Greyhawk Adventures

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official’Advanced Dungeon

James M. Ward

A compendium of GREYHAWK@campaign ideas for the AD&D@role playing system.


TSR, Inc. TSR UK Ltd.
P.O. Box 756 The Mill, Rathmore Road
Lake Geneva, Cambridge CBl 4AD
WI 53147 U.S.A. United Kingdom

ADVANCED DUNGEONS & DRAGONS, AD&D, GREYHAWK, WORLD OF GREYHAWK, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc.
.DebicatioN ’
I would like to dedicate this work to those uncounted numbers of people who
have liked my material and were kind enough to tell me so. Thank you, very much.
JMW

Introduction
Warning: This book is designed for experienced campaigners!
I preface my introduction with the above statement because I want you to realize that this isn’t a role-playing aid for newcomers. When the AD&D@
game was first published, the GREYHAWK@campaign system had been up and running for several years. Since then, I hope I have helped, in my own
small way, to make that campaign and the AD&D game system grow a little larger and run a little better. Now, others have taken up the gauntlet and
quite probably hundreds of thousands of player characters have walked down the dirt roads of the City of Greyhawk and roamed the lands of Oerth.
This book was created out of the demand by those GREYHAWK game lovers for more information.
The oldest, running fantasy campaign has a very vocal following.Each section of this book came out of a direct request for more information about a
particular aspect of Oerth and Greyhawk. If you’re new to Greyhawk, you may find parts of this book confusing-you’re sure to find it intriguing. (To
bring yourself up to speed, check out TSRs previously published GREYHAWK material.) If you’re already a GREYHAWK game player, this book will
present you with fun and adventure like you’ve never seen before.
Still, as I sit here writing this introduction, I know that I am doomed in my effort to please everyone. I feel I’m about to enter into a lovehate rela-
tionship with thousands of GREYHAWK game fans. I truly believe there are sections in this book that everyone will read and love, but the other side
of the coin is also true-I plan on being asked (for the rest of my life!) “Why didn’t you put in a section on government?” or “Why didn’t you put in a
longer section on spells?’ The answers to these questions and the thousands of others that will be asked are long and only vaguely interesting. I
worked hard to put together a cross section of what everyone said they wanted. I hope I hit the mark most of the time.
Let me give you a quick rundown of the material in this book:
Deities: The maingods and goddesseswho influence PCs and NPCs are listed. The concept of these beings coming down in “Avatar” form is present-
ed for the first time. More information on role-playing clerics has been added for people who like their role-playing with more meat in it.
Monsters: Creatures unique to the world of Oerth, from the steaming jungles to the dry deserts have been created. These monsters can also fit into
any fantasy campaign or adventure.
Heroes: Powerful and important non-player characters were requested by almost everyone. These characters, good and bad, are listed with their
strong and weak points in an effort to provide new springboards for PC adventures.
Spells: The lists in this book describe the spells of the greatest spellcasters in the GREYHAWK campaign. Now, player characters can cast the spells
of Drawmij, Rary, and others. There is a certain satisfaction in knowing just which wizard gave your character the useful spell that saved your party’s
bacon when times were hard. Now you know.
Magicitems: A book on GREYHAWK Adventures wouldn’t be complete without some mention of the magical items unique to Oerth. In addition to
the usual enchanted objects (rings, wands, and so on), I wanted to include magical items like coins, caps, eyepatches, lockets, and turbans, all with
their own useful magic.
Geography: The interesting sights of Oerth have long been ignored. This section deals with some of the more famous geographical features, all sites
of adventures past and future. These geographical features provide endless exciting possibilities.
Adventures: To our surprise, hundreds of letters claimed that no GREYHAWK book would be complete without adventures, so, of course we’ve
included some here. This concept is a totally new one for TSR and one that is on the testing block. If you like adventures in your hardbounds, the idea
stays; if you don’t, the idea goes, never to be seen again.
Zero-Leuel Characters: Many people wondered what characters were like before they became first level. Now, a special appendix in this book gives
you the chance to role-play characters who aren’t quite ready for first level.
I would like to make note of the sound developmental work of the designers and editors who helped me put all the puzzling pieces of this book togeth-
er. This, more than any other recent TSR project, was a group effort. Only a few of the people who participated could be mentioned in the credits. I want
to go on record as being very appreciative of everyone’s efforts.
As a final note, this book more than any other AD&D game book, was created by you, the players. Your letters, questions, and comments determined
the contents of the volume you hold in your hands. It is my hope that you got what you wanted.

July 4, 1988

Credits
Design and Organization:James M. Ward
Design: Daniel Salas, Skip Williams, Nigel D. Findley, Thomas Kane, Stephen Innis, Len Carpenter, Eric Oppen
Editing and Coordination:Warren Spector
Editing: Anne Brown, Karen Boomgarden, Steve Winter, Mike Breault, Scott Haring, Jon Pickens
Special Developmental Work Jon Pickens
Cover Art: Jeff Easley
Interior Art: Jeff Easley. Also Jeff Dee, Diesel, Larry Elmore, Jim Holloway, Erol Otus, Dave Sutherland, Dave Trampier,
Gary Williams.
Graphic Design: Lori Svikel
Typography: Linda Bakk and Betty Elmore
Keyline: Stephanie Tabat

Distributed to the book trade by Random House, Inc. and in Canada by Random House of Canada, Ltd.
Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR UK Ltd.

01988 TSR, Inc. All Rights Reserved.


0-88038-649-5

This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of TSR, Inc.

Printed in the U.S.A.


Introduction ................................ 3 Geography of Oerth ...................... 89
Deities and Clerics of Greyhawk ......... 4 Pinnacles of Azor’alq .......................... 89
TheSeaofDust ............................... 90
Terms Used In This Book ........................ 4 The Pits of Azak-Zil ........................... 91
Boccob ....................................... 5 Skrellingshald ................................ 92
Celestian ..................................... 6 The Sinking Isle .............................. 93
St. Cuthbert .................................. 9 The Twisted Forest ............................ 95
Ehlonna ..................................... 10 The Burning Cliffs ............................ 96
Fharlanghn .................................. 11 Csipros Erd-The Geysers of Death ..............97
Incabulos .................................... 12 Tovag Baragu-The Stone Circles ................98
Istus ........................................ 13 Rigodruok-The Rainbow Vale ..................99
Iuz ......................................... 14 Esmerin .................................... 101
Nerull ...................................... 15 Turucambi .................................. 102
Pholtus ...................................... 16
Ralishaz ..................................... 17 Adventures in Greyhawk ...............104
Ulaa ........................................ 18
Horsesense ................................. 104
Monsters of Greyhawk .................. - 2 0 BeamingUp ................................ 105
Diver Down ................................. 107
Beastman ................................... 20 The Entrance to the Valley of the Mage . . . . . . . . . .109
Cactus. Vampire .............................. 21 The Rescue of Ren ............................ 111
Camprat ..................................... 22 The House of Cards .......................... 113
Changecat ................................... 24
Crystalmist .................................. 25 Appendix 1: Zero-Level Characters .... 117
Dragon’Greyhawk ............................ 26 The Fledgling Character ...................... 117
Grung ....................................... 27
Inguni ...................................... 28 Specialized Abilities .......................... 118
Nimbus ..................................... 29 Class Abilities and proficiences ................120
Sprite. Sea ................................... 30 Languages .................................. 123
Combat and Wounds .......................... 124
Swordwraith ................................. 31
Equipment and Money ........................ 124
Wolf. Mist ................................... 32
Zombie. Sea .................................. 33 Using Magical Equipment ..................... 124
Joining a Character Class ..................... 124
Hall of Heroes ............................ 35 Abilities From Other Character Classes . . . . . . . . .125
NPCs ...................................... 125
The Free City of Greyhawk ..................... 35 Oriental Characters .......................... 126
The Valley of the Mage ......................... 42 Acting as DM for Zero-Level Characters ......... 126
The Scarlet Brotherhood ....................... 44
Elsewhere on Oerth ........................... 47 Appendix 2: Greyhawk Spell List . . . . . . 127
Magical Spells ............................. 51 Bigby ...................................... 127
Drawmij .................................... 127
Bigby’sSpells ................................ 51 Mordenkainen ............................... 127
Drawmij’s Spells .............................. 54 Nystul ..................................... 127
Mordenkainen’s Spells ......................... 56 Otiluke ..................................... 128
Nystul’sSpells ............................... 58 Otto ....................................... 128
Otiluke’s Spells ............................... 61 Rary ....................................... 128
Otto’s Spells .................................. 65 Tenser ..................................... 128 A
Rary’s Spells ................................. 67
Tenser’s Spells ................................ 69
Magical Items of Greyhawk .............. 72
Rings ....................................... 73
Rods. Staves. and Wands ....................... 74
Amulets ..................................... 76
Miscellaneous Magical Items .................... 77
Armor and Shields ............................ 86
Swords ...................................... 87
Miscellaneous Weapons ........................ 88

3
.
Deities and Clerics of Greyhawk

he gods often visit the Prime Material Plane in when a deity infuses part of its life force into a physical
avatar form to aid their worshippers or just to form. Greater deities have been known to use as many as
enjoy themselves. In one way or another, they three avatars a t the same time. Lesser deities have never
influence the actions of all creatures on the been known to use more than one. Demigods cannot use
Plane. This chapter provides a detailed look a t avatars. Deities usually create equipment to go along with
9 the most influential deities. It describes their avatars, the form. Only the most common avatar for each deity is
their clerics, and the special powers the deities use (and listed here, but avatars of considerably greater power are
grant to their clerics) in the Prime Material Plane. known to exist.
For some unknown reason, the city of Greyhawk gets an Some deities keep several avatars on their home planes,
unusual amount of attention from these deities-at least in case one is destroyed. (Destroying an avatar does not
one of these beings usually has an avatar in the city. Many harm a deity in any way, however.) When an avatar is
ballads tell of awe-inspiring confrontations between ava- destroyed, its equipment is usually destroyed along with it,
tars of opposing alignments on the city’s crowded streets. but the deity might choose to leave it behind if doing so
Needless to say those streets needed considerable repair would serve its purposes.
when the battle was done. Deities send avatars to the Prime Material Plane in
order to influence, help, or instruct their worshippers.
Many of the greatest heroes of any race of people or intelli-
Terms Used In This Book gent creatures were avatars sent to help that race. Each
Each deity’s particulars are presented in three parts: a avatar will take great pains not to reveal that they are part
section on the deity itself, a section on the avatar most com- deity. If an avatar dies, the body will vanish after several
monly used by the deity, and a section describing the dei- days. This body cannot be revived by magical means. Ava-
ty’s clerics. The spells listed with the deity are always tars usually appear in desolate areas and move towards the
available to the clerics of his or her order. The special, spell- people they would protect.
like powers are available to the head cleric of any temple of
that deity. These powers are granted to the cleric during Abbreviations
times of special need. The following abbreviations are used throughout this book
to describe characters of all sorts. Information applying
The Deity only to avatars is listed in italics.
The deity’s name is given first, followed by its status H D Hit Dice. The number of hit dice the avatar has.
(Greater Deity, Lesser Deity, or Demigod). A deity’s status THACO Acronym for ““b Hit Armor Class 0”. The score
reflects its power in relation to other deities. Status also needed on a twenty-sided die to hit an opponent that has
helps to determine how powerful a deity’s avatars are, how an armor class of 0. The score needed to hit targets with
many avatars there are, and what special abilities the dei- other armor classes is easily calculated from this num-
ty has when its avatars are at full power. Note that only the ber. Note that the THACO does not take into account “to
powers of the deities’ avatars are given here. hit” adjustments from strength or magic.
S p A Spell Ability. The class and level at which the char-
Abbreviations acters casts spells (MU = magic-user; CL = Cleric).
A L Alignment. Indicates the deity’s behavior (see PHB Note that the deity’s unique spell-like abilities are cast at
and DMGfor notes on the various alignments). A listing a higher level which reflects the deity’s true power
in parentheses after alignment indicates a deity’s ten- MV: Movement. This is how fast a creature moves:
dency to stray from the primary alignment. I#” = flying speed
WAL: Worshippers’ Alignment. The alignment of the dei- I/#” = swimming speed
(#”) = burrowing speed
ty’s non-clerical worshippers.
SoC: Spheres of Control. The ideas, events, or subjects the *#” = speedinweb
deity controls or is interested in, and what the deity is A C Armor Class. This is the character’s frontal armor
class, taking into account its dexterity, magical protec-
worshipped for.
Symbol. The sign by which the deity is known.Clerics must tions, and innate toughness. The armor class could be
have a copy oftheir deity‘s symbol in order to cast spells. worse if the character is attacked from the flank or from
C R Color. The color most commonly associated with the behind.
deity. A deity’s avatars and clerics often dress in this col- hp: The character’s hit points. This is number of hit points
or. Visible effects of spells cast by clerics of this deity the deity ‘loans” the avatar (usually about one third of
will always be in hues of this color. its total hit points).
P N Plane. The plane where the deity maintains its pri- #AT: Number of Attacks. The number of attacks the char-
mary residence. acter can make in a single round.
Dmg: Damage. The damage inflicted by a single attack.
M R Magic Resistance. The chance of a spell failing when
Avatars used against the character, usually about half the deity’s
An avatar is a physical manifestation of a god created true magic resistance.

4
S Z Size. The size of an avatar is always slightly larger Boccob’s Avatar
than the normal size of a member of the race the avatar is HD 14; THACO 13; SPA MU 18; MV 18”;AC -2; hp 62;
sent to help. #AT 1; Dmg ld6 + 1to 4 (strength bonus + variable
Str: Strength magical bonus); MR 50%;SZ M; Str 16, Int 20, Wis 18,
Int: Intelligence Dex 18, Con, 16, Cha 18
Wis: Wisdom
Dex: Dexterity Boccob rarely leaves his own hall. When he does go forth,
Con: Constitution he appears as a handsome man of indeterminate age clad
Cha: Charisma in flowing purple garments. His clothing is covered with
shimmering golden runes which move and change. He is
Clerics indifferent and reticent to those he meets, neither seeking
Each of Greyhawk’s deities demands worship of a differ- nor avoiding confrontations, but he always seeks to gain
ent sort, and attracts a different sort of cleric. The unique knowledge.
qualities, specialties, and characteristics of Oerth‘s diverse His most common avatar is hit only by weapons of + 3 or
clerics are described in detail, but you’ll need to know the better enchantment. No matter what his form, he can draw
meaning of several abbreviations. power from either the Positive or Negative Material
Planes. This allows him to strike fear in a 15 foot radius
Cleric Abbreviations into undead or creatures from the Positive or Negative
Material Planes, saving throw a t -4.
A L Alignment. The alignment required for a character The avatar has double normal vision into all spectrums
to become a cleric of this deity. This is always more restrict- and can regenerate ld4 hit points per round. Boccob is
ed than a worshipper’s alignment. immune to all spells involving the mind, including
RA: Raiment. What the cleric wears when performing feeblemind and similar magics.
formal rituals to the deity and the cleric’s preferred garb at Once per day, Boccob can create a disc of Concordant
other times. Opposition. The disc is a 10-foot web of force that blasts
AEx: Additional Experience Cost. The penalty, in expe- into nothingness any creature with fewer than 10 levels or
rience points, the cleric must pay when advancing in hit dice, or less than 50%magic resistance (unless a save is
levels. This is offset by unique special abilities the deity made). Characters of more than the 10th level take 50
grants to its clerics. points of damage, no save allowed. Any creature with a
WPN Weapons. The types of weapons the cleric may magic-resistance greater than 50% is unaffected. Casting
use. Weapons marked with an asterisk are strongly associ- time is one segment. The disc’s range is limited only by
ated with the deity and the cleric must be proficient with Boccob’s line-of-sight.
them a t 1st level. Boccob generally carries his Staff of the Archmage. This
Numerous deities insist that their clerics learn about, combines the powers of a staff of the magi with a wand of
and become proficient in the use of edged-weapons. These conjuration. Though it can never contain more than 25
deities have their own reasons for breaking the commonly charges, it can absorb 24 spell levels per day. Boccob
enforced rule of clerics not using edged weapons. always wears a t least five amulets and protective devices,
SPH: Spheres. The kinds of spells the deity makes avail- including a periapt of wound closure, a scarab ofprotection,
able to its clerics. This is intended for use with a n optional a n amulet ofproof against detection and location, a periapt
rule in the second edition AD&D@game, and can be of health, and a stone of good luck.
ignored if the DM wishes.
SPL Specials. Special abilities the deity grants its cler- Boccob’s Clerics
ics, usually spells or spell-like powers. Special abilities
accrue to the cleric automatically each day. AL Neutral; RA Purple robe with gold trim; AEx:
ADD Additional Spells. Spells that fall outside the dei- special; WPN flail, mace, staff*, dagger, knife, sling; SPH
ty’s spheres, but are available to the cleric. Astral, Charm, Combat, Divination, Elemental,
Summoning, Healing (minor), Guardian (minor); SPL see
below; ADD disc of Concordant Opposition, dispel magic
Boccob (Greater Deity)
AL Neutral; WAL Any; SoC Magic, Arcane Knowledge; Priests of Boccob gain limited sage ability (see DMG)
SY Eye in a star; CR Purple; PN Concordant Opposition when they reach 8th level. The cleric has access to the
major field of the Supernatural and Unusual, with one spe-
Boccob, The Uncaring, patron of neutrality, foreknow- cial category per 4 points of intelligence. The cleric can
ledge, and foresight, is the Archmage of the Deities. He has answer questions or conduct research only if he has access
few followers, but this does not appear to concern him in to a library. If a priest of Boccob builds a religious strong-
the least. Throughout the Flanaess seers and diviners hold (see PHB), he may enchant one or more of Boccob’s
entreat him for omens, sages revere him, and those seeking eyes in a star symbol to act as a scrying device.
to create new magical items or spells often seek his aid. Each scrying device costs 5,000 g.p. and takes 13 weeks
Services to Boccob, when held at all, include complex rit- to construct. The cleric can build one of these devices for
uals, incense, recitals of alchemical formulas, and readings every 3% points of Intelligence he has. The devices func-
from special works honoring knowledge. tion only within the stronghold, each acting as a crystal
ball, but capable of scrying only the area in which it is

5
Deities and Clerics of Greyhawk h
/

placed. The cleric may use them from any location on the Celestian’s Avatar
Prime Material Plane. The chance for successful scrying is HD 23; THACO 5; SpA MU 13; MV 18”;AC -5; hp 104;
100%. There is no limit to the number of times the cleric #AT 2; Dmg by weapon +6; MR 45%; SZ M; Str 18 (00))
can scry through these devices, but the total scrying time Int 18, Wis 16, Dex 18, Con 18, Cha 17
allowed is three hours per day; the cleric may divide his
time between the available devices as he sees fit. Celestian appears as a tall, lean, middle-aged man in
When Boccob’s clerics reach 10th level, they gain the black garments. His symbol is a n array of seven “stars”
ability to handle magical items normally usable only by (diamond,amethyst, sapphire, emerald, topaz, jacinth, and
magic-users. The items they can use include all wands (but ruby) blazing with the fires of distant suns. This symbol is
not rods or staves, save those usable by clerics), crystal always part of his attire, worn as an adornment or worked
balls, robes (but not a robe of the archmagi). Once they into the cloth. His smooth skin is ebony, and he has eyes to
reach 10th level, clerics pay an additional 5% experience match. His movements are quick and silent. He speaks but
point cost when gaining further levels. seldom, and then only in a cold, unearthly whisper, which
carries well despite its softness.
Additional Spell Once per round, he can use any magical spell involving
Disc of Concordant Opposition (Evocation) movement or travel, at the 18th level. Celestian casts these
spells in addition to any others he has memorized. Each
Level: 6 Components: V, S, M casting takes one segment no matter what its normal cast-
Range: 10 yards Casting Time: 6 segs. ing time.
Duration: 1attack Saving Throw: Special Celestian typically carries one or more of the following
Area of Effect: 1creature weapons: a magical long bow + 3 with 20 + 3 arrows; a
This spell is granted to clerics of Boccob when they spear + 4 , normally 5 feet long but extending to 10 feet
become eligible for 6th level spells. It is a less powerful ver- whenever Celestian wills; a short sword +5; a battle axe
sion of Boccob’s own disc of Concordant opposition. When +4 that he can hurl up to 40 feet; and a dagger +6 made of
it is cast, the cleric brings into being a disc which will blast unbreakable metal.
most creatures into nothingness unless they are resistant Celestian also has the following powers, usable a t will,
to magic. once per day:
Creatures with less than 6 hit dice or 35% magic resist- Aurora-When he uses this power, an immobile, seven
ance are destroyed, if they fail their save. Creatures with 6 foot high hollow cylinder of scintillating light surrounds
hit dice or more take 75 points of damage, if they fail their Celestian or any creature he chooses within a 20-yard
save. Creatures with 6 or more hit dice take 40 points of
damage, saving to half damage. Any creature with a
magic-resistance greater than 35% is unaffected.
The cleric must have Boccob’s symbol-on his person in
order to cast this spell. The material component is a small
iron and electrum wheel with a rod rising from the center
of one side. The disc is hurled at the target while the cleric
completes a prayer to Boccob.

Celestian (Lesser Deity)


AL Neutral good; WAL Any good; SoC Stars, Space,
Wanderers; SY Black circle with seven stars; CR Black;
PN Astral

It is said that Celestian and Fharlanghn are brothers


who followed similar but different paths. While
Fharlanghn traveled the world, Celestian was drawn to
the endless reaches of the stars and the Astral Plane.
Celestian, The Star Wanderer, has only a small following
in the Flanaess, being revered by astronomers, astrolo-
gers, navigators, philosophers, dreamers, and others
involved with the cosmos or the sky. Shrines to Celestian
are located in the country, away from city lights, and are
built on mountain peaks or hilltops with a clear view of the
night sky. Services to Celestian are held outdoors under a
starry sky.
Deities and Clerics of Greyhawk

range. The cylinder’s radius can be anywhere from one to Priests of Celestian wander about emulating their deity,
seven feet, at Celestian’s option. The light lasts up to seven whenever possible, by traveling the depths of space. They
turns-Celestian can dispel it at will. tend to be detached, more concerned with the stars than
Celestian and his clerics are immune to the effects of the with Oerthly affairs. All Celestian priests study the stars
cylinder, but any other living thing touching or touched by and have a working knowledge of astronomy and naviga-
the light suffers 3d8 points of damage (save vs. spells for tion. Priests gain special spells as they advance in level:
half). If a creature fails its saving throw it cannot leave the
confines of the aurora area. Those trying to enter the field Level Spell
must also make their saving throw to enter the area. The
cylinder counteracts the effects of magic resistance. 1st-2nd feather fall
Comet-This is a flaming missile which can unerringly 3rd-4th jump
5th-6th levitate
strike one target within 20 yards. The missile ignites any
7th-8th spider climb
combustibles it touches. Its poisonous, flaming gases
inflict 5d6 points of damage on anything it strikes (save vs. 9th-10th fly
spells for half). The target must be constantly in sight for 11th-15th dimension door
the spell to work. Even those creatures with fire resistance 16th & up teleport
take the full effect of comet damage. Celestian and his cler- Each special spell is gained immediately when the cleric
ics are immune to the spell’s effects, however. reaches the listed experience level. Special spells are
Heat Lightning-This spell calls a bolt of lightning down cumulative, so that a 16th level cleric has seven special
from the sky. The bolt unerringly strikes any single target spells per day. Each spell is usable once per day. Casting
within 70 feet of the caster, inflicting 5d10 points of dam- times are normal, and the cleric casts the spells a t his expe-
age (save vs. spell for half). The target must be constantly rience level.
in sight for the spell to work. Even those creatures with These spells are granted like all clerical spells and the
electrical resistance take the full effect of the lightning clerics don’t have to study for them as a magic-user does.
damage. Celestian and his clerics are immune to its force.
Meteors-Seven to 16 (ld10 +6) stone spheres, each six Additional Spell
inches in diameter, shoot from Celestian’s hand. They can
be directed at a single target within 20 yards, or split Meteors (Evocation)
among several targets. Each meteor inflicts ldlO +4 points Level: 4 Components: V, S, M
of damage (save vs. spells negates, one save per striking Range: 20 yards Casting Time: 5 segs.
meteor). The meteors may be released one at a time or Duration: 1round/level Saving Throw: Special
simultaneously, but any not released before two turns have Area of Effect: Special
elapsed are lost.
Space Chill-A wave of cold and vacuum, 40 feet wide This spell creates 2-5 (ld4 + 1)stone spheres, each six
and 70 feet long, originating from Celestian’s hands, kills inches in diameter. They shoot from the caster’s hand, fol-
all vegetation it touches. Other living things suffer 4d10 lowing a straight path toward the target or targets the
points of damage. A save vs. spells reduces total damage by caster selects. The meteors hit their targets unless a save
vs. spells is made (dexterity and racial bonuses do not
one half.
Star Shine-A blazing white sheet of light streams from apply), and there is a -2 penalty to the save if the range is
10 yards or less. Each meteor inflicts ld4 +4 points of dam-
Celestian’s eyes, enveloping up to four creatures up to 70 age if it hits. The caster may release the meteors one a t a
feet away. Targets are blinded for one turn (save vs. spells
negates the effect). This blindness can be removed with a time or simultaneously, but any not released when the
spell duration ends are lost. The material component is
cure blindness spell or successful dispel magic.
Thunder-A great, rolling thunderclap sounds directly Celestian’s circle of stars symbol, and the cleric must be
over Celestian’s head. All creatures within 30 feet that under an oDen skv to cast the spell.
have fewer than 20 hit dice (except Celestian and his cler-
ics) are stunned for one round and deafened for l d 4 + 1
rounds, no saving throw. Creatures between 30 feet and 70
feet are simply deafened (save vs. spells negates).
Celestian (or his spell-casting cleric must be under the
open sky to use any of these powers. Casting time is instan-
taneous. Saves, where applicable, are made at - 3.

Celestian’s Clerics
AL Any Good; RA Black robe covered with stars; AEx
+ 10%;WPN spear*, short sword, staff; SPH Astral,
Creation, Sun, Necromantic (minor), Healing, Guardian
(minor); SPL see below; ADD meteors, create water,
endure cold/heat, resist cold, resist fire, flame walk, create
food and water, quest, chariot of Sustarre, wind walk
Deities and Clerics of Greyhawk

St. Cuthbert (Lesser Deity) pled hats of brown and green tartan with St. Cuthbert’s
starburst symbol, in copper, pinned to them. The Chapeaux
AL Lawful good (Lawful neutral); WAL Lawful good, seek to convert people to the faith. Beginning at third
Lawful neutral; SoC Wisdom, Dedication, Zeal; SY level, Chapeaux can cast one shillelagh spell per day. The
Wooden billet, starburst, crumpled hat; CR Brown, green; spell is cast at the cleric’s level.
PN Arcadia The Stars wear dark green robes with the starburst in
copper, gold, or platinum, depending on the cleric’s status.
St. Cuthbert, the patron of common sense, truth, and forth- Stars seek to retain doctrinal purity among the faithful-
rightness, has a large following, and many wayside shrines they tolerate no backsliding. Most Stars (70%)are lawful
and small, crude chapels dedicated to his worship are scat- neutral. Beginning at fourth level, Stars can cast one ESP
tered throughout the Flanaess. His worshippers are most spell per day. The spell is cast at the cleric’s level.
numerous in the Central Flanaess, in the City of The Billets are the most numerous of St Cuthbert’s cler-
Greyhawk and vicinity, the Wild Coast, Urnst, and Verbo- ics. They dress in simple brown and russet garments and
bonc. In these areas his places of worship are large, elabo- wear St. Cuthbert’s cudgel symbol in oak or bronzewood.
rate, and well-maintained. There is a great personal Billets minister to and protect the faithful, most (70%)are
enmity between St. Cuthbert and Iuz. lawful good. Beginning at second level, Billets can cast one
friends spell per day. The spell is cast a t the cleric’s level.
St. Cuthbert’s Avatar
HD 17; THACO 10; SpA CL 16; M V 18”;AC 2 ( - 5 with Additional Spell
plate mail); hp 80; #AT 1; Dmg 2d4 +5 or ld6 +9; MR Beguiling (Enchantment/Charm)
40%; SZ M; Str 18 (011, Int 10, Wis 19, Dex 17, Con 18,
Cha 16 Level: 2 Components: V, S, M
Range: lbuch Casting Time: 5 segs.
St. Cuthbert only leaves his plane when some great duty Duration: Special Saving Throw: Negates
brings him forth. He hates evil, but is mostly interested in Area of Effect: Special
law and order and the dual tasks of converting the unin- This spell imbues the cleric’s bronzewood or oaken cudgel
formed and preventing backsliding among the faithful. He with the power to charm an opponent by touch. The cleric
usually appears as a stout man with a ruddy complexion, can opt to attempt a non-damaging touch, or a normal
apple cheeks, flowing white hair, and a drooping mous- melee attack. In either case, the target must save vs. spells
tache. In this guise, he wearsplate mail +5. His helmet is when a hit is scored or be charmed. Should the cleric opt to
crowned with a crumpled hat, and a starburst of rubies set make a damaging attack, however, each point of damage
in platinum hangs from his neck. He carries two weapons, the target suffers from a hit gives a + 1bonus to the save (a
a bronzewood cudgel in his left hand and the Mace of St. roll of a “1”always fails).
Cuthbert in his right. Charmed creatures regard the cleric as their comrade,
St. Cuthbert has also been known to appear as a manure- friend, or mentor, treating the cleric with love and respect,
covered yokel, a brown-and green-robed wanderer, or a n and trusting him or her implicitly. If communication is pos-
aged and slight tinker. His avatars are hit only by weapons sible, the charmed creature will obey the cleric to the best
of +2 or better enchantment. of its ability as long as the instructions seem plausible and
St. Cuthbert’s bronzewood cudgel is a + 3 weapon equal do not obviously consign the creature to needless injury,
to a morningstar in his hands. Anyone touched by it must loss, or violation of alignment.
save vs. spells or be beguiled for 5-20turns. The Mace of St. Charmed creatures remain so for 2d10 rounds. This spell
Cuthbert is a mace of disruption +5. On a roll of a natural is particularly useful for getting incorrigibles to listen to
20, the creature struck loses one point of intelligence per- the teachings of St. Cuthbert or to contribute to worthy
manently, no save (however, a successful magic resistance causes.
roll negates the effect). The mace also has the following If this spell is used in conjuction with a shillelagh spell,
powers a t 18th level: bless (by touch), know alignment the victim saves at - 1. The dweomer lasts three rounds
(once per day), tongues, and remove curse (seven per week). plus one round per cast level, or until the cleric scores a suc-
cessful hit with the cudgel, whichever comes first.
St. Cuthbert’s Clerics
AL Lawful good or Lawful neutral; RA see below; AEx
none; WPN club*, flail, mace*, staff+,sling; SPH Charm,
Combat (minor), Divination, Protection (minor), Healing,
Necromantic; SPL see below; ADD beguiling, speak with
dead, create food and water, speak with plants, heroes’
feast, stone tell, succor, dispel evil, symbol, holy word

St. Cuthbert’s priesthood is divided into three orders:


the Chapeaux, the Stars, and the Billets. There is a great
rivalry between the followers of St. Cuthbert and those of
Pholtus of the Blinding Light.
The Chapeaux dress in varying garb, but all wear crum-

9
Deities and Clerics of Greyhawk

-3-7
Ehllonna (Lesser Deity) In human form, Ehlonna can summon and command
AL Neutral good; WAL Any good, neutral; SoC Forests, horses, while in elven form she has power over unicorns.
She can summon either from as far away as three miles.
Flowers, Meadows; SY Unicorn horn; CR Pale green; PN
Summoned creatures willingly serve as mounts and will
Prime Material
perform any task given them to the best of their abilities.
Ehlonna of the Forests, venerated as a fertility goddess, Elves, brownies, gnomes, and halflings are especially
attuned to Ehlonna- if she requests a service from any
is also patroness of animals and all good folk who dwell in
good or neutral member of these races it is 90%likely that
the woodlands. She is the deity of hunters, fishermen, her request will be granted, no matter what is required.
woodcutters, and others who make their livelihoods from
Ehlonna’s most common avatar is struck only by weap-
the forests. Temples to Ehlonna are located in sylvan set- ons of + 1or better enchantment, and has the abilities of a
tings, although small shrines are occasionally found in vil- 10th level ranger.
lages. Her following is strongest in the area from the Wild Ehlonna’s avatar always wears iron bracers that bestow
Coast to the Ulek fiefs, and from the Kron Hills to the sea. an armor class of zero and grant a +2 to all saving throws.
More females than males serve Ehlonna. Services to In addition, she carries a long bow and 40 arrows, a long
Ehlonna involve wooden and horn vessels, various herbs,
sword, and a dagger. The bow never misses its target, even
and music from pipes and flutes. when fired a t maximum range (21”). Half the arrows are
arrows of slaying for various evil woodland animals and
creatures. The remainder are arrows +3. The long sword is
a defender +6, and the dagger is +4.

Ehlonna’s Clerics
AL Neutral good or neutral; RA Pale green robe; AEx
+5%; WPN Long bow*, knife, spear, staff, lasso, club;
SPH Animal, Combat, Elemental (minor), Creation
(minor), Weather, Sun, Plant, Healing; SPL see below;
ADD stalk

Ehlonna’s clerics wear pale green robes, and choose one


species of plant as their special ward. The cleric need not
fanatically protect individual plants from all harm, but
must see to it that the species as a whole flourishes, and
that common folk respect it for any beneficial properties it
might have. Most clerics carry a supply of seeds with them
as they travel, planting them where appropriate to insure
the species’ survival.
All clerics of Ehlonna track as if they were rangers a t a
level of ability equal to their clerical level. Beginning at
5th level they can cast one animal friendship spell per day;
the spell is cast a t the cleric’s level, and does not count
against the cleric’s spell maximum.

Additional Spell
Stalk (AlteratiodAbjuration)
Level: 2 Components: V, M
Range: Touch Casting Time: 2 segs.
Duration: 5 roundsflevel Saving Throw: None
Ehlonna’s Avatar Area of Effed: Creature touched
HD 22; THACO 12; SpA MU 10; MV 24”; AC -2 (-4 This spell makes the target nearly invisible in natural
with bracers); hp 100; # ATT 3/2; Dmg ld8 +5 to 11,or surroundings and almost totally silent, as if he or she were
ld6 + 8, or ld4 + 9; MR 35%; SZ M; Str 18 (99),Int 18, wearing cloak and boots of elvenkind. Furthermore, the
Wis 18, Dex 18, Con 18, Cha 18 recipient’s scent is almost completely masked. The
dweomer makes a stationary recipient undetectable by
Ehlonna appears as a human or elven female. In her non-magical means at any range over 30 feet. Movement
human guise she has either chestnut or black hair; as an doesn’t negate the spell; it only makes non-magical detec-
elf her tresses are golden-pale or coppery gold. In either tion possible. The spell ends when its duration expires or
form, her eyes are startling blue or soft violet, and her skin whenever the recipient attacks. The material components
is clear and fair. Her garb varies, ranging from the service- are Ehlonna’s unicorn horn symbol and a piece of dried cha-
able clothing of a forester or ranger to the delicate gown of meleon skin.
an elven princess.

10
any locale on the Prime Material Plane. After viewing this
AL Neutral good; WAL Any (Neutral preferred); SoC image for a single round, Fharlanghn can teleport to the
Horizons, Distance, Travel; SY Wooden disc with a locale pictured without error. Other viewers studying the
curved line, representing the horizon, across the upper image for one round can teleport to the locale as though it
half; CR Brown, Green; PN Prime Material had been studied carefully.
The Disc can also shoot forth a burning golden ray of
Fharlanghn, Dweller on the Far Horizon, is venerated as varying intensity, once every ten rounds:
the deity of roads, as well as travel and distance, and his Pale yellow-This ray has the intensity of a continual
name is usually invoked throughout the Flanaess when- light spell and can light a n area six feet in diameter and up
ever a road is built or undergoes major repair. As the deity to 600 feet long.
of travel, his symbol is seen on the doorways of inns and Brilliant gold-This ray is bright enough to cause any
stables throughout the continent. His non-priestly fol- creature to be permanently blinded (save vs. spell negates).
lowers are usually adventurers, merchants, and itinerants The ray is eight inches in diameter and can be up to 60 feet
of all sorts. Services to Fharlanghn’s are conducted out of long. Creatures that save when struck in the eyes, and all
doors whenever possible, preferably under a sunny sky, creatures within three feet of the ray, are dazzled by its
and with a clear horizon in view. brilliance and blinded for one round.
Fiery red-This ray can slice through virtually anything.
The beam is pencil-thin and can be up to 16 feet long. The
Fharlanghn’s Avatar ray can cut through 112 inch of stone or 114 inch of steel in a
HD 18; THACO 14; SpA CLMU 919; M V unlimited; AC single blast. Creatures struck by the ray suffer 10-60(10d6)
-5; hp 85; #AT 1; Dmg ld6 +2; MR 40%; SZ M; Str 18 points of damage (save vs. spell negates). The beam’s heat
(251, Int 19, Wis 18, Dex 18, Con 19, Cha 17 instantly sets fire to any combustibles it touches.

Fharlanghn appears as a n elderly, weatherbeaten man Fharlanghn’s Clerics


with deeply-wrinkled skin and sparkling, youthful green
eyes. He wears nondescript clothing, usually leather and AL Neutral; RA see below; AEx none; WPN Standard;
unbleached linen. His garments are always travel-stained, SPH Astral, Elemental, Healing, Weather, Summoning
but seldom dirty. His movements appear slow and methodi- (minor), Combat (minor); SPL none; ADD footsore, endure
cal, but he’s actually very spry. He will greet fellow trav- coldfheat, locate animal, resist cold, locate plant, resist
elers politely, and is always glad to converse, but not at any fire, create food and water, locate object, plant door,
great length. tongues, quest, pass plant, transport via plants, find the
Fharlanghn can speak all the languages of Oerth and can path
communicate with any intelligent creature through telep-
athy. He can also read languages and magic, and can detect Fharlanghn’s priesthood is most active in the Central
charm, evil, good, illusion, magic, snares, and pits a t will. and Southwestern Flanaess. There are two sorts of
He can curse a n enemy so that any journey of more than priests: urban and pastoral. Urban priests wear brown
one league will take twice as long as normal, no save. The robes and maintain small chapels in towns and cities. Pas-
curse lasts one month, and can only be removed by a priest toral priests wear green robes. Although they maintain
of Fharlanghn of 10th level or higher or by a deity capable small wayside shrines, pastoral priests are wanderers, sel-
of casting remove curse. dom remaining in one place long and preaching as they go
When he has initiative, he can attack and leap clear of an from shrine to shrine. All clerics of Fharlanghn have a n
opponent, just as though he were wearing boots of striding acute sense of direction when wandering the outdoors. At
and springing-except he never falls after making a leap. first level, all Fharlanghn clerics have a 35% chance to
He is never surprised on the Prime Material Plane, and is avoid getting lost when traveling outdoors (see DMG‘),and
immune to any spell involving earth. this increases 1%for each level gained.
His most common avatar is hit only by weapons of +2 or
better enchantment, regenerates 1 hit point per melee Additional Spell
round, and has the abilities of a 9th level thief. No matter Footsore (Enchantment/Charm)
what his form, he can cast the following spells, one a t a
time, once per round, at 18th level ability: Level: 4 Components: V, S, M
Dig, polymorph self; dimension door,pass without a trace, Range: 20 yards Casting Time: 7 segs.
dispel magic, plant door, earthquake, rock to mud, find the Duration: 1day/level Saving Throw: NA
path, stone tell, improved invisibility, transport via plants, Area of Effect: 1creature/level
move earth, wall of thorns, pass plant, wind walk, pass This specialized curse causes any journey of more than
wall. one league (three miles) to become twice as long as normal.
Fharlanghn casts these spells in addition to any others The victim will drag his feet, walk in circles or in an irregu-
he has memorized. Each casting takes one segment. lar line, insist on long rests, and take other actions (or inac-
Fharlanghn always carries the Oerth Disc, an ornate ver- tions) to increase the distance traveled or slow travel time
sion of his symbol. This artifact, six inches in diameter, is (or both). Any mount the victim rides will be similarly
made of many kinds of wood inlaid with jade and turquoise, affected.
with a bright amber gem set into it. By concentrating on
the Disc, Fharlanghn can produce a tiny reproduction of

11
The only way to counteract this spell is with a remove Incabulos’ Clerics
curse spell cast by a cleric of higher level than the original AL Any Evil; RA see below; AEx +5%; WPN club, flail,
caster, or by waiting for its duration run out. The material mace, staffF, lasso, sling; SPH Astral, Combat,
component is Fharlanghn’s disc and curved line holy sym- Divination (minor), Healing, Necromantic, Summoning,
bol and a pinch of road dust or damp mud. Sun (reversed); SPL see below; ADD plague, dispel magic,
bestow curse, spike growth, giant insect, spike stones,
lncabulos (Major Dei quest, transmute water to dust, wall of thorns, weather
summoning, creeping doom, insect plague, earthquake
AL Neutral evil; WAL Any evil; SoC Evil, Plagues,
Nightmares; SY Eye of possession; CR Black, orange; PN Incabulos’ priests are most secretive, fearing the wrath
Hades of those who detest what Incabulos represents. Priests
dress in black during services and are masters of disguise.
Incabulos is the deity of evil sendings: sickness, famine, At first level, clerics of Incabulos have a 20% immunity
drought, and disaster. Being a baneful deity, he does not to all diseases and slimes, including those caused by cause
have a large following. Nevertheless, common folk disease or plague spells, mummy rot, or green slime, violet
throughout the Flanaess give him offerings, usually foul- fungi, and similar creatures. This resistance increases by
smelling, guttering black candles, trying to appease him 2% for each level gained.
and avoid his wrath. Despicable persons of all sorts vener- When they reach 5th level, clerics gain the ability to cast
ate Incabulos, respecting his power and malignancy. Tem- a hypnotism spell, once per day, at 3rd level ability. There-
ples to Incabulos are hidden underground or in isolated, after, the level of casting ability increases by one every
desolate wildernesses. Services are held in secret, with the time the cleric gains a level.
scene dimly lit by fat, smoky, black candles. The faithful When they reach 8th level, clerics gain the ability to cast
celebrate multiple iniquities, while the priests hum and a permanent sleep spell once per day. Casting time is one
chant monotonously or join the debauchery. segment, and the spell affects one touched creature in a
round (save vs. spells a t - 3 negates).
Incabulos’ Avatar
Additional Spells
HD 18; THACO 12; SpA CL/MU 13/13; M V 15”;AC -4;
hp 83; #AT 1; Dmg ld6 + 1 + special; MR 45%; SZ M; Str Plague (Alteration)
16, Int 18,Wis 15, Dex 17, Con 19, Cha 13 Level: 4 Components: S, M
Range: 10 yards Casting time: 7 segs.
Incabulos appears as a horrid-looking man of indetermi- Duration: 6 turns Saving Throw: Special
nate age with skin tinged a diseased blue. He has a twisted, Area of Effect: special
nightmarish visage, deformed body, and skeletal append-
ages. He wears a filthy robe colored dead black, lined with This spell allows the cleric to inflict a virulent, infectious
sickly orange and trimmed in moss green. He visits the disease on a single target. If the target makes a save vs.
Prime Material Plane only during darkness, and he rides a spells, there is no effect. If the save fails, the target imme-
nightmare with maximum hit points when it pleases him diately suffers a n attack of plague, becoming feverish and
to do so. disoriented with illness for six turns. During this time, the
Once per day, Incabulos can gate in four night hags or victim loses 10%of his original hit points, loses one point of
eight hordlings (but not both or any combination of the Strength and Constitution, and suffers a -2 to saving
two). The gate always opens, and one creature arrives each throws and “to hit” rolls, and is +2 to be hit.
round until the full number is attained. These creatures All creatures (and characters) within 10 feet of the victim
serve willingly. must pass a constitution check or contract the plague
His most common avatar is hit only by weapons of + 3 or themselves. Creatures currently suffering from the plague
better enchantment, regenerates 2 hit points per round, cannot contract multiple cases, and creatures within range
and has the abilities of a 13th level thief. of more than one victim need check only once.
Once per day, Incabulos can cast a double strength sleep When the plague attack ends, the penalties end, but lost
spell, each casting takes two segments. Once per day, he hit points and ability scores take ld6 days to return. Before
can also cast a permanent sleep spell that can affect any the plague’s effects wear off there is one final attack, and
creature he touches. Only an exorcism spell can awaken the victim must make a constitution check against his low-
the victim (saving throw vs spells negates the effect). ered score. If this fails, the victim dies; if the victim sur-
Incabulos’ favorite weapon his staff of wounding, which vives, lost hit points and ability scores return.
combines the powers of a staff of withering with a reversed
stuffof curing. The item has 60 charges, and only Incabulos
can recharge it.
turned to dust; if magic resistance or save vs. spells fails,
the creature is forever gone. This strand can be cast once
AL Neutral; WAL Any (neutral preferred); SoC Fate, per day.
Destiny; SY Golden spindle with three strands; CR Gray,
Strand of Hostility-The creature struck becomes hostile to
black; PN Unrevealed
anyone or anything which opposes Istus (save vs. spell
negates). The creature will do whatever is necessary to
Istus, the Colorless and All-colored, Lady of Our Fate, is defend Istus, including turning on former associates or
also the deity of the future, destiny, and predestination.
friends (fate decrees that it should be so). The effect is per-
She has few true followers, but many people throughout manent, and only Istus can remove it. This strand can be
the Flanaess call upon her in times of want or need. Some cast twice per day.
prognosticators and seers venerate Istus. Her cult is
Strand of Passage-This instantly connects the plane Istus
strongest in Divers, the City of Greyhawk, Rauxes, Re1 is on with any other plane Istus wishes. Any creature
Mord, and Stoink, places where people tend to count on touching it is immediately transported to the other plane.
good fortune to sustain them. Services to Istus include The strand remains for three rounds, but allows travel in
gauze hangings, clouds of incense, woodwind music, chant- only one direction. This strand can be cast twice per day.
ing, and group meditation. Strand of Sending-The creature struck is sent to the place
and future time (up to 200 days) where the DM feels its
Istus’ Avatar freedom or existence is most in jeopardy (save vs. spells
HD 16; THACO 10; SPA CI/MU 16/16; MV 12“;AC -2; negates, willing creatures need not save). Istus can also use
hp 75; #AT 1; Dmg typically ld6; MR 50%; SZ M; Str 14, the strand to send a creature to the time and location in the
Int 19, Wis 19, Dex 18, Con 16, Cha 19 near future of greatest opportunity. This strand can be cast
at will.
Istus appears in many guises. Sometimes she is an old Web of Enmeshment-All creatures caught within this 30-
crone, at other times a noble dame, shepherd girl, or gen- cubic foot web become lost in a misty labyrinth of unlim-
tlewoman. She always appears to be unarmed, but can use ited size. Vision within the labyrinth is limited to ten feet.
any object as a n effective weapon for ld6 points of damage. Also, the prisoners are filled with a nameless dread, and
No one knows where Istus makes her abode. Most probably are 50% likely to attack any creature they meet, friend or
it is located in some pocket universe or Deep Ethereal foe. The web lasts one turn, but creatures lost in the laby-
demi-plane which only she and her strands of fate can rinth may escape before them. Prisoners who are not in
enter. combat may attempt a save vs. spell on the second round of
Istus can never be surprised. When attacking with an confinement, and each round thereafter until they escape.
item, she always hits her target, as she can influence fate. Creatures with magic resistance may roll when struck: If
Damage is variable-her control is not that fine. She can the roll is successful the creature is not confined; if the roll
move into the future and back instantly, once per day. fails, the creature is trapped until it saves. Creatures
These jaunts into the future restore 3d10 x 10 lost hit killed or struck unconscious within the labyrinth remain
points. there until removed by another creature. This web can be
Istus is immune to the effects of all time-related spells cast once per day.
(such as augury, divination, time stop, and tempus fugit), Web of Entropy-This invisible, 30-cubic-footweb affects all
however applied. A noble time elemental with maximum magical energy within it. The web lasts one turn. Magical
hit points always attends Istus, but it accompaniesher ava- items must save as though struck by a strand of cancel-
tar only 20% of the time. Her most common avatar is hit lation each round they remain in the web. Spells cast from,
only by weapons of + 3 or better enchantment. into, or through the web are negated. This web can be cast
Istus always carries the Spindle of Fate, a golden rod once a day.
wound with silver-gray threads. This device responds only Web of Stars-This web transports M u s and every creature
to Istus. She can move freely among all times and places within a 15-foot radius to an unbounded time/space in a n
while she has the Spindle. If it is lost, she returns immedi- unknown location which might be her abode. The web is a n
ately to her abode, where she makes a new spindle-the ultra-dimensional pathway to anywhere or anywhen, if the
lost artifact crumbles to dust. Remaking the Spindle takes way is known. Mus, naturally, knows the way. Other crea-
3d10 x 10 days; Istus cannot control fate during this time. tures caught within the web see an infinite, starry space
Istus also uses the Spindle to cast various strands and filled with silken strands. Distances are distorted, and a
webs: single step can move a creature a vast distance. Creatures
Strand of Binding-The creature struck must save vs. more than two “steps” away appear as glowing stars of red,
spells or be held immobile, as though bound by heavy iron orange, yellow, green, blue, violet, or white. The web lasts
chains, for 100 rounds minus its hit dice, strength notwith- one hour or 600 “steps” of time.
standing. This strand can be cast three times per day. Creatures of supra-genius intelligence can find their way
Strand of Cancellation-Any non-living object struck is back to their point of origin. Those with greater than
treated as if it never existed! Only non-living things are supra-genius intelligence can determine the locations of
affected. Magical items are entitled to save at 5% per other points along the web (10%chance per point of Intelli-
“plus” or equivalent. Artifacts save at 50% and relics at gence over 20) and can use the web to travel to other planes
75%plus 5%per plus (e.g., an artifact sword + 4 would save and times. Creatures with genius intelligence can also dis-
at 70%). This strand can be cast twice per day. cover the nature of the time/space (1%chance per point of
Strand of Death-Any creature (even a deity) struck is Intelligence) and locate points along it, but each portal
must be studied for one turn (100 “steps”) before it can be

13
Deities and Clerics of Greyhawk

used. Creatures may try to comprehend the timekpace Additional Spell


only once per visit. Points along the web are spaced 3d8 Enmeshment (ConjuratiodSummoning)
steps apart. Creatures within the web when it fades are
instantly teleported to a random location on their home Level: 6 Components: S
planes. This web can be cast once per day. Range: 10 yards Casting Time: 6 segs.
Strands have a range of 60 feet, webs 30 feet (except the Duration: Special Saving Throw: Negates
web of stars which is always centered on Istus). Istus casts Area of Effect: 30 foot cube
her strands and webs a t 24th level. She has often granted This spell creates a mass of weak, sticky threads which
strand casting to her high clerics, but these clerics are nev- lasts one turn. The threads block vision but do not impede
er granted more than two strands a day. movement. They are non-flammable and can only be
removed by a successful dispel magic spell. Creatures
touching the threads must save vs. spell at -3 or be
instantly teleported to a misty labyrinth of unlimited size.
Prisoners within the labyrinth are filled with a nameless
dread, and vision is limited to 10 feet. Prisoners are 50%
likely to attack any creature they meet, friend or foe. Pris-
oners not engaged in combat may attempt a save vs. spell
on the second round of confinement, and each round there-
after until they escape or the spell duration ends.
Creatures with magic resistance may roll when touching
the threads; if the roll is successful the creature is not con-
fined; if the roll fails the creature is trapped until it saves
or the spell duration ends. Prisoners in the labyrinth when
the spell duration ends are returned to their point of origin.

AL Chaotic evil; WAL Any evil; SoC Oppression, Deceit,


Pain; SY Grinning human skull; CR Rusty black; PN
Prime Material

Iuz, The Old, is the patron of wickedness. He rules a por-


tion of the Flanaess named after him, holding court in his
Istus’ Clerics capital city of Molag where he plots the conquest and
AL Neutral; RA see below; AEx 5%;WPN club, flail*, dominion of the entire Oerth. Iuz’s wickedness and treach-
hammer, mace, staff, lasso; SPH Astral, Charm (minor), ery are infamous throughout the Flanaess, and few crea-
Divination, Healing, Necromantic. Protection (minor); tures living outside his domain even speak his name, let
SPL none; ADD enmeshment, bless, predict weather, alone venerate him. There is great personal enmity
chant, prayer, quest, stone tell, reincarnate between Iuz and St. Cuthbert. Ceremonies venerating Iuz
include foul-smelling incense or burning dung, the bang-
Most clerics of Istus are female (80%).Generally, only ing of great drums, gongs, or bells. Blood sacrifices are
unfeeling or cynical persons serve her (fate often being too often part of rituals. Altars are usually of bone, and include
cruel or unreliable to inspire strong devotion) although many skulls. Services to Iuz are held in ancient, filthy, and
some worship Istus because fate has been uncommonly dark places.
generous to them. Clerics of Istus wear gray or black robes.
Formal vestments for high-level clerics have web patterns. True Form (No Avatar)
All clerics are expected to wear the golden spindle openly,
and to let their hair grow at least six inches long. Since HD 36; THACO 10; SPA CL 16; MV 18”;AC -4 (-8 with
clerics of Istus tend to be resigned to (or confident about) cape); hp 165; #AT 1or 2; Dmg ldlO + 12 or
their fates, they tend to make unimportant decisions ld4 + 10/ld4 + 10 MR 45% (65%with cape); SZ M or L; Str
randomly-by coin toss or die roll. Even when faced with 21, Int 18, Wis 20, Dex 18, Con 18, Cha 18
a n important decision, a cleric will often consider two or
more courses of action of apparently equal merit and Whether Iuz is a human who has become demonic
choose one randomly. through the centuries, or whether he is a cambion (Orcus’
Clerics of Istus who are or 3rd level or higher can cast one offspring, some suggest), no mortal knows. He has been
augury spell per day. This does not count against the cler- known to appear as an ogre-sized fat man with demonic
ic’s normal spell total. Clerics of 7th level or higher can features, reddish skin, pointed ears, and long steely fin-
cast a strand of binding, once per day. The strand has a gers, and as a wrinkled old man scarcely five feet tall.
range of ten feet, and the binding lasts one round per level Iuz has no avatar. If he is slain, he is banished to the
of the cleric. Victims who fail their saves can make one Abyss-just as if he were a demon prince. His soul object is
attempt to bend barsflift gates and break the strand. reputedly hidden on the Abyssal Plane. Iuz is struck only
by weapons of + 1or better enchantment.

14
Deities and Clerics of Greyhawk

In his demonic form, Iuz usually wields a great two- All effects last ld4 + 1rounds. The DM might choose to
handed sword +3. In his old man form, Iuz can generate a alter the hit location chart to account for target facing or
disgusting spittle. Once per round, he can project this spit- non-humanoid body type.
tle at targets within 10 feet. Iuz must make a successful to
hit roll, and all targets are considered at short range. Crea-
tures struck age ld6 years, no saving throw. Furthermore, ajor Deity)
the area struck becomes withered and numb, and is useless AL Neutral evil; WAL Any evil; SoC Death, Darkness,
for ld4 + 1rounds. Underworld; SY Skull and scythe; CR Rust-red; PN
In either form Iuz is struck only by weapons of + 1or bet- tarterus
ter enchantment. He usually wears an old, short cape. This
acts as a cloak of protection + 4 and increases his magic Nerull, the patron of covert activity, is known as the
resistance by 20%. Iuz has the abilities of a 20th level thief. Reaper, Foe of all Good, Hater of Life, Bringer of Darkness,
Iuz also has the following powers, common to all demi- King of all Gloom, and Reaper of Flesh. He is the deity of
gods. all who embrace evil for enjoyment or gain. Many evil
At will: finger of death, invisibility, phantasmal force, humans and some humanoids pay homage to Nerull. In
protection from good 10’ radius, remove fear, summon fol- wicked lands, such as the Great Kingdom, temples of
lowers (1-2creatures of the same type and alignment, up to Nerull operate openly. Elsewhere his temples operate
20 hit dice total, per day), wall of force. secretly in subterranean vaults. Services to Nerull are con-
Twice per day: dispel good, dispel illusion, dispel magic, ducted in darkness, with a litany glorifying death and suf-
true seeing. fering. Blood sacrifices are common. Altars are made of
Once per day: anti-magic shell, command (2 round dura- rust-colored stone; service pieces are copper and malachite.
tion), gate, heal, unholy word, limited wish, symbol.
Nerull’s Avatar
Iuz’ Clerics
HD 20; THACO 12; SpA CLMU 14/14; M V 15“/45“;AC
AL Chaotic Evil; RA see below; AEx none; WPN club, -4; hp 90; #AT 1; Dmg 5-30; MR 50%; SZ M; Str 15, Int
flail, mace*, staff, sling, garroe; S P H Combat, 16, Wis 19, Dex 18, Con 18, Cha 14
Guardian, Divination (minor), Healing, Necromantic
(minor), Summoning, Sun (reversed); SPL change self; Nerull appears as a skeletal figure with dull rust-red
ADD spittle, cause fear, heat metal, dispel magic, true skin. His skull-like head has locks of dark green, ropey
seeing, feeblemind, forbiddance, confusion hair. His eyes are a green, suggesting verdigris; his talons
and teeth are the same hue. He wears a black cowl and car-
Clerics of Iuz are as cold-blooded and malevolent as their ries the Life Cutter, a red-veined sablewood staff. He
deity. They dress in black (their master’s favorite color), or appears on the Prime Material Plane only during dark-
in bloodstained white. Beginning a t 3rd level, they can cast ness.
change self once per day. The spell is cast at the cleric’s Nerull can fly. All his senses-including infravision and
level. All clerics of Iuz are dedicated trophy hunters, tak- ultravision-are twice as effective as the human norm.
ing souvenirs from defeated foes. A cleric’s status is parti- Furthermore, his vision cannot be obscured by darkness or
ally determined by the number of trophies in his clouds, magical or otherwise. This makes him, for all prac-
collection-particularly skulls. tical purposes, immune to surprise, except through some
extraordinary means. Once per day, Nerull can summon
Additional Spell three demodands of the same type. The summoning takes
Spittle (Alteration) three segments, and the creatures appear ld8 segments
later. The creatures serve willingly.
Level: 1 Components: S His most common avatar is struck only by weapons of +2
Range: 10 yards Casting Time: 1seg. or better weapons, and has the abilities of a 17th level
Duration: 1attack Saving Throw: Negates thief.
Area of Effect: One creature Nerull generally carries one or more cursed magical
This spell allows the cleric to generate a disgusting spit- items. Among his favorites are a necklace of strangulation,
tle that can paralyze any creature it touches. The cleric a bag of devouring, a rug of smothering, and a poisonous
must make a to hit roll, and all targets are considered to be cloak. Sometimes, he simply leaves these items lying about
at short range, Any creature struck must save vs. spell or where they can hurt the greedy or unwary, but usually he
lose the use of the area struck: uses these items offensively, preferably from behind.
The Life Cutter is actually a scythe. At Nerull’s com-
d8 roll Area Struck Effect mand a huge blade of red force extends from its tip. The
blade is equal to a + 5 weapon. With it, Nerull can sweep a
1 Head Unconscious 180-degree arc 10 feet long and 2 feet deep. Each creature
2-4 Body Paralyzed within the arc is subject to attack (normal to hit roll
5 Weapon Arm No attacks required). Even creatures in Astral, Ethereal, or gaseous
6 Non-weapon Arm No shield bonus form are affected. Victims struck must save vs. death or
7-8 Leg Lose defensive dexteri- expire instantly; those saving suffer 5d6 points of damage.
ty bonuses; movement Creatures from, or drawing energy from, the Positive
reduced 50%
Deities and Clerics of Greyhawk

Material Plane suffer double damage. Undead struck by Pholtus, of the Blinding Light, is the deity of order,
the blade crumble to dust unless they, too, save vs. death. inflexibility, the sun, and the moon. Some followers of the
The double-damage and death effects are negated by a suc- Blinding Light claim that Pholtus set the sun and moon in
cessful magic resistance roll, but the base damage is not. the sky and maintains them in their rigid procession to
show all creatures the One True Way, a strict path which
Nerull’s Clerics allows no deviation but absolutely assures rightness. Such
claims are not regarded as doctrine.
AL Any evil; RA Rust-red or black garments; AEx 5%; Buildings consecrated to Pholtus are white. Services
WPN staff*, plus specials; SPH Astral, Combat, include many brightly burning candles, long sermons, and
Divination (minor), Healing, Guardian, Necromantic, choruses of the worshipper’s anthem, “0Blinding Light.”
Sun (reversed); SPL none; ADD ebony tendrils, command,
pass without trace, sanctuay, hold person, obscurement, Pholtus’ Avatar
withdraw, dispel magic, meld into stone, quest, part water,
aerial servant, word of recall, succor HD 20; THACO 14; SpA CL/MU 12/12; M V 21“; AC -4;
hp 90; #AT 1; Dmg ldlO + 3; MR 40%; SZ M; Str 17, Int
Clerics of Nerull dress in rust-red or black garments. All 16, Wis 18, Dex 17, Con 18, Cha 18
carry the skull and scythe either openly or cleverly hidden
somewhere on their persons. All of Nerull’s clerics are Pholtus appears as a tall, slender man with a pale com-
trained to be alert, and are surprised only on a roll of 1.At plexion, flowing white hair, and bright blue eyes lit with
1st level, clerics are trained to use small sickles (equal to the fire of devotion. He always wears a silky white gown
daggers). At 5th level they learn to use scythe-like pole and a cassock trimmed with gold and silver and embroi-
arms (treat as hook-fauchards).These weapon proficiencies dered with suns and moons. His most common avatar is hit
are in addition to the cleric’s normal weapons. Nerull’s only by weapons of + 2 or better enchantment.
clerics never share secrets or confide in anyone. Pholtus can summon ld4 monadic devas per day. Sum-
moning requires one segment. Thereafter, the devas arrive
Additional Spell once per two segments.
He carries the Staffof the Silvery Sun, an ivory staff cov-
Ebony Tendrils (Conjuration/Summoning) ered with silver and topped with an electrum disc. The staff
Level: 5 Components: V, S, M acts as a helm of brilliance and a rod of rulership. It inflicts
Range: 10 yards Casting Time: 5 segs. ldlO +2 points of damage, plus the wielder’s strength
Duration: 5 rounds Saving Throw: Negates bonus, if any. It strikes as a +6 weapon and has all the
Area of Effect: Special powers of a wand of illumination. It also has the following
abilities:
This spell summons a lump of blackness five feet in diam- Cure Blindness-By touch, as spell.
eter with four 10-foot arms radiating from it, 90 degrees Spectrum Beam-This beam is eight feet wide and 80 feet
apart. Touching the central lump causes death unless a long. Creatures struck must save vs. spell or fix their gaze
save vs. death is made. The arms attack with the same on the Staff and obey every command uttered by the wield-
chance to hit as the cleric casting the spell, inflicting er for ld6 turns. The beam can be used four times per day.
d10 +2 hit points of corrosive and constriction damage. Brilliant Globe-The globe has a 60-foot radius. All with-
Creatures struck have one chance to break free, which is in it, except Pholtus, must save vs. spell or become perma-
the same as the chance to open a door. (If the chance to open nently blind. The blindness is curable only by the Staff of
doors is unknown, assume that smaller than man-sized Silvery Suns, a wish, or a deity able to cure blindness or
creatures escape on the roll of a 1on ld6, man-sized crea- grant a wish. The globe can be used once per day.
tures on a roll of 1or 2 on ld6, and larger than man-sized
creatures on a 1,2, or 3 on ld6). In addition to his Staff, Pholtus has the following powers,
The round after scoring a hit, an arm retracts into the usable four times per day. Casting time is one segment, and
central lump, where the victim in its grasp must save vs. the powers are cast at 20th level:
death. Thereafter, the victim is held fast, and continues to Dispel Darkness-Pholtus can dissipate any area of magi-
suffer corrosion and constriction damage, but continued cal darkness by touching it. The darkness can reform after
contact with the lump does not cause additional saves vs. eight turns if its duration allows. As a cleric spell, the cast-
death. Broken arms retract into the central lump without er must have Pholtus’ holy symbol and utter a four-
making further attacks. Arms holding dead creatures con- segment incantation to Pholtus while touching the
tinue to hold them until the spell duration expires. darkness.
The material components for this spell are Nerull’s unho- Glow-By pointing his finger, Pholtus can cause any
ly symbol (the skull and scythe) and a small, rusty iron creature within 80 feet to glow with a radiance equal to a
ball. continual light spell, but with a 100-footradius, for eight
rounds. There is no saving throw, but magic-resistance
applies. The light can also issue from Pholtus’ face ( + 2
charisma) or eyes (twin beams of light 400 feet long and 40
AL Lawful good (neutral); WAL Any lawful; SoC Light, feet wide). As a cleric spell, the caster must have a holy
Resolution, Law; SY Silvery sun; CR White, silver, and symbol. Casting time is five segments; duration is one
gold; PN Arcadia round per caster level.

16
Deities and Clerics of Greyhawk

Reflect-With a mystic pass and incantation, Pholtus can Ralishaz\ (Lesser Deity)
cause his body to reflect all forms of radiation. Creatures AL Chaotic Neutral (Evil);WAL Any, but usually chaotic;
using infravision or ultravision will be struck blind for ld8 SoC Chance, I11 Luck, Misfortune; SY Three bone sticks;
rounds after looking a t him (save vs. spells negates). If the CR none; PN Limbo
lighting is very bright, even creatures with normal vision
can be struck blind for 2d8 rounds (save vs spells negates). Ralishaz, the Unlooked For, is the deity of randomness
As a cleric spell, the caster must have a holy symbol and a and madness. Most people in the Flanaess see him as the
set of crystal prayer beads. Casting time is six segments; entity responsible for unforseen events which bring woe
duration is one round. more often than weal. He is the patron of gamblers and
those who take unusual risks-his intercession is never
Pholtus’ Clerics looked for. He has few worshippers, although a handful of
AL Lawful Neutral; RA see below; AEx + 5%;WPN small shrines and modest temples can be found in large cit-
Standard; SPH Astral, Charm (minor), Combat, ies and out-of-the-wayplaces. Services to Ralishaz include
Divination (minor), Protection (minor), Healing, Sun; random notes played on various musical instruments, bab-
SPL see below; ADD sunburst, produce flame, bling paeans, frequent castings of various augury devices,
pyrotechnics, dispel magic, rainbow and wildly varying conditions of light and darkness, noise
and quiet, heat and chill.
Pholtus’ priests are most active in cities, where they con-
tinually seek to reveal the light to unbelievers. Being as Ralishaz’ Avatar
inflexible as their deity, they brook no argument, and HD 15; THACO 10; SpA CL/MU 16/7; M V see below; AC
resisters are quickly shown the way of the Blinding Light see below; hp 70; #AT 1; Dmg ld20 +2; MR see below; SZ
(usually with a continual light spell squarely between the M; Str 18 (281, Int 17, Wis 18, Dex 17, Con 16, Cha 8
eyes). Clerics of Pholtus are divided into three ranks, based
on steps of four levels: Glimmering (levels 1-4),Gleam (5- Ralishaz usually appears as an ancient and oddly dressed
8), and Shining (9 + 1.
mendicant, sometimes male, sometimes female. He begs or
Glimmerings wear white robes and can cast dispe2 dark- gambles in this guise. At other times, he appears as a jester
ness once per day. Gleamings wear white and silver robes or idiot. At still other times he appears in a semblance of
and can cast glow once per day. Shinings wear white and his (or her) true form, which is awful to behold. At one
gold robes and can cast reflect once per day. moment the deity’s face and body are handsome, the next
All special spells are cumulative so that a Shining cleric wrinkled and hideous. During all these shifts, whether the
can cast three special spells. The spells are cast at the cler- countenance is that of a scabby beggar or beautiful maid,
ic’s level and do not count against the cleric’s spell maxi- an aura of unease pervades, for Ralishaz’ randomness is
mum. Clerics of Pholtus are never completely without palpable and disturbing. His weapon is always wooden-a
light if they can help it. Magical light is preferred but a staff or club. His avatar is hit only by magical weapons. In
candle or piece of luminous fungus will do in a pinch. keeping with his random nature, the enchantment varies
form day-to-day.Roll ld4-the result is the required “plus.”
Additional Spell Ralishaz can sometimes reverse the effects of attacks:
Sunburst (Evocation)
d20roll Result
Level: 4 Components: V, M
Range: 30 yards Casting Time: 7 segs. 1 Attack affects both Ralishaz and the attacker
Duration: 1segment Saving Throw: Special 2-19 Attack affects Ralishaz
Area of Effect: 40’ radius globe 20 Attack affects attacker
This spell creates a brilliant flash of golden light. The avatar has the followingpowers, usable once per day,
Undead within the area of effect take 6d6 points of damage cast at 18th level. Casting time is instantaneous. Saving
(no save). All other creatures within or facing the burst throws do not apply, but magic resistance does.
must save vs. spells or be blinded for 2-12 segments. Crea- Gaze-Causes sleep (as spell) for ld20 rounds, one crea-
tures without eyes, and those not sensitive to visible light, ture per round. Any creature can be affected. Range 10
are not effected. A sunburst negates darkness spells within feet.
its area, provided the darkness was cast by someone of Curse-As spell, with one of the following effects:
equal or lower level than the cleric. The material compo- 1: Always loses games of chance
nent for this spell is Pholtus’ silvery sun holy symbol and a 2: Miss next luck (save or similar) chance
bead of any clear crystalline substance. 3: Two abilities of unequal rating switch places
4: Always surprised during the next ld20 encounters
Ralishaz always carries the same weapon, but its appear-
ance varies. It inflicts 1-20 points of damage, plus the
wielder’s strength bonus, if any, and is equal to a + 3 weap-
on.

