Showing posts with label grodog. Show all posts
Showing posts with label grodog. Show all posts

11 May 2025

grodog's Top 10 Favorite Greyhawk Adventures

On tonight's Gabbin #353 "The Top Published Greyhawk Adventures!" show, Jay Scott, Anna Meyer, and Mike Bridges feature Erik Mona, Carlos Lising, and Joe Bloch as guests (with others to be announced during the show) to discuss their favorite Greyhawk modules of all time.*  



My favorites rankings have slowly evolved over time (two different links there), as I've revisited various classics and my assessments of them:  D3 and L1 rose through such reconsiderations, while G3, WG4, and S4 lost some ground when considered as adventures first and sine qua non, rather than for their introductions of seminal new monsters or magic items, etc.

For my top favorite Greyhawk modules lists below, I've limited myself to adventures set in Greyhawk (whether explicitly or with the serial numbers filed off), rather than those that can (or perhaps should) be adapted to Greyhawk:

grodog's 10 Favorite Gryehawk adventures, ranked, with some quick notes about what appeals to me about each:

  1. D3 Vault of the Drow by Gary Gygax:  D3 has dethroned G3 as my favorite adventure of all time; it is the quintessential AD&D scenario---a high-level sandbox of doom that will snuff out your PCs if they're not as capable diplomatically as they are in combat; combining the best of dungeon play alongside factions and city play, D3 is the ultimate test of a DM and a play group!

  2. WG5 Mordenkainen's Fantastic Adventure by Rob Kuntz:  WG5 continually remains a favorite, but it is difficult for me to choose between these three levels vs. others in Rob's Maure Castle (in my head, I group the three levels here with the three from Dungeon alongside "Warlock's Walk"), but for the moment it remains at the top among his designs, in my eye:  it's hard to beat the Kuntzian expansiveness of The Lost City of the Elders, the octych stars before the Unopenable Doors, the imaginative Eli Tomorast and his unique familiar Rel, Kerzit and his stewardship of The Tome of the Black Heart, and the fabulous set-pieces throughout the first level

  3. MoZ4 The Eight Kings by Rob Kuntz:  like WG5 it's hard for me to rank MoZ4 vs. others in the series, but this one edges the others out since it presents a 32nd-level archmage's magical lab demi-plane, invaded and taken over by Xaene after Zydilec (its original proprietor) fell victim to one of his own experiments; it also offers a wonderful conclusion to the series, and the opportunity for the PCs to restore the good-and-just Ivid V to the throne of the Great Kingdom (as opposed to his evil clone, controlled by Xaene)

  4. T1 The Village of Hommlet by Gary Gygax:  the quintessential challenge for expert players---new 1st level PCs thrown into a powderkeg of local politics and regional-spanning machinations that involve gods and demon princes!; the fact that Lareth is beloved by Lolth (or Zuggtmoy, or whoever you decide to replace his patron with) also demonstrates the importance of actively-engaged deities in the setting (St. Cuthbert and the Old Faith druids and bards, among others), something I have certainly taken to heart in our current campaign

  5. L1 The Secret of Bone Hill by Lenard Lakofka:  another wonderful introductory sandbox, this one uniquely providing local wilderness exploration accessible to lower-level PCs (2nd to 4th), alongside fun dungeon exploration, and the introduction of local politics later exploited and developed further in L2 The Assassin's Knot

  6. G3 Hall of the Fire Giant King by Gary Gygax:  While I've slipped my ranking of this adventure as I've reconsidered it over time (for many many years it was my #1 module), that's only because I've grown to appreciate the other scenarios above even more-deeply; I still love the drow, the interplay of the factions throughout the adventure (in particular when you consider any previously-surviving giant thanes from G1 and G2 making their last-stands here after fleeing the PCs earlier in the series!), the temple to the Elder Elemental Gods, the wall of tentacles and tentacle rods, and the subtly-suggestive interplays among the evil forces (Queen Frupy's occasional magical control of her husband, the suggestion of an affair between Eclavdra and the king, the illithid spying upon everyone, etc.)

