Showing posts with label world of greyhawk. Show all posts
Showing posts with label world of greyhawk. Show all posts

01 November 2025

Resources Recommendation for Greyhawk's and Dave Arneson's Blackmoor

Over in /r/osr/, user acathiadm asked a question about the Egg of Coot:

I am doing a take on the Egg of Coot, in Blackmore, Northern Greyhawk. If you have ideas for frozen machinery and alien type things in a D&D world, please share. I am trying to be connect where possible to the work of Arneson. Any links and suggestions would be appreciated (including traps/monstrous encounters.) Happy Halloween group.

 
reddit wouldn't allow me to post my reply (the error message was uninformatively useless, but I suppose it may have been too many characters?), so here's my response, based on some info I shared with Carlos Lising a few years ago, with some quick updates.

grodog's Blackmoor Resources Recommendations

Some other excellent Blackmoor in Greyhawk and -adjacent resources to consider checking out include:

Modules and Sourcebooks

    The rest of these are more Arneson-specific in theme/focus, so more about Blackmoor the setting vs. Blackmoor in Greyhawk, but you can certainly leverage them too.

    History/Articles About DA

    Two great sources for additional Arneson and Blackmoor info include both Havard Frosta and Daniel Hugh Boggs; both with blogs at http://blackmoormystara.blogspot.com/ and http://boggswood.blogspot.com/

    You might also consider the recent Kwalish-themed 5.x releases, which have a similar science-fantasy vibe: Bart Carroll's Lost Laboratory of Kwalish (WotC 2018) and Troy Alleman's The Arm of Kwalish (Cannibaal 2025).

    Allan.

    17 April 2025

    The grodog Thither and Hither and Points Between

    While the blog and I have languished together in torpid stupor for quite some time now, the blog's silence did not originate in or from wordslessness, but for good reasons that I will delve into soon.  And in case you missed it, this is not in fact my first post in the past ten months ;)

    In the meanwhile, we have some catching up to do!

    The Recent Past and Near Future

    GaryCon XVII - 18 to 24 March 2025

    GaryCon was, as always, a mixture of a lot of work and lot of fun.  The fun, as usual, overweighted the work, which is always a good thing and helps me know that it continues to be worth the effort to attend while juggling our Black Blade Publishing booth, playing games, and catching up with friends:  the balance still tilts the fun to the positive for all three, which is a very good thing indeed.  

    GaryCon 17 badge and pins


    As always, we appreciate the assistance from Rich Franks and Victor Raymond while running the booth, and from fellow gamers and volunteers in setting it up and tearing it down too.  This year, Gilbert Ganse, and Joe Mac helped us set up and tear down in record time!

    This year, I played West End Games' Star Wars d6 game for the first time (and using its first edition, in case that matters):  


    Star Wars d6 (West End Games) - 1987 original edition
    Star Wars d6 (West End Games) -
    1987 original edition

    Star Wars d6 (West End Games) - 1996 revised & expanded 2nd edition
    Star Wars d6 (West End Games) -
    1996 revised & expanded 2nd edition

    While I own both the 1987 original edition and the 1996 Revised & Expanded 2nd edition (which is, I admit, the default I see in my mind's eye), I've never had the pleasure of playing either version before, and I've never played on the same of the screen in the esteemed company of Handy Haversack and his NYC crew---Ross Peabody, Rob Skarbek, Manny, (and maybe Iain too?), along with Chris Kusel, Jim Lohman, Richard Keene---and the rest of the table of diehard gamers on Saturday night at GaryCon in Bluegnoll's "Star Wars: I Got a Bad Feeling About This" event:

    Rumors are quietly circulating of an Imperial admiral wanting to defect, but their identity is a well guarded secret. Alliance Intelligence has sent your group to infiltrate an outer rim Imperial base where an unusual meeting of Imperial Navy, Army and Intelligence officials is under way. A local Hutt Cartel smuggler, receptive to Alliance overtures for assistance, has made for strange bedfellows.

    My character---anagrammished from my names as Nallorg Godor---was an outlaw (I didn't fix his name on the PC sheet until after snapping the picture, seemingly, and I didn't think to shoot the PC sheet again at the end of the session either, alas:

    grodog's first Star Wars character---
    an Outlaw named not-Amos!


    David used miniatures and scatter terrain with a 1950s road-atlas-sized-, comb-bound book of SF battlemats that admirably set the scene:


    The grodog's first Star Wars game!---
    our finale battle!

    With three additional pics graciously provided by Handy Haversack:






    We had a great time, and many thanks to David for finding room for me in the game, and to Handy and crew for letting me crash their party, quite literally!

    In addition to playing Star Warson Wednesday night I also returned to Greyhawk's Perrenland in Carlos Lising's ongoing The Wolves of St. Cuthbert campaign, which was fun as always.  I really enjoy gaming with this crew, which features a fun mix of heady role-playing, tactical chaos, and Greyhawk shenanigans.

