another "fiend" on this list (see below).

Fraz-Urb'luu: (MM2) Fraz, the Prince of Deception comes from abyss layer #176, Hollow's Heart. He is quite familiar in Greyhawk lore, like Zagig Yragerne once trapped Fraz as a trial run for capturing real gods. One you may not know is Fraz-Urb'luu once had a side gig as drummer on the Graz'zt Show.

Gargoth:
(Dragon #91) Nope, not going to do Graz'zt either, too over-exposed in Greyhawk. Let me show you an arch-devil you can use in your campaign! The Lord Who Watches, Gargoth was once only second to Asmodeus in the Nine Hells but now he wanders the Prime Material Plane on his own terms! If you want to read more about what Gargoth is up to and what this devil can do, check out Nine Hells Revisited in Dragon #91 by Ed Greenwood. I also hear a rumor "Gargauth" is dabbling in godhood in the Realms...

Hutijin: (MM2) This Duke of Hell is found in the 8th layer of Hell, Caina serving his master Mephistopheles. He looks like a pit fiend which is by design because he personally leads two companies of pit fiends. Though I couldn't find it in writing, the best I could find online is that there are 333 devils in a company. An army of 666 pit fiends sounds pretty epic!

Ilsidahur: (Dungeon #10) I had to dig deep for this demon. The Howling King is from the adventure "The Shrine of Ilsidahur". From layer #99 The Guttering Grove, he is a giant ape with ram horns who is the patron of bar-lguras. This module might be worth looking into!

Juiblex: (MM1) Yes of course I have to mention the Faceless Lord here. This famous ooze demon lord is from layer #222, Shedakalah which he shares with another featured fiend on this list (see below). Little known fact, Juiblex loves stand-up comedy.

Kostchtchie:
(MM2) I would've gone with Kerzit on this letter, but Kosty will forever be a favorite thanks to the classic cover of Dragon #119 (left). The aptly named Prince of Wrath rules layer #23 The Iron Wastes. According to his background, Baba Yaga had a hand in his ascension to demon lord status which is fitting because both are based on Russian folklore.

Lolth: (D&DG) Everyone and their cousin knows Lolth, Demon Queen of Spiders who runs abyss layer #66 the Demonweb Pits. No demon lord or duke of hell has probably influenced Greyhawk or D&D for that matter, more than Lolth. I mention her nonhuman entry in Deities & Demigods, but I also first saw her evil glory in Fiend Folio.

The Malgoth: (Dungeon #117) You're probably wondering, what, no Mephistopheles? No Malcanthet? Well folks this is a sleeper pick, check out the Dungeon module, Touch of the Abyss by Greg Vaughan. The Malgoth was once an ancient obyrith that was so awful he was destroyed by an alliance of demon princes (sorta like Tharizdun level badness). His evil was so great that his essence continued to linger invisibly over the aeons, until Lolth unsuccessfully tried to take the city of Istivin into the abyss. This brief overlap allowed the Malgoth to enter Oerth, where he can now possess a single creature, becoming his "voice." It's an insidious demon, and one helluva module.

Nergal: (Dragon #75) This "devil" is intriguing. The Bringer of Pestilence and Fever is an exiled Duke of Hell, one of the "Rabble of Devilkin" who roam Avernus looking to regain his status. That's cool and all but I know a more prominent Nergal from the original Deities & Demigods where he is an underworld god of the Babylonian pantheon (and according to myth is married to Ereshkigal). My favorite however is Nergal the pestilent Chaos god from Warhammer fantasy lore. All in all, there is probably a lot of crossover in these Nergals.

Orcus:
(MM1) No brainer on this letter. Orcus, ruler of layer #113 Thanatos, is the classic Prince of the Undead and wielder of the iconic artifact, the Wand of Orcus. Orcus has featured heavily in D&D and Greyhawk lore, though in my opinion he's best known for his efforts to become a true god in the Planescape module Dead Gods

Pazuzu: (MM2) AKA Pazrael from Iuz the Evil, this demon lord is well known in Greyhawk lore. The Prince of the Lower Aerial Kingdoms is unique in that he rules the skies of all, I repeat ALL the skies in the 666 layers of the Abyss. Pazuzu's main enemy is Graz'zt yet he makes deals on Oerth with the Dark Prince's demigod son Iuz. Like any good demon lord, ol Paz' cannot be trusted!

