Showing posts with label 4th edition. Show all posts
Showing posts with label 4th edition. Show all posts

Wednesday, August 9, 2023

Greyhawk A-Z: Magic Items 2

Welcome back Greyhawkers! It's time for another fun A-Z list! Some of my previous alphabetical lists of 
peopleplaces, deities and yes magic items can be found on the Best of Greyhawkery Page. This time around I will look at some magical items that are not swords or artifacts. Wish me luck! I hope you'll enjoy!

Apparatus of Kwalish: Debatably this is an artifact, but it's always been listed among wondrous items in DMG's. We all know this most famous of aquatic magic items, but for future readers I want to make clear, Kwalish is human, and he originally worked out of the Baklunish West in Zeif.

Bucknard's Everfull Purse: This is an item I rarely gave out in my old campaigns, though every group had a Bag of Holding or Heward Haversack. The purse just seemed game breaking to me at low level and useless at high level. Why did Bucknard, a former member of the Circle of Eight, need to make this item? I guess he always got stuck paying for drinks at the tavern.

Cloak of the Couatl: Here's a rare one from The Scarlet Brotherhood. This feather cloak is only found in Amedio or Hepmonaland. As you'd expect it allows the wearer to fly. It also lets you turn invisible. Wow, talk about game breaking!

Dream Cap of Veluna: Greyhawk Adventures really is the best source for GH specific items as you'll see throughout this column. The dream cap gives premonitions in your sleep, usually of bad stuff that will happen. Later on, you get a bonus to save when whatever happens. I never used this before, but it sounds like a good roleplay device for DMs!

Ebon Skull: Possibly a relic (since only three were made), but this major magic item is found in Iuz the Evil. The user can do typical necromancer stuff, animate dead, cloud kill, etc. I believe the book lists which NPCs has the three skulls. I can't recall if I ever used these, I think I'd remember if my players acquired one though...

Flaming Mirror of Tenh: Yes, another gem from GHA. The Flaming Mirror is a cool plane-travelling device (elemental plane of fire) that I did use in the past but for the Baklunish West instead. Tenh sounds cool, but I don't see the thematic connection except to give this item a place name. Personally, I'd trade this one with the Whip of Zeif to make the Flaming Mirror of Zeif.

Gargoyle Cloak: From the Temple of Elemental Evil, this garment obviously polymorphs the wearer into a gargoyle! (helpful if one plays the module Gargoyle?) Interestingly if the wearer takes 20 hp damage from edged or fire attacks the cloak is ruined and stops working. The worst drawback is each 10 minutes you remain a gargoyle there is a 10% chance (cumulative) that your mind is changed to a gargoyle permanently. One more note, the module says there is other cloaks that turn wearers into other types of creatures. See below!

Hasty Barge of Nyr Dyv: Another from Greyhawk Adventures, this is a Rhennee barge that has magical movement, and it automatically repels unintelligent sea creatures. This is one of the only items attached to Rhennee culture that I'm aware of, so this makes the hasty barge valuable indeed!

Iron Bands of Bilarro: Well, this item is pretty standard across D&D editions (and we know by now what the anagram name is about), but what I just realized on re-reading it is the bands start off as a "ball" of iron that you throw at an opponent. The bands unwind and wrap around the target to catch it. Holy crap guys, it's a Pokemon ball!

Jug of Geshtai: Throwing you all a curve ball here. This item was created by ME way back in 2005! Check it out over on Canonfire!

Keolish Plate Mail of the Seas: Interestingly demonym spelling from GHA. Keolish? Misprint or intentional? At any rate this item is great because it has historical relevance. The King of Keoland gave it to his admiral for defeating the Sea Princes. That's the Battle of Jetsom Isle folks! Naturally the armor allows the wearer to not sink in water. Makes you wonder if the Sea Mages of Gradsul made more of these?

Leomund's Labile Locker: I'm a sucker for alliteration. From TOEE once again, Leomund sure knows how to make extra-dimensional storage space. This small box does it all, it shrinks, grows and can be used as a Leomund's Secret Chest spell. More of this please!

Mantle of Celestian: A unique magic item from Unearthed Arcana. This black cloak allows the wearer to breathe and act normally in space! It also has numerous extra-dimensional pockets to store things like food & water while you um, float around in space?

Necklace of Missiles: Found in the DMG, this fireball inducing item isn't necessarily uniquely Greyhawk. But I will tell you a story from my campaign when the players got a bunch of missile beads from the module Greyhawk Ruins. No joke (spoiler) there is a room with 13 jars holding 300 beads each. A chart in the module says 94% are missile beads of various strength (the remaining 6% are beads of force, no big deal). That means this dungeon yields 3666 fireball missiles. Needless to say, my players invented carpet bombing in Greyhawk.

Oracles of Greyhawk: Oracles in this case are specialized crystal balls (likely created by Zagig Yragerne). There is seven of them and once per day the oracle will answer a sagely question about a specific area such as Greyhawk City, Horned Society or the Wild Coast. I like these items because it can allow a DM to insert meta-knowledge into a game. The added danger to this orb is that the rulers of these areas may not want an oracle that can reveal their secret troop strengths or hidden resources. I need to use this next time!

Purple Robes of Tharizdun: Hilariously, these robes first seen in Forgotten Temple of Tharizdun, are given magic item status in Return to the Temple of Elemental Evil. It just protects against the magical cold of their temples, pretty basic, like their cultists. There I said it.

Quaal's Feather Tokens: A classic from the DMG. These were always easy to dish out because they are one shot items. I think my players liked the Anchor best because they would use it offensively like a Looney Tunes cartoon. Tell me I'm not the only one.

Rary's Ring of Memories: This plain ring is from Slavers surprisingly (not Rary the Traitor). I thought it would be cooler, but all it actually does is cast Rary's Memory Alteration. I guess that could be evil if played right. *activates ring* "No Tenser, I didn't try to kill you and Otiluke! It wasn't me, I swear."

Shoes of Fharlanghn: Another very cool item from UA and also Land Beyond the Magic Mirror. The wearer never fatigues from walking and if they are neutral the boots give extra movement powers. But wait, that's not all! If the wearer is a Fharlanghn worshipper, they get even MORE powers. I don't think we ever had someone play a Fharlanghnite, so this item never got used in my campaign. A shame.