    On Friday night, I helped to DM Paul Stormberg's Friday night Legends of Rolepaying tournament.  This year's scenario was a sequel to Allen Hammack's C2 Ghost Tower of Inverness, and was, as usual, quite fun to DM.  The crew at my table (one of 16 tables, for a total count of about 144 players this year) included several folks new to playing AD&D 1e, which is always a treat :D


    grodog hard at work,
    DMing "Dungeons of the Ghost Tower"


    On Sunday night, my business partner Jon Hershberger ran Paul Reiche III's "The Temple of Poseidon" from Dragon Magazine #46 (February 1981) for our Legio V crew of miscreants, which was also fun.  Jon's not only an excellent DM, but he wrangles the Legio crew like a pro!

    Jon Hershberger DMing Sunday night's 
    Legio V game, "The Temple of Poseidon"

    North Texas RPG Con 17 - 4 to 9 June 2025

    NTX17 is---from my point-of-view, at least---just around the corner, in particular since free event  registration opens on 15 April 2025 at , a mere 11 days from when I've begun typing these words.  (And it's now one day after registration as I'm reviewing the above words.  So much for timely ;) ).  

    Due to the chaos of being of late, I only completed my NTX events submissions very early  on Thursday morning, 3 April 2025.  I'll run three sessions of a new scenario set in my drowic Dark Markets setting:

    LEGIO V – Operation: Prism Shards and Unbound Chains

    Explore Kiradúvi Mancalënómirond – The Dark Markets, grodog’s new Greyhawk underworld setting:  a flourishing drowic trading hub at the conjunction of subterranean, riverine, and planar travel routes.  In Operation: Prism Shards and Unbound Chains, you are an allied crew of drow minor clan merchants scouring The Undersell—the Dark Markets’ annual secrets auction—to find and rescue a Tormtor turncoat on the run before assassins slay the renegade, or she sells her secrets to the highest bidder.  If you succeed, you will elevate yourselves and your clans in power, and perhaps rise to head new noble houses, while aiding the downfall of the reviled Eilservs-Tormtor coalition; should you fail, your souls will pounded from your bodies by Abyssal goristroi—or worse!
     
     
    Bring your hex and graph paper, dice, and a Machiavellian dose of paranoid courage!  3rd-5th level pregen drowic PCs will be provided. 

    Content Warning:  Gary Gygax’s seminal introduction of the drow to Advanced Dungeons & Dragons portrays their culture and society as chaotic and evil—drow are demon-worshipping villains who actively engage in slavery, torture, and human sacrifice.  The setting in this scenario leverages and extends that baseline depiction into the underworld markets that support and slake their lusts to demonstrate that drow are the antithesis for all that is good in the world:  in both our—real—world, as well as in the World of Greyhawk fantasy game setting.  This includes the pregen PCs and their masters. 

    == 

    The Lake Geneva Legio V began as a handful of gamers who have attended Gary Con and North Texas RPG Con since their inceptions. We have grown over the past few years to include like-minded individuals united by a respect of Gary Gygax and his legacy. We are the dedicated attendees who love NTX for the camaraderie it establishes, the Game Masters who run games from across the decades, and the committed gamers who spend these four days in a fervor of dice rolling and old-school good times. Although events run as LEGIO V Presents will use a variety of rule systems, our focus is on games authored by Gary and his contemporaries as well as those systems whose designers pay homage to these pioneers. 

    My three events run on Thursday, Friday, and Saturday nights from 7pm to midnight.  I will likely reprise them at Virtual Greyhawk Con #6 in the fall, as well, in case you missed out on them this time around.  

    New Toys and Reviews

    A detailed run-down on these must await another follow-up post, but that should also land sooner vs. later.  (I do discuss the Greyhawk-related titles a bit below).  

    In the meanwhile, here's my loot-fan from the convention to help tide you over!:

    Loot captured at GaryCon by the grodog---
    did he level up yet??


    This includes a host of excellent tomes and wondrous sundries, including:

    • A cornucopia of Greyhawk- and Blackmoor-related riches from Rob Kuntz, Lenard Lakofka, Carlos Lising, Will Dvorak, Michael Mossbarger's reproduction of Eric Shook's rendered Castle Greyhawk level 1 map (which he DM'd this year and provided with as a historical handout), Paul Stormberg's tournament (I worked for this one ;) ), and a pile of seven new-to-me, 3e-era Greyhawk novels gifted to me by David "diaglo" Temporado
    • New fiction!  From the Goodman Games booth across the aisle, I bought two Gardner Fox novels one of which I didn't already own (One Sword for Love), and grabbed of copy of Kurt "thank you for killing my clone" Winter's debut novel, The Hero's Fall.  
    • The latest and greatest from Alex Bates and Shayla Sackinger:  new miniatures (these two resin pieces accompany the huge John Dennet dragon turtle I bought previously, but I apparently forgot to include the new metal goblins I bought too---rats!), the new adventures The Twin Heads of Avarice (a great title!; this is a full module) and The Awful Amber Doom (a one-sheet dungeon|folder-adventure|thingy), and some very yummy birch caramels (which my wife and boys also enjoyed, thanks Alex!)
    • And some other curious sundries:
      • A nearly-pristine Shure SM57 microphone from David Prata for my older son Ethan, the musician
      • On Tyrrany, an all-too-timely gift from Victor Raymond
      • A new zine from Noah Davidson, in two different formats; "Welcome to Halishaft" may the title of the zine, or of its introduction, but it looks like a fun project either way!
      • A flyer for a new D&D museum being planned by Jim and Debbie Hunton:  see https://museumofdnd.com/ for more information