  7. A1 Slave Pits of the Undercity by David Cook:  perhaps my only pick still on the list influenced in part by nostalgia (A1 was the first module I ever bought for myself, using monies saved up from paper routes and/or lining Little League baseball fields), I still find this scenario quite compelling---the introduction of the Slave Lords and their foul depredations throughout the communities of the Sea of Gernant, our first introduction to the ruined-but-still-living city of Highport, my first exposure to tribal shamans and witchdoctors in play, and the vision offered for how to flesh out a four-hour convention tournament (with scoring details, and now-iconic pregen PCs) into a campaign scenario; A1 inspired me to design other buildings in Highport, and to build out its sewer system that the dungeon level would naturally connect to, as well

  8. "Chambers of Antiquities" by Rob Kuntz and Paizo in Dungeon Magazine #124 (July 2005):  my favorite of the three levels published in Dungeon, and only eclipsing #112's "The Statuary" because I still dislike the ideas of the Id Core and its minions (I haven't reimagined these concepts in my head yet for deployment at the table) enough that they outweigh my love of The Statuary's map (one of my favorite designs by Kuntz); that said, the set-piece encounters of "Chambers of Antiquities" are brilliant, and I love the concept of the Maure family maintaining vault of "stuff to dangerous for us to mess with yet," and the hints at the wider world of the setting (the Dragonmasters of Lynn, Arodnap/Pandora, and the many artifacts and relics Kuntz introduces).  

  9. "COR1-03 River of Blood" by Erik Mona, an introductory and core Living Greyhawk scenario from the campaign's launch in 2000:  Mona's brilliant introductory scenario stands right up there with T1, L1, and T1 as an excellent introductory campaign starter; it leverages xvarts (an under-used goblinoid monster unique to Greyhawk), and as the first in his "Absolute Power" series of planned LG scenarios ties into the Maures, the octyches from Maure Castle, S2 White Plume Mountain, and the ancient powers of the Suloise archmages; Mona followed-up on this adventure in "COR2-01: As He Lay Dying" and I hope that he returns to the series in the future, as it's an excellent premise

  10. Return of the Eight by Roger Moore:  Despite it's railroady introduction---which, in truth, is not much worse than others in classic modules; the advantage of such starting premises is that they can a) be easily jettisoned, and b) take up little space in the module's text---I love this module for its creation of Greyhawk lore (oerthblood and the Fortress of Unknown Depths itself), its exploration of a high-level wizard's demesne (only Kuntz's MoZ4 surpasses it as such!), and a continuation and homage to Iggwilv's ongoing machinations in the setting, building from S4, WG6, and later scenarios (like "The Ravage of Ghorkai" from the d20 freebie download for Slayers Guide to Dragons, and perhaps most-notably in Carlos Lising's use of the character in his C11 and G2 modules)

10 Honorable Mentions (in alphabetical order by title, rather than ranked):

  • "Fiend's Embrace" by Stephen S. Greer in Dungeon Magazine #121 (April 2005)
  • G1 Steading of the Hill Giant Chief by Gary Gygax
  • G2 The Witch Queen's Lament by Carlos A. S. Lising 
  • LGCC-1 The Original Bottle City by Rob Kuntz
  • "Kingdom of the Ghouls" by Wolfgang Baur in Dungeon Magazine #70 (September/October 1998)
  • "Quest for the Golden Orb" tournament from Origins in 1984 by Elaine Walquist
  • S4 Lost Caverns of Tsojcanth by Gary Gygax
  • "The Whispering Cairn" by Erik Mona in Dungeon Magazine #124 (July 2005)
  • WG4 The Forgotten Temple of Tharizdun by Gary Gygax 
  • WGR6 City of Skulls by Carl Sargent

I'm sure the discussion tonight will be well-worthwhile, so check it out live on Twitch or as a rerun on YouTube!  (I'll update these links once it's posted).  

The discussion piggybacks on "The 30 Greatest D&D Adventures of All Time" listing published in Dungeon Magazine #116 (compiled by Mona, James Jacobs, and the Dungeon Design Panel and published in November 2004).