Queen of Chaos: (Rod of Seven Parts) Thank goodness for the Queen on this letter. She is the elder evil ruler of all abyssdom before Demogorgon. She is so old in fact she has no name except "Queen of Chaos." The Queen was the demon lord who was infamously defeated by the lawful Wind Dukes of Aaqa at the Battle of Pesh. The Queen now lurks in defeat on level #14, the Steaming Fens. 

Rhyxali: (Fiendish Codex I) Quick question, would Raxivort count as a fiend since he spent so much time serving Graz'zt before becoming god of xvarts? At any rate speaking of Graz, Rhyxali the Queen of the Shadow Demons is his sister! Allegedly. Rhyx resembles Graz'zt though, six fingers and all that. There isn't much on her, but she rules layer #49 Shaddonon where all shadow demons originate. Cool!

Shami-Amourae: (Dungeon #148) The Lady of Delights. She is a rival of Malcanthet whom was once the consort of Demogorgon. Shami however was imprisoned in abyss layer #73 The Well of Darkness. She appears in the adventure path Savage Tide because she knows intimate information about the Prince of Demons. Oh my!

Titivilius:
(MM2) I'm picking Titivilus because the wily ambassador/messenger of arch-devil Dispater looks fun to use in a roleplay sense. This goat-legged devil is wicked because he can spew the most corrupted twisted words and causes fear and confusion like no other. Fiends even hate talking to him!

Ugudenk: (Dragon #333) The Squirming King is an obyrith demon rules that layer #177 the Writhing Realm. He is best known for having his wormy creatures burrow into Fraz-Urb'luu's realm while he was imprisoned by Zagyg. Let's leave it at that. Nasty.

Verin: (MM2) Tricky letter. This demon lord is mentioned in Monster Manual 2 but is not given any detail. Later on, Verin would be made the "Voice of Graz'zt", the demon who filled in for his demon prince while he was imprisoned by Iggwilv. I believe this role is synonymous with the demon Vuron from Gygax's Gord novel series. Either way, Verin is a cool customer.

Wejinhastala: (Dragon #357) Okay this is an obscure reference, but W isn't a popular letter with fiends evidently. Wejin is the Tempest, a demon lord from antiquity that allied with several others to take down the Malgoth (see above) before falling into ruin themselves.

Xaxx'aa: (Rary the Traitor) This is a hidden gem. Xaxx is an Ultroloth (the toughest of daemon-kind) who is in the service of Rary the Traitor. Xaxx is in the Bright Desert voluntarily to aid Rary, overseeing the epic teleportation of Rary's tower from Ket to the desert. He has uncertain motivations, perhaps displacing the mage as ruler? Xaxx'aa is not only highly intelligent, but deadly in combat, carrying a sentient sword +3 called Doomcutter whose special purpose is to slay demons and devils. This guy needs to be used more!

Yeenoghu: (MM1) The Demon Prince of Gnolls is well known from early D&D lore. He lives on layer #422 "Yeenoghu's Realm" a barren plane that once belonged to other demon lords. Yeenoghu has many enemies, including Baphomet (see above) who have been scheming over events in Western Oerik

Zuggtmoy: (TOEE) Let's finish this list properly. Zuggtmoy has been featured in adventures and novels from the very beginning of Greyhawk. The Lady of Fungi is of course most famous for her um, association with Iuz, and her role in the classic adventure Temple of Elemental Evil. When not imprisoned, Zuggy lives on abyssal layer #222 Shedakalah along with her slimy friend Juiblex. Spoiler: this realm is where Zuggtmoy hides Iuz's soul object. This fiendish show of devotion reminds me of an old blog post from 2019. Enjoy and until next time!

Friday, August 12, 2022

World of Greyhawk Campaign: Anne Brown 1993

Welcome back Greyhawk mavens! I've been going through my RPG collection recently and trying to decide which stuff I should sell/trade off and which to keep. Needless to say, I'm very attached to my 1E and BECMI D&D stuff. Then my 2E and 3E era stuff is hit or miss. If it's Greyhawk related I keep it naturally. One item I almost put in the sell section was the hardback 1993 TSR Master Catalog. I did a post on this rare find back in 2013 and I just realized while I posted a picture of the World of Greyhawk foreword by Anne Brown, I didn't really talk about the article itself. It's so good, let's just read the entire thing. One more thing, if someone EVER asks you to describe the Greyhawk setting and why you should play it, point them to this article by Anne Brown! Enjoy!