    Greyhawk News, Both New and Old

    I fully intend to catch up on my curated Greyhawk news postings, which by now will be quite out-of-date in most instances, but those that still make the cut will confirm that they were well-worth awaiting:

    In the short-term, though, the following news items are definitely worthy of mention:
    • The Lenard Lakofka Archive published two new modules at GaryCon:  LAB1 The Lanthorn of Velzarkis (Dan Boggs finished the adventure from Lenard's notes) and RL1 The Ravages of the Mind

      I've not had a chance to dig into LAB1 yet, but I playtested RL1 when Josh Popp ran it  at Virtual GaryCon #3, in 2002.  

      Many thanks to Troy Alleman of Caanibaal Publishing for kindly gifting me a print copy of RL1 at the show!

    • Rob Kuntz's new adventure, Into the Wild Blue Yonder: A Journey Through Blackmoor’s Dark Realm, which he designed for and ran at DaveCon 2 back in the fall of 2024, was published by Griff and Chris, The Fellowship of the Thing crew behind the excellent Secrets of Blackmoor documentary.  

      Unfortunately I missed Rob's first visit to the USA since his departure a decade ago, but I hope to catch up with him when he returns next :D

    • Trent "TFoster" Smith just published his new campaign, Brink of Calamity via his Storm Fetish Productions publishing imprint.  (My print copy arrived finally on 16 April 2025!).  

      In the sandbox style of Griffin Mountain, Brink of Calamity is set in and around Warnell (Narwell in the Wild Coast of Greyhawk).  I'd hoped to playtest some of its scenarios in my current Greyhawk campaign, but the PCs' excursions to Dyvers didn't lead to entanglements I expected, so that opportunity didn't arise quite yet!  

      Trent also has the new campaign book available in a bundle with his Heroic Legendarium book, which we've been using for a few years now in the current campaign:  we have both a single-classed bard and a savant among the PCs.  

    • I finally met William “Giantstomp” Dvorak, and he graciously gave me a copy of his Wicked StudiosRavensrook sourcebook, and provided several copies to share with other Greyhawk fans who came by the booth, too!

      I love helping other Greyhawk fans find books and resources for their games, and several of the folks who walked off with Will's book hadn't been aware of his work yet :D 

    • Vince Garcia continues to publish his monthly zine Gary World in the files section of the First Edition AD&D (Gygaxian AD&D) Facebook group.  The group is private, so you'll need to request membership to join, and Vince publishes the zine PDFs to the files section for a week or so, then removes them.  But they're worth the wait!

    The Crews:  They Keep Me Going

    The gatherings of friends and my immediate and extended "gamer family" at GaryCon remind me of how much I love the company of fellow gamers.  I had planned to take more pictures while wandering around the con, the exhibitor hall, in my games, and of games that caught my eye, but I did little photoging, as seems usual these past few years....

    I enjoyed wonderful, but always too-short, conversations this year with Doug Waltman, Erik Mona, John O'Neill, Jon Peterson, Matt Finch and Suzy Moseby (including the almost-conversation on Monday morning, had we only known!), and Jay Scott:  they refract among my memories throughout the con.  Longer and deeper ones with Victor Raymond, Paul Stormberg and Doug Behringer, Carlos Lising and Jeremy Breazeale, and Kit at GreyhawkOnline rise above the haze, demanding follow-up....


    L to R:  Keith Sloan, grodog, and
    Tony "Wheggi" Rosten

    I was an unexpected delight to discover and meet Rick Meints at the Chaosium booth---we've corresponded together on YSDC, The Acaeum, and Facebook for years, but this was the first time we met.  I was somewhat dazed from my walk through the hall at the time, but we managed through that.  Rick graciously gifted me a Chaosium 50th anniversary pin, which will I will proudly add to my badge lanyard for North Texas in June :D

    Thank You!

    My thanks to Luke and Bouchura Gygax, Josh Popp, Dave Conant, Gilbert Ganse, and the innumerable volunteers who bring GaryCon to life each year.  You're keeping the flame alive, and the con vibrant and filled with fun! 

    To Rich Franks and Victor Raymond for helping out in the booth so that Jon and I could step away from it, and Joe Mac and [another kind person I've lost track of in my hazy memory :( ] for their help in packing up the booth on Sunday.

    To the many friends from online forums, discords servers, publishers, communities, previous  conventions, and the games I've played in and DM'd who I look forward to catching up with each year:  you are why I keep coming back!

    Allan.

    14 April 2024

    Maw of the Beholder - A New Magical Ring for the World of Greyhawk

    Maw of the Beholder is my new magic item inspired by John Popson's wonderful commemorative GaryCon XVI ring.  John runs Effincool Miniatures, and makes some excellent figures, including cool dungeon decor and the Court of the Sultana line, amongst many other great pieces! 