For reference, here is that list, but note that a) it's not Greyhawk-specific, and b) it cheats by grouping multiple modules in a series as a single line item, which doesn't force hard choices like G1 vs. G3, for example ;)

  1. GDQ1-7 Queen of Spiders 
  2. I6 Ravenloft 
  3. S1 Tomb of Horrors 
  4. T1-4 The Temple of Elemental Evil 
  5. S3 Expedition to the Barrier Peaks 
  6. I3-5 The Desert of Desolation 
  7. B2 The Keep on the Borderlands 
  8. Return to the Temple of Elemental Evil 
  9. S2 White Plume Mountain 
  10. Return to the Tomb of Horrors 
  11. The Gates of Firestorm Peak 
  12. The Forge of Fury 
  13. I1 Dwellers of the Forbidden City 
  14. Dead Gods 
  15. X2 Castle Amber 
  16. X1 The Isle of Dread 
  17. The Ruins of Undermountain 
  18. C1 The Hidden Shrine of Tamoachan 
  19. N1 Against the Cult of the Reptile God 
  20. A1-4 Scourge of the Slave Lords 
  21. Dark Tower 
  22. S4 The Lost Caverns of Tsojcanth 
  23. WG4 The Forgotten Temple of Tharizdun 
  24. City of the Spider Queen 
  25. DL1 Dragons of Despair 
  26. WGR6 City of Skulls 
  27. U1 The Sinister Secret of Saltmarsh 
  28. B4 The Lost City 
  29. L2 The Assassin's Knot 
  30. C2 The Ghost Tower of Inverness
...with some analysis by Glyfair in 2004 ENWorld discussion:
  • OD&D: 0 
  • 1st Edition: 18 
  • Basic D&D: 4 
  • 2nd Edition: 5 
  • 3rd Edition: 3
  • Non-TSR/Wotc products: 1 

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.

24 October 2022

October in Greyhawk: Things that Go Bump in the Night

In October, thoughts naturally gravitate toward the undead and other things that go bump in the night, so I've compiled some of my house rules and other variant rules about undead for your Halloween-inspired gaming!

 

Undead Variants - grodog's Standard House Rules

  1. All undead gain a +3 hp bonus after their HD: i.e., ghouls are 2+3 HD, ghasts are 4+3 HD, groaning spirit is 7+3, etc.

    This is a natural extrapolation from the mid-tier undead like wight, wraith, mummy, specture, and vampire, and it does give them all a bit more staying power (and make them worth a bit more XP!). 
  2. In my campaigns, zombies are now the lowest form of undead at 1+3 HD undead, and skeletons are promoted to the 2+3 HD undead:  i.e., skeletons are tougher, faster (they get +1 on initiative!), and way cooler than zombies---as it should be, in the classic Harryhausen manner:



    Jason and the Argonauts (1963) -
    skeletons by Ray Harryhausen


  3. All undead cause fear upon sight (with a range/radius of 1" per HD of the undead) in any creature with HD equal to or less than the undead's HD:  i.e., zombies (1+3 HD in my games) cause fear in up to 1+3 HD monsters, and 0- and 1st-level PCs and NPCs.

    A save vs. Spells negates the fear, with Wisdom bonuses/penalties applicable.  If the save is failed, duration of the fear is 1 round per HD of the undead minus the PC victim’s level (with a minimum duration of 1 round).

  4. For the past several years, I've used the DMG's Alternate Turning Matrix described in the table notes in the 1e DMG on page 76:

    The progression on the [clerical turning] table is not even. A variable
    increment of 5% appears - 19, 20. It is included to reflect two things.
    First, it appears to allow lower level clerics a chance to turn some of
    the tougher monsters. It disappears (at 4th level) and reappears again
    only when the clerics have reached a high level (8th and up). This
    reflects the relative difficulty of these clerics when faced with turning
    away the worst of evil creatures, but also allows the table to have them
    completely destroy the weaker undead. If for some reason you must
    have an exact progression, follow the columns for levels 1, 2, and 3,
    correcting to the right from there - and thus rather severely penalizing
    the clerics of upper levels, but by no means harming play balance.
    Column 4 will then read, top to bottom: T, 4,7, 10, 13, 16, 19, 20. Do not
    otherwise alter the table as it could prove to be a serious factor in
    balance - weakening or strengthening clerics too greatly.