17
* Deities and Clerics of Greyhawk

Ralishaz’ Clerics
AL Chaotic Neutral; RA Varicolored robe; AEx none; AL Lawful good; WAL Any good, neutral; SoC Hills,
WPN sling”, mace; SPH Combat, Healing, Guardian Mountains, Gems; SY Mountain with ruby heart; CR
(minor), Divination (minor), Creation, Protection; SPL see Green, brown, gray; PN Seven Heavens, Concordant
below; ADD vicissitude, commune, reincarnate, confusion Opposition

Clerics of Ralishaz wear multicolored robes of varying Ulaa is the patroness of miners, hillmen, mountaineers,
cuts and materials. They seldom suffer misfortune or ill- and quarrymen. She also has a large following among
luck, but when they do, it tends to be very, very bad. They demi-humans, particularly dwarves, gnomes, and half-
avoid taking chances whenever possible. “Tempt not lings. Shrines, temples, and chapels dedicated to Ulaa are
Chance” is their byword. When clerics reach 3rd, 4th, 5th, scattered throughout the Flanaess. They are always
or 6th level (roll ld4 for each cleric) they gain the ability to located in stony areas, if not underground. Services to Ulaa
put a victim to sleep (as the spell) by gazing into the eyes of include displays of earth and gemstones, rhythmic ham-
their victims, once per day (save vs. spells negates). merings on stone, and hymns featuring chants with deep
notes.
Additional Spell
Vicissitude (Conjuration/Summoning) Ulaa’s Avatar
Level: 2 Components: S, M HD 22; THACO 8; SpA CLNU 13/13; MV 9” (18”);AC
Range: Special Casting Time: 1seg. -5; hp 100; #AT 2 (1with hammer); Dmg
Duration: Special Saving Throw: None ld6 + 13/ld6 + 13 or see below; MR 45%; SZ M; Str 19, Int
Area of Effect: Special 18, Wis 18, Dex 17, Con 18, Cha 16 (18 in dwarves and
gnomes)
This spell allows the cleric to bend fate, but not without
risk. When faced with any situation involving chance the Ulaa can appear as male or female, dwarf, gnome,
cleric need only make the mystic passes of this spell to human, or any other creatures she chooses. All of her guis-
receive a + 10% bonus to the die roll, (cf., stone of good es, however, tend to have dwarf-like proportions and a
luck). However, each time this spell is used there is a non- gnomish visage. She generally accoutres herself with ada-
cumulative 5%chance that it will backfire and produce the mantite chain mail with a gem-studded harness. She
worst possible result for the caster. always carries an enchanted military pick and a hammer
When applied to saving throws, this spell grants the cast- of thunderbolts.
er a + 2 bonus to the die roll (a roll of “1“always fails), but Ulaa is immune to all earth-based spells. She can pass
if a natural “20” is rolled, disaster strikes and the cleric through earth or rock at a rate of 18” per turn. Creatures of
suffers maximum damage from the attack. the Elemental Plane of Earth respect her, serving faith-
The cleric must be alive to use this spell and must have fully at her request (if good or neutral), or fleeing when
Ralishaz’ three bone holy symbol openly displayed. sighting her (if evil). Her hearing is double the human
norm, and she has infravision to 240 feet and ultravision.
Her most common avatar is hit only by weapons of + 3 or
better enchantment and regenerates one hit point per
round when in contact with earth or stone. No matter what
her form, she can cast the following spells one at time, once
per round, at 12th level:
Once per day: earthquake, statue, move earth, glassteel,
wall of stone, conjure earth elemental (24HD)
Twice per day: transmute rock to mud, stone to flesh,
flesh to stone, wall of stone
Three times per day: passwall, dimension door, stone
shape, glassee, wall of force
Ulaa’s military pick is +5. She can hurl her hammer of
thunderbolts every other round to a 140-footrange, with no
rest required. Her most common avatar inflicts 2d4+12
damage on large opponents (assuming it doesn’t kill them
outright, see DMG). When attacking small opponents (less
than 1hit die) Ulaa can slay 2d4 + 12 hit dice of creatures
per attack with the hammer.
Ulaa’s Clerics Additional Spell
AL Lawful good, neutral; RA see below; AEx + 5%; WF” Command Earth (Alteration)
club, flail, hammer*, mace, staff, military pick*, sling; Level: 6 Components: V, M
SPH Combat, Elemental, Protection, Healing, Guardian, Range: Special Casting Time: 9 segs.
Divination (minor) SPL see below; ADD command earth, Duration: 6 turns + lflevel Saving Throw: Negates
light, continual light, quest, animate object, heroes’ feast; Area of Effect: Special
PN Elemental Plane of Earth
This spell gives the cleric limited power over creatures
Clerics of Ulaa wear robes of brown, green, or a combina- the element of earth. While this spell is in effect, earth ele-
tion of these colors, depending on level. They are servants mentals and other creatures from the Elemental Plane of
and protectors of the community. At 1st level they must Earth cannot approach within five feet of or attack the
select a foe, usually some type of monster that is a local caster. The caster can forego this protection and attempt to
menace. When attacking this foe in melee, the cleric gets a charm the creature. Saves against the charm are a t a - 2
+ 1bonus to damage. This bonus increases by a n addition- penalty. If the charm fails the creature is free to attack the
al + 1 for every three levels the cleric gains, to a maximum caster. While the spell is in effect, the caster is able to con-
of +4. The foe must be one particular kind of creature, i.e., verse with earth elemental creatures, and earth elemental
hill giants, orcs, trolls, etc. At lower levels, Ulaa’s clerics creatures of the cleric’s alignment will tend to be friendly
are granted the following spells: toward the cleric (unless a charm is attempted). If an earth
elemental is successfullycharmed, the caster may use it to
1st-3rd detect invisible objects move earth, as the sixth level magic-user spell. The materi-
4th-6th dig al component for this spell is Ulaa’s holy symbol (the moun-
7th-9th passwall tain with a ruby heart) and an opaque gemstone.
10 + stone to flesh
Demi-humans with infravision have this capability dou-
bled when using the detect invisible objects spell. Casting
times are normal, and the spells are cast a t the cleric’s
level.

19
Monsters of Greyhawk
Beastman
his chapter describes the many and varied ClimatelTerrain: Tropical and sub-tropical forest
monsters found near (and sometimes in) the Frequency: Very rare
city of Greyhawk. The astounding variety of Organization: Tribal
monsters found in and around Greyhawk is a Active Times: Day
direct result of an unusual fad which gripped Diet: Omnivore
%the city several hundred years ago-it seemed as if every- Intelligence: Average (8-10)
one wanted mated pairs of unusual creatures. At that time, Treasure: K , Q
a huge market existed for expensive mated pairs of rare Alignment: Neutral (good tendencies)
(and often dangerous) creatures. The mated pair business Reaction Modifier: + 2
was big business.
All too often, however, the new owners of these rare (and Number Appearing: 4-24 (40-60)
often dangerous) creatures didn’t know how to take care of Armor Class: 8
them. Many monsters were set free, and others escaped Movement: 12”
into the wilds around the city. There they grew and raised Hit Dice: 2
their young. And that is why creatures normally found THACO 16
only in the Crystalmist Mountains or the Plains of the Pay- Number of Attacks: 1weapon
nims can be found near the city of Greyhawk. Damage per A t t a c k 1-8
Needless to say, there is now a law against bringing mat- Special Attacks: Nil
ed pairs of any creature into the Greyhawk area. Strangers Special Defenses: Camouflage
are always amazed when their male and female donkeys Magic Resistance: 80%
are slain before their very eyes, right in front of the gates of Size: Medium (5 feet tall)
the city. Such precautions are a little like locking the barn Morale: Steady (13)
door after the horse escapes, however-countless unusual Experiencevalue: 30 + 2/hp
creatures thrive in the Greyhawk area. These creatures
are described below. Beastmen are primitive jungle-dwelling humanoids, liv-
Three of the headings in the monster listings below may ing through hunting and gathering.
be unfamiliar to experienced AD&D@game players: Physical Appearance: Beastmen are humanoid,
Reaction Modifier is a guide for DMs in determining a slightly shorter (about 5 feet) and slimmer than average
creature’s initial reaction. Roll 2d10 and add (or, in some humans. They’re covered from head to toe with a soft green
cases, subtract) the Reaction Modifier. The higher the num- pelt. Beneath the green fur is a shorter black undercoat. By
ber, the less aggressive the creature will be. A low roll consciously contracting and relaxing muscles under the
means the creature acts more aggressively. skin, beastmen can cause the green fur to ripple, showing
Size is how big (or small) the creature is. First edition the black beneath. Thus, when they choose (for example,
players can treat “Tiny” creatures like “Small” creatures; when they’re hunting), they can camouflage themselves
“Huge” and “Gargantuan” creatures can be treated like with rippling patterns of green and black, like the shadows
“Large” ones. of moving leaves. This natural camouflage ability makes
Morale is a measure of how likely a creature is to stand them almost invisible in the forests. They surprise oppo-
its ground in the face of danger, adversity, or overwhelm- nents on a roll of 1-4, and are effectively 90% concealed a t
ingly bad odds in combat. Roll 2d10. If the total of the two ranges in excess of 30 feet in wooded areas. They’re well
dice is less than or equal to the creature’s listed Morale val- adapted to arboreal life. Their toes are long, to aid with
ue (the number in parentheses), the creature stands its climbing, but not sufficiently so to allow the beastmen to
ground. If the number rolled is higher than the Morale val- hang from their feet. Their faces are very human-looking
ue, the creature might surrender, run away, or whatever (apart from the covering of green fur). Beastmen rarely
else the DM feels is appropriate. wear clothing or ornamentation of any kind.
Each of these concepts is treated in greater detail in the Combat: Beastmen aren’t aggressive creatures; they
second edition AD&D@game rules. only attack when threatened. If they’re forced into combat,
however, their natural camouflage and magic resistance
makes them daunting adversaries. They’re typically armed
with primitive spears, stone-headaxes, blowguns, and bolas,
which they use to great effect from concealment. Blowgun
darts are usually tipped with weak poison (save at +4). They
also use large weighted nets, woven from creepers, which
they drop from above to capture enemies alive. If the tribe
judges that it’s safe to do so, prisoners are disarmed and set
free (albeit some distance from the tribe’s village, and some-
times in hazardous terrain). Prisoners judged to be a threat
even if disarmed, are killed painlessly.
Most encounters with beastmen are with hunting parties est in luxury items. Their civilization, such as it is, is self-
collecting food for the tribe. If the beastmen gain surprise, sustaining, and they have no dependence on trade with
they typically shadow the intruders, only attacking if they anyone else (this doesn’t mean that they won’t consider
deem it necessary. trade in special circumstances, however).
HabitatlSociety: Although they may be judged as
primitive by many measures (and their common name
reinforces this widely-held opinion), Amedio Jungle beast- Cactus, Vampire
men are by no means unintelligent, and their social organi- Climate/Terrain: All desert
zation might profitably be copied by many races. Beastmen Frequency: Very rare
are tribal, with a single tribe comprised of up to 60 individ- Organization: Solitary
uals. The central figure of the tribe is the “chief,” although Active Times: Any
this term might be misleading. The chief doesn’t seek the Diet: Special
position, and isn’t elected or otherwise chosen by the tribe. Intelligence: Non-intelligent (0)
When decisions have to be made, or when the tribe has to Treasure: Incidental
be led, some individual leads. This individual is always the Alignment: Neutral
best for the job at hand, and always has the support of the Reaction Modifier: - 3
tribe, but just who acts as chief can vary from day to day,
depending on the current circumstances. Number Appearing: 1-3
The selection process isn’t random-if an individual tries Armor Class: 7 (leaves), 6 (core), 8 (threads)
to lead but isn’t supported by of the tribe, the self-chosen Movement: 0
leader is ignored. This vague “non-structured structure” Hit Dice: 3 (core), 1 + 1(leaD, 4 hp (thread)
works for the beastmen because every member of the tribe THACO 16
is involved in every decision. For outsiders, however, its Number of Attacks: 12
fluidity often makes discussion and diplomacy with the Damage per A t t a c k 1-2 x 12
tribe difficult (the response to the request “take me to your Special Attacks: Blood drain
leader” will depend on the context). Special Defenses: Nil
Beastmen are totally egalitarian with regard to sex. The Magic Resistance: Nil
only time females don’t participate in all facets of tribal Size: Medium (5-6feet high)
life is when they’re pregnant and very close to term. Beast- Morale: Fanatical (20)
men offspring are raised by the tribe as a whole; in any par- ExperienceValue: 65 + 3 h p
ticular tribe, typically 10% are immature (10-80%grown).
Young aren’t involved in hunting and gathering-although Vampire cacti are plants of the deep desert that supple-
they show camouflage ability from birth-until they reach ment their water supply by draining liquids from animals
maturity at the age of 10 years. Beastmen live to be about that come within range.
50 years old. Elderly members of the tribe are cared for in Physical Appearance: Vampire cacti resemble centu-
the same way as children, and typically make up 5% of any ry plants, with 12 fleshy leaves each tipped with a sharp
tribe. needle about 1 inch long. Sprouting from the plant’s cen-
Beastman tribes dwell in the trees, in shelters cunningly tral core is a single spike rising to a height of 5-6 feet. The
woven from growing branches. Each dwelling houses one leaves are about 5 feet long, but droop towards the ground
family (3-4 adults of both sexes in a loose group marriage, so the main body of the plant stands about 3 feet high. The
plus children). leaves are dusty green with a narrow band of yellow
Unlike most other “primitives,” beastmen have no reli- around their margins. The needles on their tips are white.
gion whatsoever. They don’t believe in gods, spirits, ghosts, The central spike is golden yellow. Once every midsummer
magic or anything supernatural: If they can’t touch and a single small flower blooms at the top of the central spike.
measure it, it doesn’t exist. Thus they have no tribal sha- This flower is blood-red in color. After this flower has been
mans or witch doctors. It’s not known whether this philoso- pollinated, a small blood-red fruit forms. This fruit is moist
phy arose because of the creatures’ resistance to magic, or and sweet-tasting, and almost irresistible to most birds.
whether it’s somehow a cause of this resistance. The plant itself is rooted to one spot, but it can move its
Beastman tribes tend to keep to themselves, communi- leaves rapidly. Vampire cacti are usually surrounded by
cating only with other beastman tribes. They use and pro- the skeletons and drained corpses of warm-blooded deni-
duce few artifacts, and hence have little interest in trade. zens of the desert (kangaroo rats, etc.).
They speak their own language, but a few individuals can Combat: The vampire cactus attacks by shooting the
converse haltingly in the common tongue. The bulk of their needles at the tips of its leaves into its victim. These nee-
population seems to be in the Amedio Jungle, although dles have a range of 3 yards, and remain attached to the
there are reputed to be beastmen tribes in the jungles of leaves by a thick rubbery thread that unreels from within
Hepmonaland as well. the leaf. This thread is the vessel through which the plant
Niche: Beastmen are a t the top of the food chain. They drains its victim’s bodily fluids.
hunt smaller forest-dwelling animals, and gather edible The needles do 1-2 points of damage each when they
vegetation. They have no interest in any form of agricul- strike. Each subsequent round, the plant drains 1-3points
ture or animal husbandry. They are hunted-often with of liquid (i.e., blood) through each needle that remains in
limited success, thanks to their intelligence-by large jun- its victim’s flesh. The victim can tear free or pull the nee-
gle carnivores. They manufacture very little-usually just dles loose, but they are viciously barbed and pulling them
weapons and rudimentary tools-and have almost no inter-

21
Monsters of Greyhawk

out of flesh causes 1-3points of damage each. The plant can Camprat
fire all twelve needles simultaneously, but no more than
six can be directed at a single target. The plant can engage Climate/Terrain: Temperate barrens and hills
as many targets as it has needles. Any needle that fails to
Frequency: Common
penetrate its target is reeled in, and is ready to be fired Organization: Pack
again in 30 seconds. Once a target is dead, the plant reels Active Times: Night
Diet: Omnivore
in the needles from that target and readies them to fire at
any other victim that presents itself. The plant becomes Intelligence: Animal (1)
Treasure: Nil
satiated after draining 50 points worth of damage. When it
reaches satiation, it reels in all its needles, and does not Alignment: Neutral
attack anything again for 48 hours. Reaction Modifier: + 1
The threads connecting the needles to the leaves are very
resilient: AC 8, taking 4 hp to sever. The leaves are AC 7, Number Appearing: 11-30
and each takes 1+ 1hit dice of damage. Damage to threads Armor Class: 6
or leaves does no permanent harm to the plant, since it can Movement: 15”
Hit Dice: 1-2 hp
regrow a damaged leaf in 5-8 days (although destroying a
leaf or severing a thread decreases the plant’s number of THACO 17
attacks, of course). The only way to kill the plant is to Number of Attacks: 1bite
destroy its core. This core is AC 6, and takes 3 hit dice of Damage per A t t a c k 1
Special Attacks: Leaping, Gnau a t + 3
damage. Damage done to the leaves doesn’t count against
this total. Because the core is surrounded by leaves which Special Defenses: Nil
can move, any attack directed at the core has a 75%chance Magic Resistance: Nil
of hitting a leaf instead. Size: Tiny (8”long)
Vampire cacti are immune to lightning and electrical Morale: Shaky (6)
attacks (they ground the electricity into the desert through Experiencevalue: 5 + l h p
their roots). They’re very vulnerable to fire, however:
Fire-based attacks do double damage. Since they have no Camprats are rodents with voracious appetites that belie
mind, sleep, charm, illusion and other mind-affectingmag- their small size. They’re generally harmless, but their abil-
ity to get their teeth into anything edible is aggravating in
ics have no effect.
HabitaMociety: Creatures of the Bright Desert, vam- the extreme to travelers. Camprats have many other
pire cacti evolved their blood-draining abilities to help names across the continent, most of them unprintable.
meet their water needs. Other adaptations to life in the Physical Appearance: Camprats are similar in
deep desert include the dusty-looking surface of their appearance to prairie dogs or small gophers. Their fur is
leaves (to help slow down evaporation), the single small light, sandy brown, shading to dark brown or even black in
bloom (to minimize water loss) and a conductive root sys- a streak down their spine. They have a tiny stub of a tail.
tem (vampire cacti are often the tallest objects around, and Their eyes are small and beady, and their front teeth are
hence frequently struck by desert lightning). Migrating long and exceedingly sharp. The creatures move very
birds seem to have carried the seeds of vampire cacti to the quickly, and can climb just about anything.
margins of the Dry Steppes, and even to the forbidding Sea Combat: Camprats are timid creatures, and fight only if
of Dust, because some of the deadly plants are found there. cornered. Ifthey must fight, however,their razor-sharp front
The only treasures to be found near a vampire cactus are teeth can pierce leather as easily as thin cloth. The creatures
the personal possessions of any unlucky victim. would much rather flee than fight-climbing, jumping over,
Niche: Nothing eats the vampire cactus: Its tissue is or gnawing through any obstacles. Unlike normal rats, cam-
too tough and bitter (in contrast to its fruit). Anything prats are clean, and so carry no signSicant risk of disease.
warm-blooded is a potential victim for the cactus. Because they can move so swiftly, they’re difficult to hit
(thus their relatively high armor class).
Habitat/Society: Like rats, camprats live in loosely-
bonded packs, with males and females in roughly equal
numbers. There is no pack leader and no organization to
speak of.
Females mate once every nine months; litters contain 6-8
young, of which two-thirds usually survive. While the
female is bearing and raising her young (a period of about 3
months), she stays within her lair (usually a small cave or
gap between some rocks, or a hole she’s dug for herself).
During this time, the male brings food for her and the off-
spring. When the offspring are mature and leave the lair,
the male and female part company.

22
Monsters of Greyhawk

Camprats are fast-moving, and can make astounding Changecats are feline creatures with two forms: One is
leaps: up to eight feet horizontally and three feet vertical- identical to a normal house cat; the other is similar to a
ly. They can climb any surface that offers the slightest pur- large plains cat like a cheetah. The changecat can change
chase to their tiny claws. Their front teeth grow constantly, between these forms a t will. (In the listing above, statistics
and the creatures must gnaw on things to prevent them outside the parentheses refer to the house cat form; statis-
from growing too long. This gnawing also keeps the teeth tics within parentheses refer to the plains cat form.)
sharp. Camprats can chew through thick cloth (for exam- Physical Appearance: In its smaller form, the change-
ple, a sack) in five seconds, thin leather in 15 seconds, and cat is indistinguishable from a domestic cat. Coloration
thick leather in 30 seconds. Even wood presents little prob- varies from pure black through tabby to pure white (the
lem: they can gnaw through one inch of wood in 60 sec- same range as a house cat). The only difference is in the
onds (soft wood) to 90 seconds (hard wood). creature’s eyes: They’re even steadier than a normal cat’s,
The camprats diet is simple: If it isn’t on fire, they’ll eat and hold more confidence.
it. They’re continuously scavenging, and will go to great In its larger form, the changecat is similar in size and
lengths to steal food. Typical precautions taken by body line to a cheetah sleek, powerful, and very fast. Its
travelers-storing food overnight in thick leather sacks or coat is tawny like a lion’s, and lacks the spots that mark a
hanging it from tree-branches-won’t deter camprats, cheetah. Like a cheetah, its claws are non-retractable,
making them a major irritant for people traveling through designed for traction as well as for combat.
barrens and hills.
Knowledgeable travelers are often warned of the pres-
ence of camprats by dead trees in the area: The creatures
gnaw on the bark, frequently to the extent of “banding”
and killing the trees. Camprats are irritatingly common in
most hills and barrens, including the Hestmark High-
lands, the Abbor-Alz and the Kron Hills. In fact, there are
tales that a gnomish king of centuries ago dedicated a dec-
ade to trying to rid the Kron Hills of camprats (with no suc-
cess, of course).
Niche: Camprats are pure scavengers, and will eat any-
thing they can find, but they don’t hunt. They have reason
to be timid Many large carnivores consider camprats to
be delicacies. Ogres love live camprats, and red dragons
will often breathe fire into camprat holes, then dig out the
cooked appetizers within.

Changecat
ClimateD’errain: Temperate forest, grassland and for-
ested hills
Frequency: Rare
Organization: Solitary
Active Times: Any
Diet: Carnivore
Intelligence: Animal (1)
Treasure: Incidental
Alignment: Neutral, good tendencies
Reaction Modifier: + 1

Number Appearing: 1
Armor Class: 8 (7)
Movement: 9”(15”,45” for 2-round “sprint”)
Hit Dice: 4
THACO 15 Combat: In house cat form, the changecat has only one
Number of Attacks: 1claw, 1 bite (2 claws, 1bite) effective attack with its front claws. If this front claw
Damage per Attack 1-2 (claw), 1 (bite) (1-3(claw) x 2,2- attack succeeds, it can also rake with its rear claws (treat
12 (bite)) as one attack). In plains cat form, the creature has two
Special Attacks: Rear claws for 1-2(Rear claws for 14)x 2 front claw attacks. If both are successful, it can rake with
Special Defenses: Surprised only on a 1 both rear claws (treat as independent attacks). In both
Magic Resistance: Nil forms, the changecat moves so silently that it surprises
Size: Tiny (loll high a t shoulder) (medium (3 feet high at prey on a 3 in 6. Because of its highly-attuned senses and
shoulder)) instincts, it is surprised only on a 1 in 6. Its balance and
Morale: Elite (17) dexterity are such that a changecat-in either form-
Experience Value: 85 + 4 h p always lands on its feet.
Monsters of Greyhawk

- .
The changecat can change between its two forms at will, Crystalmist
but the transformation takes one round. It can make up to Climate/Terrain: Temperate and sub-tropical mountains
five changes per day. There is no limit to the amount of
time it can remain in one form. Normally, it spends most of
Frequency: Uncommon
Organization: Swarm
its time in house cat form. If threatened, however, it imme- Active Times: Night
diately changes into plains cat form, becoming a dangerous Diet: Nil
adversary. Intelligence: Non-intelligent (0)/ animal (1)
In house cat form, the creature rarely attacks anything
Treasure: Nil
larger than itself, preferring prey such as mice, small rats, Alignment: Neutral
and birds. In plains cat form, it hunts larger prey such as Reaction Modifier: - 5
deer or antelope. Its hunting style is to stalk its prey until
it gets within 100yards or so, and then burst from conceal- Number Appearing: 1swarm of 200 -b ldlOO
ment, using its amazing sprint speed to run the creature Armor Class: 10 (7)
down. The changecat can maintain this sprint speed for Movement: /18"(/6")
two rounds, and then must rest for two rounds before Hit Dice: 1 hp (50 hp)
sprinting again.
THACO Nil (13)
Habitat/Society: The changecat resulted from a Re1 Number of Attacks: Nil (1)
Astran wizard's experimentation many decades ago. While Damage per Attack Nil (1-6)
attempting to engineer a perfect animal companion and Special Attacks: Light beams
guardian, he magically manipulated a normal house cat's
Special Defenses: Nil
DNA, producing the first changecat. To the wizard's sur- Magic Resistance: Nil
prise, the trait bred true: Changecats can breed with any Size: Tiny (1/2" diameter) (small (12" diameter))
feline, and the offspring all retain the full abilities of a Morale: See below
changecat. Experience Value: 3 (75)
Though they arose to the east of the Grandwood Forest,
changecats have been spread steadily westward and The crystalmist is a swarm of living crystals that dwells
throughout the world. By nature, they're solitary (at least in high mountainous regions. When threatened, the indi-
with regard to other felines), and breed only once each year, viduals in the swarm can combine to form a community
producing small litters of one to three offspring. (This is with enhanced intelligence and powers. (In the listing
fortunate; otherwise they might overrun the planet.) above, statistics before parentheses refer to the individual
A changecat must eat enough to support its body mass in creature; statistics within parentheses refer to the commu-
the form it currently holds. Thus, it's in the creature's best nity.)
interest to remain in house cat form as much as possible (a
Physical Appearance: An individual crystalmist crea-
small cat can easily find enough food to sustain itself ture appears as a tiny drifting crystal, like a large snow-
where a cheetah might have difficulty). flake with its own internal light. This light can be any
The changecat has a n affinity for humans, elves and half-
color. The individuals congregate in large multicolored
elves. It treats smaller demihumans (halflings, gnomes swarms that drift aimlessly through the air. If the swarm is
and dwarves) with suspicion, and has a strong antipathy threatened, the individuals coalesce, forming larger crys-
towards half-orcs. If a human or demihuman treats it kind-
tal communities approximately a foot in diameter. Each
ly, it's likely to adopt that person and travel with him or community is composed of 50 individuals, and takes one
her (75%chance). Once it has adopted a buddy, it will nor- round to form. Communities can hover and move slowly.
mally maintain house cat form, not giving its companion
They glow with a pure white light.
any clue that it's more than the domestic cat it appears to Combat: The individuals have no combat abilities and
be. If its companion is threatened, however, it is 50%likely no measurable intelligence. The communities, on the other
to change form and fight to defend him or her. It will never hand, have animal awareness. They are also able to gener-
hunt humans or demihumans, or attack them without ate brilliant beams of white light with a range of 20 feet.
provocation. These beams are intense enough to cause damage, and can
Niche: The changecat is at the top of the food chain. It
ignite flammable materials if they fail their saving throw
rarely hunts intelligent creatures, preferring herd animals against magical fire. Armor can absorb or reflect these
as easier prey. In plains cat form, it has no natural enemies
beams (although sometimes at the cost of igniting the
(except, perhaps, for man). In house cat form, it may be armor's material), so attacks are handled with a regular
hunted by larger creatures that might normally eat cats. . . hit roll, rather than as a spell attackhaving throw situa-
but the hunters are in for a nasty-and potentially tion. If a community's hit roll is unsuccessful but still
terminal-surprise. exceeds 3 (the roll necessary for the creature to hit AC lo),
the beam has struck the target's shield or a piece of armor.
If the equipment struck is flammable (e.g., padded armor,
wooden shield, etc.), it must save against magical fire or
burst into flame.

25
Monsters of Greyhawk

A community consists of 50 individuals, and so has 50 hp; Dragon, Greyhawk


however, if it receives 10 or more points of damage, it ClimatelTerrain: Temperate cities; rarely, temperate
breaks apart into its component individuals. Each point of hills, barrens or forested hills
damage done to the community destroys one individual Frequency: Very rare
(thus a community sustaining 12 points of damage will Organization: Solitary
immediately decompose into 38 individuals). Individuals Active Times: Any
from a scattered community won't form another commu- Diet: Omnivore
nity for 5 rounds after the dissolution of their last commu- Intelligence: Supra-genius (19-20)
nity. Treasure: U
Crystalmists-whether individuals or communities- are Alignment: Lawful neutral (good tendencies)
immune to sleep, charm, illusion,or other mind-affecting Reaction Modifier: + 2
magics.
Crystalmists have limited and temporary awareness, Number Appearing: 1
and hence have no morale in the normal sense. As dictated ArmorClass: 0
by the constraints above, crystalmists will continue to Movement: 12"/24" (MC:E)
form communities and attack until the threat to the swarm Hit Dice: 11
has gone, or until they have all been destroyed. THACO 10
Habitat/Society: Individual crystalmists have less self- Number of Attacks: 2 claws, 1bite
awareness and intelligence than insects. Over the millen- Damage per Attack: 1-10(claw) x 2, 3-30(bite)
nia, however, they've evolved the ability to coalesce into Special Attacks: Breath weapon, magic use
larger communities in time of need. In these communities, Special Defenses: Spell immunity
the insignificant minds of individuals merge together to Magic Resistance: 75%
produce animal-level intelligence. Size: Huge (25 feet long)
Crystalmist communities form if any creature tries to Morale: Fanatical (20)
pass through a swarm. Most denizens of the mountains Experience Value: 6200 + 20hp
know this, and avoid the drifting points of light.
During the day, crystalmists are inert, lying like salt Greyhawk dragons love the companionship of human-
crystals sprinkled on the ground. Their glow is gone, and kind, and prefer to live in cities. They are highly magical
they cannot move. They spend the daylight hours absorb- and intellectual.
ing what little sustenance they need from the air and from Physical Appearance: Although considerably smaller
the rocks: oxygen, hydrogen, silicon, some carbon, and than many of its kin, the Greyhawk dragon shares the
other trace elements. They also absorb the energy of sun- strength and robustness typical of other dragons. Its scales
light, storing it somehow within their crystal lattices for are a rich metallic grey reminiscent of brushed steel, rang-
later use. ing to a darker hue-almost like blued gunmetal-on the
Crystalmist individuals reproduce rarely, and then by creature's underside and towards its tail. The membranes
binary fission like unicellular creatures. of its wings have the sheen of fine silk.
Although they can be found in any temperate or sub- Combat: At heart a peaceful creature, the Greyhawk
tropical mountain range, they're most common in the Cry- dragon avoids combat where it can. If conflict is inevitable,
stalmist Mountains (whether the range was named for the however, it fights with great intelligence and lethality. In
creatures or they for the range is still a point of contention addition to its clawlclawhite attack routine, three times
among sages). per day it can exhale a highly toxic gas (save vs. poison at
Niche: Since they consume nothing but energy and -4 or die). The maximum amount it can exhale would fill a
inanimate matter, crystalmists are at the bottom of the cube 30 feet on a side; however, the dragon can carefully
food chain. They are a source of necessary minerals for meter the amount. The gas is quickly absorbed through the
some nocturnal predators-mostly birds and bats, who can skin, and is just as lethal as if breathed. Partial protection
snatch a few individuals from the air before communities can be gained through coating all exposed skin with lard or
can form to drive them off. Slow-moving and earthbound other grease, as this attenuates the effect of the poison (the
creatures tend to avoid crystalmists. .., save is now made a t - 2). The toxicity is very short-lived-
within two minutes of exposure to oxygen, the gas becomes
inert.
In preference to any physical attack, the dragon is likely
to use magic. At the very young age, it has four 1st level
spells. Thereafter, it gains four spells of progressively high-
er level at each new age bracket (thus at old age, it has four
spells of each level 1st through 6th). From birth, it can also
polymorph self five times per day. Unlike the regular
magic-user spell, this ability has a n unlimited duration.
The Greyhawk dragon is immune to magic user spells of
1st through 4th level. Against all other magical effects, it
has a magic resistance of 75%.It can use all magical items
permitted to the magic-user class.

26
Habitat/Society: Because of its love for and fascination Grung
with humanity, the Greyhawk dragon usually lives poly- Climate/Terrain: Tropical and sub-tropical swamp
morphed into human form. Its favored habitat is a large Frequency: Uncommon
city, where it typically owns a large house, and where it’s Organization: Tribal
often the center of artistic and intellectual gatherings- Active Times: Day
poetry readings, discussion groups, etc. In their human Diet: Carnivore
identities, Greyhawk dragons are often well-knownamong Intelligence: Average (8-10)
the intelligentsia and patrons of the arts. They keep their Treasure: C
true nature inviolably secret. Alignment: Lawful evil
Food is usually the creature’s biggest problem: Reaction Modifier: + 1
Although it might take the form of a man or woman, it
must eat enough to maintain its true bulk. Every two Number Appearing: 4-48(50-100)
weeks or so, it drops out of sight and travels to nearby wil- Armor Class: 7
derness areas (where it might claim to own a hunting Movement: 9”//12“
lodge). Here it hunts, making up for its enforced fast (at Hit Dice: 1 + 2
least, by dragon terms) in the city. Like other dragons, the THACO 18
Greyhawk variety is omnivorous,but prefers fresh meat. It Number of Attacks: 1 bite, 1 weapon
never eats domesticated herds, preying instead on wild Damage per A t t a c k 1-3(bite), 1-6(weapon)
animals-particularly those baneful to man. .Special Attacks: Poison
Greyhawk dragons are very rare creatures: even the Special Defenses: Nil
largest city might have only one or two living (secretly) in Magic Resistance: Nil
its midst. Although they take stringent precautions to pre- Size: Small (3 feet tall)
vent their true nature from being discovered, one Morale: Steady (13)
Greyhawk dragon can recognize another on sight. Dragons Experience Value: 35 + 2/hp
in the same city are usually cordial to each other, though
they don’t usually seek each other’s company. Every Grung are highly territorial, toadlike humanoids that
twelve years, however, the dragon seeks a mate, often from dwell in swamps and marshes. They bear a strong resem-
another city. When it has found one, the couple retires to blance to frogs and other amphibians, and might in fact .
the wilderness, where they raise a single offspring. Once have evolved from them.
the youngster is old enough to fend for itself-about 24 Physical Appearance: Standing about 3 feet tall,
months-the parents separate and return to their individ- Grung have a lower body that strongly resembles a giant
ual lives. The creatures very rarely select the same mate frog or toad, with powerful legs and large webbed feet.
twice. Their upper body, however, is more developed, with muscu-
Greyhawk dragons speak their own language and the lar forelimbs, opposable thumbs, and smaller, more
languages of most humans, demihumans and humanoids. humanoid-looking heads. They stand upright, and move
They can be found-if they wish to be found-in any large with rapid, short hops. They are incapable of the prodi-
town or city. There are reputed to be no fewer then five gious leaps and jumps shown by frogs, toads or bullywugs,
Greyhawk dragons in the city whose name they bear! . . . however. While evolution has given them intelligence and
although nobody-least of all the dragons themselves- tool-using forelimbs, it’s taken away the prehensile tongue
seems willing or able to substantiate this. that frogs have. In its place, the Grung’s wide mouth is full
Niche: Greyhawk dragons are at the top of the food of sharp carnivore’s teeth.
chain, with no natural enemies. In cities, they rarely work Grung have the slick skin of other amphibians. Since
as artisans, preferring to act as collectors and dissemina- they breath through their skin, they must keep it moist.
tors of information (like sages). Their coloration is like that of bullfrogs: dappled green
and brown on their backs, shading to white or yellow on
their bellies. Their eyes-smaller than their evolutionary
forebears’, and protected by bony ridges-are red with
black pupils.
Males are slightly smaller than females, but both sexes
are equally aggressive and dangerous.
Combat: Because they’re small, Grung prefer ambush
to frontal assaults. Their favorite tactic is to lie concealed
until their enemies-whether travelers, or a group of
Grung from another tribe-have wandered into the killing
zone, then open fire with short bows and spears. These
attacks are particularly deadly against non-Grung,
because the creatures invariably poison their arrowheads
and spear tips. This poison is secreted by the Grung’s
skin: before using a weapon, the Grung wipes it on its own
skin to pick up the poison. The poison is highly toxic to non-
Grung (save vs. poison or die unpleasantly in 1-4 minutes); Ingundi
Grung are immune. The poison breaks down quickly on
contact with air, becoming inert in 10 minutes. The skin of Climate/Terrain: Temperate wilderness forest
a Grung also becomes non-poisonous 10 minutes after the Frequency: Very rare
creature is dead. Organization: Solitary
Although they prefer to use their bows and spears, Grung Active Times: Night
can deliver a nasty bite. Their saliva also contains poison, Diet: Carnivore
Intelligence: Low (5-7)
but a t a much lower concentration than their skin: The
saving throw is made a t + 2. Treasure: D
Alignment: Chaotic evil
Grung die if their skin dries out. They must immerse
themselves in water every three hours or suffocate, since Reaction Modifier: - 2
their skin will not pass sufficient oxygen if it is dry. Such
immersion must last at least one minute to be effective. Number Appearing: 1
The water around Grung settlements is tainted by their ArmorClass: 6
poisonous secretions. Any non-Grung drinking the water Movement: 6”
must save vs. poison at + 3 or become nauseated for 2-8 Hit Dice: 3 + 2
rounds (attack and defend a t - 1). THACO 16
Habitat/Society: Grung are warlike creatures, and Number of Attacks: 2 claws, 1 bite
extremely territorial. They typically claim all territory Damage per A t t a c k 1-6 (claw) x 2 , l - 1 2 (bite)
within a mile of their tribal settlement as theirs. Anyone Special Attacks: Spell use (see below)
unwise enough to enter this territory is a target for imme- Special Defenses: Nil
Magic Resistance: Nil
diate attack. Grung from other tribes are also fair game;
Size: Medium (5-6feet tall)
nasty little border wars between neighboring tribes are the Morale: Regular (10)
rule. Most encounters with Grung are with wandering war
bands. Experience Value: 100 + 4/hp
Grung settlements are untidy collections of crude shel-
ters, sometimes concealed inside large dead trees. Tribes The ingundi is an intelligent humanoid reptile.
number up to 100 individuals, with 25% of that number Physical Appearance: In its true form, the ingundi is
similar in appearance to a small lizard man-a lightly-
juveniles. Like the frogs from which they descended, built, bipedal reptile standing five to six feet tall, with a
Grung lay eggs, and their offspring go through a tadpole tail which balances its upper body. Its mouth is wider than
stage (AC 10; MV //12“;HD 1/2;#AT 1; Dmg 1;AL LE). Over
a period of 3 months, the tadpoles absorb their tails and
a lizard man’s, however, and filled with sharp, rending
develop limbs, then climb out of the water and join the teeth. Its forelimbs, though slimmer and weaker, bear long
tribe as immature Grung. These immature Grung have 1-1 and hideously sharp claws. Color ranges from a light green
HD, and are able to move and fight from the moment they on the back to a pale yellow-white on the creature’s belly.
Its small eyes are yellow with large black pupils. The
leave the water; They reach full maturity in another 6
months. ingundi wears no clothes or ornaments of any kind.
Grung tribes are matriarchal. War chiefs are all female, The ingundi rarely appears in its true form, however. It
and the tribal chieftain is the strongest fighter among the has a well-developed change self power and typically
appears as some other, more innocuous, creature. When
war chiefs. Subordinate females may challenge the chief-
tain a t any time to take her position; these challenges are hunting humans or demihumans, it appears as a n attrac-
always to the death. Each tribe also has a single female tive individual of the same race (but opposite sex) as its pro-
shaman of up to third level. War chiefs, shamans, and the spective victim.
chieftain herself are identified by ornaments made from Combat: The ingundi uses its innate powers to pick out
the bones of enemies. Within the tribe, males are domi- a victim and lure that individual away from the herd or
nated and have no say in any decisions. group, where it can kill and eat its chosen prey at leisure.
The creature has evolved a powerful form of ESP. With
Grung occasionally take live prisoners-particularly oth- this, it picks out of its chosen victim’s mind the image of the
er Grung. These prisoners and the bodies of their enemies
form the main course at tribal feasts. individual the victim most wants to meet romantically.
Then, using its power of change self, it takes on the appear-
Grung speak their own language, and can communicate
in a rudimentary way with frogs, toads, and other swamp ance of the desired individual. The ingundi can take the
dwelling amphibians. They have no interest in learning form of any creature ranging in size from that of a large dog
the common tongue, or other demihuman and humanoid to that of a bear. The incubus can use the ability twice per
languages: Other creatures are for eating, not for talking day, and the effect lasts for ld10+10 rounds, unless dis-
pelled before that time.
to.
In this form, the ingundi approaches its selected victim
Niche: When they’re not eating unwary travelers (or
each other), Grung hunt rats and other swamp-dwelling and tries to engage him or her in conversation (or courtship
ritual, for non-speaking prey). Conversation or courtship
mammals. They have few natural predators- the poison in
their skin makes them a deadly meal. Certain giant snakes allows the creature more intimate contact with the vic-
are immune to this poison, however, and these pose the
greatest danger to the Grung. Grung are among the crea-
tures most deadly to travelers in the Vast Swamp.

28
tim’s innermost desires. Playing on these desires, the crea- Niche: The ingundi is at or near the top of the food
ture casts a strong charm person spell (or charm monster, chain. It’s an efficient predator, preying on creatures from
whichever is applicable) on its victim. Because the crea- deer to traveling humans and demihumans. It produces
ture has access to the depths of its target’s mind, the victim nothing. Some sages believe that incubus populations are
receives a - 2 penalty on its saving throw. partially responsible for the dire reputations of Fellreev
If the spell is successful, the ingundi attempts to lead the Forest and Hornwood.
victim away from his or her companions,to a place where it
can slay and eat the victim in private. It also entices the
victim to remove any armor he or she may be wearing. The imbus
creature’s first attack is a t +4 to hit, and the victim Climate/terrain:All mountains
receives no attack on that first round. Thereafter the Frequency: Very rare
charm is broken, and the victim can defend and attack nor- Organization: Solitary
mally. Active Times: Any
The ingundi’ ESPpower can be blocked by magical spells Diet: Nil
affecting the mind(e.g., mind blank). The ingundi can’t Intelligence: Animal (1)
charm a potential victim whose mind is so shielded. Obvi- Treasure: Incidental
ously, an ingundi won’t approach an individual whose Alignment: Neutral
thoughts it’s unable to read. If, however, the shield is erect- Reaction Modifier: + 5
ed after the ingundi has started its approach, it will with-
draw as quickly as it can without giving away its true Number Appearing: 1
nature. ArmorClass: 2
If somebody other than the victim witnesses the ingundi’ Movement: /48“ (MC:A)
discussion with the victim, they hear a one-sided HitDice: 8
conversation-the victim is carrying on his or her side of THACO 12
the dialogue, but the other figure (the ingundi) is silent. Number of Attacks: 1
This is because the ingundi isn’t actually speaking-it’s Damage per Attack 5-30
generating the conversation within the victim’s mind. Wit- Special Attacks: Lightning bolt
nesses to this exchange are immune to the creature’s Special Defenses: Spell immunity, + 1weapons to hit.
charm; only the initially selected target can fall victim to Magic Resistance: Nil
it. Size: Small
If the charm fails, or if someone else intervenes, the Morale: Steady (14)
ingundi will try to flee. It will only fight if cornered. Experiencevalue: 1500 + lOhp
HabitatlSociety: The ingundi is a solitary creature. It
typically makes its lair inside a dead tree or among the The nimbus is a creature from the Quasi-elemental
roots of a live one. Individuals willingly approach each oth- Plane of Lightning. An occasional visitor to the Prime
er only to mate, and then only once per year in the depths of Material Plane, it’s seen only in high mountain ranges,
winter. The female lays a single egg in a concealed and and then only during the storm season (typically the
sheltered area, then totally ignores it. The egg hatches months of Sunsebb through Coldeven).
after 12 weeks. The young ingundi is barely two feet long Physical Appearance: The nimbus is a creature com-
from nose to tail, but from birth it can fend for itself, hav- posed entirely of electrical energy, and thus has no fured
ing full ESe change self, and charm abilities. (It can only form. It usually appears in one of four shapes: as ball light-
use these abilities on small animals, however). It grows ning (a slowly drifting ball of light easily mistaken for a
quickly, reaching full size in six months. will-0-wisp); sheet lightning (a veil of light similar to a
Although the ingundi’ powers work well on humans and small aurora); bolt lightning (bolts of light arcing from
demihumans, such beings aren’t the ingundi’ usual prey. object to object);or St. Elmo’s fire (a diffuse, flickering glow
Normally, the ingundi reads the minds of other forest that surrounds a n object). The creature can change from
creatures-deer, for example-and uses its change self abili- one form to another at will. The creature can reach its max-
ty to appear as a harmless member of its victim’s species imum movement of 48” only in bolt form; in other forms,
(for example, if it’s after a stag, it might appear as a doe; if it’s limited to a movement of 18”.In all its forms, the nim-
it’s after a doe, it might appear as a fawn). In this form, it bus gives off a brilliant white or blue-white light.
draws close to its victim and touches it. With this touch, Combat: On the Material Plane, the nimbus isn’t a n
the ingundi casts its charm. Normal (i.e., non-monstrous) aggressive creature, playing among the mountain peaks
animals receive no saving throw against this charm. The for the sheer joy of it. If attacked, however, it’s well able t o .
ingundi then leads its victim away, to slay and eat a t its lei- defend itself. Its preferred means of attack is to surround
sure. its victim in its St. Elmo’s fire form, and electrocute the
The ingundi has few natural enemies. There are crea- creature. A successfulto hit roll indicates that the nimbus
tures that would eat it if they recognized it for what it was, has managed to engulf its target and has discharged its
but the ingundi’ ESP and change self abilities can be used shocking current. If the target is wearing armor made of
defensively as well. Unless it’s surprised, the ingundi will ferrous metal (iron or steel, but not mithril or adamantine),
detect the thoughts of a creature hunting it, and will take or is carrying more than 250 gp weight of ferrous metal
on the form of a creature the hunter would not eat. equipment, the nimbus receives a +2 bonus to its hit roll.
The ingundi has no language; individuals communicate Although this is the creature’s preferred manner of attack,
by reading each other’s thoughts.

29
c Monsters of Greyhawk

it can only use this attack four times per day, since further
attacks prohibitively drain the creature’s energy.
It can also cast small lightning bolts, one per round, to a
maximum range of 60 feet. These bolts deal 2-12points of
damage each (save for half damage).
The nimbus can be harmed only by +1 or better magic
prite, Sea
Climate/Terrain: Tropical oceans
Frequency: Rare
Organization: Family
Active Times: Any
Diet: Omnivore
weapons. If the weapon used against the creature is made Intelligence: Very (11-12)
of ferrous metal, its wielder suffers 1-4points of electrical Treasure: D
damage for each successful hit on the nimbus, and has a Alignment: Chaotic neutral (good tendencies)
25% chance of dropping the weapon. Lightning and electri- Reaction Modifier: + 4
cal attacks do no damage to the nimbus; in fact, for each
such attack that strikes the nimbus, it regenerates 3-12 Number Appearing: 5-40
points of damage. Poison and acids are also ineffective. Armor Class: 6
Fire and cold-based attacks do normal damage, while mag- Movement: 6”//24”
ical attacks that include water (e.g., ice storm) do double Hit Dice: 1
damage (non-magical water does the creature no harm, THACO 17
however). The nimbus is immune to sleep, charm, illusion Number of Attacks: 1 weapon
and other mind-altering magics. Damage per A t t a c k 1-4
When a nimbus is aroused, it generates a static charge Special Attacks: Spell use
powerful enough to give creatures within 30 feet an uncom- Special Defenses: Nil
fortable feeling of “their hair standing on end.” Within 10 Magic Resistance: 5%
feet of the nimbus, this static charge is enough to cause any Size: Tiny (2”tall)
ferrous metal objects to glow with their own St. Elmo’s fire. Morale: Steady (14)
This induced charge does no damage, although it may look Experiencevalue: 20 + l/hp
dangerous.
Habitat/Society: Although frequently misnamed as a
“lightning elemental,” the nimbus isn’t a true elemental, Sea sprites are reclusive creatures, similar in many ways
to their land-dwelling cousins. They’re implacable enemies
merely a denizen of that quasi-elemental plane (such as the
of creatures who would destroy the delicate ecology of their
xorn is of the Elemental Plane of Earth). It gains access to coral reef environment.
the Prime Material Plane through gates that sometimes
open at the core of mighty thunderstorms. Possibly Physical Appearance: Sea sprites look like tiny
human figures no more than two feet tall. They have no
because the thin air is more conducive to the creatures,
only storms in high mountains usher the nimbus to the wings, but show delicate webbing between their fingers
Prime Material Plane. For some reason, they’re particular- and toes. Their skin is delicate and pale, sometimes with a
ly partial to the Sulhaut Mountains (possibly because the slight bluish tinge. Their hair-which they usually wear
winds from the Sea of Dust carry their own static charge, long-is bright green. The creatures usually wear jerkins
leading to horrendous lightning storms among these made from eel-skin or other soft and supple materials.
peaks). They commonly seek skins in bright marine colors: blues,
On this plane they are solitary creatures. On their own greens and aquamarines. They often wear ornaments fine-
plane, however, they are common, congregating in groups. ly crafted from precious metals. Females are slightly
smaller and more delicately built than males.
The nimbus has no conception that “bags of mostly Sea sprites are armed with tiny but wickedly sharp
water” (like animals) are alive. If they think about it at all,
the creatures are more likely to assume that energy phe- swords, and there’s a 50% chance one will be carrying a
light crossbow that operates with full effectiveness under
nomena like fires and lightning bolts are alive.
The means of communication used by the nimbus is water as well as above. (These weapons are much too tiny
unknown. Telepathy, tongues and other magics are totally for humans or demihumans-even halflings-to use.)
ineffective in communicating with the nimbus. Sprites are able to become invisible at will (opponents
Niche: On the Prime Material Plane, the nimbus con- strike at -4). They detect good/evil at up to 50 yards.
sumes nothing and produces nothing, and it has no preda- Combat: Sea sprites are reclusive, and engage in face-
tors. Its energy requirements are drawn from the to-face combat only if there’s no other option. They prefer to
Quasi-elemental Plane of Lightning. attack from ambush, using their light crossbows. The bolts
are tipped with a potion which causes any creature struck
to save versus poison or sleep for 1-6hours in a comatose
state-this can have lethal consequencesfor creatures that
must surface to breath air. Sea sprites generally slay evil
creatures, removing neutral or good ones to a locale well
away from where they encountered the sprites. Usually,
air-breathing creatures are left above the surface, on a
nearby deserted shore, for example. The sprites don’t usu-
ally concern themselves with what happens to the sleeping
creatures afterwards.
Monsters of Greyhawk

Sea sprites often use other marine creatures as pack ani-


mals and guards. A group of sea sprites is 45%likely to be
accompanied by 1-6 carnivorous fish such as barracuda or
quippers. Climate/Terrain:Any land environment (old battle-
A sea sprite can endow 2-5 turns of water breathing by grounds)
touch. A sprite can also cast airy water once per day at the Frequency: Rare
l o t h level of ability, and slow (by touch) three times per day Organization: Military unit
at the 5th level of ability. Active Times: Night
Habitat/Society:Sea sprites live among the coral reefs Diet: Nil
and warm shallows of the Densac Gulf, the Tilva Strait, Intelligence: Average (8-10)
and waters south. They can breathe equally well above or Treasure: Incidental
below water, although they much prefer a submarine exist- Alignment: Lawful evil
ence, and rarely venture onto land. They’re joyful crea- Reaction Modifier: + 3
tures, loving to frolic among the brilliant fish that inhabit
their home waters. They can flash through the water so Number Appearing: 2-8
quickly that they can catch and pet the fastest of the reef Armor Class: 3
fishes. Movement: 9”
They hunt fish with their crossbows, but kill only to eat, Hit Dice: 7
and are very selective in their hunting. Fish husbandry is THACO 10
is practiced so they never deplete the fish population. They Number of Attacks: 3/2 (as F7)
respect-and are respected by-fishermen who take only Damage per Attack 1-10
enough to feed their people: That’s the way of the sea. Sea Special Attacks: Strength drain
sprites dislike people who kill too many fish, or those who Special Defenses: +2 or better weapons to hit
fish for sport. They feel strong enmity towards those who Magic Resistance: Nil
despoil the coral oceans, and are likely to take action Size: Medium (6 feet tall)
against them. Morale: Fanatical (20)
Sea sprites live in family groups, and dwell in natural Experience Value: 1000 + 5/hp
coral caves, or in the hulks of ships that foundered on the
reefs. The family is led by the oldest male, but the senior Swordwraiths are the spirits of warriors cut down at the
female acts as his advisor, and is often the “power behind height of battle, and kept from the dissolution of death by
the throne.” They believe that any wealth that the sea their own indomitable will.
takes (in the form of sunken treasure) should remain with Physical Appearance: Only seen a t night, or under-
the sea, and thus oppose treasure hunters and those who ground where the sun never shines, swordwraiths appear
would salvage wrecked vessels. as warriors, garbed in armor and armed with assorted
Sea sprites speak their own language, and 50% of them weapons of war. Although the armor and weapons are
are conversant in the common tongue. They can also com- unremarkable, the flesh within appears insubstantial.
municate on a rudimentary level with the more intelligent Under certain lighting conditions, all that can be seen are
denizens of the deep. They’re great believers in a balanced two glowing eyes within the shadow of the helmet.
ecology, and so have no antipathy towards sharks and oth- ‘ Swordwraiths reek of mold and decay, but this scent is car-
er predators. They have hatred only towards the more evil ried by their armor and weapons, not by the creatures
and cx+el ocean dwellers, particularly sahuagin and their themselves. They are surrounded by an aura of intense
ilk (who they attack on sight). cold-uncomfortable, but not enough to cause damage.
Niche: Sea sprites are a t the top of the coral reef food Combat: Swordwraiths, when they were alive, were
chain. Their only natural enemies are sahuagin, but their hardened warriors, and even as undead they retain their
speed and the accuracy of their crossbows make them diffi- knowledge of strategy and tactics: They fight small-unit
cult prey. They’re on friendly terms with aquatic elves, and engagements with textbook precision, knowing exactly
sometimes trade with them, although the two races never when to attack, give ground, and counterattack. They’re
live together. intelligent, and speak the common tongue of humanity,
and therefore they might accept parlay. . . but only if it’s
asked by someone they consider their military equal.
Swordwraiths attack as normal warriors would, with
their varied weapons. No matter what weapon is used, the
damage is the same: 1-10 hp. Each hit also drains 1point
of strength from the victim. If a victim’s strength reaches 0,
death occurs. Strength lost to a swordwraith’s attack can
only be regained by complete rest (1point per day of total
inactivity), or through a wish, limited wish or equally
potent magic.
Swordwraiths can only be harmed by + 2 or better weap-
ons. They are totally immune to sleep, charm and other
mind-affecting magic. They are turned as vampires.
Monsters of Greyhawk

HabitatlSociety: Swordwraiths were once professional If, Mist


soldiers: officers and mercenaries, or others for whom Climate/terrain:Any non-desert land environment
fighting was all there was in life. Though slain on the field Frequency: Very rare
of battle, their will was such that they were unable to leave Organization: Pack
behind the trade of violent death. In many cases, their Active Times: Night
stubborness is such that they won’t admit-even to Diet: Carnivore
themselves-that they are in fact dead. Swordwraiths are Intelligence: Average (8-10)
totally free-willed, and feel no kinship towards other Treasure: Nil
undead (in fact, they hate the “mindless lack of discipline” Alignment: Lawful good
that characterizes most other undead). Reaction Modifier: 0
The creatures are active only a t night, or underground
where the sunlight cannot reach. Their bodies were typi- Number Appearing: 2-20
cally interred in barrows or burial mounds. During day- Armorclass: 6
light hours, intruders into such barrows may meet Movement: 18”
swordwraiths preparing for their nocturnal activities. Hit Dice: 3 + 3
Swordwraiths congregate in small units and councils of THACO 16
war, planning and executing midnight raids on settle- Number of Attacks: 1 bite
ments near their battleground resting places. They are Damage per Attack 2-6
also likely to attack any traveling party unwise enough to Special Attacks: Nil
spend the night within their territory (the “lawful” part of Special Defenses: Breath weapon
their alignment refers to loyalty within their group-to Magic Resistance: 10%
other swordwraiths and to no one else). Swordwraiths Size: Medium (4 feet high at the shoulder)
gather no loot and occupy no captured territory as a result Morale: Elite (16)
of these raids. They fight because fighting is all they know. Experiencevalue: 60 + 5 h p
If swordwraiths have a credo that they “live” by, it would
have to be “Mercenaries don’t die; they just go to Hades to Mist wolves are cousins of normal wolves, but they are
regroup.” They speak the common tongue of humankind. larger and have some magical abilities. Although they’re
lawful good in alignment, mankind’s innate fear and
hatred of wolves ensure that these creatures will always be
misunderstood.
Physical Appearance: Mist wolves are almost identi-
cal to their non-magical cousins, except they’re higher a t
the shoulder and their fur is smokey grey with white tips
on the hackles. They’re slim and muscular, with fearsome-
looking teeth. Their eyes are black, without the red tinge
oftenseen in wild wolves.
Combat: Mist wolves attack in packs like common
wolves, often using sheer weight of numbers to drag down
opponents. They’re more intelligent than their cousins, so
they are less likely to continue an obviously losing battle.
Mist wolves have a magical ability that makes it easier
for them to disengage from stronger opponents: A single
wolf can exhale clouds of thick mist (similar to a wall of fog
spell) blocking all vision, filling a volume 10 feet on a side
and lasting five rounds unless blown away. The mist is
purely defensive, since it’s as opaque to the wolves as it is
to their opponents. This ability can be used twice per day.
HabitatBociety: Because of their alignment, mist
wolves only attack humans or demihumans who are behav-
ing in a flagrantly evil manner. Normally, mist wolves will
protect travelers from evil creatures that may wish them
harm. Unfortunately, fear and hatred of wolves is taught
from the cradle, and is embodied in everything from chil-
dren’s tales to common expressions (“a wolf in the fold,”
Swordwraiths are common in the Stark Mounds region - “the wolf at the door,” etc.). The fact that mist wolves are
probably as a result of ancient territorial wars between frequently seen when evil is abroad doesn’t help; people
&off and Sterich, or their forebears-but they can be found never realize-or refuse to believe-that the wolves only
in any other parts of the world that boast old battlefields appear when evil is near in order to fight it. Therefore, mist
and war graves. wolves are often slain by the people they’re trying to pro-
Niche: Swordwraiths consume and produce nothing. tect.
Their only victims are travelers who wander into their ter-
ritory, and the occupants of nearby settlements.

32
Mist wolves have a n innate ability to detect evil. This Drowned ones (also known as sea zombies) are the ani-
power operates continuously, and without conscious voli- mated corpses of humans who died at sea. Although simi-
tion. They’re implacable enemies of evil, and defenders of lar to land-dwelling zombies, they are free-willed, and are
goodness and law. They’ll often go to great lengths-even rumored to be animated by the will of the god Nerull the
giving their lives-to protect humans and demihumans. Reaper.
Mist wolf society is based around the pack, as with com- Physical Appearance: The appearance of drowned
mon wolves. Packs comprise up to 20 wolves, with a n equal ones matches their name: They look like human corpses
number of males and females. The leader of the pack is the that have been underwater for some time-bloated and dis-
strongest individual (usually male, but not necessarily so), colored flesh dripping with foul water, empty eye-sockets,
who gains and defends the position by challenge and (non- tongue frequently protruding from between blackened
lethal) combat. If the pack is encountered in its own territo- lips. Their visage and their stench of decay are so disgust-
ry (usually wilderness forests), there are half as many cubs ing that anyone seeing a drowned one or coming within 20
present as there are females. Mist wolves are monogamous feet must save vs. poison. A failed saving throw indicates
and mate for life, and both parents share the responsibility that the character is nauseated, and attacks and defends at
of caring for the cubs. Cubs grow rapidly, reaching full -1 for 2-8 rounds. On land, drowned ones move slowly,
maturity at the age of 12 months. They gain their breath with a clumsy shambling gait. In water, however, they can
weapon ability at half that age. swim with frightening speed.
Mist wolves have their own rich language consisting of Combat: Like most undead, drowned ones have a n abid-
yips, barks, and growls. They understand the common ing hatred for the living, and attack them at any opportu-
tongue, but are unable to speak it for anatomical reasons. mity. These attacks often show surprising cunning (for
These creatures are most common in forests with evil example, luring ships onto the rocks, then attacking the
reputations, because that’s where they can do the most sailors as they try to save themselves from the wreck).
good. (Of course, this doesn’t help the wolves’ reputations Drowned ones take advantage of their swimming speed by
at all . . .) There are large populations of mist wolves in attacking ships as they lie at anchor-climbing aboard the
Dreadwood and in the Burneal Forest, although they vessel and trying to drive the sailors overboard, where they
aren’t limited to these areas. can deal with them more easily.
Niche: Mist wolves are highly efficient predators with Drowned ones attack with the weapons typical of sail-
few natural enemies. They’re intelligent enough to select ors: short swords, daggers, hooks, clubs, etc. Because of
their victims and control their hunting with care, making the unnatural strength of the creatures, these weapons all
sure never to over-predate a n area or prey population. do 1-10points of damage. The putrid water that drips from
the drowned ones contains many pathogenic bacteria, so
any successful hit has a 10% chance of causing a severe
Zombie, Sea (“DrownedOnes”) blood disease in the victim.
Climatepl’errain: Shallow coastal waters, salt and fresh
Frequency: Rare
Organization: Pack
Active Times: Night
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: M
Alignment: Chaotic evil
Reaction Modifier: - 3

Number Appearing: 2-24


Armor Class: 7
Movement: 6”1/12“
Hit Dice: 5
THACO 15
Number of Attacks: 1
Damage per Attack 1-10
Special Attacks: Stench, disease, spell use
Special Defenses: Spell immunity
Magic Resistance: Nil
Size: Medium (6 feet tall)
Morale: Fanatical (20)
Experience Value: 130 + 5 h p

33
Monsters of Greyhawk

The water-logged condition of the creature’s flesh means drives a sea fog onto the coast, however, they can roam
that fire and fire-based magic do only half damage. Light- inland as far as the fog reaches. When the fog retreats, or
ning, electrical and cold-based attacks do double damage. when the sun is about to rise, they must return to the
Drowned ones are immune to sleep, charm, illusion and water. Dwellers on foggy coastlines usually fear the fog,
other mind-altering magics. Because they are created by although they might not know why; in some areas (for
the direct will of a deity, they cannot be turned like other example, the Amedio coastline), human sacrifices are often
undead. cast into the fogs when they roll inland, in the hopes that
Many of the humans who become drowned ones were the drowned ones will take the offerings and leave every-
clerics while alive, and they retain their clerical powers as one else alone.
undead. There is a 50% chance that each drowned one Drowned ones communicate among themselves by a form
encountered is a cleric of level 1to 4 (random determina- of telepathy, and have no need of a spoken language (other
tion). These creatures are granted their spells directly by than for spell-casting).The verbal components of spells are
Nerull, and only receive baneful spells. spoken in hideous, sibilant whispers.
HabitatBociety: Drowned ones congregate in loose Perhaps because the Azure Sea provides a steady supply
packs. Their only motivation is hatred for the living. Being of raw materials (in the form of Amedio pirates, and free-
undead, they have no need to eat, although they sometimes booters in general), drowned ones are most common in the
rend and chew the flesh of their prey (this is probably just shallows of this body of water. The waters around Flotsom
to strike terror into others). and Jetsom Islands, Fairwind Isle, and the Olman Islands
Underwater, drowned ones are active around the clock, are prime “breeding grounds” for these hideous creatures.
and are often found in the sunken wrecks of the ships in a Niche: Drowned ones consume and produce nothing.
which they drowned. They are only active above the sur- They interact among themselves only to make their killing
face during the hours of night. Drowned ones normally more efficient.
stray no more than 100 yards from the water. If the wind
he world of Greyhawk is populated by great tion to detail makes it difficult for anyone not in his favor
heroes, great villains, and just plain folks. to cheat or oppress citizens. He is demanding of his staff,
What follows is a description of some of Oerth’s but does not spare himself, routinely working twelve-hour
best-known, most feared, best-loved, most days. He takes bribes freely, but his theory is to “let both
hated inhabitants. Plaver characters should sides pay bribes, then judge the case on its merits.”
9 run-into these larger-than-life NPCs only rarely, and when His goals as Mayor of Greyhawk are to make the city run
they do, the occasion should be a memorable one. as smoothly as possible and to be remembered as the best
The characters described here came to prominence some Mayor in the city’s history. His private goals are different:
years after events described in previously published He wants to be a member of the aristocracy. However, the
GREYHAWK@books and game material. They can be intm old rich don’t hold him in the same regard as the new rich,
d u d into campaignsa few at a time or all at once, as you wish. and he is snubbed as much as the upper classes dare due to
We begin in the city of Greyhawk itself. . . his lower-class accent and the “vulgar” origins of his
wealth (the gaming house).
The nobility secretly sneer a t him, but no one forgets
The Free City of Greyhawk what happened to one wealthy family so unwise as to shun
him publicly: Thieves descended repeatedly upon their
Nerof Gasgal house; several family members died mysteriously; and
Lord Mayor-Free City of Greyhawk their business competitors exhibited uncanny knowledge
AC 5 (leather armor and dexterity bonus);M V 12”;T 10;hp of their business plans. This did not stop until the whole
45; #AT 1;Dmg by weapon type (proficient with sling, long- family was reduced to beggary.
sword, or dagger); Str 10,Int 11,Wis 8, Dex 17,Con 12,Cha
16; THACO 8; AL LN; SA quadruple damage from back-
stab; SD high dexterity, thiefly skills
Nerof Gasgal was born to desperately poor but proud par-
ents in one of the most squalid districts of the city of
Greyhawk. Despite his parents’ best efforts to dissuade him,
Nerof idolized the Guild thieves. He admired their courage,
their skills, and, most of all, their wealth. When his parents
tragically starved to death in his tenth year, he decided to
change his fate, and sponsored by a family friend who was a
Guild official, he apprenticed himselfto the Thieves Guild.
Once he was a full-fledged thief, Nerof advanced rapidly,
becoming known for his meticulous planning of every last
detail of operations. He believed in leaving absolutely noth-
ing to chance, and would pore over plans and models of a tar-
geted building until he could draw the entire floor plan from
memory. His thoroughness and attention to detail endeared
him to his superiors and peers, although he became the terror
of apprentices and lower level thieves who were assigned to
work under him.He did not tolerate slip-upsor errors.
Then, a traumatic experience caused Gasgal to change
careers-and the direction of his life. While looting a
mage’s long-abandoned castle, he tripped a magical trap
and found himself falling down an airshaft. Luckily, the
trap was a n illusion, but his fellow thieves found him in a
catatonic state and returned him to Greyhawk. Clerical
help saved him, but he began to suffer severe bouts of verti-
go and developed a fear of falling. That incident convinced
Gasgal to give up the thieving life and enter politics. Nerof Gasgal is a n attractive, charming man, 5’9“ tall,
Nerof was never known publicly as a thief; to the public, with graying hair. He dresses in conservatively cut, but
he was the proprietor of a gambling house catering to extremely expensive, clothing. He appears to be a trust-
Greyhawk’s wealthy youngsters. Despite the fact that the worthy, able businessman who is in politics only for the
odds on the games blatantly favored the house, Nerof was a good of his beloved city.
popular figure among the newly wealthy. He had long been Nerofs office is equipped with many luxuries: heavy
urged to follow a political career, assured of support by his draperies (which conceal the fact that his office is several
customers, and when his disability forced him to quit thiev- stories above ground), several attractive secretaries, and a
ing, he took up their offers of political support and was large, elaborate safe in which he keeps all the city files and
delighted by the opportunities he discovered. a wealth of information useful for blackmailing trouble-
As mayor, Nerof is popular and well-respected.His atten- makers against whom he doesn’t wish to use force.
His leather armor is of the finest quality. It was custom As a postulant of Pelor, Derider was quick to learn, rising
made for him by the head of the Leatherworkers Guild rapidly to the status of a full (first level) cleric. Upon her
after he excused the leatherworkers from paying taxes dur- investiture, she accepted an offer to join a party of adven-
ing a severe shortage of leather. His weapons are also of the turers. Her superiors were sorry to see her go because they
best possible quality, stolen especially for him by the loved her, but also were relieved that she was gone-she
Thieves Guild Master as a gift upon his election to office. had won notice not only for her talent, but for her clumsi-
He also owns a set of thieves’ tools, and still regularly prac- ness. She was always sincerely sorry about her accidents,
tices all the thieves’ skills that do not involve climbing. He and she was not capable of malice, but even her most sin-
has access to many magical items, but does not keep many cere apologies did not repair the mirrors, jars, and other
on hand unless he actually needs them. He feels that fragile things she constantly dropped. While she was at the
becoming dependent on a magical tool or weapon would temple of Pelor, her superiors seriously considered hiring a
make him too vulnerable. When Nerof does use magical low level mage just to minimize breakage.
items, he prefers those that facilitate theft without involv- Derider’s career as a n adventurer lasted for several
ing flying or climbing. There is a 20% chance of finding years, during which she travelled the length and breadth
such items in his office or safe. of Oerth with her friends. She advanced rapidly, gaining
Outside of politics, Nerofs interests are limited to his confidence in herself and faith in her deity as she saw the
gaming house (which he still owns) and the honing of his results of her prayers. At the same time, her clumsiness
thieving skills; he has no other real interests. Although he haunted her, causing her grief over the trouble she caused
is a social climber, he doesn’t find social gatherings very when she was near breakable items. She began to feel that
interesting-he attends them for information. He culti- fragile items just waited for her, so that she could drop
vates good relations with the Guildmasters of the city, as them to shatter on the floor. Her companions loved her and
all mayors must, but the only one he socializes with is the were very patient with her, but when she managed to drop
Thieves Guild Master. They often spend evenings together, and smash a beaker of plentiful potions, the day after she
drinking wine and yarning about the “good old days” had tripped while carrying a decanter of endless water,
before they achieved their present ranks. Nerof is still a they suggested gently that perhaps the adventuring life
power in the Thieves Guild, and holds the title of Assistant was not for her.
Guildmaster. Back in Greyhawk, Derider learned that the temple of
Player characters might encounter Nerof Gasgal in sev- Pelor needed a cleric who specialized in healing. She was
eral ways. They might be ambassadors from a neighboring taken on immediately, but on the condition that she swear
land on business with the Lord Mayor of Greyhawk, or solemnly not to touch anything breakable (the high priest
they could be lower level thieves seeking his expert advice. was a former classmate, and he knew of her weakness).
If any PC has information regarding an outside threat to Settled in at the temple, Derider was quite happy to have
Greyhawk, Nerof will pay very well for it. He is also inter- a position as a healer. Her adventuring background proved
ested in buying anything magical, especially items of use valuable when the temple district was plagued by a band of
to thieves, like gauntlets of dexterity or chimes of opening. undead creatures. Her work among the poor of Greyhawk
Ifthe PCs are enemies of Greyhawk, they will find Nerof brought her to the attention of the Directing Oligarchy,
to be a deadly enemy. He cultivates close relations with the and when a constable died after being nursed devotedly by
Assassins Guild Master. There are several assassins on his Derider, she was offered the post.
private payroll, and he has been known to use them to qui- As Constable of the City, she is a n influence for mercy
etly eliminate threats. and moderation on the part of the city government. She is
trusted by the entire Directing Oligarchy to care for them
Derider Fanshen when they are sick or injured. Her clumsiness has not
deserted her, but the Directing Oligarchy can afford to be
Constable-Free City of Greyhawk more tolerant of the breakage than the priests of Pelor or
AC 3 (full plate + shield, dexterity penalty); M v 6” in her former adventuring companions. When she tripped
armor; C 12;hp 58; #AT 1; Dmg by weapon type (flail, mace, over her own robe and knocked over a table of very expen-
staff of striking, staff sling, lasso); Str 13, Int 10, Wis 17, sive glassware, the Directing Oligarchs simply chuckled
Dex 4, Con 16, Cha 16;tHAC0 13; AL N G SA Spells: 8-lst, quietly and sent for a mage to repair the damage.
7-2nd, 6-3rd, 3-4th, 2-5th, 2-6th Derider Fanshen is a tall, attractive woman in her early
Derider Fanshen was born to middle-classparents in the forties, with tan skin, honey-blonde hair, and bright grey
Free City of Greyhawk. From an early age, she was fasci- eyes. She is in excellent physical condition, and looks con-
nated with healing sick creatures, and innocently annoyed siderably younger than her true age. She has never mar-
her parents by filling the house with every sick or hurt ani- ried, preferring to form friendly relationships with the
mal she encountered. Her talent and love for healing various men important in her life.
caught the attention of the priests of Pelor. They offered to Although she has retired from adventuring, Derider
train the young girl in the ways of their deity, the patron of Fanshen keeps her armor in good repair, and exercises
sun, strength, light, and healing. Her parents were over- daily in armor with her weapons. Her weapons are souve-
joyed, not only for the honor shown their daughter, but nirs of her adventuring days, and she will happily tell sto-
because they could finally have a normal household. ries about how she obtained them. Her favorite weapon is a
staff of striking that also functions as a staff sling + l .