    Here are a pair of images of the ring, from John's Facebook photos:

    GaryCon XVI Commemorative Ring - head-on view, crafted by John Popson of Effincool Miniatures
    GaryCon XVI Commemorative Ring - head-on view,
    crafted by John Popson of Effincool Miniatures


    GaryCon XVI Commemorative Ring - rotated design view, crafted by John Popson of Effincool Miniatures
    GaryCon XVI Commemorative Ring - rotated design view,
    crafted by John Popson of Effincool Miniatures


    Physical Description

    A metal ring fashioned from green gold and carved in the shape of a beholder, with the open mouth of the beholder acting as the finger's hole.  The hole is ringed with 20 teeth, each a yellow-green chrysoberyl shard.  The beholder's central eye is a spectacular double-stone---a jacinth with an inset violet garnet---while each of the ten smaller eyes is a different precious stone worth 500 to 1000gp.  The top of the ring features a magical rune in raised relief.  

    As an item of fine jewelry, the ring would command at least 12,500 golden orbs. 

    Magical Description and Lore

    At least five variants of the Maw of the Beholder have been successfully identified, and all are believed to be the creations of the artificer-mage Oshonj-Opp'n.  Each features his personal rune atop the beholder's head.  Oshonj resided in the small riverine community of Port Nilonct, situated at the juncture of the Velverdyva and Att Rivers during the heyday of the Archclericy of Voll (now modern Veluna; the town was destroyed during the great floods of 57 CY).  It is not known when or where Oshonj first encountered the fearsome eye tyrants, but his surviving laboratory journals demonstrate both the deep familiarity and a certain fixation that can have only grown from direct, personal experience.  While a master craftsman and enchanter, Oshonj never received regular patronage, attracted few apprentices, and faded from the court's eye over time.    

    Oshonj's rings were first recorded by the Baklhunish bard Zilepfe Saerrical, who observed the successful usage of a Tyrant's Crown while exploring the Rift Canyon in the company of Keoghtom and Quaal in 189 CY.  He recounted their exploits at the court of Viceroy Belkan I in Dyvers, which were duly  recorded by Endrrhen Y'laexa, sage for the visiting Prince Moranvich, and later also an associate of the court wizard Alphon.   

    Oshonj eventually attained lichdom, and remained secluded in his forgotten tower in the westernmost timberlands of the Gnarley, until he was destroyed by The Company of the Thirsting Peryton in 224 CY.  They sold various mundane and magical treasures from the lair, including several of Oshonj's laboratory journals, and one of each of the five known ring types.  Widely believed to have retained additional rings and other unsold valuables, the adventurers found themselves hunted by wizards and beset by assassins, and they fled into the wilds of the Cairn Hills, never to be heard from again....     

    Three additional pictures of the ring, from Brian Stillman, of Eye of the Beholder fame:

    GaryCon XVI ring, photo by Brian Stillman
    GaryCon XVI ring,
    photo by Brian Stillman


    GaryCon XVI ring, photo by Brian Stillman
    GaryCon XVI ring,
    photo by Brian Stillman


    GaryCon XVI ring, photo by Brian Stillman
    GaryCon XVI ring,
    photo by Brian Stillman


    Magical Properties and Gameplay Notes

    The five known Maw of the Beholder ring variants and the magics imbued within each are detailed as follow.  The rings cannot be recharged---their secrets of creation and enchantment lost with the Oshonj's demise.  Prices and XP value are for a full-charged ring.  

    1. Cursed Maw of Wounding (one known to exist):  This variant appears to provide magical capabilities similar to one of the other four rings, but when commanded into action during battle or in any other stressful situation, the ring's true nature is revealed as the beholder's mouth closes and its chrysoberyl teeth dig into the finger of the wielder's hand!  The ring cannot be removed, and the victim takes 1-3 points of wounding damage per round for ten rounds, and at the end (if still alive), they must succeed in a natural save vs. dragon breath (no bonuses permitted) or the finger is severed.  (If slain, the finger is severed as well).  Severed fingers cannot be reattached or healed save by regeneration or wish, and permanently reduce the character's Dexterity by 2 points.  Some sages speculate that all of Oshonj's rings become cursed when they run out of charges....  

      XP Value
      :  --  
      GP Value:  3000 (made of inferior materials compared to the others, which is only obvious after the ring's true nature is known)

    2. Ring of Peering (four known to exist):  When activated by command, in four segments the eyestalks on the ring of peering elongate up to 16 feet in length, and actively gyre to look in all directions, peer around corners, and into nearby dimensions---seeing hidden, camouflaged, invisible, out-of-phase, ethereal, or astral creatures in a 6" radius.  Each charge expended lasts for 6 rounds, and while activated, the wearer cannot be surprised, backstabbed, or assassinated except by teleport, timestop, or similar tactics.  At least one ring of peering is also known to provide true sight (as the illusionist spell), and another x-ray vision.  Each ring has from 6 to 47 charges (6d12-25; minimum 6).