The WORLD OF GREYHAWK campaign 

by Anne Brown 

    "Through clearing smoke and settling dust, refugees and tired soldiers make their way across a scarred landscape. The wars are finally over, and nations struggle to establish borders, alliances, and protective forces. Scarlet Brotherhood spies infiltrate every corner of the land. An undead king's grip tightens on unsuspecting nations. The Circle of Eight, the most famous clique of wizards across the continent, has scattered to the four winds, two of its members dead and one of them turned traitor. 
    What remain are danger, intrigue, and adventure-opportunities and treasures for those intrepid enough to seek them. Spies must be ferreted out, vital supply lines must be kept open, and victims of war crimes and injustice must be rescued. Perpetrators must be made to answer for their evil deeds."

Good intro! This sums up the state of the Flanaess post-Greyhawk Wars and leading into From the Ashes era. Evil is ascendant and the wars while over, are still simmering. Back then we are still a way off from the Return of the Eight, and the reversals of war leading into the Living Greyhawk Gazetteer. Let's continue...

    "The WORLD OF GREYHAWK campaign setting, the oldest world devised or the ADVANCED DUNGEONS & DRAGONS game, is a land of chivalry, valiant knights, heinous villains, and wrongs waiting to be righted. It has stood the test of time as a gaming ground, boasting such adventures as Temple of Elemental Evil, Tomb of Horrors, and Vecna Lives! It provided a starting point for thousands of AD&D game players, young and old.
    The GREYHAWK setting is also home to some of the most famous names in the ADVANCED DUNGEONS & DRAGONS game-Mordenkainen, Bigby, Tenser, Rary, Vecna, Iuz, Zagyg, and more. These heroes and villains have no doubt both saved and threatened the necks of all player characters over the years. Their influence is unmistakable and their absence would be painful."

Greyhawk does benefit from being the innovator. Really the only thing you need to know is classic adventures and famous D&D personages is what separates Greyhawk from all the others. The examples Anne lists are perfect, even Vecna Lives! which is not highly regarded for its quality is now very relevant in 5E. Like she says, the absence of these names associated with their famous spells and magic items is a grave mistake. Greyhawk's influence reverberates through all D&D history. Moving on...

    "The famed City of Greyhawk, described in its own boxed set, is a gaming jewel in its own right. Filled with interesting characters from Mayor Nerof Gasgal (a former member of the thieves' guild) right down to gamblers and street urchins, this bustling metropolis is filled with adventure and intrigue. It boasts a marketplace, gambling house, opera house, museum, wizards' academy, and library. It is a city inhabited by thieves, merchants, wizards of all levels, sewer zombies, and plenty of friendly, ordinary folk.
    Like any civilized continent, Greyhawk is not without its problems. Raiding barbarians, evil necromancers, and the occasional dragon have all beleaguered innocents and adventurers alike. It would be a boring land without interesting villains."

Anne leads into the City of Greyhawk which is literally the center of this great setting. Since the boxed set she mentioned, the city has had timeline updates and additions through the editions. Whatever source you use for the Gem of the Flanaess, the description here holds true. There is more...

"The Winds of War
    In recent years, political frictions built into the campaign world came to a boil. Deceit, treachery, double-dealing, and expansionism desired by greedy leaders all took their toll. Shaky alliances fell and armies mounted by forces of evil besieged coveted lands. Horrible tales of war machines, destructive wizardry, and massive humanoid armies on the march are now told in every inn, tavern, and outpost.
    For two long years, the nations of the Flanaess schemed, murdered, and warred against each other until nearly all sides lay bloodied and beaten: war had exhausted the land and the people. Furyondy, and Iuz ground to a stalemate; Nyrond's vast coffers drained dry and its overtaxed peasants grew rebellious; the Great Kingdom shattered into a swarm of petty landholdings vying for power; Keoland ought invasion on all sides; countless men, dwarves, elves, and orcs marched off to war, never to return; farms stood empty; fields lay fallow... the Flanaess could war no longer.
    The leaders of the fatigued nations finally agreed to a truce-no small undertaking. Each nation sent ambassadors to the Free City of Greyhawk. Six months of strained negotiations commenced, and in the end, came the Day of the Great Signing. Finally, the nations of the Flanaess rested in an uneasy peace. The documents were signed. But across the countryside, the world was far from peaceful."

So again, Anne lets us know war is a major backdrop of the setting. This is another huge selling point for the setting. Only Birthright really goes more into medieval fantasy warfare than Greyhawk does. From its war gaming roots, Gary Gygax's Greyhawk was meant to have this kind of continent-wide conflict. She goes on to name-drop some of the most important kingdoms on the map and finishes with the event that leads to the unfortunate Rary the Traitor. What comes next from Anne Brown?