Tenser's Girdle of Giant Strength: From Return of the Eight. This module has a bunch of Tenser created items mainly for fighter-types to use, but this one is of particular interest because it's for only for wizards. This is significant because the original DMG says strength girdles do not work for magic-users. A custom magic rope belt that gives a mage hill giant strength is definitely on brand for Tenser.

Universal Solvent: A classic magic item but who has ever used this actually? It's funny to have an item whose main purpose is to negate its opposite, Sovereign Glue. That's the Gygax era though!

Vecnan Wafers: Okay this one is from way out there. Found in the 2E module, Die Vecna Die this unholy magical flat bread is consecrated to Vecna. If one who worships Vecna eats the wafers it will give a variety of buffs/heals, whereas non-Vecnans can expect reallllly bad stuff to occur. Fun!

Wand of a Wonder: You've heard of the Wand of Wonder, yes? Well, when that item runs out of charges, try the Wand of A Wonder from the TOEE mega-module. It's similar to the DMG version and has a whole new list of random wild effects. Good times!

Xaren Cloak: This is a nifty cheat for the list. Technically it's a variation of the Gargoyle Cloak above, but in the Encyclopedia Magica Vol 1, the listing for this cloak includes a d20 list of other monster cloaks. Xaren was unexpected, why not Xorn? At any rate, there ya go!

Yagrax's Spellbook: Here's another obscure one for the A-Z list compliments of Encyclopedia Magica. In Dragon #82 there is a tome subtitled Alterations of Tangibles and Intangibles. This has the spells melt, transmute water to dust, item, material, fabricate, and the always classy crystalbrittle.

Zagyg's Flowing Flagon: One more from UA to finish off this column. Zagyg is a whimsical mage who has some eccentric magic item tastes. This one is a vessel that refills itself up to six times with ever more potent alcohol each time. Somehow, I have never used this item but I'm putting this one in my next game you can bet!

Saturday, April 8, 2023

Fantastic Metal and Stones of Greyhawk

Greetings Greyhawk scholars! Today's topic is one that has been eluding me for several years. I would get a glimmer to write about, then forget, or I'd take some notes and lose them. But it's always been popping up taunting me. The topic is fantastic metal and stones of Greyhawk! Most of these entries are from Greyhawk lore, some are unique or perhaps sentient formations, and others are general D&D tropes. Also, given the research on this topic is insanely time intensive, I am sure I'll overlook some examples, so if you know a rare metal or stone in Greyhawk that I missed, let me know in the comments. Enjoy!
ADAMANTITE & MITHRAL
Both these fantasy metals are commonly found in Greyhawk as well as D&D lore, owing to fantasy fiction like Lord of the Rings. Adamantine objects are generally harder, Mithral items are also durable but lighter. 
"Adamantine is an alloy created from a glossy black metal known as adamant. Adamant is the pure metal form of a jet-black, ferromagnetic ore known as adamantite. In its pure form, adamant is a lustrous, gleaming black color with rainbow edges. It is one of the hardest substances known (save obdurium), but also brittle. A stylus made from adamant will shatter if dropped.
The alloy adamantine is also black, but it has a clear green sheen in candlelight. This sheen turns purple-white under most magical radiances. Adamantine is pliable but very difficult to work with. It must be forged at very high temperatures by master smiths with special oils to slake and temper the hot metal. Adamantine features the strength of adamant without the brittleness.
Adamantite ore is found only in meteorites and the rarest of veins in magical areas deep beneath the earth beyond where human miners go, sometimes found in spherical pockets in volcanic areas. The drow are rumored to have an abundance of it. A few clans of deep-delving dwarves have also come across it, and most adamantine items found on the surface are of dwarven make. Adamantite has been discovered in the Pits of Azak-Zil."

"Mithral, also spelled mithril and known as truemetal among the dwarves, is a precious metal produced from ore found in the underoerth as well as mountain ranges in certain areas of the Flanaess. Mithral ore is an exceedingly rare silver-and-black mineral in its natural form. It becomes a glistening silvery-blue when it is forged."

OBDURIUM

Expedition to the Ruins of Greyhawk by Jason Bulmahn, James Jacobs and Erik Mona.
Stronghold Builders Guidebook by Matt Forbeck and David Noonan

This fantasy metal is less well known than the previous two materials. It goes to show there is always a stronger substance somewhere out there. Indeed, there is more to come...

"A fantastically rare metal that is even harder than adamantine. Obdurium is a pale violet metal which is harder than adamantine. This incredibly rare metal represents the pinnacle of nonmagical metal strength. It is also nearly prohibitively expensive, building with it costs ten times as much as carving stone walls and sixty times what a normal wooden wall would cost to build.
The doors leading to the Godtrap in Zagig's Prison beneath Castle Greyhawk are made of obdurium."

TUMKEOITE & LACOFSITE
D3: Vault of the Drow by Gary Gygax
Dragon #298 Vault of the Drow: Dark Elf Metropolis by Frederick Weining
"The true splendor of the Vault can be appreciated only by those with infravision, or by use of the roseate lenses or a gem of seeing. The Vault is a strange anomaly, a hemispherical cyst in the crust of the earth, an incredibly huge domed fault over 6 miles long and nearly as broad. The dome overhead is a hundred feet high at the walls, arching to several thousand feet height in the center. When properly viewed, the radiation from certain unique minerals give the visual effect of a starry heaven, while near the zenith of this black stone bowl is a huge mass of tumkeoite — which in its slow decay and transformation to lacofcite sheds a lurid gleam, a ghostly plum-colored light to human eyes, but with ultravision a wholly different sight. The small "star" nodes glow in radiant hues of mauve, lake, violet, puce, lilac, and deep blue. The large "moon" of tumkeoite casts beams of shimmering amethyst which touch the crystalline formations with colors unknown to any other visual experience."
"Deep beneath the mighty Hellfurnace Mountains lies the Vault of the Drow, an immense hemispherical cyst in Oerth’s crust over six miles long and nearly as broad. Its mineral-veined ceiling rises more than 1000 fathoms above its crystal-strewn floor; near the zenith of the dome is a huge mass of tumkeoite, which as it slowly decays and transforms into lacofcite glows like a ghostly, plum-colored moon in the firmament of the Vault, while other phosphorescent nodes dimly gleam like stars in the same stony heaven."
Tumkeoite and Lacofsite (lack of sight) is two more of Gygax's usual anagram/pun creations that he name-drops throughout the setting. Taken literally though, Tumkeoite is a very rare radioactive substance that, depending on your ability to see different spectrums, sheds a light that is not harmful to normally light-sensitive Drow. Surely the dark elves picked the Vault because of this substance and the area it covers. One can also assume that give the radioactive nature of Tumkeoite, this is what gives some Drow gear their special properties and causes their decay when away from the Underdark. There is no mention of these unique minerals appearing anywhere else besides the Vault of the Drow, so I would ask, are these natural formations, or is Tumkeoite something that fell to Oerth in prehistory?
THE BLUE ELLIPSOID
Speaking of meteorites, the Pits of Azak-Zil in the Abbor-Alz hills is a famous impact site where everything from gold to adamantite have been dug up, but one odd piece of ore has caused a lot of trouble at the mine... 
Greyhawk Adventures by James Ward
"For five years (dwarvish clan) Highforge swelled with wealth...Then abruptly the flow was cut off...a few suppose that the mine was visited by a curse, either by something imported from the heavens or by something wakened by the shooting star or the activities of the miners."
"There will be unusual numbers of undead, especially ghouls and ghasts, many of dwarven origin...The cause of this horrible transformation is an ellipsoid of bluish metal about 2 feet long and one foot diameter. All who die within five miles of it raise at the next full moon as undead creatures...The stone also causes consuming greed and transformation to a lichlike state in its possessor."