      XP Value
      :  2000
      GP Value:  15,000 (20,000 for true sight or x-ray vision versions)

    3. Anti-Magic Eye (two known to exist):  Perhaps the most-puissant ring created by Ossonj, this variant has only one function:  when activated, in 2 segments it fires an anti-magic ray up to 8" at either a creature or an object.  Non-magical objects receive no saving throw and are automatically hit.  Magical objects save at base 15, with with an additional +1 for each plus above +1, and an additional +5 if they increase agility, or reflect or resist magical effects (including providing MR).  Creatures targeted must save vs. spells to determine if the ray hit (save fails) or missed (save succeeds).  If the ray misses the primary target it continues to maximum range and may hit a secondary target (who is also entitled to a saving throw, etc.; if the ray reaches maximum range without successfully striking a target, the ray vanishes and the charge is lost).  A target struck by the anti-magic ray is encapsulated in anti-magic for 8 rounds:  they cannot use magic weapons, spells, or effects as if they were in the radius of an anti-magic shell spell, and similarly cannot be targeted by magic weapons, spells, or effect (magical weapons will still function as normal weapons and can still damage an enveloped target).  Each ring has from 3 to 60 charges (5d12-2d10 where 10s count as 0s).        

      XP Value
      :  2500
      GP Value:  17,500

    4. Ring of Replication (three known to exist):  Each ring of replication features 1d12-2 functional eyestalks; any result of 3 or less means that the central eye does not function.  Each functioning eye or eyestalk can fire a single beholder eyeray beam 2d3-1 times before its charges are fully expended.  Expanded eyebeam powers below are from my variant beholder rules:  

      1. death ray (5" range)
      2. disintegration (3" range, up to a 7'x10'x5' deep volume may be affected each round if targeted upon matter)
      3. charm monster (5" range, save at -2)
      4. anti-magic cone (6" range)
      5. fear (8" range) 
      6. cause serious wounds (6" range, 3d8+3 damage, save vs. poison for half damage)
      7. telekinesis (8" range, 2700 gp weight plus 10gp weight per hit point above 55)
      8. flesh to stone (5" range, 25% of beholders can also use stone to flesh with this eye ray as well)
      9. slow (6" range, 1 target for a number of rounds equal to hit dice, no save)
      10. hold monster (5" range, save at -3, duration 1 round per hit die, plus 2-7 rounds)
      11. sleep (8" range, affects up to 6 HD creatures per Wotinar's Advanced Sleep)
      12. ray of enfeeblement (7" range, 35% loss plus 3% per hit die)
      13. illusion (4" range, as per spectral force; remains for 1 round per 2 hit dice after concentration ceases; 10% of beholders may create permanent illusions with this eye ray)
      14. light burst (4" range, as per Eye of the Deep; very useful against drow, illithids, duergar, intellect devourers, etc.)
      15. pyrotechnics ray (5" range, ignites combustibles only) 
      16. blindness (6" range, permanent until cured; this will also negate the random power of a rival beholder's eye ray if the target beholder fails its saving throw)
      17. repulsion (4" range, lasts one round per HD, save at -1)
      18. fumble (7" range, lasts two rounds plus one round per two hit dice)
      19. vampiric ray (3" range, 3d8+6 damage, save vs. breath weapon for no damage [ray misses, and it may hit a secondary target]; if hit, victim rolls a second save vs. death magic or also loses one level; damage caused is transferred to the beholder as healing, and ten additional points of healing are transferred if the victim is energy drained; see my’s 4th level necromancer spell of the same name)
      20. ice ray (5" range, 5d4+8 damage, save vs. petrifaction for half damage)
      21. ray of rot (4" range, as per violet fungi touch, save vs. poison avoids the effects)
      22. reverse gravity (5" range, lasts on victim for 4 rounds + 1 round per HD of beholder)
      23. heat metal or chill metal (4" range, lasts for 8 rounds; 45% chance for either, 10% chance for both in the same eye)
      24. other DM nastiness (including ideas from the artifacts tables like transmute bones to jelly, transmute bones to green slime, animate dead, change alignment to that of beholder, imprisonment, temporal stasis, plane shift to a random plane, geas, eyebite, a two-eye combination for power word stun, random mutation powers from Gamma World, etc., etc.)
      25. Roll twice: the eye has two different powers that can be used one at a time. If you roll this result again, add a third power or allow the two eye beam powers from the first roll to be used simultaneously! 

      For duplicate results, either re-roll, or increase the number of charges (add another 2d3-1 charges), double the range, and/or penalize the saving throw by -2 (and reduce the total number of functional eyes by one with each such result).

      I also place all beholder eyes randomly, so players can’t count on disabling a beholder's anti-magic by hitting his central eye, for example.