36
a c
Derider Fanshen’s goal as Constable of Greyhawk is sim- Soon after he achieved this success, news came that near-
ple: Keep the city safe and secure. Her relatives live in ly shattered him. His beloved brother had not joined the
Greyhawk, as well as friends from her adventuring days, watch, preferring to hire out as a caravan guard. The
and she is quite conscious of her obligation to them. She brothers had tried to keep in touch, but Sental had not
keeps in touch with old friends and family, and is a popular heard from him in a long time. Then, word reached Sental
guest at parties, once the breakables are securely stored through trustworthy channels that his brother was a pris-
away. oner in one of the Bandit Kingdoms. Shortly after this
The poor people of Greyhawk often leave petitions at her news arrived, Sental received word that his brother’s cap-
residence, asking her to intervene for their friends and rel- tors were demanding sensitive information about
atives when they face Greyhawk‘s justice. She does what Greyhawk. If Sental refused to give it to them, his brother
she can, and Sental Nurev, Captain-General of the Watch, would suffer.
often has to remind her that his decision alone does not This dilemma caused Sental many sleepless nights. He
decide a criminal’s fate. did not want to endanger Greyhawk and he knew that the
At the same time, she is not a fool. Real evil-doers know information he was asked for could, in enemy hands, jeop-
better than to ask her to intervene in their cases, since she ardize Greyhawk seriously. On the other hand, he knew
hates cruelty and wanton malice (having seen too much of that his brother’s captors did not make idle threats, and
both). The only time she shows anger is when flagrant refusal to comply could doom his brother. Faced with this
examples of unprovoked evil-doing come to her attention. problem, he decided to stall. He sent information, but made
When she gets angry, the people, as well as the Directing absolutely certain that it was always either obsolete, or as
Oligarchy, pay attention. Although she doesn’t often use harmless as possible.
spells for purposes other than healing, she still has the This worked until his brother’s captors decided to sink
capability, and the anger of a twelfth level cleric is nothing their hooks deeper. They informed Sental that if he didn’t
to invite. cooperate more fully, they would tell the authorities of
PCs might encounter Derider Fanshen in several ways. Greyhawk that their trusted Captain was a traitor-and
They may have business with the Directing Oligarchy of they had hard evidence to back their claim. Sental was
Greyhawk, and she would be present at the deliberations of forced to give in. As Captain of the Watch, he had authority
that body. She has a soft spot in her heart for adventurers, over who was recruited into the watch, and what duties
and a party of adventurers with a genuine need for aid each watchman was assigned. He was forced to recruit
from the Directing Oligarchy might find her willing to help watchmen whose loyalties were with the Bandit King-
them plead their case. doms, and to juggle work schedules so that these men could
PCs might also meet her by letting her know that a party spy a t will. In the event of an attack, his orders were to
member is sick or injured, but cannot pay for clerical place these men in control of a section of wall, to facilitate
assistance. Her adventuring days paid well, and she is now the besieger’s attempts to take that particular section.
financially secure, which allows her to indulge the same
impulses that made her poor parents’ life difficult so long
ago-healing every stray that crosses her path. She is
known to disappear into the slums of Greyhawk for days a t
a time, healing every sick or injured person she finds.

Sental Nurev
Captain-General of the Watch-Free City of
Greyhawk
AC 3 (splint mail and shield); MV 9“;F 13; hp 85; #AT2/1;
Dmg by weapon type (lasso, halberd, man catcher, long-
sword, bo stick, jo stick, crossbow, club); Str 16, Int 12, Wis
15, Dex 13, Con 13, Cha 14; THACO 8; AL NG
Sental Nurev was born near Greyhawk, the child of
impoverished, country gentlefolk. At an early age, he
decided that the only way out of his poverty was his skill
with weapons. A neighbor who had retired from the adven-
turing life offered Sental and his brother tutelage, and
when they became orphaned, they headed for Greyhawk.
Sentaljoined the watch, learning about city life while serv-
ing as a policeman/militiaman. His dedication to duty and
his natural talents soon earned him promotion, and his
utter fearlessness helped him gain skill rapidly. While still
in his early thirties, he became Captain of the Watch, and
was known to all as a solid, respected citizen.

37
With these false watchmen reporting his actions, Sental Org Nenshen
could no longer bluff his brother’s captors with useless, out- “hieves Guild Master-Free City of Greyhawk
of-date information. He was forced to send the very best AC 1(elfin chain and dexterity bonus); MV 12”;T 14; hp
information available as quickly as he could get it. He 50; #AT 1; Dmg by weapon type (sling, short bow, falchion,
threatened to quit his post once, and received his brother’s dagger, sap); Str 13,Int 15, Wis 11, Dex 18, Con 11,Cha 16;
thumb in a package a t his home a few days later. He was THACO 14; AL LN; SA quintuple damage from backstab;
painfully aware that if his treachery were discovered, he SD high dexterity
would at the very least be imprisoned for a long time in
Greyhawk’s dungeons. Org Nenshen was a young thief rising within the Thieves
Sental Nurev is currently a haggard-looking man. He is Guild at the same time as Nerof Gasgal. The two often
tall but stooped, with thinning blond hair and a ragged worked together. Org was present on that disastrous foray
beard and moustache. He chews his moustache when he is when Nerof fell victim to a mage’s magical trap; in fact, it
worried, and since he has had much to worry about recent- was Org who found Nerof lying motionless with a look of
ly, his moustache is well-chewed. Sental is married and has horror on his face. Org helped to pay for the clerical help
three children, ages 14,11, and 9. His wife worries a great that restored his friend, and worked tirelessly and secretly
deal about him; she can see the burden upon him, but can to advance Nerofs political career.
not learn what it is. As Org advanced within the Thieves Guild, his name
In all matters except those controlled by his unseen mas- became a byword for reckless confidence and skill. When
ters, Sental Nurev is an excellent Captain-General of the the reigning Guildmaster died, Org was proclaimed Guild-
Watch. He is nearly incorruptible (his brother’s kidnappers master almost unanimously, and the Guild has prospered
knew this; that is the reason for the kidnapping),fearless, and under his leadership.
always under perfect control. His preference for non-lethal Org is uncertain of his birthplace. His parents died not
weapons such as the lasso or man-catcher is a remnant of his long after his birth, and the infant Org was adopted by a
days as an ordinary watchman. He learned that criminals cousin, Ramin of Greyhawk City. The greedy Ramin soon
were easier to take in if they came under their own power, showed that his intentions in adopting young Org were to
rather than needing stretcher-bearers, and then a cleric to live in luxury by forcing the child to steal for him.
heal them before trial. He is not a man who kills needlessly. As Ramin should have expected,this activity was noticed
When possible, he will capture his subject alive and take him by the Thieves Guild. An extremely displeased Guildmas-
to jail. This preference sometimes causes misconceptions; ter dispatched several burly thieves to bring Ramin and
some very foolish people think that, because Sental Nurev his young protege to the Guild to answer for their thefts.
prefers not to kill, he will not kill. They are wrong. When Ramin finally confessedit0 the sordid practice, the
Sental owns a man catcher +3, halberd + I , bo stick of Guildmaster had to be physically restrained from attack-
striking (as staff), and a shield with a symbol of hopeless- ing the would-be master thief. The terrified Ramin was
ness cast on the front, behind a hinged cover that he can grateful to be turned over to the authorities alive. The
manipulate while using the shield. These items are very thieves then turned their attention to young Org.
useful should a riot occur. Easily winning the child’s confidence, the thieves had no
Sental Nurev is popular, even with thieves and trouble putting little Org through a series of tests that
assassins-unlike some of the watchmen, he doesn’t feel proved to their satisfaction that the child had a natural tal-
that lawbreakers exist simply to be killed on a whim. Even ent as a thief.
the most notorious thief or assassin will be treated as fairly Thus began the best part of Org’s life. As an apprentice of
as any other person in Greyhawk, or Sental will demand the Thieves Guild, he learned everything he was taught
an explanation. If Sental ever learned of any watchmen with a zeal that pleased his teachers. He soon proved his
extorting bribes from citizens, those responsible would find usefulness at squeezing into gaps that were too small to
themselves in a great deal of trouble. admit an adult. Before he was sixteen, Org Nenshen was a
Player characters could meet Sental Nurev in several first level thief, well-respectedby his superiors within the
ways. Ifthey wish to join the watch of Greyhawk, they will guild and rising quickly through the ranks.
need to prove themselves to Sental. He only accepts pros- During this time, Org was forging a friendship with
pects who prove to his satisfaction that they are sufficient- Nerof Gasgal. The two youths were inveterate competitors,
ly skilled and loyal. but fast friends. They often worked together, with Nerofs
Any PCs who obtain information about the current calm, methodical methods tempering Org’s more flamboy-
whereabouts of Sental Nurev’s brother will have made a ant, exuberant style. As the “Gruesome Twosome,” they
friend for life. Sental has been unable to learn the exact raked in loot hand over fist from any victim allowed by
location of his brother in the Bandit Kingdoms. If the PCs Guild rules: Those who had not paid for immunity from
provide Sental with information while in Greyhawk, he theft and those of whom the Guild disapproved, were fair
will go directly to the Assassins Guild Master. Turin game.
Deathstalker is indebted to Sental Nurev and likes him The advancement of Nerof and Org was so steady that
personally, and therefore would be quite willing to attempt some of the Guild members were secretly relieved when
to convince the kidnappers that releasing their captive Nerofs fear of heights forced him into politics. They had
would be in their best interests. foreseen a bitter quarrel between the friends over the even-
If the PCs are lawbreakers, they may find themselves deal- tual Guildmastership. The Thieves Guild instead became
ing with Sental Nurev on a professional level. He will not be fortunate to have two loyal members in the government of
amenable to bribe attempts, but will not treat people who Greyhawk.
attempt to bribe him any worse than he would anyone else.
As Guildmaster, Org’s goals are to cooperate with the Turin Deathstalker
Directing Oligarchy to keep Greyhawk safe. Greyhawk is Assassins Guild Master-Free City of Greyhawk
the only home he has ever known, and he realizes that if AC 5 (elfin chain mail); MV 12“;F 15; hp 79; #AT 1; Dmg by
the city were to fall, his livelihood would be jeopardized. weapon type (bastard sword, long bow, short bow, short
Org Nenshen is a compact, graceful man with blond hair, sword, dagger, sling); Str 15,Int 14, Wis 10, Dex 13,Con 14,
violet eyes, and tan skin. He always dresses well, and is Cha 16; THACO 6; AL LE (strong LN tendencies)
very proud of his elven chainmail, which was a gift from
some gray elves whom he assisted in the recovery of a Turin Deathstalker, Master of the Guild of Assassins, is a
stolen treasure. He practices daily at the Guild, and is an man feared and respected far beyond the the city of
instructor in all the skills necessary for the most promising Greyhawk. He is possibly the highest-ranking assassin in
young apprentices. all Oerth, and exercises informal control over assassins
Org owns a sling + I , a flame tongue falchion, dagger of nearly everywhere. Due to other political influences, this
throwing, a cloak of the but, a ring of jumping, boots of control is nominal at best, but no assassin willingly defies
elvenkind, and his favorite, a chime ofopening. These items Turin Deathstalker’s known wishes.
are the rewards of a lifetime of theft, and, with these trea- Turin was born in the Shield Lands, on the border of the
sures, Org is all but unstoppable. He has commissioned a Horned Society lands. His father, a low-ranking soldier in
new magic item, thieves’ tools of opening, but these have the armies of the local ruler, hoped that his son would get
not yet been created. a n education, but fate intervened. When Turin Birdstalker
Despite his success, Org is secretly very insecure. He (his given name) was ten years old, a great force from the
can’t quite believe that he has risen to such heights and he Horned Society struck the Shield Lands. Turin was but one
feels like a fraud. He has always felt this, which is the rea1 of many prisoners who were marched into the lands of the
reason for his flamboyance. He believes that if people think Horned Society. To his knowledge, the rest of his family
he is invincible, they will make it so, regardless of his tal- was killed.
ent (or lack of it). His secret fear of failure drives him on to When the prisoners were divided, Turin found himself
ever more daring stunts, long after most Guildmasters the slave of a half-orcish fighter, the chief of a n important
would be content to rest on their laurels and make a living orc tribe. For the next several years, he was forced to do all
on the spoils of their underlings. manner of foul tasks for the tribe, until his master decided
In addition to his chronic fear of failure, and his secret that the youth showed promise, and began tutoring him in
feeling of fraudulence, he now has a new worry: old age. the arts of assassination.
Org Nenshen is reaching middle age, and this concerns Turin was very bright, and learned quickly. His mentor
him. An aging thief often finds his skill and agility declin- was pleased and amazed that the young human bore him
ing, and the thought fills Org with terror. Without his thief no grudge for his years of servitude, and he passed along
skills, he truly feels that he would be nothing but a middle- every bit of knowledge he possessed. Turin’s first assign-
aged fraud. The thought of his time running out haunts ment as a full-fledged assassin was the elimination of a
him, and he is determined to preserve his skills for as long hobgoblin, the chief of a rival tribe. He performed the job
as he can. with relish, since he had heard that hobgoblin soldiers of
Org’s friends are worried. They know that he is taking the Horned Society were responsible for the death of his
ever greater risks, and they also know that he won’t family.
always be able to beat the odds. His victims are getting Turin seemed to have adapted well to life among the orcs,
tired of being repeatedly robbed, and are constantly but he never let his true feelings show-in fact, he hated
improving their security, with more and more traps, better the orcs. They came to take him for granted, however, and
and newer locks, and various magical defenses. Org has he spent several years with his mentor, absorbing every-
even had to defeat a few lesser guardian daemons, sum- thing the scarred old half-orc could teach him. When he
moned by certain unscrupulous mages to protect their reached the orcish rank of Waghalter, he decided that the
property. time was ripe for his revenge. One fine, sunny day, he sys-
Chief among those who worry about Org is Mayor Nerof tematically assassinated every orc in the tribe, saving his
Gasgal, who often bitterly regrets that his vertigo and fear mentor for last. With this pleasant task completed, Turin
of heights forced him into a political career. He believes Deathstalker (as his mentor had renamed him) walked off,
that if he were Org’s partner again, his cautious nature with the tribe’s wealth over his shoulder, to accept a n offer
would sufficiently offset Org’s flamboyance, and perhaps he had received from a high-ranking member of the
prolong his friend’s life. Nerof has resigned himself to the Horned Society a t Molag. Turin Deathstalker never for-
fact that he will one day hear that Org finally challenged gets a grudge.
the odds once too often. At Molag, Turin Deathstalker proved to be an excellent
weapon for his new patron. He soon learned of intrigue
among the leaders of the Horned Society, a society of
incredible complexity, laced with betrayal and doublecross.
Young Turin gained greatly in skill, eliminating anyone
his patron saw as an enemy. He learned the finer points of
disguise, poison, and espionage, and when his patron was
assassinated, young Turin had already reached the status
of Senior Assassin, known to many Guilds as a worthy
recruit. Of the Guilds that bid for his service, Turin chose
Greyhawk‘s, and he has resided in the city ever since.

39
Hall of Heroes

Turin Deathstalker was a valuable recruit to Ren o’ the Star


Greyhawk’s Assassins Guild, and he rose swiftly within Master of the Traders Union-Free City of Greyhawk
the Guild. As all members are required, he submitted to an
AC 3 (antique bronze plate mail + shield); MV 6”; F/MU 71
oath against killing another Assassins Guild Member or 7; hp 58; #AT 3/2; Dmg by weapon or spell type (bastard
any person under Guild protection. sword, long bow, dagger, mace); Str 17, Int 17, Wis 10, D 17,
He was soon commissioned by the Directing Oligarchy to Con 18,Cha 16; THACO 14; AL CN; SA Spells: 4-lst, 3-2nd,
undertake several extremely dangerous and delicate mis- 2-3rd, 1-4th; SD as half-elf
sions. When the upper ranks of the Guild were decimated
by a mezzodaemon conjured by a mad mage, Turin Death- Ren 0’the Star was the product of the dalliance between
stalker became Guildmaster. a human merchant’s daughter and a n elven noble in the
As Guildmaster, his goals are to keep the Guild active, Kingdom of Celene. His mother loved him and raised him
attract promising young recruits, provide the best training by herself, with help from her father. When Ren was two
possible, and to distance the Guild from quarrels with oth- years old, his mother married a merchant whom she had
er guilds or powerful groups in Greyhawk. As a member of known since childhood. The combination of his stepfather’s
the Directing Oligarchy, he is the head of Greyhawk’s careful training, his father’s influence (for he visited his
intelligence network, and his knowledge of events in plac- father regularly), and his maternal grandfather’s advice,
es such as Iuz, the Great Kingdom, and even the Scarlet he decided to study the arts of dweomercraft and swords-
Brotherhood is unequaled. manship.
Turin Deathstalker has the appearance of a typical As Ren 0’ the Star grew up, he displayed the stigma of his
Shield Lander, with olive skin, red-brown hair, and pale father’s noble House: a reddish, star-shaped birthmark on
grey eyes. He practices his skills regularly. He can disguise his shoulder (hence, his nickname). His proper name in the
himself in a hundred ways, from an orcish soldier to a wise human languages is Ren Shan Fitsparaleen, which indi-
old sage. He has been known to collect magical items to cates his illegitimate relationship to the noble elven House
sustain these deceptions. He commonly uses three dis- of Paraleen. The combined wealth of his father, stepfather,
guises in Greyhawk, and using them, keeps up three busi- and mother could pay for the best tutors, and young Ren
nesses: a locksmith shop, a servant agency, and a was, like most half-elves, an excellent pupil, combining the
pawnshop. These fronts provide numerous services to his best features of his mixed ancestry.
Guildsmen, and also provide him with income. He has When he reached maturity, he received a n inheritance
three mistresses, one for each of his disguises, and none of from his maternal grandfather, which he used to begin a
them suspect his true identity. business. He traded furs, ivory, and precious metals-
Turin owns a cloak of invisibility, a dagger of venom, a anything that combined high value and low bulk. If offered
short sword +2 ( + 5 against humanoids), boots of striding something bulky at an irresistible price, he would buy it,
and springing, a ring of regeneration, and a quiver of but the bother of transportation and security in getting
arrows of humanoid slaying that he commissioned from a bulky goods to a profitable market made him hesitant to
mage. accept such items.
If Turin Deathstalker has a fault, it is his bitterness. He He soon realized that the hub of mercantile activity on
did not choose to become an assassin, and although assassi- Oerth was the city of Greyhawk. After accumulating a
nation has brought him wealth and power, he often wishes respectable amount of wealth, he moved there and joined
that the hobgoblins had killed him with the rest of his fam- the Traders Union. His knowledge of various parts of
ily. He sometimes disappears from Greyhawk for days at a Greyhawk and his connections in human and elven com-
time, and returns tired and filthy, but undeniably satisfied. munities made him a valuable recruit for the Union. Soon
On these expeditions, he takes a one-man carpet offlying to he was a wealthy, respected trader, investing his wealth in
the Pomarj or other humanoid-infested area, and goes on a more and more trading ventures across Oerth.
killing spree. He has slaughtered whole tribes of hobgob- His success was not without problems, however. There
lins, goblins, and orcs, and he intends to continue. His were various envious people who resented the “half-
guild is unique in Greyhawk, in that half-orcs are excluded breed’s’’ success. Their actions against Ren varied, from
from membership. magical scrying methods to learn his business plans, to
Except for his obsession with killing humanoids (a spe- actual assassination attempts. There were even attempts
cial form of homicidal mania), Turin Deathstalker is not a to bribe bandits and humanoids to attack his caravans.
bad man. He is fond of relaxing with the higher level assas- Whenever Ren found out who was behind these attempts,
sins and talking shop over a mug of mead until the wee he retaliated. After a while, surviving enemies began
hours, or attending to city business with the rest of the spreading the word that he was not an easy mark. Eventu-
Directing Oligarchy. Despite his alignment (which is lean- ally, Ren was chosen as a Master of the Traders Union, ful-
ing toward lawful neutral), and his profession, Turin filling one of his life’s ambitions.
Deathstalker is quite fond of children, and remembers his Ren 0’ the Star is a half-elf, and takes strongly after his
own days as a helpless slave of the orcs vividly. When cruel elven father. He is 5’9” tall, with black hair, upswept eye-
treatment of children comes to his attention, he has been brows, pointed ears, and a thick moustache.
known to unleash the Assassins Guild against those He has a set of antique bronze plate mail of which he is
responsible. At first, these persons will be warned, but if very proud. This armor was given to him by a tribe of bar-
they do not change their behavior, the assassins will put an barians who found it while looting an ancient ruin. It was a
end to their cruelty permanently. great day for him when he persuaded them that, in

40
exchange for the armor, he would present them with a won- The Valley of the Mage
derful horse. The horse was a magnificent beast. He had
made certain of that, when he polymorphed it from a mon- Jaran Krimeeah
key a few hours earlier. When the barbarians found the The Mage of the Vale, the Exalted Mage, the Black
horse missing, they naturally checked Ren’s camp, but no One-Valley of the Mage
one made the connection between the little monkey sitting AC 2 (bracers of defense, AC2); M V 12”;MU 19; hp 55; #AT
so innocently on Ren’s shoulder and the missing steed. 1; Dmg by weapon or spell type; Str 8, Int 19, Wis 9, Dex 17,
In addition to his armor, Ren owns a wand of lightning Con 15, Cha 13; THACO 13; AL NE; SA spells; SD spells,
which he won in a dice game, gauntlets of swimming and high Intelligence; 5-lst, 5-2nd, 5-3rd, 5-4th, 5-5th, 3-6th, 3-
climbing, a necklace of adaptation, and a folding boat. His 7th, 3-8th, 1-9th
collection of magical weapons includes a longbow of speed,
bastard sword of sharpness, and a cursed sword + 1 that he The Laird of the Valley of the Mage is a mysterious figure
sometimes sells to raise cash, knowing that it will return. to the outside world. Few have spoken with him, and of
The bastard sword of sharpness has an intelligence of 14, those, fewer still have lived to tell of it. The tales of alleged
a n alignment of chaotic neutral, detects precious metals eyewitnesses do not even agree about such things as the
and gems, and argues constantly with Ren. “Some people Mage’s appearance or manner of speaking, so it is obvious
are hen-pecked,” Ren will moan, “but I’m sword-pecked!” that either people are lying or the Mage uses spells to dis-
His old trading associates are used to seeing him walking guise his appearance at least some of the time.
along, arguing with his sword. The Laird of the Valley of the Mage was born far from the
Ren’s main weakness is gambling. In the old days, when Valley he has made his own, in the capital of the Great
he was a trader crossing half of Oerth, he was able to sat- Kingdom. Jaran Krimeeah, as he was known then, was a
isfy his taste for risk easily, and make a profit. He gambled relative of the Great King, and was given the best magical
then, but it was mostly minor dice games with his trading training the Kingdom could afford.
associates. He kept his losses well within what he could As he rapidly gained magical skill, and felt his powers
afford. increase, he became dissatisfied with his life. He asked
With little to entertain him in Greyhawk except count- himself why his cousin, who could not even cast one first
ing his gold, he has let his taste for gambling overpower level spell, should be King of the Great Kingdom. Jaran
him. He spends endless time in Nerof Gasgal’s gambling viewed mages as the elite of humanity, with wonderful
house, as well as others. He bets on horse races, on elec- powers, which should predestine them to rule everywhere.
tions, and his friends have been amazed to see him seri- Accordingly, the young mage gathered his forces and
ously trying to make wagers on which of a pair of flies will attempted a coup d’etat. Unfortunately for Jaran Kri-
take off first. meeah, his skill with magic far exceeded his skill at palace
Possibly Ren 0’ the Star feels that he is too wealthy to be politics. The commanders he suborned had, it turned out,
hurt by his losses. This is not exactly true. He is rich, but little real authority, and when they tried ordering the
he is not infinitely wealthy, and already he has run troops they supposedly commanded, the soldiers queried
through a n incredible amount of money. His friends have the orders to higher authority, and were told not to obey
tried warning him, but he brushes off their warnings. them. The whole misbegotten enterprise died almost as
Nerof Gasgal and other proprietors of gambling houses soon as it began.
love him, since his wealth is funneling rapidly into their The royal family did not execute Jaran Krimeeah.
pockets. Instead, they exiled Jaran, forcing him to submit to a n
oath never to reveal his relationship with the royal family,
and never to return or involve himself in the Great King-
dom again.
Forced out into a hard world, Jaran Krimeeah (or the
Black One, as he then called himself) easily found employ-
ment in the Bandit Kingdoms, casting spells for the
uncouth rulers of that region. He began to believe that
agents of the Great Kingdom pursued him, became
obsessed with magical defenses against unseen enemies,
and left his position to devote himself exclusively to magi-
cal research.
He traveled through the Shield Lands, the lands of the
Horned Society, Furyondy, Veluna, Keoland, the Yeoman-
ry, and Sterich, always searching for more spells and magi-
cal knowledge. Finally, in the Grand Duchy of Geoff, he
found the hidden valley that he now rules. “Here,’ he said
to himself, “is what I’ve been looking for. A safe, secure,
hidden base, easily defended and not claimed by anybody
who cares about it. If I take this place over, I’ll finally be
able to pursue my research in peace!”

42
He quickly ingratiated himself with the valley elves and Tysiln San
with the local gnomes. When he finally suggested, as deli- First Protector-Valley of the Mage
cately as he could, that perhaps he would be a better over- AC 4 (bracers of defense, AC4);M V 12”;MU 8; hp 35; #AT
lord than the distant, uncaring Grand Duke of Geoff, they 1; Dmg by weapon type (staffofstriking,dagger); Str 12, Int
proclaimed him their Laird unanimously. 20, Wis 9, Dex 13, Con 17, Cha 13; THACO 19; AL CN; SA
With the enthusiastic help of the elves and gnomes, the as female dark elf, Spells: 4-lst, 3-2nd, 3-3rd, Z-Qth, 1-5th,
Mage of the Valley fortified the entrance to the valley heav- and special; SD as female dark elf.
ily, both physically and magically. Secure at last, he
devoted himself almost completely to his magical research, Tysiln San was born in the Vault of the Drow, to a family
letting the elves and gnomes run their own affairs. He only of merchants. She was trained in magic use by her family,
handled problems that they could not. and expected to spend her life with them. She was unflinch-
The Mage of the Valley is a tall, thin man with kinky ingly loyal to her kinfolk, and when they began planning
brown hair, pale olive skin, and slate-colored eyes. He is to overthrow the priestesses of Lolth, she gave them her
only interested in his magical research and in new spells, full cooperation.
and tends to treat non-spellcasters as mentally deficient. Unfortunately, her family’s plan failed, and the attempt-
He is so convinced of the superiority of spellcasters (partic- ed rebellion was crushed almost before it started. Fleeing
ularly mages, of course)that he will not even use a weapon. for her life, Tysiln San met a human mage who had come to
He scorns daggers, darts, and non-magical staves as the Vault of the Drow on magical business. She threw her-
unworthy of mages. self on his mercy, and he agreed to take her back to the sur-
His obsession with magic has led him into some very dan- face with him.
gerous situations. Whenever he hears of a spellbook with a Once she was on the surface, Tysiln San found herself in
spell he does not yet know, he will go to almost any length a world for which her training had not prepared her. For
for it, even if it means teleporting into a ruined city to fight several weeks, she had agoraphobia (fear of large open
a lich. spaces), and refused to go out-of-doors.The mage managed
He is so completely consumed with desire to use magic to overcome her fears, and gave her a pair of magical
that he is even preparing to foil death, though not as a lich. lenses. The lenses were fashioned by a master mirror
He considers any sort of undead status as unworthy of a maker so that the wearer could see through them, but the
mage. Instead, he plans to work until he feels his physical lenses resembled mirrors from the outside. Before he gave
body begin to seriously deteriorate, and then become a them to her, he cast glassteel on them to make them almost
shade by infusing his body with shadowstuff from the unbreakable.
Plane of Shadow. As a shade, he knows that he would never With the new lenses, Tysiln San could function in bright
rise in level, but the ability to stay alive for centuries and sunlight as well as she could in darkness. For several years
do more magical research makes that a small price to pay, she assisted the mage in his magical experiments, until
particularly since he intends to be 24th level by that time. one of the experiments went seriously wrong. The mage
The Mage owns dozens of spellbooks, and a great load of tried to create a variation of the gate spell, and thought he
magical items. Among others, he has rings of feather fall- had succeeded.His first experiment was an attempt to gate
ing, spell turning, spell storing, and wizardry. He has a staff in a heirarch modron. He got a frog-like death slaad
of the magi, a wand offire, a wand offrost,a book of infinite instead, who promptly killed him and tried to kill Tysiln
spells, a cloak of displacement, a special deck of many San. Only her dark-elf ability to levitate saved her.
things with no good cards at all (“Pick a card-any card!”), Alone on the surface for the first time, Tysiln San wan-
a gem of seeing, a mirror of life trapping, and a hat of dis- dered for several years. She settled into a halfling commu-
guise. These are only the items he is known to have, and nity, casting spells such as mend in return for her food and
there are probably many more he hasn’t revealed. shelter. When she left there, she wandered through many
The Mage of the Valley is obsessed with agents of the lands until she was caught wandering through the Dim
Great Kingdom. In fact, he considers any outsiders in his Forest by a patrol of Valley Elves.
Valley to be potential agents of the Great Kingdom, on a W e n before the Mage of the Valley by his faithful guard-
mission to harm him. Hence, his fixation on defenses and ians, the female dark elf found herself falling insanely in
his desire to be a shade. He maintains a large network of love. At this time, the Mage was still consolidating his
assassins, mostly valley elves passing as humans, in the power in the valley, and the sudden appearance of a skilled
countries outside his valley. They carry out various tasks, mage who idolized him was like a gift from the gods. After
such as searching for old enemies, but their main task is determining that Tysiln San was indeed loyal to him, the
the endless search for agents of the Great Kingdom. If the Mage gave her freedom, on condition she pass a series of
Mage were convinced that no such agents existed, he would tests. These tests placed her in greater and greater danger,
be devastated. but she passed them all, and became the mistress of the
Mage at the same time that she became his most trusted
servant.
Tysiln San is a n exquisitely beautiful dark elven female,
with long, straight, white hair, white upswept eyebrows,
huge yellow eyes, delicate features, and black skin. She is
quite aware of her beauty, and is perfectly willing to
exploit it, or anything else she has, in the service of the
Mage of the Valley. !b her, the Mage decides right and
Hall of Heroes

wrong. She is completely loyal to him and madly in love The Scarlet Brotherhood
with him. She realizes that the Mage is perfectly capable of
sacrificing her in order to fulfill his own ends, but this does Korenth Zan
not bother her. She looks forward to the day he becomes a The Father of Obedience-The Scarlet Brotherhood
shade, since she feels that his only flaws are his pale skin AC -2; MV 30”; MK 16; hp 60; #AT 4/1; Dmg 5-30or by
and his short human lifespan. weapon type + 8; Str 17, Int 11,Wis 16, Dex 17, Con 18,
Tysiln San owns, besides her mirrored lenses, a pair of Cha 13; THACO 10; AL LE; SA as 16th level monk; SD as
elven boots, a cloak of arachnidia (a souvenir of her family’s 16th level monk.
attempt to overthrow Lolth’s priestesses), a bag of holding,
a wand of lightning, a ring of elemental command, and a Korenth Zan was born among the Scarlet Brotherhood,
staff of striking. the product of a program of selective breeding initiated by
She has complete access to her lover’s spellbooks, as well the first Father of Obedience. His father was a n evil fighter
as her former master’s collection of spellbooks. Having in the service of the Brotherhood, and his mother was a n
learned from her former master’s demise, she has a set of assassin. He knew his parents, but since he was raised by
scrolls of protection, including those against demons, dev- the Brotherhood, and his parents were both killed in action
ils, lycanthropes, snakes, and undead. against the enemies of the Brotherhood, he regards the
At the present time, Tysiln San is the First Protector of Brotherhood as his true family.
the Valley of the Mage. She begged her lover for a responsi- At an early age, he was tested repeatedly, to find his true
ble post, and he gave her the task of supervising the guards strengths. He was eventually determined to have the qual-
of his Valley, thereby ensuring the area’s safety. She took ities needed to become a monk, and was accordingly select-
the post with joy, and set to work to try to make the Valley ed for monkish training. For the next fifteen years he
impregnable to all enemies. trained intensively, learning the beliefs of the Scarlet
“aking command of the gnomes and valley elves who nor- Brotherhood as well as the monkish skills. In his youth, he
mally guarded the entrance, Tysiln San went to work with was known to be the leader in all sorts of childish mischief,
a n intensity that astonished the Mage. She created such as midnight raids on the pantries, as well as vandal-
inviting-looking paths, studding them with many subtle ism against the residences of unpopular teachers. This
but dangerous traps. She created paths that seemed pleased the trainers, and they decided that the boy showed
impassable, but which led right into the Valley, and secret marked leadership qualities of the sort that the Brother-
hiding-places where gnomish and valley elf assassins could hood needed.
watch the paths, and ambush any intruders. When she was When he had completed his training, Korenth Zan was
done, she had hardly altered the entrance to the Valley, but sent into the world with a party of assorted Brotherhood
she had ensured that any enemy would be warned away (by Servants, to gather treasure for their leaders and foil the
magic mouth spells placed in unexpected and creative enemies of their order. For several years, the evil adventur-
spots), scared off by illusions placed by gnomish spell cast- ers traveled, slaying good creatures for their treasures,
ers, or killed if they persisted. aiding allies of the Brotherhood, and gaining much experi-
Her own post is at the narrowest part of the entrance to ence of the world outside the Brotherhood’s stronghold.
the Valley, and is heavily fortified. If anyone gets that far, a Korenth Zan soon became the leader of his group, and his
huge statue standing nearby will announce (by magic cunning saved his party many times. He rose rapidly
mouth):“Stop at the station and state your business!’’ This through the ranks of monks, and used his martial arts to
statue is designed to look like a stone golem, and gnomish defeat a host of foes.
spellcasters will make it appear to move to further the When the surviving adventurers had reached about
impression that it is a golem. tenth level, they came back to the Brotherhood, laden with
When meeting Tysiln San in the Valley, intruders will be gifts and information. With their knowledge of the outside
quizzed by her, to determine if they have valid reasons to be world, their advice was in demand, and all of Korenth
there. The more dissatisfied she is with their answers, the Zan’s former companions were soon high in the councils of
more flirtatious she will be, to distract them. Meanwhile, a the Brotherhood.
real and invisible stone golem awaits her signal to squash Korenth Zan himself returned to the monastery, and con-
the intruders. Tysiln San will use her female drow abilities centrated on rising higher than the rest. He fought and
of clairvoyance, detect lie, know alignment, and suggestion defeated challengers as necessary to gain rank, or defend
to determine intruders’ business. If she is satisfied that the it, until he became a Master of Spring. He also found him-
intruders are on legitimate business, she will guide them self elevated through the ranks of the Scarlet Brotherhood
through the entrance, past the traps. to become the Father of Obedience.
Korenth Zan is an average-sized man, with a shaved
head (required by his order of monks), pale skin, and black
eyes. He is completely loyal to the Brotherhood, and works
ceaselessly to advance its goals in the world. He spends
much time overseeing the activities of the Scarlet Brother-
hood, and almost all the rest of his time training new
monks and keeping himself in training.
At lower levels Korenth Zan used various weapons, and
became proficient with the hand axe, bo stick, club, cross-
bow, dagger, javelin, jo stick, spear, and falchion. He still
practices daily with each of these weapons to set a good
3
Alesh Marin
Hall of Heroes

Member, First Order-The Scarlet Brotherhood


AC 6; MV 20”; MK 6; hp 32; #AT 1 or 312; Dmg 2-8 or by
weapon type + 3; Str 15,Int 10, Wis 17, Dex 18, Con 18,
example to his trainees, but in actual combat he scorns Cha 9; THACO 18;AL LE; SA as 6th level monk; SD as 6th
weapons. He owns a club +5,a crossbow of accuracy +3, a level monk.
ring of invisibility, and a ring of marid summoning.
As Father of Obedience of the Scarlet Brotherhood, Alesh Marin is a product of the Scarlet Brotherhood’s
Korenth Zan is suspicious of his subordinates. He tends to breeding program, the child of two high level monks. Her
suspect them of ambition, and of plotting to replace him. testing, like Korenth Zan’s, indicated that she had the abil-
Some secretly believe that his mental state is deteriorat- ities to be a monk, so she was accepted for monk training in
ing, and that he will slip into paranoid insanity. His subor- the Scarlet Brotherhood’s training center.
dinates are still loyal to him, but his accusations of At the center, Alesh’s record was competent, but undis-
treason, usually followed by swift execution of the “trai- tinguished. Her training period ended recently, and she
tors,” are shaking their loyalty. Eventually, the imaginary was sent out, as is the custom, with a group of assorted
traitors will actually exist, and he will have sealed his own young people from the Brotherhood, to prove herself. The
fate. Brotherhood feels that knowledge of the outside world and
Korenth Zan is a n excellent administrator, when he isn’t the chance of bringing back treasure is well worth the high
traitor-hunting. He checks his subordinates’ work so often risk that many of these young people will not return.
that they dare not dawdle or make avoidable mistakes. In At this time, Alesh is in Stoink, in the Bandit Kingdoms,
fact, many of the “traitors” Korenth Zan thinks he has where she is an inn-keeper’smistress. She is the sole survi-
caught were only ordinary subordinates who had erred in vor of her original adventuring group, and has several pow-
some way. erful magical items. Her preferred method of operations is
Korenth Zan’s list of actual and potential enemies to entice a wealthy-looking adventurer into allowing her to
includes all those not of the Scarlet Brotherhood. In his accompany his party, then wait for a chance to filch any
years outside the Brotherhood’s stronghold, he heard treasure she can carry.
enough bad opinions of the Brotherhood to thoroughly con- She is determined to rise in power, and has dreams of
firm to him that those outside of the Brotherhood were someday being the first female “Father” of Obedience of
plotting against it. In many cases, he is right. There are the Scarlet Brotherhood. When she is not adventuring, she
plots enough against the Brotherhood, but mostly because practices and trains in her inn room, or works as a
the Brotherhood is seen as a major danger to all of Oerth. barmaidbouncer in the inn’s common room. She will
Korenth Zan is unmarried, but has fathered several chil- remain in the inn, as the inn-keeper’s mistress as long as
dren through a selective breeding program. Since no mem- she thinks he has the big chest of gold he’s always bragging
ber of the Brotherhood is permitted to have children in any about, or as long as he can continue to convince her that the
other way, he accepts this as normal, and would be very mythical chest really exists.
surprised if anybody told him that this was wrong. He has Alesh Marin is a slender woman with short, blonde hair,
been known to sneer at outsiders who dared to criticize it, blue eyes, and white skin. Her success as a bouncer is part-
“You of the outside take more care breeding dogs than you ly because the bullies who drink in Stoink do not want to be
do in breeding your own descendants! And then you won- seen being thrown through the window or door by a wom-
der why we of the Brotherhood are so powerful!” His chil- an. She rose to the coveted position of head barmaid by
dren include a n evil 3rd level fighter, an assassin, and two framing the previous head barmaid. When “evidence”
monks. He is enormously proud of his progeny, but does not came to light that the previous head barmaid was skim-
show it in public; this is contrary to Scarlet Brotherhood ming money from the till, she was fired and Alesh got the
principle, and he is always a stickler for principle. job. Unfortunately, Alesh was not aware that the former
Currently, he has a mistress who is an evil mage in the head barmaid was a sister of the Guild Master of Assassins
service of the Brotherhood. She knows that using her spells of the city of Stoink. When the Guildmaster learned of his
on any high-ranking official, much less the Father of Obe- sister’s dismissal, and found out the reasons for it, he
dience himself, would result in her unpleasant demise, so became rather irate. He has figured out that Alesh is a
she uses only high comeliness and charisma to keep her monk and a member of the Scarlet Brotherhood, but will
lover’s affections. Since Korenth Zan, along with all other not seek his revenge until he can think of a suitably hid-
monks, is of Lawful alignment, he does not believe in ran- eous method.
dom promiscuity. Alesh’s main weakness is that she is an incurable schem-
As long as Korenth Zan manages to avoid falling into er and intriguer. If given a choice between a simple solu-
paranoia, he will continue to lead the Scarlet Brotherhood. tion and a complicated, sneaky plan that involves stabbing
P Ai ’ some of her “friends” in the back, she’ll take the second
way every time. Alesh does this because she enjoys it and
she studies ways to improve her technique. Once, she was
the mistress of an assassin, until she learned all that he
could teach her of poison, whereupon she promptly poi-
soned him and absconded with his belongings. She regards
other people as objects, fulfillers of her desires, or obstacles
that must be removed so that she can continue to advance.
Hall of Heroes

She isn’t always able to keep this attitude out of her Elsewhere on Oerth
speech and behavior, hence her relatively low charisma
score. Most people who are not blinded by her beauty dis- Karll of Urnst
trust her, and treat her as they would a poisonous snake. Duke-Duchy of Urnst
She is suspected, correctly, of being responsible for the AC -5 (fullplatearmor +4 and shield + l ) ;M V 6”;R 12; hp
deaths of her companions. Rumor of this has reached the 71; #A!l’ 312; Dmg by weapon type (specializedwith longbow;
Scarlet Brotherhood, and her superiors plan to harness her proficient with two-handed sword, halberd, long sword, dag-
desire to succeed for their own uses. ger, battle axe); Str 16,Int 14,Wis 14, Dex 14, Con 17, Cha 17;
Her ambitions are fueled by the magic items she owns: a THACO 10; AL CG; SA spells, as 12th level ranger
ring of three wishes, a stone ofgood luck, and a clear spindle
ioun stone (which can sustain her without food or water). Karll of Urnst was the youngest of six children of the last
Her collection of weapons includes a dagger of venom and a Duke and Duchess of Urnst. Even in his early years, he
bardiche +2. She has expanded the knowledge of poisons showed a liking for the outdoor life. Since he was not
that her late lover, the assassin, gave her, until she is as expected to succeed to the chair of the duchy, his parents
adept with poison as a n alchemist or high level assassin. were thrilled and pleased when a family friend offered to
She is in contact with the Scarlet Brotherhood through a have their youngest son trained in the ways of the rangers.
low level fighter in the Stoink area who is in command of Karll himself was so eager to go that he was packed almost
the Brotherhood’s intelligence network for that region. She before his parents finished giving him the news.
sends in regular reports to the headquarters of the Brother- The Duchy boasts of the only ranger training school in
hood, making sure that she always sounds like a willing theworld, and young Karll became its best pupil. Here,
tool in the hands of her leaders. However, the only kind of Karll shone. He learned everything about tracking and
leader that would please her is herself. She does not know fighting giant-class creatures very quickly, and was made
that the fighter who transmits her reports sends reports on a Runner at 21, the earliest possible age.
her from other sources, and adds his own information. For the next couple of decades young Lord Karll (a cour-
Thus, she is unaware that the leaders of the Brotherhood tesy title derived from his father) lived in a world of utter
know of her deviance. bliss. He easily absorbed his mentors’ teachings about the
Alesh Marin’s ultimate ambitions range far beyond need to crusade endlessly against evil in all its forms, par-
becoming the first female “Father” of Obedience. She is ticularly if the evil involved giants and humanoids. His
convinced that she would make a far better leader of Oerth chaotic good nature made him a n individualist, and he
than the current ruling body, and plans to use her hoped- would often plunge off into the wilderness by himself for
for position as leader of the Scarlet Brotherhood to extend months at a time, emerging tired, dusty, and travel-
her rule over more lands. Eventually, she thinks that she stained, with a string of fresh trophies to show his peers
could extend the Scarlet Brotherhood breeding program to and a few words of news for his superiors.
produce a perfect race, combining alleged Suelese superior- Meanwhile, in the Duchy, things were not going well for his
ity with the undeniable numbers of the other races. family. Karll’s oldest brothers were killed in a border war
Alesh Marin is a grim, driven woman who seldom smiles with desert nomad raiders, and his two sisters were assassi-
unless she’s committed some treachery that particularly nated by unknown enemies (a neighboring lord who had been
amuses her. The last time she smiled, she had just enticed a turned down for both of their hands in marriage was suspect-
man who was carrying money into embracing her, so that ed). When Karll’s last survivingbrother ascended the chair to
she could draw her dagger of venom and stab him in the become Duke at the death of their father, he was suffering
back. from the effects of wounds and did not have long to live.
She is utterly despicable, and will never voluntarily Accordingly, much to his surprise and displeasure, Karll was
change. She likes being evil, and prefers it to being good recalled from his work with the rangers and groomed for the
because she feels that only evil provides suitable scope for Ducal chair, since he was the only heir.
a person of her particular talents to shine. She will pretend When his brother died, Karll became heir to the duchy,
to be good if she can get something out of the deception, but but he was unhappy about the whole thing. He had never
as soon as she has what she wants, she will show her true expected to become Duke, had no training for the job, and
colors. She hates all of her superiors, even if they’ve done was not thrilled about giving up the carefree life of the for-
her good turns, simply because they have what she wants. ests. He almost had to be dragged home, and only a direct
command from his ranger superiors prevented him from
resigning his title and returning to the woods.
Karll decided to make the best of his new position. He intro-
duced many improvements in the army, including better
armament, armor, and training. He imported many rangers
to train the army, and did a great deal of training himself,
passing along his knowledge of woodcraft and tracking.
He is concerned about his duchy, mainly b e c a u s e it serves him
in his neverendmg war against evil. He is impatient with the
daily necessities of government, and has become a magnet for
unscrupulous persons. He naively thinksthat other people mean
as well as he does, and since he has received no training in the
arts ofrulership, he has managedto surround himselfwith the
greatest crowd of thieves outside of the Bandit Kingdoms.
As a result of all this, the Duchy is not well-ruled. The Duke Karll’s ultimate goal is to launch a grand crusade
verdicts in the courts go to those who offer the biggest against evil, particularly that associated with the evil
bribes to the judges, the peasants are taxed and cheated, giants and humanoids. He is a reasonable man on most
and their daughters are dragged off a t the whim of any- subjects, but if told that this is impossible or undesirable,
body in authority. The peasants blame the Duke’s corrupt he will fly into a wild rage. Even though many functions of
advisers, not the Duke himself. government require his presence, he still disappears into
Petitioners who try to advise the Duke about actual liv- the forests for days at a time, hunting evil humanoids and
ing conditions in his land find themselves menaced by mys- giants.
terious bandits, and the duchy has seen the assassination Duke Karll does not understand that behavior desirable
of persistent protesters. If the Duke were not so obsessed in a ranger is not necessarily good in a ruler. He sees the
with his crusade against evil and giant-class creatures, he Duchy as a base for his crusade against evil, and cannot be
would probably notice this and do something drastic about convinced that his duties as Duke supersede his duties as a
it, but he is deliberately kept in ignorance by the corrupt ranger. His subjects like him, but they know he would sac-
advisors around him. rifice them if it were necessary to protect some greater
Duke Karll is a tall, strong, handsome man tanned from number from evil. Not surprisingly, they resent this atti-
a lifetime outdoors. His hair is brown, his eyes an icy tude. Unless conditions change, Duke Karll is doomed. At
green. He specialized in the bow early in his ranger career, his ministers’ insistence, he is seeking a wife, but cannot
and owns a long bow + 4 and a quiver of arrows of slaying understand why neighboring potentates seem reluctant to
evil beings. He is immensely proud of two family heirlooms: entrust their daughters to him.
a suit of fullplate armor +4 and shield + l .He also owns a
flame tongue two-handed sword, a cloak of displacement Tang the Horrific
that he took from a n evil mage’s corpse, a ring of regenera-
tion, and gauntlets of ogre power. Prince of the Clan-Dry Steppes
Duke Karll values magic items in direct proportion to AC 6 (padded armor, shield, and dexterity bonus); MV 12”;
their value in combatting evil, and would cheerfully trade F 12; hp 80; #AT 3/2; Dmg by weapon type; Str 16, Int 12,
the crown, orb, or sceptre of his office if he could obtain a Wis 8, Dex 15, Con 16, Cha 13; THACO 10; AL CN
magic item designed specificallyto kill evil humanoids and Tang the Horrific, tarkhan of the Purple Eagle Tribe,
giants. He also owns a fairly complete set of spellbooks, but was born in a yurt on the Dry Steppes. He had a normal
does not have much need for them, except for relearning Dry Steppes boyhood, learning to ride a t a very early age,
the spells he knows. shooting the bow, hunting, and raiding neighboring tribes.
Unlike other nomad boys, young Tang was restless. He
wanted to see the wonders of the rest of Oerth, if only to
inspire his people to descend on the sedentary peoples and
conquer them. His father, the Khakhan of their tribe, gave
his son his blessing, allowing him to spend time traveling
among the nations of settled folk. He gave his son a one-
man yurt and a bactrian camel, as well as a string of strong
nomad ponies.
Since then, ‘Pang the Horrific (a nickname given him by
the first civilized folk he met) has roamed over Oerth, mak-
ing a living as a mercenary. He still refuses to live indoors,
pitching his yurt where he can. He has served many mas-
ters, both good and evil. For a while, the young nomad was
in charge of training the cavalry of several of the local lords
of the Shield Lands, as well as serving masters in places as
varied as Iuz, the Great Kingdom, Greyhawk, Furyondy,
and Tenh. When he was “between jobs,” he would accompa-
ny bands of bold adventurers on raids.
Currently, Tang is between jobs, and is living on his sav-
ings. His yurt is pitched in the Shield Lands, and he soon
expects some local lord, dissatisfied with the state of his
light cavalry, to contact him to arrange for training. Mean-
while, he relaxes in the way he loves best, riding his pony,
practicing his archery and scimitar work, and learning
new woodslore.
Tang is skilled in the use of the knife, spear, hand axe,
scimitar, short bow, horseman’s flail, spiked buckler, light
lance, dagger, and javelin. He has the barbaric skills of his
people: cliff climbing, hiding in natural surroundings, sur-
prise, back protection, leaping and springing, illusion and

47
Hall of Heroes

magic detection, leadership, survival, first aid, outdoor Tang left Iuz under a great cloud, and he is consumed
craft, tracking, animal handling, horsemanship, long dis- with insane hatred for Iuz. He has sworn a vendetta
tance signalling, and yurt construction. He does not like against Iuz, and will attack any evil humanoid he sees,
magic, and uses no magic weapons, considering them believing it to be an agent of Iuz. If any one asks him what
unworthy of a true Tarkhan. he most wants to do, he launches into hours of talk about
Tang is still, for all his residence among civilized folk, a how he would like to bring in a huge horde of his people,
barbarian, and he holds fast to the tenets of his people, par- along with the Rovers of the Barrens and the Tiger and
ticularly their tradition of the vendetta. Despite his align- Wolf Nomads as allies, to lay Iuz’s entire kingdom to waste
ment, if he has sworn enmity toward someone, he will do and kill every creature in it. He pores over his maps, and if
anything in his power to bring them woe. he can find a way, he will go back to his homeland to sum-
Tang is a short, bandy-legged man with a round, flat face, mon a barbarian horde of his own folk, to lay Iuz in ruins.
snub nose, black hair streaked with gray, and black slanted Tang’s obsessive hatred of Iuz is unusual for him, since he
eyes. He is almost always smiling, and is very friendly is usually friendly and easy going. His hatred of Iuz started
with anybody who he knows is not evil, or connected with while Tang was serving as a mercenary commander of Iuz’s
Iuz or his evil allies. He owns many maps of Oerth, and cavalry. With his contempt for “civilized” folk, Tang didn’t
pores over them frequently, trying to figure out how a bar- much mind riding with Iuz’s horsemen against the settled
barian horde of Dry Steppes nomads could travel to Iuz folk. When Iuz wanted to send him and his command
without having to traverse so much hostile territory in- against the Rovers of the Barrens, though, Tang rebelled.
between. He can read, and speaks several languages flu- There was too much resemblance between the Rovers and
ently. his own people, and he couldn’t bring himself to slaughter
He has a few barbarian quirks and taboos: He does not people so like his own. Iuz sent orders to arrest the young
willingly sleep anywhere but in a yurt, tent, or the open; nomad, but Tang managed to persuade his command of cav-
and if he is forced to spend the night indoors, he feels alry to slaughter the messengers, and he defected with his
trapped, and will often have terrifying nightmares. He also cavalry to the Wolf Nomads.
is forbidden by a personal taboo to ride anything but a The young nomad’s impertinence in refusing to be
horse or a camel. Donkeys, elephants, vehicles, and other arrested sent Iuz into a raving fury. He has not stopped
modes of travel are forbidden to him. searching for Tang, and if he were to be brought before Iuz,
the nomad could expect no mercy. Iuz had planned to use
the cavalry Tang was training against the nomadic peoples
on his northern borders, and seeing the nomads strength-
ened by his own men enraged him.
Tang the Horrific is unmarried, since he does not con-
sider “civilized” girls to be proper company for a Tarkhan
of the Purple Eagle Clan. He has become very good at
repairing his yurt, and makes excellent kumiss (fermented
milk). He is always glad to see fellow nomads, and will
cheerfully sit up till the wee hours talking shop with them,
arguing about what kind of bow is best, or discussing
horseflesh, or comparing methods of hunting.
Tang is an excellent general, in the nomad style, and is
accustomed to commanding all types of troops. Iuz is cor-
rect in feeling that he poses a threat, for if he manages to
bring a horde of his people to Iuz, along with the northern
nomads, there would be little that could stand against him
except the cities, which would starve without supplies.