THE PURPLE STONE
Think the Blue Ellipsoid was weird? Well, there is a sentient Purple Stone that was actually worshipped by a cult...
Mordenkainen’s Fantastic Adventure by Robert J Kuntz
Dungeon #112 Maure Castle by Robert J Kuntz and Erik Mona
"Ancient Suel migrants fleeing the Rain of Colorless Fire carried the Purple Stone from its temple and installed it here...The cults came to a tragic end many decades ago when the Purple Stone tried to subvert them all along with the nearby masters of Maure Castle. The Maures responded by sealing the Purple Stone and all the cultists within the dungeon and raising the Unopenable Doors to prevent anyone from coming to their rescue."
"...a single oblong purple stone. The stone is ten feet long, four feet high, and three feet wide, its surface smooth and polished. The stone seems partially translucent and pulsates dimply with an inner violet light...The Purple Stone is not wholly disembodied spirit, not wholly magic artifact, but somewhere in between."
THE BLACK OBELISK & OERTH STONE
The Purple Stone wants others' attention, but two even more powerful sentient rocks, the Black Obelisk and the Oerth Stone just want to be left alone. The Obelisk's sole purpose is to hide the more important Oerth Stone, and it would still be hidden itself if not for a certain pesky archmage and his outrageous plan to capture nine deities...
Greyhawk Ruins
by Blake Mobley and Timothy B Brown
"One of the main reasons Zagig chose this area to build his castle on was the great magical obelisk he discovered...Unable to move it, he sought to use it in other ways..."
"Within lies the obelisk which drew Zagig to this area. The obelisk is a large 9’ diameter stone which looks as if made from obsidian. One large shield-sized chip is missing from it as well as four smaller such chips...The obelisk is actually frozen in space in relation to Oerth. It can only be moved or scratched by powers equivalent to multiple deities under the careful guidance of a brilliant mind. Any magic used in this room will strip that item or PC of all magical powers...Zagig placed several of his original creations in this room as a tribute to the obelisk. These items have been so exposed to the obelisk that they have gamed several special properties. They have been filled with the obelisk’s powers of existence (thus they are as difficult to break or destroy as an artifact)."
"The obelisk also blankets everything in a cloak through which deities (except Boccob) simply will not see. Priests won’t immediately realize they are being ignored. Thus a priest can cast spells here, but no new spells will be granted in this area..."
"In his search for the great obelisk, Zagig happened upon this chamber. It is filled with intense powers of earth and rock. Yet, he could never determine the source (he never realized how close he came). Finally, he assumed it had to be a side effect of the obelisk somewhere below. Located at the center of the main rock column is a huge chip of brown smoky quartz...It is actually a fragment of the shattered Earth (Oerth) Stone, which was a relic of immense power used long ago by the creators to fill the Prime Material Plane with the heavenly bodies of earth and rock. The creators themselves decided that this relic was too powerful to allow any one of their numbers to guard, thus it was shattered, and a single fragment given to each to hide or guard as they desired. Then, only with their combined knowledge could the item easily be reformed. This sliver was placed here by one of the ancients and has gone unnoticed over the eons."
"This was once the holding cell of the (Oerth) Stone. Its location was hidden from Zagig by the obelisk until after the Stone escaped this area. When Zagig summoned the nine deities, the obelisk had to exert a tremendous amount of energy so that they would not notice the presence of the Oerth Stone."
OERTHBLOOD
As we've already seen, the central Flanaess is a hot bed of fantastic materials. Some are extremely hard and dangerous to get, like Oerthblood, found primarily below Tenser's castle and also the rich city of Irongate. This substance has nonetheless seen much use in the creation of famous artifacts.
Return of the Eight by Roger Moore
Dragon #351 Irongate: City of Stairs by Gary Holian & Denis Tetreault
"Oerthblood seeps into The Endless Well from deep beneath the Fortress of Unknown Depths, the dwelling place of the archmage Tenser, His ancient keep was built by migrating Oeridians to guard and harvest this rich magical ore. Few know Oerthblood exists—Tenser has been studying the substance in seclusion for decades- and no one knows exactly what it is. Tenser recently reactivated his keep’s mining operations (which had been shut down after his death during the Greyhawk Wars), and minor earthquakes and strange grinding vibrations occasionally rumble into the surrounding area from deep beneath the citadel, hinting at the immense golems currently at work harvesting the world's magical essence."
"The Endless Well can draw up molten, dark red, ferrous metal there, when cooled, is black, dense, easily enchanted and nearly impervious to damage. This substance is called oerthblood and from it several famous artifacts were made, such as Heward’s Mystical Organ and parts for the infamous Machine of Lum the Mad."
"Oerthblood is dangerous to handle, and much of the work involved in tapping it, pouring it into sheets of molds, working it and finishing it is done by golems and automatons that can withstand the molten substance’s unpredictable radiation, as well as the local heat and poisonous gases."
"Oerthblood weapons and armor must be made of a specific alloy of Oerthblood, known mostly to the artificers and smiths of Irongate, to gain the following benefits. Only primarily metallic objects gain these bonuses."
Oerthblooded iron, so-called "blood-iron," is an exceedingly rare and precious material, created from an amalgam of iron and oerthblood. Discovered as early as the age of Queen Ehlissa, oerthblood is a highly magical element found only on Oerth and thought by some to be the residue of creation. Oerthblood is extremely rare even on Oerth, and Irongate is one of the few locations where it can he found and forged. By reputation, it’s as strong as adamantine and just as effective. Shimmering black flecks on their surface distinguishes Oerth-blooded items."
DWEORNITE & DWEOMERSTONE
Some say the World of Greyhawk is not high magic, but those sages have never researched the depth of magical mysteries on Oerth, from strange weather phenomena to innately magical minerals such as these last two entries...
Iuz the Evil by Carl Sargent
From the Ashes by Carl Sargent
"Dweomerstones: A small clan of gnomes have discovered a few score small, utterly smooth, black, pebblelike stones which, if held in the hand of a wizard, can grant extra spellcasting power. Each stone has one use only...The gnomes selling the stones are fearful and eager to sell at reasonable prices."
"The Horned Lands are unique in having very rare deposits of a unique magical gem: dweornite. Small clusters of dweornite gems, tear-shaped, semi-opaque, blue-white stones, are found in totally unpredictable subterranean locations. The gems have diverse magical powers. Those which have been documented include spell gems, gems which yield magical potions when crushed and dissolved, gems with empathic effects, gems with teleport, dimension door or extraplanar travel properties, and gems of a divinatory nature. These are similar to the dweomerstones of the Cairn Hills; and some sages suggest a common origin for both these and the reputed ioun stones Rary seeks in the Bright Desert."
In closing, I haven't found any specific lore yet that shows Ioun Stones are naturally produced on Oerth besides the aforementioned hook by Sargent, that Rary seeks them in the Bright Desert. In other D&D lore, Ioun stones are enchanted from specific expensive gems, or in 4E are the creation of a new deity of knowledge, Ioun. Either way, Ioun stones could be rare gems that have innate floating properties, and either come with magical powers or are later imbued with them. To each their own. Lastly, D&D also mentions the material, Cold Iron, but I'm unsure that's regular iron found in a special situation or if its a new metal? Someone fill me in on that lore. Until next time!