      XP Value
      :  2500
      GP Value:  20,000

    5. Tyrant's Crown (two known to exist):  This variant allows the wearer to speak with and to understand any beholder, including an eye of the deep, spectator, and similar beholder-kin (bleeder, etc.).  Beholders and kin will treat the wearer as if they have an 18 Charisma.  By expending a charge, the wearer can exercise rulership (as the rod), affecting up to 16 HD beholders with no saving throw (save negates for 17+ HD beholders), and up to a total of 60 HD of beholders and kin.  Rulership activates in 5 segments and lasts for 1 turn per charge.  The wearer may also attempt charm monster at 1 target within 4" (save at -4) or suggestion at up to 6 target beholders within 6" (6 targets save at +2, 4-5 save at normal, 2-3 at -1, and 1 target saves at -3).  Charm or suggest drain 1 charge each, and require 3 segments to activate.  Each Tyrant's Crown has from 4 to 48 charges (4d12-2d10 where 10s count as 0s).  

      XP Value
      :  2750
      GP Value:  25,000

    Closing Notes

    I used GVDammerung's Canonfire! article "Furyondy Reforged - A Brief History & Chronology" for timeline history of the Viceroys of Ferrond.  

    I hope that the Maw of the Beholder may find its way into your treasure hoards! :D

    Allan.

    08 April 2024

    Surprise Gygaxian bookmark!

    I don’t use my Oriental Adventures book super-regularly, but I was very surprised on Saturday to rediscover that the bookmark I had in it was a New Infinities Productions business card from Gary (likely from when I wrote a few letters with Qs about Necropolis and other topics BITD), and that it was signed on the reverse!!


    New Infinities Productions, Inc. business card from Gary Gygax
    New Infinities Productions, Inc. business card
    from Gary Gygax

    New Infinities Productions, Inc. business card, signed on reverse by Gary Gygax with "Keep RPGing! Gary Gygax"
    New Infinities Productions, Inc. business card,
    signed on reverse by Gary Gygax


    Gary signed a number of D&D items for me, starting with my DMG back at Origins in Baltimore in July of 1987, so this business card was not the first by any means, but it was quite the surprise to rediscover it =)

    New Infinities Productions, Inc. (NIPI for short) was the short-lived publisher for the Cyborg Commando RPG, along with the rest of the Gord the Rogue novels set in Greyhawk.  If you're ever interested in pulling details from the Gord novels, Krista Siren's Gord's Greyhawk site is the best online resource!

    Allan.

    08 January 2023

    Why Greyhawk in 2023? - grodog's Thoughts

     
     
     
    Greyhawk Gazetteer from the 1980 Folio

     

    From time to time I'll run across a discussion on Facebook, reddit, in a forum, or elsewhere, that seeks to answer the question, Why play in Greyhawk?  The question is often presented in contrast to another setting---"Why play in Greyhawk instead of the Forgotten Realms?" or Planescape, or Ravenloft, or whatever---or as part of a general poll about settings you like.  A recent reddit discussion about favorite settings prompted me to write this post. 

    I have offered many responses to similar questions about how and why I love Greyhawk as a setting, and I've shared some over the years:

     

    The Silmarillion, by J.R.R. Tolkien
    The Silmarillion,
    by J.R.R. Tolkien

    All that said, over the holiday break while re-reading the second edition of Tolkien's The Silmarillion, in the introduction I ran across a quotation from one of Tolkien's letters that helps to explain some of what I love most about Greyhawk (page xii; my emphases):

    I [JRRT] had a mind to make a body of more or less connected legend, ranging from the large and cosmogonic, to the level of romantic fairy-story---the larger founded on the lesser in contact with the earth, the lesser drawing splendour from the vast backcloths...  I would draw some of the great tales in fullness, and leave many only placed in the scheme, and sketched.  The cycles should be linked to a majestic whole, and yet leave scope for other minds and hands, wielding paint and music and drama. 

    The quotation is famous among Tolkien fans and scholars, and inspired the titles for two different zines devoted to MERP gaming and Tolkien scholarship.  It also echoes in spirit and tone, if not specific language, three of the key features that I love most about the Greyhawk setting:

    1. Greyhawk as a sandbox campaign setting 
    2. Greyhawk as a place of adventure inspiration and expansion
    3. Greyhawk's fan community helps to keep the spirit of Greyhawk alive and relevant to today's gamers 


    Greyhawk as a Campaign Sandbox: Two Takes

    A significant volume of Greyhawk-related lore has been published over the decades in official sources from TSR and WotC, and in unofficial content from both its original creators Gary Gygax, Rob Kuntz, and Lenard Lakofka (to name just a few), as well as from its many dedicated fans.  For a sampling of such 1e Greyhawk content see Adrian Newman's TSR Archive site and for a more-comprehensive listing see Echohawk's Greyhawk Collector's Guide.

    All that said, Greyhawk still  offers "room to grow" in the baseline versions of the setting published over the years, particularly so in the Greyhawk Folio (1980) and 1983 Greyhawk Boxed Set versions.  By that, I mean that Greyhawk paints its details with a broad brush, that leaves room for you as the DM and the players adventuring in Oerth to finely detail the setting in your individual campaigns.  This is particularly true compared to other settings that have been heavily detailed in both gaming products and in novels, like The Forgotten Realms or Dragonlance.  Later versions of the setting of also support this mode of expansive creativity, simply with more backstory and history behind their "present day" in the setting.