    I began to adopt this rule after seeing vampires, ghosts, and liches basically made useless as monsters against high-level clerics turning via the standard table. 

    Another rationale for these rules (in my mind anyway!), is to differentiate clerics a bit more.  Perhaps some deities that are particularly dedicated against undead grant their clericis the original turning tables, while most employ turning on the Alternate Matrix

    When implemented, the Alternate Matrix for Clerics Turning Undead, et al, looks like this:



    Thankfully provided in full DMG-compatible layout and font through the kind graces of users Jeff and Joe Mac on the Knights & Knaves Alehouse, and downloadable at https://onedrive.live.com/?authkey=%21AKCnK4DqVZ5ZJcU&cid=BAC8631E5B382A0F&id=BAC8631E5B382A0F%215041&parId=BAC8631E5B382A0F%21144680&o=OneUp.


Other Noteworthy Undead Variants

While many new types of undead monsters are introduced in various TSR adventures as well as in subsequent OSR publications, some interesting variant undead types remain buried in semi-obscurity and deserve a bit more visibility. 

The Dungeon Masters Guide lists NPC vampires in the Monster Level IX and X tables of Appendix C.  The Level IX vampire also has the full powers of a 7th to 10th level cleric (1d6+4), while the Level X vampire is also a 9th to 12th level magic-user (1d4+8). 

Rob Kuntz's uderlings from RJK-2 Tower of Blood (published originally by Pied Piper Publishing and reprinted by Black Blade Publishing in 2014) are a cool undead gnomes that mix plane-of-shadow and vampiric powers: 

 

RJK-2 Tower of Blood --
back over art by Jim Holloway

  

Lenard Lakofka introduced several undead variants in his wonderful sandbox adventure L1 The Secret of Bone Hill, including some that were not reprinted in the MM2:

  • Ghoulstirges:  (AC; 7, MV: 3"/8", HD: 1 + 6, #AT: 1, D 1-4 plus paralysis and blood drain). On the first successful hit the ghoulstirge does 1-4 points of damage and paralyzes the victim unless a save vs. Paralyzation is made. Every round thereafter,
    the ghoulstirge does 1-6 points of damage automatically, through blood drain. When the ghoulstirge has drained 12 points, it detaches from the victim and flies away to digest its
    meal. The ghoulstirges are 70% likely to guard a nearby treasure (on the body of a former victim). The treasure will contain 6-60 gp, 8-80 ep, and is 40% likely to also contain either a miscellaneous potion or scroll with 1-4 1st and 2nd level clerical spells.
  • Skelter: (AC: 6, MV 12", HD 2 + 2, hp 16, #AT 1, D 1-10). The skelter, like the zombire, is the animated remains of a once very evil low-level magic-user. It is immune to the same attack forms as listed for the zombire and can cast the following first level spells: shield, sleep. It can be turned as per wights and has 42 gp.
  • Zombire: (AC: 5, MV 12", HD 3 + 3, hp 18, #AT 1, D 2-12). The zombire is not slow like a zombie but might pretend to be so in order to deceive the party while approaching. A zombire is immune to hold, charm, sleep, and cold based spells, in addition to poison. It can be turned as per wraiths. In addition, the zombire, the animated corpse of a low-level magic-user, can cast the following spells:  First level: magic missile, protection from good.

I have naturally flipped the power-level of the skelter relative to the zombire to match my house rules above. 


Undead Variations - Standardized Immunities 

While I've used the above house rules for ages now, other house rules that I've developed have been less-thoroughly playtested.  They seemed like good ideas at the time, but I'm still not sure that they're necessarily worth the effort, overall. 