Timitrios Spartakos
Magic-User-Great Kingdom
AC 3 (bracers of defense, AC 3);MV 12”;MU 6; hp 19; #AT
1; Dmg by weapon or spell type (staff, dart, dagger); Str 4,
Int 17, Wis 13, Dex 12, Con 9, Cha 8; THACO 19; AL CN;
SA spells: 4-lst, 2-2nd, 2-3rd; SD magic items
Timitrios Spartakos was born in the capital city of the
Great Kingdom, Rauxes, to shabby but genteel parents.
His father had been a minor nobleman until a relative’s
conviction for treason was the family’s undoing. Timitrios
Spartakos grew up on the streets until a family friend used
influence to get him accepted for training with the great
Hall of Heroes

Jaran Krimeeah. This was a great honor, for Jaran Kri- In Greyhawk, Timitrios began to drink heavily. He often
meeah was a relative of the Imperial family, and could be spent weeks in a stupor, and would only stagger out when
very choosy about his pupils. With the cynicism of a street- his supply of drink was running low. He finally noticed
smart child, young Timitrios waited to find out just what that his savings were running out, and managed to sober
price would be exacted for his good fortune. himself.
On the fist night with his new master, Timitrios found Now, at age 27, Timitrios Spartakos has black hair, olive
out. An agent of the Imperial Secret Police, posing as Jaran skin, and black eyes. He is of average height, and usually
Krimeeah‘s butler, interviewed him in his room a t the wears ordinary street clothes instead of wizard’s robes. His
mage’s house. His position as apprentice-mage brought familiar, a calico cat, is never far from his side.
him deep into his master’s confidence. The “butler” forced In addition to his amulet ofproof against detection, Timi-
the youth to agree to report any suspicious conversations. trios owns a ring of spell storing, once the property of his
Jaran Krimeeah was politically suspect because he was a last teacher. This contains only defensive spells (feather
relative of the Imperial family. The secret police’s web fall, invisibility, protection from normal missiles, and tele-
around him was fairly tight, but unobtrusive enough that port. He also has the following: two potions of treasurefind-
the arrogant mage did not seem to be aware of it. There was ing, a ring of protection +2, a wand of negation, boots of
evidence that the mage was plotting a coup d’etat, and he speed, an efreeti bottle, and two ioun stones, one pale laven-
would be most likely to confide in his apprentice. Timitrios der and one lavender & green (which absorb spells up to
was to report everything he heard to the Secret Police. 4th and 8th level, respectively);all taken from his two pow-
The boy took to his new double life with glee. He felt a erful former masters.
malicious sort of power to be able to mislead the foremost The Mage of the Valley has not forgotten the young pupil
mage of the Empire. He also liked being a secret agent for who betrayed him. His valley elf assassins are watching for
the Imperial Secret Police, sending secret messages that Timitrios, to report his exact location to the Mage. Once he
were read by high Imperial officials. learns precisely where his erring pupil is, the Mage of the
As the Secret Police expected, Jaran Krimeeah began Valley intends to pay him a visit so they can, in his words,
plotting a coup. He confided in his apprentice at every step, “talk over old times together.”
being unable to resist bragging. Timitrios swiftly learned Unsavory rumors have also started in Greyhawk about
how to draw his master out, and his reports to the Secret the young mage from the Great Kingdom. He has slipped
Police were full of exact details on the planned coup. back into drunkenness several times, and has fumbled sev-
When Jaran Krimeeah was arrested, Timitrios Sparta- eral jobs while drunk. He refuses clerical help, claiming to
kos was a primary witness against him. The mage, con- be fine, but people who want a reliable spell caster are
fined in locked plate armor (as was the custom in the Great increasingly reluctant to hire the dark young man from
Kingdom when trying a mage), listened helplessly as his Rauxes.
traitorous apprentice dissected his attempted coup d’etat If Timitrios Spartakos were asked, he would probably be
in fine detail. At his conviction, he shrieked threats to willing to accompany a party of adventurers to the places
avenge himself against all whom he felt had a part in his on his treasure maps. However, he would be likely (90%)to
downfall, and Timitrios Spartakos was his main target. take “his share” a t night, and leave.
After Jaran Krimeeah was exiled, the Imperial Secret
Police gave their favored spy an amulet of proof against Guiliana Mortidus
location in recognition of the fact that a n angry mage could
easily carry out his revenge. They also gave young Timi- Cleric-The Horned Society
trios a n opportunity to study with a famous mage. AC 3 (banded mail + shield); MV 9”; C 8; hp 50; #AT 1;
Timitrios was happy to continue his studies, but he quickly Dmg by weapon or spell type (mace, staff, staff sling, club);
found that his teacher was quite unworldly, and did not pay Str 10, Int 11,Wis 16, D 18,Con 14, Cha 18; THACO 16; AL
much attention to his young pupils when they were outside of LE; SA Spells: 5-lst, 5-2nd, 3-3rd, 24th; SD spells
class, so the students were left to their own devices. Unsuper- Guiliana Mortidus was born to members of the Horned
vised, Timitrios took to drinking-just for the fun,he said. Society. Her mother was an evil fighter and her father was
When he learned that some of his fellow pupils were using an evil priest. They dedicated their child to the service of
their arts in unlawful ways, Timitrios Spartakos decided to the Society before her birth. When she was old enough, she
turn this knowledge to his own advantage. By an artful com- was tested exhaustively, and the tests indicated that she
bination of tattling to the Secret Police and backstabbing, he had the potential to be a cleric. Accordingly,she began cler-
soon had all the other pupils in fear of him.He made certain ical training at the earliest possible age.
to remain on good terms with his master, and by delicately Guiliana Mortidus was not a popular pupil-her sneering
smoothing over a minor scandal involving his teacher and a contempt for those who were less talented, combined with
comely serving wench, earned his master’s gratitude and her ability to hold a grudge ensured that she would have
good opinions. His magical talents were all that remained to few friends.
make him his master’s prize pupil. She advanced through the school precisely on schedule,
When his master died, Timitrios was left a box of maps, but did not show any unusual talent. She performed the
purporting to show the locations of treasures. Timitrios menial tasks that were assigned to the pupils without com-
moved to the city of Greyhawk, since the treasures were plaint, although without enthusiasm. When she had com-
located near there, and to get away from people who pleted her training, she was invested with the rank of
remembered his betraying and backstabbing. In cleric.
Greyhawk, his unsavory reputation had not preceded him,
and he had no difficulty gaining employment.
She had carefully concealed her burning hatreds from She has started a small network of spies who work
her superiors and teachers, estimating that they would directly for her, consisting mostly of hobgoblins who think
betray her to her enemies. Secretly, she raged that she was that this activity is authorized by the Horned Society. With
not in a position to crush everyone who had ever dared their information, she plans to try to incriminate her ene-
offend her. When she was assigned to a low-ranking task in mies, so that she can avenge herself. She is not aware that
the temples of the Horned Society, she smiled politely and a lowly potboy she recruited is really an assassin using his
accepted, biding her time. disguise to spy on her.
After several years, her patience was rewarded. She was Her superiors do not currently have reasons to be con-
given a position as a clerical “adviser” to the armies of the cerned about her schemes, but they want to be sure that
Horned Society, which were preparing for a war. She hap- her schemes do not endanger them. Ifher plans are consist-
pily went off with the armies with her eyes open for possi- ently inept, she will be brought up on charges, condemned,
ble means of promoting herself. and executed. If her plans show promise, she will be subtly
She gained experience rapidly with the armies, and encouraged to adapt them to the overall plans of her supe-
gained a few magic items, but none of any great value. The riors.
valuables always went to the high command, and seeing Guiliana is currently a cleric of medium rank a t the main
them flaunting objects she craved for herself made her temple of the Horned Society, in the city of Molag. She has
blood boil. been on several minor missions to allies of the Society, such
Finally, after a battle against the Shield Landers, her as Iuz. She has a few underlings, whom she rules by threats
patience was rewarded. Searching among the dead and and abuse. Everyone unfortunate enough to be beneath
wounded Horned Society members for those who needed her in rank hates and fears her.
healing, the young cleric found a ring of human influence In addition to her other items, Guiliana owns a staff of
on a dead leader of Shield Lands troops, and a talisman of withering which also functions as a staff sling +2, and a
pure evil on a wounded and unconscious Horned Society mace + l .She is currently negotiating for a set of chain
cleric, whom she promptly killed so that she could take his mail +2 with the hobgoblins who captured it in a recent
talisman. fight. Unfortunately, the hobgoblin shaman who owns the
She has used these items ever since, but always careful- armor is quite aware of its value and is asking a high price.
ly: She doesn’t want anyone to know she possesses them. Except for her ambition for revenge, Guiliana is com-
She has seen many of her colleagues stabbed or smothered pletely loyal to the ideals and goals of the Horned Society.
in their sleep for their magical items, and does not wish to Her relative lack of experience with the outside world has
share that fate. Using the ring, she has suggested to her left her with almost no comprehension that any other view
peers that they shouldn’t oppose her in her climb to the top, of life is even possible, much less reasonable.
and she has been experimenting with suggesting to her Secretly, she thinks that anyone who fails to convert to
superiors that she is worthy of promotion. the tenets of the Horned Society is a t least guilty of willful
Owning these two items makes Guiliana even more vain self-deception, if not insanity. She has seldom conversed
and unpopular than before. Previously, she was merely with prisoners, and the few times she did, she was unable
unbearable, with her disagreeable behavior and her well- to comprehend that the prisoners could hold views so dia-
founded defensiveness about her unattractive appearance. metrically opposed to her own. She will gladly argue points
Now, with her special magic items, she has alienated near- of philosophy and alignment, but will not be convinced that
ly every one of equal or lower rank in the Society. She is the Horned Society is anything but a paradise on earth for
carefully watched by her superiors, who correctly suspect those wise souls who work hard and obey the Society’s
her of ambition. laws.
Guiliana Mortidus is a thin, slatternly woman with
stringy brown hair, weak features, bad teeth, and faded
blue eyes. She wears a battered suit of banded mail and
carries a shield in battle.,She does exactly what her superi-
ors in the Horned Society tell her to do, and nothing more.
t is common knowledge in all the interplanar in a surface, and thus detect the presence of a secret or con-
dimensions that the spell casters of Oerth are cealed door with a 50% chance of success. The hand can
the most powerful in all the multi-verses. Each search a 10foot by 10 foot area each turn. The hand cannot
and every one of the most powerful have, at one be destroyed by physical attacks, but it is dispelled if dealt
time.
. - ~ made
~ ~their
. home in the citv of Grevhawk. four or more points of magical damage. The hand can trip a
d The following is a list of little known but‘ highly useful nonmagical trap if the location of the trap is known. The
spells from these powerful mages. A great effort has been material components for the spell are a child-sized silk
made to present the most useful of these spells, but also not glove and a swan’s feather.
to give away the entire store. There are no 8th and 9th Bigby’s Dextrous Digits (Evocation)
level spells because these were too well protected for even
this powerful scribe to acquire. Spells like Drawmij’s Level: 2 Components: V, S, M
Instant Stripping and Otto’sGelatinous Cube Transforma- Range: 90yds Casting Time: 2 segments
tion to Edible Gel have been left off as too esoteric for even Duration: 3 turnsAeve1 Saving Throw: None
the most curious spell crafter. Area of Effect: Special
Because of their stay in the city of Greyhawk and the high- ExplanationlDescription: This spell summons into
ly magical nature of that town, all of these spells can be existence a pair of disembodied hands that will follow the
seen in use in and out of the city. Scrolls of these spells can mage’s every order. The hands can perform all the func-
be found in all the best treasure hoards. Strange wands tions of an unseen servant, but can also accomplish deeds
and rings of magic will often have these spells planted in requiring fine coordination, such as tinkering with tools,
them for instant use. working with laboratory equipment, sculpting, painting,
or playing a musical instrument. The hands can perform
Bigby’s Spells any task the caster can accomplish, including non-weapon
proficiencies known by the mage. The hands will perform
Bigby’s Bookworm Bane (Evocation) with a dexterity equal to that of the caster. Each hand can
Level: 1 Components: V, S, M hold and carry up to 200 g.p. weight individually, or 500
Range: 20yds Casting Time: 1segment g.p. weight together. The hands can move no farther apart
Duration: 1 t d e v e l Saving Throw: None than the caster’s own hands. The hands can move 120 feet
Area of Effect Special per round, regardless of weight carried, but can move no
farther than 90 feet away from the caster or they vanish.
Explanatioflescription: This spell is used to seek out The hands cannot act out the somatic component of a spell.
and destroy one of the most feared enemies of the mage: The hands cannot wield a weapon in melee or punch or
the bookworm. When cast, the spell creates a disembodied grapple. Although the hands are immune to physical
hand that will search through a library and crush all book- attacks, they can be destroyed by six more points of magi-
worms it finds. The hand can search through 100 books or cal damage. The material component is a pair of gloves
scrolls per round, seeking out bookworms with a 95% embroidered with the mage’s initials.
chance of detection. Once a worm is found, the hand will
pursue the bookworm relentlessly, attacking with the skill
of a fighter equal in level to the caster. A successful hit by
the hand means the bookworm is instantly crushed to
death. The hand possesses a strength of 8, so it can move
aside books and scrolls in pursuit of a fleeing bookworm.
The hand cannot be harmed by physical attacks, but it can
be destroyed by four or more points of magical damage. The
hand is incapable of performing any other function or com-
batting any other foe. Bigby uses the spell periodically to
safeguard his valuable library. The material component is
a child-sized glove made of tough leather.
Bigby’s Feeling Fingers (Evocation)
Level: 1 Components: V, S, M
Range: 60yds Casting Time: 1 segment
Duration: 1 hour + Saving Throw: None
1turn per level
Area of Effect: Special
Explanatioflescription: This spell calls into existence
a disembodied hand under the caster’s command. The hand
cannot hold, grasp, or carry, but it does have an amazingly
sensitive sense of touch. The hand’s sense of touch is so fine
that it can note miniscule cracks, separations, or openings

51
Bigby’s Silencing Hand (Evocation-Enchantment) Against a living target, the ram has no effect. The caster
must always remain within 60 feet of the ram or it will dis-
Level: 2 Components: V, S, M sipate. The ram cannot be damaged by physical attacks,
Range: 40yds Casting Time: 2 segments
Duration: 2 roundsflevel but it can be destroyed by magical damage if it suffers one-
Saving Throw: None
half the number of hit points of the caster. Dispel magic or
Area of Effect: One creature disintegrate spells can also destroy the gauntlet. The spell
Explanatioflescription: This spell creates a n appro- cannot be used to open chests or batter anything but a door.
priately sized hand that will fly toward the chosen creature It only functions against portals that are designed to open
and clamp tightly over the creature’s mouth unless the at some time. The material component is a metal rod with a
creature makes its saving throw. A creature affected by the chain mail gauntlet slipped over one end.
spell will be unable to talk clearly, cannot cast any spell
Bigby’s Construction Crew (Evocation)
requiring a verbal component, or use a magical item trig-
gered by a n audible command word. The hand cannot be Level: 4 Components: V, S, M
pulled away from a creature’s mouth or be harmed by a Range: 120 yds Casting Time: 1 turn
physical attack, but can be destroyed by six or more points Duration: 12 hours Saving Throw: None
of magical damage, although most magical attacks carry Area of Effect: Special
the risk of harming the affected creature. A successful dis-
pel magic spell destroys the hand without injury to the
Explanation/description:This spell creates as many
pairs of hands as the caster’s experience level. All of the
creature. The material component is a cloth glove smeared
with sticky syrup or honey. hands come equipped with carpentry tools. The hands do
thework of a construction team equal in ability to any crew
Bigby’s Pugnacious Pugilist (Evocation) of professional carpenters, masons, miners, or sappers. The
hands never need to rest or eat. Each pair performs as one
Level: 3 Components: V, S, M worker. They are unable to fight or inflict physical damage
Range: 60yds Casting Time: 3 segments
Duration: 2 roundsflevel on anything. They cannot be destroyed by non-magical
Saving Throw: None means and each pair has as many hit points as the caster
Area of Effect: Special has levels. The material components include an assort-
ExplanatiodDescription: This spell creates a pair of ment of miniature tools, worth a t least 500 g.p.
man-sized hands, appearing as clenched and padded fists.
The hands pummel with the effectiveness of an 18/50 Bigby’s Force Sculpture (Evocation)
strength fighter of one-half the caster’s experience level. Level: 4 Components: V, S, M
The hands together fight as a character with AC 4 and 3 hit Range: 30yds Casting Time: 1round
points per level of the mage. The hands are dispelled when Duration: 1turn/level Saving Throw: None
they runout of hit points. The hands can pummel only, and Area of Effect: Special
cannot hold a weapon or grapple. The hands cannot be
grappled or overborne, since they can easily flit away. The
Explanation/Description: This very flexible spell
material components are a mitten stuffed with cotton and a enables the mage to create a visible plane of force that can
brass bell. be shaped into any form the caster wishes. The caster could
create a table, ladder, club, bucket, stilts, or cane, for exam-
Bigby’s Battering Gauntlet (Evocation) ple. Once an object is formed, it retains its form for the
duration of the spell. The object imitated must be fairly
Level: 4 Components: V, S, M rigid, can have no moving parts, cannot have a sharp point
Range: 60yds Casting Time: 4 segments
Duration: 1roundflevel or edge, and cannot possess finely detailed features. A rope,
Saving Throw: None long bow, sword, chariot, or accurate statue cannot be cre-
Area of Effect: Special ated with the spell. All objects formed out of force cannot be
Explanation/Description:This spell brings into exist- harmed by physical attacks, but can be dispelled by magi-
ence a shimmering violet force shaped like a battering ram cal attacks that inflict more points of damage to the object
with a clenched fist as the ram’s head. The force assumes a than the creator’s hit points. Up to one cubic foot of matter
cylindrical shape 12 feet long by 2 feet in diameter, but the per level of the caster can be simulated. The material com-
caster can shorten its length to 3 feet in order to fit in a ponent for the spell is a lump of soft clay with diamond dust
cramped space. mixed into it.
The spell acts as a battering ram of great power, destroying
a normal door with one hit, destroying a reinforced door Bigby’s Fantastic Fencers (Evocation)
with three hits, destroying a stone door with five hits, and Level: 5 Components: V, S, M
having a 50%chance to destroy a metal door (the spell is Range: 60yds Casting Time: 5 segments
destroyed if the gauntlet fails). Only one attack can be Duration: 1roundflevel Saving Throw: None
made per round, as with any ordinary battering ram. Used Area of Effect: Special
against a smaller physical obstruction, such as a dungeon ExplanatiodDescription: This spell creates one hand
door or metal grate reinforced with magic, a saving throw for every three levels of the caster, each of which holds a
is made for the door at the level of the mage who cast the long sword. Each hand fights with the skill of a fighter of
reinforcing spell on the door. If the save is successful, the one-halfthe experience level of the caster. Each hand is AC
gauntlet spell is destroyed. If the save fails, the gauntlet 2 because of its small size and speed, and each can sustain
spell begins working on the door. 15 points of damage before being dispelled. Each fencer is
capable of disarming an opponent and does so on a roll four magic siege bolt for every two levels of the caster. The bolt
greater than the roll needed to hit. A fencer likewise dis- will behave as a given siege engine missile in range and
armed of its sword is dispelled automatically. The caster effect. The type of siege missile the bolt mimics depends on
need not concentrate on the fencers to keep them function- the caster’s level.
ing, but only has to give them orders as if they were hench- Magic-user’s Level Siege Engine
men. The material component is a small, silver amulet Missile Mimicked
shaped like a mailed gauntlet holding a gem-encrusted
sword, worth at least 1,000 g.p. (this vanishes when the 12th catapult, light
spell is cast). 14th catapult, heavy
Bigby’s Superior Force Sculpture (Evocation) 16th trebuchet
Level: 5 Components: V, S, M
Range: 30yds Casting Time: 1round The bolts must be launched at the rate of one every two
Duration: 3 turns + 1 Saving Throw: None rounds in succeeding rounds. During this time the caster
turdevel can do nothing else. Ifthe spell is interrupted, no addition-
Area of Effect: Special al bolts can be launched. The bolts strike their target
unerringly. The material component is a small stone sprin-
Explanation/Description:This spell is a more advanced kled with diamond dust.
form of the 4th level force sculpture spell. The object or
objectsformed from force can be more complex, composed of
large, moving parts, or have a n edge or point, but still must
be fairly rigid. A wagon, quiver of quarrels, shovel, sword,
or water wheel could all be simulated, but not a mechani-
cal timepiece, crossbow, or spring. Fine details can be
worked into a n object, provided the caster has sufficient
skill as a n artisan or sculptor. Fine details take 2d4 rounds
to place on a n object, but remain for the duration of the
spell. Up to 8 cubic feet of matter per level of the caster can
be simulated. The duration of the spell is also longer than
force sculpture. Superior force sculpture is otherwise identi-
cal to the 4th level spell. The material component is a lump
of clay with diamond dust mixed into it.
Bigby’s Strangling Grip (Evocation)
Level: 5 Components: V, S, M
Range: 10 yds/level Casting Time: 5 segments
Duration: 2 rounds Saving Throw: None
Area of Effect: One creature
ExplanatiodDescription: This spell creates a pair of
disembodied hands that will seek out a creature’s throat
and strangle the creature with the same effect as a n attack
with a garrote. The hands must make a successful attack Bigby’s Most Excellent Force Sculpture (Evocation)
roll to grab the creature’s throat, attacking with +4 to hit Level: 8 Components: V, S, M
on the mage’s usual attack roll, because of the speed and Range: 30yds Casting Time: 1turn
ferocity of the attack. The strangling grip will strangle its Duration: 6 turns + 1turn/
victim to death by the end of the next round unless the level Saving Throw: None
creature is freed of the hands. The victim can break the Area of Effects: Special
grip if he makes a successful roll to bend bars. The grip can
also be released if the mage’s concentration is broken. The Explanation/Description: This spell is the most
limits on which creatures can be affected by the spell are advanced form of the force sculpture spells. The object
the same as the restrictions on the use of a normal garrote. formed can be highly complex, containing many moving
The material components are a pair of gloves sewn into a parts, such as a siege machine or sailing ship. Parts of a n
clutching grip around the neck of a bottle. object simulated could be as flexible as a rope or the wood of
a bow, so a large net, ballista, rope bridge, or collection of
Bigby’s Besieging Bolt (Evocation) crossbows could be formed. As with lesser force sculptures,
fine or accurate details require an additional 2d4 rounds to
Level: 6 Components: V, S, M form, along with sufficient skill as an artist or artisan. Up
Range: Special Casting Time: 1round to one cubic yard of matter per level of the caster can be
Duration: 1round per 2 Saving Throw: None simulated. With the exceptions noted above, the spell is
levels of the spellcaster otherwise identical to the 4th level spell of the same type.
Area of Effect: Special The material component is a lump of clay mixed with 1,000
ExplanatiodDescription: This spell is similar to magic g.p. worth of diamond dust, which vanishes when the spell
missile. When the spell is cast, the mage is able to fire one is used.

53
Magical Spells

r -

Drawmij’s Spells Drawmij’s Breath of Life (Alteration)


Drawmij’s Beast of Burden (Alteration) Level: 2 Components: V
Components: V, S, M Range: 100 yds Casting Time: l/6 segment
Level: 1 Duration: 5 turns Saving Throw: None
Range: 30yds Casting Time: 1round Area of Effect: 1creatureilevel
Duration: 2 hoursilevel Saving Throw: None
Area of Effect: Special Explanation/description: With the power of this spell,
the mage can endow one or more creatures with sufficient
Explanation/description: This spell partially lightens endurance to hold their breath for five full turns. Affected
goods placed upon a single mount. The effective encum- creatures cannot drown or be subject to the effects of
brance of all objects on the mount, including riders, is inhaled gases while holding their breath. The caster can
reduced by one-half, in effect doubling the amount of bestow the spell upon one creature for every level of experi-
weight the mount can carry. ence. The spell is only one word long, and has no somatic or
A mount that suddenly finds itself carrying one-and-one- material components, so the mage can cast the spell quick-
half its maximum load without the spell’s protection can- ly in an emergency.
not walk, slowly sinks to the ground, and stands a 50%
chance of going lame. A mount suddenly burdened by twice Drawmij’s Scent Mask (Illusioflhantasm)
its maximum load collapses to the ground, suffering ld6 Level: 2 Components: V, S, M
points of damage and automatically going lame. Range: Touch Casting Time: 2 segments
The material components are a lodestone and pinch of Duration: 1turdlevel Saving Throw: Special
metal filings. Area of Effed: 1creatureilevel
Drawmij’s Light Step (Alteration) Explanation/description: This spell will conceal all
Level: 1 Components: V, S, M odors emanating from a creature for the duration of the
Range: Touch Casting Time: 1segment spell. If cast upon the mage or another person, that person
Duration: 5 roundsflevel Saving Throw: None cannot be detected by scent.
Area of Effect: One creature The recipient of this spell cannot be tracked by a n animal
or being that uses its sense of smell to track, such as a
Explanation/Description: This spell gives a creature a bloodhound. If cast upon a creature that uses its odor as a
very limited form of levitation. The creature walks normal- weapon or form of defense, the spell negates the odor if the
ly over any surface, but walks so lightly that no tracks are creature fails a save versus spells. The musky odor of a
left behind. If the creature breaks into a charge or run the skunk or wolverine or the stench of a troglodyte could be
spell ends immediately. suppressed by the spell. The material component is a scent-
The creature can also move across a fluid as well as a solid less flower.
surface, but the movement rate is reduced to one-half the
creature’s normal walking rate, as the creature must step Drawmij’s Swift Mount (Alteration)
carefully. The light step spell will not enable a creature to Level: 2 Components: V, S, M
walk across turbulent water or ocean waves, however, Range: Touch Casting Time: 1round
since the chaotic motion of the fluid disturbs the levitation Duration: 2 hours + Saving Throw: None
field. The spell actually makes the creature unable to acti- 1/z hour per level
vate pit traps. It doesn’t allow the creature to leap higher Area of Effect: One mount per two levels
or jump safely from a cliff, only to walk with a lighter step.
This spell will also increase the movement rate of the crea- Explanation/Description: This spell will double the
ture by 50 percent for the duration of the spell. The materi- movement rate of any mount that runs, swims, or flies for
al components are a bit of fur taken from a cat’s paw and a the duration of the spell. After the spell expires, the mount
duck’s feather. is completely exhausted and refuses to move any farther
for 24 hours. The spell will in no way increase the amount
Drawmij’s Adventurer’s Luck (Alteration) of weight a mount can carry. The maximum encumbrance
Level: 2 Components: V, S, M limit for the mount is unaffected. Overloading the mount
Range: Touch Casting Time: 1round beyond its limit automatically negates the spell. Draw-
Duration: 3 turns Saving Throw: None m$s beast of burden cannot be combined with swift mount
Area of Effect: Creature touched to increase the load a racing mount can carry. The material
component for the spell is a hare’s foot or a bit of fur from a
Explanatioflescription: This spell bestows upon the cheetah.
touched creature a special form of luck. For the duration of
the spell, the recipient of this magic can act as though he or Drawmij’s Marvelous Shield (Evocation)
she were holding a luckstone and using its magical effects.
The material component is 5,000 gold pieces worth of ruby Level: 3 Components: V, S
Range: 0 Casting Time: 3 segments
dust sprinkled over the creature’s head; this vanishes after Duration: 1turdlevel Saving Throw: None
the spell expires. Area of Effect: The mage
Explanatioflescription: This spell is a n improved ver-
sion of the 1st level shield spell. The improved shield will
protect the caster against attacks from all sides, including
the rear and above, provided the mage is aware of the The party has no control over where they will be teleport-
attack. A surprise attack will completely dispel the protec- ed, and there is always a 5%chance the spell will malfunc-
tion of the improved shield. The protection afforded by the tion and dump the party into the ethereal plane. To
spell is -2 against all attacks, so the improved shield acts determine where the mage and his friends are sent, consult
as AC 0 against hand-hurled missiles, AC 1against device- the DM map, track back along the path of the party, and
propelled missiles, and a -2 bonus on the mage’s armor place them in a random area where they have been before.
class against all other attack forms. This spell cannot send the party into unknown territory.
The material component is a miniature silver door deco-
Drawmij’s Iron Sack (Alteration) rated with ruby chips worth 5,000 g.p. that vanishes after
Level: 3 Components: V, S, M the spell is cast.
Range: Touch Casting Time: 1round Drawmij’s Protection from Non-Magical Gas (Abjura-
Duration: 6 hrs + Saving Throw: None tion)
2 hrsllevel
Area of Effect: One sack Level: 4 Components: V, S, M
Range: 0 Casting Time: 2 segments
Explanation/Description: This spell will provide Duration: 5 roundsllevel Saving Throw: None
greater protection for the contents of one normal sack or Area of Effed: 20’ radius sphere about the caster
backpack. An affected sack is protected as if the interior
were completely lined with inch-thick solid steel, although ExplanationlDescription: This spell creates a volume of
the sack becomes no heavier or less flexible. The sack space 20 feet in radius about the caster, within which all
makes its saving throws against physical or magical dam- creatures are protected from the effects of all non-magical
age as if made of hard metal, with a n additional +2 bonus gases, fumes, and smoke. All natural gases that touch the
applied to the saving throw. Items within the sack must edge of the sphere of protection are dispersed. The air with-
check only if the sack fails its check. The material compo- in the sphere always remains clean, fresh, and replenished
nent is a strip of leather with mail sewn on one side. with oxygen, so those within the sphere will not suffer from
lack of oxygen if the air outside is contaminated or its oxy-
Drawmij’s Handy Timepiece (Conjuration/Summoning) gen consumed by fire. The spell will not work underwater
Level: 4 Components: V, S, M or in a vacuum. The sphere moves with the caster. It is dis-
Range: 0 Casting Time: 1hour pelled if touched by magical gases or if the caster moves
Duration: Length of Saving Throw: None using magical means. The material components are a fan
other spell and a small vial containing perfume worth at least 100 g.p.
Area of Effect: Special Both vanish after the spell is cast.
Explanation/Description:After this spell is cast, the Drawmij’s Tool Box (Conjuration/Summoning)
next spell cast by the same caster is timed. A small golden Components: V, S, M
Level: 4
gong appears in front of the caster and softly chimes a Range: 0 Casting Time: 1round
warning one minute before the spell ends. This magic only Duration: 1turn/level Saving Throw: None
works with spells with a duration less than 48 hours. Area of Effect: Special
To cast the spell, the mage must collect a feather from a
migratory bird, a fruit fly, a few grains of sand, a solid sil- Explanation/Description:This useful spell permits the
ver pendulum worth 100 g.p., and a solid gold orb of exqui- mage to temporarily acquire one to ten tools when needed.
site craftsmanship worth 5,000 g.p.; all of these vanish The object or objects conjured can be as large as 200 g.p.
with the end of the spell. encumbrance value of goods. The caster can continue
exchanging items for new items throughout the duration of
Drawmij’s Instant Exit (Alteration-Conjuration) the spell. The caster can conjure a hammer and chisel in
Level: 4 Components: V, S, M the first round, exchange them for a saw in round five,
Range: 30yds Casting Time: 1segment trade the saw for a pry bar in round eight, and so on. Only
Duration: 1round Saving Throw: None non-living matter can be conjured. The tools cannot be tak-
Area of Effect: Special en more than 100 yards away from the box. The box is
immovable and only the caster can take tools from it. The
Explanation/Description:This spell enables the mage only tools that can be taken from the box are things that a
and others to use a limited and risky form of teleportation.
carpenter or builder might have. Things that shouldn’t be
When the spell is cast, a door suddenly appears on a wall or taken from the box include: thief tools, wax key blanks,
other flat surface within 3 yards of the caster. The caster ball bearings, magical weapons, and gem cutter blades.
and as many others who can pass through the door in one Things that might be in a skillful carpenter’s box include:
round (usually at the rate of one creature or person per seg- rope, skeleton key, huge hammers and metal stakes, large
ment) can enter into a zone of nil-space by passing through canvas sheets, nets, and sand.
the doorway. When the door is closed behind by the mage, The material component is a miniature wooden tool box.
the mage and all those with him in the nil-space zone are
teleported to a random location within 250 yards of the
door. If the door is not closed before the end of the spell’s
duration, then the door slams shut automatically at the
end of the round. The door disappears when closed by the
mage or after it shuts itself.

55
Drawmij’s Flying Feat (Alteration/Enchantment) a wish, the creature will be quite bewildered, suffering the
Level: 5 Components: V, S, M effect of a confusion spell for 2d4 rounds. After the confu-
Range: 10yds Casting Time: 1 round sion passes, the creature gradually recovers its previous
knowledge and memories over a period of ld4 days. The
Duration: 3 turnsflevel Saving Throw: None
Area of Effect: Special material component is a cocoon soaked in a balm of honey,
powdered yellow-white moss agate worth 500 g.p., and
Explanation/Description: This special flying spell is not powdered emerald worth 700 g.p., all of which vanish with
cast upon a creature but an object. The enchanted object the casting of the spell.
gains the power to fly up to 180 feet per round under the
caster’s direction. A broom, chair, table, carpet, wagon, or
hut could all be made capable of flight. The mage can affect Mordenkainen’s
up to 500 g.p. weight per level of the caster, and the object Mordenkainen’s Protection From Avians (Abjuration)
can carry twice that amount of weight in passengers or
freight if the object is large enough and sufficiently strong Level: 1 Components: V, S, M
to support the weight under normal circumstances. An Range: Touch Casting Time: 1 segment
18th level mage could lift a 9,000 g.p.-weightboat and up to Duration: 5 roundsAeve1 Saving Throw: None
18,000 g.p. weight of cargo, for example. The caster must Area of Effect: Creature touched
concentrate upon the flying object to direct its motion and ExplanatiodDescription: A creature protected by this
maintain its flight. If the caster is knocked unconscious, spell receives a special benefit when in combat with avians
stunned, or slain while directing the flying object, the totalling no more than 15 hit dice. If more hit dice attack,
object will immediately begin to plummet earthward as a the spell is negated. Affected avians have a -2 penalty on
falling object. The material component is a wing feather rolls to hit the protected creature for the duration of the
taken from a roc. spell. The material component for the spell is a feather
Drawmij’s Beneficent Polymorph (Alteration) from any bird wrapped with a strip of tough leather.
Level: 6 Components: V, S, M Mordenkainen’s Encompassing Vision (Alteration)
Range: Touch Casting Time: 6 segments Level: 2 Components: V, S, M
Duration: 1 turn/level Saving Throw: None Range: Touch Casting Time: 1 round
Area of Effect: Creature touched Duration: 1 hrAeve1 Saving Throw: None
Explanation/Description: This spell endows the touch- Area of Effect: Creature touched
ed and willing creature with all the benefits of apolymorph ExplanatiodDescription: This spell grants a creature a
self spell. The creature affected does not need to make a full 360 degrees of vision, so the creature can see sides and
system shock roll to survive. While the first form taken by rear as well as it sees to the front. The creature cannot be
the creature is chosen by the caster, the creature is totally surprised from the rear by any attacker the creature can
in control of its form changes for the remainder of the see normally. The spell will work in combination with any
spell’s duration, and can change form as often as it wishes, sort of enhanced or magical vision, including infravision,
abiding by all the limitations of polymorph self: The spell ultravision, or x-ray vision. A creature with both detect
does not bestow any special abilities of a polymorphed invisibility and encompassing vision can see invisible, ethe-
form. The spell does not affect the creature’s mental state real, or astral beings from the flank or rear as well. The
in any way. When the creature returns to its original form, person affected by this spell also has a -2 penalty on all
ld12 hit points are restored. saving throws vs. gas attacks. The material component is a
The material component of the spell is a soft, silk caterpil- crystal disc with eight eyes inscribed upon it, spaced at 45
lar cocoon. degree intervals around the edge of the disc.
Drawmij’s Merciful Metamorphosis (Alteration)
Mordenkainen’s Defense Against L y c a n t h r o p e s
Level: 6 Components: V, S, M (Abjuration)
Range: 10 ydsflevel Casting Time: 6 segments
Duration: Permanent Saving Throw: Negates Level: 3 Components: V, S, M
Area of Effect: One creature Range: Touch Casting Time: 3 segments
Duration: 2 roundsflevel Saving Throw: None
Explanation/Description: Drawmij developed this spell Area of Effect: Creature touched
as a merciful way to get rid of an adversary. The spell poly-
morphs a n opponent into another creature as does poly- Explanation/Description: This spell will aid a creature
morph other, but the target’s save is made a t -2. The in surviving attacks made by lycanthropes. Any attack
target can only be polymorphed into a natural animal no made upon the creature by a lycanthrope has a - 2 penalty
larger than a typical herd beast. The polymorphed creature to hit. No matter how much damage is inflicted by a lycan-
does not need to make a system shock roll to survive the thrope, the creature will not contract lycanthropy as long
spell. The polymorphed creature automatically assumes as the spell is in effect. The spell will not protect the crea-
the mental state of the animal, forgetting all knowledge of ture from contracting lycanthropy if injuries occurred
its previous self. The animal does not radiate magic or the before the spell was cast or after it expired. The material
creature’s original alignment aura, so there is little evi- component is crushed moonstone.
dence the animal was anything other than what it appears
to be now. If returned to its original form by dispel magic or

56
Mordenkainen’s Defense Against Nonmagical Rep Explanation/description: This spell summons a pair of
tiles and Amphibians (Abjuration) shimmering violet phantom beings that will stay on either
side of the mage and protect him from all attackers. The
Level: 3 Components: V, S, M shield-maidens are AC 4 (phantom chain mail and large
Range: Touch Casting Time: 3 segments shield); Move 12”;HD 3; hp 20; Dmg ld6 (phantom spear);
Duration: 5 roundsflevel Saving Throw: None THACO 16; AL N. The shield-maidens stay close enough to
Area of Effect: Creature touched the caster for their shields to help cover the mage. The
Explanation/description:A creature protected by this shield of one maiden will provide the caster with a -1
spell gains an advantage in combat with nonmagical rep- armor class bonus. If both shield-maidens protect the same
tiles or amphibians, including snakes, dinosaurs, frogs, side of the caster with their shields, the armor class bonus
and giant-sized species of such animals. Dragons are is -2. While the shield-maidens can protect the caster
excluded from the spell’s effect as well as other creatures from attacks from different directions, they will move no
with unnatural abilities. All such animals have a - 2 pen- farther than 50 feet away from the caster, even if the mage
alty to hit the protected creature, and the creature gains a orders them to move away. They follow magically wher-
+4 bonus to saving throws versus reptile or amphibian ever the caster goes. The material components are a pair of
venom. The material components are a bit of snake skin small crystal shields tied with string to a miniature wood-
and a dried frog‘s leg placed in a pouch of hardened leather. en figure of the caster.
Mordenkainen’s Protection From Insects and Arach- Mordenkainen’s Protection From Slime (Abjuration)
nids (Abjuration) Level: 4 Components: V, S, M
Level: 3 Components: V, S, M Range: Touch Casting Time: 4 segments
Range: Touch Casting Time: 3 segments Duration: 2 roundsflevel Saving Throw: None
Duration: 5 roundsflevel Saving Throw: None Area of Effect: Creature touched
Area of Effect: Creature touched Explanation/Description: This spell helps protect a
Explanatioflescription: This spell provides a mea- creature against attacks by all molds, slimes, puddings,
sure of protection from insects, spiders, and scorpions, oozes, and other formless, primordial beings. All attacks
including giant-sized and unnatural species of such ani- against the protected creature are made with a -2 penalty
mals. All such animals attack the protected creature with and the protected creature’s saving throw has a +2 bonus.
-
a 2 penalty to hit and all of the protected creature’s sav- In addition, the creature’s flesh is highly resistant to any
ing throws against insect or arachnid venom have a + 4 corrosive attack by such monsters, and is treated as being
bonus. The spell works on no more than 20 hit dice of bugs solid stone for the purpose of withstanding a slime mon-
of all types. If more than 20 hit dice of insects attack, the ster’s corrosive attack. The spell negates up to 10d4 points
spell dissipates. The material component is a n insect of damage from slime before it collapses. The material com-
trapped in amber. ponents are a bit of food mold pressed between two flat
stones, and a pinch of diamond dust.
Mordenkainen’s Electric Arc (Evocation)
Mordenkainen’s Faithful Phantom Defenders (Sum-
Level: 4 Components: V, S, M moning)
Range: 5 ydsflevel Casting Time: 4 segments
Duration: Instantaneous Saving Throw: half damage Level: 5 Components: V, S, M
Area of Effect: Special Range: 60yds Casting Time: 5 segments
Duration: 1roundAevel Saving Throw: None
Explanatioflescription: This spell causes one or more Area of Effect: Special
small flashes of lightning to erupt from the caster’s finger-
tips and strike one or more opponents. One arc of lightning Explanation/Description: This spell summons a set of
will be evoked for every three levels of the caster. Each phantom beings seen as shimmering outlines of violet
electric arc will inflict ld6 damage plus one point per level light. The defenders do their best to keep between the mage
of the caster. A save versus spell reduces damage by one- and his adversaries, providing the caster with enough time
half. The spell is most effective when each electric arc is and space to defend himself with spells. To most creatures,
directed at a separate opponent. Only one arc may strike a the phantom defenders are solid, seemingly real entities.
target per combat round; others striking the same target To the mage, the defenders are completely transparent and
have no effect. The material components for the spell are a noncorporeal, so any attack spell cast by the mage has no
bit of fur and a glass rod. effect on the defenders. The mage’s spells can be cast
through the defenders to strike enemy creatures. If the
Mordenkainen’s Faithful Phantom Shield-Maidens defenders are caught within the area of effect of a caster’s
(Summoning) spell, the defenders suffer no harm. One of four different
Level: 4 Components: V, S, M sets of phantom defenders can be summoned by the mage,
Range: 50yds Casting Time: 4 segments but the caster must decide which set will be called forth
Duration: 3 roundsflevel Saving Throw: None when the spell is memorized. Each set is best suited for a
Area of Effect: Special particular environment. The four sets of defenders are
described on the following page.

57
Magical Spells

Three faithful phantom soldiers: AC 4 (phantom chain cal weapons. The guardian will fight for up to one round
mail and shield); Move 9”; HD 4; hp 24; #AT 1; Dmg ld8 per level of the caster or until it is destroyed. The mage also
(phantom long sword); THACO 15; AL N; SA able to hit has the option of summoning the guardian to his side at
creatures which are hit only by + 1magical weapons. any time. The guardian will appear in one round and fight
Two faithful phantom centaurs: AC 5; Move 18”;HD 4; hp under the same time limit. Once the guardian has spent its
28;#AT 1; Dmg ld6 (phantom light lance); THACO 15; AL time on the prime material plane, it has completed its mis-
N; SA able to hit creatures which are hit only by +2 weap- sion and will no longer watch over the caster.
ons. The guardian appears as a shimmering outline of violet
Eight faithfulphantomgiant bats: AC 8; Move 3”/18”;HD light. The phantom guardian cannot speak, so it cannot
2 +2; hp 12; #AT 1; Dmg ld4; THACO 16; AL N; SA able to shout a warning to the mage if he or she is attacked. The
hit creatures which are hit only by + 3 weapons. material component is a 1,000 g.p. diamond, which is sent
Five faithful phantom sharks: AC 6; Move 24”; HD 3; hp to the guardian when the spell is cast as a payment for its
15; #AT 1; Dmg ld4 + 1; THACO 16; AL N; SA able to hit service.
creatures which are hit only by + 1weapons. Mordenkainen’s Penultimate Cogitation (Alteration)
The material component is a small lead crystal figure
depicting the type of defender to be summoned and a 1,000 Level: 7 Components: V, S
g.p. emerald for each creature summoned. The emeralds Range: 0 Casting Time: 1segment
vanish when the spell is cast. Duration: Instantaneous Saving Throw: None
Area of Effect: Spellcaster
Mordenkainen’s Private Sanctum (Alteration-
Abjuration) ExplanationlDescription: This permits the mage to call
to mind one spell from one of the caster’s personal spell
Level: 5 Components: V, S, M books, provided the appropriate spell book is within one
Range: 0 Casting Time: 2 turns
mile of the mage. The spell must be one that the caster
Duration: 1hour/level Saving Throw: None
Area of Effect: One room knows, as explained in the Players Handbook. The spell
cannot be called from a scroll or another mage’s spell book.
ExplanationlDescription: This spell is used to insure The called spell can be any of the 1st to 6th level. Only one
privacy in a room of up to 1,600 square feet in area, or 40 spell can be called per casting ofthe penultimate cogitation.
feet by 40 feet in dimension. All windows in the room The called spell can be cast on any succeedinground. There
become dark and misty as seen from the outside, prevent- is always a 10%chance that the called spell will be magi-
ing creatures with normal vision, infravision, or other spe- cally erased from the mage’s spell book.
cial vision from looking into the room. Those inside can
still look out normally. X-ray vision will not be able to pen-
etrate into the room, as if the room were completely
enclosed in a lead shield. No sounds, no matter how loud,
can escape the room, so a thief cannot eavesdrop from out-
side. Scrying attempts, such as ESp, clairaudience, clair-
voyance, or crystal balls, cannot penetrat the protected
room, and a wizard eye cannot get inside. The mage can
freely leave the room without the protection being dis-
pelled. The material components are a thin sheet of lead, a
piece of opaque glass, a wad of cotton or cloth, and pow-
dered chrysolite.
Mordenkainen’s Faithful Phantom Guardian (Sum-
moning)
Nystul’s Spells
Nystul’s Dancing Werelight (Alteration)
Level: 6 Components: V, S, M
Range: Special Casting Time: 3 turns Level: 1 Components: V, S, M
Duration: Special Saving Throw: None Range: 60 yds + 20 yds/levelCasting Time: 1segment
Area of Effect: Special Duration: 2 hours + Saving Throw: None
1/z hour/level
ExplanationlDescription: This spell summons a faith- Area of Effect: Special
f u l phantom being to watch over and protect the mage for
one day. The guardian will remain an undetectable observ- ExplanationlDescription: This spell creates a mote of
er, watching the caster from the ethereal plane. The guard- light completely under the caster’s control. The light shed
ian can see what is happening within 60 feet of the caster, by the mote can be increased or decreased a t the caster’s
and can spot invisible, out-of-phase,duo-dimensional,ethe- will, ranging from the brightness of a light spell to the dim
real, or astral creatures within the area around the mage. glow of a candle. The werelight can flit about from place to
If the guardian spies any creature about to launch a sur- place as the caster directs, as long as it stays within the
prise attack on the caster, the guardian will instantly range of the spell. The werelight could be called upon to
materialize to intercept the attacker and defend the mage. hang over the caster’s head as a convenient reading light.
The faithful phantom guardian: AC 2; Move 15”;HD 6; hp The werelight spell cannot be attached to an object or crea-
36; #AT 1; Dmg ldlO (two-handed sword); THACO 13; AL ture. It can only exist as a mote hanging in the air. The
N; SA able to hit creatures which are hit only by +2 magi- material component is a live firefly.
Magical Spells

Nystul’s Flash (Evocation) Nystul’s Crystal Dagger (Evocation-Conjuration)


Level: 1 Components: V, S Level: 2 Components: V,S, M
Range: 30 yds + 5 ydsAevel Casting Time: 1segment Range: 0 Casting Time: 2 segments
Duration: Instantaneous Saving Throw: Special Duration: 2 rounds plus 1 Saving Throw: None
Area of Effect 10’ radius globe round/level
ExplanatiodDescription: This spell creates a sudden Area of Effect: Special
flash of bright light in a 10’ radius globe. All creatures Explanation/Description: This spell summons into the
within the area of effect who fail a save versus spells are caster’s hand a dagger composed of material from the
blinded for ld4 rounds. Those who make their saving quasi-elemental plane of mineral, strongly infused with
throw are merely dazed for ld4 rounds, suffering a - 2 pen- energy drawn from the Positive Material Plane. The crys-
alty on all hit rolls. They are also off-balancein melee, so tal dagger has no hit bonus and inflicts ld4 +2 points of
any attack made against a dazed creature has a +2 hit damage to opponents struck in melee. Against undead and
modifier. Creatures outside the globe facing the flash do creatures from the lower outer planes, the dagger inflicts
not suffer any ill effects. Creatures without eyes are not ld4 + 3 points of damage. If the crystal dagger does maxi-
affected by the spell. mum damage to a n undead or a lower plane creature, that
monster is paralyzed for the next melee round and the dag-
Nystul’s Blackmote (Evocation)
ger vanishes. The material component is a tiny dagger
Level: 2 Components: V, S, M made from fine lead crystal, worth 250 g.p.
Range: 30 yds + 5 yds/leve1Casting Time: 1round
Duration: Special Saving Throw: None Nystul’s Crystal Dirk (Evocation-Conjuration)
Area of Effect: Special Level: 3 Components: V, S, M
Explanation/Description: This spell summons a micro- Range: 0 Casting Time: 3 segments
scopic mote of energy from the Negative Material Plane to Duration: 3 rounds + 1 Saving Throw: None
the caster’s hand. The caster must immediately roll a sav- roundilevel
ing throw versus death magic at +2 to be able to control Area of Effect: Special
the blackmote. If the caster saves, the blackmote will lie Explanation/description: This spell creates a weapon
dormant in the mage’s hand for one round, building up similar to that described in the 2d-level crystal dagger
power. The caster can do nothing else during this period, as spell. The dirk is faintly magical, granting a + 1bonus on
he or she must concentrate fully on the blackmote. If the attack rolls. The dirk does ld4 + 2 points of damage when
caster’s concentration is broken during this time, the it hits. Against undead and monsters from the lower outer
blackmote is dispelled. At the end of the round, the spell is planes, the dirk does ld4 + 3 points of damage on a success-
a t full power, and the blackmote can be hurled at a creature ful hit. If the crystal dirk scores maximum damage, the
within the range of the spell. The blackmote automatically monster will be paralyzed until the end of the next round
strikes, exploding in a burst of darkness and cold, inflicting following the hit. The material component is a tiny dagger
2d6 damage plus one point of damage per level of the cast- made from lead crystal worth 350 g.p.
er. Undead and creatures from the Negative Material
Plane or lower outer planes are unaffected by a blackmote. Nystul’s Expeditious Fire Extinguisher (Evocation)
If the caster fails the initial save versus death magic, the Level: 3 Components: V, S, M
mage loses control of the mote. It immediately explodes in Range: 20 ydsAeve1 Casting Time: 1segment
the caster’s hand, inflicting one point of damage and para- Duration: 1segment Saving Throw: Special
lyzing the mage for ld4 rounds. The material component is Area of Effect: Special
a sliver of bone taken from an undead skeleton.
Explanation/Description: This more powerful version
Nystul’s Blazing Beam (Evocation) of the affectnormal fires spell enables the caster to quickly
extinguish a large fire. When the spell is cast, anti-energy
Level: 2 Components: V, S
Range: 30 yds + 10 ydsAevel Casting Time: 2 segments from the quasi-plane of ash is momentarily drawn down
upon the fire. An area of non-magical fire up to 10 feet by
Duration: Instantaneous Saving Throw: Special 10 feet per level of the caster can be put out in just one seg-
Area of Effect: One creature
ment, so the spell is ideal for combatting forest and brush
Explanation/description: This spell draws a parcel of fires. The spell is less effective against magical fire. The
energy from the positive material plane to the caster’s chance of extinguishing a magical fire is only 60%, and a
hand, which can be fired in a ray 1‘wide and up to 30’ + maximum area of 10 yards by 10 yards, regardless of the
l0’Aevel of the caster in range. Except for undead, a crea- level of the spellcaster, can be snuffed. The spell has no
ture struck by the beam is entitled to a saving throw. A effect on a fire-based creature or flames emanating from a
creature that successfully saves is struck by a glancing creature’s body, such as fire elementals, fire grue, or the
shot and is only dazed for ld4 rounds, suffering a - 2 penal- type VI demon. The material components for the spell are a
ty on hit rolls and a +2 penalty to armor class. A creature pinch of cold ash mixed with salt.
that fails is struck full in the face by the beam and is blind-
ed for 2d4 rounds, suffering a -4 penalty on hit rolls and a
+ 4 penalty to AC. An undead creature struck by the beam
is not entitled to a save, and is not dazed or blinded, but suf-
fers 4d6 points of damage.

59
Nystul’s Golden Revelation (Alteration) Nystul’s Blacklight Burst (Evocation)
Level: 3 Components: V, S, M Level: 4 Components: V, S, M
Range: 0 Casting Time: 3 segments Range: 10 yds/level Casting Time: 4 segments
Duration: 5 rounds/level Saving Throw: None Duration: Instantaneous Saving Throw: Special
Area of Effect: 30’ wide cone 60’ long Area of Effect: 20‘ radius sphere
Explanation/Description: With this spell, the mage can Explanation/Description: This risky spell brings forth a
reveal hidden, concealed, or invisible creatures within the blast of energy from the Negative Material Plane for a n
conical area. The concealed creature will be surrounded instant. Those within the area of effect suffer ld4 points of
with a n aura of golden light, shining out in a 1-foot diame- damage per level of the caster, or only half damage if a save
ter about the creature, making it easily seen. The mage vs. death magic is successful. Affected creatures who fail
can make a full 360 degree sweep-search of the area in one their save will also be slowed (as the spell) for ld4 rounds.
round. The spell might reveal a thief hiding in shadows, a Creatures from the Positive Material Plane or upper outer
barbarian concealed in natural terrain, or a creature hid- planes take an additional point of damage per level of the
ing behind a n obstacle. The spell creates a glow around an caster, and the saving throw is made a t -2. Such creatures
invisible, out-of-phase, ethereal, duo-dimensional, or who fail their save will also be stunned for ld4 rounds,
astral being in the area of effect, as well as a creature using rather than slowed. There is always a 10%chance that the
a cloak of elvenkind, robe of blending, or ring of chameleon mage will lose control of the spell and be affected by its
power. A saving throw against being affected by the golden attack, as a ray from the area of effect bounces back to
revelation is not permitted, although successful magic strike the caster. Undead are never affected by the spell.
resistance protects a creature from being outlined by the The material component is a bit of earth taken from the
spell. The material component is a box wrapped with wax- grave of a ghoul or ghast.
ed parchment, containing a glowworm. Nystul’s Grue Conjuration (Conjuration/Summoning)
Nystul’s Radiant Baton (Evocation)
Level: 4 Components: V, S, M
Level: 3 Components: V, S, M Range: 60yds Casting Time: 1turn
Range: 0 Casting Time: 3 segments Duration: 3 roundsflevel Saving Throw: None
Duration: 1round/level Saving Throw: None Area of Effect: Special
Area of Effect: Special Explanation/description: This spell, which is actually a
Explanation/Description: When the mage casts this group of four risky spells, will summon one grue-harginn,
spell, it summons into the caster’s hand a slender baton ildriss, chaggrin, or varrdig-from one of the four elemen-
formed from energy drawn from the quasi-elemental plane tal planes:
of radiance. The baton can be one of the seven colors of the
Air-Incense
rainbow as the caster chooses. The attack form of the baton Earth-Soft Clay
will correspond to the color chosen, being similar to the
Fire-Sulfur
attack of a radiance quasi-elemental creature, as follows: Water-Sea Water
Red baton: cold energy ( + 1 damage to fire-based crea- These material components must be used when summon-
tures, no damage if cold-based) ing the grue desired. The type of grue to be summoned
Orange baton: heat energy ( + 1damage to cold-basedcrea- must be decided before the caster memorizes the spell.
tures, no damage if fire-based) Grue are notoriously untrustworthy and difficult to con-
Yellow baton: acid damage (save vs spells to take no dam- trol, so the caster must rely on more than just concentra-
age) tion to keep the grue under his command. As soon as the
Green baton: neutralize poison (per cleric spell) grue is summoned,it will demand a payment from the cast-
Blue baton: electrical energy ( + 10 damage to metal er for its service. The payment offered must be a t least 500
armored enemy) g.p. worth of goods of interest to the grue, or the grue will
Indigo baton: undead specific (Only undead harmed) be angered and immediately attack the caster. If the grue
Violet baton: vegetation specific (only plants harmed) is satisfied with the offer, it will grudgingly perform one
The baton will do a base 2d4 points of damage plus one service for the caster for the duration of the spell. The grue
point of damage per level of the caster when a hit is scored. will try to subvert or openly disobey the caster’s orders if
The type of damage corresponds to the color of the baton. the grue finds them unpleasant.
The color of the baton is chosen during casting, and cannot
be changed thereafter. Creatures are allowed no saving
throw versus the effects of the radiant baton. The baton
automatically hits any creature that successfully strikes
the caster in that melee round, otherwise the caster must
use his own THACO to determine a successful strike on an
enemy.
The material components are a crystal prism (which shat-
ters after the spell) and a set of seven small, silver rods.

60
Nystul’s Lightburst (Evocation) The ray will inflict ld6 points of damage per level of the
Level: 4 Components: V, S, M caster, of a type corresponding to the color of the ray. If the
Range: 10 yds/level Casting Time: 4 segments creature makes its save, only half damage is suffered.
Duration: Instantaneous Saving Throw: Special The mage must concentrate to keep the radiant arch
Area of Effect: 20’ radius sphere active, so any attack that breaks the caster’s concentration
will dispel the rainbow and prevent the caster from launch-
Explanation/Description: This spell summons a burst ing a ray. The material components are a crystal prism
of energy from the Positive Material Plane. All creatures (which breaks after the spell) and a small black board with
within or facing the sudden blaze of energy are blinded for a pinhole through the center.
one round, with no saving throw. Creatures without eyes
cannot be blinded. In addition, all undead, creatures from
the Negative Material Plane, or beings from the lower out-
er planes within the area of effect take ld6 points of dam-
age per level of the caster. Such creatures suffer only half
damage if they make their saving throw, but undead make
their save at -2.
The material component is a small, solid gold orb worth
500 g.p. It is destroyed after the spell dissipates.
Nystul’s Enveloping Darkness (Evocation-Alteration)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segments
Duration: 5 rounds + 2 Saving Throw: None Otiluke’s SpeR9s
roundAeve1 Otiluke’s Bubbling Buoyancy (Alteration)
Area of Effect: 20’ radius globe about the caster
Level: 1 Components: V, S, M
Explanation/Description: This spell creates a zone of Range: 20 ydsllevel Casting Time 1segment
impenetrable darkness around the mage 20 feet in radius. Duration: 1t d e v e l Saving Throw: None
Although the caster can see in and through the zone of Area of Effect: 100 poundsflevel
darkness without trouble, all others cannot see through
the envelope, not even with infraviswn or ultravision. In Explanation/Description: By the use of this spell, the
addition, a distortion exists within the globe, appearing as mage can allow normally non-buoyant objects to float upon
if the caster has the power of displacement as a displacer a layer of small crystal bubbles filled with air. Up to 100
beast. The caster is attacked at -2, in addition to the dark- pounds of matter per level of the caster can be made to
ness penalty. float, including gold, lead, stone, or a living creature. An
Nystul’s Instant Daylight will negate the spell. The materi- object that has sunk can be raised to the surface if the
al components are a drop of pitch, a whisker from a black object is within the spell’s range. The material components
cat, and a bit of fur from the coat of a displacer beast. are a small cork and a pinch of bromine salt.
Nystul’s Radiant Arch (Alteration) Otiluke’s Smoky Sphere (Evocation)
Level: 5 Components: V, S, M Level: 1 Components: V, S, M
Range: 10 yds/level Casting Time: 1round Range: 60yds Casting Time: 1segment
Duration: Special Saving Throw: Half damage Duration: 1round Saving Throw: Negative

Area of Effect: One creature Area of Effect: 10’radius globe
Explanation/Description: This spell creates a glimmer- Explanation/Description: This spell summons into the
ing rainbow of light that arches between the caster’s open caster’s hand a small crystalline sphere filled with a gray,
hands. Once the rainbow takes form, the caster can choose hazy mass. The smoke sphere can be thrown as far as 60
to fire a ray 1foot wide from the rainbow, aimed at one feet away from the caster as a grenade-like missile. The
creature up to 10 feet away per level of the mage. The ray sphere shatters when it hits, filling a n area 10 feet in radi-
can take the form of one of the seven colors of energy drawn us with harsh, irritating smoke. Unless a save versus poi-
from the quasi-plane of radiance. son is made, all creatures within the area of effect will
suffer a fit of coughing, gasping, and choking for ld4 + 1
Red: cold energy ( + 1damage to fire-based creatures, no rounds. The affected creatures attack and make saving
damage if cold-based) throws with a -2 penalty until the fit passes, and any spell
Orange: heat energy (+ 1damage to cold-based creatures, with a verbal component has a 30% chance of failure when
no damage if fire-based) cast by a coughing spellcaster. The smoke cloud disperses
Yellow: acid damage (save vs spells to take no damage) and becomes harmless after one round. The sphere must be
Green: neutralize poison (per cleric spell) used within three rounds of casting or the substance
Blue baton: electrical energy ( + 10 damage points to metal becomes inert and useless, and the crystal sphere disinte-
armored enemy) grates. Ifthe smoke sphere is shattered before it is thrown,
Indigo: undead specific (only undead harmed) the smoke cloud will affect the caster. The material compo-
Violet: vegetation specific (only plants harmed) nent is a charred stick or piece of charcoal and a small, hol-
low glass ball.

61
Otiluke’s Boiling Oil Bath (Evocation-Conjuration) material components are a miniature umbrella made of
Level: 2 Components: V, S, M wood and leather and a pinch of diamond dust.
Range: 60yds Casting Time: 2 segments Otiluke’s Steaming Sphere (Evocation)
Duration: 1segment Saving Throw: Negative
Level: 4 Components: V, S, M
Area of Effect: One creature
Range: 60yds Casting Time: 4 segments
Explanatioflescription: This spell creates a cauldron- Duration: 1roundl2 levels Saving Throw: Special
shaped container of force filled with boiling oil, which Area of Effect: 30’ radius globe
appears over the target’s head. The cauldron will dump its
contents onto the creature unless a save versus spells is Explanation/Description: This spell creates a small
crystalline sphere filled with hot steam in the caster’s
made. Successwith the saving throw means the creature is
aware of the cauldron’s sudden appearance and leaps clear hand. The mist within the sphere will remain active for
before the oil is poured. A creature who fails the save takes three rounds. The sphere can be hurled up to 60 yards away
the full dose of boiling oil, suffering 3d4 heat damage. The from the caster. When the sphere hits a solid surface, it
instantly shatters, freeing the contents and filling a n area
material components are a few drops of oil and a pinch of 30 feet in radius with thick steam. It does 4d4 points of heat
sulfur.
damage per round of exposure to the steam, with no save
Otiluke’s Acid Cloud (Evocation) permitted.
The steam totally obscures vision, reducing visibility to
Level: 3 Components: V, S, M only 30 feet in front of an affected creature. Creatures
Range: 60yds Casting Time: 3 segments
within the area of effect of the steam bath will also be disor-
Duration: 1roundl2 levels Saving Throw: Special
Area of Effect: 30’ diameter globe iented, making it difficult for creatures to find their way
out of the steam bath. Each round a creature is within the
Explanatioflescription: This spell creates a small steam cloud, the creature must make a save versus spells
crystalline sphere filled with a yellowish-brownmist. The to escape from the cloud. A creature who saves will emerge
crystal can be held for as long as the caster likes, but the from the steam bath in a random direction; Imagine a clock
contents become useless after three rounds. The sphere can face and roll 1 d12 to find the direction in which the creature
be thrown up to 20 yards as a grenade-like missile. When escapes. If the saving throw is failed, the creature stumbles
the sphere shatters, the mist is released, filling the air in a around in the steam bath for another round. The material
30-footradius with yellowish acid fumes. Everything with- components are a few drops of pure water, a pinch of dust,
in the area of effect is affected as if placed in an acid bath. and a bit of sulfur.
All creatures within the fumes will take 4d4 points of acid
damage immediately, with no save allowed, and will suffer Otiluke’s Dispelling Screen (Evocation-Abjuration)
ld4 points of damage for every additional round of expo- Level: 5 Components: V, S, M
sure to the fumes. All objects touched by the acid fumes Range: 5 yds/level Casting Time: 5 segments
must make a saving throw versus acid or be eaten away. Duration: 1round/level Saving Throw: None
For every additional round of exposure to the fumes, an Area of Effect: 20‘ square
item must save again. The atmospheric acid bath will
remain in existence for one round for every two levels of Explanatioflescription: This spell creates a shimmer-
ing screen of violet energy. As with other such screens, the
the caster, but any winds or rains or turbulent atmospheric
conditions will negate the spell. The material component is dispelling screen can be shaped as the caster wishes. Any
a small vial of diluted aqua regia (“royal water”). creature passing through the screen is affected by dispel
magic with the same level of effectiveness as that spell cast
Otiluke’s Force Umbrella (Evocation) by the mage, and is affected by dispel illusion as if cast by a
mage two levels of experience lower than the caster. Thus,
Level: 3 Components: V, S, M
Range: 50yds Casting Time: 3 segments creatures possessing some form of enchantment who pass
Duration: 1turdlevel Saving Throw: None through the dispelling screen often come out weaker than
Area of Effect: Special when they started. The material components are a sheet of
fine lead crystal and a chrysolite gemstone worth 1,000
Explanatioflescription: This spell creates a broad, g.p., which vanish after the spell is cast.
bowl-shaped dome of force over the caster’s head, 10 feet in
radius, shimmering violet in appearance. The dome will Otiluke’s Electrical Screen (Evocation)
follow the caster wherever he or she travels. The dome will Level: 5 Components: V, S, M
not only shield the caster from rain, sleet, or snow, but also Range: 5 ydsflevel Casting Time: 5 segments
against physical or magical attacks from above, such as Duration: 5 roundsflevel Saving Throw: Special
siege missiles, giant-hurled boulders, or a breath weapon Area of Effect: 20’ squareflevel
from a flying dragon. The force umbrella provides a +4
saving throw bonus against magical attacks from above, Explanatioflescription: This spell creates a shimmer-
and a - 6 armor class bonus against physical attacks from ing screen of electrical energy that can be shaped into a
above. The umbrella will also deflect 75% of arrow or bolt wall, hemisphere, or sphere, with a 20-foot diameter, as the
attacks from above or a high angle of indirect fire, such as a caster wishes. It is always immovable. Any creature pass-
volley of arrows. It will conform to restricted spaces and ing through the electrical screen will suffer a strong shock.
allow the caster to move through narrow openings. The Unless the creature makes its save, it will suffer ld4 points
of damage, lose any dexterity bonuses for ld4 + 1rounds

62
due to numbness, and suffer a -2 penalty on attack rolls The screen will affect anything passing through it as if the
for a n equal amount of time. Creatures who make their creature were being attacked by energy or matter of the
saving throw take no damage and suffer no penalty on type determined by the screen’s color. The caster can
their dexterity, but are mildly numbed and hit at -1 for change the color of the screen from round to round at will,
ld4 + 1rounds. Creatures wearing metal armor save at -4 but only one color per round can exist. The radiant screen
when passing through the screen. The material compo- will inflict two points of damage per level of the caster.
nents are a bit of fur, a glass rod, and a thin sheet of fine Cold-based creatures will take three points of damage per
crystal, all of which vanish after the spell is cast. level of the caster when passing through the orange screen,
Otiluke’s Polar Screen (Evocation) while fire-based creatures will suffer three points of dam-
age per level from the red screen. The material components
Level: 5 Components: V, S, M are a crystal prism, a beryl gemstone worth at least 500
Range: 5 ydsAeve1 Casting Time: 5 segments g.p., and a thin sheet of fine crystal colored the seven colors
Duration: 5 roundsflevel Saving Throw: Special of the rainbow, all of which vanish after the spell is cast.
Area of Effect: 20’ squarenevel
Otiluke’s Diamond Screen (Evocation)
ExplanatiodDescription: This spell creates a misty,
bluish-white screen of energy that can be shaped to form a Level: 6 Components: V, S, M
wall, hemisphere, or sphere dimension. Any creature pass- Range: 5 yds/level Casting Time: 6 segments
ing through the polar screen will be affected as if the crea- Duration: 2 roundsAeve1 Saving Throw: None
ture suddenly passed through a freezing blizzard. Any Area of Effect: 20‘ square
creature who fails a saving throw versus spells will be coat- ExplanatiodDescription: This spell creates a glittering
ed with ice crystals for ld4 + 1 rounds until the crystals screen of energy of any color chosen by the caster. All crea-
melt away, during which time the creature suffers one tures passing through the screen will be attacked by a mul-
point of cold damage per level of the caster. The creature is titude of razor-sharp blades made of substance drawn from
also severely chilled, suffering a -4 attack penalty until the quasi-plane of mineral. Each creature suffers 3d20
the ice melts. A creature who makes the saving throw is points of damage no matter what its armor class. The spell
only affected by the ice crystals for one round, but is affect- can be shaped into anything the caster wishes. The materi-
ed in the same way as those who fail the save. A melt spell al component is a collection of sharp diamond chips worth
will dispel the ice crystals from a creature’s body, while a a t least 5,000 g.p., and these vanish after the spell is cast.
fireball, but no other flame, will destroy the polar screen.
The material components are a thin sheet of fine lead crys- Otiluke’s Excruciating Screen (Evocation)
tal and a few bluish-white quartz crystals, all of which van- Level: 6 Components: V, S, M
ish after the spell is cast. Range: 5 ydsAeve1 Casting Time: 6 segments
Otiluke’s Radiant Screen (Evocation) Duration: 3 roundsnevel Saving Throw: Special
Area of Effed: 20’ squarenevel
Level: 5 Components: V, S, M
Range: 5 ydsflevel Casting Time: 5 segments ExplanatiodDescription: This spell creates a misty grey
Duration: 2 roundsAeve1 Saving Throw: None screen which can be shaped into a wall, hemisphere, or
Area of Effect: 20’ square sphere, within the designated dimension, as the caster
directs. Any creature passing through this screen is affected
ExplanatiodDescription: This spell creates a screen of as if the creature were momentarily transported to one of
energy drawn from the quasi-elemental plane of radiance. the four negative quasi-elemental planes. The plane which
The screen can be up to 20‘ square, and can be shaped into a will affect creatures touching the screen must be chosen
wall, hemisphere, or sphere as the caster orders. The radi- when the spell is memorized. Any creature passing through
ant screen can be one of the seven colors of the rainbow, the excruciating screen must make a save versus death mag-
each color exhibiting a different form of energy identical to ic. Those who fail will be stunned for ld4 rounds and suffer
the colors of Nystul’s radiant baton. 4d4 points of damage due to the shock and pain. Creatures
Red energy: cold energy ( + 1damage to fire-based, none if who make the save suffer a - 1on all saves for ld4 rounds.
cold) The four planes that can be simulated by the screen and the
Orange energy: heat energy ( + 1 damage to cold based, screen’s particular effect are described below.
none if fire) Vacuum: The shock caused is due to asphyxiation. Crea-
Yellow energy: acid damage (save vs spells or take +2 tures who do not need to breathe are unaffected by the
splash) screen.
Green energy: neutralize poison Salt: The shock is the result of body moisture drawn from
Blue energy: electrical energy ( + 10 damage to metal the creature. Creatures without body fluids will not be
armored) affected, such as golems, undead, or beings from the ele-
Zndigo energy: undead specific (only undead harmed) mental planes of earth, fire, or air.
Violet energy: vegetation specific (only plants harmed) Ash: The shock is caused by a loss of the creature’s body
heat. Undead and cold-based creatures are unharmed by
the screen.
Dust: The shock is produced by having part of a creature’s
solid body mass dispersed. Creatures of a gaseous or liquid
form’will not be harmed by this screen.
The material components are a crystal sheet and a hollow Otiluke’s Fire and Ice (Evocation)
sphere, lump of salt, pinch of ash, or bit of dust, depending
Level: 7 Components: V, S, M
on the type of screen. Casting Time: 7 segments
Range: 50yds
Otiluke’s O r b of Containment (Evocation) Duration: Instantaneous Saving Throw: Special
Area of Effect: 30’ radius globe
Level: 6 Components: V, S, M
Range: 30yds Casting Time: 1round Explanatioflescription: When the spell is cast, a red
Duration: Special Saving Throw: None crystal sphere immediately appears before the caster, then
Area of Effect: Special flies away at great speed toward a n area targeted. A split-
second later, a blue crystal sphere appears and quickly fol-
ExplanatiodDescription: This spell is used to create a lows behind the red sphere. When the red sphere reaches
useful container for very dangerous substances. When the the area chosen by the caster, it explodes in a fireball 30
caster has a n object or substance to be contained, the spell feet in radius, inflicting 4d4 points of fire damage to all
can be cast to create a crystal sphere 6 inches in diameter, within the area of effect. A successful saving throw will
up to 30 yards away from the caster. The crystal orb will reduce the damage by one-half. A split-second later, the
surround the object or part of a semi-liquid substance and blue sphere explodes in the same area of effect, causing 4d4
hold it securely. The interior of the orb has the hardness of points of cold damage to all within a 30 foot radius. Those
adamantine steel, so even the most volatile or corrosive of who made the save versus fire will also take only one-half
substances will be held safely. Time within the orb is fro- damage from the cold blast, but those who failed the save
zen, so the substance held will not age. The orb cannot be take full damage from the cold. The greatest effect of the
shattered by physical force or most magical attacks, one-two attack combination is the tremendous shock
although a dispel magic or disintegrate spell can destroy inflicted on inanimate objects by the radical change in tem-
the orb and free its contents. perature. All items in the area of effect must save as non-
The orb of containment will exist for one day, after which it magical items. Failing this save will probably cause the
fades out, freeing the contents. If the spell is cast again
materials to crack or shatter. The material components are
before the orb fades, the spell will be renewed and the orb a pinch of phosphorus and a small quartz crystal.
will continue for an additional day without disturbing the
contents. The material components are a diamond worth Otiluke’s Siege Sphere (Evocation)
1,000 g.p. encased in glass, both of which shatter when the
Level: 7 Components: V, S, M
spell is cast. Range: Touch Casting Time: 1round
Otiluke’s Death Screen (Evocation-Alteration) Duration: 1turn Saving Throw: None
Area of Effect: Special
Level: 7 Components: V, S, M
Range: 5 ydsflevel Casting Time: 7 segments Explanation/description: This spell creates a large,
Duration: 1rounaevel Saving Throw: Special boulder-sizedsphere of force that can be fired by a catapult.
Area of Effect: 20 feet square The siege sphere will last for one completeturn before it fades
out of existence, 90 it must be fired within one turn of the
Explanation/description: This spell calls into existence
spell’s casting. The siege sphere can take several different
a grey, misty screen shaped as the caster wills. Any crea-
forms, and the type of sphere to be created must be decided
ture passing through the screen will suddenly find itself when the spell is memorized. The siege sphere is as hard as
trapped in a mysterious zone of nil-space where the crea- adamantine steel before it is launched, and can only be
ture is subject to anti-energy drawn from one of the four
destroyed by a wish, dispel magic, or disintegrate. ARer the
negative quasi-planes. For every round the creature is sphere is fired, it will take on a different form that depends on
trapped, it will lose 25% of its current hit point total, drop- the attack typeof the sphere. Regardless of the form that the
ping to 0 hit points a t the end of the 4th round if the crea- attack takes, the siege sphere is dispelled after it performs its
ture fails to escape. The creature will be dead with - 10 hit attack. Different types of siege spheres are described below.
points a t the end of the 5th round. For every round a crea- Liquid Fire: When the sphere strikes its target, it instant-
ture is trapped, it is entitled to a saving throw versus death
ly shatters, spraying a mass of liquid fire over a n area 30
magic. Success indicates the creature escapes back into the feet in radius. All combustibles in the area of effect will be
prime material plane, emerging from the side of the screen ignited. Any creature struck by the liquid fire will take 2d4
opposite the side entered. The saving throw to escape is
points of damage per round for 2d6 rounds unless the fire is
made a t - 1in the 1st round, -2 in the 2d, - 3 in the 3d, doused or the burning fluid is washed off. The material
and -4 in the 4th round. components for this form are a drop of pitch, a bit of phos-
If the spell ends before a creature escapes or dies, the crea- phorus, and a pinch of diamond dust.
ture is released onto the material plane as the screen disap- Crystal Shards: This siege sphere splinters apart 30 feet
pears, as if the creature had escaped on its own. A creature above the ground, raining down crystal shards in a 20-foot-
re-emerging onto the prime material plane, injured but radius circle. Each creature in the area affected will take
alive, is stunned for ld4 rounds as it recovers from the 5d6 points of damage regardless of its armor class. The
effect of the life-draining zone. Those imprisoned in the
material component is a sample of sharp diamond flakes.
zone may heal themselves and use any other magics, but WreckingBall: Upon nearing its target, the sphere’s densi-
can’t escape unless they make saving throws for the zone.
ty dramatically increases so it strikes with three times the
The material components are a sheet of lead crystal, earth impact (and damage) of a heavy catapult. The material
from a vampire’s coffin, and a hollow sphere (for vacuum).
components are a lodestone and a pinch of diamond dust.
Otto’s Spells Otto’s Crystal Rhythms (EnchantmentKharm)
Otto’s Chime of Release (Alteration) Level: 3 Components: V, S, M
Level: 1 Components: V, S, M Range: 10 ydsflevel Casting Time: 3 segments
Duration: 2 roundsflevel Saving Throw: Negates
Range: 60yds Casting Time: 1 segment
Duration: 1 segment Saving Throw: None Area of Effect: One creature
Area of Effect: One creature ExplanatiodDescription: Unless the victim of this spell
ExplanatiodDescription: When this spell is cast, a deli- makes its saving throw, the creature’s ears will be filled
with the sound of energetic crystal chimes that no one else
cate chime rings out, the vibrations of which will release can hear. The creature will immediately drop anything in
any form of nonmagical bonds holding a single creature or
person. Ropes will be untied, chains and shackles loosened, its hands and begin clapping, so the creature cannot use its
hands for anything else. Spells requiring a somatic compo-
leather straps unbound, a gag undone, or a wooden stock nent cannot be cast, thieving skills cannot be performed,
will be opened by the chime. The spell can even be used to tools cannot be used, and weapons cannot be wielded by the
release a bit and bridle on a horse, freeing the mount from
a rider’s direct control. The material component is a small
clapper. Obviously, only creatures that have hands will be
affected, and any creature with more than one pair of
brass tubular chime, which disappears when the spell is hands will clap along with as many hands as the creature
cast.
has. The material components for the spell are a pair of
Otto’s Soothing Vibrations (Enchantment/Charm) crystals worth 500 g.p. that vanish after the spell is cast.
Level: 2 Components: V Otto’s Sure-Footed Shuffle (Alteration-Enchantment/
Range: 60yds Casting Time: 2 rounds Charm)
Duration: 1 roundAeve1 Saving Throw: Special
Area of Effect: 20’-radius sphere
Level: 3 Components: V, S, M
Range: 30 yards Casting Time: 3 rounds
ExplanatiodDescription: As the mage casts the spell, Duration: 1 turn Saving Throw: None
all creatures in the area of effect begin to hear soothing + 1-6turnsflevel
vibrations that cause them to pause and listen. As the Area of Effect: All creatures within range
music continues, the creatures feel the mage broadcasting
peaceful, kindly thoughts to them. The creatures will do ExplanatiodDescription: When this spell is cast, the
nothing for one round until the mage is finished casting listeners hear fiddle music for one round. Thereafter, the
the spell. Thereafter, all animals in the area of effect of creatures are given the walking agility and sure-
footedness of a mountain goat. The creature can climb an
semi-intelligence or lower will feel kindly to the mage, and incline of up to 50 degrees with no trouble. In any situation
show no aggression or fear unless attacked first. All other
where the creature might trip, slip, stumble, or lose his
creatures are entitled to a saving throw at +2 to avoid the footing or balance, the creature is allowed a +4 bonus to a
spell’s lulling effect. All animals and those creatures who
saving throw or - 4 modifier to the creature’s dexterity
fail the save are more susceptible to charm spells cast check to avoid falling, using whichever roll is applicable.
before the spell’s duration ends, and suffer a -2 penalty
The material components are a fiddle string and a sliver
against any charm spell cast upon them, such as animal from the hoof of a mountain goat.
friendship, charm person or mammal, or charm monstel:
There is no somatic or material component to the spell, just Otto’s Drums of Despair (Enchantment/Charm)
the soothing, vibrating voice of the caster. reversible
Otto’s Tones of Forgetfulness (EnchantmentCharm) Level: 4 Components: V, S, M
Range: 20 ydsflevel Casting Time: 4 segments
Level: 2 Components: V, S, M
Range: 10 ydsflevel Casting Time: 2 segments Duration: 2 roundsflevel Saving Throw: Special
Duration: 1turdlevel Saving Throw: Special Area of Effect: 400 square feetflevel
Area of Effect: One creature ExplanatiodDescription: This spell will create the
sound of oppressively loud war drums in a large area, fill-
ExplanatiodDescription: When the mage casts this
ing all creatures in the area of effect with feelings of dread
spell, the ears of the target creature are filled with exotic and despair. The spell will cover a n area a t the direction of
tones no one else can hear. Unless the creature makes its
the caster, so a 10th level mage could affect a n area 200 feet
saving throw, the creature will lose all memory of non-
weapon proficiencies known by the creature, and any by 20 feet, 100 feet by 40 feet, or 50 feet by 80 feet. All
attempt to use such a proficiency will meet with automatic affected creatures will be -2 on all attack, damage, and
saving throws, and will suffer a -2 morale penalty. Crea-
failure. If the creature’s save is successful, the creature tures of 2 hit dice or less are not entitled to a saving throw
merely suffers a + 2 penalty to the chance of success with a to avoid the enchantment. Creatures of 2 + 1to 4 hit dice
non-weapon proficiency for the duration of the spell. The
material components are a string from a sitar and a wood- make their save at -2, and creatures of 4 + 1 hit dice and
en mallet. higher roll an unmodified save. The material components
are a pair of miniature bronze drums with onyx decora-
tions, worth 1,000 g.p. in materials and workmanship, that
vanish after the spell is cast.