Sunday, February 14, 2021

Greyhawk Lore: All About the Eye of Vecna

Greetings seekers of Greyhawk secrets! Today I am about to impart some forbidden lore on you. Warning to all, before you read on ***there is spoilers in this post***. Spoilers from multiple editions no less! 
The vile topic of this post is the Eye of Vecna. What got me on this subject is the rumor that the upcoming D&D movie will feature this classic artifact. Over the many editions and authors of D&D, the Eye (and Hand) have seen many changes in powers and even appearance. With that in mind, I am anxious to see what an Eye of Vecna ends up like on the big screen. Fingers crossed. Until then, let's examine the long history of this grisly optical artifact. Final note, this is not an exhaustive list of the Eye's appearances and versions, only Vecna knows the entire truth. Good luck readers!

OD&D: Eldritch Wizardry (1976)

"It is also said, but not in the hearing of strangers, that when the mighty lich, Vecna, finally met his doom, that one of his eyes survived along with his hand. The eye may or may not have originally belonged to Vecna, as it is said to glitter much in the same manner as the eye of a feline. If the eye is pressed in the empty socket of a human’s head, it grafts itself to the head of the user and gives him remarkable powers!" 
"Once placed, the eye cannot be removed, and it turns the user unalterably chaotic...THE EFFECTS OF THE EYE ON THE USER MAY NOT BE ALTERED IN ANY MANNER, EVEN BY WISHES." 

    The mighty lich! He isn't quite arch-lich status in the beginning. Like all artifacts, their powers can be randomized, but the suggested powers of the original Eye are, user immune to disease, clairaudience, water breathing, and paralyzation 3/day. The suggested primary power of the Eye is one Wish per week (hence the disclaimer above). However, using this power causes a nasty side effect:

"There is an increasing chance that the power confined in the object will break free, take over the wielder of the item by destroying this individual’s soul, and then (masquerading as the person) kill all of the hirelings and associates of the person. The chance should range from 1% to 4%, cumulative, per use of the item."

    The side effect is definitely what I expect from a Vecna item. Unless I'm reading EW wrong, the suggested powers are too random for my liking. Why not clairaudience for instance? Water Breathing? Eh, moving on to the next edition, and the book that got me hooked into D&D the most...

1E: Dungeon Masters Guide (1979)

Seldom is the name of Vecna spoken except in hushed voice, and never within hearing of strangers, for legends say that the phantom of this once supreme lich still roams the Material Plane. It is certain that when Vecna finally met his doom, one eye and hand survived. The Eye of Vecna is said to glow in the same manner as that of a feral creature. It appears to be an agate until it is placed in an empty eye socket of a living character. Once pressed in, it instantly and irrevocably grafts itself to the head, and it cannot be removed or harmed without slaying the character. The alignment of the character immediately becomes neutral evil and may never change. The Eye bestows both infravision and ultravision to its host, and gives the following additional powers/effects:

    Vecna is now supreme lich! This one is interesting because the eye could be disguised among a hoard of gems. I can imagine one-eyed adventurers desperately pressing every gem they find to their eye sockets in the off chance they found this item. Also interesting to note the original Eye turns the PC chaotic, this time we have NE. Nasty either way. How about powers?

 2 minor benign powers, 2 major benign powers, 1 prime power and 1 major malevolent effect.

'The minor or major powers may be used without fear of harm, but use of the primary power, causes a malevolent effect upon the host character."

    There is no suggested powers in 1E, but looking at the charts, Wish is still an option but this time 1/day! All the malevolent side effects are nasty. All 34 of them. The Eye of Vecna is still a raw object with scant lore in this era, let's see what is going on in the next edition now.