"After the War
    The GREYHAWK campaign setting now offers more gaming opportunities than ever before. In December 1991. the original boxed set was amended by the Greyhawk Wars boxed set, describing the status of the war and providing a complete wargame, allowing fans of the setting to play out the events of the war.
    In October 1992, the game line was again amended by a boxed set, entitled From the Ashes. This set provides a complete update describing the aftermath of the war, and includes new maps, encounters, and gaming hooks. Countless rumors and whispered tales are included as fuel for the imagination of the DUNGEON MASTER.
    From the Ashes also includes new non-player characters to provide player characters with tour guides and enemies. These folks run the range from law enforcing rangers and patrols to mischievous wizards and fiendish undead creatures. Of course, plenty of friendly natives, grumpy dwarves, and sly elves fill in the gaps.
    The most powerful creatures in the world of GREYHAWK, the gods themselves, are also detailed in this boxed set. Major deities are outlined to provide both players and the DM with just enough to understand their workings but still keep them guessing."

  Anne brings it back to the stuff being sold in the catalog. I would not recommend Greyhawk Wars for a campaign simulation, but it makes for a fun boardgame. Like or not, From the Ashes does indeed build on previous published Greyhawk. The 90's was of course the golden age of prolific author Carl Sargent and sourcebooks like Iuz the Evil, Marklands and the unpublished Ivid the Undying; all would go on to add an abundance of new lore undreamt of during the Gygax era. Let's finish this off...
  
    "The lands of Greyhawk will be recovering from the wars for decades. Certain areas are wild as ever, while some regions, once safe, have fallen under evil influence. Skirting the Scarlet Brotherhood spies, avoiding the eye of Iuz, and eluding Ivid and his undead will make for years of memorable gaming!"

Well said Anne Brown! Built off this momentum in 1993, Greyhawk would go on to have even more 2E updates and adventures, then it was made the core world of 3.5E D&D. This was the peak of the Greyhawk setting; featured by Paizo Publishing in dozens of adventures for Dungeon magazine and was the setting for the unmatched Living Greyhawk campaign where players from all over the world created hundreds more modules for several years. Though the star has faded since then, Greyhawk lore continues to influence modern D&D for all the reasons Anne listed above. If you are just now learning about the World of Greyhawk, the 90's is actually a great place to start because it has all the wondrous simplicity of 80's Greyhawk with a respectable amount of gritty new adventure seeds and you won't get overwhelmed by all the published lore that comes out in the 2000's. Thanks again, Anne for writing this article.  

Wednesday, August 3, 2022

All About Manzorian the Archmage

Hail Greyhawkers! To coincide with a Legends & Lore discussion on Tenser and Mordenkainen, I decided to break out the old Paizo Age of Worms AP and see what was going on in that module with Tenser aka Manzorian. I am still flabbergasted that WotC made Erik Mona and company genericize much of Greyhawk's proper names in this series. Greyhawk was the defacto setting in 3.5 D&D and Paizo made highly detailed conversion articles for Forgotten Realms and Eberron. So....yeah. Anyhow, this post is a look into some of the material written about Manzorian, mainly from The Spire of Long Shadows by Jesse Decker in Dungeon #130. I hope you enjoy my commentary. Let's get into it!

Archmage Manzorian (LG male human wizard 16/archmage 5)

Manzorian is an interesting wizard name that definitely has more of a Greyhawk feel than an Ed Greenwood Realms name. Hm, Manzorian's Floating Disk? If I had never heard of the name Tenser, then Manzorian would be suitable. Also, I noticed the root name "Manz" is found in Living Greyhawk Journal #1 for a Count Ignaz Manz who is a 16th level fighter. Coincidence or some deep lore connection? Even though Jesse Decker wrote the module, I can imagine Erik Mona had a hand in renaming this important NPC.

One more thing, Tenser/Manzorian's level in previous products ranges up to 20th. I see in this timeline he got a bit more experienced. More on that later. Let's look at Manzorian's neighboring village, Magepoint.

"A community shaped and defined by the presence of an archmage, the village of Magepoint offers myriad portals to adventures of surprising breadth and difficulty, a result of the many visitors seeking Manzorian's advice...Magepoint has grown considerably in recent years, its growth spurred by a combination of untapped economic potential, readily available land, and the safety that comes from living within the shadow of Manzorian's power."