65
Magical Spells

The reverse of the spell, Otto’s rousing anthem, produces a Otto’s Tonal Attack (Enchantment/charm)
loud trumpet call that raises the spirits of all allied crea-
tures in the same-sized area of effect. All affected creatures Level: 4 Components: V, S, M
will be + 1 on attack and saving throws, and NPCs will Range: 20 ydsnevel Casting Time: 4 segments
Duration: 1turdlevel Saving Throw: Special
receive a two-point bonus on morale checks. The material
component for the anthem is a set of four miniature silver Area of Effect: One creature
trumpets trimmed with lapis lazuli, worth a total of 5,000 ExplanatiodDescription: This spell will cause a spell-
g.p., which vanish after the spell is cast. using creature to temporarily lose the knowledge of how to
cast all spells unless a saving throw is made. Clerics and
Otto’s Silver Tongue (EnchantmentKharm) druids make their saves at +2. If the save is successful,
Level: 4 Components: V, S then any spell cast by the affected creature is reduced in
Range: 0 Casting Time: 4 segments effectiveness, as if the spell were cast by a character two
Duration: 2 roundsnevel Saving Throw: None experience levels lower for figuring spell range, area of
Area of Effect: The mage effect, duration, or damage. The material components are a
Explanation/description:When this spell is cast, the sitar string and a crystal mallet (1,000 g.p.1, which vanish
after the spell is cast.
mage’s voice takes on a n enthralling sing-song tone that
instantly catches the ear of any listener. Anything said by Otto’s Warding Tones (Enchantment/charm)
the caster will sound very convincing, as if the mage had a
19 charisma ( +40% reaction adjustment). Any half-truth Level: 4 Components: V, S, M
Range: 120 yds Casting Time: 4 segments
spoken by the caster has a 75% chance of sneaking past the Dur.ation: 1roundllevel
notice of a listener using a detect lie spell and an outright Saving Throw: None
Area of Effect: 50’ by 50’ square
lie has a 50% chance of not being discovered by detect lie.
Otto’s Tin Soldiers (Alteration) ExplanatiodDescription: All creatures affected by this
spell will have their ears filled with loud tones only they
Level: 4 Components: V, S, M can hear. The notes will drown out all other sounds, effec-
Range: 10yds Casting Time: 1round tively making the creatures deaf, but also rendering the
Duration: 5rounds + Saving Throw: None creatures immune to all sonic attacks, such as sirens’ song,
1round/level a banshee’s wail, drums of panic, drums of deafening, or
Area of Effect: Special the first use of a horn of blasting. The material components
are two lumps of bee’s wax and a string from any orchestral
ExplanatiodDescription: To use this spell, the caster
string instrument.
must have a pair of small, tin soldiers appropriate for one
of the four versions of the spell. When the spell is cast, rous- Otto’s Gong of Isolation (Enchantment/Alteration)
ing martial music fills the air as the tin soldiers grow to
Level: 5 Components: V, S, M
human size and come to life. The tin soldiers will obey all
Range: 10 ydshevel Casting Time: 5 segments
orders faithfully, even to the death. The type of soldiers
that can be conjured into existence depends on the level of Duration: 1t u d e v e l Saving Throw: Negates
Area of Effect: One creature
the caster, as follows.
7th level caster-two heavy infantryman: AC 4 (chain ExplanatiodDescription: When this spell is cast upon a
mail and large shield); Move 9’’;HD 1+ 2; hp 8; #AT 1;Dmg creature, the mind-numbing sound of an extremely loud
ld6 (spear or short sword); THACO 18; AL N. gong fills its mind. If the creature makes a saving throw a t
9th level caster-two heavy foot archers: AC 5 (chain - 2, the creature is only stunned for one round. But if the
mail); Move 9”; HD 2 +2; hp 15; #AT 2 or 1(long bow or save fails, the creature loses all normal sensory input into
short sword); Dmg ld6 (arrow or short sword); THACO 16; the mind. The creature cannot see, hear, feel, taste, or
AL N. smell, effectively making the creature helpless. If the crea-
12th level caster-two light cavalrymen (if there is room ture engages in melee, all attacks are made at -6 to hit,
for the horses): AC 6 (ring mail); Move 12”;HD 3 +2; hp but the creature has no idea of what it is attacking or even
23; #AT 2 or 1(composite short bow or broad sword); Dmg if the attack succeeds. Telepathic communication with the
ld6 or 2d4 (arrow or broad sword); THACO 16; AL N. They creature is still possible, and the creature might receive
are riding light warhorses: AC 6 (leather barding); Move information about the world through such a link. A wish,
21”; HD 2; hp 14; #AT 2; Dmg ld4/ld4; THACO 16; AL N. heal, or restoration spell will completely cure the condition.
14th level caster-two foot knights: AC 2 (plate mail and The material components are a miniature gold gong and
large shield); Move 6”; HD 4 +2; hp 30;#AT 1; Dmg ldlO tiny gold striker with a jade stone as its head, together
+ 3; THACO 15; AL N. worth 7,000 g.p. in materials and workmanship, which
The material components are the pair of soldiers worth 100 vanish after the spell is cast.
g.p. in workmanship and a miniature brass bugle worth 50
g.p., which vanish after the spell is cast.
Rary’s Spells Rary’s Mind Scan (Divination)
Rary’s Empathic Perception (Divination) Level: 4 Components: V, S
Range: 10 ydsflevel Casting Time: 4 segments
Level: 1 Components: V, S, M Duration: 5 roundsflevel Saving Throw: Special
Range: 5 ydsflevel Casting Time: 1segment Area of Effect: One creature per probe
Duration: 3 roundsAeve1 Saving Throw: None
Area of Effect: One creature per probe ExplanatiodDescription: This spell allows for deeper
study of an unshielded mind than ESPcan accomplish. The
Explanatiodllescription: This spell enables the caster caster can pick up the surface thoughts or emotions of a
to sense the basic emotions of a creature, person, or animal, creature on the first round of the probe, read deeper
such as fear, hunger, thirst, anger, pain, joy, or love. The thoughts or memories on the second through fourth rounds
spell will work on all creatures possessing a mind, but not of study (allow save vs. spells), and all beginning with the
automatons, golems, undead, or inhuman beings from oth- fifth round. The caster may learn of a creature’s dreams,
er planes. Only one creature can be probed every five suppressed memories, or primal desires. One major fact or
rounds, and the creature must be within the caster’s line of subject can be learned or studied per round of deep probing.
sight, not behind a door or wall. A shielded mind cannot be The limits on which topics can be probed are the same as
probed empathically. The material component for empath- for the ESP spell.
ic perception is a copper piece.
Rary’s Spell Enhancer (Alteration)
Rary’s Aptitude Appropriater (Divination-Alteration)
Level: 4 Components: V
Level: 2 Components: V, S Range: Special Casting Time: Special
Range: Touch Casting Time: 1round Duration: Special Saving Throw: None
Duration: 1t d e v e l Saving Throw: Special Area of Effect: Special
Area of Effect: Special
Explanation/Description: This one-word spell will focus
ExplanationLDescription: By using this spell, the mage and increase the effectiveness of a spell cast by the mage.
can temporarily acquire the ability to use a nonweapon The spell enhancer is cast first, followed immediately by
proficiency known to another creature. The caster must the spell to be enhanced, during the same round. The
touch the creature already possessing the desired skill. If enhanced spell will strike with greater power, resulting in
the creature is willing to transfer his knowledge of the pro- a - 2 penalty to all saving throws made against the spell.
ficiency, the transfer takes place without difficulty. If the
creature is unwilling to transfer the proficiency, the crea- Rary’s Mind Shield (Alteration)
ture is entitled to a saving throw versus spells to prevent Level: 5 Components: V, S
the transfer from occurring. The creature touched does not Range: Touch Casting Time: 1round
lose his knowledge of the proficiency, but merely allows the Duration: 1hour + Saving Throw: None
caster to know the proficiency as well. Only nonweapon 1/z hourAeve1
proficiencies can be transferred by the spell. Other skills, Area of Effect: Creature touched
abilities, powers, or types of knowledge will not transfer.
The mage’s level of ability with the proficiency is exactly Explanation/Description: This spell is used to protect a
that of the original owner, even if the appropriate ability creature from intrusions into the mind. Spells or mental
for the proficiency differs between the caster and creature. powers that can probe a mind have no effect on the crea-
ture. The creature makes its saving throw at +2 against
Rary’s Memory Alteration (Enchantment/Charm) all enchantment/charm magic that can affect thoughts,
Level: 4 Components: V, S memories, or behavior-charm, suggestion, quiet, emotion,
Range: 60yds Casting Time: 1round fascination, or others. The mind shield allows a saving
Duration: Special Saving Throw: Negates throw at - 2 to avoid a gem spell.
Area of Effect: One creature Rary’s Replay of the Past (Divination)
ExplanatiodDescription: This more powerful version Level: 5 Components: V, S
of the forget spell allows the mage to actively alter a part of Range: 0 Casting Time: 1turn
a creature’s memory. The portion of memory the caster can Duration: Special Saving Throw: None
affect is limited to one specific event in the creature’s life. Area of Effect: Special
The memory of a real event can be altered as the caster
wishes. The mage could replace real facts about the event Explanation/Description: This spell enables the caster
with false ones, or even place a completely new memory to read the residual psychic impressions in a room or area,
into the creature’s mind, causing the creature to remember replaying a past event as an illusion that everyone in the
a n event that never happened. The caster, however, is area can see clearly. When an especially unusual or violent
unable to remove a memory of a n event in its entirety. event occurs, it leaves behind psychic vibrations that
There is no time limit on how far into the past an event can remain for years. The more important the event, the
be altered. The creature is entitled to a save versus spells stronger the psychic residue and the longer the impres-
to avoid having his memory changed. A heal, restoration, sions last. When the mage casts the spell, the strongest
or wish will correct any alterations made to a creature’s impressions currently in the area enter the caster’s mind.
memory. The event that produced the psychic impressions is
replayed in the caster’s mind in real time, so the replay

67
Magical Spells

takes as long to complete as the original event. The replay familiar, magic mirror, conjure elemental, contingency,
in the mind is crystal clear, so the caster can readily iden- enchant an item, ensnarement, guards and wards, legend
tify persons, creatures, or objects. lore, Tenser’s transformation, limited wish, simulacrum,
If the spell is cast again in the same area, the event that true name, binding, permanency, succor, and wish. The
created the second strongest psychic impressions will be material component is a sapphire worth 1,000 gold pieces,
replayed. The caster can continue replaying past events, which is crushed when the spell is cast.
reading weaker and weaker psychic impressions, until all Rary’s Protection from Scrying (Abjuration-
psychic residue in the area has been reviewed. Divination)
Rary’s Superior Spell Enhancer (Alteration) Level: 6 Components: V, S, M
Level: 5 Components: V Range: Touch Casting Time: 1turn
Range: Special Casting Time: ‘/6 segment Duration: 1hour + Saving Throw: None
Duration: Special Saving Throw: None 1/zhour/level
Area of Effect: Special Area of Effect: Creature touched
Explanation/Description: This spell enhancer increases Explanation/Description:This spell will protect a crea-
the amount of damage caused by a spell cast by the mage. ture from all scrying attempts or intrusive divination.
The one-word spell enhancer is cast first, followed by the Clairaudience, clairvoyance, ESE empathy, telepathy, crys-
attack spell to be enhanced. When the attack spell is tal balls, or a magic mirror will not succeed in locating,
launched, all saving throws versus the spell are made at - 1. detecting, or studying the protected creature. The creature
The spell inflicts an additional point of damage per die of will immediately become aware of the attempt, no matter
damage of the spell, so a fireball inflicts ld6 +1 point of how great the distance between the scryer and creature. If
damage per die. When a magic missile is cast after the spell cast on himself, the mage has a 5% chance per level to
enhancer, each missile does ld4 + 2 points of damage. divine the location of the scryer after one round of concen-
tration. The scryer must save versus spells immediately or
Rary’s Telepathic Bond (Divination-Alteration) his identity will be revealed. Detect eviUgood and know
Level: 5 Component: V, S alignment will also not work on the affected creature. The
Range: 2“ Casting Time: 1round material component is a star sapphire worth 5,000 g.p.,
Duration: 2 t u r d l e v e l Saving Throw: None which must be kept on the creature for the duration of the
Area of Effect: Two or more creatures spell (and which vanishes after the spell).
Explanation/description:With this spell, the mage can Rary’s Plane Truth (Divination)
forge a telepathic bond between two or more creatures with Level: 7 Components: V, S
a n intelligence of 6 or higher. The bond can only be estab- Range: Special Casting Time: 1turn
lished between willing creatures. The creatures involved Duration: 3 rounds + 1 Saving Throw: None
need not all speak the same language to communicate via round/level
the bond. The telepathic bond can be placed upon one crea- Area of Effect: One creature per 2 rounds
ture for every three levels of the caster, so a 16th level
mage can forge a link among five creatures. Once the bond Explanation/Description: This spell is a more precise
is formed, the creatures can stay in contact only if they and exacting version of know alignment. A creature’s
remain on the same plane. No special power or influence is alignment will be revealed to the caster in the first round
conferred through the bond. A permanency spell does not of study. With a second round of concentration, the crea-
have the power to make a telepathic bond a life-long link, ture’s home plane is revealed. The deity or deities wor-
but a wish spell does, although no more than two creatures shipped by the creature also become known to the mage.
can be permanently bonded together in this way. One creature can be studied for every two rounds of the
spell’s duration.
Rary’s Urgent Utterance (Alteration)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Up to 24 hours Saving Throw: None
Area of Effect: One spell
Explanation/Description: This spell empowers the
mage to specially prepare another spell for quick casting in
a n emergency. Urgent utterance is cast first, followed by
the spell to be readied, except for the last word of the spell.
When the mage needs to cast the readied spell, the caster
need only utter the final word of the spell. The utterance of
the final word only takes one segment, saving much time
on most spells. The readied spell will stay in the caster’s
mind for only one day before it atrophies and fades out of
memory. No more than two readied spells can be in the
caster’s mind at any time. Almost any spell of level 6 or less
can be readied for quick casting, except the following: find

68
Tenser’s Spells
Tenser’s Eye of the Tiger (Alteration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1round
Duration: 1round/level Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: By casting this spell, the
mage can endow a creature with superior night vision
equal to that of a great cat. The creature will be able to see
in dim light up to a range of 30 feet and notice moving
objects 60 feet away. Under conditions of total darkness,
the creature can note moving objects slightly better. A
creature who does not possess the blind-fighting proficien-
cy is granted the proficiency while the spell is in effect, and
a creature who already knows the art of blind-fighting will
fight in the dark at only -1 to hit. The material compo-
nents are a tiger’s whisker and ground carrot. The hawk’s first strike is a swooping attack, striking at +2
bonus to hit with its claw attacks doing double damage, but
Tenser’s Steady Aim (Alteration) no beak attack is allowed. Thereafter, the hawk will con-
tinue to attack opponents as the caster orders, for one
Level: 1 Components: V, S, M
Range: Special Casting Time: 1segment round per level of experience of the caster, or until the
hawk is destroyed. If a magic arrow has hunting hawk cast
Duration: 1turdlevel Saving Throw: None
Area of Effect: One person (fighters only) upon it, then the hawk retains whatever magical bonuses
the arrow had, including attack or damage bonuses, so a
ExplanatioN/Description: This spell will aid a moving hawk formed from an arrow +2 will also be +2 on all
archer or crossbowman with a steady shooting hand. No attack and damage rolls. An arrow of slaying cannot be
matter how fast the archer is moving or how unsteady his affected by the spell. When the spell’s duration ends, the
motion, the fighter will suffer no attack penalty on shots affected arrow disappears permanently. The material com-
made with device-propelledmissiles. The spell provides no ponent is a wing feather.
archery bonuses. The material component is a small coiled
spring. Tenser’s Deadly Strike (Alteration)
Level: 3 Components: V, S, M
Tenser’s Brawl (Alteration) Range: Touch Casting Time: 3 segments
Level: 2 Components: V, S, M Duration: 3 rounds + ld6 Saving Throw: None
Range: Touch Casting Time: 2 segments Area of Effect: Spellcaster
Duration: 1round/level Saving Throw: None
Area of Effect: Spellcaster ExplanatiodDescription: This spell improves the mar-
tial prowess of the caster. All melee attacks made by the
ExplanatiodDescription: This spell grants the recipi- caster are at the usual chance to hit, but every successful
ent greater prowess in weaponless combat. The fighter attack does maximum damage to the opponent for the
gains a +2 bonus to hit with all pummeling, grappling, or duration of the spell. The spell will work in combination
overbearing attacks. The fighter receives a + 2 initiative with any other magic that enhances fighting ability. The
bonus for pummeling attacks and a 10%bonus to stun an spell only affects hand-held melee weapons or hurled weap-
opponent. The fighter suffers no initiative penalty when ons, but not device-propelled missile weapons. The materi-
performing a grappling attack, and any grappling hold al component is a full set of tiger claws.
achieved by the fighter is more secure, so the held creature
attacks at -4. The material component for the spell is a bit Tenser’s Eye of the Eagle (Alteration)
of chest fur from a bear or gorilla. Level: 3 Components: V, S, M
Range: Touch Casting Time: 1round
Tenser’s Hunting Hawk (Alteration) Duration: 1turn/level Saving Throw: None
Level: 2 Components: V, S, M Area of Effect: Person touched (fighters only)
Range: Touch Casting Time: 2 segments ExplanatiodDescription: This spell endows a fighter
Duration: 1round/level Saving Throw: None with superior eyesight that also grants expert weapon use.
Area of Effect: One arrow The range of the person’s vision is effectively doubled, even
ExplanatiodDescription: When this spell is cast upon in combination with infravision or normal vision. This
a n arrow, the missile gains a special dweomer that changes advantage dramatically improves accuracy a t great dis-
the arrow into a hunting hawk as the arrow leaves the bow. tances. In addition, the fighter gains a +2 bonus to hit a t
The hunting hawk: AC 6 ; Move 33“;HD 1; hp 6; #AT 3; the weapon’s normal ranges. The material components are
Dmg 1 - 2 0 - 2 4THACO 19; AL N. a few feathers from the head of a n eagle and ground carrot.
Magical
- Spells
-

Tenser’s Flaming Blade (Alteration) zation. There is no double weapon specialization allowed
with the spell effect. The spell will only affect fighters and
Level: 4 Components: V, S, M fighter sub-class characters. The material component for
Range: 2” Casting Time: 4 segments master of arms is a feather from a crane.
Duration: 3 rounds + 1 Saving Throw: None
round/level Tenser’s Running Warrior (Alteration)
Area of Effect: One dagger Level: 4 Components: V, S, M
Explanation/Description: This spell will endow a dag- Range: 60yds Casting Time: 4 segments
ger with the power of flame or frost, as chosen by the caster. Duration: 1t d e v e l Saving Throw: None
Each power has a n effect as described below. Area of Effed: One person
Flame: The blade ignites like a torch, casting light in a 30- Explanation/Description: This spell will improve a per-
foot radius. The flame will ignite any combustibles which son’s ability in a running battle. First, the person is grant-
the blade contacts. The blade gains no magical bonus, but ed a movement rate of 150 yards, regardless of the
will inflict a n additional point of damage in melee. The encumbrance of armor or goods carried by the character.
blade does three additional points of damage against cold- Second, no matter how far the person moves during a
based creatures, so a flaming dagger will inflict ld4 + 3 melee round, the person is still entitled to the same num-
damage to a yeti. ber of melee attacks as he or she normally receives. If the
Frost: The blade glows with a cold blue aura that sheds character was entitled to 211 attacks per round, the fighter
light in a 10-foot radius. The blade has no magical bonus, could now move 60 yards, attack one foe, move another 90
but will do one extra point of damage when it hits. The frost yards and attack a second creature. The material compo-
blade will do three extra points of damage against a fire- nent is a bit of fur from a live wolf.
based creature, such as a salamander or fire grue. The
blade can also freeze up to one cubic foot of water per round Tenser’s Staff of Smiting (Alteration)
when the blade is in contact with water. Level: 4 Components: V, S, M
The spell will have no effect on a weapon that already has a Range: 0 Casting Time: 4 segments
flame or frost capability. The material component for the Duration: 2 roundsflevel Saving Throw: None
spell is phosphorous to produce a flame blade or quartz Area of Effect: The mage’s staff
crystal to create a frost blade.
Explanation/description: This spell increases the effec-
Tenser’s Giant Strength (Alteration) tiveness of the caster’s staff when used in melee. The spell
Level: 4 Components: V, S, M will work only on non-magical staves. The spell adds a + 1
Range: Touch Casting Time: 1turn bonus to hit and a +4 on damage rolls. The material com-
Duration: 3 turns/level Saving Throw: None ponent is a small iron bar.
Area of Effect: Person touched
Explanation/Description: This improvement of the
strength spell empowers the recipient with superhuman
physical strength. The strength gained depends on the
experience level of the caster, as shown below.
Mage’s Level Increase Strength To:
7th 16
9th 17
12th 18/01
13th 18/75
14th 18/90
15th 18/00
16th + 19
Those with strength already greater than the spell’s effect
get one more point of strength. Neither permanency nor a
wish can make the strength permanent. The material com-
ponent is a bit of hair from a giant or a titan.
Tenser’s Master of Arms (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segments
Duration: 1turn/level Saving Throw: None
Area of Effect: Fighter touched (fighters only)
Explanation/Description: This spell, when bestowed
upon a fighter, improves the fighter’s skill with one melee
weapon. A weapon with which the fighter is not proficient
becomes a weapon of proficiency in the character’s hands.
A weapon of proficiency is treated as a weapon of speciali-
Magical Spells

Tenser’s Primal Fury (Enchantment/Alteration) Tenser’s Fortunes of War (Abjuration)


Level: 5 Components: V, S, M Level: 6 Components: V, S, M
Range: 20yds Casting Time: 5 segments Range: Touch Casting Time: 1 turn
Duration: 1roundhevel Saving Throw: None Duration: Special Saving Throw: None
Area of Effect: One person (fighters only) Area of Effect: Person touched (fighters only)
Explanation/Description: This spell temporarily Explanation/description: This spell grants one fighter
endows a fighter with a surge of rage and energy rivaling a bonus of special luck in battle. The fighter is given one
that of a berserker. Magical fear will not affect an enraged chance to avoid any one attack that would reduce the fight-
fighter. The fighter also receives a +2 bonus on attack and er to zero or fewer hit points, or against magic that would
damage rolls, and gains a n extra attack every other melee remove the fighter from battle by turning to stone, paraly-
round, so an attack routine of 312 attacks becomes 2/1. The sis, petrification, sleep, charm, fear, disintegration, death,
fighter also gains a temporary endowment of an extra 4d4 power word, or any other magical effect. The fighter is enti-
hit points, from which any damage is subtracted before the tled to a saving throw to avoid defeat, even if a prior save
character’s permanent hit point total is reduced. The spell failed. The fighter must make a saving throw versus death
does carry a risk, however, because the berserker rage is magic at -2. If this save succeeds, then the fighter miracu-
maintained throughout the duration of the spell. If all of a lously avoids defeat. A damage attack that would normally
fighter’s opponents are defeated before the spell expires, reduce the fighter to zero hit points or less instead reduces
then the berserk fighter will turn on the nearest living the fighter’s hit point total to one-half its current level;
creature, and continue attacking without regard for friend that is, a fighter with 17 hit points who takes 17 points of
or foe until the spell expires. A dispel magic spell will damage is reduced to 9 hit points. Any other attack which
immediately return a berserk fighter to his normal state. would cause instant defeat takes no effect if the death mag-
The material component is a bit of fur from a wolverine or a ic save is made. Regardless of the result of the save, the for-
grizzly bear. tunes of war spell is immediately dispelled after the attack.
The material component is a valuable sacrifice made to the
fighter’s patron war god, worth a t least 5,000 g.p. in goods
desirable to the deity.
11of these magical items from the Flanaess are Once it has been placed on a character’s finger, the ring
named for the geographical area of their ori- causes problems when the wearer attempts to use his cha-
gin. This reflects the fact that these magical risma reaction bonus. As the character tries to make a good
items weren’t created for general use by merce- impression, he will commit an embarrassing faux pas
naries and adventurers (Le., player charac- instead. The effect depends upon the occasion: If the
gh some of these items were designed by encounter requires manners, the character might belch; if
magic-users who sold them for profit, most items were cre- it is a solemn event, he might giggle; if it requires silence,
ated for a specific use. Only by chance, diplomacy, and/or he might sneeze;if it requires the character’s full attention,
combat does such an item pass from its creator to an unin- he might yawn; and so on.
tended (and sometimes unwanted) owner. Only the fairly A character making a successful saving throw versus
recent and best-guarded magical items are still controlled spell is unaffected and receives his normal charisma
by their creators. bonus. If the saving throw is failed, the character receives
Player characters will usually find a magical item in the a - 50% penalty to the reaction check. The ring itself can
place of its origin, though well-traveled items are not be removed from the unfortunate character’s finger, but
uncommon and can provide their own surprises. No magi- the curse remains until negated by a remove curse spell.
cal item given here is limited to the area that carries its Note that the ring can be passed to many owners, and the
name. However, often the item will not work elsewhere, or ring can affect them all equally.
have limited usefulness; examples of each include the X.P.value: - G.P. value: 2,000 g.p.
cloak of the Hellfurnaces and the Medegina bracelet of lost
ships. Ring of the Pomarj: This black ring was created by a
The information listed after each item includes experi- wizard from the Wild Coast. Hating all inhabitants of the
ence point values awarded to characters who keep the Pomarj, he used it to gather troops of goblins, ogres, or orcs.
items and gold piece sale values. Class restrictions are list- He then led these troops into battle against the humanoids
ed in abbreviated form: C (clerics),F (fighters), M (magic- of the Pomarj. The ring is considered a threat by many oth-
users), and T (thieves). Any sub-class can use items er lands other as well.
restricted to its major class. The ring allows a character of evil alignment to gather a
horde of goblins, ogres, or orcs (in much the same fashion as
a barbarian horde is summoned). The wearer of the ring
Rings decides which race he wishes to gather, and can gather a
Admundfort Ring of Leadership (F): This silver ring number of creatures determined by his experience point
was created by a wizard in the service of the Knights of the total:
Shield. The ring is traditionally given between rangers Race Horde Size
and paladins of at least 9th level, in return for loyal friend- Goblin X.P. divided by 750
ship or unexpected favor. Ogre X.P. divided by 4000
The ring allows a fighter to attract twice as many men- Orc X.P. divided by 1000
at-arms as normal as followers. The ring also gives a + 25%
bonus to the loyalty of such followers. If a fighter loses the The horde can be raised only on the Wild Coast, and must
ring, he or she retains the followers, but no longer receives be raised for a specific, short-term purpose. For example,
the loyalty bonus. the horde might be gathered to attack a rival tribe, to raid
X.P. value: 1,500 x.p. G.P. value: 8,500 g.p. the County of Ulek, or to destroy elves in Celene. It takes
the horde at least a week to assemble and, whatever its
Lucky Ring of the Wild Coast This magical ring was purpose, the horde will remain together for a maximum
created by a wizard who liked to gamble, though his great- number of weeks equal to half of the ring wielder’s level.
est gamble was to use it under the suspicious eyes of the Deviation from the stated purpose may cause the horde to
Thieves Guild. The ring increases a gambler’s chances of disband sooner, at the DMs option. Disbanded humanoids
winning, and is prized among the rogues of the Wild Coast. will return to the Wild Coast by the quickest and safest
The user can choose to add or subtract one from each die route. Note that the ring does not charm, beguile, or other-
rolled in a game of chance. The direction of the change wise compel obedience, and that a ring wielder whose
must be stated before any roll is made. Thus, a 3d6 roll of 2, humanoids disband will not receive a warm welcome the
4, and 6 can be decreased to 1,3, and 5, or increased to 3,5, next time he returns to them. The ring can be used but
and 6.The ring is useful only to a character who is actually thrice in one year.
gambling, and has no effect on “to hit” or damage rolls, X.P. value: 4,000 x.p. G.P. value: 20,000 g.p.
saving throws, etc.
X.P. value: 500 x.p. G.P. value: 3,500 g.p.
Cursed Ring of the Great Kingdom: This cursed magical
item was created by a wizard who was loyal to the Great
Kingdom. Though the ring has only limited power, its use to
plague the diplomats of the Iron League was well known.

73
I .

Rods, Staves, and Rod of Welkwood (C): Fashioned from a n oaken branch,
Diplomacy Rod of Furyondy: This rod was created for this item was created by druids serving the woodsmen who
use by the Prince of Furyondy, though his disappearance inhabit this majestic forest. As they enchanted the branch,
left it in the hands of less noble officials. The rod gives the they instilled in it their awe and respect for the great trees
holder a + 15% reaction bonus when negotiating or debat- and vegetation that set this woodland apart.
ing with other intelligent creatures. The rod can be used as a shillelagh (magical weapon, + 1
Once per day the rod allows the holder to cast a sugges- “to hit,” damage 2-8versus S and M or 2-5vs L). If charges
are expended, the following effects can be created as if by
tion spell by expending a charge from the rod. The sugges-
tion must involve matters of peace or cooperation, or the an 8th level druid
subjects of the spell will receive a + 1 saving throw bonus. entangle 1
The rod holds up to 25 charges and is rechargable. plant growth 2
X.P. value: 4,000x.p. G.P. value: 15,000g.p. wall of thorns 3
Rod of the Aerdi Sea (M): This defensive weapon was This rod has up to 25 charges and can be recharged.
fashioned for use by merchants who sail the pirate-infested X.P. value: 5,000x.p. G.P. value: 25,000g.p.
waters between Hepmonaland and the Great Kingdom. It
allows the wielder to cast the following effects by expend- Skull-Staff of Hepmonaland (C,M): This is a 7‘ long
ing a certain number of charges from the rod: pole that is topped with a skull with a wild mane of white
hair and sharp, demonic features. The shaman who uses
fog cloud 1 the staff claims that it is the skull of an ancient demon,
spectral forces 2 though many suspect that it belonged to an evil wizard
programmed illusion 3 who died in the hands of head-hunters in Hepmonaland.
The rod takes 5 segments to activate, and the user can The skull can magically cause fear in any creature gazing
upon the skull when this power is invoked.
move normally (not melee) and concentrate to maintain
the effect. The rod has a range of 240 yards and affects an Its secondary powers, which require no charges, are a
area 180’on a side. Illusions not closely related to the sea personal protection from evil effect that surrounds the
or sailing are saved against at + 1. wielder, and displacement, as a cloak of displacement (a + 2
X.P. value: 5,000x.p. G.P. value: 25,000g.p. bonus to armor class and saving throws, and the first
attack misses) against creatures from the lower planes.
The rod has up to 25 charges and cannot be recharged.
Rod of Onnwal (M): This magical rod was originally cre-
ated to help protect the inhabitants of Onnwal against the X.P. value: 5,000x.p. G.P. value: 20,000g.p.
fierce storms that regularly lash the Sea of Gearnat. It is
also known to have been used effectively against dust Staff of Gnatmarsh (C, M): Enchanted by a shaman of
storms in the Bright Desert, blizzards in the northern the tribesmen in Gnatmarsh, this staff has the following
countries, and on the windy peaks of various mountain spell-like functions:
ranges. 1. Death ray against a single insect or insectoid monster,
Upon command, the rod causes air in a 50’radius to fatal unless a saving throw versus death ray is suc-
become calm, with a wind velocity of 0. It can be used to cessful (1charge).
negate damage to structures as long as the side against
which the wind is blowing can be included in the rod’s radi- 2. Animate dead insect or fallen insect life in a 10’area
us of effect. However, the rod does not influence rain, snow, (2charges).
or any solid objects carried upon the wind and hurled into 3. Summon ld4 +2 friendly thri-kreen (or insects decid-
its area of effect. The rod also will not protect a flight of ed by the DM) to fight for the summoner for 8 hours or
missiles that is fired or hurled out of its area of effect. until until slain (at which time they disappear, 3
The rod has will prevent damage from creatures employ- charges).
ing high winds as a special form of attack. For example, an
air elemental would be able to attack normally, but would
The staff can be recharged.
not be able to attack in whirlwind form. X.P. value: 4,000x.p. G.P. value: 20,000g.p.
Each use of the rod drains one charge. Each charge lasts
one hour, and the rod can be recharged.
Staff of Hornwood (M): This wooden staff was enchanted
X.P. value: 4.000 X.D. G.P. value: 15.000 E.D. by a wizard who wanted to make his travels in the wilder-
ness less dangerous. When the command word is spoken,
the staff creates an area of antipathy in a 20’radius that
will be avoided by normal animals (including giant varia-
tions) unless attacked by the staff holder or his party. Ani-
mals with higher than animal intelligence can enter the
I
warded area if a successful saving throw versus rod, staff
or wand is made.
Enchanted creatures of the forest will be irritated by the
operation of the staff;75% of the time these will leave the
area in disgust, and the other 25% of the time they will
take steps to drive away the staff holder.

74
Magical Items of Greyhawk

The staff can also be used as a melee weapon, in which Each time the wand is used, the general weather condi-
case the antipathy effect will cause any animal struck to tions over a broad area can become unexpectedly severe.
flee the encounter, subject to any applicable saving throw. The chance for and type of severe weather depends on the
Each such hit drains a charge from the staff. original effect that the caster has attempted to summon:
Note that with sufficient time and effort, animals can be Chance for
trained to withstand the effects of this staff. The staff can Effect Severe Typeof Charges
be recharged. Attempted Weather Weather Drained
X.P. value: 4,000 x.p. G.P. value: 15,000 g.p.
wall of fog 10% Thick, persistent fog 3
War Staff of Nyrond (M) Just after Nyrondal troops will- precipitation 10% Rain or snow squall 3
ingly withdrew from the Theocracy of the Pale and the gust of wind 20% Gale or tornado 4
County of Urnst, a Nyrondal wizard created this staff cloudburst 20% Hailstorm or severe
because he feared that other lands might see this as a sign snow 4
of weakness and attack the Kingdom of Nyrond. Though chain
such attacks never occurred, the staffwas useful to certain lightning 30% Lightning storm 5
powerful magic-users guarding the borders of Nyrond. influence
Possession of this wooden staff allows a magic-user of at weather 30% Heavy rain or blizzard 5
least 11th level to attract personal followers as a fighter of
name level. A magic-user can use the staff only once per The charges drained for severe weather are immediately
year, and it must remain in the spellcaster’s possession for lost from the wand if the severe weather occurs. The wand
a full month after the followers have gathered, or the can,be recharged.
troops will disband and desert. Once the month has passed, X.P. value: 6,000 x.p. G.P. value: 40,000 g.p.
the troops will be personally loyal to the spellcaster for one
year, barring exceptional conditions or poor treatment. Dark Wand of the Sulhaut Mountains: This ebony
Note that this in no way affects the hiring of men-at-arms wand was enchanted by an elven magic-user who traveled
in the normal fashion. from Loftwick to the Sulhaut Mountains to hunt down the
X.P. value: 5,000 x.p. G.P. value: 30,000 g.p. ancient enemies of his race. The wand is a specialized ver-
sion of the wand of enemy detection.
Bisselite Wand of Peace (C): This item has served the The wand has two functions. First, it can be used to dis-
clerics and border guards of the March of Bissel. Once per cover the direction of the nearest drow or drider. The user
day it can cause all mortal beings in a 50‘ radius to save simply so commands and pivots until the wand reacts.
versus wands or become calm and unwilling to fight. Second, the wand can be used to observe a drow or drider.
Calmed beings will defend themselves against attack, but When pointed in the proper direction and commanded, the
will not attack or otherwise take hostile action. However, wand will create an illusory image of the nearest drow elf
those affected do not necessarily become friendly. The or drider in that direction and his or her immediate sur-
duration of the effect is 3 turns. roundings. The wand user receives a vague impression of
X.P. value: 3,000 x.p. G.P. value: 15,000 g.p. distance (e.g., within a mile, within 5 miles, far away). The
image lasts one turn and reveals whatever that drow or
Scant Wand of Storms (M): This wand was created in the drider is doing in some detail, but not enough for the user
capital city of Onnwal, and has been used against raiding to be able to, for example, read a scroll being read by the
warships from the South Province. Its creator was subject.
undoubtedly influenced by observing the furious weather The range of the wand is 10 miles per charge expended.
in the Sea of Gearnat. X.P. value: 1,500 x.p. G.P. value: 8,000 g.p.
The wand is usable only outdoors and creates various
weather effects with the expenditure of charges: Fire Wand of Suloise 0:This wand may have been the
device that caused the destruction of the Sue1Empire, or it
wall of fog may have been created to reproduce the event. No scholar
precipitation doubts that its creator was a wizard of great power and vio-
gust of wind lent tendencies. The wand is rarely bought or sold, since
cloudburst few magic-users dare to use it. Often it merely falls into the
chain lightning hands of an unsuspecting spellcaster who never realizes its
influence weather full powers and dangers until too late.
Chain lightning is similar to the magic-user’s spell, but The wand can summon a deadly “fire” to rain down in a
with a range of 70 yards. The bolt strikes the first object 60’ cube from a range of up to 80 yards. The “fire” inflicts 5
targeted for 6d6 of damage (half damage if a saving throw points of damage per round to all creatures, regardless of
versus wands is successful), arcs randomly to another protections, resistances, or immunities to normal or magi-
object within range for 5d6 of damage, then to another for cal flame. Such damage cannot be cured by any spell less
4d6, etc. The bolt continues arcing to from each object powerful than a heal spell. Furthermore, the fire will
struck, ending when a sixth object has been struck for 1die destroy buildings of less than stone construction, and will
of damage. evaporate free-standing liquid to a depth of 1 foot per
Influence weather is similar to the spell control weather, round. Objects exposed to the “fire” must save versus dis-
but can be used only to increase cloudiness, rain/snowfall, integration or be destroyed. Note, however, that matter is
and/or wind velocity. burned to dust and ashes, not vaporized. Though the wand
Magical Items of Greyhawk

itself is never affected by the fire, the wand has a 5% Amulets


chance of malfunction, in which case the effect is centered
upon the wand user. Amulet of the Cairn Hills: Originally created to protect
The fire requires 3 charges to operate and has a mini- the common folk from the spirits that haunt these hills,
mum duration of 6 rounds. After this the caster can end the this amulet has become a favorite among graverobbers. It
rain by concentrating for a round and making a saving allows a saving throw versus spell to avoid any special
throw versus spells. Each round the wand continues to attacks from undead (aging, energy drain, fear, disease,
operate will drain 1more charge. If the wand is emptied, strength drain, etc.). Physical attacks and spells cast by
then the fiery rain vanishes and the wand explodes, engulf- undead are unaffected by the amulet. A successful saving
ing the magic-user and everything within 10’ in a blast throw against an undead attack uses 1charge, except the
that inflicts 3d10 points of damage. following: a two-level energy drain uses two charges, and
The wand can be recharged, but only in the Quasi- aging uses 1charge per 10 years of aging. The amulet has
Elemental Plane of Ash, which lies between the the Ele- 2-20 charges and cannot be recharged.
mental Plane of Fire and the Negative Material Plane. X.P. value: 2,000 x.p. G.P. value: 18,000 g.p.
X.P. value: 4,000 x.p. G.P. value: 35,000 g.p.
Amulet of Furyondy: The first of these amulets were
Wand of Highfolk (C, M): A favorite weapon of high elves enchanted to protect the good natives of Furyondy, though
they have since been used by characters of many lands and
in the northwest, this wand causes dissension between
humans, demi-humans, or humanoids of evil alignment in alignments. Hung around the neck from a silver chain, the
amulet bestows a remove curse upon any wearer who is
a 30’ X 30’ area. Any of these creatures that fail a saving
cursed. The amulet glows, expending one charge, and any
throw versus wands will become unusually factious and
quarrelsome, convinced that their allies are in fact danger- curse subject to the spell remove curse is broken. For exam-
ple, it will immediately allow a character to be rid of a
ous enemies. This may lead to open fighting: those affect-
cursed item, such as a helm of alignment change, although
ed by the wand must make a saving throw versus spell at
each significant provocation to avoid coming to blows. it will not cure lycanthropy. The amulet has 2-7 charges
If the DM desires, attacks by common enemies or strong and cannot be recharged.
leadership may improve the saving throws, while mali- X.P. value: 1,400 x.p. G.P. value: 7,000 g.p.
cious insults or actual blows may worsen them. The effect
of the wand lasts a maximum of ld6 turns, less if one fac- Amulet of Spinecastle: The wizards of the Kingdom of
tion has been slain. Aerdy created this amulet to aid in the war against the
X.P. value: 4,000 x.p. G.P. value: 18,000 g.p. northern barbarians. After the fall of Spinecastle, the amu-
let disappeared. Scholars assumed it didn’t survive the
Yatil Wand of Zooming: This item was created by moun- wrath of the barbarians, but stories of the amulet’s use still
taineers of the Yatils to ease their travels among the jagged surface in the Bone March.
Once per hour this golden amulet can be commanded to

slopes and ledges. However, the wand has since become a
device of mischief, and the cause of many-deaths. radiate a magical aura in a 30’ radius for one turn. The
aura has negative effects on all northern barbarians, rais-
The wand can affect one object or creature a t a time,
“zooming” up to 2000 g.p. weight (200 pounds) per charge ing their superstitious fears and generating a hatred
toward magic. Those of 1st to 4th level must save versus
expended, to a maximum weight of 600 pounds. Zooming
movement is in a straight line, and any creature moved in spell or immediately retreat out of the area of effect for ld8
this fashion is responsible for its own landing. The maxi- turns. Those of 5th to 7th level must save versus spell or be
stunned for one round. Those of higher level suffer a - 1on
mum distance is loo’, though a shorter distance can be their “to hit” rolls.
specified by the wand’s user. An unwilling creature can
save versus wand to avoid the effect. X.P. value: 900 x.p. G.P. value: 4,500 g.p.
An object or creature can be hurled horizontally through
the air and accelerated as if falling vertically if twice the
normal number of charges are expended. A creature that
hits a n obstacle takes ld6 points of damage for every 10’
traveled; items save versus fall. A 30-foot “zoom”, for
example, inflicts a total of 3d6 points of damage upon a
character striking a solid surface. Note that a creature
hurled over the edge of a cliff takes no damage from the
“zoom”, but does suffer normal falling damage.
If insufficient charges are expended, the results will be
correspondingly slight.
X.P. value: 3,500 x.p. G.P. value: 17,500 g.p.

76
Miscellaneous agis Items einheriar (spirit warrior) and fights on the side of the tribe
until destroyed. These einheriar will usually have 4 to 12
Anvil of the Lortmil Mountains: This blacksmith’s tool hit dice and will require + 1weapons to hit. They will bear
was enchanted in a shrine of Moradin, king of the dwarven
the equipment they used in life. Such creatures can be
gods. It allows a dwarven weaponsmith to create extremely turned as special undead. It is reported that several villag-
strong and sharp blades. Each weapon takes twice as long es have up to 10 of these spirit warriors on call.
to create, but when finished is either a normal weapon (on X.P. value: 1,000 x.p. G.P. value: 5,000 g.p.
an unsuccessful proficiency check) or a weapon of fine qual-
ity (on a successful proficiency check). All weapons of fine Casket of Furyondy: Clerics of Furyondy first enchant-
quality created by this anvil are worth 100times the cost of ed this finely-engraved wooden coffin to preserve the
a normal weapon of the same type. It is rumored that this bodies of the honorable deceased. Any lawful good cleric
anvil was used to forge legendary magical weapons for the can activate its powers by placing into the casket the body
dwarves. of a human or demi-human who not more than nine days
X.P. value: 3,000 x.p. G.P. value: 30,000 g.p. dead, then casting a bless spell upon the body. The casket
preserves the body from decay indefinitely. The deceased
Bear Cloak of the Sulhaut Mountains (C, F): Many character can be returned to life by a resurrection spell
years ago, tribal shamans called upon their gods to after any length of time. For purposes of resurrection sys-
enchant the hide of a cave bear slain in combat. The cloak tem shock, the subject’s constitution is considered to be 3
became a powerful aid in their struggle to survive against points above the current ability score (no maximum). He or
the hostile creatures and the forces of nature that forever she also receives the benefits of heal once the resurrection
threaten their tribes. The fur cloak included a bear-head is complete.
cap, pelt, and claws. The cloak allowed the wearer to speak X.P. value: 2,500 x.p. G.P. value: 27,500 g.p.
with animals twice per day and hold animal once per day. It
also increased the wearer’s strength to 18(50) and gave Chalice of the Shield Lands: This golden chalice was
50%immunity to fear. Once a week, the wearer could turn enchanted in response to the growing menace of the
into a cave bear for ld4 + 2 hours. The current location of Horned Society. It allows a lawful good fighter to temporar-
the cloak is unknown. ily become a paladin of the same level for a single quest,
X.P. value: 1,500 x.p. G.P. value: 17,500 g.p. with all appropriate powers and abilities of a paladin. The
chalice can be activated only by a lawful good cleric who
Black Crown of Aerdy: This evil headgear was worn by performs a ceremony that includes special vows and the
one of the original Overkings of the House of Naelex in the quest spell. The fighter takes vows to the cause of lawful
ancient Great Kingdom. Whether the crown was enchant- good, then drinks holy water from the chalice. Thereafter
ed by a n evil wizard, or whether it merely became a recep- he or she can act as a paladin, with alignment changed to
tacle for the Overking’s cruel spirit is not known. The lawful good for the duration of the assigned quest. Devia-
powers of the crown exist only to recreate the greatness tion from the vows may cause the loss of some or all
and wickedness of the fallen empire. acquired powers, at the discretion of the DM. The failure of
Once donned, the crown will not be voluntarily given up. the quest will cause the chalice to shatter.
It will raise intelligence by +2 and wisdom by + 3 (to racial X.P. value: 3,000 x.p. G.P. value: 25,000 g.p.
maximums) and confer one level of magical or clerical abil-
ity. Characters who aren’t magic-users or clerics can select
one level of clerical or magic-user ability-player’s choice.
When the crown is put on, and each month thereafter,
character must save once versus spell or become lawful
evil, and then must save again versus spell or be overcome
with megalomania. Once both of these are in effect, the
character must make a saving throw versus spells each
month or lose a point of constitution. Any character totally
drained by the crown becomes a spectre guarding it.
The crown can be removed only by use of a wish or equiv-
alent. While this removes the benefits of the item, only
then can the alignment change be reversed by a remove
curse and a n atonement spell, while the character’s person-
ality can be restored only with a heal spell.
X.P. value: -- x.p. G.P. value: 2,000 g.p.

Black Sails of Schnai: Enchanted in the land of Snow


Barbarians and blessed by shamans of their barbaric gods,
these square sails are hoisted only on the funeral ships of
great barbarian heroes and lords. The deceased warrior’s
body is burned along with the ship and all but a small piece
of the sail. Afterwards, the character’s spirit can be called
on by the tribal chiefs in time of battle by burning the
remainder of the sail. The spirit appears as a spectral
Magical Items of Greyhawk

Cheetah Cloak of Amedio: This yellow, black-spotted


cheetah hide was enchanted by the original tribesmen of
the Amedio jungle. It gives the wearer a +3 dexterity
bonus (to racial maximum). Once every 3 turns the wearer
can sprint for 3 rounds at a movement rate of 45”. At night
under a moonless sky, the wearer can turn into a cheetah
for up to 6 hours in any 24 hour period.
X.P. value: 1,500 x.p. G.P. value: 15,000 g.p.
Cloak of the Hellfurnaces: Created by a wizard who
sought treasure in the volcanic mountains, this magical
red garment provides protection against many of the vol-
canic dangers, and gives protection against similar dan-
gers from other sources. The wearer takes only half
damage from natural heat sources. The cloak also protects
the wearer from sparks and hot ash ejected during a vol-
canic eruption, but not chunks of rock (called “bombs” or
“blocks”). The cloak’s hood has a strip of cloth that can be
wrapped around a character’s mouth and nose to keep dust
and ash from entering the character’s lungs; this also pro-
vides a +3 saving throw bonus against inhaled poison.
The cloak provides a +2 bonus to all saving throws
against magical fire or fiery dragon breath, and reduces
damage by 1point per die (each die will inflict a minimum
of 1point of damage).
X.P. value: 2,000 x.p. G.F. value: 8,000 g.p.
Coin of Almor: This cursed item was created not to harm
its owner, but to benefit those in need. It is a normal-
looking platinum coin that affects any character who
intends to keep it for himself, and not share it with others.
That character must save versus spell or be overcome with
great feelings of philanthropy. No matter what the charac-
ter’s alignment, he will want to give wealth to the poor and
needy. The character will not keep more than 50 g.p. a t any
one time, and instead will hold extra money only until a
suitable NPC (preferably a beggar, peasant, etc.) accepts
the money as a gift. Such generosity does not extend to the
character’s magical items, which are generally useless to
laborers and farmers. The character’s uncontrollable gen-
erosity can be ended only by a remove curse spell.
X.P. value: -- x.p. G.P. value: 500 g.p.
Collar of Tusmit: This adamantite neck-shield was
enchanted by a wizard who bore an unnatural fear of
decapitation. He wore it until his death, though the collar
gave no protection against the magical spells that killed
him. The collar offers no armor class bonus, but provides
immunity from decapitation, especially from vorpal weap-
ons. Full hit point damage is still received, but the wearer
will still have his head attached.
X.P. value: an u60 Tc 1.25 0 Tc 4.590 276.2 Tegnment12.3 0 0 9.9 134.24.5999 Tc 7.25 -1.0306 Td (6 0 Td (but.8461
Magical Items of Greyhawk

Dream Cap of Veluna: This cap was enchanted by a wiz- Gemcutter’s Tools of Sunndi: This magical set of vises,
ard who sought to unlock the mysteries of the inner mind. hammers, blades, and chisels was enchanted by the moun-
The result of his work is a small leather cap that can affect tain dwarves who work the gemstone mines in the County
the future of a sleeping wearer. of Sunndi. It helps any character with gem cutting profi-
For each full night spent asleep, the wearer of the cap ciency to increase the value of his work. For individual
experiences dreams of warning. The sleeper dreams of the stones, the cutter can make a proficiency check to gain a
next creature or force that will threaten or attack him. If modifier to the Gem Base Value talbe in the DMG. The
the character will be attacked by a n NPC, monster, spell, DM rolls ld8 to determine the modifier:
or natural hazard, the cap will reveal it in a dream. How-
ever, the threatening creature/force is usually symbolized Roll Modifier
rather than revealed in actual form. For example, a mino- 1-5 -1
taur may appear as a bull or a large, hairy man; a fireball 6-7 -2
may appear as a landscape of flames (such as the Elemen- 8 -3
tal Plane of Fire).
The dreamer must save versus paralyzation to face the The tools are also useful for finishing stones in a mine;
danger courageously. If the saving throw is passed, he the cutter can add 20-50%to the final average value listed
gains a +2 bonus to saving throws, ability checks, and “to on table 34: Gemstone Quality in the Dungeoneer’s Sur-
hit” rolls while encountering the real danger when it actu- vival Guide. A gem cutter with these tools can demand up
ally arrives. If the saving throw is failed, the character has to four times the normal fees for his services.
not faced his fears, and receives a -2 penalty to saving X.P. value: 3,000 x.p. G.P. value: 25,000 g.p.
throws, ability checks, and “to hit” rolls in the actual
encounter. Goblet of the Great Kingdom: Created for use by the
The character will always remember a dream caused by tyrants of Aerdy (who had good reason to fear assassina-
this cap, though the DM need not mention the memory tion), this magical goblet appears to be a normal drinking
unless the player asks. After the actual encounter with the vessel made of polished oak. However, the goblet automati-
danger, a character can make a n intelligence check to cally neutralizes all venoms and poisonous liquids that are
make the connection between the dream and reality. Thus, stored in it for at least one round.
the cap’s owner may not realize the cap’s powers until after X.P. value: 1,200 x.p. G.P. value: 8,000g.p. ,
many nights of premonitions.
X.P. value: 1,500 x.p. G.P. value: 7,500 g.p. Golden Girdle of Urnst Created to protect a powerful
magic-user against malevolent warriors, this magical gar-
Eyepatch of Tenh This black patch is often found in the ment is made of red silk strewn with golden flakes. It is
possession of clerics and judges because of its power to dis- enchanted to give a + 3 armor class bonus against swords
cover truth. When it is worn over an undamaged eye, the of any type, though other weapons are unaffected.
wearer can see all invisible, astral, and ethereal creatures X.P. value: 500 x.p. G.P. value: 3,000 g.p.
within normal visual range. Also, illusions and poly-
morphed creatures/objects can be seen for what they really Golden Circlet of Greyhawk (M,T): This golden circlet
are. The eyepatch gives a - 5 modifier to rolls for disbeliev- was fashioned for use by the Lord Mayor of Greyhawk, and
ing a phantasmal killer spell. The patch cannot be used is rumored to be in his treasure vaults. When worn on the
more than 1turn at a time, or more than thrice per day head, the circlet allows a character to summon a band of
without causing permanent damage to the eye, headaches, thieves in much the same way as a horn of valhalla sum-
and other complaints. mons fighters:
X.P. value: 2,000 x.p. G.P. value: 15,000 g.p.
User is 4th level or less-summons ld4 4th level thieves
Flaming Mirror of Tenh (MI: This mirror is a silver oval, User is 5th-8th level-summons ld4 8th level thieves
6’ tall and 3‘ wide, set in a n oak stand. It was enchanted by User is 9th-12th level-summons ld4 12th level thieves
a plane-traveling wizard who sought easy access to her User is 13th level or more-summons one 18th level thief
favorite plane, that of Elemental Fire. Few other magic- with maximum ability scores
users have shared her enthusiasm for that dangerous
place, though some have found use for the mirror.
The command word causes the mirror to open a gate to The user can employ the circlet at less than its full
the Elemental Plane of Fire. The plane can be observed, powers if desired. The summoned thieves are friendly to
entered, or exited through the mirror. Each round the gate the user, but refuse foolhardy tasks: “GO fight that
remains open, there is a 10% chance that a fire elemental demon,” would get a good laugh from them. The thieves
will leap through the mirror into the Prime Material remain for eight hours or until they are killed. The 12th
Plane, and will seek to kill and burn everything in sight. level and lesser thieves all have average statics, wear
The mirror has a maximum of 30 charges, though it can be leather armor, use short swords, and have normal thief
recharged. One charge is spent for each round that the gate equipment. The 18th level thief has an armor class of 2
is open. When all charges are drained, the mirror shatters. (still wearing leather armor), uses a short sword + 3 , and is
X.P. value: 2,000 x.p. G.P. value: 8,000 g.p. 30% likely to steal the best magical item he can use from
any treasure hoard found during his stay there; it vanishes
when he does.
X.P. value: 2,000 x.p. G.P. value: 30,000 g.p.

79
Hasty Barge of Nyr Dyv: This magical boat was created Holy Star of the Bright Desert: This is a copper star
by a wizard who had been adopted by the people of Nyr marked with the silver axe and energy bolts of Heironeous
Dyv. The magic-user gave it as a gift to a Rhennee noble, the Invincible. It was fashioned by dervishes to aid them in
and the wizard was in turn made a noble by the grateful their holy battles against infidels. The star gives a good
lake people. wearer 30% immunity to fear, and a +20% bonus to reac-
The barge looks like a common vessel of the Rhennee. It tions with dervishes in the Bright Desert. An evil-aligned
is 14’wide and 35’long. Upon command it can move a t wearer has a -4 penalty all saving throws involving fear
twice normal speed or 60 miles per day, for unlimited time (magical or otherwise), and has a +20% morale penalty.
and under its own magical power. Four heavy crossbows The device glows brightly within 30feet of any extremely
are mounted along each side, and more can be added. The evil creature (cf. detect evil spell).
barge has a lugsail that can be raised in windy weather to X.P. value: 1,000x.p. G.P. value: 6,000 g.p.
hide the magical nature of its movement.
The hasty barge magically repels water creatures with Holy Medallion of Almor (C): This golden medallion
less than low intelligence. These will not attack the barge, was created while Almor was under the Great Kingdom’s
and get no saving throw against the effect. rule. The clerics of Almor foresaw great evil coming to Fla-
X.P. value: 2,500x.p. G.P. value: 30,000g.p. naess, so they enchanted this item to help keep peace.
Once per day the medallion’s powers can be used on one
Headband of the Corusk Mountains: Carved from the human, demi-human, or humanoid within a 30 yard range.
skull of an ancient white dragon, this headband was The affected creature must save versus spell or become
enchanted by a powerful wizard who sought to drive the extremely nauseated by violence. The mere sight of vio-
mountain dwarves from their homes and rich mines. lence causes the affected creature to save versus poison or
Though the magic-user died in a cloud of throwing axes become helpless and unable to take action for 2-5rounds. If
from the dwarven army, the item was never recovered, and the creature attempts to physically harm another living
so remains lost (or possibly in someone’s possession) in the creature, it must save versus poison at -5 or suffer the
Corusk Mountains. The headband allows the wearer to same effect as above. Also, the creature suffers the penal-
affect white dragons as a potion of white dragon control, ties of - 3 “to hit” and damage, and a n affected PC or NPC
and also gives airborne riding proficiency with white has strength, wisdom, and dexterity scores halved while he
dragons a -2 die roll modifier. or she continues to act violently. Certain spells (such as
The wearer is totally resistant to white dragon breath strength) can help the victim, but only remove curse will
and all effects of cold attacks (spells, weather, or any other completely free a creature. The medallion’s effects last for
type of cold). 24 hours.
X.l? value: 1,800x.p. G.P. value: 18,000g.p. X.P. value: 1,200 x.p. G.P. value: 9,000 g.p.
Healing Cap of Veluna ? This small cloth cap was Horn of the Azure Sea: This magical horn was created
enchanted to help clerics of Veluna heal the dying and by an evil high priest who sought a source of undead to
wounded. When worn by a cleric, it restores double the befriend and control. “he mention of this item causes all
number of hit points restored by any of the various cure sailors and ocean-faring merchants great distress, and
wound spells. they refuse to sail with a character whom they suspect of
X.P. value: 4,000x.p. G.P. value: 22,500g.p. owning the horn.
Once per week, only at night on the open sea, the horn
Headband of the Jotens (C, M): This strip of elk fur was can summon a ghost ship. The ship appears in 2-5rounds,
enchanted to insure the safety of travelers in the Jotens. materializing from the Ethereal plane into the Border
When worn around a character’s head, the item allows its Ethereal, where it can be seen from the Prime Material
wearer to understand the psychology of hill giants. If the plane. The vessel is usually large and multi-decked, with
wearer can communicate with hill giants, he receives any two or three masts and tattered sails. It is white and trans-
reaction modifier he or she wishes, down to - 60% or up to parent, and it makes no sound. For ten turns, it floats
+25%. Once per day the character can inspire one of the beside the ship upon which the summoner stands, then
following emotions in a group of hill giants: vanishes back into the Deep Ethereal.
Any character who sees the ghost ship must save versus
Courage -20% morale bonus (see DMQ spell or be struck with fear for one turn. The summoner
Fear +20% morale penalty himself is immune from this effect.
Anger -40% reaction modifier, +2 “to hit,” The ghost ship appears to be deserted, but is actually
and +2 damage against the object of anger haunted by the following types of undead

These emotions can be inspired in any group of 12 or less ldlO Roll Undead
hill giants, including friendly ones. The emotions last 2d8 1-2 1-4 apparitions
turns and must affect a single group within the eyesight of 3-4 1 ghost
the wearer. 5-7 3-12shadows
X.P. value: 800 x.p. G.P. value: 4,500g.p. 8-0 1-4 spectres

80
Magical Items of Greyhawk

These undead do not normally make themselves known, Iron Pin of the Icy Sea: Set in a circular container of
but there is a 75% chance that one of them will transfer to transparent crystal, this pin was originally used by the
the summoner’s ship. Thereafter it will reluctantly obey barbarian hunters/raiders who sail the Icy Sea in the foggy
the orders of the summoner for the rest of the summoner’s summer. One command will make the pin point always
life or until it is destroyed. eastward. A second command can make it point to the
X.P. value: 750 x.p. G.P. value: 5,000 g.p. desired destination. Furthermore, if outside magical or
supernatural forces affecting navigation are active, the
Horn of the Barrier Peaks: This iron instrument was crystal will glow.
enchanted by a dwarven smith to cement the friendship Like a lodestone, however, the item is subject to strong
between demi-humans and giant eagles. It is not used often magnetic forces, and offers no protection against natural
out of respect to the great birds, but has found occasional navigational hazards, such as the gigantic icebergs that
use in desperate times. loom in the northern fog.
The horn is usable only once per week. In areas where X.P. value: 500 x.p. G.P. value: 4,500 g.p.
giant eagles dwell, it can summon 7-12 giant eagles, and
they arrive in 4-7 rounds. If dwarves, elves, or halflings are Lantern of Greyhawk (BOO X.P.; 7,000 g.p.): This hooded
in danger, the eagles will attack whatever is threatening lantern was found by looters in the abandoned castle of
them and/or carry the demi-humans (and their compan- Zagig Yragerne, the Mad Archmage. Exactly why he used
ions) to safety. The eagles will not fight to the death or risk it remains a mystery, though many people suspect that it
their lives uselessly, but will call reinforcements if more served as a guard against the supernatural creatures with
humans or demi-humans need to be saved from danger. which he dealt. Once per day, the lantern can shine a magi-
‘Ib ensure that the eagles continue to answer to the horn’s cal light for one turn. This light renders visible all invisi-
call, a those rescued must accept a geas to perform some ble’, out-of-phase, and ethereal creatures in a 50’ radius.
service for the eagles. Failure for all those rescued to do so The ethereal creatures will then be visible as transparent,
breaks the ancient pact and causes the horn to shatter. ghost-like entities.
X.P. value: 3,000 x.p. G.P. value: 18,000 g.p. This light also automatically turns any undead as a 15th
level cleric.
Horn of the Vast Swamp (C, M): This conch shell was X.P. value: 3,000 x.p. G.P. value: 25,000 g.p.
enchanted by a renegade magic-user who was banished by
.
the Count of Sunndi for criminal behavior. The wizard Locket of the Great Kingdom (M): This item was cre-
sought to gain power over the inhabitants of his new home, ated by a wizard who greatly feared death. It has since
though he paid a heavy price for it (see explanation below). been used by two or three other spellcasters, though usu-
The horn summons 7-12 giant toads. Any summoner can ally at the expense of another living creature. Under stress
command these toads for a number of rounds equal to twice the locket makes saving throws as a hard metal.
his level. A non-evil summoner must make a saving throw When the command word is spoken, the locket draws in
versus spells or lose control of the toads and be attacked by the magic-user’spsyche (soul)and holds it safe. If the char-
them. Each use of the horn causes the summoner to save acter later dies, his or her life force travels to the locket (cf.
versus spells or permanently lose 3 wisdom points. The magic jar spell). If the owner is on a different plane than
summoner will not notice the change until his wisdom the locket, his life force has 7 days to return to locket or the
score drops to 0, when he becomes a giant toad. The cumu- psyche departs to the outer plane of the character’s align-
lative changes are: ment. Once the life force is in the locket, it is aware of
events that occur in a 50’ radius, though it cannot commu-
Total Wisdom nicate with creatures that are not telepathic or have appro-
Points Lost Effect priate spell abilities. If the locket is destroyed while
3 glassy eyes, warts containing a psyche but no life force, the psyche is utterly
6 light green hair and irrevocably annihilated; but if it is destroyed while
9 frog-like facial features, containing the life force, the psyche travels to the outer
croaking voice plane of the character’s alignment, allowing resurrection.
12 dark green skin The locket allows the life force three spell-like abilities,
15 bloated body, hunched back each usable once per day: animate dead (a single skeleton
or body only), magic jar (as the magic-user’s spell), and
X.P. value: 1000 x.p. G.P. value: 2,500 g.p. feeblemind, at the user’s own level. Note that a n animated
body (zombie)or skeleton has all the characteristics of the
monster, but has the user’s intelligence. Also, a zombie
that is animated for more than 60 days must save versus
Iron Crown of the Bandit Kingdoms: Fashioned in the death each additional day or turn into a skeleton.
land of warriors, this metal headgear completely removes X.P. value: 3,500 x.p. G.P. value: 25,000 g.p.
the chance for the following spell-like powers to work on
the wearer: feu< charm person, magic jar, suggestion, and Medallion of Malog (M): Hung on a golden necklace, this
hold person. A fighter gains one level and a cleric or magic- medallion was created in the evil temples of the capital of
user loses one level while wearing the device. the Horned Society. It allows any magic-user with a mini-
X.P. value: 3,000 x.p. G.P. value: 35,000 g.p. mum of 12 intelligence and 10 wisdom to perform a mon-
ster summoning V spell once per week.
X.P. value: 1,500 x.p. G.P. value: 7,500 g.p.
Magical Items of Greyhawk

Medegian Bracelet of Lost Ships: This silver disk con- There is a 50%chance that the wearer will transfer his
tains a zircon stone that was enchanted by a greedy wizard vengence to others than the creature responsible for its
who used it to attain great wealth before he was captured death, under the following conditions: 1)the others were
and hung by pirates. with the primary subject when the wearer was killed, 2)
The stone in the bracelet glows red on the side that faces the others aided the primary subject and were present
the nearest sunken ship within 1 mile. When the gem when the primary subject was slain, and 3)the others slew
enters within 50’ of horizontal (not vertical) distance from the primary subject, frustrating the wearer’s desire for
a sunken ship, the stone glows blue. When the command revenge. Otherwise, the wearer departs when his vengence
word is spoken, the bracelet causes the sunken ship to rise is completed or his time runs out.
to the surface for 2 turns. X.P. value: -- x.p. G.P. value: 2,000 g.p.
The bracelet has up to 25 charges and cannot be
recharged. The detection ability drains no charges, but Oracles of Greyhawk (M): Appearing to be crystal balls
raising a sunken ship drains a number of charges depend- with slight tinges of color, these were created many years
ing on the size of the ship: ago for the then-Lord Mayor. However, no one is sure how
many oracles are still in the government’s possession, and
Small boat or barge how many have been lost or stolen.
Small galley
Large galley The oracles can be asked one question per day, as if the
Small merchant ship magic-user was consulting a sage (see DMG.) There are
Warship seven known oracles:
Large merchant ship
Color Area of Knowledge
For each sunken vessel found, there is a 25% chance that red ‘ Horned Society
1-6 other lost ships lie in the same area. Only one ship can orange Wild Coast
be raised at a time. Each vessel has a 75% chance of being yellow Kingdom of Furyondy
inhabited by a random monster. Lost ships tend to consist green Gnarley Forest
mostly of rotting wood covered with seaweed. Each charac- blue Shield Lands
ter who boards a raised ship has a 20% chance per turn of violet City of Greyhawk
taking 1-6 damage from falling through unstable floor- brown Cairn Hills
boards (optional dexterity check to avoid damage). Note
also that a ship broken into several fragments may require Possible questions might include populations of humans
several separate charges, and that a badly shattered ship and demi-humans,numbers and types of troops, types of mon-
may not be recoverable by this means. sters, and special knowledge categories (see DMg) listed
X.P. value: 1,500 x.p. G.P. value: 15,000 g.p. under Humankind, Demi-humankind,Fauna, and Flora.
Each question may be considered to be in the oracle’s major
Necklace of Almor: Appearing as a rusted, worthless field unless the question pertains to a different geographi-
piece of jewelry, this item was enchanted by a spiteful wiz- cal area or to a field of study not listed above. Due to the
ard who wore the it all of his life. Ironically, his peaceful alignment of the items’ creator, the chance of knowing an
death did not activate its vengeful powers. Other wearers answer is also affected by the questioner’s alignment:
have since used it.
The item is cursed, it cannot be removed once it is put on lawful + 10%
except with the aid of a remove curse spell. Its magic takes chaotic - 10%
effect only if an intelligent creature causes the wearer’s vie good + 10%
lent death. Nine days aRer death, the wearer rises as a walk- evil - 15%
ing corpse, whose single goal is to destroy those responsible neutral +25%
for its death. It will ignore any except those who interfere These modifiers are cumulative.
with it, and then only until the interference ends. X.P. value: 2,000x.p. G.P. value: 12,000 g.p.
The power of the item animates the body, allowing it to Paints of Blackmoor: This set of multicolored paints was
regenerate damage as a troll (3hp per round), or to animate enchanted when the city of Blackmoor was in full power.
a fresh body nearby if the original body was destroyed. The After the city and castle fell into ruin, the magic-userused the
animated corpse is immune to clerical turns, holy water, or paints to insure his own survival in the hostile land.
other clerical items; the only sure way to destroy the body Each set has five applications of each color. Each color
is to burn it to ashes. comes in a tiny jar held in a box of holding (as the smallest
For purposes of combat, the animated corpse will have 8 hit bag of holding).The paint is applied all over the body of the
dice, and will attack by strangling for 2d8 points of damage, user and lasts for 24 hours. During this time its effects can
which is continuous once the initial attack succeeds. It single only be taken away by a remove curse.
mindedly attacks the creature responsible for its death.
Although all damage will be eventually regenerated (or Red: transforms the user into a 7th level fighter with a n
another body taken), the corpse will show an irreversible AC of 2, a two-handed sword + I , and 70 hit points.
process of decay. After 15 days, during which the wearer
will try to take his revenge, the character’s psyche can no Blue: transforms the user into a 7th level cleric with a n
longer remain and will depart forever from the Prime AC of 3, a footman’s mace +2, and 60 hit points.
Material Plane; neither reincarnation nor resurrection is Spells should be selected immediately: 3-lst, 3-2nd,
possible once this occurs. 2-3rd, 1-4th.