2E: Vecna Lives! (1990)


    This is the module that finally brings Vecna (arch-lich!) firmly within the World of Greyhawk setting. In it a long deceased villain named Halmadar (who is but a quasi-lich) possesses both the Eye and Hand. The Circle of Eight go digging around and regret it immediately, and thereby change the Flanaess forever. Among the vast lore we learn is that Vecna is a Flannae despot from pre-migrations who destroys the town of Fleeth. We learn of texts with history on Vecna and his items like the Chronicle of Secret Times. The PCs also discover his cult runs around the Greyhawk region and eventually that the avatar of Vecna himself is looking for the items. Trouble abounds in this module, let's look at the Eye specifically:

"The Eye of Vecna appears to be nothing more than a small withered pebble or clot. It radiates a powerful aura of magic, if this is checked for. No indication of the type of magic can be discerned. The Eye is thoroughly and irredeemably evil, but it does not radiate evil.
The Eye of Vecna can be used only after it is set in the empty eye-socket of a humanoid creature. Once this happens, the Eye can be commanded to function. Once placed, the Eye cannot be removed by magical means. The great danger of the Eye is that it will eventually dominate its owner, first forcing its victim to obey the Eye's will and finally convincing the person that he is Vecna."

    Well now the PCs will be sifting through pebbles not just gems! I like that the immediate long term effect is the user comes to believe he is Vecna. This is important in the module. Since this is a full adventure the Eye has defined powers:

"Constant Abilities: True Seeing. Foresight.
Invoked Abilities: Clairvoyance-at will, Eyebite- 3/day, Glassee-3/day, Domination-1/day, Vision-1/week."

    Now this is more like it. The powers are thematic of an evil, magical eye. I notice there is no more Wish spell. That would be adventure breaking. But the given powers available still make a user quite the headache for a DM. How about drawbacks?

"Each time one of the invoked powers of either artifact is used, the character must roll a successful saving throw vs. spell...to resist domination. Even elves and half-elves are subject to this attack...If the domination is successful, the artifact assumes control of the player character....The artifacts have the following goals:
Acquire more magical power...magical spells and devices, even if they are useless to the character. 
Acquire temporal power. A dominated character will seek to establish his own empire.
Revenge on Kas...This includes any and all descendants of Kas, and the sword of Kas.
Return of Vecna. The artifacts know Vecna lives and can be returned.
Destruction of Good. If nothing else..."

    The Eye is bad enough, can you imagine one PC with both? Campaign wrecking! I like the revenge on Kas and his descendants. Hm, that's a subplot I never considered before...Things get worse for the user of the Eye.

"Each time domination is broken, Wisdom is decreased by 2 permanently. Once at Wisdom 3, the artifact exerts complete control. No further escape possible. The victims personality and habits becomes like Vecna. "The dominated character engages in intense scholarly research, avoids sunlight, devises and sets in motion the most arcane cruelties in the name of magical science, and actively seeks out and destroys any potential threat or competition to his own power. The character denies he is anyone other than Vecna, although the artifacts continue in their efforts to restore their true master.""

    Brutal. This is One Ring-Tolkien grade artifact evil here. Speaking of which, can the Eye be destroyed? There is a few suggested means of destroying it:

"The Eye can only be destroyed in the heart of the Sea of Dust. where it must be roasted in the scorching flames of the oldest red dragon in all of Oerth. 

Both artifacts can be destroyed if they are shattered on the Golden Forge at the Heart of the Sun. 

The Eye must be encased in volcanic glass from the Hellfurnaces and then shattered against the crystal sphere that en­closes all of Greyhawk space (see the SPELLJAMMER boxed set for details)."

    Those are all epic. The Golden Forge sounds especially hard to reach. One more thing on Vecna Lives! There is a cultist/creature called the "Eye of Vecna" in this! Check out some of my notes on this creature:

Eye of Vecna
 (Cultist)
A unique creature that only answers to the Heart of Vecna. If it is killed, another can be created. 7' tall, once a human, but transformed. Its head has been replaced by a giant eyeball. Slender. Wears green robes trimmed in red with golden eyes embroidered on the hem. In public it wears gray hooded robes.
Main purpose is information gathering. Normally uses a two-handed sword or two dirks. Cannot be surprised.  Gaze attack. Feeds on souls. Failed save sucks out soul, but not devoured until the body is destroyed. If slain, the souls return to their bodies if preserved. The Eye gains access to all the victims memories.
The Eye is stripped of its humanity. Limited precognitive ability. Finishes sentences of others. Surrounds itself with mirrors and fascinated by reflections. Clairvoyance, Detect magic, Find traps at will. Detects all illusions.
Psychic tracker. Once it has seen a being either in person or through scrying, it can sense its aura over long distances. The more magical the farther away.

    Yes, there is also a "Hand of Vecna" creature. But that's for another day. Moving on...

2E: Book of Artifacts (1993)

"The Eye of Vecna is little more than a shriveled clot or a small pebble, blood red in color. Like the Hand, it must be affixed to the owner's body (in an empty eye socket) before it can be used. Once in place, it changes appearance to that of a golden, slitted eye, much like a cat's."

    What is up with Vecna's eyes? In all three versions so far he has a cat's eye. Is he even human? Let's see what history is presented. The Book of Artifacts, while generic AD&D, is still chock full of lore on the Eye and Hand. For instance...the Eye was instrumental in the extermination of the house of Hyeric, once the ruling dynasty in Nyrond. The book also makes reference to events in VL! and drops important place names like Tovag Baragu and the Dry Steppes. Let's look at powers:

"The Eye and Hand can function separately or together. Both share the same curse, which is intensified if both items are possessed.
.
The Eye of Vecna
Constant. The user gains the abilities of a true seeing spell.
Invoked. The user can cast eyebite (3/day) and domination (1/day) spells.
Random. 3 from Divination. (for example divination, contact other plane, foresight)
Resonating. When joined...the user gains 6 random abilities (2 Detection, 2 Protections, 2 Abjurations, and 70% Magic Resistance.)"

    The base powers seem to be comparable to those from VL! however BoA goes back to previous editions in using random ability charts for variety. The resonating powers are new to the Eye and it's incentive for a player to get both items. Devious! Of course there is side-effects and ways to destroy the eye in this book:

"Curse. As these were once the living tissue of Vecna. Every use requires a saving throw vs spell to avoid artifact domination. The artifacts' goals is to gain more magical power, establish an empire, destroy the Sword of Kas, and summon Vecna to Oerth."


"Suggested Means of Destruction
Vecna the demigod must be permanently and irrevocably destroyed. 
It must be cast into the heart of Oerth's sun. 
Every shade of Vecna's victims must be sent to a peaceful rest."