"After all but one of his clones were destroyed by a treacherous ally several years ago, the archmage's return to Magepoint has ushered in a time of prosperity for the village."

The latter part is a reference to Rary the Traitor killing Tenser and Otiluke before the Great Signing to end the Greyhawk Wars. Manzorian's return means the events of Age of Worms are chronologically meant to take place after the module Return of the Eight. Get this classic module for more info on Magepoint and the Fortress of Unknown Depths.

"Archmage Manzorian is a tremendously powerful character - in fact he's one of the most powerful NPCs the characters are likely to encounter...Handle him with care. You don't want the PCs to come to depend on him too much, but his presence shouldn't be downplayed."

The module goes to great lengths to show Manzorian is too busy to get directly involved, but the PC's quest is too important to ignore. He has agents and allies who can intercede for him if necessary.

"When the PCs first arrive in Magepoint, Manzorian is not present - he's finishing off important business on another plane. Anyone in town can tell the PCs this..."

"Manzorian returns from his travels to Arcadia..."

What was Manzorian doing in the plane Arcadia following his return from death? Was he getting his memory or abilities restored? Clones are just save-points after all, so he probably missed out on a few years. Since Manzorian is one level higher than Tenser was in RotE maybe he was on a divine quest for more power? The only Greyhawk deity I know who resides in Arcadia is Saint Cuthbert. Hmm. 

Two of the notable Magepoint citizens are long time agents of the archmage, Cymria of Celadon (13th level elven fighter-mage) from the module Vecna Lives! and clerical ally Agath of Thrunch (19th level) from the module Isle of the Ape.

Manzorian's Fortress of Unknown Depths (and to a lesser extent Magepoint itself) sits atop a mysterious well-spring of arcane power...The origins of this power are known only to a few, but many reap its benefits...even Manzorian himself has not yet mastered its full potential."

The origin of this power is called Oerthblood. For more info on this mystery read Return of the Eight or Dragon #351, Irongate: City of Stairs by Denis Tetreault and Gary Holian. For AoW however, all arcane spells cast within 1000 yards of the Fortress of Unknown Depths can potentially gain effects of metamagic feats Enlarge Spell, Extend Spell or Empower Spell without having to increase the spell's caster level. That's pretty cool and definitely makes Magepoint a place wizards would want to visit.

"Manzorian knows a fair amount about the Age of Worms and Kyuss."

"A former companion of mine, a wizard named Balakarde, made an extensive study of Kyuss and his ways. You might even say he was obsessed with Kyuss...When Balakarde learned Kuluth-Mar was the likely location of Kyuss' divine apotheosis, he could barely restrain himself. I cautioned him against going to investigate the ruins. One does not simply teleport into an unknown region without doing some research."

Oh, like when Mordenkainen sent you to Halmadar the Cruel's tomb in Vecna Lives? Tsk tsk Manzorian. This is the part of the adventure where Manzorian starts dumping lore on the players. It's really good stuff and even if you never intend to play Age of Worms, get it just for the lore. He continues: 

"I intended to try to track him down, but unfortunately, other events conspired to take my attention away. I suspect he is dead now. Or worse."

Again, if not for a botched Circle of Eight mission in Vecna Lives, a subsequent cloning, followed by Rary zapping him dead then his next clone being turned into a dretch, and a trip to Arcadia that couldn't wait, he would've totally gone after his friend. Sure, Manzorian, sure. For those who haven't read AoW, Balakarde is actually Bucknard of the Everfull Purse fame. It's silly that besides his famous purse, this is perhaps the first time the NPC has been utilized in some useful lore and he had to be renamed. Ah well, let's see what other lore Manzorian is dispensing...

"The Age of Worms prophecy predicts that several major magical artifacts shall surface in the months before the end...I know of several that have surfaced of late; the Black Blade of Aknar Ratalla, the Tome of the Black Heart, the Obsidian Eye, the Dread Forge, the Bindings of Erivatius, and...a fragment of the Rod of Seven Parts."