    For example, In Darlene's 576 Common Year Greyhawk map there is not much going on near the southern mouth of the Nesser River, so when Henry and I decided to start up a solo aquatic AD&D campaign for him, we set it there, knowing that there wouldn't be too much potential for conflict with existing Greyhawk content:

     

    grodog's sketch map for Greyhawk hex L3-94
    grodog's sketch map
    for Greyhawk hex L3-94

    grodog's Greyhawk hex L3-94 with labels
    grodog's Greyhawk
    hex L3-94 with labels

    grodog's Relaqua regional sketch map
    grodog's Relaqua regional sketch map

    Relaqua materials for aquatic AD&D campaign
    Relaqua materials
    for aquatic AD&D campaigning
     
    Relaqua materials for aquatic AD&D campaigning
    Relaqua materials
    for aquatic AD&D campaigning

    While we were a little off in our "blank canvas" assessment---since I am not as deeply familiar with many 2e Greyhawk books, and WGR4 The Marklands created a new town named Nessermouth near to where we sited our Relaqua game---we're still happy to build out our version of the region as we desire, the Marklands notwithstanding ;)

     

    Nessermouth and Gnatmarsh region, from WGR4 The Marklands
    Ninja'd!--the Nessermouth and
    Gnatmarsh region,
    from WGR4 The Marklands

    A multitude of these "blank canvas" areas in Greyhawk exist across eras and editions, where you can start a game and begin to explore the world, one bit at a time.  Each of Darlene's Greyhawk map hexes is scaled to 30 miles across, so each offers plenty of room to build out your own version of Greyhawk, even within "known" hexes where towns, cities, and dungeons have predefined locations. 

    In this second example, I shift gears a bit into how Greyhawk has slowly evolved as a sandbox setting over its decades of development.  Gygax seeded this twice-told rumor in the 1980 Greyhawk Folio, in the entries for The Wild Coast and the Suss Forest:  

    Tales relate that somewhere within the Suss there exists a lost city of the Old Suloise--from which the Jewel River gained its name.  It has never been found, and the legend is highly doubtful (Folio page 19).

    and 

    A lost, ruined city of of the Old Suloise is said  to be hidden somewhere in the Suss forest, but few dare to venture on such a quest, particularly today (Folio page 26).

     

    Artifact of Evil - original painting by Clyde Caldwell
    Artifact of Evil,
    original artwork by Clyde Caldwell

     

    While the same rumors exist in the 1983 Greyhawk Boxed Set, Gary later described this lost city in his novel Artifact of Evil, although it was never detailed fully for play as a published module (and is nicely summarized by Krista Siren in her Gord's Greyhawk site).

    This group was to pierce the trackless tangles of the heart of the Suss Forest, find a lost ruin there, recover a bit of some strange and occult object of eldritch origin, and carry it safely into the hands of those who fought against Evil. (page 73)

    On the east bank of the Jewel, Curley Greenleaf finally broke out his secret information.  It was a reproduction of an ancient map that crudely depicted the area they were in at a time long past.  This drawing showed that there was a city just a few miles---as far as they could determine, anyway---north of their present position. 

    From what they could determine, they had to be within a few miles of their goal, only the ruin of the ancient city did not seem to exist.  Many things were possible, but entire cities did not just disappear....  Perhaps the whole thing was a fable....  Perhaps, but with but with so much evidence at hand, albeit information of cryptic sort, that seemed doubtful, (pages 78-79)

    Legend had said a city of the Suloise had been here, but this place was certainly of origination predating the migration of the Invoked Devestation by centuries! (page 83)
     

    Versions of Greyhawk published after the Folio and Boxed Set built upon these foundations, sometimes resolving mysteries initially left for DMs to define on their own.  Later works also introduced new wonders and legends into the setting, some of which, in turn, were explored in the next generations of products.  Carl Sargent's From the Ashes (1992) seeded the idea of the Star Cairns as a collection of lost tombs within the Cairn Hills; they were later built-out as The Star Cairns adventure in "The Lost Tombs" triology of modules during the 1998 Greyhawk revival.  Tenser's castle---The Fortress of Unknown Depths, first described by Gygax in WG6 Isle of the Ape---was sketched in passing the City of Greyhawk boxed set in 1992, and further enriched by Carl Sargent in Ivid the Undying before being built-out by Roger Moore in 1998's Return of the Eight.  The Isles of Woe were first mentioned in Eldritch Wizardry in 1976 in the artifact description for The Codex of the Infinite Planes, and were visited (I think for the first time), in the "Ether Threat" series of Living Greyhawk adventures back in 2002.  Countless additional examples exist.  These successive layers of accumulating lore keep Greyhawk fresh, and offer new opportunities for adventure.  They also showcase the unique stamp that each generation of designers and fans imprint on the setting.

    These changes to the setting over time keep Greyhawk alive as a vibrant, freewheeeling sandbox:  some of its lore is contradictory, while some is couched in terms to suggest that it's not accurate ("the legend is highly doubtful").  This "Greyhawk Uncertainty Principle" empower DMs with the freedom to choose the versions of a legend or story they prefer, to relocate legends and dungeons elsewhere in the Flanaess, and to disregard and hack the discrepancies in canon compeltely when it suits the demands of their campaigns.