    That last one sounds ridiculously harder than killing Vecna or casting the Eye into the sun (Liga in Greyspace lingo). 2E is not done with Vecna and his Eye by a long shot though.

2E: Vecna Reborn (1998)

    This Ravenloft adventure is the sequel to VL! Written by Monte Cook, he punts by referring DMs to other 2E products for details on the Hand and Eye of Vecna. Sneaky!

2E: Die Vecna Die! (2000)

"The Eye of Vecna appears to be a black, uncut gem. It radiates powerful, unidentifiable magic. No indication of what type of magic this is can be discerned by any means. To be used, the Eye must be pushed into the empty eye socket of a humanoid being, living or undead, of any type. It immediately grafts itself in place and starts glowing with a red, sinister light. Once so inserted, the Eye cannot be removed through magical means or by anyone but its user, who must gouge it out with his bare hands. (Alternatively, the power of a god can free the wearer.) As soon as the Eye is placed in the user, it begins to assert its influence, possibly causing the user to believe that he or she is actually Vecna, reborn in living form."

    2nd edition really rode Vecna hard. This time the Eye appears as a black gem, but I like the sinister glow when its used. Quite a change there. In this finale to the Vecna trilogy, the Eye powers don't exactly line up with previous modules or books, but its close...

"Powers 
The Eye possesses several powers. The constant powers reveal themselves when any situation arises in which they would have an effect... 
Constant: true seeing and foresight.
 Invoked Abilities: The following spell-like effects can be cast with but a thought by the wearer of the Eye. No verbal or material components are necessary, only the gaze and the will of the user. Clairvoyance, at will. Eyebite, 3/day. Domination, l/week. Vision, l/week."

    There is also more resonating properties here and elaborate 2E rules on the curse of wearing the Eye and making saving throws until you ultimately believe that you are Vecna and will go as far to kill the actual Vecna because he is an imposter (a perfect set-up for this combat heavy mod). destroying the Eye in this book? It's quite similar to VL! but a new suggestion in DVD! is hilariously specific:

"The Eye and Hand must be willingly accepted and worn by the purest person in the distant land of Blackmoor, in the northern Flanaess of Oerth."

    One extra feature for fun. In the adventure there is a reliquary to the "other eye of Vecna" (the right one evidently). Let's see how the next edition fares...

3.0, 3.5E: Dungeon Masters Guide (2000-2002)

"The arch-lich Vecna may have been the most powerful wizard ever to have lived. He may also have been the most evil. Apparently risen now to deityhood, he left behind relics embodying remnants of his power-the mummified remains of his hand and his eye."

"Powers of the Eye...the bearer of the Eye loses 2 points of Charisma...It grants the host continuous darkvision and true seeing. Three times per day each, the host can use the spells eyebite and domination. Once per day...destruction and unhallow."

"Powers with Both Artifacts...The host gains +2 Strength and +2 to Intelligence, but takes a -2 penalty to Wisdom,...call upon summon monster IX once per day."

    No real new lore added here. There is some token resonating effects, and in this edition the Eye is more offensive in nature, while still being thematic with vision abilities. Also, there is no divination anymore interestingly. Learning secrets is kind of Vecna's thing. This edition gives no specific places to destroy the Eye in this DMG, though the generic artifact destruction quests include immersion in a Fountain of Light in Heironeous' Hall. Piece of cake right? This edition is a let down after all the 2E material it had to draw on.

3.5E: Libris Mortis (2004)

This undead splat book does not have new info on the Eye itself (as all you need is the DMG), but it does present a new cult faction, the aptly named Eyes of Vecna!

"Though the members of this order claim it was founded by the lich Vecna before his ascension to godhood, this declaration seems apocryphal. Regardless of the truth, members of this order venerate the deity of secrets as their divine patron. Their aim is to keep knowledge out of the hands of those undeserving to have it. At the lowest levels, this takes the form of the theft (or destruction) of books and scrolls from personal libraries, but can include kidnapping and murder if necessary."

"To join the Eyes of Vecna, one must prove one’s worth by stealing or destroying an item of forbidden knowledge (such as a rare tome). Characters of evil alignment are strongly preferred, since the Eyes of Vecna must never place the well being of others before the group’s own nefarious goals." 

I love this group. They are directly competing with other knowledge hoarding factions like the Silent Ones of Keoland and the Seekers of the Arcane (and renegades like Eli Tomorast). One more fun eye related thing from Libris Mortis to perhaps confuse your players:

"Mummified Eye: This hard, round orb fits into a humanoid creature’s empty eye socket and looks much like a normal eye at first glance, but it has a distinctly dry appearance and does not move in the socket. The grafted creature can use the eyebite spell as a 12th-level caster once per day."

Core Beliefs: Vecna, Dragon #348 (2006)

This article was written by Sean K. Reynolds and Samuel Weiss. Admittedly there is no new information on the Eye itself here, but there is a 3.5E update for the "Eye" creature from Vecna Lives! and this issue, owing to its authors, is probably the best single source for Vecna lore, cult secrets and more. Check it out if you haven't already.

The Library of Last Resort, Dungeon #132 (2006)

Going in hand with Core Beliefs, this module was part of the Age of Worms adventure path during 3.5E. The Vecna cult lore in this episode is considerable. Among the convoluted plot of the AP, a high-powered cultist of Vecna seeks the Eye of Vecna. Spoiler, there is no new specific information on the artifact here.  

4E: Dungeon Masters Guide (2008)

"...The Eye is appropriate for paragon-level characters..."

"The Eye of Vecna (Paragon Level)
One of two relics left behind by Vecna before he ascended to god-hood, the Eye of Vecna is a red, embalmed orb that pulses as if alive, but remains icy cold to the touch. It retains a remnant of Vecna’s mortal power—a power with a singular devotion to evil."

    This is a simplified history and description of the Eye, this time red colored. The pulsing, cold is certainly a nice new touch. 4E is not a system I was familiar with, but this DMG goes into extensive detail on the Eye's powers and in game play...

"Body Slot: Head
Property: You gain a +1 item bonus to Arcana, Insight, and Perception checks.
Property: The Eye grants you darkvision.
Property: When using an attack power granted by the Eye, you can use your highest mental ability score (Intelligence, Wisdom, or Charisma) for the attack, regardless of the normal ability score noted for the power.
Power (At-Will): You can use eyebite (warlock 1).
Power (Encounter): You can use mire the mind (warlock 7).
Power (Daily): You can use eye of the warlock (warlock 16)." 