What are all these delicious artifacts? I mean, we all know the Rod of Seven Parts, and the Tome of the Blackheart I know from Mordenkainen's Fantastic Adventure, and the Maure Castle Dungeon #112 megadungeon. I had to do some searching for the others, but it looks like the Paizohawk crew was slipping in easter eggs via Manzorian. For instance. Dungeon #119 has a generic high-level adventure, Tomb of Aknar Ratalla by Jack Flynn. Then Dungeon #120 has a module named The Obsidian Eye by Nicholas Logue and Brendan Victorson. The Bindings of Eritavius is from the epic level module Quicksilver Hourglass in Dungeon #123 by Anson Caralya. Erivatius is the Lord of Inertia, a demigod of aging and death and would be just as bad freeing as Kyuss. I couldn't find a reference to the Dread Forge but based on the others I am 100% certain it's from a Dungeon adventure. If anyone recalls the reference let me know in the comments.

"When the PCs are ready to go, Manzorian directs their attention to the numerous paintings on the walls - to one in particular. These paintings are of significant locations of historical import throughout the world, and each is imbued with divination magic to aid in teleportation."

As I mentioned before, there is supplemental articles on how to port Tenser/Manzorian in other game worlds. In Eberron, Age of Worms suggests that Magepoint is a haven for dragons, and that Manzorian is actually a dragon in human form (LG wyrm gold dragon archmage 4). In the Forgotten Realms, it is suggested the Fortress of Unknown Depths is called the Tower of Twilight and is inhabited by a family of wizards. Manzorian here is even MORE powerful and goes by the name Malchor Harpell, a NG Illuskan wizard 20/archmage 5). This seems unnecessary since Tenser was already recast, but he does get a more Realmsy name this way, I guess. 

Manzorian meets the PCs again before the climatic end of the adventure in Dungeon #135, Dawn of a New Age by Tito Leati. No spoilers, but ol' Manzorian counsels and finds a way to help the PCs battle Kyuss without getting directly involved of course. Check out that issue for some epic level information. That's all for now. Until next time!

Wednesday, July 13, 2022

Wars of Greyhawk: Battle of Shamblefield

Hail Greyhawk lords and ladies! Today is a good day because I'm finally releasing another battle in my Wars of Greyhawk series. You may remember my last one was on Gahru's Folly. These battles take a lot of work researching and writing so I'm usually hesitant to post them right away. As a result, I've sat on this a while, but the only way I'll write more battles is if I get this one out first. Shamblefield is a famous battle in Greyhawk lore, so I hope my interpretation of the events does it justice. Enjoy! 

Bonus: Here is a comic on the featured battle from 2010.




Battle of Shamblefield (Caldni Vir’s Charge)

Conflict & Date: 
The Battle of Shamblefield occurred in the spring of 109 CY.
Armies & Commanders: 
Imperial Army of the Great Kingdom of Aerdy (10,000 total)
        Knight Protectors of the Great Kingdom.
        Herzog of the North Province.
        Sir Caldni Vir of Edgefield. 
        3,000 light infantry, 2,000 medium infantry, 1,000 heavy infantry, 1,500 medium cavalry, 500 heavy cavalry, 500 pikes, 500 crossbows, 1,000 archers.
*****
Kingdom of Fruztii. (Frost Barbarian Horde) (20,000 total)
        Fruztii nobles and chieftains.
        10,000 light infantry, 5,500 medium infantry, 500 light cavalry. 4,000 archers. 
Result: 
The Great Kingdom of Aerdy defeats the Fruztii Horde.
Casualties:
Imperial Army of the Great Kingdom of Aerdy (6,800 total)
        2,300 light infantry, 1,500 medium infantry, 500 heavy infantry, 900 medium cavalry, 150 heavy cavalry, 325 pikes, 275 crossbows, 850 archers.
*****
Kingdom of Fruztii. (Frost Barbarian Horde) (15,000 total)
        7,500 light infantry, 4,000 medium infantry, 300 light cavalry. 3,200 archers. 
Prelude