On example is that all undead benefit from a variety of different levels of immunities, which I codified into letters/types A-E, as written in the inside of my MM cover:

    1. Immune to sleep, charm, hold, energy drain, and generic mind-affecting spells (see Wisdom listing); also gain frost resistance (save at +4, -1/die damage)
    2. Immune to poison, paralyzation, immune to cold-based attacks
    3. Immune to aging, ray of enfeeblement/strength drain, black flame; also gain electricity resistance (save at +4, -1/die damage)
    4. Immune to death magic, exorcism, magic jar/possession, body sympathy; immune to lightning-based attacks
    5. Immune to insanity (including feeblemind, confusion, symbol of insanity), polymorph

    I defined most
    undead immunities for creatures from the MM, FF, and MM2---along with some additions from Dragon Magazine---as follows (shadows and slow shadows don’t appear on the list since they’re not undead IMC):
  • apparition – ?
  • bloody bones (?)  – ?
  • coffer corpse – ?
  • crypt thing (an insane/crazed/devolved lich?) -
  • death knight – E
  • demilich – E+
  • eye of fear and flame – ?
  • ghast – B
  • ghost – C
  • ghoul – A
  • groaning spirit – D
  • haunt – ?
  • huecuva – ?
  • juju zombie – D
  • lich – E
  • monster skeleton - C
  • monster zombie - B
  • mummy – B
  • necrophidius – ?
  • penanggalan – ?
  • revenant – E (C?)
  • sheet ghoul – ?
  • sheet phantom – ? (do these two really even exist in my games??)
  • shoosoova (Dragon #63) – C
  • skeleton – C (B?)
  • skeleton warrior – E
  • son of kyuss – C
  • spectral stalker (my renamed midnight stalker from Grenadier's Monster Manuscript) – ?
  • spectre – D
  • tapper (my renamed rapper from Dragon #58) - C
  • vampire – C
  • wight – B
  • wraith – C
  • zombie – A


Happy Halloween and Samhain!

Allan.

25 September 2022

Astral Adventures in Greyhawk

The players in my Castle Greyhawk campaign have spent most of the past 11 months (since 23 October 2021) romping about in the Astral Plane, and, at long last, they're likely to return home to Oerth soon, I think.  Our next session (last night, on 24 September 2022) will tell!

We have been playing through my (somewhat modified) version of Anthony Huso's excellent scenario, Zjelwyin Fall (also available in PDF if you prefer):

 

Zjelwyin Fall cover art by Daniele Valeriani
Zjelwyin Fall cover art
by Daniele Valeriani

As part of my work to deploy Anthony's adventure into my Greyhawk campaign, I also used this as an opportunity to define some more of the planar architecture for the setting.  Some of that design work went into adjusting the framework and background for the scenario to suit my current campaign situation, and some of it was general work expanding upon the options for how the Astral Planet works in my games.  

I'll delve into the campaign context after we wrap up the adventure in our next session, so for now, I'll share some of the rules and design work that I used to augment Anthony's scenario. 

The Astral Plane in AD&D

The rules governing astral travel, astral encounters, and astral monsters are (perhaps unsurprisingly) scattered across a variety of sources in 1st edition AD&D.  They appear in chronological order in:

  • Monster Manual (1977) - mostly in passing, not a lot of real planar substance
  • Players Handbook (1978) - Astral Spell, Great Wheel planar appendix, etc.
  • Dungeon Masters Guide (1979) - various notes, Appendix C p. 180 for one page of Astral and Ethereal wandering encounters, which notably include both the Ether Cyclone (ethereal) and the Psychic Wind (astral)
  • Deities & Demigods (1980) - introduced some new monsters and additional rules codifications, but still not a lot of real planar substance in here either (which was a bummer to me in 1980, since this was the first AD&D hardcover I waited for publication with bated breath!)
  • Fiend Folio (1981) - added some new monsters (most notably astral searcher, berbalang, and githyanki), and also updated the DMG's Appendix C's Astral & Ethereal Encounters on page 119
  • Dragon Magazine #67 (November 1982, just a few short months into my first subscription!) - featured both Gygax's first "Deities & Demigods of the World of Greyhawk" article, as well as Roger E. Moore's "The Astral Plane" (with additions from Gary); this is the first real treatment of worth for the Astral Plane, and the issue also included an astral adventure, "Fedifensor" by Allen Rogers
  • Dragon Magazine #71 (March 1983) - included Moore's follow-up Sage-Advice-like piece, "Solid Answers To Astral Questions"
  • Monster Manual II (1983) - added some new monsters, and also compiled the relevant Astral monsters spanning the MM, FF, and MM2 (but not D&DG, alas!) on page 155
  • Manual of the Planes (1987) - codified the Astral rules based on the Dragon #67 article, didn't add much original material save some expansion to random encounter options