    Okay then! I'm not sure what mire of the mind and eye of the warlock do, but it sounds perfect for Vecna's artifact. How about some item goals?

"Goals of the Eye of Vecna

Be reunited with the Hand of Vecna.
Spread the worship of Vecna across the world.
Wrest secrets from those who keep them, then use those secrets as weapons of betrayal.
Be installed in a powerful living vessel, preferably a powerful wielder of arcane magic."

    That's pretty standard. Now what's wild is 4E's concordance rules for artifacts. It's a scale that goes up to 20. The more evil deeds a PC does with the Eye the more powers the Eye will provide. If you don't please the Eye the score goes down and bad things happen. If the PC falls to zero points or less, then the item "moves on" and well, it's over. I am digging this system and wish that 5E had adopted it.

5E: Dungeon Masters Guide (2014)

"Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality...Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on a a lich. Beyond death he became the greatest of all liches...So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower."

    5E provides an excellent backstory, built upon many editions and years of Greyhawk lore. There is more to it, but I'm moving on to the description of the Eye:

"The eye looks like a bloodshot organ torn free from the socket...To attune the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die."

    This version harkens back to earlier ones with the slit-eye. I dig how before its inserted it looks like a regular eye (organ) possibly with veins attached. Now onto the powers...

"Properties of the Eye. Your alignment changes to neutral evil, and you gain the following benefits:

You have truesight.
You can see as if you were wearing a ring of X-ray vision.
The eye has 8 charges...cast one of the following spells from it: clairvoyance...crown of madness...disintegrate...dominate monster...or eyebite."

    X-ray vision is a new one. Disintegrate too, mind you all these powers use multiple charges. There is resonating powers with the Hand in this edition, among them the return of the Wish spell, though only once every 30 days. Any side effects? Oh yes...

"Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become and NPC..."

    Well that's certainly standard for the Eye, though it's pretty underwhelming to make it a 5% crap shoot every time, unlike 4E's roleplay version of descending into Vecna's control. Destruction means? 5E punts on this one in my opinion, by saying both Hand and Eye must be attached and the user slain by the Sword of Kas. Extreme, but in the context of a module like Vecna Lives, too easy! 

    That's all I got! I'd say it's enough too. I hope DMs find some inspiration in this list, or in the least had a good nostalgic ride through the editions. If this article should later vanish mysterious, well, I blame the Eyes of Vecna.

Update 7/7/2024: The D&D Movie with Chris Pine did NOT end up having the Eye of Vecna in it.

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!

Friday, November 1, 2019

New Article: A Guide to Mordenkainen

Heya Greyhawk diehards! If you're like me, you want to know everything there is to know about the World of Greyhawk's notable persons, places and things. Well, the gaming blog, Powerscore has just the thing this week, an exhaustive article showcasing EVERY published D&D reference about Mordenkainen the archmage leader of the Circle of Eight. Yes, every article, novel, sourcebook, core book, etc, is picked over in order to give you the big picture on this most enigmatic champion of the Balance. I've had my own theories on what Mordy's trajectory has been in the last couple decades, and this article helps shine a light on some more recent 5E references that I hadn't even read before! Mind you this article does contain spoilers, so players beware! DMs, enjoy!


Sunday, March 3, 2019

5E: Which Greyhawk Classics Are Next?

Hail Greyhawkers! Today I am going to do an in-depth survey of which adventures or classic themes remain for WotC to adapt to 5th Edition. It's been a remarkable run so far for 5E, with Wizards' handling of nostalgia driven storylines and online entertainment. I wonder if they can keep up the pace? To that end, I want to also utilize a wonderful article The 30 Greatest D&D Adventures of All Time from Dungeon Magazine #116. A panel of D&D's best authors chose the top 30 and it shows that when it comes to classics that remain fresh with each edition, Greyhawk is the king of D&D. Let's have a look:

Classic (#30): Ghost Tower of Inverness by Allan Hammack

5E: None
Comments: Living Greyhawk did a "return to" Ghost Tower module in 3.5E and 4E did one for their Encounters game event. As I'm running this module as I write this post, I can say with conviction there is a lot of potential for a 5E version though the trope of a ruined castle/tower owned by a wizard is very common in classic D&D. 

Classic (#29): Assassin's Knot by Lenard Lakofka
5E: None
Comments: This is the second part in Lakofka's L series, started by the equally classic The Secret of Bone Hill (perhaps #31 in the top list?). These modules were early examples of sandbox style of play. Individually or together, I could see them end up in a 5E anthology book like Yawning Portal.

Classic (#27): Sinister Secret of Saltmarsh by Dave Brown and Don Turnbull
5E: (converted) Ghosts of Saltmarsh
Comments: Ghosts of Saltmarsh also includes the rest of U series, Danger at Dunwater and The Final Enemy. This book is significant because it not only serializes three Greyhawk modules, it also brings in some Dungeon Magazine classics for the first time like Tammeraut's Fate and The Styes.


Classic (#26): City of Skulls by Carl Sargent
5E: None
Comments: This module from 2E is unique due to its part in the time line of Greyhawk during the Greyhawk Wars. The theme of infiltrating a city to rescue a kidnapped noble has only been done perhaps in 5E Dragon Heist, though Waterdeep hardly compares to the capital of Iuz the Evil. It is so intricately tied to Greyhawk, that it would be surprising to see this classic updated to 5E.

Classic (#23): The Forgotten Temple of Tharizdun by Gary Gygax
5E: None 
Comments: This gothic horror module will likely come soon to 5E since the namesake cult in this book is quite popular in D&D lore. Thematically cults have been over done in D&D, including a few times in 5E story lines to date, but this one is rather unique. Likewise, Tharizdun has been mentioned in 5E products already so it's only a matter of time!

Classic (#22): The Lost Caverns of Tsojcanth by Gary Gygax
5E: None
Comments: As mentioned before, this is a sandboxy module of mountain and cave exploration. The villains and monsters found in Tsojcanth were original for its day. Lost Caverns was last expanded in 3.5E Dungeon Magazine, but a 5E update would surely be free to roam again. Alternatively Tsojcanth could end up in a 5E anthology book with the other remaining classics from S1-4, Realms of Horrror (Forgotten Temple of Tharizdun and Expedition to the Barrier Peaks).