A):  During the reign of Overking Manshen of Rax, annual raids by Suel northmen had drastically increased on the coastal towns of Bellport and Kaport Bay, and worst, Aerdy’s northernmost settlement of Johnsport, was now occupied by these barbarians. The ineffectual herzog of the North Province (House Naelax) was unable (some say unwilling) to deal with these incursions, a fact that incensed the Overking. 
B):  In the spring of 108 CY Manshen turned to his most experienced, trusted generals and tasked them with securing and fortifying the northern frontier of the kingdom without the direction of Eastfair. Answering the Overking’s call, veteran Aerdian legions massed at the town of Knurl, where the campaign was then headed by the finest warriors in the land, the Knight Protectors of the Great Kingdom.
C):  By autumn of that year, the Imperial Army had easily marched between the Rakers and the Blemu Hills dislodging the Fruztii occupation. Part of the army camped south of Kalmar Pass and started laying the foundations of what was to become Spinecastle. 
D):  The Knight Protectors continued to advance, using their royal mandate to call up thousands of reinforcements from the local North Province (despite objections the herzog personally led this contingent). 
That winter, the Aerdian campaign culminated in a decisive battle at Johnsport, that forced the surviving barbarians back over Grendep Bay. 
E):  Word of the bitter defeat at Johnsport spread like wildfire in the barbarian lands, and by the start of 109 CY, thousands of enraged Fruztii headed south along the Timberway to exact their revenge.
Battle
F):  Filtering through several smaller mountain passes in the spring of 109 CY, the assembled Fruztii horde managed to eliminate or evade Aerdy’s patrols, and thus surprised the lightly fortified encampment of the Imperial Army overseeing the construction of Spinecastle. Thousands of howling barbarian warriors quickly outflanked the Aerdian positions, encircling the castle-works before the defenders could fully muster their legions, in the process inflicting significant casualties. Completely surrounded, the Knight Protectors courageously rallied the Imperial Army; their vaunted heavy infantry and pikemen holding the line against waves of attackers, in order to buy time for any outlying patrols to come to their aid. The barbarian horde seemed endless however, and they were certain to overrun the stalwart Aerdians. 
G):  The first patrol to respond to the barbarian attack was headed by the young Knight Protector, Caldni Vir of Edgefield who commanded a heavy cavalry column that was part of a larger reserve contingent led by the Herzog of the North Province during the recent campaign to liberate Johnsport. Famously, Vir turned his cavalry toward Spinecastle to counterattack, defying orders from his liege to abandon the imperial forces and fall back to the south. The Naelax banner was thrown down and the valorous Knight Protector raised the standard of the Imperial Orb into battle. 
   Approaching the site of the battle from hills to the north, hundreds of heavy horsemen with lances rode down upon the rear of the Fruztii formation without warning. The spearhead of Caldni Vir’s charge managed to break through the enveloping Fruztii lines, sending the unwary northmen into disarray. The other Knight Protectors saw the standard of the Imperial Orb carried by Caldni Vir’s troops and were emboldened to turn the tide against their foes. Fierce fighting ensued, lasting until sunset with both sides suffering massive losses. 
H):  Eventually, the Fruztii sensed defeat and retreated toward the Loftwood where no pursuit was given by the beleaguered victors.
Aftermath 
   The battle site that would be called Shamblefield, left thousands of Aerdian and Fruztii corpses to burn, bury, and rot. Centuries later, farmers still turn up bones and relics from the battle, and tavern stories tell that remains of the dead that day were used in the mortar of Spinecastle’s foreboding walls. The Kingdom of Fruztii was diminished, they would never again be dominant among the people of the Thillonria Peninsula. Overking Manshen rewarded the courage of Caldni Vir, elevating the young Knight Protector to become the first marquis of Bone March, named for the terrible price paid at the Battle of Shamblefield.
Heroic Hooks
   DMs who wish to feature the Battle of Shamblefield in their own campaign should note this conflict takes place 467 years before the starting timeline of the World of Greyhawk boxed set. This battle is set during a time when the Great Kingdom is at its height, and her Knight Protectors are still noble and just. While a campaign set in this era isn’t advised here, the Battle of Shamblefield could make a good historical flashback. The following hooks are suggested for DMs who want to have player characters participate in the Battle of Shamblefield without necessarily reenacting the entire event.
        Barbarian side: The player characters are scouts of the Fruztii tribe or the allied peoples of the north. They are tasked with aiding the advancing horde at infiltrating the Raker Mountains by eliminating an Aerdian patrol. When the battle starts the PCs must circle around the defensive works and try to stealthily capture alive a protected Aerdian architect so that the king of Fruztii can build his own massive castle. 
        Battle Couriers: In the heat of battle, the PCs are tasked by the Knight Protectors to deliver news of the barbarian invasion to the Imperial garrison at Johnsport so they can swiftly contact Overking Manshen. Not only must the couriers break past the barbarian horde, but they must also contend with agents of the Herzog who don’t want the Overking to find out.
        Rescue the Banner: The PCs are trusted allies of the Knight Protectors and stand by their side in the pitched battle. The Overking’s banner, the Imperial Orb, has been taken by a clutch of barbarians and is being brought to a hill overlooking the battle to be sacrificed to their gods. The PCs must break off from the main conflict to regain the flag and surely boost Aerdian morale.
 