82
Magical Items of Greyhawk

Green: transforms the user into a 7th level ranger with a n In trading with others the robe gives its wearer a 20%
AC of 4, a longbow +3,and 55 hit points. chance to make a more favorable deal.
X.P. value: 2,000 x.p. G.P. value: 10,000 g.p.
Black: transforms the user into a 7th level thief with an
AC of 5 , a dagger +2, and 32 hit points. Scarf of the Dry Steppes This brown garment was
enchanted by a n evil wizard who used it against the der-
White: transforms the user into a 7th level paladin with vishes of the Dry Steppes. Though the dervishes eventu-
a n AC of 1,a long sword +3,and 67 hit points. ally caught and imprisoned the magic-user, they never
found the item, and so it disappeared into the wasteland,
Brown: Transforms the user into a 7th level druid with an possibly into the hands of the nomads or tribesmen who fre-
AC of 6, a quarter staff +2, and 44 hit points. quent the land.
Once per week the scarf allows a magic-user to summon
Using the paints twice in a 24 hour period results in ld4 invisible stalkers. The summoner must save versus
instant death for the user. Upon return to normal the user spell to control the creatures, at - 5 if good-aligned and a t
regains ld12 lost hit points. For purposes of operating in + 2 if evil-aligned. If the saving throw fails, then the stalk-
the assumed class, all ability scores are treated as a t least ers will attack if the summoner is good; otherwise they will
the minimum starting scores required for the class for the depart. If the saving throw is successful, the magic-user
duration of the effect. A transformed character has all the can command a service that can be carried out within 200
memories of the original character but the have the powers miles.
of the new class. Failure to adhere strictly to the limits of X.P. value: 2,000 x.p. G.P.value: 12,500 g.p.
the assumed class will break the magic and restore the
original form. A transformed character is proficient in the Sceptre of the Forgotten City: A relic of a lost civiliza-
new weapon magically acquired (which vanishes with the tion, this wand-like sceptre is a 2‘ long shaft of silver with a
effect) and in any weapons they might have known before large red gem at the tip. It was used by some of the original
the transformation. (Note: X.P. value and g.p. value are lords of the Suel Imperium, and when that kingdom was
per pot of color.) burned into the Sea of Dust, the wand was lost. A recent
X.P. value: 300*** x.p. G.P. value: 2,500***g.p. expedition from Yeomanry rediscovered the wand, and
those explorers claimed that it came from the Forgotten
Prism of Greyhawk @ I)
This :
crystal sorcerer’s tool was City itself. Whether or not that claim is true, the sceptre
enchanted to enhance the prism’s ability to create dazzling certainly contains some of the greatness that built the lost
colors. The prism can cast two spells, each once per day: empire, and much of the madness that destroyed it.
color spray (as a 6th-level spell caster) and hypnoticpattern. When the command word is spoken, the holder of the
Note that the prism must be used in the presence of direct sceptre receives a bonus of two wisdom points and four cha-
sunlight. It cannot be used under moonlight, normal torch- risma points (to racial maximums) for 4 + ld6 days. He
light, or daylight on a n overcast day. must then make a successful saving throw versus spell or
X.P. value: 1,000 x.p. G.P. value: 4,500 g.p. become confused until a remove curse is received; this will
also remove the beneficial effects of the sceptre.
Purple Gem of the Vesve Forest (F): Set in a silver The sceptre has 5-11charges (2d4 +3). Each use costs one
bracelet, this magical gemstone has occasionally been used charge, and the sceptre cannot be recharged. A character
by the elven wizards who created it. However, the King of who attempts to use the sceptre more than once per week
Furyondy refuses to admit the gem’s existence because he must save versus spell or lose four intelligence points per-
prefers that elven warriors join his own infantry, not form manently, and then must make a successful system shock
troops outside his command. survival check or die,
The gem allows a sylvan or high elf to summon an elven X.P. value: 1,000 x.p. G.P. value: 5,500 g.p.
army for a single declared purpose. The user can raise a
number of elves equal to his or her age. This army takes a Silver Crown of Veluna: Encrusted with small green
week to gather and can be kept together only as long as the gems, this item recently appeared among the ruling clerics
stated goal is still in effect. In addition to the lesser mem- of Veluna. The Canon himself has often worn it, though he
bers of the army, the summoner will gain seven aides: two may sometimes loan it to trusted agents of Veluna when
magic-users, two clerics, and three rangers 1-3levels lower they embark on important, holy missions.
than the user’s level. The crown radiates protection from evil when worn by a
X.P. value: 3,000 x.p. G.P. value: 35,000 g.p. lawful character. A lawful good or neutral good character
receives +4 wisdom (to racial maximum) while the crown
Robe of Veluna: Enchanted by a wizard who enjoyed the is worn. A lawful evil character who wears the crown tem-
luxuries of wealth, this purple garment gives its wearer porarily has a -4 wisdom penalty, while a neutral evil
the physical appearance of nobility: well-groomed hair, character has a -2 penalty. A chaotic evil character cannot
clean skin, and rich, colorful clothes of silk and fine wool. use the crown at all.
The character’s charisma rises by 2 points (to racial maxi- X.P. value: 2,000 x.p. G.P. value: 22,500 g.p.
mum), and he or she will tend to be treated with respect by
members of a civilized society (i.e. a +15% reaction by
NPCs below Upper Middle Class). However, etiquette and
social graces are left to the character’s intelligence, cha-
risma, and training.
Star of Celene: Set on a silver necklace, this golden Timeglass of the Mage (M): Appearing to be a 1’ tall
medallion was given as a gift to a halfling thief who per- hour glass, this magical item made its sudden appearance
formed great services for high elves in Celene. The item in the hands of an adventurer who had forced his way into
was intended for use by the halfling and his family and the Valley of the Mage. He returned with only the
friends, though no one knows who has it now. timeglass and the scars of many dangerous encounters.
The star gives a good-aligned wearer a +20% reaction Since then, the timeglass has been sought by many spell-
bonus from NPC elves. This bonus is halved for elves above casters because of its reputed powers, which are rumored to
4th level, and negated for elves above 8th level. The star be as follows:
causes an evil-aligned wearer 1 point of electrical damage
per touch and will not function. Vanish time. Time itself will bypass a 30’ cubic area for
X.P. value: 500 x.p. G.P. value: 2,000 g.p. 1 hour per 1 charge expended. Subjective time does not
pass for those within the area, and they simply appear
Storm Rider of the Gearnat Sea: This large merchant to vanish for the intervening time. They reappear a t the
ship is enchanted to withstand the violent storms and huge end of the duration set by the number of charges
waves of the Sea of Gearnat in spring and autumn. Many expended.
merchants gathered their wealth to pay the wizard who Ageless casting. If the timeglass is held while casting a
enchanted it. A bloody fight erupted afterwards when the spell that would normally age the caster (such as gate or
deed of ownership mysteriously disappeared. Now the
Storm Rider is an item for anyone strong enough to take it wish), the spell will instead drain 1 charge from the
and crafty enough to keep it. The vessel ignores the effects timeglass for each year the caster would have aged.
of storms sailing as if in a brisk breeze at all times. Waves Restore youth. Youth can be restored to the the wielder
flatten out when the keel touches them and the effects of or any creature of his choice upon command. The proc-
rain or snow do not touch any part of the ship. ess drains 1 charge from the timeglass and one level
X.P. value: 5,000x.p. G.P. value: 50,000g.p. from the wielder, and will restore 2 years of youth to the
subject creature. The level given up cannot be restored,
Tapestry of Ekbir: This 10’X 15’woven tapestry displays (doing so will cancel the time reversal); the level must
a scene of a dark river in a bleak, rocky landscape. The tap- be earned anew.
estry was intended to be a gate from Ekbir to the lower
planes for disposal of its worst criminals. It is rumored, Secondary power. Once per 24 hour period, the owner
however, that the tapestry actually opens into a previously can invert the timeglass and command one of the follow-
undiscovered plane and not one of the lower planes, ing spell effects to‘occur: time stop, haste, slow, or part
although the landscape is bleak enough. water. Each use ages the wielder 1 year, except timestop,
The command word causes a branch of the river to enter which ages the wielder 2 years.
the Prime Material Plane. The water rushes out from the
tapestry and forms a 10’ wide, 5’deep river. It flows for 50‘ The timeglass has up 25 charges and is not rechargeable.
before vanishing back into the plane that it normally occu- When the last charge is expended, it shatters into useless
pies. The river exists in the Prime Material Plane for 3 fragments. Note: It is rumored that this device is of extra-
planar origin and cannot be constructed on the Prime
turns, and can only be summoned once per month. The Material Plane.
water is brackish and evil-smelling, and the current is
swift and strong. X.l? value: 5,000x.p. G.P. value: 50,000g.p.
A character who enters the river must make a strength
check or be swept along with the water. This check must be Turbans of Tusmit (C, M): These colorful garments have
made every five rounds, or once per 10’ of the river traveled been used for many purposes in Tusmit. Some of these tur-
by swimming, whichever comes first. A character who fails bans have led their owners to great wealth and fame, while
the check in the last 10’ of the river is carried through the others have caused their owners horrible suffering.
Each turban can summon one of the geniekind each
gate into the land beyond and cannot return back through
the gate. week. The genie’s reaction and the course of the action is
X.P. value: 1,250 x.p. G.P. value: 12,500 g.p. decided in play. There are five turbans, each of a different
color:
Tiger Cloak of Chakyik (C,F, T): Fashioned from the
complete hide of an adult tiger, this cloak includes a tiger- Brown Turban of Jann Summoning (500X.P.; 2,000 g.p.)
head cap, skin, and claws dangling a t the sides. It was the Grey Turban of Djinni Summoning (1,000 X.P.; 3,000 g.p.)
favorite magical item of the Tiger Lord and the lesser Black Turban ofDao Summoning (1,000 X.P.; 2,000 g.p.)
khans, until it disappeared. Red Turban of Efreeti Summoning (1,000 X.P.; 2,500 x.p.1
The cloak gives the wearer a + 20% reaction from Tiger White Turban of Marid Summoning((1,500X.P.; 3,000 g.p.)
Nomads, but a -50% reaction from Wolf Nomads and
tribes of the Burneal Forest. In melee, the wearer of the The summoned genie must obey the first order of the tur-
cloak enters a berserk rage and gains a +3 strength ban wearer. From then on there is a 5% cumulative chance
( + 50% for fighters with 18 strength) to racial maximums,
per additional order (over the life of the turban) that the
but loses any dexterity bonus to his armor class. Ifhe or she summoned genie may ignore the order and instead attack
wishes to cease fighting while live enemies are in sight, the the summoner. There is no way to tell how many times
character must save versus spell or continue to attack. each turban has been used. Ifthe genie associated with the
X.P. value: 1,500 x.p. G.P. value: 12,500 g.p. turban is killed, the turban is useless.

84
Magical Items of Greyhawk

Tusmit’s Battle Crescent Set in a golden necklace stud- Wolf Cloak of Wegwiur (C, F, T): This magical cloak was
ded with gems, this medallion is a prized possession among made from the hide of a winter wolf, and includes a wolf-
the rulers of the northwest. A warlord will gladly pay the head cap, pelt, claws, and tail. It was enchanted by a cleric
full price for it, though a treacherous lord might send his of the Wolf Nomads, and since then has served as a tool for
thieves and assassins to retrieve the payment. those who seek the swift, sleek power of wolves.
Once in every 24 hour period, the character can receive a The cloak gives the wearer a +20% reaction from the
+ 2 (or 10%)bonus on any single combat-related die roll. Wolves of the Prairies, but a -50% reaction from Tiger
The decision to take the bonus must be made before the die Nomads. In melee, the wearer gains 3 wisdom and 4 dex-
is rolled. terity points (to racial maximums). If a character wears
The crescent also protects the wearer from all normal this cloak at night in the light of the moon, he or she can
missiles, and all weapons striking the wearer are at - 1 to turn into a winter wolf (with average statistics) ld4 + 3
hit and damage. hours.
X.P. value: 1,000 x.p. G.P. value: 18,000 g.p. X.P. value: 2,000 x.p. G.P. value: 15,000 g.p.
Whistle of Axewood This silver instrument was created Woodworker’s Tools of Dyvers: This set of magical
by elven wizards for use by young human and elven maid- hammers, spikes, axes, chisels, files, and other tools was
ens. Anyone who successfully uses the whistle gains the createdfor a carpenter in the City of Dyvers, and though he
respect of the demi-humans of Axewood, while any rumor payed much gold for it, the set eventually brought him
of its misuse will draw the wrath of many angry elves, great wealth. It allows a character with carpentry profi-
gnomes, and halflings. ciency to build very sturdy wooden constructions with
Once per month the whistle can summon 2-5 unicorns. 150%of normal defensive point values. Consequently, the
The unicorns make a reaction check with the following carpenter receives double to triple the usual fees, or a
cumulative modifiers: weekly average of 50 to 75 g.p.
X.P. value: 2,000 x.p. G.P. value: 24,000 g.p.
The summoner is good-aligned + 10%
The summoner is human or elven + 10%
The summoner is a sprite, dryad, etc. + 30% Armor and
Blue Armor of the Crystalmist Mountains +3 (F): Cut
If summoner or companions are evil or if the reaction is from the hide of an adult blue dragon, this set of chain mail
poor, the unicorns immediately leave. If they stay, a good- + 3 was fashioned for use by the mountain dwarves of the
aligned human or elven maiden of pure heart can attempt area. The armor can be loosely hung on a human-sized
to tame one of them for use as a steed. To the base 25% character, though the character loses all dexterity bonuses
chance, add 2% for each point of the character’s intelli- to his or her armor class, and fights at -2 “to hit.” Aside
gence, wisdom, and charisma over 15. Also add the follow- from the armor class bonus, the wearer saves against elec-
ing cumulative modifiers: trical attacks for half damage or none.
X.P. value: 3,000 x.p. G.P. value: 17,500 g.p.
The maiden is a ranger or cleric + 10%
She is not alone - 5%per companion
She was once evil-aligned -20%
Thus, a maiden ranger with an 18 charisma and one com-
panion would have a 36%chance to tame a unicorn (25 + 6
+ 10 - 5 = 36).
X.P. value: 3,500 x.p. G.P. value: 32,000 g.p.

Wings of the Rakers: This white cloak was enchanted by


a wizard who found a welcome home among the Griff
Mountains and the Rakers. He especially enjoyed his time
among the aarakocra bird people, and so he created this
item to enhance his encounters with them. When he
neared his natural death and returned to his home in The-
ocracy of the Pale, he passed the cloak on to a trusted
friend, and it has gone from character to character since.
The cloak acts as wings offlying, except that wings of the
rakers take the appearance of white seagull wings. The
cloak also gives its wearer the ability to speak and under-
stand the language of the aarakocra, and to mimic their
diving attack maneuver. A good-aligned wearer receives a
+20% reaction bonus from the aarakocra, but an evil-
aligned wearer receives a - 20%penalty.
X.P. value: 1,000 x.p. G.P. value: 9,500 g.p.
Goblin Shield of the Pomarj +2: This metal shield
bears the coat of arms of goblins in the Pomarj: the red
face of a medusa. Its creator is unknown, though rumors Equalizer of Gran March: Also known as the Sword of
indicate a weak and treacherous wizard who sought his Neutrality, this silver long sword is a tool for the balancing
own safety during the invasion of humanoids from the powers of the universe. Its creator desired that it be used to
Lortmil Mountains. Now the shield is found only in the equalize (or, more accurately, to terminate) the extremes of
hands of a goblin chief. While giving a +2 bonus to its nature, shifting the universe closer to the true neutral
wielder’s armor class, the shield can cast flesh to stone alignment. Only a character of true neutral alignment can
(reverse of stone to flesh) once per day. fully use this sword. In the hands of such a character, the
X.P. value: 1,250x.p. G.P. value: 7,500g.p. weapon is treated as a + 3 weapon when determining what
can be hit by it, even though its “to hit” and damage
Keolish Plate Mail of the Seas +1 (C, F): This mail bonuses are but + 1. In the hand of a true neutral charac-
armor was given by the King of Keoland to an admiral who ter, the sword receives special combat modifiers according
had fought successfully against the Sea Princes. It is plate to the opponent’s alignment:
mail + I , and also stays afloat in water, negating the
chance for its wearer to sink in mild or slightly choppy Opponent’s Alignment “To Hit” Damage
water. The wearer can tread water indefinitely, but cannot lawful neutral, chaotic neutral +1 +2
dive underwater more than two feet. Swimming speed is neutral good, neutral evil +2 +4
not affected by this armor. lawful good, chaotic good,
X.P. value: 1,500x.p. G.P. value: 7,500g.p. lawful evil, chaotic evil +3 +6

R e d Armor of the Hellfurnaces +4 (C, F): This blood- Each time an opponent of an extreme alignment is struck,
red armor was cut from the back plates of an adult red the creature must make a saving throw versus spells or be
dragon. Many warriors from the Yeomanry died in the bat- disintegrated. Against true neutral opponents the sword
tle to kill the creature, and the best dwarven armorers receives only the bonuses of a long sword + 1 .
were hired to rework the plates into a wearable suit. The X.P. value: 10,000x.p. G.P. value: 50,000g.p.
final product is a set ofplate mail + 4 that allows its wearer
to save against fire-based attacks for half or no damage. Flying Scimitar of Tusmit +3: Forged in preparation for
Red dragons seeing this armor will make unusual efforts a possible war against Ekbir, this enchanted weapon is
to kill the wearer. used only by the Pasha’s most trusted war-ministers. When
X.P. value: 6,000 x.p. G.P. value: 35,000g.p. used in combat it gains + 3 “to hit” and damage. It can also
be thrown (minimum range: lo’, maximum range: 30’).
Shield of Greyhawk +3 (F): This metal shield bears When thrown, the scimitar spins like a razor-edged propel-
Greyhawk’s coat of arms, and was created by the Society of ler and strikes as a sword of sharpness. It returns to the
the Magi. It now hangs in the audience hall of the Lord thrower’s hand the next round. Anyone else who attempts
Mayor’s mansion, and is well guarded. As well as giving its to catch the flying sword must make a saving throw versus
user a + 3 armor class bonus, the shield can cast dispel evil death ray or lose the member. There will be no effect on the
as a 9th-level cleric, once per day. weapon’s flight.
X.P. value: 1,050x.p. G.P. value: 10,500g.p. X.P. value: 8,000 x.p. G.P. value: 40,000 g.p.
Thillonrian Shield of Berserking +2: A prized magical Re1 Astran Sword of Enmity +1, + 3 vs. Racial Ene-
item to fighters in the Thillonrian Peninsula (home of mies: This long sword was enchanted for a paladin from
Frost, Ice, and Snow Barbarians), this shield gives a +2 the City of Rel Astra. The weapon has a normal bonus of
bonus to the wielder’s armor class. Its greatest benefit, + 1 “to hit” and damage in melee. However, it also raises
however, appears during mass combat. When held by a the wielder’s attack and damage rolls by a n additional + 2
commander, at least half of whose troops are barbarians, when used against racially hated opponents. Examples of
the command word can cause the shield to cast a spell of those gaining the bonus include: paladins against chaotic
berserking on up to 200 warriors in the commander’s evil creatures, rangers against giant-class creatures, bar-
troops. Those warriors gain a +2 bonus to their attack rat- barians against magic-users, elves against driders and
ing and never need to check morale. They also have a disci- drow elves, and so on.
pline rating of 0 and will not enter a closed formation. X.P. value: 750 x.p. G.P. value: 3,750g.p.
X.P. value: 1,200x.p. G.P. value: 12,000g.p.
Stonefist Sword of Rage +2: This two-handed sword
White Armor of the griff Mountains +3 (C, F): After was enchanted during the reign of Vlek Col Vlekzed. No
tribesmen of the Griff Mountains slew an adult white one is sure if Vlek wielded it himself, though the warriors
dragon, they sold the hide to the dwarven armorers who of the Hold of Stonefist stubbornly (and violently) claim so.
created this suit of scale mail +3. The dwarves created it No one doubts that the weapon contains the strength and
for a human-sized wearer, though a dwarf or halfling can ferocity upon which Vlek built his domain.
wear it at a penalty of - 1 to his or her armor class; thus the Aside from its normal + 2 bonus to attack and damage
total AC modifier is +2. The white armor also gives the rolls, the sword allows the wielder to voluntarily enter a
wearer to save versus cold-basedattacks for half damage or state of mindless rage. While enraged, the character gains
none. an additional + 1 “to hit,” + 3 damage, and a n additional
X.P. value: 2,250x.p. G.P. value: 13,500g.p.
+ 2 hit points per level. (Note: These bonus hit points are Good-aligned characters save at -2. This power must be
lost to damage before the character’s own hit points, cf. summoned before the arrow is shot, and a miss wastes its
potion of heroism.) However, the character also loses any killing magic for that day.
dexterity bonuses to his or her armor class, and cannot con- X.P. value: 750 x.p. G.P. value: 7,500 g.p.
trol the rage until he or she makes a save versus spell (one
attempt per round). Cord of Ekbir +1: Since strangulation is the favorite
X.P. value: 1,000 x.p. G.P. value: 5,000 g.p. attack method of assassins and thieves in the civilized
northwest, a magical garrote was destined to appear in the
Sword of the Wild Coast +3: This cursed two-handed hands of Ekbiran murderers. This black cord strikes a t + 1
sword was enchanted by a bitter magic-user to expose the “to hit,” and forces the victim to save versus spell or be
“true inner personalities that all warriors possess”. stunned and unable to resist the attack.
This weapon causes its owner to save versus-spell or X.P. value: 450 x.p. G.P. value: 4,500 g.p.
become neutral evil and a lover of battle. Modifiers to the
saving throw depend on the victim’s class: Iron Gauntlet of Urnst This item was created by a n
iron-fisted wizard who wanted a magical item to symbolize
paladin +6 his philosophy of life. It is a leather gauntlet covered with
ranger +3 flat iron plates on the upper surface. When used in melee
fighter or thief -3 combat, the wearer has one attack per round at + 2 “to hit.”
Damage inflicted is determined as per the following table:
If the saving throw is failed, the wielder will always be
looking for a fight and always fighting to the death. If he DieRoll Result
sees a fight or a drawn weapon, he seldom resists the urge 1-12’ glancing blow-ld6 points
to enter battle. Even the threat of combat causes him to 13-16 solid punch-2d6 points
make a wisdom check or immediately attack. The charac- 17-19 hard punch-3d6 points and opponent is
ter can be released only by a remove curse spell. If a charac- stunned next round
ter dies while under this curse, his psyche travels to the 20 crushing blow-4d6 points and opponent is
outer plane of Acheron, never to return. stunned for next 3 rounds
Any character can attempt to wield this weapon, but one
who is not neutral evil does not receive its magical Add +4 to the next “to hit” and result rolls against a
bonuses. Also, a good-alignedcharacter takes 1-4points of stunned opponent instead of +2.
electrical damage per use of it. X.P. value: 2,000 x.p. G.P. value: 12,000 g.p.
X.P. value: -- x.p. G.P. value: 1,000 g.p.
Razor Claws of Chakyik +2 (F, TI: These were created
Warlord Blade of the Shield Lands (F): This magical by a magic-user loyal to the Tiger Lord of the northwest.
broadsword +2 increases its possessor’s leadership ability Always appearing in pairs, each razor claw of the set con-
in combat. Thus, a Commander’s charisma is considered to sists of four curved daggers attached to a leather gauntlet.
be 18,giving a + 2 morale modifier to troops under his com- The weapon gives +2 “to hit” and l d 6 + 2 damage, and
mand. The sword also doubles his or her command radius requires no special proficiency for use. When both claws
and gives his or her troops a +2 discipline modifier. are used a t once, the character has two attacks per round if
X.P. value: 1,600 x.p. G.P. value: 8,000 g.p. his or her class level does not already allow it.
X.P. value: 1,500 x.p. G.P. value: 7,500 g.p.
iscellaneous Weapons Trident of the Oljatt Sea +2: Rumored to be a weapon of
Axe of Sulward +2: Magically sharpened to aid woods- sahuagin fighters, this weapon gives a bonus of + 2 “to hit”
men in cutting the rare woods to be exported from the Lord- and damage. Once per turn, it can fire a jet of steam in a n
ship of the Isles, this axe can also serve as a valuable area 60’ long, 20’ high, and 20’ wide. The steam inflicts
weapon. Though it causes damage as a battle axe +1 , its 6-36 points of damage (6d6), half if a successful saving
+ 2 bonus is gained only against wooden objects and plants. throw versus spell is made. When fired under water, the
On a roll 4 higher than the required “to hit” roll, the axe steam travels only half the distance, and causes half dam-
destroys a n opponent’s wooden shield. age (a saving throw for one-quarter damage is applicable).
X.P. value: 400 x.p. G.P. value: 2,250 g.p. X.P. value: 1,500 x.p. G.P. value: 12,000 g.p.

Black Arrow of Iuz + 3 Carved from the bone of a black Whip of Zeif +3: When wielded by a character proficient
dragon, this enchanted arrow strikes a t + 3 “to hit” and with the whip, this weapon strikes at + 3 “to hit” and dam-
damage. The arrow reappears in the owner’s quiver each age. It can also be cracked in the air to produce a deafening
dawn after it is used, i.e. this item is permanent unless lost sound, causing all creatures under eight hit die (except the
to a special attack form, deliberately destroyed, etc. Once wielder) in a 20’ radius to save versus spell or be deafened
per day, a n archer can call upon its deadly powers, causing for 2-5 turns. The sound can be heard up to 1000’ away.
the target to save versus death magic or die immediately. X.P. value: 800 x.p. G.P. value: 5,000 g.p.

88
Geography of Oerth
n
erth’s geography is little known because travel trees, some of which cling to the cliffs, and a wealth of
is 50 dangerous to one’s health. Only the rich lesser ferns, mosses, and flowers. Above these is a cloud-
and powerful can afford the armed guards, wiz- forest of odd fleshy-leavedplants and rare orchids. This fra-
ards, and clerics who make long-distance tra- grant and silent realm contrasts with the highest levels,
vel possible. Because of this, tales of far away which are raucous and white-stained with innumerable
“6 lands are always sought after by those unable to move free- sea birds; puffins, eider, albatrosses, and others less recog-
ly. nizable. On rare clear days the Pinnacles may be marked
The unusual places described here are some of the most a t some distance by the plume of feathered life above them.
infamous and best-known bits of topography in the lands The Pinnacles seldom offer an easy landing. Broad
men travel. In addition to being interesting in their own though they may be, the shelves between cliffs are seldom
right, these areas were selected for inclusion in this chap- . conveniently near sea level. In most cases a landing party
ter because they illustrate an important point: An area must climb tens or hundreds of feet upwards from the sea.
doesn’t have to be filled with monsters, tricks, and traps to The difficulty of the terrain, and the mists, numerous
be interesting to players and DMs alike. waterfalls, and thick vegetation at first conceal the fact
that the Pinnacles are not natural formations, or even
shaped ones, but are composed of titanic blocks. On rare
The Pinnacles of Azor’alq occasions one encounters openings leading to the interior
The Pinnacles of Azor’alq which have haunted Bakluni of these constructions. There is no report of what may be
legend for upwards of three thousand years. They have found if one ascends or descends the broad stairways lead-
been variously described as the ancient dwellings of the ing away from these bat-haunted cave mouths, or rather
gods, the protruding spires of a titanic drowned city, the doorways.
monumental tombs of the near-mythical First Dynasty of Whatever else dwells among the pinnacles, it is certain
the Bakluni, and the nesting place of phoenixes, rocs, or that dragons of all sorts and sizes make their home there,
the Dramidj Ocean’s numerous dragons. The epic hero for from tiny varieties that sport among the beautiful and
whom they are named is said to sleep there with his pala- unique birds of the forests to huge coiled reptiles.
dins. The last royal house of the Bakluni Empire is said to
have fled here from the Invoked Devastation. The Cup and
Talisman of Al’Akbar is rumored to reside there. Such a
wealth of speculation betokens the fact that few have seen
the Pinnacles even at a distance, and (perhaps signifi-
cantly) fewer yet report any close approach or landing.
Mariners regard a sighting of the Pinnacles as a n ill omen,
and will rarely so much as speak of them, and then only
when ashore.
It would appear from accounts that the Pinnacles are no
more than 50 leagues from the mainland, somewhere in
the angle of the Dramidj between Ekbir and Zeif. They are
less frequently found than one would think, but this is per-
haps accounted for by their being away from the regular
shipping lanes, and by the dense fogs peculiar to the
Dramidj. Indeed, the Pinnacles are often concealed by
banks of fog even when those waters are otherwise clear.
Perhaps this is because of the unusual warmth of the
waters in their immediate vicinity, and the peculiar calm
that seems to envelop the region. Certainly that is what
the merchant captains believe; they stay well away from
fog banks even on the open ocean, and most vessels carry
oars for the express purpose of rapidly removing them-
selves from regions in which they might be becalmed.
The Pinnacles themselves are massive spires no less
than 40 in number (some say loo), in an irregular cluster,
none more than two miles from its nearest neighbor. They
are perhaps a quarter mile in diameter at the base, circular
in cross-section,and rise steeply upward in a regular series
of cliffs. How far they extend downward into the ocean is
unknown, but their height above the water is in excess of
1,000feet. The lower portions are clothed in forest, includ-
ing massive coniferous trees which are themselves some-
times more than 200 feet tall. These are mixed with lesser
Notes for the Dungeon Master Forgotten City remains, if not forgotten, at least unfound
Golden, faerie, pseudo-, silver, and mist dragons are all in so harsh and discouraging a region. Some would also say
appropriate residents. ROCS, giant eagles, and a phoenix or it is unfounded. There are peculiar glassy depressions
two may also be included. These live in relative harmony, which dot the central Sea of Dust and which some claim
foraging outward for fish, whales, or even for food on the correspond to former Suel cities.
mainland. All are concerned that no rumor of the Pinna- Paradoxically it is the most distant part of the Sea of
cles reach the outside world, and will either strand or kill Dust, the southwest, which is best known. In part this is
intruders (depending on alignment and circumstances) if because some small amount of rain reaches the Sea of Dust
they possibly can. Treasures to be found include not only a t this point, and the lands are inhabited by nomads. Some
the precious things gathered by the intelligent inhabitants of the natives show Suelish origins, but the majority are
but also certain orchids and birds-of-paradise. Some of the from farther south: a tall, slender, curly-haired folk with
latter have been bred by the longer-lived dragons, and are blue-black skin and slanted eyes. Though not otherwise
regarded as personal property. The guardians and trea- hostile, the nomads guard their wells against any outsider
sures of the interior should be powerful (possibly undead), and do not permit so much as a drop to be stolen or sold. The
and the exterior inhabitants do not wish them to be dis- water is not only difficult to reach, but it has a tendency to
turbed. The isle may have human inhabitants. dry up or grow salty as the wells are used more frequently.
The nomads therefore move from one site to the next,
searching for new supplies. When they find a well they
The Sea of Dust must apply either brute animal force or (in the case of some
No one has accurately described the entirety of the tribes) windmills to pull their prize to the surface.
wasteland created by the Bakluni mages. Reports are When water does reach the surface of the southwestern
sometimes contradictory and always incomplete, since few Seabf Dust, either by artificial means such as wells or dur-
have the hardihood to penetrate the region and fewer still ing the rare spates of rain in the “wet” season, the result is
the will to make a study of it. Nevertheless, certain broad most gratifying. The dust of these parts is not alkaline
regions may be identified. material or sterile volcanic ash but true dirt, heaped into
The Sea of Dust was first named for its appearance just great hills: perhaps the once-fertile soils of the former Suel
west of the Hellfurnaces, where volcanic ash is spread in Empire. It is in any case extraordinarily productive, both
gray waves over a land surface now deeply buried. Each in wild and cultivated plants.
year the Hellfurnaces add new weight to the column of fine Unfortunately the rich southwestern dust also supports
gray dust. What little water makes its way westward per- a number of monsters which burrow through it. Most nota-
colates through the bedrock, which is of limestone in those ble of these are a nameless wormlike beast which may
regions. Unwholesome creatures from the Hellfurnaces exceed 50 feet in length, and an insectlike creature which
inhabit this sterile wasteland, and have gateways upward rather resembles a cross between a mantis and a centipede
through the ash. These entrances are sometimes disguised and may be as much as 20 feet long. These are attracted by
as protrusions of the country’s original limestone. What- soil moisture and by vibrations of humans and livestock,
ever treasures the Suel of these parts might once have had and present a great hazard. Fortunately they are rare, and
are deeply buried here. No ruins are reported except for avoid the nomad arrows and spears.
those of a few former mountain towns in what are properly Poor as they may be in other things, the southwest
considered the western Hellfurnaces, and these must long nomads are rich in gems and gold, the accumulated fortune
ago have been looted by fire newts and fire giants, which of the Suel empire. They regard these as minor ornamenta-
are numerous in those parts. tion, and place much higher value on cattle and vegetables.
The northern parts of the Sea of Dust are less ash-clogged The way in which they obtain their baubles is most inter-
and therefore show clearer evidence of the former Suel civi- esting, however; the young men dive for them as part of the
lization. Here may be found the forts that guarded the rites by which they pass to adulthood.
passes over the Sulhaut range into Bakluni lands, and far- Dotted about the region are “Ktosor-hep”, or “dus-
ther into the desert are the remains of walled cities. The tlakes.” These are expanses anywhere from half a mile to
most accessible of these, nearest the Sulhauts, have appar- six miles across in which the dust is charged with a magic
ently been stripped of valuables by various bold scavengers that causes it to take on the characteristics of water. The
over the past millennium, but the sites farther into the des- grains form a sort of fluid which permits the passage of air
ert are less disturbed, in part because they are inhabited between them but retains them in a single body which sup-
by harpies. It is notable that the architecture of this region ports waves and boats and swimmers as if it were a true
shows the characteristic high angular buildings still lake. Unlike water, however, it may be made somewhat
affected by such people as the Sea Princes and the Lendor- breathable if a fine cloth mask is placed over the mouth
ians. (although strenuous action is not possible under such con-
The central part of the Sea of Dust is the most forbidding ditions). It is therefore possible to descend to the surface
of all, and certainly the most alien. There are dunes of a beneath the dust, and there to examine in the dim and
white, powdery, caustic material, and the air’s dryness will dust-laden atmosphere the ruins of towns and cities, for
empty a n unglazed jug in a day or two and cause those who each dust-lake seems to have been just such a site before
do not cover their mouths with damp cloth to cough blood. the Rain of Colorless Fire.
The white dunes and glassy exposed bedrock also cause Were a descent into the dim and choking lower reaches of
sunblindness in those who fail to protect their eyes with a dustlake the sole barrier to manhood among the nomads,
slitted masks or visors. It is little wonder that the so-called there would not be so many “boys” of 30 and 40 years.
Unfortunately for divers a number of other creatures also

90
live in the soup of particles. Among these are the aforemen- pure metals at the site: certainly iron, and possibly gold
tioned burrowing worms, which seem to prefer these spots and mithral as well. The direction of Jemrek Longsight’s
as lairs. Water pools there in small amounts, and certain study has often been cited as evidence that dwarvish habits
peculiar fungoid life forms are also attracted. Last but not of mind persist even in those who choose the most un-
least there are the abhorrent “osid-mrin,” a man-like race dwarvish occupations.
which according to local legend first built the cities Longsight’s announcements resulted in a flurry of activi-
beneath the dustlakes, and which (again accordingto hear- ty on the part of all the political interests in the region. All
say) have a desire to bring recruits into their new race over the Iron League there was a ferment of alliance, mis-
through a gruesome operation or transformation. Never- alliance, and reliance between the dwarvish clans and oth-
theless the rewards are as great as the perils: not only full er groups preparing expeditions. The Herzog of South
manhood in the tribe but also gems and jewelry for decora- Province sent forth a large group of warriors and prospec-
tion as well as other more civilized treasures which are the tors, reportedly with orders to return with news of the
more prized tokens of a dive, such as artworks or books, or deposit or not at all. The Principality of Ulek took an inter-
even magical items. est, as did Almor, Nyrond, and the Duchy of Urnst, and
The architecture of the southwestern ruins is notable for trading houses from the Wild Coast and even Greyhawk
its large domes and tall onion-toppedminarets, which occa- and Dyvers. Even the rulers of the Pomarj, then new to
sionally protrude above the dust and provide a channel their power, sent an ill-prepared company of orcs, goblins,
downwards. and ogres. As these varied forces converged on the area
delineated by Longsight, chilling tales of murder, treach-
Notes to the Dungeon Master ery, and bloody massacre began to make their way back to
the outside world. Soon the weaker forces turned back for
The nomads in the southwest each have type Q treasure. lack of supplies or manpower. The Pomarjis were slaugh-
The “osid-mrin” are meenlocks. Also present in the fertile tered by a temporary alliance of dwarvish interests.
dust are purple worms and ankhegs. Movement in the Nyrond and Urnst were unexpectedly impeded by the
water-dust is the same as that in water. The bottom of the inhabitants of Celadon Forest, who did not desire such
dust-lakes will support a wide variety of fungoid creatures, activity near their lands. The Herzog’s troops disappeared
including myconids in those not infested with meenlocks. into the Bright Desert and were never seen again. All par-
The dust of the central regions forms a strong lye when ties were harassed by the natives of the Abbor-Alz,who as
mixed with water. always resented intrusion, and by the Sea Princes, who
were attracted to the supply ships.
After half a decade of struggle, the house of Highforge,
The Pits of &a one of the more prominent dwarvish clans in Irongate,
In mid-locktime of CY 198, the Great Kingdom was emerged as discoverer and holder of the starstone’s wealth.
astounded by a ball of fire which appeared over the Oljatt A port was established on the waterless coasts where the
Sea, passed over Sunndi, Idee, Ahlissa, and Onnwall, and Abbor Alz touches the Bright Desert, and a secret trail was
vanished somewhere beyond the Sea of Gearnat. It was vis- established leading inland. Highforge and its allies main-
ible as far south as the Olman Isles and as far north as tained thorough secrecy, and for good reason: iron, plati-
Eastfair and Rel Mord, and was cause for wonder and con- num, gold, mithral, and adamantite began to pour out into
cern even in those prosperous and confident times. Selvor the world at large through the carefully guarded harbor.
the Younger, after careful extrapolation to its origin in the Few have reported concerning the mine inland, but from
constellations, declared the shooting star to signify peripheral comments it appears that the dwarves discov-
“wealth, strife, and a living death.” The pronouncement ered a broad depression of fused and shocked rock marking
caused a panic in certain of the larger cities, particularly the landing point of their prize and established themselves
Rauxes, where a number of prominent nobles took the pro- in a nearby mesa from which they coordinated a well-
nouncement to be a signal for the end of the world, or at planned mining operation. They dug deep artesian wells
least of an era, and created several disturbances. Accord- and established cisterns. The mine and settlement they
ingly, when after several years the predicted events failed called Azak-Zil, or Pureheart.
to make themselves evident, Selvor was banished from his For five years Highforge swelled with wealth; there were
post and from the court, and held by his colleagues as a disruptions in metal markets as far away as Rauxes. Then,
laughingstock. There matters were to lie for more than 300 abruptly, the flow was cut off. The port city of Zarak
years, while chaos enveloped the greater part of the Fla- remained, but communications with the mines ceased and
naess and few had the time or patience to study the work of probes into the interior found the roads to be erased and
a discredited astrologer. the dust storms to be intolerable. Members of a powerful
It was in 514 that Jemrek Longsight, a dwarvish sage expeditionary force disappeared suddenly and silently a t
who as a child had been greatly impressed by the phenome- night, even from guarded tents. Clan Highforge, after
non undertook a study entirely opposite to Selvor’s: using expending much of its considerable fortune in a n attempt
records of the falling star’s flight she traced it not back to to refind and retake the mines, took heed of unfavorable
its origin but downward to the Oerth. Longsight’s calcula- auguries and abandoned the effort. Zarak was abandoned.
tions showed a landing along the easter wing of the Abbor
Alz, between the Bright Desert and the Nesser River. On
the basis of previous instances of shooting stars and their
tangible results, Longsight predicted a great deposit of
Since the failure of Azak-Zil most southern dwarvish Skrellingshald
clans have declared the folly of meddling with “things from
the sky.” Not a few suppose that the mine was visited by a It is commonly held that the Flan peoples of eastern
curse, either by something imported from the heavens or Oerik were simple tribesmen before the events that led to
the Suel and Oeridian migrations. There remain to be
by something wakened by the shooting star or the activi-
ties of the miners. Many have cited Nomad legends that a n explained certain ruins found in the Griff and Corusk
Mountains. The massive stone foundations, straight level
ancient nonhuman people dwelt in the mesas of the south-
roads, and flattened or terraced areas of mountainside
ern Abbor Alz and still guard them. seem from the proportions of the rarely preserved door-
Only one individual has claimed to have found the site of ways to be intended for creatures of human size, and it
the mines since their abandonment: one Pont Sandmorg of seems unlikely that elves or humanoids would have had
Narwell. Sandmorg’s account would place the mesa on the the inclination to produce such works. What is more, the
eastern slopes of the hills, facing the Bright Desert, about a occasionaljade carvings and green ceramic figurines found
hundred or more miles inland. There was a poisonous salt both a t these sites and occasionally in rivers flowing out of
lake filling part of the nearby depression, and there were
the mountains show a people of Flannish features and
hills of tailings from extensive mining operations, and dress, and there remain in the Duchy of Tenh and among
plain evidence of a dwarvish cliff-city could be seen on the
the Coltens stories of a powerful mountain state of Flann-
south face of the mesa. However, Sandmorg and his men
were content to raid a few ingots from a former roadside ish race. Perhaps the dwarves of the region know more, but
if so they show the typical reticence of demi-human races
depot. Their number had been depleted by native tribes
and by packs of unusually ferocious and cunning ghouls, concerning prehistoric events. One of the greatest works of
this ancient people, whoever they were, is the mountain
and they turned back after ‘‘a most horrible howling, like a
known in Flan as Tostenhca,but more commonly known by
thousand jackals which emanated from the city that night, the name the Suel barbarians gave it, Skrellingshald. It is
and a most foul apparition which appeared to the men on
a place which has been discovered many times, and as
watch.” Attempts to duplicate Sandmorg’s route have often lost again from human knowledge.
either resulted in failure to find the mines or failure to Skrellingshald is among the Griff Mountains, but unlike
return at all. the untamed crags surrounding it its peak is entirely lev-
eled. Perched on this plateau is a city of heroic portions
Notes to the Dungeon Master carved from the rock itself. It holds many noble houses, as
The environs of the port-city will show only a few hardy well as large pyramids and ramps of unknown purpose.
and surly nomads. Inland the terrain is extremely treach- There are large water storage tanks, and evidently water
erous, and dust storms are likely. There will be evidence of was once piped through the entire city. The broad avenues
former expeditions as the mines grow nearer, though most are lined with tall statues of the same greenish-black rock
of the treasures carried by these ill-fated groups will be in as the mountain and city, all of them showing typical
the lairs of various desert monsters. There will be unusual Flannish features (from which trait the name of the city is
numbers of undead, especially ghouls and ghasts, many of derived). Some of the dwellings may be three or more sto-
dwarvish origin. ries high, and the interiors contain among other things
Should the player characters reach the cliff-city or the murals with pigments that are still fresh and scenes that
diggings they will discover that the work of mining still depict the lives of the inhabitants. One block covered with
goes on, as does the fighting that always attended it. Each such work was brought to the town of Calbut in the Duchy
individual, now in undead form, seeks to amass for itself of Tenh, and exhibited as an example of ancient Flan excel-
all of the treasure. Their number is large, mostly ghouls lence, but it is regarded by some as a clever forgery.
and ghasts. There are no noncorporeal undead in the city Beneath the city and leading downward to various open-
and mines themselves. The undead will attack on sight in ings on the lower mountain is a series of tunnels. Most of
search of food or treasure. these terminate in terraced regions that must once have
The cause of this horrible transformation is an ellipsoid been farmers’ fields. The climate of the region must surely
of bluish metal about 2 feet long and one foot in diameter. have been more pleasant in its heyday, for much of the year
All who die within 5 miles of it rise a t the next full moon as the city is wreathed in snow.
undead creatures unless the corpse is first blessed. Undead For all its enigmatic glory, Skrellingshald might remain
within one mile are turned at -5, those within two a t -4, relatively obscure were it not for the stories that great
and so on to the limit of the area of effect. The stone also treasure might be found there. Indeed it bears some pass-
causes consuming greed and transformation to a lichlike ing resemblance to a land placed by popular legend in the
state in its possessor. It is presently held by a lich, a dwarv- Griff Mountains, where the buildings are (‘roofedin gold.”
ish cleric of 16th level. In addition to raising a primary However, the citadel of Skrellingshald is most certainly
attribute by +2, the stone should have various other not inhabited by any human race, and does not flaunt what
effects a s determined from the Dungeon Masters Guide; it treasure it may have so openly. Its inhabitants are reported
is a n artifact. to be particularly malevolent and cunning kobolds, and
perhaps certain diabolic allies, who haunt the tunnels
beneath the mountain. The skies of the region are the
hunting ground of griffons and gigantic eagles. The city
itself is supposedly guarded by its statues. If the city ever
had gold roofing it has long since been looted. What
remains is a wealth of jade jewelry and statuary scattered

92
throughout the region, and a great store of gold in most magical traps and by undead or extraplanar beings. Art-
unusual form: it is in spheres about the size of a double work taken from the city will be of high value if it can be
fist. The troves of gold spheres are to be found somewhere removed, especially in the Duchy of Tenh.
within the pyramids, but it is supposedly unhealthy to The magical curse of the golden spheres is permanent,
meddle with them. Stories have it that those who carry but its effects on an individual can be removed with cure
away the spheres contract a horrible wasting and rotting disease and remove curse. The chance of success with each
disease. of these is equal to the chance of dispel magic against a
The citadel is protected not only by its remote position 12th-level enchantment. The curse affects anyone who
and the ferocious inhabitants. It is surrounded on all sides owns the golden spheres, or who remains near them for
by deep gorges or high mountains, and the high altitude more than four hours. It takes effect as a chronic severe dis-
saps the strength of lowlanders. The weather is chilly and ease of the blood and skin, which strikes within ld4 weeks
windy in all seasons, and often so cloudy that vision is and worsens to a terminal case once it has seen full effect as
obscured over distances of more than a few hundred yards. a severe malady.
The precise location of the place is not known. Few have
sought it out, and those who have returned after finding it
are generally reticent. Typical is the case of Hradji Bear- The Sinkin Isle
tooth, a chieftain of the Frost Barbarians, who took a band The Sinking Isle has haunted the waters near the Isles of
of men in search of the marvel in 520. the Sea Barons from time immemorial. The earliest Oeri-
Hradji returned later that year with a diminished follow- dian tribes to fish the Solnor there knew of it; the Flan
ing and with a greatly increased wealth which consisted before them had legends of it; the seagoing elves of Lendore
largely of the aforementioned golden spheres. He quite Isle have tales yet more ancient. Neither our own civiliza-
naturally refused to disclose the location of the mountain, tion nor even that of the Elvenfolk was the first in the Fla-
as he planned to gather a stronger force for the next season naess; there were others in times so far past that the very
and return with still greater booty. Unfortunately Hradji shape of the lands has since changed. The Sinking Isle is a
and the majority of his men died within the year, some of reminder of them.
them as soon as they arrived home. What is more, all those The region about Asperd Isle, the northernmost held by
who had any prolonged contact with the gold similarly the Sea Barons, is prone to infrequent if powerful quakes.
sickened and died. Hradji’s heir disposed of the hoard by Perhaps it was one of these which in the distant past car-
trading it to merchant interests in the Great Kingdom, and ried an island city to the sea bottom, and perhaps it is the
reputedly the curse still circulates as the coin of that land, same restlessness that on occasion raises it again into the
although this last may be a tale fabricated to weaken the air. Local mariners hold that while these movements are
Emperor’s currency. never predictable they are at times presaged by tremors
In confirmation of Hradji’s story that he had reached and a boiling and bubbling that stirs dark mud from the
Skrellingshald, it is noteworthy that he also brought with bottom and releases bubbles of foul smelling gas. It is also
him two young griffons and a shield of a pebbly, fire- said that the rise of the Sinking Isle is most likely in storms
resistant hide which has since been identified as that of a or fog. At such times coastal traders and pirates, who nor-
diabolical creature. mally seek the protected inner passage between Asperd
It is rumored that certain of the dwarvish clans of the Island and the Solnor’s unpredictable waves, either go the
Griff Mountains know the location of the citadel. Certainly long way round or stay aport. Many northern captains
they make use of the roads supposedly produced by Skrel- raiding southward will not attempt the strait a t all, for
lingshald’s constructors, as well as their tunnels and road- lack of friendly informants.
side fountains. It would not be surprising to find that they The Sinking Isle is not always so kind as to give warning
had discovered something of Skrellingshald’s where- of its reemergence. Neither does it always show itself
abouts. entirely above the waters. Often only the highest extremi-
ties jut upwards, as if they were lying in wait for unwary
Notes to the Dungeon Master ships. Indeed seamen credit the isle or its manipulators
with a malign will, and attribute any disappearance in the
The kobolds of Skrellingshald are well prepared to fight strait to its action. More than one will tell tales of a near-
off invasions, and to do so with little use of kobold lives. grounding, a suspicious darkness in the water on a clear
They use missile weapons from a height, and roll down fair day, or the sight of breakers where none ought to be. A
boulders to crush any opposition. Their average intelli- very few claim to have watched the island, or even landed
gence is higher than that of typical kobold tribes, and their on it. They do so in whispers, as it is said that foolhardy
shamans and witch doctors are numerous. The chieftain boasters are apt to vanish from their homes on some dark
bears a medallion which allows the bearer to summon an and rainy night thereafter. So it is that for the most part
ice devil once per year if one intelligent creature is sacri- only a faint rumor reaches the outside world of the Sinking
ficed. Those who attempt the difficult ascent of the moun- Isle and its twisted ruins.
tain from the outside, or who take an aerial approach, must In the past one notable man was far less circumspect
deal with griffons and white dragons and the uncertain than modern adventurers: Atirr Aedorich, a hero of the
and windy weather (increase all windspeeds around Skrel- Great Kingdom in the days of its youth. In 155, as a young
lingshald by 15 miles per hour). The constitution of low- man, he was sent southward by his father to the university
landers drops 2 points a t this altitude. a t Rel Astra, then a great center of learning in the magical
The city is guarded by stone golems (a portion of the stat- arts. The Sinking Isle was less active in those days,
uary) and, if tombs or altars are disturbed, by natural and
Geography of Oerth

but as the fates would have it Atirr’s ship was caught in a Notes to the Dungeon Master
sudden squall, and driven onto the hidden claws of the Isle The Sinking Isle is held jointly by sahuagin and krakens,
itself. Atirr was fascinated rather than terrified (such were according to the local currents at the time. The waters
the Great Kingdom’s nobles in those days). For a full hour, about the isle are alternately very clear and warm as the
while the crew sweated at the pumps and strained to place southern current reaches it, or chilly and dark as it is
a patch over the hull’s single rent, the young man gazed at touched by the northern currents. Each sort of water has
the strange phosphorescent landscape, and prepared sev- its characteristic fauna, the former typified by sahuagin
eral sketches, until one of the Solnor’s strange and unpre- and the latter by krakens. There is a 10% chance in any
dictable great came questing the strait and month that the currentswill change Over the course ofthe
lifted the wounded vessel clear. Atirr vowed to return and following month to the opposite direction.
discover the island’s secrets. The risings and fallings of the island are controlled by
Atirr did return northward some years later, but as Her- sacrifices of intelligent creatures a t an altar in the middle
zog of North Province. Not until his middle years did he of the largest ruin. The city is not of sahuagin manufac-
have the leisure to up his study* the exami- ture, but it would not be amiss to suggest that the builders
nation of certain ancient Suel tomes, and the exercise of were the once-human ancestors of the sahuagin them-
the arts he learnedat Astra, he devised a to either selves. They were in any an evil race toward the end.
predict or command the vagaries of the Sinking Isle. This The ruins are reminiscent of Gothic architecture, with
knowledge, like much else, was lost in the Turmoil much decoration and many high pointed arches.
Between the Crowns, but several different descriptions The isle is relatively uninhabited during changeovers
survive of what he found when he drew alongside the risen from one current to another. It is 15% likely to rise on its
city. own each month that characters are in the area, and will
In the short time before the sank Once again remain above water for ld6 hours. It normally rests on the
beneath the waves’ Atirr and his were to bottom. Local fishermen are 10%likely to know the precise
recover and record information a great many location; local mermen 50%likely. Neither will be eager to
facts from among the spiky and highly decorated ruins. reveal the information or serve as guides. The sahuagin
Among these were many panes of fine stained glass, some and krakens have a few allies ashore to apprise them of
still intact, and some in tints never yet achieved by modern events.
artists. Besides these were a number of twisted ornaments It might be suggested that the House of Rax holds the
Of gold and lead, later discovered to be Of sahuagin manu-
book discovered by Aside from historical information
facture. Attir also discovered a book sealed against the it is both a libram of inefabledamnation and a book of vile
water in a lead casket. All of these were returned to the deeds,
court at Rauxes in honor of the Overking. The patient
Atirr hoped to study them further in his retirement. He
declared the book in particular to be most interesting,
being among other things a recording in a lost language of
The Twisted Forest
“an ancient history together with magical secrets.” The Drachensgrabs have always been a peculiar land, an
Tragically, Atirr was never to attain his goal. Two years anomaly among the more settled regions of the Flanaess.
after his discoveries he and all hands went down in a storm Legends Persist that Some Powerful being Sleepsthere, and
off the coast of North Province in a storm which apparently that some unclean air is about certain of the hills. The
even the Herzog’s powers could not quell. The book has retaking of the Pomarj by humanoid forces is just such a n
since disappeared, though it may yet be found somewhere event as might be expected of this region- Rumors aside,
in the catacombs at Rauxes; it is difficult to be sure, as 90 there is a t least one sleeping and dangerous power in these
little word now reaches the outside world of the doings a t superficially Pleasant lands: the mkmmed ‘‘TwistedFor-
that court. It is known that Atirr was convinced from a pre- est.”
liminary study that the city itself was not primarily of The Twisted Forest is no forest at all, but rather a collec-
sahuagin construction but must have been built by a ter- tion of Stony Pillars; these Pitted P a y Shapeshave as much
restrial race, though sahuagin-like creatures and other sea the aspect Of humanoid Shapes as of trees. They are Scat-
life are depicted frequently in the architecture. tered over the hillside meadows like so many leafless
Later observers have examined the coastlands and sea olives, but it would be difficult to mistake them for vegeta-
near the site of the Sinking Isle, and have on a dark eve- tion. They range in size from that Of a very small goblin to
ning seen what may have been its upper towers. The region that Of a VerY large ogre, but their twisted upper exten-
is chill and forbidding for such a southern latitude. Fisher- sions are as suggestive of upraised arms as of branches.
men say that the catch in those parts is extraordinarily They have overall an UnWholesomeand unnerving aspect.
good, but that nets are often fouled. Those attempting the One has the feeling of being watched- The Patterns on the
water, find it dark and chill. Most are content to leave the trunks are suggestive of tormented faces, and it is notable
Sinking Isle to the sahuagin, or whatever race of the deeps that despite their great age they do not bear the abundant
now holds it. mosses, lichens, and birds’ nests that the local outcrop-
pings of native rock display in such abundance.
An examination of the ground between the “trees,”
which is rich in flowers, shows a surprising number of
bones and many weathered remains of weapons and equip-
ment. One might at first suppose these to be the relics of a
battle, but they are of varying ages-some old enough to

95
-
have crumbled entirely and be evident only as strains in Notes to the Dungeon Master
the soil, while others are much more recent. Where they
have not been disarrayed by scavengers the bones and The pillars are largely the remains of evil creatures. Any
being of evil alignment which enters the demesne of the
equipment are still whole. The source of this carnage is not Twisted Forest will be affected within ld4 to ld20 turns
any danger in the hills round about, but the forest itself. depending on the degree of evil involved. Thereafter such
Those who touch the stone shapes often die, or go mad.
creatures must make a saving throw vs. spell each round or
The goblins of the Pomarj are now well aware of the dan- be converted with all their goods and equipment into twist-
gers of the Twisted Forest. Early during their influx a
ed stony parodies of their original forms. They will thereaf-
large company of goblins scouting for new lands ascer- ter be fully aware and able to hear and see and even feel
tained from the local herdsmen that the Forest might con- their surroundings, but are immobile and practically inde-
tain treasures somehow locked within the stone shapes. structible. Fire, cold, and lightning, as well as acids and
Precisely what occurred on the day they entered the Forest nonmagical weapons will cause no damage, but will cause
is not known, but it seems to have been something beyond excruciating pain. The rock is also immune to common
even the traditional danger (of which the goblins and their
allies might have been aware had they not in their eager- spell effects such as rock to mud, stone to flesh, or dispel
magic, though know alignment is effective. Only poly-
ness to push onward hastily slaughtered their informants). morph any object can release a trapped individual, and
Later observers have since examined this field of stone then the success if checked as if dispel magic were being
shapes, and it seems that there are rather more of them
used against a 20th-level spell. This restoration is perma-
than implied in earlier accounts. There is moreover some- nent if the victim survives the system shock roll.
thing which was surely not present in past centuries-a Trapped creatures typically have only one avenue of
contortedriver of stone among the pillars, more than thirty escape; they can attempt to take over the body of another
feet long, tapered at either end. Unfortunately, it is not pos-
creature that touches or strikes them, as if using a magic
sible to compare past and present eyewitness accounts j a r spell. One attempt to take over is allowed on each round
directly, as former natives of the region are now dead or dis-
in which there is contact. A takeover attempt may also be
persed. made against someone who attempts speak with stones.
The Twisted Forest would be entirely mysterious were it Once in its new body, the new tenant must survive a sys-
not for records of the Keoish Court at Niole Dra. An
tem shock check or die. Resurrection or raise dead on a
ancient and much recopied manuscript there purports to be body slain in this way will bring back the newer tenant,
a history of the Suel peoples immediately after the last not the old. In any case the former owner of the body is
disaster of the Suelite empire, penned by one Uhas of
trapped in the stone form of the aggressor. All creatures
Neheli. In this history is the tale of a particularly wicked are susceptible to these effects, but natural animals are
band of Suloise who fled with all their treasures eastward
subject to an antipathy effect and will avoid the pillars.
along the northern coast of the Azure Sea, seeking a new Released creatures vary widely in origin. Some are the
land in which to build a powerful new nation. They were as
original Suel band, including some powerful spellcasters.
learned and powerful as they were cruel, and met with suc- Others (the smaller ones) are goblins or kobolds, while the
cess in all their evil ventures, until a t last they slaugh-
larger ones are typically ogres. The large snakelike figure
tered a band of innocent Flan tribesmen in a particularly
vile manner in the Suenha Hills. By so doing they brought is a red dragon. Some will be other non-evil creatures
trapped in new bodies. Reactions will vary according to
on themselves a most terrible curse from certain of the
Flannish gods the tribe had worshiped: that neither they alignment and length of imprisonment (some of the older
ones are quite mad). Equipment will be likewise variable.
nor any of their kind should leave the valley in which the
massacre occurred, and that they should be monuments to
their own wicked behavior, “pillars of tortured stone for all
the world to see.” This would seem to be a clear reference to
The
the Twisted Forest, and it is commonly accepted among The stretch of land facing the Icy Sea between the Cold
historians that the Suenha Hills were the Drachensgrab as Marshes and the Forlorn Forest is one of the least trodden
known to early Suel colonists. The malevolent effect of the regions of the Flanaess. Not even the Rovers of the Barrens
stone figures themselves remains to be explained, since it see much profit in it; they generally keep to the grasslands
would surely not have been a part of the original curse, but farther south, and even these hardy folk refer to these
perhaps the powerful Suel mages contrived somehow to see parts as “The Wastes.” Even the poorest parts of the Fla-
that their malice would continue to wound the world, at naess have their wonders, however; in this case, the
least within a limited area. As additional evidence that the famous Burning Cliffs.
stone figures are former Suelites, the flowers peculiar to The Burning Cliffs were named for their northern border
the Twisted Forest are of types seen only in the far western with the Icy Sea. Ships traveling along that coast may see
parts of the Sea of Dust. them for distances of a hundred miles or more on a clear
As for the treasures which some insist are buried in the day, where the smoking rocks drop sharply to meet the
stone figures, it is perhaps best not to seek them since the water. In fact the region of burning extends a good distance
Twisted Forest has so dire an effect, but it is doubtless a inland. It consists largely of oily shales and a black flam-
great treasure indeed if these stone figures are in fact a mable rock which release smoke and steam from a process
host of transformed Suelites. What if anything could be of burning which has been continuous since the earliest
gained from what may be the more recent additions to the histories. It may even have spread in recent centuries.
collection of pillars is unknown, even in rumor.

