Saturday, November 1, 2014
10 Spooky Greyhawk Locations
1. C2, Ghost Tower of Inverness: For obvious reasons, this is always one of the first places that pops into my mind when I think haunted. Located in the Abbor Alz Hills, the object of this classic first edition module is for the numinous Soul Gem.
2. Dungeon of Bleeding Walls: This place just sounds nasty. Nominally set at map coordinates N3-64 in the Wastes, this dungeon is featured in the boxed set Iuz the Evil. It's a place of wererats, vampires and of course, acidic bleeding walls. Would you stay in a dungeon that was bleeding?
3. Necropolis of Unaagh: This eerie location set in the Bright Desert is from the sourcebook WGR3, Rary the Traitor. Unaagh is the ancient burial ground of the evil realm of Sulm, a place where virtually any kind of undead can be found and lording over all is the lich Drokkas who has aspirations to restore Sulm as an empire of death (watch out Rary!).
4. Saltmarsh: U1, The Sinister Secret of Saltmarsh is one of those seminal works of Greyhawk that every DM should run for their players once in their life. The story unfolds in the haunted mansion of an evil alchemist. No spoilers for this secret site, you'll have to check it out yourself!
5. Gibbering Gate: Set in of all places the Barrens, one of my favorite scary Greyhawk locations is the underrated insane asylum, Gibbering Gate. Found in the source book Iuz the Evil, this citadel is run by the illusionist Jumper and includes many demons and undead, notably a balor who presides over the Court of Delirium. This is a good spot for a DM to stick high level PCs who offend the Old One because they might get out but not with their sanity intact.
6. Halmadar's Crypt: The 2E module Vecna Lives! is a high level study in the use of horror and overwhelming evil. The mood is set early on as the story begins at the crypt of Halmadar the Cruel in the Kron Hills. The fact the Circle of Eight is doing the investigation is your first clue this is a place normal folk shouldn't poke around in!
7. WG4, Forgotten Temple of Tharizdun: Lost amid the vast Yatil Mountains, there is no place on Oerth that best embodies the strange madness inducing themes of H.P. Lovecraft than WG4. What starts as a standard dungeon becomes quite harrowing the farther in your explore. This module is only for the bravest PCs and the most demented DMs.
8. The Caves of Deadly Shadows: Found in the 2E boxed set From the Ashes, this Yatil Mountain location set in hex R5-81, just sounds like a terrifying place to lure characters into. Besides the normal hazards of spelunking, there is your normal variety of undead shadows here as you would expect. But that's not all! The caves are also home to many other kinds of shadowy creatures, all ready to pounce on hapless heroes such as shadow dragons, skulks, nabassu and yes even the characters' own shadows. Yikes.
9. Maure Castle: The site of WG5, Mordenkainen's Fantastic Adventure, is in my opinion, easily more fearsome than its more well-known neighbor to the west, Castle Greyhawk. The denizens and dangers of this place, from the Great Iron Golem to wandering bodaks and the guardian demon Kerzit are unconventionally scattered so that foolish heroes may not expect trouble until it hits. Expanded upon in the pages of Dungeon Magazine (#112 and beyond), there is a creepy backstory to the Maure family that underlies the placement of every room and treasure in this megadungeon.
10. T1-4, Temple of Elemental Evil: Naturally this place is among the scariest locations in Greyhawk. The original cover of this module is easily the most frightening in all the game, if not D&D itself. Nestled in the wilderness near the good nation of Verbobonc, we've all heard the Temple's story and this place has been returned to on more than one occasion across the editions. Much like WG4, this module deals with evils so iconic and powerful it defies logic why any sane person would go into this place.