Classic (#20): Scourge of the Slave Lords by various authors
5E: (reprint) Against the Slave Lords 
Comments: This adventure path is comprised of the A series of modules dealing with the theme of defeating an evil slave trading organization one piece at a time. This series was compiled in Scourge and later expanded in 2E's Slavers. Most recently, there was a new episode (A0) added to the slavers series for their Against the Slave Lords AD&D reprint. There seems to be slight chance WotC will use this plot since it was already explored in a reprint, though the rules remained 1E. 

Classic (#19): Against the Cult of the Reptile God by Douglas Niles
5E: None
Comments: This modest low level classic is set near Keoland and involves themes of an evil cult and investigation. Like I mention before, evil cults are a constant theme of D&D plots. This module would be best seen in an anthology of classic cult modules like Forgotten Temple and the Temple of Elemental Evil.


Classic (#18): Hidden Shrine of Tamoachan by Harold Johnson and Jeff Leason
5E: (converted) Tales From the Yawning Portal
Comments: Tamoachan is a popular jungle themed dungeon and has seen revision in 4E once and though it is Mayan influenced, the theme of jungle exploration is currently one that Wizards covered in Tomb of Annihilation. It's inclusion in Yawning Portal comes as no surprise.

Classic (#13) Dwellers of the Forbidden City by David Cook
Classic (#10): Return to the Tomb of Horrors by Bruce Cordell
Classic (#3): Tomb of Horrors by Gary Gygax
5E: (themes and converted) Tomb of Annihilation/Tales From the Yawning Portal
Comments: As mentioned above, ToA is about jungle exploration and lost cities (ties to the classic Isle of Dread and Dwellers). ToA also utilizes the antagonist of ToH, a module that is so popular that it has been seen in novels and expanded upon or adapted for every edition of D&D.

Classic (#9): White Plume Mountain by Lawrence Schick
5E: (converted) Tales From the Yawning Portal
Comments: Wizard's ruined dungeons are commonplace, but WPM is unique for being built inside a volcano and it features a few classic magic weapons like Blackrazor. This module has seen updates and adaptations in nearly every edition as well.

Classic (#8): Return to the Temple of Elemental Evil by Monte Cook
Classic (#4): The Temple of Elemental Evil by Gary Gygax and Frank Mentzer
5E: (theme and board game) Princes of the Apocalypse, Temple of Elemental Evil, Out of the Abyss
Comments: The theme of an evil elemental worshiping cult is taken in a wild new direction in 5E, without directly taking the Temple out of Greyhawk. A tie in board game of the namesake however, failed to pay homage to its roots. It is also worth noting the demoness villain of this megadungeon, Zuggtmoy, is also featured in Out of the Abyss. ToEE is popular enough in D&D to warrant a full 5E adaptation someday, perhaps in an anthology book like Yawning Portal.

Classic (#5): Expedition to the Barrier Peaks by Gary Gygax
5E: (sequel) Lost Laboratory of Kwalish 
Comments: Barrier Peaks' themes of magitech and weird monsters wasn't reimagined here so much as given a suitable sequel to Gygax's original. The special adventure was done for charity, instead of a regular story line event, so I wonder if this theme will be revisited someday.

Classic (#1) Queen of the Spiders by Gygax and various authors
5E: (themes) Storm Giants Thunder, Out of the Abyss
Comments: Queen of the Spiders' adventure path components are classics in their own right. Themes seen in 5E include giant antagonists, Against the Giants (G series), fighting through the Underdark, Vault of the Drow (D series), and defeating demonlords, Queen of the Demonweb Pits. Somehow, given Lolth and drow are heavily in Out of the Abyss, I expect this plot to see another pass in the years to come if only because of author R.A. Salvatore.

Some other select Greyhawk adventures of note:

Age of Worms: This adventure path from 3.5E Dungeon Magazine involved stopping an evil cult bringing a destructive deity to Oerth. One could argue that is the plot of 5E's first story line, Tyranny of Dragons.

Savage Tide: Another huge adventure path set in Greyhawk. This series involves nautical elements, demons and it drags the Isle of Dread into Greyhawk. As the plot involves themes like madness, Demogorgon and abyssal politics, I'd say Out of the Abyss covered this one.

Vecna Lives! Vecna Reborn, Die Vecna Die: Vecna is a core deity in D&D. His exploits are well known and developed since 2E. Vecna has not been featured in 5E yet. Perhaps the antagonist of lich Acererak in Tomb of Annihilation would cover this base, but really there is too much material left here for Wizards not to use Vecna someday.

Five Shall Be One, Howl From the North: This two part adventure deals with themes of barbarians and cold, wilderness exploration. So far 5E has not gone this route yet. FSBO is note worthy in that it is a quest for five magic blades to free a trapped god who will unite the barbarians of the north. After having adapted this story in my campaign to the south seas, I can tell you the originals are weak and a 5E update could only improve it.


Greyhawk Ruins/ Expedition to the Ruins of Greyhawk: The modules based on Gygax's most famous mega-dungeon. I can say with certainty these won't see a 5E revision since the themes of a dungeon belonging to a mad mage is exactly that of Undermountain (#17 classic) which was recently updated in the apt title, Dungeon of the Mad Mage

Mordenkainen's Fantastic Adventure/ Maure Castle: This megadungeon by Rob Kuntz is a classic in my opinion. It's see a conversion and expansion during 3.5E in Dungeon. However, like Castle Greyhawk, I can't see Wizards ever going here due the enormous length and similarity in theme to DotMM.

TL;DR version:
D&D has found it's groove by weaving new story lines into classic modules, while also dishing out anthologies of 5E adapted modules to promote old school themes. It's a formula they won't deviate from soon, but given the lists of classic Greyhawk adventures to draw from, they are already more than half-way through their pool of themes. In the future, WotC will need to turn to either other game worlds, like Dragonlance (Dragons of Despair, #25 classic), Ravenloft (#2 classic, adapted in Curse of Strahd 5E), Planescape (Dead Gods #14 classic) or the pages of Dungeon Magazine to find some diamonds in the rough that with any luck, will become the new classics.

Update 06/24/2021: Two years later and WotC has danced around this list without touching it. Kudos to them for not using Vecna yet. However, news coming later this year may soon knock a few more classics off this list. Stay tuned!

Update 07/07/2024: Welp, 2024 saw the release of Vecna: Eve of Ruin. It was inevitable!