    Greyhawk as a Place of Inspiring and Expanding Adventures

    Many adventures provide DMs and players with years of gaming inspiration and fun at the table.  In many cases, they are truly modular, and can be incorporated into any era of Greyhawk, played with any edition (with some conversion, of course), and migrated to published settings like the Forgotten Realms or into homebrew worlds unknown outside of those who dice together around its table.  The Greyhawk modules deisgned by Gary Gygax, Rob Kuntz, Lenard Lakofka, David A. Cook, Carl Sargent, Erik Mona, Roger E. Moore, and many other designers are no exception. 

    But Greyhawk's best adventures, like the setting itself, intentionally build design room for the DM and players to expand upon the baseline templates provided between their covers.  I see this in particular in the Giants and Drow series of six modules (G1-3 and D1-3), the paired S4 Lost Caverns of Tsojcanth and WG4 Forgotten Temple of Tharizdun, and WG5 Mordenkainen's Fantastic Adventure, but this principle holds in many other modules as well.  These adventures sketch foundations and also provide expansion points that inspire Dungeon Masters to design further:  to build next steps, to layer in additional lore and detail, to add another level to what already exists.  To echo Tolkien's quotation above---to wield pen and ink and personal creativity within the frameworks initially shaped by other minds and by other hands.  To image and render possibility, drama, and adventure unimagined but encouraged by Greyhawk's best designs. 

    G1 Steading of the Hill Giant Chief offers lost temples and collapsed corridors that beg to be cleared out to reveal new levels to plumb.  The drowic underworld of D1 Descent into the Depths of the Earth charts the narrow path that leads to Erelhei Cinlu, but sketches a wider Underoerth that can include Carl Sargent's Night Below and Wolfgang Baur's Empire of the Ghouls (Open Design 2007) as desired.  Erik Mona's "Whispering Cairn" (Dungeon Magazine #124) is revisited and later expanded in Wolfgang Baur's "A Gathering of Winds" (Dungeon #129).  The Garden of the Plantmaster (Creations Unlimited 1988) connects both to Castle Greyhawk (where it originated) and to WG5's Lost City of the Elders , which Kuntz later shared in his El Raja Key Archive (TLB Games 2016).  Roger Moore's Return of the Eight mentions a hidden moon base laboratory used by Iggwilv and Tenser.  And so on.  

    The wheel turns, and the plots mature.  Endangered Greyhawk calls its defenders to muster.  

    Will you answer the call?

    The call to adventure.

     

    The Fan Community Sustains Greyhawk

    Oerth Journal #37 nears publication and its launch will mark 28 years of fan-published support for the setting.*

    The Greyhawk Wiki didn't exist during the heyday of the Greytalk and Greyhawk-L email listservs in the 1990s and the Living Greyhawk era.  

    Jason Zavoda's wonderful Encyclopedia Greyhawkiana Index spans both eras of fandom:  rooted in the Greytalk era, it has blossomed through a modern redeployment in both wiki and Excel forms.  (For more detail, see my Greyhawk Links page notes).  

    Discord supports Greyhawk discussion and gaming across a variety of servers:

    reddit has dedicated channels for both Greyhawk and AD&D.  Twitch livestreams, YouTube channels, and podcasts champion and explore Greyhawk.  Blogs and forums offer deeper dives and keep the old Greytalk Archives alive even after they vanished into the deep ethereal of Lotus Notes hell decades ago.  (For more detail, see my Greyhawk Links page notes). 

    The community of Greyhawk fans have rallied around the setting and kept it alive when its corporate overlords thought they had put the final bullet between its eyes.  

    Greyhawk thrives during this decentralized, Fandom Renasissance, and its fans keep Greyhawk as relevant today in 2023 at it was in 1973.   

    Greyhawk fans are tenacious, curious, and always willing to lend a hand to help welcome newcomers to the setting.  

    Adventure beckons.

    Join us. 

    Allan.

    ==

    * Friends of the Oerth Journal Assemble! posted by /u/ArtharntheCleric on 6 Jan 2023:

    Greyhawk fans will probably be aware of the Oerth Journal, a "fan" created magazine available in print and on line since 1995 creating new content for Greyhawk. It was originally started to support Greyhawk when TSR was not, and has featured luminaries such as Len Lakofka, Gary Holian, Erik Mona, Roger E Moore, Erik Boyd, etc.

    Oerth Journal during COVID migrated from Patreon to Jemi for donations to support its work, and the take up was not 100%. In fact well short of. So the Oerth Journal, with issue 37 due to come out soon (delayed due to injury and illness to editor Kristoph Nolen), needs your support. Kristoph will ensure it gets out, but we'd all prefer he wasn't putting his hand in his own pocket to ensure it does!

    If you previously supported the OJ via Patreon but didn't renew when it moved to Jemi, or have enjoyed it before but never supported, or have never checked it out before and are willing, please look at providing support with a one off or regular donation via Jemi here:

    https://jemi.so/greyhawkonline