To these, I add various sundry house rules and variants from:

  • Dragon Magazine, generally via early articles about the planes (see the bibliography in my first Gates article from Knockspell for more specifics), and the new monsters introduced from the "Creature Features" columns (inaugurated with Gygax's Mind Flayer in Strategic Review #1), published adventures in Dragon, and the "Creature Catalog" inserts, for which installments began to appear with issue #89
  • Spelljammer (1989) - I've been fond of the idea of plane-travelling ships via Roger Dean's artwork for the band Yes (Fragile through Drama, in particular), Michael Moorcock's Ship Which Sails over Land and Sea as well as the more-apt misty-plane-and-time travelling Dark Ship helmed by the blind captain from Sailor on the Seas of Fate; Spelljammer never quite lived up to this potential, but I still use have a soft spot in my heart for it and leverage some of its rules in my planar architecture and mechanics (and the Neogi are reminiscent of Babylon 5's shadows, too, which is not a bad thing....)
  • I was rather more fond of the 3e Manual of the Planes (2001) than the 1e version (although you can't go wrong with Stephen Fabian interior artwork from the 1e book!), and have probably lifted some ideas from there as well
  • Pagan Publishing's astral rules in The Golden Dawn (1996; for use in Call of Cthulhu), for which I was an early playtester
  • Sepulchrave II's "Tales of Wyre" stories from EnWorld (2002-2014; we can still hope for more!):  lots of inspiration here, but moreso for the Plane of Shadow (and the Abyss!) than the Astral
  • While Anthony Huso's Zjelwyin Fall (2019) is grounded in the 1987 Manual of the Planes, Huso departs from MotP in various ways as well 
  • Trent Smith's Heroic Legendarium (May 2021) offers some very cool guidance on leveraging psychopomps guiding dead spirits en route to the Outer Planes, too

The Astral Plane, and AD&D's planar architecture as a whole, is a far-from-codified system, and remains one of the largest gaps to fill for an enterprising Dungeon Master.

Astral Encounters in AD&D

The DMG, D&DG, Dragon #67, MotP, Zjelwyin Fall, and Heroic Legendarium all offer a variety of interesting Astral encounter options, and to some extent I leveraged them all for our Astral sessions, as follows:

Encounter Checks Frequency

I checked for random encounters on two different schedules for the PCs' Astral excursion: 

  1. Three fixed checks, at the adventure start, midpoint, and end @ 1 in 10 chance for an encounter for each check.  If an encounter is indicated, the type of encounter is checked in the Astral Encounter Table 1 (see below), with the following modifiers:

    • Beginning:  standard chances
    • Midpoint:  +05% 
    • End:  +10% 
     
  2. Three daily checks (every eight hours of Astral travel), with a 2 in 20 chance for an encounter:  a roll of 1 indicates an standard encounter, whereas a roll of 2 indicates an encounter observed in passing (this will not resolve into an actual encounter if the PCs do not interact, and showcases the grandeur and spectacle of the Astral Plane as the metaphysical superhighway of AD&D's multiverse). 