96
Geography of Oerth

It might be thought that a fire would make the local cli- rich’s following, as only he was protected from the full
mate more bearable, but in fact the smoldering and steam- effect of the Burning Cliffs (apparently by magical effects
ing rubble gives rather more heat than is comfortable, and of certain of his possessions). The identity of the creatures
in places is actually in flames. In any event it would be nec- which Storrich robbed is uncertain; his claims gradually
essary in most seasons to stand amidst the conflagration, grew more diverse. At various times they were elementals,
since the fierce northern winds soon carry away the heat. It devils, demons, and harginn, and even efreeti. Unfortu-
would in any case be a dubious comfort, being accompanied nately these discrepancies were never resolved. Within a
by sooty fumes and steam. Ships sailing downwind of the month of his arrival Storrich died of a choking fit at a ban-
Cliffs are apt to leave with darker sails than those they set quet. There were no other survivors to corroborate Stor-
out with. Neither would the warmed traveler have any- rich’s story, but it is clear that he had somehow acquired a
thing to eat in those desolate regions, with the exception of great wealth of jacinth and gold. He spent liberally in his
a few scrawny northern deer which feed on the sparse last weeks of life, and still left behind a considerable trove.
lichens and willows upwind of the Burning Cliffs region. Since Storrich’s death a number of individuals have
The Rovers seldom bother to visit the place, and regard it attempted the Burning Cliffs. Some have entered by the
as simply another obstacle in their rare trips through the paths which are now occasionally evident throughout the
Wastes. region, while others have attempted aerial surveillance or
The character of the Burning Cliffs has apparently have relied on magical protections against the heat and set
changed somewhat over the past century or so. Mariners out cross country. None who penetrated deeply into the
remark that the clouds billowing upwards from them con- land of the Burning Cliffs have returned. A number of
tain rather more soot than steam, and that by night a dull reports indicate that Iuz and the Horned Society have tak-
glow enfolds the entire region as if there were higher en an interest, and have sent large companies northward.
flames nearer the center. Both the Rovers and the seamen What the purpose of this may be is unknown save to the
have noted that the area of burning has spread by up to sev- rulers of Dorakaa and Molag. Some unknown persons have
eral hundred yards a year (it is already nearly 30 miles erected an altar to F’yremius along the northern coast of
across), though in cold winters it retreats somewhat. On the Burning Cliffs; whether for purposes of propitiation or
occasion shapes are reported moving about behind the bar- worship remains unknown. Members of that cult have on
rier of cloud and soot. Perhaps most significantly, the for- occasion been linked to the region, but they fiercely deny
ests, marshes, and grasslands a t the edge of the Wastes, it.
hundreds of miles away, have begun to sicken and die, sup-
porting the claims of some scholars that the Burning Cliffs Notes to the Dungeon Master
are in fact responsible for the Wastes to begin with. This is
of little concern to most northerners, however; the lands Depending on the local intensity, the heat and fumes of
are wide there, and apparently inexhaustible. the fires will inflict ld3 points of heat damage and Id4
None of these more recent reports has been sufficient to points of poison damage (save vs. poison to avoid the latter)
spur the practical northern peoples into any sort of action anything from once per day to once per round. These effects
or investigation, and it was quite by accident that any- are halved for someone standing on a pathway or otherwise
thing more was discovered. In 523 one Storrich of the Hold outside of direct contact with the burning rocks.
of Stonefist failed in an attempt to advance himself by less The residents of the area are all from the plane of fire; Iuz
than traditional methods. Poisoners are not highly regard- and the Horned Society have been encouraging and
ed even in that grim country, and so Storrich and his fol- recruiting evil fire creatures from among these. A large
lowers were obliged to flee. Since the season was summer town has grown up near the center of the conflagration,
and the Ice Barbarians would not be likely to let his ship where there is a gate to the plane of Fire. The wily Stor-
pass unmolested, Storrich and his pursuers turned west- rich’s boasts are true to the hilt; he passed through to the
ward. Unfortunately for Storrich and his men, the pilot of City of Brass itself, and made off with some minor trea-
the ship ran it aground offshore the Wastes, and Storrich’s sures. As a result residents are now alert for intruding
company was obliged to take to the land, the pursuit still “vermin.” Unless the connection to the plane of Fire is bro-
hot on their heels. As a last desperate measure Storrich ken, the Burning Cliffs region will continue to grow, much
attempted entry into the Burning Cliffs region, risking a to the delight of the cult of F’yremius.
stone path that he and his men found leading into the smol-
der. Storrich’s pursuers turned back at this point well satis-
fied, and informed the Master of the Hold that they had Csipros Erd-The Geysers of
driven Storrich to his death, having waited some days for
him to attempt a return and having seen nothing. It proved
eaah
to be untrue. In 510 CY the last of the Euroz and Jebli tribes were driv-
Two years later Storrich appeared in Dyvers, and being a en forth from the Lortmil Mountains. One particularly
rather loquacious individual he soon disclosed his story- large horde made the ill-advised attempt to reach the Yatil
several stories, in fact, some of them mutually contradicto- Mountains by crossing the gap from the Lorridges. Unfor-
ry, but it is possible to piece together a relatively plausible tunately for these creatures they had been preceded by
scenario from his boastings. The general outline of the sto- lesser bands, and the combined cavalry of Bissel and
ry was that Storrich’s company happened on a city of fire- Veluna stood ready to stem the tide. A large part of the
loving creatures, and managed to steal some valuable gold force was destroyed, but the remainder survived by dint of
and jewelry. The subsequent conflict, and the flight south- a ferocious counterattack and entered the southern Yatils.
ward through the flames and fumes claimed all of Stor- There they were harassed by halfling, human, and elven
Geography of Oerth

forces raised by the locals, who were not at all of a mind to who had first seen the valley. The sight of the wealth of the
allow such prolific and ferocious creatures a foothold. The Euroz and Jebli tribes had inflamed his desires, and he was
horde finally turned southward in an attempt to reach the certain that with certain magical treasures he had
Barrier Peaks region by passing through the Bramblewood acquired he and his force would return with wealth suffic-
Forest. Here they met their final and fatal opponent, one ient to make Polvar a nation in its own right. He never
Sandor the Headstrong, the young lord of Polvar province returned.
in eastern Ket. Many have since sought Csipros Erd, the Geysers of
Unlike the other harriers of the goblidorc horde, the lord Death, but none have returned to report of them. The maze
of Polvar was not particularly concerned that they would of hills and valleys about the northern Barrier Peak is
settle in his lands (clearly they did not desire to do so). He large, and not a few have geysers and hot springs. Of the
was motivated instead by rumors that had filtered into Ket “blood red lakes” mentioned in Sandor’s account there has
after the earlier engagements: that the cartloads so been not a trace. To common knowledge Urgush’s wealth,
fiercely protected by the horde’s leader (the half-orc along with what must be a considerable quantity of human
Urgush) represented a great store of gems and precious and humanoid bone, remains undiscovered.
metals garnered during the horde’s years in the Lortmils.
Sandor was determined that such a prize should not Notes to the Dungeon Master
escape, and he pursued the host in a series of forced march-
es which unfortunately exhausted his footsoldiers to the The geysers and hot springs of the Valley of Death are no
extent that many fell behind and the remainder could not more dangerous than those of other regions-which is to
bring about a decisive attack against Urgush’s resistance. say that one must be quite careful. The blast of a geyser
The chase led through the Bramblewood and into the hills, might inflict anything from 2d2 to 2d20 points of damage
Sandor’s force gradually regaining strength and Urgush’s (a saving throw vs. breath weapon is appropriate). The
growing fewer. In desperation Urgush turned up a n intervals between activity and quiescence for most are
unknown valley, determined to make a final stand. Here essentially unpredictable. The various water and mud
disaster met both sides. pools could inflict similar damage to those immersed over a
There are numerous hot springs in the northern Barrier time scale of anything from segments to hours (even com-
Peaks and in the Yatils, and they are widely known and fortable temperatures sap vitality over time).
generally appreciated by the Kettites, so Sandor was not Poisonous gases are sometimes released from small clear
surprised or particularly worried when he began to pass sterile lakes in the region. There are two along the Csipros
through the outlying regions of a system of geysers, full of Erd approach, and there is a larger one a t the head of the
white frothy stone and colored pools and pits. He only valley above the basin containing the geysers. The gas is
slowed his cavalry over the difficult terrain. A supremely odorless and colorless, and otherwise acts as a cloudkill
confident man, he was not much disturbed either when spell. It fills a very large volume, and disperses reluctantly.
scouts reported a number of nearby lakes of a blood-red col- Flowing downhill it can move swiftly, like a flood of water.
or said to be unlucky by Kettite peasants. The wains of the The lakes generally release the gas only if there is a strong
humanoid horde were in sight, and obviously bogged down. disturbance, like a minor earthquake, or a slide. For 3d8
Sandor prepared his men for a hard pressing attack, hop- weeks after discharging they are rust or blood red, and will
ing to disperse the horde and take their prize, when the not release any poisonous gas.
ground began to tremble. The gems, jewelry, precious metal, and magical items of
With terrible swiftness, a powerful wind swept down the Csipros Erd are now scattered over a broad region, having
valley, tumbling the orcs on their faces and oversetting the been scavenged at various times by locals who risked the
precious carts. A wealth of gems could be seen to spill from geysers which are now extremely active about the site.
them. Sandor’s force had barely begun to comprehend this Much still remains in the hot pools, guarded by steam and
when they too were bowled over. Only those on the upper mud elementals that have moved into the region. The rest
slopes, where Sandor had been organizing the crossbow- is owned by ogres, various giants, and giant ravens and
men, were spared. None of the others rose again, even so eagles, as well as lesser creatures. Sandor’s force ran afoul
far as their knees. Farther down the valley trees were of a coalition of hill giant tribes which formed to loot the
snapped a t the base by the strange wind. Geysers triggered treasure and which fell apart in quarrels shortly after-
by the earlier tremors spouted into the air. ward. A tribe still remains by Csipros Erd, and they have
Sandor sent a cautious group of scouts into the ruined developed the tactic of heaving boulders into the lakes
valley, but they fainted well before they had descended to when enemies approach up the valley floor; this triggers a
the floor. He himself attempted the descent, and had to be release of the gas. It is remarkable for the number of bones
dragged back out of the area by the rope which he had the in it, many now encrusted with minerals from the hot
foresight to attach to himself beforehand. Sandor and some springs.
of the scouts recovered, as did some of those who had been
on the valley’s middle slopes. But all others were lost and
the invisible poison barred further entry. After two fruit-
less days Sandor yielded to the demands of his much
reduced force and made his way back to Polvar, swearing
each of his men to secrecy concerning the location of the More than one scholar has remarked that whereas the
treasure and vowing to return. destruction wrought by the Bakluni mages on the Suelites
No sooner had Sandor recovered at Polvar than he set out has been the longer lasting, having persisted to the present
again, being careful to put under his command all those day as the Sea of Dust, the Invoked Devastation which the

98
Suloise first unleashed against the Bakluni must have ner it is possible to learn some astounding things, as in the
been the more thorough. Even a thousand years later, case of Celene-but that is a topic for another account than
ruins of Suel cities may be found in the desolate Sea of this one. With concentration it is sometimes possible to
Dust, whereas the Dry Steppes, which are far more habit- sharpen the focus, or choose one's target. However on occa-
able, seem to contain no remnants of the Bakluni cities a t sion things may be seen through the pillars which are
all. A notable exception is 'Ibvag Baragu, known in the almost surely distant in time or planes rather than in
East as the Stone Circles. This large feature still stands space. One of the most frequent is a glimpse of a great lake-
near the salt lake of Udrukankar at the edge of the Fla- side city, usually at night. Another is of a verdant plain
naess. crowded with the peculiar mammalian life which may be
'Ibvag Baragu (''Navel of the Oerth" in Bakluni) is a set found on occasion near the Sulhauts. More rarely one may
of five broad circles composed of huge, smooth pillars of a n see or hear regions which must surely be those of the Outer
extremely hard white rock. The pillars are sometimes flut- Planes.
ed but more often entirely featureless, and they are set in a These views would be entertaining rather than unnerv-
broad pavement of blocks made from the same material. ing were it not that on occasion a connection is formed, and
The entire structure is circular, and more than a mile objects may pass between 'Ibvag Baragu and the area
across. It is perfectly level, though the land about it slopes depicted. Whether fortunately or unfortunately, these
westward towards Udrukankar. On its western border one openings are rather fleeting. They may however account
may descend from the platform in a series of broad shallow for some of the unusual creatures in the southern part of
steps that ends rather abruptly some 20 or 30 feet above the Dry Steppe.
the salt flats. The eastern border of %vag Baragu is of a It remains to be mentioned that the locals believe 'Ibvag
height with the surrounding terrain, and dust and vegeta- Baragu has an effect on the weather. This is well substanti-
tion have invaded its margin. ated,,since those few outsiders allowed to observe the year-
It must have been a great work to transport the pillars, ly ceremonies may see that the weather summoning
which are some 40 feet high each, to their present site. powers of the nomads' priests are greatly augmented.
There is not rock of that sort within more than 200 miles, Whether in fact 'Ibvag Baragu operates unguided is an
and indeed the origin of the stone is not known. Perhaps open question.
the blocks could have been transported on barges if the
large rivers that once flowed across the steppe were Notes to the Dungeon Master
present when 'Ibvag Baragu was built. Also surprising,
especially since so little else survived the Invoked Devasta- 'Ibvag Baragu should be treated as a n artifact, as
tion, is the pristine condition of 'Ibvag Baragu. There is no described in the Dungeon Masters Guide. Its powers, and
erosion, and not so much as a tilted pillar or canted paving the times at which it is activated, depend on astronomical
stone. The local tribes make no claim that their ancestors phenomena of Oerth. Each circle is linked to a particular
ever constructed 'Ibvag Baragu. This is most unusual given moon or planet and operates only when it is visible in the
the nature of the locals and the undoubted accomplish- sky. The actions of those in the circle at such times can
ments of their ancestors. For instance, nomads will sol- affect the outcome, but player characters should not be per-
emnly aver that the rocky pinnacles north of Lake mitted to learn all that is required for proper control. The
Udrukankar were once a vast lighthouse constructed for most frequent full connection is to a Pleistocene setting.
the lakeside city which stood there a millennium ago! Per- Whether the city seen represents the past or an alternate
haps they are correct. 'Ibvag Baragu does bear some fleet- world or the future is up to the DM. Player characters
ing resemblance to the badly eroded ruins one may might be allowed to gather the impression that 'Ibvag
encounter in the Jotens and Crystalmists, which have been Baragu maintains the Sea of Dust's present condition, but
attributed to a n ancient civilization of stone giants. In the they ought not to be able to do anything about it until they
absence of evidence, however, 'Ibvag Baragu cannot be said reach extremely high levels, if then.
to have any certain origin, though the most obvious one is If the campaign includes the Cup and Talisman of
that of Bakluni construction. Al'Akbar which are described under Artifacts in the
Local human and centaur nomads hold 'Ibvag Baragu to Dungeon Masters Guide, a number of interactions might be
be holy, and many of the Dry Steppe tribes make it the sub- set up between it and 'Ibvag Baragu.
ject of a yearly pilgrimage and festival, where they trade, The nearest settlement to 'Ibvag Baragu is a very large
contract marriages, and meet in ceremonial commemora- community of dervishes sworn to protect it from foreign
tion of the Suelites' destruction while their priests call meddlers. The human and centaur tribes of the Dry
down further curses on that land. The entire event lasts Steppes will be generally of a similar if less radical out-
two weeks, and those attending it or traveling to or from it look, and will do what they can to discourage adventurers
must abstain from feuds or warfare and are themselves from approaching the spot. They will certainly not serve as
immune from the same. For much of the rest of the year the guides (except possibly in the cases of some individual
site is abandoned and it is considered ill fortune to see it members of the tribe who are unscrupulous).
even on the horizon. This is readily understandable; some
of the phenomena that may be encountered there are dis-
turbing even to the civilized mind. igosdruok-the Rainbow Vale
One effect which is frequently observed by those who It is clear to any student of the natural world that the
wander among the circles is that distant objects seen ebony fields of ice which cover the northernmost tip of the
between them are sometimes magnified. Similar augmen- Oerik continent are no natural phenomenon, but are
tations of the other senses may occur as well. In this man-
Geography of Oerth

almost certainly magically produced and sustained, much sudden downward drop as a cavern collapses under the
as is the Sea of Dust. Quite simply, the towering wall of weight of travelers. In places too, there are small volcanoes
blackened ice that greets the northbound traveler ought which blacken the snows newfallen on the ice. Between
not to persist. Even ordinary snows and ices do not remain these dangers and the jumbled areas of collapsed ice, as
on land over summer at such latitudes, as may be clearly well as certain “iceworms” (most probably remorhaz) and
seen in the case of the Icy Sea, which breaks up each the hostile dark-furred bugbears of the region, the progress
spring. What is more, dark ice is particularly vulnerable, of the expedition was rather slow and several members
since it gathers the heat. It is a common practice in north- were lost or refused to go on. At last, however, they reached
ern cities for merchants to scatter ashes on their doorsteps a range of low peaks jutting just above the ice as their
to melt the ice, a tactic that works well even in the weak directions had described. What greeted them on the other
winter sun. Given such a magical nature, it is hardly sur- side must first have appeared to the surviving members to
prising that strange tales abound from such a region. Of be a paradise. Henriki calls it the Rainbow Vale.
these one of the odder but more reliable is that of the Rain- After a region of mists the explorers saw before them a
bow Vale, Rigodruok. green and fertile bowl of land, warmed and lighted by a
Some years ago a fragmentary document was recovered sunlike body floating half a mile above its center. Several
from Blackmoor Castle which gave substance to the wide- large islands of land likewise drifted about it, some of them
spread accounts of a land “beyond the black ice where the large enough to hold small rivers whose cascades of drop-
sun never sets.” While a firm description of the land itself lets caused Henriki to name the valley as he did. Below the
was lacking, the parchment gave explicit directions for miniature sun was a central lake, beside which the mem-
finding it among the wastes of the Black Ice. This informa- bers of Sormod’s group could see several clumps of broken
tion fell into the hands of one Sormod, a merchant and reddish towers.
adventurer from Perrenland who was visiting Eru-Tovar, Sormod and his band descended the steep cliffs into the
where the parchment surfaced for sale a t the bazaar. The valley’s forests, passing first through birch, fir, and sable-
romantic Sormod mounted a n expedition as soon as he wood, then through oak and beech woodlands where they
could gather the backing, and departed from Dantredun in stopped to gather uskfruit and yarpik nuts, then past mag-
Richfest of CY 453. nolias and fig trees, and down to the shores of the lake
In CY 460 there surfaced in the city of Greyhawk a vol- where they found palm and deklo trees flourishing in the
ume purporting to be the personal journal of one Henriki steamy heat. Curls of vapor could be seen rising from the
Ardand, the expedition’s magician. Whether true or false, area of the lake beneath the valley’s illuminator. They
it is a most marvelous tale. Henriki tells of the difficult camped beside one of the skyborn waterfalls near the ruins
passage over the sooty ice, where the expedition was they had seen from the valley’s rim, and discovered to their
endangered by subterranean hot springs of the same sort surprise that the buildings were of deeply rusted iron.
that underlie Blackmoor. These apparently weaken the ice Finally they pitched camp. Perhaps exhausted by the long
and make passage over it a risky business, apt to result in a journey, or drowsy in the unaccustomed heat, the watch-
men slept.
Sormod’s party was neither particularly weak nor poorly
equipped, but they had little chance unwarned against the
sudden onslaught that overtook them: goblins, bugbears,
and giant spiders, some of the latter of astounding size and
speed and fiendish intelligence. The camp was scattered,
and Sormod, Henriki, and the other survivors watched in
horror as their companions were bundled away and hauled
up on ropes of spider-silk to the nearest of the floating
islands.
Henriki and the others managed to regroup, and for some
weeks they cautiously explored their surroundings. They
discovered a group of human primitives who evidently wor-
ship the spiders and their humanoid henchmen, and they
also found many inexplicable constructions of metal and
glass in the ruins. Without their equipment they did not
wish to risk a n overland journey, but they discovered from
conversations with one of the friendly cavemen that there
was a tunnel leading southward which eventually would
reach the surface. Assured of an escape route, they mount-
ed a raid on the sky-island to which their companions had
been taken, using Henriki’s remaining powers. They dis-
covered no sign of their comrades, but they did find some
very large statues of spiders in a grove beside the spider-
village, each decorated with large diamond eyes. They took
these and fled.
The long passage southward through the tunnels These events reawakened a tale long dormant set down
claimed yet more members of the group, in some cases to by Pontus Hardiggin, a halfling traveler who ranged wide-
heat exhaustion as they passed the warm springs. Eventu- ly about the world between the years 350 and 390 before
ally, however, they emerged south of the Black Ice a t the retiring to write his memoirs. Among other stories, some
headwaters of the Fler. From there they passed through obviously fabricated, Hardiggin described a visit to an idyl-
the Burneal Forest, where Sormod was lost to a poisoned lic land in which halflings and giants lived in peaceful
arrow in a dispute with forest tribesmen. The survivors cooperation, blessed with fertile soil, health, and a great
(including Henriki, a priest of Pharlagn from Schwartzen- deposit of gold, emeralds, and useful metals, and most of all
bruin, and two Wolf Nomads) divided the treasure between with concealment from the outside world. Hardiggin
themselves and dispersed, none willing again to risk the placed this land in the Yatils, but this may have been
terrors of the land beyond the Black Ice. intended as a joke, or simply to protect the inhabitants of
that happy land. There are a number of surprising coinci-
Notes to the Dungeon Master dences between his account and the story of the casket: the
nature of the halflings (tallfellows, unusually handsome),
The chief inhabitants of the valley are goblins, bugbears, the nature of the land’s treasures (silk, gold, emeralds, res-
giant spiders of various sorts, and the subject cavemen. ins), and even funeral customs (placement in a cave in a
DMs with access to Oriental Adventures rules may wish to bronzewood casket). It seems unlikely that simple river-
add bakemono and goblin spiders. Creatures from almost folk could perpetrate so elaborate a hoax as to duplicate an
any climate zone might be added to the list. The whole val- old tale no longer widely known, or so expensive a hoax-
ley is rich in diamonds, and the spiders and their allies two of the emerald ornaments have since surfaced in jewel-
have a number of magical items salvaged from the ruins. ers’ shops on the Wild Coast, and they are flawless and of
Sources of knowledge concerning how to get to the region distinctive design.
could include the survivors of the expedition or their Nevertheless it is difficult to see how the land and people
descendants. The origin of the valley needn’t be explained, Hardiggin described could go so long undetected. His
at least in the initial series of adventures. The passage at descriptions make the entire valley a t least ten miles
the headwaters of the Fler will be difficult to find without a across, and in any case a large settlement including giants
long search and probably impossible without directions. It is hardly inconspicuous. There may be, however, a number
is in hex Y4-56. Rigodruok (the cavemen’s name for it, and of contributing factors. The slopes of the nearby mountains
the name on any old sources giving directions to the place) as Hardiggin describes them are foggy and thickly clad in
is in W4-51. dense forest, and the only passes require one to scale sheer
cliffs or seek out secret passages hollowed into the rock. In
either case the high altitude is debilitating, and the entire
way is guarded. The only other means of entry to the land
of Esmerin is by means of a river which flows through
underground caverns after disappearing near a whirlpool
Esmerin in Esmerin’s eastern quarter. This is certainly a route even
The Lortmils have always been famous for their gems more difficult. As for views from the air, only the giant
and precious metals, and stories abound of hidden settle- eagles and the aarakocra are likely to gain such, and these
ments in which the dwarves, gnomes, or halflings are as were described by Hardiggin as allies. Last but not least
rich as kings. Some of these have a firm basis, though in the land of Esmerin is described as protected by the magi-
fact the wealth of the inhabitants is greatly exaggerated cal power of a huge emerald “as big as a giant’s head,”
gems and gold are worth a good deal less near their source which stands in a pavilion at the center of the chief settle-
of supply, and the expense of safe export is high, even since ment. Hardiggin described this emerald as having the
the Hateful Wars of CY 520. Nevertheless, one of the more power to alter the appearance of a land as seen from the dis-
extravagant tales may have been true after all. tance. He also attributes powers to control the weather and
In Growfest of 556 the simple riverfolk of a river that various other matters to this agency.
flows into the Jewel south of Courwood discovered a bron- According to Hardiggin, those who somehow stray into
zewood casket of exquisite workmanship lying on a sand- Esmerin are compelled by the inhabitants to remain (or if
bar. When they opened it they found the body of a young they are evil, they are simply killed). This is done in cases
halfling of tallfellow race, with unusually handsome and of apparent recalcitrance by means of a geas placed on the
noble features, preserved in a sweet-smelling resinous liq- intruder never to leave. The charming Hardiggin narrowly
uid. He was clad in silks and gold brocade worked with escaped the imposition, or a t least delayed it long enough,
emeralds, and wore armlets, rings, and necklaces of gold to escape by a perilous route down the caverns running
and emerald, together with much other treasure. Perhaps alongside the underground river that leaves Esmerin, past
because of elvish influence the rivermen of that region are the burial chambers, and through several siphons (one
not as other men. They took each a single ornament, as it is wonders why so foolhardy an individual lived to write his
their custom that pallbearers are entitled to an item from memoirs). It is possible that somehow, with the exception
the gravegoods, and buried the casket in a secret place, of Hardiggin, all outsiders have been deterred or detained.
each swearing never to reveal its location. Nevertheless Whatever protections Esmerin may have, it most surely
the story spread up and down the river like wildfire, and has need of them. Hundreds of fortune seekers have tra-
soon listeners as far away as Gradsul and Highport were versed the Lortmils in search of it over the past two dec-
speculating as to the casket’s origin. ades, and many are of a dire and evil nature. Certain
well-equipped expeditions from the Pomarj have made
incursions into the Lortmils via the Suss forests, for and much of it is saw-edged or contains a poisonous sap
instance. So far none have returned with any report, but that raises blisters wherever it touches skin. These branch-
this may well be only a matter of time given the hard evi- ing islands are riddled with lakes and lagoons, many con-
dence of the emerald ornaments. One hopes, too, that the nected to the sea through subterranean passages which
casket will not be discovered and its contents (and possibly run through the entire region. All the rock is limestone,
the spirit of the corpse) examined. and riddled with large and small caves; the footing is
extremely difficult, and the chief land fauna seems to con-
Notes to the Dungeon Master sist of venomous and ill-tempered snakes, and a few croco-
diles. Turucambi’s wealth, however, is in the water.
The inhabitants of Esmerin are 1,600tallfellow halflings The Turucambi reefs are among the most complex
and 400 stone giants. All are well-fed, well-educated, known, and present surprises at every turn. The tidal
healthy, peaceful, and handsome, and there are maximum range is great, and there are shallows regularly exposed by
numbers of exceptional individuals among them. They the tides, deep unfathomed sinkholes, and complex and
have two colonies of giant eagles as allies. In the center of powerful tidal races which can toss a ship like a toy. There
the major settlement is a n artifact as per the DMG. In addi- are white coral plains, expanses of seagrasses, mangrove
tion to any other properties, it is intelligent, can use the swamps, and complex rockeries of bright coral, all swarm-
senses of its bearer, and can cast spells as an 18th-level ing with life from microscopic to gigantic. The waters teem
cleric/l4th-level druid. It can also create hallucinatory ter- with mermen, sahuagin, water nagas, sea elves, koalinth,
rain sufficient to conceal Esmerin from the air. Within a saltwater trolls, ixitxachitl, and even a tribe of seagoing
five-mile radius of the emerald, crop yields are doubled and lizardmen. These fight constantly with one another to
minerals in the natural state regenerate themselves in maintain their territories, and to exclude uninvited lands-
2d10 years. It is quite naturally very well guarded, and folk. Nor are these the only hazard. Many of the corals and
will if necessary defend itself. sea jellies carry poison stings that may raise painful or
The stone giant-halfling civilization has existed since deadly welts, and a number of the molluscs and fishes are
before the Bakluni-Suel wars, and has been isolationist similarly armed. Plesiosaurs roam the shallows, sculling
since its inception. The two races have somewhat influ- about in search of food both large and small.
enced one another, to the point where many of the halflings The attraction of Turucambi to the aquatic races is two-
have decidedly neutral tendencies and the stone giants fold: first, it is one of the richest in sealife of the Oljatt’s
lawful and good tendencies. They do not like to take lives, reefs, and second it attracts human trade. Precious corals
but will fight hard to maintain their peaceful isolation. In can be harvested from the deeper parts of the reef: not only
a freak accident the burial casket was dropped into the riv- the familiar red and black corals, but the rarer golden cor-
er that leaves Esmerin, and ever since they have been on al. There are also certain ancient treasures such as small
guard (remember, halflings and stone giants live longer figurines of precious stone, or delicately colored bowls,
lives than humans, so the memory has not yet faded). apparently of terrestrial manufacture, in some of the dark-
Player characters may, if they are of good alignment, feel er and less well explored corners of Turucambi. These are
compelled to help repel evil invaders, who will be closing in highly prized. In return they gain goods not easily made in
on the settlement a t about the time the PCs first arrive. In the water; glass, copper or bronze (they have little desire
any case it will be difficult to persuade the inhabitants of for iron, which rusts too readily), and silver or gold jewelry,
Esmerin to allow the adventurers to leave. as well as much more mundane items such as wood and
stone (particularly obsidian). Most have treaties with mer-
chants from civilized lands or with Hepmonaland natives
Tirucambi allowing safe passage and free trade. Indeed it is possible
The Oljatt Sea is largely unexplored owing to the hazard that they trade yet more widely. A Duxchaner vessel blown
of the predatory sea creatures that dwell there, but none- out to sea and unsure of its bearings once approached from
theless the intrepid Sea Lords have trade routes along the the east, and observed a huge hulk more than a hundred
shallower portions well down the Hepmonaland coast. One feet long, with many masts and a slender shallow body. She
of the primary reasons for taking such a difficultjourney is appeared to be really holed, and to have a cargo clearly vis-
the lacework of islands, reefs, lagoons, and lakes known as ible in the six fathoms of water over her, but the practical
Turucambi. and incurious Duxchaners turned away. It is hazardous to
Turucambi is a maze of limestone jutting up from the sea approach an unfamiliar part of Turucambi, not merely
bottom some 20 leagues from the mainland of Hepmona- because of the natural hazards but because of the locals,
land’s easternmost extremes. Generally sea captains who are more than willing to attempt piracy rather than
approach along the coastline rather than across the deeps, trading, and who are resentful of possible coral poachers.
as native attacks are preferred to seabeasts the size of It has been suggested that Turucambi might be artificial
ships. What they seek there is a wealth of precious coral as in whole or in part. Such convoluted islands are found
well as the occasional odd relic traded by the locals. nowhere else in such numbers. Certainly this would
The complex interpenetration of land and water that is explain the odd trade goods occasionallytaken, but the size
Turucambi is rich in life, both above and below the of the structures strains belief. The hardheaded traders
surface-indeed rather too much so for the tastes of most who visit are not eager to spend time searching out the
merchants. The region is some 30 miles across, roughly answer to the problem, and the residents, even the friendly
oval, and has numerous small islands which consists ones, do not seem anxious to answer the questions of the
almost entirely of steep ridges. The vegetation is dense, idly curious.

102
Geography of Oerth

Notes to the Dungeon Master If the player characters explore on their own without
local sponsorship they will very probably be treated as
Because of the dangers of these waters, the numbers of poachers. If they try to determine whether or not parts of
exceptional individuals among the traders at Turucambi Turucambi are artificial, they will most probably be con-
reef should be at a maximum. The same applies to the fused by the coral dwellings of the present residents.
diverse aquatic races. The wreck on the east side of Turucambi is of a clipper-
Some of the lakes will be very warm, above human body ship (naturally the characters will never have heard of
temperature (use the rules for heat exhaustion if these are such a thing). Its cargo consisted of china and tea. Its origin
explored). Other lakes are filled with poisonous dissolved is possibly extraplanar or from across the Oljatt or simply
gases below a certain level (treat this as a cloudkill spell). unexplained according to the needs of the campaign. If
Such waters will have a pungent smell characters are not player characters somehow manage to copy the design and
likely to mistake more than once. find a shipbuilder willing to build such a “monstrosity”
The minor reef life might have any of the insinuative poi- and a crew able and willing to man it (these are not trivial
sons, from types A to D (see the DMG‘). Others might have tasks) they will find that though fast, it is flimsy, hard to
the same effect as a Portuguese man-0-war. Some of these control (in fact they will probably wreck it experimenting)
may have been obtained by the locals. and very expensive to maintain, and that there is little call
Tidal currents and ranges will be strongest when Celene for such a ship either in commerce or war.
and Luna are both full or new, and weakest when one is in It is likely that all the locals will regard player charac-
first or last quarter and the other is full or new (the range is ters as pawns to be used in their various disputes.
zero at about the time of Growfest or Neefest). However it
is unlikely that the currents’ directions can be predicted
without local help. Tidal changes will expose or drown
underground chambers, and pull divers into or out of tun-
nels.
in Greyhawk

n this final chapter you will find adventure. 40’ wide, and the stables begin 20’ from the door.
Actually, several adventures: Some showcase
magical items, non-player characters, mon- Warhorses (6): AC 7; MV 15”;HD 3 +3; hp 12,15,11,16,
12, 13; # AT 2; Dmg 1-8/1-8;THACO 16; AL N.
sters, and places you read about earlier; others
are designed to show off the talents of players Whitey: AC 7;MV 12”;HD 3; hp 12; #AT 2; Dmg 1-3/1-3;

a of particular levels. Some offer several ways to get player


characters involved; others offer only one way. Some tell a
story with a beginning, middle, and end; others offer a
THACO 16; AL N.
The previous night when Erollson blew out the barn’s
lanterns, one of them continued to smoulder and has now
series of encounters-making a story of them is up to the
DM and the players. returned to life. During the first two turns that PCs are in
Variety is the key in this chapter-the infinite variety of the barn, this lantern licks the pitch-soaked beams with
adventure in the world of Greyhawk. flame. It is hidden in a feed stall, so the PCs receive no
warning except from Whitey, who stamps her foot and
whinnies constantly. Fire then sweeps the ceiling. It fans
Horse Sense out along each beam as horses kick and bellow in their
stalls. Each character and horse must check to see if burn-
This zero-level adventure begins when a sage named ing debris strikes him or her. There is a 10% cumulative
Erollson agrees to accept the PCs as apprentices. On their chance of being hit each round. PCs will be hit automati-
first day at his country mansion, Erollson asks the party to cally after ten rounds. Anyone hit suffers 1-8points dam-
stack hay for his prized horses while he goes to town. As age from smoke and flaming cinders.
fate would have it, the barn will catch fire, forcing the PCs If a character uses a luck roll to cast a precipitation spell
to escape, rescuing as many horses as possible. This com- (silver buckles from the horses’ tack could be used for the
pels them to adapt the skills they possess to new uses. material component),this subdues the fire enough to halve
Brutish fighters who prize their great strength might try the chances of being hit from falling debris while the spell
to drag horses out forcibly,while others may pray for druid- lasts. Cloudburst would eliminate damage entirely during
ic spells or clerical powers of healing. How the PCs rescue the spell’s duration, but characters can only cast it with
the horses while saving themselves will determine what insight. The horses could easily be killed by this fire. Any
Erollson decides to teach the PCs. The party cannot get PCs who reach zero hit points may survive by using AP and
outside help until the fire is out because Erollson lives over will be found in the ashes later, unconscious but alive.
five miles from town. The panicking horses refuse to be led to safety. It takes
Erollson is a short man, with a red beard fading to white. one round to open a stall, and then the horse must be
If his horses are saved, the old sage will not punish PCs for removed. PCs can force the animals out by making a
the fire, although he may tease them about it after a new strength check with a +4 penalty ( + 2 for Whitey). Charac-
barn has been built and the matter is no longer so painful. ters with a horsemanship proficiency, possibly obtained
Erollson: AC 10; MV 12”; HD 8; hp 20; #AT 1; Dmg through luck rolls, can also try to coax horses out, by mak-
unarmed; Str 10, Int 18, Wis 17, Dex 9, Con 11, Cha 14; ing wisdom checks at a + 3 bonus. Any time a character
THACO 20; AL NG, SA two first-level druid spells per day; attempts to command a horse and fails, the panicking steed
minor fields in Fauna and Supernatural & Unusual, major attacks the PC with both hooves, using the normal combat
field in Humankind, special categories in Weapons & procedure. One round later, the character may attempt
Strategy, Theology & Myth, Crime & Criminals, and Lan- another strength or wisdom check. Characters must make
guages. these checks twice to lead a horse to the barn door. PCs may
attempt to blindfold a horse. This takes one round and
requires the same strength or proficiency check as leading
Barn Fire the animal, but after being blindfolded, the horse will fol-
Early one morning, Erollson takes the PCs to hi5 barn, low its leader nervously.
where he tells them to stack hay in the loft. The hay is in a At the barn door, PCs must spend one more round to lead
pile, with pitchforks alongside. Erollson has locked the main a horse through the tight humans’ entrance. Only one
barn doors, but PCs can go in and out through a man-sized beast can pass at a time. In addition, any horse which is not
hole which has been cut in one panel. A few silver harness blindfolded will be afraid to go through, forcing the PCs to
pieces are on display, but nothing else of interest is visible. make two more proficiency/strength checks. PCs could
Although the PCs do not know it, Erollson keeps a unlock the main doors by using a bend bars roll to break
decanter of endless water for watering his animals beneath the hinges, or a luck roll to obtain a thiefs ability to pick
a secret panel in the horses’ trough. The decanter’s com- locks. There are plenty of loose bits of wire on the floor
mand words are: “clear” (for a clear stream), “blue” (for a which could be used for lockpicks.
water fountain, range 57, “white” (for a foamy geyser, When these doors are open, the horses can easily be herd-
range 20’), and “black” to stop the water. A hint on the ed outside once they are out of their stalls. Most horses will
jug’s stopper reads, “What color is the water?” stamp impatiently as they reach safety, breathing heavily.
Seven horses live here, named Wind, Steel, Blaze, Arrow, Whitey, as some fire-crazed animals do, will stubbornly
Lightning, and River-six magnificent warhorses-and attempt to go back. If the PCs let her, she will lead them to
Whitey, a wise but stubborn mare. The barn is 100’long by the trough and nuzzle the panel which conceals Erollson’s

104
decanter of endless water.The PCs could use this against telling them that the last person to cross him was turned
the fire, halving the chance that debris will fall, or to douse into a tree like the one he just fried.
a particular victim, preventing one character or horse from
suffering severe damage. The Market
The PCs may find themselves here if they need supplies
Aftermath or spell components. The market is where people of all
That evening, Erollson returns. When the sage learns of sorts buy and sell goods-peasants with pigs and chickens
the fire, he will tear his beard and rush to his beloved under their arms stand side by side with merchants hawk-
horses. If they were all killed, he orders the PCs out of his ing racks of pottery. PCs would immediately notice a sign
sight forever and refuses to teach them. If the horses were that reads in pictographs “Linneus-Barber, Apothecary
saved, he calms himself and realizes that the PCs were not and Doctor of Physic.” The other tables in the area are occu-
to blame. Recovering his decanter of endless water he mus- pied by ten peasants who are selling animal furs. Each of
es that the PCs have had a far more realistic test of their these merchants has a purse of 50 sp. Two other pottery
adventuring talents than any teacher could devise. His merchants have locked coinboxes each holding 100 g.p.
horses watched it all, so the sage talks with them using a If the PCs rob anyone, subtract two points from the
speak with animals spell. Together, Erollson, the horses, thieves’ law/chaos and good/evil scores. Should a PC be
and the party discuss what omens can be found in the inci- detected trying to steal something, a hubub erupts and ld8
dent, and what sort of training it suggests for each PC. As passersby pursue the thief. They hold him until the Town
DM, play the roles of Erollson and the horses, helping each Constable arrives. Captured thieves are imprisoned for
PC decide what to study. Increase each PC’s tendency to l d 4 days.
good alignment by one point for every hit point he or she
People at the Market: AC 10; MV 12; HD 1/2; hp 2; #AT 1;
lost while rescuing horses.
Erollson will train the PCs for the next several months or Dmg unarmed combat rules; THACO 20; AL N.
possibly longer. The DM is free to revise his personality Town Constable: Str 16; Int 14; Wis 11;Dex 15; Con 12;
and fields of knowledge to suit the campaign. Cha 14; AC 4; MV 9; HD 5F; hp 38; #AT 1; Dmg ld8 + 1;
THACO 16; AL L G Longsword and chain mail.
Beaming Up The PCs should realize that of all the people a t the mar-
ket, only the barber would have quicksilver. Linneus spe-
In this zero-level adventure, the PCs have become cializes in surgery, but he has a n assortment of chemicals
apprentices to Tharkun, a bright young wizard who is and will sell mercury for 25 s.p. per ounce. He is fat and
eager to subject them to the ordeals he suffered as a novice. serious, and balances his knowlege of medicine with sage
Their first test involves a wooden beam, weighing 100 advice and a little sorcery. If the PCs simply ask him for
pounds. The students must find a way to suspend this shaft mercury, free, he refuses, saying that his business is fixing
above the ground, using only their own powers and their bodies, he isn’t a charity. A magic mouth shouts, “Stop
wits, but not using their hands. Ifthey need material spell Thief?” if anyone but Linneus takes something from his
components, they must get them at the city marketplace, shelf. This shouting always attracts a crowd.
without taking money. If the players try to trick Linneus into giving them mer-
To prepare them for their trial, Tharkun agrees to teach cury, subtract two points from their law/chaos and good/
the PCs any spells or cantrips from the following list: Ten- evil scores. If PCs offer services in return for the mercury,
ser’s floating disc, message, detect magic, sleep, change, col- Linneus accepts gladly and has lots of jobs for them.
or, palm, and distract.
It would be easy to raise the beam on a Tenser’s Floating Linneus: Str 9; Int 16; Wis 11; Dex 15; Con 12; Cha 15;
disc. However, the PCs will need mercury to cast this spell, AC 10; MV 12; HD 3/MU; hp 6;#AT 1; Dmg 1-4 (dagger);
and they will have to steal or earn it. Especially smart PCs THACO 20; SA Spells: SD Magic Mouth alarm; AL LN;
may think of other ways to lift the beam. Tharkun accepts Spellbook: charm person, comprehend languages, friends,
such solutions, although they elicit groans of surprise. light, mending, read magic, write, forget, knock, magic
mouth, shatter, strength.
Tharkun: Str 10; Int 17; Wis 15; Dex 15; Con 12; Cha 11;
AC 9; MV 12; HD 6; hp 14; #AT 1; THACO 19; SA Spells; If the PCs use magic while at the market, there is a 35%
AL C G Dmg 1-4 (Dagger); chance that Ghen the barbarian fighter notices them.
(Ghen will also show up as part of any crowd the PCs
Tharkun’s spellbook contains burning hands, charm per- attract.)
son, detect magic, identify, magic missile, read magic, write,
knock, levitate, strength, web, wizard lock, fireball, hold Ghen: Str 17; Int 8; Wis 8; Dex 17; Con 14; Cha 9; AC 5;
person, lightning bolt, slow, suggestion. MV 12; HD 3F; hp 21; #AT 1;Dmg 1-6 + 1;THACO 18; AL
Tharkun is a cruel master, but strongly believes in pay- CN; Spear and leather armor.
ing for a good days work If the PCs raise the beam on their Ghen has traveled from the lands of the Tiger Nomads
first try, they don’t have to pay Tharkun back for the learn- and is trading furs for iron weapons. Throughout his trip
ing of the spells. Ifthey fail then they have to work double he has become progressively more shocked at how sorcery,
the time to earn their instruction points. Just to convince which his tribe hates, prevades the whole civilized world. If
the characters that they shouldn’t try to cheat the mage, Ghen notices the PCs using spells, he will decide to act.
Tharkun uses a lightning bolt to blast down a large tree, Ghen confronts the PCs, “No, no you fools. Sorcery is evil!
You do not know the danger of your actions!”

105
The fighter is 7 feet tall, muscular, and fierce looking. take them to the ship’s resting place, and, if possible, clear
The only way to avoid a fight is for all of the PCs to agree the wreck area of anything harmful to life and limb.
with everything Ghen says and then move away. The other If the PCs are killed in this pursuit, no great loss: The
people in the marketplace will move away from Ghen, not thieves will take what they can and make their escape in
wanting anything to do with so fierce a warrior. If the PCs the longboat, threading through the reefs where a larger
don’t wish to play along with the ravings of Ghen he will boat can’t follow. If the PCs survive the exploration and
wade into battle, fists swinging. When the constable comes actually bring up anything of value, Bella and her friends
to stop the fight he is knocked unconscious by one blow of intend to slay them at the first convenient opportunity,
Ghen’s powerful fist. If the PCs run, Ghen won’t follow; steal the longboat or-if they’re sure they can get away
otherwise, there is a fight until Ghen or the PCs are out with it-the PCs’ ship, and make their getaway.
cold.
Bella. Str 12, Int 13, Wis 10, Con 15, Dex 17, Cha 15; AC
10; M V 12“; T7; hp 33; #AT 1; Dmg by weapon type; SA
Diver Down backstab; AL CE. Thief abilities: PP 60%, OL 52%, FT
50%,MS 55%,HS 43%, HN 25%,CW 94%, RL 35%.
This adventure is for three to four player characters of
4th-5th level. If your party is significantly stronger or Stront: Str 18, Int 10, Wis 8, Con 15, Dex 13, Cha 9; AC
weaker, adjust the number and statistics of the opposition 10; MV 12”; T5;hp 25; #AT 1; Dmg by weapon type; SA
accordingly. backstab; AL CN. Thief abilities: PP 50%, OL 42%, FT
During a n ocean voyage, the PCs put in at a small island 40%,MS 40%, HS 31%,HN 20%, CW 90%, RL 25%.
for reprovisioning. The island is peopled by tribal fisher- Tethus: Str 9, Int 11, Wis 10, Con 10, Dex 13, Cha 13; AC
men, very simple in lifestyle and friendly to strangers. 10; MV 12”; T5; hp 20; #AT 1; Dmg by weapon type; SA
Casual conversation informs the PCs that a rich merchant backstab; AL CN. Thief abilities: PP 50%, OL 42%, FT
ship went down in a storm several years ago in a nearby 40%, MS 40%, HS 31%,HN 20%, CW 90%, RL 25%.
uninhabited atoll. Surprisingly, the fishermen have no
interest in finding the wreck and retrieving anything of Torok: Str 10, Int 9, Wis 8, Con 10, Dex 12, Cha 10; AC
value from it. 10; Move 12”; T4; hp 18; #AT 1; Dmg by weapon type; SA
Having learned this, the PCs are approached by a young backstab; AL CN. Thief abilities: PP 45%, OL 37%, FT
woman who tries to enlist their aid. It was her father who 35%,MS 33%,HS 25%,HN 15%,CW 88%, RL 20%.
captained the ship that was lost, and she and her three None of the four openly carries weapons: Their equip-
brothers want to retrieve some family heirlooms from the ment is concealed in their packs. Bella’s pack hides a short
wreck-heirlooms of sentimental rather than monetary sword, hand axe, 6 darts, and a potion of water breathing
value. The island fishermen refuse to help them. Will the that she bought before undertaking this voyage. Bella
PCs come to their aid? won’t mention this potion to anyone, even her colleagues;
it’s her “ace in the hole” if she must do any salvage herself.
The Lair Torok’s pack conceals a light crossbow, two daggers, and
six darts. Each of the others has a short sword, two dag-
The young woman, who calls herself Bella, is the spokes- gers, and a dozen darts hidden in his pack. All have lock-
person for the group, and introduces her male companions picks and other tools of their trade concealed in their packs
as her brothers: Stront, tethus, and Torok. She explains to and about their persons.
the PCs that, when they heard of their father’s death, they The four thieves play their roles well. Although Bella is
made their way to the islands in the hope of finding where obviously the spokesperson, the others can believably
his ship went down. Although the locals were quick enough answer questions about their background and about their
to tell them where the wreck is, they refused to help the father. When they’re with the PCs, all four do their best to
family retrieve anything from it, believing that what the appear harmless and even slightly incompetent. They
sea takes, the sea should keep. move almost clumsily, disguising the fluid grace they’d
If the PCs decide to help, Bella and her brothers board show on the job, and Stront does nothing to demonstrate
the PCs’ vessel, each bearing a light pack of personal pos- his above-average strength.
sessions. Once underway, Bella gives the captain a course
to an archipelago made up of tiny coral atolls, surrounded
by wicked reefs. Bella tells them, and any experienced sail- The Atoll
or confirms, that it’s suicide to try to approach her father’s Formed entirely of coral, the island is small, just 50 yards
resting place in any vessel larger than a ship’s 12’ long- in diameter with a shallow central lagoon. At its highest
boat. point, it’s no more than 10 feet above the high tide mark.
Surrounding the island is a coral reef whose jagged top is
Conspiracy only inches below the breaking waves. The only way to
pass the reef is through one of several channels no more
There’s more to Bella and companions than meets the than 10 feet wide. Even here, passage is made treacherous
eye, and only a germ of truth in her story. In fact, Bella and by the waves, which threaten to throw a small boat onto
the others are related only in occupation and goal. They the knife-sharp coral. The reef acts as a breakwater, and
are thieves who’ve heard rumors of a rich treasure vessel, the inshore waters are calm and clear, with many
wrecked on a coral atoll (needless to say, the captain was no brilliantly-colored fishes darting here and there.
relation to any one of the thieves). Unwilling to wander Part of the shipwreck is visible from outside the reef. The
alone into danger, they’ve decided to find a gullible crew to
forward quarter of a fairly large galleon shows above 200 g.p. and worth 1,000g.p. The mark stamped into the
water, splintered against the sharp coral of the atoll itself. ingot identifies it as coming from the coffers of the Prelacy
Further out from shore, the tip of a shattered mast breaks of Almor.
the surface. It’s obvious what happened: A storm blew the (Note: When it went down, “The Outward Bound” was
ship right over the reef, tearing the vessel’s bottom out. It carrying the proceeds of a daring robbery, a raid on the
swiftly sank in the inshore waters. Bella can add even treasure rooms of Almor. Bella and her companions are
more to this: From what she’s heard, the ship broke in two. aware of this hence their interest in the ship, but deny any
The forward section is partially aground on the atoll; the knowledge of it if questioned.)
remainder of the vessel is in deeper water, but still inshore
of the reef. Jaws Among the Coral
Bella points out that the only way to reach the wreck is
by small ship’s boat, which can hold no more than eight The aft two-thirds of the ship lies under 40 feet of water,
people and still make it across the reef. Bella and her about 50 feet offshore. The coral slopes between the bow
brothers demand the right to go-it’s their father’s ship, section and the remainder of the ship are littered with nine
after all-so that leaves room for four PCs. platinum ingots identical to the one already found (200g.p.
(Note: One person plus light equipment is equivalent to weight, 1,000g.p. value). To retrieve these ingots, some-
about 2,000g.p. of weight. Thus, if Bella and friends kill body must dive for them. Bella’s companions immediately
the four PCs accompanying them, they can anticipate mak- volunteer for the task, but are so enthusiastic that they’ll
ing off with 8,000 g.p. weight of treasure.) probably make the PCs suspicious enough to take on the
Passage through the reef is treacherous. The passage task themselves. This is exactly what the thieves want.
takes two rounds, and there’s a 10% chance per round of A character of average constitution can hold his or her
the boat going aground on the coral (the DM should make breath for two rounds while working under water; if the
the danger seem much greater, however). If the boat is character’s constitution is 15 or more, this extends to three
skippered by a PC with a secondary skill of “fisher” or rounds. It takes about three segments to swim down to the
“sailor,” this chance drops to 5% per round (but the passage depth at which the ingots lie (assuming the character can
should still appear highly dangerous). swim), and an equal time to return to the surface unladen.
The coral of the island itself also poses a threat to the A character of strength 12 or more can swim to the surface
unwary. It’s hideously sharp, causing 1-3points of damage carrying one (and only one) ingot, but it takes six segments
to anyone careless enough to walk on it with bare feet or to do so. A character of strength 11 or less can’t swim to the
improper footwear (anything with soles less resilient than surface carrying an ingot. Of course, without magical
leather). If anybody falls on the coral (during a fight, for assistance, characters working underwater can wear no
example), they have a 50% chance of taking 1-4 points of metallic armor, and can carry only the lightest of weapons.
damage from puncture wounds and abrasions. Coral Living in fissures in the coral are two giant (moray) eels.
wounds are very painful, and have a 50% chance of becom- Each time a character swims down to examine or retrieve
ing infected if not treated promptly. ingots, there’s a 25% chance a n eel will attack. These eels
typically bite once and hold on, trying to keep their prey
under water until it drowns. A character who stays down
The Bow longer than he can hold his breath drowns in ld6 +2
The bow of the wrecked ship is partially aground, and so rounds. A trapped character can pull the eel loose from its
can be entered and explored from shore without swim- purchase on the rock by rolling under the character’s
ming. The condition of the hull shows the violence of the strength on 5d6. Such an attempt takes a n entire round
storm that wrecked it, and also indicates that the wreck during which the character can do nothing else. If a n eel is
has been here for several years. pulled loose, it will usually release its prey and retreat to
The decks are at strange angles, since the ship is bow- its lair to await another less difficult victim. A dead eel can
high and lying partially on its port side. The air inside is easily be pulled from the coral, but even in death its jaws
heavy and thick with the stench of decay. Within the for- remain locked in the victim’s flesh and must be pried loose.
ward compartments, or what’s left of them, all is chaos and
destruction. There are several human skeletons, most with Eels (2): AC 6; MV 119”;HD 5; hp 20;#AT 1;Dmg 3d6;
THACO 15;SA hold victim under water until it drowns; AL
broken bones indicating that they were killed by the feroci-
N.
ty of the storm and the wreck, not by drowning. Charts and
ship’s papers have long since weathered away, but a
plaque, broken loose from a bulkhead, identifies the vessel Sea Sprites
as “The Outward Bound-Free Trader.’’ The remainder of the wrecked ship is the home of a fami-
The aftermost area of the bow section is under water. The ly of eight sea sprites. As is their way, they believe that
water is clear enough, however, so the PCs can see that the what the sea has taken should stay with the sea, and there-
bulkhead separating the forward compartments from the fore will try to stop salvage attempts. The sea sprites won’t
hold has been smashed in. From the damage, it looks as willingly leave the wreck, preferring to wait within to
though the load in the hold must have shifted forward, ambush anyone trying to enter. Before the sea sprites enter
staving in the forward bulkhead. In fact, since the ship the picture, however, two barracudas, under the orders of
must have broken apart right a t the hold, it’s possible that the sprites, will attack anyone approaching the wrecked
it was a shifting cargo that finally broke the ship’s back. stern.
In about 3 feet of water, in a n aft corner, is something that
shines dully in the light: an ingot of platinum, weighing
Adventures in Greyhawk

Barracuda (2): AC 6; MV 1/30”;HD 3; hp 15; #AT 1; Dmg The Gallows


2d4; THACO 16; AL N.
Five turns after entering the valley, the PCs will see a
Sea sprites (8): AC 6; MV 6“1/24“;HD 1; hp 5; #AT 1; gallows with six skeletons hanging from it. The skeletons’
Dmg 1 4 ; THACO 17; SA weapons tipped with sleep potion, hands are tied, and they dangle limply. If a PC gets close,
can cast slow spell three times per day at 5th level of abili- the skeletons will seem to come to life. Magic mouth spells
ty; AL CN. will say: “Go back! There is nothing for you here! We dis-
If the PCs attempt to communicate, the sprites will pleased the Mage of the Valley, and you can see the result!
explain that they are merely “protecting the sea’s prop- Go back, and keep your necks!” The skeletons are not
erty.” If the intruders leave things as they are, the sprites undead, and except for the magic mouths, have no enchant-
have no quarrel with them and will let them leave ments.
unharmed. If the PCs try to cut down the skeletons, an invisible juju
The shattered cargo hold of the wreck contains another zombie guarding the gallows will attack. Unless the juju
zombie was detected earlier, it will attack with surprise.
20 platinum ingots. A chest in the captain’s cabin at the
stern contains a broadsword + I and a mace +2. Both Invisible Juju Zombie: AC 6; MV 9”;HD 3 + 12; hp 35;
weapons are badly rusted, concealing their true nature, #AT 1; Dmg 3-12;SA Nil; SD hit only by + 1or better weap-
but can be made usable through the ministrations of a ons, piercing or blunt weapon attacks do Y2 damage, it is
weaponsmith. The chest also holds the ship’s log, wrapped unaffected by mind-affecting magic or poison, electricity,
in oiled leather and thus partially protected from the sea. magic missiles, death or cold-based spells, it takes Yz dam-
The log confirms that “The Outward Bound” was a some- age from fire, is turned as spectre; THACO 13; AL NE.
time pirate ship, and that its cargo was stolen from the
The juju zombie was once an adventurer who angered the
Prelacy of Almor.
Mage‘of the Valley, and was killed by a n energy drain spell.
His punishment after death was to guard this gallows, and
Conclusion-The Danger Above he will not willingly leave it. If the PCs retreat, he will
The thieves will choose the best opportunity to slay the chase them until they are 100 feet from the gallows.
PCs-possibly when they surface, exhausted from fighting As the PCs proceed deeper into the valley, they will
the dangers below-and make off with as much treasure as notice broken bones and skulls underfoot, as well as bro-
they can. Bella and her friends are sly, however, and won’t ken, rusted weapons, rotted backpacks, and other items
tip their hand too early. (For example, if a PC returns to the that indicate that a battle was fought here. These things
boat badly wounded, they might “help him along,” making were scattered on the orders of the Mage of the Valley, to
his death look like a result of his wounds.) If the thieves ensure that nobody without a valid reason would enter the
successfully steal the ship’s boat, they’ll make their escape Valley.
by sailing through small openings in the reefs around the
islands. If the PCs are stupid enough to follow in their larg- The Frog
er vessel, there’s a 50% chance per turn of pursuit that
they’ll run aground on the coral. Three turns after leaving the gallows, the PCs will
encounter a n ordinary frog. It will hop out from behind a
Note: The amount of treasure to be collected from the
rock and say: “Stop! Go back! I was once a noble paladin,
wreck may seem excessive. Remember, however, that it’s
underwater, and it’s unlikely that the PCs will make off until the Mage of the Valley became angered with me, and
with more than a fraction of it. If they decide to return to changed my form to this! Go back, and consider yourselves
lucky that you can still leave!”
the wreck later, better equipped, they might find that The frog radiates magic if checked, but the PCs will not
another storm has obliterated any signs of the wreck.
be able to turn it back into a paladin. The Mage of the Val-
ley put a magic mouth on a n ordinary frog to fool people. In
The Entrance to all other respects, the frog is ordinary. It has no effective
attacks and will behave exactly like an ordinary frog.
the Valley of the e While the PCs are busy with the frog, several gnomish
spell casters will be alerted to their presence. These illu-
This adventure is designed for three to four characters of sionists are the outer guardians of the Valley, and will com-
5th to 6th level. If you want the PCs to encounter the Mage bine their spells to create truly frightening illusions with
of the Vale himself, however, you’ll probably need more (or visual and audible components. They have worked togeth-
more powerful) player characters. er for years, and coordinate their illusions expertly.
Those who seek the Valley of the Mage will find them-
selves clambering down into a bleak, barren valley. A per- Carl Sneakystufl AC 8-dexterity bonus; MV 12”; 1 7 ;
manent fog hangs over the area, and the wind sounds like HD 7; hp 22; #AT 1; Dmg by weapon type (staff sling, dart,
the voices of the restless dead. Scrubby grass and mosses dagger); Str 11, Int 17, Wis 10, Dex 16, Con 8, Cha 11;
are the only signs that life even exists here. THACO 19; AL CN; SA Spells: 4-lst, 3-2nd, 2-3rd, 14th.
Just why the player characters are here is up to you: Piotr Prestochango: AC 7-dexterity bonus; MV 12”;15;
They could be on a mission to slay the Black One-the HD 5; hp 16; #AT 1; Dmg by weapon type (staff, dagger,
Mage of the Vale; they could be on a thieving mission, to dart); Str 10, Int 18, Wis 9, Dex 17, Con 12, Cha 8; THACO
retrieve valuable magical items known to be here; they 20; AL N; SA Spells: 4-lst, 2-2nd, 1-3rd.
could stumble into the deadly valley by accident. It’s up to
you. Once they’re in the valley, here’s what happens:
Adventures in Greyhawk

Tatanya Stickyfingers: AC 7-leather and dexterity The Office of the First Protector
bonus; MV 12”; I 4pT 7; HD 417: hp 28; #AT 1; Dmg by
weapon type (short bow, short sword, dagger); Str 12, Int From outside, this building looks like a small temple,
16, Wis 12, Dex 17, Con 13, Cha 14; THACO 19; AL N; SA with a large statue of a man standing outside. Any PCs
Spells: 3-M) 2-2nd, triple damage from back stab; SD looking a t the statue and failing to save vs. spells will
spells. think this is a stone golem. The statue is non-magical, and
harmless. A hidden gnome spell caster is casting a spell to
They work together to cast a very believable illusion. make it seem to be a golem. Any PCs attacking the statue
One will cast a phantasmal force, while another will pro- will only end up wasting their spells or breaking their
vide a n audibleglamer. The DM should make the PCs save weapons. Weapons striking the statue must save vs. crush-
vs. spells twice to disbelieve both forms of the illusion.. ing blow or they will break.
One of the gnomes’ favorite tricks is to conjure the image First room: This room is airy and clean. Behind a
of a robed, hooded man, and use ventriloquism to make it counter, three pretty Valley-elven girls smile and ask:
talk to intruders. It will imitate the Mage of the Valley, “What can we do for you, please?’’
asking intruders what they want, scaring them with dire These girls are not what they appear to be. Two of them,
threats, making it clear that intruders are unwelcome. Sharlene and Elspeth, are 8th-level thieves; the other,
If the illusionary “Mage” or other illusions are attacked, Marinian, is a 6th-level magic-userl6th-level thief. They
tatanya Stickyfingers will slip behind the PCs and pick a will not wantonly attack PCs, but will defend themselves if
pocket or two. She loves to pick up magical items, and will attacked. If they can tell that the PCs are not authorized to
try to steal any things that are not in use. If she feels it is enter the Valley, Marinian will cast a suggestion to wait
necessary, she will back stab a t every opportunity. She is there, and a hold person on anyone making their save
almost impossible to detect, since she is wearing elven against the suggestion. PCs failing their saves against
cloak and boots and has improved invisibility cast upon her. either or both spells will be turned over to the Mage of the
Valley immediately, to account for their presence in his val-
The Valley Elves ley.
Once the PCs get past the gnomes, the next guardians of Sharlene and Elspeth: AC 5 (elven chain); MV 12”;T 8;
the valley will make their appearance ld8 turns later. HD 8; hp 41,40; #AT 1; Dmg by weapon type (short bow,
From hidden vantage points, arrows will shower down long sword, dagger); Str 15, Int 13,Wis 11,Dex 14, Con 16,
upon the party. An elf or a ranger has a chance of detecting Cha 17; THACO 19; AL LE, NE; SA triple damage from
a hidden guardian-multiply the detector’s level by 5% to back stab, + 1to hit with bow and sword; SD 90% immu-
determine the chance. nity to charm and sleep, normal thief abilities
Valley-elven fighters (7): AC 5; MV 9”; HD 5; hp 49,45, These elves are sisters, and resemble each other strongly.
41,38,37,34,33; #AT 1; Dmg by weapon type (long bow, They will cheerfully flirt with male PCs, if necessary, to
long sword, dagger); THACO 16; AL CN; SA + 1to hit with distract them. Neither is carrying treasure.
bow and sword; SD 90% resistance to sleep and charm. Marinian: AC 5-elven chain; MV 12”;MU 6pT 6; HD 6/
These elves are part of the Valley Militia, and their 6; hp 44; #AT 1; Dmg by weapon type (long sword, long bow,
orders are to make sure that only persons authorized by dagger); Str 16, Int 16, Wis 10, Dex 15, Con 12, Cha 13;
the Mage of the Valley are allowed inside. They wear elven THACO 19; AL LE; SA triple damage from back stab, + 1
chain mail and elven cloaks, making them very hard to see with sword or bow, Spells: 4-lst, 2-2nd, 2-3rd; SD 90%
in the ever-present fog. resistance to sleep and charm, normal thief abilities.
If the PCs manage to kill four or more elves, the rest will Marinian is,the ranking person in this room, and will
scatter and return to their base in the Valley. Their leader, give the others any orders necessary. She is ruthless in her
Lemin Kainin, wears a golden circlet on his head, and if work, and will do anything in her power to keep intruders
PCs pursue him, he will call forth a skeleton in rusty plate out of the Valley of the Mage. She owns a flame tongue long-
mail and command it to attack, hoping that the PCs will sword and a necklace of magic missiles.
think it is a skeletal warrior. Room 2 This room is filled with papers. In the middle of
Skeleton: AC 4-rusty plate mail; MV 7”; HD 1; hp 8; the papers sits a skeleton, and what appears to be a behold-
#AT 1; Dmg 1-6;THACO 19; AL N; SA nil; SD sharp weap- er is floating right above the skeleton. The papers are
ons do 112 damage, amulet ofproof against turning (turns as detailed descriptions of the valley, all fake and showing
a Spectre) paths leading to death traps of one type or another.
The “beholder” is really a gas spore. The regular inhabit-
Captured elves won’t willingly give out any information. ants of the building know what it is and are careful not to
If they are coerced (magically or otherwise), they don’t touch it. It is there so that snoops and thieves, two of the
know a great deal about the Mage of the Valley. They do Mage’s pet peeves, will either be scared out or killed. The
know that he is a magical man with the power to keep their papers are mostly files about various enemies of the Mage
valley safe. Despite their alignment, they are fanatically or of the valley-folk,and might, at the DM’s option, contain
loyal to the Mage of the Valley, and do whatever he orders. very complete dossiers on the PCs.
Anyone who gets past these first encounters is channeled
by the shape of the valley to the Office of the First Protec- Gas spore: AC 9; MV nil; HD 1; hp 1; #AT 1; Dmg special;
tor. THACO 19; AL N; SA touch-infestation; SD explosion for 6-
36 points damage when hit.
Adventures in Greyhawk