        Caldni Vir’s Ride: The heroes are part of Lord Vir’s mounted hill patrol. The news has arrived that the castle works are under attack by thousands of barbarians. Caldni Vir has ignored orders from the North Province to withdraw, and you ride. The PCs must be the tip of the spearhead, charging into the rear guard of the Fruztii horde. They must last long enough to carve their way to the Aerdian line, and hopefully turn the tide of the battle.
Sources:
Carl Sargent. From the Ashes.
Gary Gygax. World of Greyhawk Fantasy Game Setting (1983).
Roger E. Moore. Greyhawk: The Adventure Begins.
Gary Holian; Erik Mona, Sean K. Reynolds, Frederick Weining. Living Greyhawk Gazetteer.
Gary Holian. Places of Mystery: Spinecastle and Veralos. Living Greyhawk Journal #9 (Dragon Magazine #293)
Hunter103. Rhizia: A History of the Northeastern Flanaess. Canonfire!


Saturday, January 9, 2021

Obscure Greyhawk Deity Facts

Well met Greyhawk scholars! One of my favorite things to do on the blog when I have nothing else productive to feature is to reference D&D publications and pick out obscure facts about the setting. What I love about Greyhawk (and D&D in general) is there is so much left undeveloped or unused that you can always find something new to discuss. I think this time I'll focus on deities. Let's get to it!

Heironeous: His religion reveres a magical holy avenger battle axe called Red Thunderbolt. It's made of magically hardened copper but damages creatures vulnerable to silver. It was made two centuries ago by a paladin named Azkava Mor who quested to the Nine Hells to rescue the souls of several priests before he eventually fell to pit fiends. Epic stuff. Check out Dragon #354, Core Beliefs: Heironeous by Sean K. Reynolds for more.

Nerull: In the earliest days of creation, during the Dawn War, Nerull was once a crafty human wizard who sought a way to help gods like Corellon, Pelor and the god of death, Aurom, to defeat the Primordials. He basically invents necromancy, was rebuked, got hurt that no one liked his ideas then slew Aurom and took his godly powers. Nerull too was eventually taken down by the wiles of another wizard seeking power, a woman who came to be known after Nerull's fall as the Raven Queen. This bit of heresy is compliments of Channel Divinity: Nerull by Matt Cavotta and Nicole Cardiff in Dragon #427 (4e digital era)

Hextor: I'm sure a few of you including myself have perhaps made use of the Blood Golem of Hextor. This brutal construct is essentially a large suit of full plate armor with two flails fused to the gauntlets and powered by the blood of 16 mortals fed into the golem by two reservoirs. Its a beast in combat, spinning and flailing at high speed, but it's very leaky and needs more blood every day. This fun golem will only set your priest of Hextor back 50,000 g.p. Get crafting by looking for Living Greyhawk Journal #8 in Dragon #292.

Kyuss: The popular demigod of wormy undeath is the BBEG of the 3.5e Age of Worms adventure path. What gets lost in this lengthy 12 issue story is that according to the Nethertome of Trask, the Age of Worms and Kyuss is but the harbinger of a new Overgod, inexplicably made of the fusion between Hextor, Erythnul and Vecna. The cult called the Ebon Triad pushes for this prophecy to occur. Needless to say these three gods' mainstream cults think the Ebon Triad are wackos. If you'd like to know more of these forbidden secrets, check out Three Faces of Evil by Mike Mearls in Dungeon #125.

Vecna: It is said the Book of Vile Darkness was originally a scroll penned millennia ago by a sadistic spellcaster, then was expounded upon by later cultists and necromancers until it was found by the arch-lich Vecna who then bound all the collected works into a proper tome. He made the cover from the flesh of a human face and the bones of a demon. Whoever that human was must've realllllly pissed off Vecna. At any rate, more on this evil tome and its unfortunate contents can be found (wisdom save required) in the 3.5e Book of Vile Darkness by Monte Cook.

Kurell: Some of you may know of this lesser god of thieves (and jealousy), but do you know he lives in Limbo in a domain called the House of Locks? Also, his biggest temple is in the Great Kingdom city of Atirr, but in the Wolf Nomads he is known as the cool sounding god, Black Wolf. Kurell appears as a tall handsome rogue, but spoiler, in reality he is anything but the suave thief he pretends to be. If you'd like to have fun with this obscure deity, I direct you to Dragon #263, the Oeridian Lesser Gods by Andy Miller.

That's enough heresy for now. More next time!