- .
Room 3 This is where Sharlene, Elspeth, and Marinian The rescue Of ren
sleep. Various items of clothing and cosmeticscan be found,
Here is an adventure for three to six player characters of
and pictures of handsome, scantily-clad elven and human 3rd to 6th levels. A small party better be toward the high
men are pinned up on the walls. Searching this room will
end of the level-suggestions; a larger party may survive
yield a total of 3,800 g.p., one dagger of venom, a manual with less power.
written in elvish about assassination, and Marinian’s spell The party of adventurers is in the Free City of
book. The spell book contains feather fall, charm person,
Greyhawk, looking for employment. One day, a messenger
magic missile, read magic, forget, invisibility, suggestion
comes to the inn where the party is staying. He asks for the
and hold person. Along with the spell book are enough leader of the group, presses a piece of paper into the lead-
material components to cast each spell ten times.
Room 4: There is a variety of gym equipment here, er’s hands, and asks for a tip.
The paper reads: “Bold ones! Your reputation for brav-
along with several books in elvish, gnomish, and common
about increasing one’s strength or dexterity. There are also ery and skill has preceded you! Come to the headquarters
of the Traders’ Union, if you wish to learn something of
dummies representing various races, with the vulnerable advantage.” It is not signed, but the seal of the Traders’
points marked in red. One of the dummies is animated to Union at the bottom authenticates it. If the messenger boy
provide actual combat experience for the three women. At
is still waiting for his tip, he will be willing to guide the
the approach of a PC or anyone who is not a regular user of group to the Traders’ Union.
the facility, it will rise and attack.
Training dummy: AC 5; MV 12“; HD 3; hp 24; #AT 1; The Traders’ Union
Dmg special; THACO 16; AL N; SA nil; SD nil.
This building is in a respectable section of the city, and is
Any hits this dummy scores will feel real, but when the guarded by five 6th-level fighters.
dummy takes its maximum of 24 hp damage, it will de-
animate and the wounds will stop hurting. The dummy is Fighters (5): AC 4; MV 9”;HD 6; hp 45,42,40,39,36,33;
worth 15,000 g.p. to any thieves’ or assassins’ guild, or any #AT 1;Dmg 1-8(Longsword);THACO 16; AL N
teacher of fighting skills. The fighters will be courteous, but will not allow anybody
Room 5 This is Tysiln San’s room. She will not be into the Traders’ Union building without proper authoriza-
home, but her possessions are scattered about. She owns tion. If the boy is with the group, the fighters will accept his
quite a few diaphanous dresses, worth 500 g.p. each to any word as to the PCs’ status. Ifthe boy is not with the group, the
elven or human woman, and jewelry worth a total of 8,089 letter with the seal will persuade the fighters to admit them.
g.p. If anything is stolen from here while Tysiln San is still On the inside, the Traders’ Union is a bustling, busy
alive, a magic mouth will appear on the wall and begin place. Members of all the races in Greyhawk can be found
shouting: “Thieves! Thieves! Thieves!” until Tysiln San there, dickering over bales of goods. The guards escorting
appears, help comes, or the items are returned to their the PCs are unfailingly polite, but will not tolerate idle
places. sightseeing or theft. Any PC who tries to steal anything in
Courtyard This area looks out over the Valley of the the Traders’ Union building will be detected by magic
Mage. In the distance, farms and fields can be seen, and the mouth spells placed in every room, and forced to make com-
air will be clear of fog for the first time since the PCs pensation.
entered. The PCs are led through the entire Traders’ Union, to an
Tysiln San is waiting in the courtyard (see page 43 for upper story, where a respectable-looking dwarf and incred-
details on Tysiln San). If she has been alerted by fighting ibly old elf await them, along with several prosperous-
noises, she will be ready for the PCs. Otherwise, she will be looking humans.
snoozing in the sun, wearing her glassteel mirrored sun- When the PCs are ushered into the room, the oldest
glasses. Tysiln San is wearing jewelry worth 2,000 g.p. human present will stand and welcome them, asking them
If the PCs surprise her, she will be smiling and friendly. to be seated. When everyone is comfortable, he will begin:
This is not necessarily a n act, since she feels rather alone “My good sirs (and/or ladies), welcome to the humble
in the Valley. Except for the Mage and his rare visitors, she headquarters of the Traders’ Union of the City of
is generally not very welcome by others in the valley. Greyhawk. My name is Strimtin Cannasay, and these good
Beside her on the courtyard is a stone golem. It is invisi- merchants with me help to keep the Union free, respected,
bile cast upon it, and unless the PCs save vs. spell or attack and honest. We called you in for your, well, let us say, exper-
Tysiln San, they will not know it is there. Its orders are to tise in certain matters with which we are not able to deal.
protect Tysiln San, and any attack against her will acti- “The Master of the Traders’ Union, Ren 0’the Star, has
vate it. disappeared. We have determined that he was captured by
Stone golem: AC 5; MV 9”; hp 60; #AT 1; Dmg 3-24; certain unsavory people with whom he was wont to play a t
THACO 9; AL N; SA slow spell; SD hit only by +2 magic games of chance. We believe that his kidnappers wish to
weapons, immunity to most spells. extort money from him. We know where he is being held,
and we want you to get him back to us.”
If the PCs ask how the Traders’ Union knows where their
leader is being held, Strimtin Cannasay just grins and
says: “Professional secret.’’ The traders will supply a
guide to the area, and even the exact house, where Ren is
being held.
The traders know a great deal more than they are telling “Ten coppers apiece to pass, strangers. Nobody goes
the PCs. Ren 0’ the Star’s kidnapping was approved by the through Owlbear’s turf without paying Owlbear’s toll!”
Union, as a way to scare Ren into giving up or cutting back sneers the leader, while the rest swing knives, daggers, and
his gambling. They dislike the way his gambling losses clubs threateningly.
force him to deal with his customers, and know that his
behavior reflects badly on all of them. None of the traders Owlbear-street-gang leader: AC 9-Very poor-quality,
will admit that they were involved with Ren’s kidnapping. ill-fitting leather armor; MV 12”;HD 4; hp 26; #AT 1; Dmg
Since the whole affair was arranged through intermedi- 1-6 (club); Str 13, Int 7,Wis 8, Dex 12, Con 11, Cha 13;
aries, the kidnappers don’t even know who their true THACO 20; AL CE; SA nil; SD nil.
employers are. Street gang members (11): AC 10; MV 12“; HD 0;hp 1
Ren was kidnapped neatly from the street, but things (xll); #AT 1; Dmg 1-4(dagger);THACO 20; AL various, but
quickly started to go wrong: The kidnappers, intoxicated always evil; SA nil; SD nil.
by the sense of power a t having a wealthy, powerful mer-
Gangs like this survive by bullying and robbing weaker
chant like Ren at their mercy, began making ridiculous
demands. Instead of simply going through with their slum residents, but if the PCs are able to kill Owlbear, or
assigned charade to scare Ren away from the gaming kill two or three gang members, the rest will retreat. They
tables, they asked a ransom of 100,000 g.p. and safe pas- know they’ll find easier pickings elsewhere. Owlbear leads
sage out of Greyhawk! the gang by virtue of his superior level and strength. Other
The justifiably upset traders just want to get their col- gang members have no stats greater than 11.
league back (and if the kidnappers are silenced-forever- If the PCs pay, the gang lets them pass, sneering and spit-
so much the better). The Traders’ Union will pay the PCs’ ting to show their contempt. Secretly, even Owlbear was
expenses, and add a reasonable reward, plus whatever terrified, but he knew that avoiding this encounter would
they plunder from the kidnappers. brand him a coward. They have been paid by the kidnap-
ping gang to divert attention from their headquarters.
The Wrong Side of the Tracks The Kidnappers’ Headquarters
The PCs’ guide leads them through a maze of streets and
alleys. The neighborhoods become worse and worse. The Two turns after meeting Owlbear’s gang, the PCs will be
houses get more ruinous, the people shabbier, and the in view of the house where Ren 0’ the Star is being held. It
is a two-story house, indistinguishable from the other
streets themselves more filthy. Finally, the guide and the
PCs are stopped by a gang of youths, dressed in rags. houses around it. Once the PCs are certain of the house,
their guide will disappear. He was not hired to fight, and
will not fight under any circumstances.
The door of the house is locked, but any thief can easily
pick the lock: It was put there only to discourage the slum-
dwellers from trying to enter. The walls of the house are
soundproofed;it is impossible to hear noises through them.
The doors between rooms are not locked, and the hinges
are oiled to open quietly. In any room, there is a base 10%
chance of a PC party being caught by surprise when a door
opens from another room, unless that room is empty or has
been cleared by the PCs.
Room 1: This was once the front parlor, when the house
and neighborhood were not in such bad condition. Here,
two men in chain mail with shields and weapons are play-
ing dice.
Fourth-levelfighters (2): AC 4-chain mail + shield; MV
9”;HD 3;hp 25; #AT 1; Dmg 1-8(battle axe and spiked
buckler); Str 13, Int 8, Wis 9, Dex 11, Con 12, Cha 10;
THACO 18; AL CN.
These fighters were hired by the kidnappers, and know
nothing of the activities of their employers. They fight
well, but will surrender if they see that their odds of win-
ning are slim.
Room 2 This room is nearly bare. There are heavy mats
on the floor, and carpets have been hung from the walls to
pad them. A man and a woman in leather armor, with a
family resemblance to each other, are exercising here.
Moriton tallinn-male4th level thief: AC 8-leather armor;
Move 12”;HD 4; hp 18;#AT 1; Dmg 1-6(short sword); Str 13,
Int 10, Wis 9, Dex 14, Con 12, Ch 14; t h a c o 20; AL NE;SA
double damage from back stab SD normal thief abilities.
Jerilyn Tallinn-female 4th level thiee AC 8-leather The stairway to the upper level is trapped. The second
armor); Move 12”;HD 4; hp 14; #AT 1; Dmg 1-6(short bow step from the top is hinged so that the riser will drop away
or dagger); Str 11,Int 14, Wis 10, Dex 14, Con 13, Cha 12; under a person’s feet. Anybody triggering this trap must
THACO 20; AL LE; SA double damage from back stab; SD save vs. dexterity or suffer ld6 points of damage. Persons
normal thief abilities. failing their save vs. dexterity must then save vs. constitu-
tion or their ld6 points of damage will be a broken leg,
Moriton and Jerilyn Tallinn are members of the kidnap- reducing their effective movement rate to 3”.
per gang. They know where Ren 0’the Star is, but will not When the PCs climb the stairs, they must save vs. spell,
tell. If they see that they are losing the fight, they will try or they will believe they see an attic that has been heavily
to escape through Room 1 into the street. They feel little damaged by fire. This room is the headquarters of a spell
loyalty to the rest of the gang. Each of them has ld20 g.p. caster. He has cast invisibility on himself, then cast
and 180 sp; they supplement their salaries with a little improved phantasmal force on the room to make it look
theft. ruined.
Room 3 This is a dining room, with a rough, improvised
table. At the table, a woman in rusty mail and a man wear- Kee Arkguard-male 7th-level magic-user: AC 7-
ing studded leather armor are eating. . dexterity bonus); Move 12”;HD 7; hp 21; #AT 1; Dmg 1-6or
1-4(staff, dagger); Str 6, Int 18,Wis 10, Dex 17, Con 8, Cha
Alia Halaby-female 3rd-level fighter: AC 5-chain mail; 9; THACO 19; AL NE; SA Spells: 4-lst, 3-2nd, 2-3rd, 1-4th;
Move 9”; HD 3; hp 29; Dmg 1-6 + 1(short sword + 1 , ham- SD spells, high dexterity.
mer or dagger); Str 13, Int 16, Wis 8, Dex 11, Con 12, Cha
14; THACO 18; AL LN; SA nil; SD nil. Kee Arkguard, the last gang-member, is interested only
in his own safety. He will betray anybody if he can get
Alia Halaby, one of the people at the table, is a member of something out of it. He owns a wand of illusion, as well as a
the gang, and if she is allowed to surrender, she will tell staff of swarming insects. He has 6,000 g.p. hidden in the
where Ren 0’ the Star is being held. room, and will bargain for his life if he thinks he is likely to
Trinian Poolgazer-male 3rd-level cleric/5th-level thief lose a fight.
AC 7-studded leather; MV 11”;HD 3/5; hp 37; #AT 1; Dmg He knows the spells hallucinatory terrain, non-detection,
1-6 (quarter staff, sling, and club); Str 10, Int 12, Wis 16, improved phantasmal force (already expended), invisibility
Dex 14, Con 9, Cha 13; THACO 19; AL LN; SA Spells: 4- (already expended), misdirection, change self; hypnotism,
lst, 3-2nd, triple damage from back stab; SD as half-elf, phantasmal force. He has his spell book nearby.
normal thief abilities. Guarding the spell caster are several undead, animated
by Grugrunk Abedluthic.
Trinian Poolgazer, the other person a t the table, is a half-
elf, and a member of the gang. Under no circumstances will Monster Zombies (2): (AC 6; MV 9”; HD 6; hp 39 each;
he reveal where Ren 0’the Star is. If he enters combat, he #AT 1;Dmg 4-16; THACO 13; AL N; SA nil; SD immune to
will delay using his spells (spiritual hammer, command charm, cold, death magic, hold, sleep, turned as ghasts.
and cause fear),to try to make the attackers think that he’s Animal Skeletons (12): (AC 8; MV 6”; HD 1-1;hp 7 each;
just a thief. #AT 1; Dmg 1-4;THACO 20; AL N; SA nil; SD immunity to
Under the table is a bucket with a n executioner’s hood charm, cold, death magic, hold, sleep, edged weapons
inside. If the fighting is going badly for the gang members, inflict 1/2 normal damage) guard the illusionist’s safety.
Trinian Poolgazer will uncover the bucket and throw the
hood at the highest-level PC he can see. The wall underneath the stairs has a secret door. Behind
this door, Ren 0’the Star is tied up and gagged, suffering
Executioner’s hood: AC 6; MV 6”;HD 6 + 6; hp 35; #AT 1; from lack of water and food, but otherwise unharmed.
Dmg ld4; THACO 13; AL N; SA surprise on 1-3; SD
immune to sleep spells.
The House of Cards
Conclusion-Ren Returned This setting can be used in any campaign, by any number
Room 4 This room is neat and clean. A half-orcish wom- of PCs of any level: The DM decides how tough the situa-
a n in splint mail is sitting in a chair, reading a book. tions describedbelow are to survive. If you want to play out
Against the wall, stairs lead up, presumably to a second the optional encounters, you should have four to six play-
floor. ers of 3rd to 7th levels.
Always in search of fame and fortune, the player charac-
Grugrunk Abedluthic-female 7th-level cleric: AC 4- ters have entered the city of Elredd of the Wild Coast
splint mail; MV 9”; HD 7; hp 49; #AT 1; Dmg 2-7 + 3 (mace because of its reputation for adventure and fast money. The
+3);Str 14, Int 13, Wis 17, Dex 7, Con 14, Cha 11; THACO House of Cards is a gambling den with a bar, but no rooms
16; AL LE; SA spells: 5-lst, 5-2nd, 3-3rd, 14th; SD Nil. for rent. It is well-known for its tough customers-and the
Grugrunk Abedluthic, a half-orc, is the leader of the large sums gamblers claim to have won there. Anyone with
gang. She knows exactly where Ren 0’the Star is, but she a brave heart and a little luck can hope to gather a small
will only confess his whereabouts if she is forced to surren- fortune in one night. Rumors say that the House of Cards
der and then convinced that her captors will kill her if she has relations with the local Thieves Guild, but the nature
doesn’t talk. She knows the following spells: spell immu- of those relations is unknown to outsiders. The Thieves
nity, animate dead, feign death, hold person, silence 15’ Guild is powerful in Elredd and no one dares to ask too
radius, spiritual hammer, command, cause feu); sanctuary. many questions.
The Salesman The main floor of the House of Cards is occupied by the
spacious common room. On one side of this room is the bar,
Before the PCs enter the gambling den, they are where customers can purchase ale (1s.p. per pint) or rum (2
approached in the street by a shifty-looking salesman s.p. per shot). Behind the bar is a door leading to a rear
(actually, a thief).
storeroom and a stairway to the second floor. Next to the
3rd level “salesman” thief: AC 8 with leather armor; MV bar is an iron-barred window, behind which sits the clerk
12”;hp 9;#AT 1; Dmg 1-6with short sword; THACO 20; AL who pays winning gamblers. A loaded crossbow always lies
CN. next to the clerk, with extra bolts close at hand. The center
of the common room contains four gambling tables and six
The thief offers the PCs the Luck Ring of the Wild Coast customer tables. Non-player 0-level characters employed
and claims that it is enchanted to influence dice rolled in at the House of Cards include the clerk, the bartender,
the hand which wears the ring. He offers to sell the magic three serving maids, and one dealer (whether dice or cards)
item for 5,000 g.p., but can be talked down to a lower price, at each gambling table.
within reason, (3,000 g.p. bottom price). As the encounter The House of Cards opens in the early evening. By night-
ends and the salesman departs, there is an 80% chance fall, the common room is crowded with 3d10 + 30 gamblers,
that he will attempt to pick the pockets of one of the PCs drinkers, rogues, and mercenaries. At the first dawn of
(randomly). His chance to pick pockets is 40%, -5% per morning light, when most of the customers are either home
class level of the PC above 3rd. or passed out, the half-orc removes all remaining cus-
tomers and locks the doors.
The Gambling Den The Second Floor: This consists of quarters for the
Once a restaurant for wealthy nobles, this establishment henchman and followers of Garon. The door of each room is
was recently converted into a haven for gamblers and ruffi- doubly-locked and trapped (usually arrow trap). A con-
ans. The present owner is a human named Garon. cealed compartment in each room contains 50-500g.p. and
0-3 jewelry pieces. The twelfth and last room is also
Garon: AC 1; M V 12”;T 10; HD 10; hp 48; #AT 1; Dmg by trapped, and holds the stairway to the third floor.
weapon type; Str 17, Int 15, Wis 9, Dex 16, Con 10, Cha 9; The Third Floor: This consists of a small maze of inter-
THACO 16; AL LE; SA short sword + 3 ; SD bracers of twining corridors. Somewhere inside is a secret door which
defense AC 2. opens into Garon’s room. The door has two arrow traps,
Garon is a moody character who has set up his gambling plus two gas traps which cause nausea (treat as stinking
house in total disregard of the Thieves Guild. Naturally, clouds)and sleep (treat as sleep). Only Garon can automati-
the Guildmaster resents the intrusion, so serious trouble is cally activate and deactivate all four traps. In this room is
brewing in Elredd. However, Garon is not alone-he main- a secret compartment with 3,500 g.p. and four pieces ofjew-
tains a small group of followers plus one fighter- elry. There is a 20% chance that Garon is here in the morn-
henchman; all of these have average statistics: ing or daytime, and a 50% chance during the evening and
night. Otherwise, he is in town (75%)or disguised in the
Rogues (4): AC 8-with leather armor; MV 12”;T 1; HD common room (25%).
1; hp 5,4,3,3; #AT 1; Dmg 1-8with longswords;THACO 20;
AL LE.
Gambling at the Tables
Footpads (3): AC 8 with leather armor; MV 12”;T 2;HD
2; hp 9,8,8; #AT 1; Dmg 1-8with longswords; THACO 20; Each dealer’s table in the common room features a differ-
ent game. Where appropriate, a dealer has three levels in
AL LE. gambling proficiency. (Note: One level in gambling profi-
Cutpurses (2): AC 7 with studded leather armor; MV 9”; ciency costs one proficiency slot). In each game, the mini-
T 3; HD 3; hp 17, 15; #AT 1; Dmg 1-8 with longswords; mum bet is 10 g.p. and the maximum bet is 50 g.p. All bets
THACO 20; AL LE. are made before any dice are rolled or cards are dealt.
Game winners are given signed notes to be taken to the
Robber (1): AC 7 with studded leather armor; MV 9”;T
4; HD 4;hp 18; #AT 1; Dmg 1-8with longsword; THACO 20;
clerk for payment. However, no amount more than 2,000
g.p. will be given to any one character in one night, so a
AL LE. lucky gambler might have to wait until the next evening to
Champion (I): AC 4 with splint mail; MV 6”; F 7; HD 7; collect all of his or her winnings.
hp 55; #AT 312; Dmg 5-6 or by weapon type; THACO 14; AL Table 1: Dragon Cards. This card game involves a battle
NE; SA + 3 to hit in pummeling attacks. between an army of knights (the player’s hand) and a red
The thieves serve as secret guards, mixing inconspicu- dragon (the dealer’s hand). It is simulated by both sides
ously with the customers and striking only when there is rolling ld20. A character with gambling proficiency may
trouble. They never harass or rob customers without use a + 1bonus to the roll per level of proficiency. The high-
er score indicates the winner. The player has a choice of
Garon’s permission, which is only rarely given.
The fighter-henchman is a half-orc who serves as a three age categories to challenge: a young dragon game
bouncer in the house. He is doubly proficient in boxing and gives +6 (total) to the dealer roll and pays 2:1, a n adult
wears chain mail gauntlets, but carries a longsword for dragon game gives + 10 to the dealer roll and pays 5:1, and
an ancient dragon game gives + 14 to the dealer roll and
serious combat. Any customer who starts trouble is likely pays 1O:l.
to be expelled. The half-orc is rather dull and totally loyal
to Garon, so will fight to the death for him.

114
Table 2 In Between. This is a simple game using percen- The Potential Henchman: One of the PCs, preferably
tile dice. The bettor rolls the dice twice, getting two num- a fighter or ranger, is approached by a mercenary named
bers. Then they try a third time to get in-between the two Conrad.
rolls with a third number. Conrad: AC 5 with chain mail; MV 12”;F 1: HD 1;hp 8;
Table 3 Two and Three. In this game, the dealer rolls #AT 1; Dmg 2-8 with broadsword; Str 17, Int 11,Wis 10,
ld20 and the player rolls 5d4. Each side’s roll is added Dex 14, Con 16, Cha 12; THACO 20; AL LN.
together and the higher score wins with ties going to the
dealer. This game pays 2:l. The mercenary offers to become the PC’s henchman for
Table 4: Dice Racing. Each participant rolls one six- 75 g.p., plus all considerations listed in the DMG. Note
sided die at a time and attempts to reach 25 before the oth- that Conrad already possesses chain mail armor, broad-
ers. The highest score of each ld6 roll receives a +1 sword, and a dagger.
modifier on that roll. The dealer receives + 1to each roll, The Hammer: A random male PC is the victim of a n
plus the + 1bonus if he rolls the highest roll on that round. attack by a drunken warrior.
Tables 5-10 Card Games. Of the five other tables, one Drunken Warrior-6th-level fighter: AC 7 with studded
table is occupied by card players per ten total customers in leather; MV 9”; F 6; HD 6; hp 60; #AT 1; Dmg by weapon
the common room. There will be 2-5 customers playing type; Str 18/75, Dex 17, Con 16; THACO 16; AL CE; SA + 3
cards, usually a poker variant. A character may enter a n “to hit” in overbearing attacks.
existing game with NPCs by making a positive reaction
check, or may start a new game with other characters. The warrior surprises the PC and makes a n overbearing
Each random poker-playing NPC has a 3d4 + 6 wisdom attack at a total of +7 “to hit,” and continues overbearing
score and 0-3 levels of gambling proficiency. attacks until successful. Thereafter, he uses his fists to
To resolve a poker game, each player rolls ld6, adding his pummel the PC, striking at + 6 “to hit” and 4-5 points
or her wisdom, and + 1per proficiency level in gambling. damage. The prone PC fights a t -2 “to hit” until he is back
All bets are made and raised until a final amount is on his feet, which requires a strength check because of the
reached. Then the scores are revealed and the highest score warrior on top of him. If the PC regains his footing, the
wins. drunk NPC makes overbearing attacks and then pummel-
ing attacks as before.
Random Encounters The attacking NPC will concentrate his full attention on
his unfortunate victim until the PC’s companions inter-
As the common room gets crowded, there are many fere, or until the half-orc bouncer arrives, 4-7 rounds after
opportunities for the PCs to have encounters. Some sugges- the initial attack. Garon’s henchman will attempt grap-
tions are listed below. There is no order of occurrence or pling attacks against the wild NPC to drag him out the
percentage chance that any will happen. That decision is door, but if unsuccessful, he will try to pummel the drunk
left to the DM. warrior into unconsciousness.
The Arm Wrestler: The PC with the highest combined
strength and constitution score is challenged to a n arm-
wrestling contest by a hulking brute.
Hulking Brute: 3rd-level fighter; AC 5 with chain mail;
MV 12”;F 3; HD 3; hp 30; #AT 1; Dmg by weapon type +5;
S 18/95,Int 8, Wis 12, Dex 9, Con 15, Cha 9; THACO 18; AL
CN; SA + 2 “to hit” strength bonus.
If the PC refuses the challenge, the brute pours ale over
his head while nearby customers burst into laughter. What
happens next is up to the players.
If the PC agrees, then a small crowd of onlookers gathers
around the table to make bets and cheer for the opponents.
To resolve the contest, both characters roll ld4, adding
their strength damage bonuses and constitution hit point
bonuses. Also add the difference between their strength
scores to the character with higher strength (drop all per-
centile scores, such as 95% in 18/95).The higher final score
indicates the winner.
The Clumsy Dwarf: A dwarf(6th-levelfighter) steps on
a PC’s foot, causing 1point of damage and a bad limp for 2-5
turns (3/4 movement rate). Roll ld10: On 1-5, the dwarf
apologizes and offers to buy the PC a drink, on 6-8, the
dwarf walks away without noticing the event; on 9-10, the
dwarf curses the PC for getting in his way.

115
Adventures in Greyhawk

The Mapseller: An elf (4th-level ranger) tells tales of Optional Encounter 2:


adventure in the Suss Forest. He claims that he owns a Wrath of the Guildmaster
map which shows the location of a lost city full of treasure.
He offers to sell the map for 1,000 g.p., but no NPC is brave Elredd’s other master thief decides to take action against
enough to accept the adventure. Garon. A group of guild-hired mercenaries enters the
Ifthe PCs get their hands on the map (either through sale House of Cards one by one and mingles with the customers.
or theft), they find it to be strictly geographical, showing The complete group consists of one leader and 5 swords-
the coast, the bay, the forest, and the surrounding hills. A men.
star is marked in the forest 120 miles southwest of Elredd. Leader-8th-level fighter: AC 5 with chain mail; MSJ 12”;
If the PCs travel to that spot, they find a ruined city full of F 8; HD 8; hp 62; #AT 3/2; Dmg 1-8with longsword;AL NE;
treasure and undead. SA + 3 “to hit” and + 3 damage with longsword.
The Hunter: A halfling (7th-level thief) approaches the
player characters and shows them a small painting of a Swordsmen (5): AC 7 with ring mail; M V 9”; F 3; hp 18,
beautiful young halfling woman dressed in blue robes. He 16,15,14,14; #AT 1; Dmg 1-8with long swords; AL N.
asks if the PCs have seen or heard of this woman. He offers At midnight, the leader gives a signal to his men. Simul-
50 g.p. for information, though he will not accept offers of taneously they charge into the rear of the bar toward the
assistance in his search. If the PCs trade the gold for false stairs. Garon’s followers run after them for a running bat-
information, there is a 75% chance that the halfling will tle to the third floor. Garon will be in his room when the
return in 2-5 days to seek revenge. ruckus starts.
The Pickpocket: A half-elf (5th-levelthief) tries to lift a Chaos immediately erupts in the common room. Most of
money bag or item from a PC. The thief‘s base chance of the customers run for the door, grabbing what they can
success is 60%. On a roll of 81 or above, the PC notices the take, while a few bold ones attack the clerk. The half-orc
attempt. Reduce these numbers by 5%for each of the PC’s bouncer attacks anyone who seeks to damage or rob the
levels above 3rd. place.
Whether the theft is successful or not, there is a 50% After one turn, a group of city watchmen arrive to arrest
chance that the act is seen by one of Garon’s thief-followers. everyone in the building. This group is identical to the first
Four rounds later the half-orc bouncer seizes the pick- group in the previous optional encounter. If they are
pocket, returns all stolen goods to the PC, and then drags destroyed, the second group of lawmen arrives one turn lat-
the half-elf outside for a quick beating. er.
If the PCs become involved in the combat upstairs, then
Optional Encounter 1: the mercenaries will fight against Garon and his thieves in
Raiders of the Law a round-by-round battle. If the upstairs fight occurs “off-
stage,” then roll ld8 for the result:
A murder in a nearby street prompts a raid by 23 city
watchmen. Led by a lieutenant (4th-level fighter), the die
watchmen are 2nd-level mercenaries. All have chain mail roll result
and wield short swords a t + 1“to hit.” 1-2. Garon, his followers, and the mercenaries are
Upon entering the House of Cards, the lieutenant slain.
announces that all customers must leave immediately. The 3. Garon and his followers are slain, the merce-
employees remain calm, but 25% of the customers start a naries escape.
brawl with the watchmen, while the rest of them flee. At 4. Garon and his followers are slain, the merce-
first, the watchmen strike to subdue, but if one of them is naries are captured and jailed.
slain, they inflict full damage on all opponents who do not 5. Garon survives and escapes, but his followers and
surrender. the mercenaries are slain.
If the watchmen are beaten, reinforcements arrive in one 6. Garon survives and escapes, but his followers and
turn. There will be one lieutenant (5th-level fighter), two the mercenaries are captured and jailed.
sergeants (3rd-level fighters), and 20 watchmen (1st-level 7. Garon is captured and jailed, while all the rest are
fighters). Any customer found in the House is immediately slain.
arrested, while the lieutenant proclaims to the employees 8. Garon and the rest of them are all captured and
that Garon must appear in court in four days. Anyone who jailed.
resists is dealt with severely.
Any character who tries to damage or rob the House dur- Subtract 1from the roll if the second group of watchmen
ing the chaos will be attacked by Garon’s henchman and is needed to take control of the House of Cards.
followers. Prisoners captured by the watchmen are thrown If Garon survives and escapes, and was not on bad rela-
into jail for 2-5 days, during which there is an 8%chance tions with the PCs, then he may hire them for a n attack on
per day of contracting a disease and a 10% chance per day the Thieves Guild. Either way, he will not let himself be
of parasitic infestation. seen in Elredd until the Guildmaster is eliminated and
Garon can take control.

116
Appendix 8: zero-Level Characters
lthough player characters most often start a t AP to overcome the racial penalty before the score can be
first level, they do not have to appear from raised above three.
nowhere. By the time characters reach first No amount of aptitude can give a zero-level character
level, they may already have studied for years more than 18 hit points, or an attribute score above the
and made the choices which mold their lives. racial maximum. Gray elves can have intelligence scores
Instead of skipping this constructive period, players may of 19,but all other characters are limited to attributes of 18
color their characters by beginning at zero level without or less. The exceptional strength of fighters can only be
the skills of any character class. This allows players to achieved with special training. Characters should be care-
design exactly the characters they want, even if these are ful not t o spend too many AP on any one attribute, since
sword-wielding wizards or thieves who can turn undead. they will need aptitude to learn other skills.
Few adventures could be more exciting than these first Attribute scores have all their usual effects at zero level.
ones, where the PCs, as ordinary, inexperienced people, Characters who neglect their strength suffer penalties in
must discover power within themselves, survive, and combat; those with low dexterity cannot use thief skills.
become strong. Since characters can instantaneously raise any attribute,
they will seldom be forced to suffer penalties. However,
wise players may neglect some attributes in order to con-
The Fledglin Character centrate on others.
When characters are created, their abilities are feeble, Hit points are very special to a zero-level character.
their strengths are undefined, and their only advantage is These points have nothing to do with skill, luck, or innate
tremendous curiosity and enthusiasm. When first creating hardiness. Each of these points represents sheer youthful
a zero-levelcharacter, rolls are not made for any character- exuberance and vitality. The initial total of three hit points
istics except those which are completely predetermined, represents body mass. Characters who raise their constitu-
that is: height, weight, social status (if this is used). The tion are entitled to the usual hit point bonus, as if they
standard attributes (strength, dexterity, constitution, were fiist level. The ability to gain three hit points for con-
intelligence, wisdom, and charisma) are recorded, but a t stitutions of 17, or four at 18 is a special ability of fighters,
preliminary values of three. The character also starts with just like exceptional strength, so zero-level characters
three hit points. aren’t eligible for the special bonus. A zero-level character
Zero-level characters do not have experience points and can never have more than 18 hit points a t one time. When
cannot gain them at this level. The only real resources the character finally becomes a first level character, the
zero-level characters have are aptitude points (AP), which player must reroll for hit points in the normal fashion.
are spent to create other abilities. Each character begins
the game with 90 + ld20 aptitude points. Alignment
Zero-level player characters begin with no real align-
Raising Attributes Scores ment. Spells and magical items affect zero-level PCs as if
Characters will very soon need higher attribute scores. they were true neutral. Instead of fixed beliefs, zero-level
Once per game week, a player can assign one to eight AP to characters have an alignment tendency, which the DM
a single attribute score or hit points. The points are assigns to reflect each PC’s behavior and attitude. DMs
instantly subtracted from the total AP and added to the may keep track of alignment tendencies by giving each
attribute. That attribute is never decreased while at zero character two alignment scores: one for law/chaos and the
level. (In theory, the character always had a latent talent other for good/evil.On a scale of one to 20, higher numbers
and suddenly developed it.) Attributes still require a long indicate greater commitment to law or good, with 10 in the
time to mature to their full potential. Therefore, charac- middle. A character’s alignment remains true neutral
ters can never spend more than eight AP per week in this until the score drifts more than five points in either direc-
manner. tion. The charts below show what alignment tendency the
Demi-humans must raise all their attributes to their different scores represent. Negative numbers are possible.
racial minimums before entering the game. They spend
the AP before play begins, to reflect the experiences of Morality Chart
their long childhoods. A zero-level demi-human has all the Alignment
natural features of his or her race, including bonuses to Tendency Evil Neutral Good
attribute scores. Attribute penalties, however, such as a Score 5 or less 6-14 15 and above
halfling’s - 1 on strength, never cause a score to fall below
three. They become effective only once these statistics are Ethics Chart
raised above three. A newly-created dwarf, for example, Alignment
has a charisma score of three (the -1 penalty cannot be Tendency Chaotic Neutral Lawful
applied yet) and a constitution score of four (one bonus Score 5 or less 6-14 15 and above
point). The character must immediately spend eight AP on
constitution to reach the racial minimum of twelve. When The DM adds or subtracts points from a character’s align-
this dwarf decides to improve his charisma, it will cost one ment score whenever the PC does something typical of a
certain alignment. These acts are easy to recognize. Love,
Appendix 1: Zero-Level Characters

forgiveness, and heroic bravery are good, while cruelty, To learn a class ability, the character must be taught by
greed, and treachery are evil. Chaotic characters dislike a n NPC who possesses that ability. Any thief can teach
and disobey rules, preferring to make decisions as the pocket picking and wall climbing to the character. The
moment inspires them. They might also exhibit different zero-level character can be taught by more than one NPC
behavior in similar situations. Lawful characters work at a time if he wants to pick up several different abilities.
toward organization and consistency. Neutrality might be When he tries to use these abilities, the zero-level charac-
manifested as the absence of opinion, or it might represent ter must roll on the Learning Table on page 119 to see how
a conscious attempt to balance extremes. Isolated acts of successfulhe is. In other words characters don’t perform a t
necessity, such as making friends or self-defense, do not the level of their teacher or at the first level of experience.
alter alignment scores. Actions of choice, such as forming Remember that these zero-level characters are filled with
close friendships or giving to charity, might affect align- youthful zest and the confidence of those who haven’t had
ment. Willful actions such as senseless slaughter on the time to realize the full danger of what they are attempting.
part of a good or lawful character certainly require an For example, a first level cleric carefully presents his holy
alteration of one’s alignment. symbol and carefully pronounces the words that can turn
When a zero-level character is first created, the player undead; a zero-level character wanting to do the same
can choose for the character any score between zero and 20 thing might just rush up and thrust his holy symbol in the
in both law/chaos and good/evil,if they don’t wish to begin face of the vampire and scream, “BOO!” at it. The first
the game as a true neutral. This represents the teachings level cleric couldn’t turn the vampire, but the zero-level
of that character’s friends and family. The score can change cleric might turn the vampire as a 12th level cleric just
rapidly if the character does not follow old habits. A PC because the vampire was so surprised!
might take part in fascinating adventures which cause In learning a class ability the zero-level character picks
alignment changes. In this way the player characters can up one Instruction Point per week of study. He must study
move themselves off the true neutral mark if they wish to at least one hour a day with the instructor. If he doesn’t
start the game with a n alignment. study every day he won’t earn the point for that week. The
The DM should tell players what their characters’ align- player must keep track of the number of points his charac-
ment tendencies are at the end of each adventure, but not ter has earned and what they apply to. Zero-level charac-
the exact scores. PCs rarely know precisely how lawful, ters also use up one aptitude point per every six instruction
chaotic, good, or evil they are. Every decision is a moral points they pick up.
dilemma for zero-level characters which could shape their It is possible and often advisable to gain more points in
entire lives. When characters reach first level, they auto- an area of study than is needed for the character class. It
matically become whatever alignment they tend toward a t only takes two instruction points to learn a fighter ability,
that time. for example, but more points in the fighter section help the
zero-level character when he tries the many abilities of
Specialized Abilities that character class.
Once a character has raw attributes, he or she must learn
ways to use them. A zero-level character experiments con-
Luck
stantly, perhaps trying to weave spells one day and cross When resorting to luck to attempt a task, the zero-level
swords the next. This flexibility makes learning new abili- character just hasn’t had time to study what he is trying to
ties the most exciting, but also the most dangerous, part of do, but says to himself, “this can’t be too hard, other people
a zero-level character’s life. Whenever a zero-level charac- do it.” He tries to get the job done by bulling his way
ter wishes, he or she may study-or simply attempt-a spe- through the task. The Learning Table is used to note the
cialty normally used by some character class. Characters effects.
might try to learn abilities of up to 12th level in difficulty, In “trusting to luck,” a character can attempt a specific
but they will almost never succeed a t anything more than task only once per day. A character experimenting with
that which a first-level character could do. thief skills can try his luck once when picking a pocket,
Abilities are defined as the many different tasks of an again when climbing a wall, and again when trying to hide
adventurer. Warriors fight a t a given ability level; clerics in shadows, but he can’t try to pick more than one pocket,
turn undead with a given ability level; mages cast spells using luck, in a 24 hour period.
with a given ability level; and thieves pick locks with a On successful luck attempts, zero-level characters gain
given ability level. All of the things that player characters instruction points because they are learning by deduction
try to do are a t a n ability level. A zero-level character has and intuition. The DM determines how many points PCs
two options when trying to perform tasks that are class- get.
related. He can try to do the task by blind luck or can take
some time and study the tasks he wants to attempt.
Locating Instructors cial penalty, unique to the situation. For example, a begin-
Finding an instructor should be one of the first adven- ning archer might shoot one of his friends, or an amateur
tures that a zero-level character has. Finding clerics and sorcerer could flood his mentor’s laboratory.
fighters to teach a player character shouldn’t be too hard. Failure: The character learns nothing from the attempt
Finding mages is a little more difficult, and finding thieves but suffers no penalty.
and the rarer character classes is very difficult. Partial Success: The character may perform this one
In exchange for their services, instructors will expect the ability as a first level character. Ifa character achieves this
character to work. There are always odd jobs that NPC result by blind luck and later studies the same ability, he
automatically earns two instruction points during his first
instructors need done. These tasks should provide many of week of study.
the beginning adventures the zero-level character has:
fighters always need their equipment fixed, mages need Learning: The character may be regarded as a first level
character with respect to this one ability. Characters who
spell components gathered, thieves need lookouts, and
achieve this result through luck and then go on to study
clerics need their temples cleaned. the ability further earn three instruction points during
Earning one instruction point takes one week. their first week of study.
When a PC is studying, he must finish his studies in one
area and not break up that study time. This means a PC
Insight: The novice not only succeeds with the skill, but
studying to be a fighter must study for two consecutive uses it as a 12th-level character. If the skill in question is a
weeks (to earn two instruction points) or lose all the infor- weapon proficiency, the character attacks as a 12th-level
mation he has gained. As long as he keeps studying, a char- fighter with a weapon specialty. Non-weapon proficiencies
acter remembers everything he has learned. If the can be performed with a bonus of -4 to the die roll. After
character drops his studies in an area, however, he retains one hour per point of intelligence, the character forgets
this special insight. Characters who achieve this result
the instruction points he earned for three times as many
through luck and later study it automatically earn four
months as the number of points. When a zero-level charac- instruction points after one week of study.
ter earns six points toward magic use, for example, and
then stops studying magic, he remembers his lessons for 18 Great Insight:The character gains all the advantages of
months. When the time expires, the character must begin insight, above, and retains them for one week per intelli-
studying again from scratch. The character always retains gence point. Then he forgets this special ability. Further-
instruction points earned through luck, however. more, the DM is encouraged to invent some special bit of
good luck. For example, as a result of a single shot, a n
Study Time Table archer might rout an entire bandit gang. Similarly, an arti-
san could produce a beautiful item which is also magical.
Type of Skill Study Points for Success If a character got this result using luck, he loses the asso-
Fighter 2 points ciated abilities after two weeks (four weeks for magic-user
Mage 6 points spells). If a character studies a skill in which he had great
Cleric 4 points insight, he gains six instruction points after one week of
Druid 6 points study.
Paladin 8 points The character can perform the task he was trying when
Ranger 7 points he achieved great insight at the 12th level for two weeks
Bard 10 points even if he has never studied that skill. For example, if a
Thief 3 points cleric was trying to turn undead and achieved great
Monk 10 points insight, he could turn undead as a 12th level cleric (but
Learning Table could not necessarily perform any other clerical functions
at 12th level).
Percentile Luck Instruction Result Note that this table never allows the impossible. A char-
Roll Roll Points acter cannot cast spells without a spellbook or pick locks
01-10 01-10 None Terrible without tools, no matter how much luck or training is
Failure applied. Also note that results on this Learning a b l e
11-49 11-55 None Failure apply to one specific skill only. A character who learns the
50-75 56-80 3 Partial thief ability of picking pockets still cannot hide in shadows.
Success Sages make the best possible mentor because they can
76-85 81-87 6 Learning teach any of the many skills they have studied. The typical
86-97 88-95 9 Insight sage’s fields of knowledge are shown in the Dungeon Mas-
98-100 96-100 12 Great Insight ter’s Guide. Two other branches of knowledge exist which
When trusting to luck, the player rolls percentile dice sages might know and teach to zero-levelcharacters. These
are “Weapons & Warfare” and “Crime & Criminals,” both
and takes whatever result he gets. The DM works the
result into the adventure. When the PC is relying on of which are special categories studied as fields of human-
instruction points, the player rolls percentile dice also. If kind, demi-humankind, and humanoids/giantkind. To
the PC has earned enough points for the result, it happens. determine if a sage can teach a given skill, use the table in
If he doesn’t have enough points, the DM must work in the the DMG which shows the percentage chance that a sage
Failure result. might be able to answer a question. Sages have the same
Terrible Failure:The character fails and breaks or loses chance to teach a skill as they have to provide exact infor-
any equipment involved. The DM should also create a spe- mation about it. Many of these fields overlap. For example,
a sage with the major field of humankind has a 57%-60%

119
chance of understanding a clerical spell well enough to cast, zero-level characters must roll ld20. If the result is
teach it (using the special category Theology & Myth) and above the character’s wisdom score, the spell fails and a
a n equal chance to teach pickpocketing (using the new cat- small boil appears on the caster’s forehead, reducing cha-
egory, Crime & Criminals). His students could pursue risma by one point for the rest of the day. Characters auto-
either ability without needing to find both a cleric and a matically fail this check if they have broken clerical codes
thief to teach them. within the past 24 hours. The most universal code forbids
edged weapons; certain gods will have additional customs.
Zero-levelcharacters with wisdom scores of 12 or less must
ills and Proficiencies also check for spell failure normally (see the Player’s Hand-
Every field of study has its pitfalls and customs that stu- book). Characters with wisdom scores less than nine can-
dents must observe. Advanced sciences, like magic, not learn clerical spells.
require extra expenditures of AP and study. The DM If a character decides to abandon study of the priesthood,
should be aware of the attitudes of certain mentors and the exact penalties once again depend on the religion. Usu-
role play them to reflect these sentiments. ally, zero-level characters can switch fields and keep cleri-
Novice characters may serve some patron as an appren- cal skills. The most they would suffer is a n impassioned
tice, or study at the university of a great clerical order or speech from a ranking priest. However, characters who
magical cabal. A college might charge as much as 500 gp switch to an opposing religion or alignment tendency are
per year in tuition, but nobles might grant scholarships to viewed as traitors who accepted the blessings of the church
promising students. Most donors expect these scholarships and then betrayed it. A traitor will be stricken with a ran-
to be repaid in some way, perhaps with a quest or adven- dom disease from the DMG. Specific religions may have
ture. Some clerical colleges may be free of charge, but only special punishments or enemies for such heretics.
open to worshipers of that particular deity. Wealthy PCs
who cannot find a college but scoff a t apprenticeship might
hire tutors, who will cost at least 100 gp per month. PCs
may also need to travel in order to find the instructors they
need. In isolated areas, PCs will be limited to studying
from the few skilled people who live nearby, and they may
quickly outgrow these teachers. However, while city-
dwellers might have greater learning resources, they tend
to forget the ways of nature, and might need to travel into
the wilds to learn from rangers or druids.

Clerical Skills
Different deities have different customs for their new fol-
lowers. Many churches eagerly seek new worshipers, while
others are secretive. In a fantasy world, zero-level charac-
ters are quite free to mix religion with their other pursuits.
Still, no sect knowingly welcomes its enemies. Although
zero-levelcharacters have no fixed alignment, they cannot
use clerical powers unless their current alignment tenden-
cy matches the alignment of the god they serve. Even luck
rolls cannot provide clerical powers unless the character
appeals to a deity of friendly alignment. The use of cleri-
cal powers increases a character’s commitment to that par-
ticular alignment. When PCs use clerical skills, the DM
should modify their alignment tendencies by one point in
the direction of the deity’s alignment.
Zero-levelcharacters can cast one first-level clerical spell
per day, or two spells if they have wisdom scores of 14 or
higher. Results of “great insight” on the Learning talbe
allow characters to cast any one spell as if a 12th level cler-
ic. Although this one spell may be as high as sixth level in
power, the insight does not confer a high-level cleric’s full
repertoire of spells. Also, each new spell must be studied
separately. A character who can cast command still knows
nothing about cure light wounds. Novice clerics can also
learn to turn the undead.
Learning a spell and casting it once is free, but if the spell
is cast more than once it costs the character one AI?
Deities resent being trifled with, and the trivial requests
of novices sometimes irritate them. Each time a spell is
Appendix 1: Zero-Level Characters

Druidic Skills Whenever a zero-level character uses paladin abilities,


add one point to both law and good. The DM should record
The woodland cult of druids is extremely demanding of each instance in which a zero-level character attempts the
its followers. Druidic rituals are never described openly, abilities of a paladin. The gods themselves bestow a pala-
and practiced only at the will of nature itself. Druids will din’s benefits, so if a character accepts this help and later
be extremely reluctant to teach new students unless these abandons the lawful good alignment, he or she loses all of
pupils have already demonstrated great community with the paladin’s powers. The next time that character enters
the powers of nature. DMs should create quests and ordeals battle, a curse affects him or her. (This is the reverse of the
for neophyte druids, but the best way to gain a druid’s favor first-level clerical spell, bless.) Certain gods have special
is to perform a great druidic feat through luck. Becoming a punishments for such traitors.
professor for novice druids is not a druid’s primary goal. A paladin would be willing to train any zero-level charac-
Zero-level characters use druidical powers like other ter acceptable to his (or her) deity, and most gods care noth-
clerical talents. They may cast one first-level druid spell ing about mortal social divisions. Of course, few mentors
per day, and they must make a wisdom check to use it cor- demand such strict obedience as a paladin. Most paladin
rectly. This check automatically fails if the character wore mentors will only accept pupils who want to become pala-
metal armor or used forbidden weapons within the past 24 dins themselves, and they would be outraged to catch their
hours. With “great insight,” a zero-level character might
students exploring less honorable arts.
use high-level druid abilities, such as shapechanging or
knowledge of plants and animals.
Learning a spell and casting it more than once costs one
AI?
Students of druidism are not required to tend toward true
neutral alignment, although all must have close ties to
nature and the nature deities. Rangers and bards both
learn druidical spells despite their varied alignments, and
zero-level characters might be allowed this variance as
well. The use of druidic powers does not affect a character’s
alignment tendency.
Druids never punish their former students for their
alignment choice. The actions they despise are crimes
against nature. For example, if a zero-level character dese-
crates some unspoiled place, he or she will contract a dis-
ease as do fallen clerics and will lose all magical druidic
powers. Worse, all the world’s druids will seek revenge on
that character, after the deed is discovered. Magical Skills
Magic is hard to master, and characters who delve deeply
Fighting Skills into it will find little time for other pursuits. Neophyte
mages must learn each new spell separately. Even after a
Of all skills, those of a fighter are easiest to master. A character knows a spell, he cannot automatically cast it.
budding warrior needs only to study weapon proficiencies The novice must still memorize formulas from a spellbook
and weapon specialties. A fighter might also desire physi- each day, like any other mage. Zero-level characters can
cal training to gain an extra constitution bonus or excep- memorize no more than one fiist-level spell or four cantrips
tional strength. A character cannot attain exceptional for one day. “Insight” lets characters cast one spell as if
strength until he or she has a strength score of 18. When they were 12th level, but the character will not receive a
the character successfully learns the methods of increasing 12th level mage’s full selection of spells. However, insight
one’s muscles, a result of “great insight” on the Learning does allow a character to cast spells of up to sixth level in
talbe automatically confers a score of 00 to strength. Oth- power.
erwise, the player rolls percentile dice to obtain a score in It costs one AP point per spell learned and used more
the usual manner. than once.
Zero-level characters may attempt any of the abilities of Few beginners own their own spellbooks, so apprentices
a ranger or paladin. This includes the fighting techniques borrow their master’s tome each day. This means that zero-
that cause extra damage to giant-type humanoids and arts level characters must justify each spell they want to their
of dodging (dexterity bonus), endurance (hit-point bonus), teacher, but it also gives them a great variety of spells from
and avoiding damage (saving-throw bonuses). However, which to choose. The DM may decide exactly which spells a
only a few solitary rangers and holy fighters know these wizard owns, and which ones students are allowed to use.
skills. Zero-level characters must brave the wilderness to Zero-level characters are subject to normal intelligence
find them, and then they must demonstrate their worthi- limits to learning spells, which are described in the Players
ness to learn. Few woodsmen like to reveal their secrets, Handbook. As those tables indicate, no one can learn magic
and all paladins scorn, impure characters, so mentors without an intelligence of at least nine.
skilled in these abilities must be carefully sought. Charac- Novices never completely understand any spells but can-
ters will also find that the study of the wilderness limits trips. When zero-level characters try to use higher-level
their learning of other arts, since they must stay with their magic, the player must roll ld20. If the result is higher
mentors far from civilization. than the character’s intelligence, the spell either backfires
or fails to work. Harmful spellsmight injure the caster, and they abandon their training, no master will ever consent to
all others produce nothing but clouds of blue smoke. DMs teach them again.
should also feel free to improvise amusing or horrifying A character can’t retain the monkish powers of open
results for spell failure. hand attack, running ability, and thieving skills after
The armor and weapons of war distract a magician’s psy- breaking monkish codes. Further, zero-level characters
chic powers, so even neophyte mages usually shun them. will be barred from studying a monk’s skills if they hoard
Characters cannot cast spells in armor. If a character uses excess treasure or use forbidden weapons. Armor prevents
weapons forbidden to mages within 24 hours of casting a any use of monkish martial arts,just as it hampers thieves’
spell, the intelligence check for spell failure is penalized by abilities. If the character learned any of a monk’s mental
+ 3.Most teachers of magic forbid weapons and armor com- powers with insight, these powers disappear once the char-
pletely, and if they catch their students using such items, acter defies a monk’s laws. Only characters with a lawful
they may withhold teaching or impose punishments, all alignment tendency can learn monk skills, and each use of
while warning the culprit about famous magical disasters. a monkish power adds one point to the character’s law/
Certain spells are absolutely required for a zero-level
mage to progress beyond borrowing bits of magic from a
patron. Read magic is essential to all magic-user work, and
a mage’s trade is far easier if he or she knows identify
detect magic and erase. Most teachers of magic require
their students to learn these spells and urge pupils to
record them in their first spellbooks.
Many zero-level characters, especially those who hope to
become true magic-users, will eventually want their own
spellbooks, but even if the PC can find enough money, roficiencies
spellbooks cannot be purchased easily. They must be craft- Many of the skills that characters perform are not
ed by bookbinders skilled in the art and stocked with spells restricted to any particular class. Zero-level PCs may study
by a magician. In a world without printing presses, only a any proficiency for which they can find a mentor, and
few scribes understand bookbinding, and they cluster near again, tutors are far easier to locate in cities. In any loca-
universities or at the courts of particularly learned kings. tion where a guild controls some craft, PCs must obey its
Even after a PC owns a book, most teachers of magic refuse regulations. Guilds usually limit the number of new arti-
to give their spell formulas permanently to anyone but a sans which may be trained, to prevent a surplus of goods or
fellow mage, so zero-level characters will probably need to services. They also regulate the quality of their members’
adventure to obtain copies of spells. Then, the character work and charge dues.
must find a sympathetic mage to help inscribe the book. The cost of learning one proficiency is one AP per profi-
A zero-level mage rolls on the Learning Table to discover ciency and it takes two weeks of instruction to pick up.
if he has properly memorized any given spell. When he Zero-level characters will find themselves needing weap-
wants to use this spell he rolls ld20 and compares the on proficiencies, and their penalty for using a non-
result to his intelligence score to determine if it works. If it proficency weapon is - 3 to hit. Weapon specialization is a
doesn’t work he doesn’t lose the spell-he can try again in class skill of fighters and can only be learned from another
the next round. He can keep this memorized spell until he specialist. No character may ever specialize in more than
has finally used it up. two weapons.

Thieving Skills
Almost all zero-level characters learn a few thieving
skills. Stealth can often save one’s life where force cannot, Every character begins the game knowing one language,
and thieving skills can supplement the arts of any class. that being the local common tongue. Whenever the charac-
Bulky armor will penalize or prevent thievery. Those who ter’s intelligence score becomes high enough to permit
depend on thievery will desire instruction. Despite the vast knowing more languages, the character may study these
number of thieves in every community, few robbers will as if they were one-slot proficiencies. All study times are
admit their craft, much less teach it. Apprentice thieves halved if the student is surrounded by speakers of the new
will usually be trained in cities, where victims are plenti- language and doubled if no native speakers are present.
ful and criminals are often brazen enough to run semi- Characters cannot rely on luck to use a language until they
formal burglary schools. These courses allow characters have heard it spoken for at least one hour. To interpret
one extra learning point per month. results from the Learning Table, use the following guide-
lines.
Partial Success means that the character can converse
Monk Skills generally and request basic needs.
Few zero-level characters care to follow the lonely life- Learning means that the character is fluent but has a
style of a monk. Teachers of the martial arts can be found at strong accent which identifies him as foreign.
any monastery, but monastic isolation absolutely prevents Insight lets a character pretend to be native by making a
any other form of study, and few characters care to follow a successful intelligence check on ld20.
monk’s rigid discipline. Characters who study monkish Great Insight makes the new language sound completely
skills but find the life too hard may leave freely, but once natural.

123
Characters may travel to learn languages, or they may ical Equipment
try to find teachers who come from distant lands. Most
teachers of foreign languages will be sailors, pilgrims, Zero-level characters may employ any magical item. The
scholars, merchants, or foreign exiles taking refuge in a use of magical items that are limited to one class is a class
noble’s court. Teachers of non-human languages will be skill, so zero-level characters must study or make luck rolls
particularly difficult to find. Elves might teach their to learn the secrets of these devices. Each item must be
tongue, but dwarves keep their words secret, and most studied separately. Zero-level characters can even use
humanoids are too barbaric to formally exchange knowl- scroll spells, although they have high chances of failure, as
edge. Characters can only study orc or goblin by living shown in the DMG. It costs one AP per magical item
with the foul creatures or by finding some veteran of wars learned.
against them who knows their tongue. The DM is always
free to decide that a teacher’s knowledge is incomplete,
leading to hilarious (or deadly) misunderstandings.

Combat and
Most of the fighting rules needed for zero-level charac-
ters are covered under ability scores, class skills, and profi-
ciencies. Zero-level characters always attack and make a Character Class
saving throws as zero-levelfighters. The only exception for
attacks is when a character has a flash of “insight” while Joining a character class is the turning point of a zero-
attempting to use a weapon proficiency and attacks as a level character’s life. Every apprentice dreams of gradua-
12th level fighter. Fortunately, most enemies underesti- tion, of becoming a real first-level adventurer. To become
mate zero-level characters, giving them extra chances at first level, characters must first fulfill the minimum
heroism. requirements of a class and then prove to the world that
Zero-level characters often survive frightful wounds they are worthy of their new titles. PCs may attempt this
through sheer exuberance. When zero-level characters are whenever they wish. Nothing ever forces characters to
reduced to zero or fewer hit points, they may stop losing hit enter a character class, but once PCs have no more AP,
points by spending a n AP and then heal themselves at the their only other alternative is to stagnate, with no way to
rate of one hit point per hour. Each hit point healed costs improve skills or rise in level. Wise PCs will choose a class
one AF? Characters can only reach a maximum of one hp in early and start preparing for it while they have plenty of
this manner, and then normal healing occurs at the usual AP to concentrate on the skills they need. The more powers
rate. Characters are maimed when reduced below -6 hp that a class offers, the more the PCs must study to qualify
and die if they pass - 10. During the period that a charac- for it.
ter has negative hit points, he or she is comatose and To actually become first level, characters must learn the
should be treated as if under a clerical feign death spell. last secrets of their class from some patron. This final
Most enemies will assume that they struck a mortal blow teacher always tests the novice with a special initiation.
and abandon their victim. Particularly determined foes Rangers undergo nature rites, clerics must be ordained,
might check for signs of life, or imprison (or dismember) knights must be dubbed, and other characters have similar
their victims just to be absolutely certain of the kill. graduation rituals. Some graduation procedures may be
less formal. Apprentice thieves might be exploited and
humiliated for several months to see if they will become
Equipment and audacious enough to rob their own masters. Fighters
would be likely to meet their final test on the battlefield.
Zero-level characters are often, but not always, poor. Once zero-level characters receive their final counsel,
They often begin play with more money than a first-level they receive first-level modifications to their abilities:
character, since they have not yet spent their funds on Alignment tendency solidifies into a fixed alignment.
teachers and equipment. As a general rule, zero-level char- Hit points are rolled for in the normal fashion.
acters begin the game with normal clothing and 20-200 gp Ability scores become frozen at their current level.
(2dlOx10). Proficiencies and languages do not change. Characters
The DM may choose to substitute these starting funds who have fewer proficienciesor languages than they are
with other, more appropriate forms of wealth. For example, entitled to may learn new ones normally.
if the PCs are children of herdsman nomads, they may own Any remaining AP are converted into experience points,
weapons, food, and horses, but have no cash. Or, some a t the rate of 10 experience points per A€?
wealthy adventurer may have died recently, and a PC has The character begins receiving experience points nor-
inherited his equipment and his spoils from adventures. mally.
DMs might start whole campaigns by giving a PC an The character gains all the abilities due a first-level
enchanted item or one with a dreadful curse. Even weak member of his or her class. Professional spellcasters no
magic can give characters enough self-confidenceto adven- longer must make ability checks for spell failure.
ture and a n incentive to live up to the item’s legacy. When characters advance in level, they lose all skills
which are not used by their main character class unless
they make a special effort to study them, as described
below.

124
Skills From Other Character Fighter Skills: Few other pursuits interfere with fight-
ing, so only rangers and paladins must avoid other class
Classes skills. No ranger or paladin would ever use the abilities of
Zero-levelcharacters experiment with many professions. a thief. These inhibitions do not apply in reverse. Members
Naturally, they hope to remember their old skills and thus of any other character class may use ranger and paladin
obtain the benefits of several classes at once, even after abilities. The magical powers of paladins should be treated
joining one class. They can do so, but unfortunately, differ- as clerical spells, both for experience prices and limita-
ent character classes have little in common, and the more tions. No character can use a paladin’s powers without fol-
one studies one field, the less time one has for others. Char- lowing the paladin’s restrictions.
acters must practice auxiliary skills, and pay experience Magic-Users:No one can cast spells in armor, or without
points for them. The X P prices are shown on the table a spellbook. Furthermore, all characters except mages
below. must make intelligence checks or fail their spells, as
described in the section on learning skills. Even true
Experience Price For Auxiliary Abilities mages must make this check if they have used a forbidden
weapon within the past 24 hours. Therefore, low-level
Type Of Skill mages often resort to forbidden weapons, but more power-
Character’s ful magic-users prefer daggers, because failure with their
Class C1 F MU T Mk powerful magic can ruin kingdoms. Members of other
classes can never cast more than one mage spell per day.
Cleric 5 % ” 10% 25% 25% 10% Thieves: The only restriction to thief skills is that they
Fighter 25% 5% * 50% 10% 25% cannot be used in most forms of armor. At the DMs option,
Magic-User 25% 50% 5 % ” 10% 25% leather or padded armor can be worn, but causes penalties.
Thief 25% 10% 25% 5% * 25% Characters of lawful and good alignments must be careful
Monk 25% 50% 50% 50% 5 % ” not to violate their principles with thieving skills.
*Subclasses are included with their main class (a ranger Monks: A monk’s skills cannot be performed in armor.
would be found under fighter), and paladins can be treated Any character may remember how to run like a monk, use
as fighters. Characters pay only a five percent penalty for monkish thief abilities, gain bonuses on weapon damage,
using skills restricted to a different subclass of their own or strike with the open hand. However, only a real monk
general character type, as opposed to greater penalties for can remember mental or magical skills. Monks never use
out-of-classskills. the skills of other character classes. These are remnants of
Characters must also practice their skills at least once more worldly times, which monks have chosen to abandon.
per level, or lose them when they rise to the next level. The
abilities must be used in crucial situations during actual
adventures. The DM should keep a list of the times when
characters use old skills from classes other than their own.
If players advance in level without practicing a skill, the
DM does not remind them. If the player cannot remember
to use a skill, then the character certainly does not. When
the PC finally does attempt the skill, he discovers that it
has been lost forever.
Each time PCs advance in level, they lose all neglected
extraneous skills. This includes 12th-level skills which the
character gained through “great insight.” Naturally, for-
gotten skills no longer impose experience penalties on the
character. Maintaining certain skill combinations involve PCs
other restrictions, which are described below. These rules are intended to show how beginning PCs
Cleric and Druid Skills: All characters who use divine become experienced adventurers, not to alter the zero-level
abilities must obey the gods. The DM should deny clerical NPCs who populate every fantasy world.
magic to characters who violate their alignments or fail to Ordinary peasants and citizens usually exhaust their AP
behave piously. Clerics and druids themselves may never a t an early age, competing with peers, surviving childhood
use forbidden weapons or other items, even by retaining a hazards and learning to work. Furthermore, many people
proficiency from some other class. Members of other class- are not adventurous and do not begin with a full 90 Al? The
es cannot use clerical abilities on the same day that they DM may always choose to give NPCs AF?Adventuring par-
wield edged weapons or, in the case of druid spells, wear ties will treat ordinary people with far more respect after
metal armor. Characters who are not clerics may never attacking a helpless beggar who makes a luck roll and
cast more than one clerical spell per day (or two with a high strikes back like a 12th-level fighter. Many zero-level
wisdom score),and non-clergymust always make a wisdom NPCs use aptitude points to excel in their trades. For
check to avoid spell failure. example, a blacksmith might do research until he has
enough study points to qualify for “great insight” in cast-
ing the spell enchant an item. This is one way dwarves, who
are not mages, might enchant hammers +3 and dwarven
throwers.

125
Appendix 1: Zero-Level Characters

Oriental Characters When generating an Oriental zero-level character, roll


for family and birthrights normally. The DM should care-
Characters living in the Far East face more social pres- fully role-play a zero-level Oriental character’s relatives,
sures than their Western counterparts, but beneath these since they always exercise great influence on a zero-level
cultural differences they are quite similar. They also character’s life. They may drag the PCs into their own
develop themselves with AF? A zero-level PC who begins political plots, or they might be indigent and need help.
the game with ability bonuses, won with the honor of the Also, characters will be expected to study their father’s pro-
player’s previous character, receives these points as extra fession. Each time characters attempt skills from other
A€
! Starting funds can simply be converted from gold piec- classes and fail, they lose one honor point. This penalty
es to equally valuable sums in tael. only applies to zero-level characters.
The DM may determine the basic requirements for enter- Zero-level characters begin with a n honor score equal to
ing an Oriental character class by listing the skills that their family honor, but they immediately begin developing
class members can use at first level. Since each Oriental a reputation of their own. All the standard honor awards
class has so many special abilities, such as ki powers, East- and penalties apply, as do several special ones unique to
ern characters must be much more careful in spending zero-level characters. These modifiers are shown on the
their AP. This accurately represents the stratified Oriental table below.
society, where young people are expected to ceaselessly
immerse themselves in study. Honor Awards For Zero-Level Characters
Most Oriental class skills can be treated like analogous
Western pursuits. Noble warriors learn similar skills eve- Points
rywhere, whether they are called rangers or samurai. Awarded
Study times, effects on alignment tendency, chances to use Unquestioning obedience to master +3
spells, and other information are the same for both Orien- Disobedience to any superior -2
tals and Westerners. The following table shows what cate- Studying a skill from father’s
gory to use when zero-levelcharacters attempt the skills of character class +1
Oriental classes. Extreme devotion to parents +3
Dishonoring a superior -2
Oriental/WesternClass Analogies Gaining a peaceful proficiency +1
Oriental Western Pleasing someone of higher rank +1
Quarrel with other apprentices -1
Barbarian Fighter
Bushi Fighter (or thief for pickpocket skills) Characters cannot mix Oriental skills with gajin ones
Kensai Fighter (Kensai trainers demand unswerv- without actually studying in both the West and the Orient.
ing dedication, like monkish masters)
Monk Monk
Ninja Thief Acting as
Samurai
Shukenja
Fighter or Paladin
Cleric
Characters
Sohei Paladin (fighter) or Cleric DMs have far more control when PCs start at zero-level.
Wu Jen Mage Zero-level PCs are completely dependent on mentors, and
Yakuza Thief these tutors can become alter egos for the DM, assigning
quests or giving hints. By limiting the type of tutors avail-
The Orient bases its educational system on respect for able, DMs can control what classes their PCs become. If the
elders and devotion to study. Learned masters teach every DM wants to run a wilderness campaign, he or she does not
art, and any character may win over a teacher. Sohei, shu- have to arbitrarily rule against a courtly assassin. The DM
kenja, and some orders of monks recruit avidly. Ninja and simply does not provide an NPC to teach assassination.
yakuza limit their training to a few trusted accomplices. Just as PCs must conform, the DM must also tailor
Characters who seek the skills of a wu jen will have to adventures for them. Zero-level characters cannot win
spend long periods isolated in the wilderness, since Orien- fierce battles, and they need training more than gold. Sim-
tal wizards dislike civilization. All Oriental teachers rely ple activities such as learning to hunt, fight, or sail a ship
on inventive tests and ordeals, which may become adven- can become exciting adventures. A zero-level PC’s main
tures. goal is to develop a character, so the storyline can be quite
simple as long as it enhances the PC’s personality. These
might be moral dilemmas and problems which they must
solve with the skills of either one character class or
another. The PCs will be eager to discover the campaign
world. This learning period is a n opportunity to introduce
important NPCs and give the PCs opinions about the
world’s great issues. These discoveries can keep the PCs
adventuring for many years.

126
Appendix 2: Greyhawk Spell List

Bigby Mordenkainen
Level One Level One
Bigby’s Bookworm Bane Mordenkainen’s Protection From Avians
Bigby’s Feeling Fingers
Level Two
Level T w o
Mordenkainen’s Encompassing Vision
Bigby’s Dextrous Digits
Bigby’s Silencing Hand Level Three
Level Three Mordenkainen’s Defense Against Lycanthropes
Mordenkainen’s Defense Against Nonmagical Reptiles
Bigby’s Pugnacious Pugilist and Amphibians
Level Four Mordenkainen’s Protection From Insects and Arachnids
Bigby’s Battering Gauntlet Level Four
Bigby’s Construction Crew
Bigby’s Force Sculpture Mordenkainen’s Electric Arc
Mordenkainen’s Faithful Phantom Shield-Maidens
Level Five Mordenkainen’s Protection From Slime
Bigby’s Fantastic Fencers Level Five
Bigby’s Superior Force Sculpture
Bigby’s Strangling Grip Mordenkainen’s Faithful Phantom Defenders
Mordenkainen’s Private Sanctum
Level Six
Bigby’s Besieging Bolt Level Six
Level Seven Mordenkainen’s Faithful Phantom Guardian
None Level Seven
Level Eight Mordenkainen’s Penultimate Cogitation
Bigby’s Most Excellent Force Sculpture
Nystul
Drawmij Level One
Level One Nystul’s Dancing Werelight
Drawmij’s Beast of Burden Nystul’s Flash
Drawmij’s Light Step Level Two
Level Two Nystul’s Blackmote
Drawmij’s Adventurer’s Luck Nystul’s Blazing Beam
Drawmij’s Breath of Life Nystul’s Crystal Dagger
Drawmij’s Scent Mask Level Three
Drawmij’s Swift Mount
Nystul’s Crystal Dirk
Level Three Nystul’s Expeditious Fire Extinguisher
Drawmij’s Marvelous Shield Nystul’s Golden Revelation
Drawmij’s Iron Sack Nystul’s Radiant Baton
Level Four Level Four
Drawmij’s Handy Timepiece Nystul’s Blacklight Burst
Drawmij’s Instant Exit Nystul’s Grue Conjuration
Drawmij’s Protection from Non-magical Gas Ny stul’s Lightburst
Drawmij’s mol Box
Level Five
Level Five
Nystul’s Enveloping Darkness
Drawmij’s Flying Feat Nystul’s Radiant Arch
Level Six
Drawmij’s Beneficent Polymorph
Drawmij’s Merciful Metamorphosis

127
I
Appendix 2: Greyhawk Spell List

Rary
Level One Level One
Otiluke’s Bubbling Buoyancy Rary’s Empathic Perception
Otiluke’s Smoky Sphere Level Two
Level Two Rary’s Aptitude Appropriater
Otiluke’s Boiling Oil Bath Level Three
Level Three None
Otiluke’s Acid Cloud Level Four
Otiluke’s Force Umbrella
Rary’s Memory Alteration
Level Four Rary’s Mind Scan
Otiluke’s Steaming Sphere Rary’s Spell Enhancer
Level Five Level Five
Otiluke’s Dispelling Screen Rary’s Mind Shield
Otiluke’s Electrical Screen Rary’s Replay of the Past
Otiluke’s Polar Screen Rary’s Superior Spell Enhancer
Otiluke’s Radiant Screen Rary’s Telepathic Bond
Level Six Level Six
Otiluke’s Diamond Screen Rary’s Protection From Scrying
Otiluke’s Excruciating Screen Rary’s Urgent Utterance
Otiluke’s Orb of Containment Level Seven
Level Seven Rary’s Plane Truth
Otiluke’s Death Screen
Otiluke’s Fire and Ice
Otiluke’s Siege Sphere Tenser
Level One
Otto Tenser’s Eye of the Tiger
Tenser’s Steady Aim
Level One
Level Two
Otto’s Chime of release
Tenser’s Brawl
Level Two Tenser’s Hunting Hawk
Otto’s Soothing Vibrations Level Three
Otto’s Tones of Forgetfulness
Tenser’s Deadly Strike
Level Three Tenser’s Eye of the Eagle
Otto’s Crystal Rhythms Level Four
Otto’s Sure-Footed Shuffle
Tenser’s Flaming Blade
Level Four Tenser’s Giant Strength
Otto’s Drums of Despair Tenser’s Master of Arms
Otto’s Silver Tongue Tenser’s Running Warrior
Otto’s Tonal Attack Tenser’s Staff of Smiting
Otto’s Tin Soldiers Level Five
Otto’s Warding Tones
Tenser’s Primal Fury
Level Five
Level Six
Otto’s Gang of Isolation
Tenser’s Fortunes of War

128
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