Astral Encounter Table 1

I baselined this table using the Dragon #67 article and MotP, blending the two.  Roll d100, adjusting if necessary (for fixed checks):

  • 01 - 75:  Creature Encounter, roll d100 again below:
    • 01 - 60:  Outer planar creature (see Astral Monsters List)
    • 61 - 75:  Astral native creature (see Astral Monsters List)
    • 76 - 90:  Prime planar creature, roll d100 again below:
      • 01 - 60:  Prime characters
      • 61 - 90:  Prime creature with Astral sensory perception
      • 91 - 99:  Insane/catatonic Prime characters (sensory deprivation to catatonia)
      • 100:  Insane/catatonic Prime creature with Astral sensory perception
        (sensory deprivation to catatonia)
    • 91 - 100:  Deity creature, roll d100 again below:
      • 01 - 60:  Working psychopomp deity on the job with entourage
      • 61 - 75:  Travelling deity with 0-4 servants (roll 1d6-2)
      • 76 - 85:  Meeting between 2-5 divine envoys (roll 1d10:  1-4 = 2, 5-7 = 3, 8-9 = 4, 10 = 5)
      • 86 - 95:  Battle between 2 divine, infernal, etc. forces
      • 96 - 99:  Strangetiude gods (Yog-Sothoth, et al)
      • 100:  Super Special:  Conjunction of the Million Spheres, etc.
  • 76 - 85:  Color Pool
    • I have my own hues associated with the various gates and color pools that access the Outer Planes, but this otherwise functions the same as detailed in your source of choice
  • 86 - 95:  Astral Object, roll d100 again below:
    • 01 - 60:  Conduit/wormhole
    • 61 - 65:  Fixed Portal
    • 66 - 80:  Astral Permanent Planar Feature/Zone
    • 81 - 84:  Flying Missile (on its infinite course, surprises PCs 4 in 6!)
    • 85 - 88:  Elemental Pocket
    • 89 - 92:  Isle of Matter (roll 1d10:  1-4 = Prime Planar, 5-7 = Outer Planar, 8-9 = Alternate Prime, demi-planar, etc., 10 = Ethereal)
    • 93 - 96:  Lair of Astral native creature
    • 97 - 98:  Corpse
    • 99 - 100:  Artifact (some object, not necessarily Baba Yaga's Hut!)
  • 96 - 100:  Psychic Wind

 

Astral Monsters List

Anthony included a table of 20 wandering Astral encounters in Zjelwyin Fall, but I wanted to build out some tables to be a bit more comprehensive, and to allow for a variety of additional encounter types to make the Astral Plane come alive as the super-highway of AD&D's Great Wheel cosmology.  

To that end, I worked from the MM2 p 155 listing of Astral creatures (which breaks them down by Frequency), then combed various additional sources for monsters to broaden and deepen the list.  For those unfamiliar, AD&D 1e frequencies break down monsters as follows:  Common at 65%, Uncommon at 20%, Rare at 11%, and Very Rare at 4%.  

The frequencies listed below do not necessarily match the standard frequency rating for each creature, since they reflect my sense of how frequently they are encountered in the Astral Plane vs. the Prime.  * indicates that the creature's sensory perception extends into the Astral plane. 

Common Astral Monsters (65%; roll 1d12)

1. Cerebral Parasite
2. Daemon, Minor
3. Demon, Lesser
4. Deva, Astral
5. Devil, Minor
6. Githyanki
7. Human Traveller
8. Invisible Stalker
9. Night Hag
10. Nightmare
11. Slaad: red, blue, or green

 

Uncommon Astral Monsters (20%; roll 1d24)

1. Aerial Servant
2. Astral Wolf (D&DG, Nehwon Mythos, p. 97)
3. Agathion
4. Baku
5. Basilisk*
6. Cockatrice*
7. Couatl
8. Devourer (D&DG, Nehwon Mythos, p. 98)
9. Diakk

10. Dracolisk*
11. Githyanki (appears in both lists, not an error)
12. Gorgon*
13. Lich
14. Medusa (roll 1d8:  1-5 = AD&D, 6-7 = Greek, 8 = Arimoi)*
15. Mi-Go (D&DG, Cthulhu Mythos, p. 46;
Zjelwyin Fall details a variant as well)
16. Pyrolisk*
17. Rakshasa (roll 1d8:  1-5 = MM, 6-7 = Knight, 8 = Noble; see Scott Bennie's article in Dragon #84)
18. Shedu
19. Star Leviathan (see Creature Catalog in Dragon #89)
20. Titan (roll 1d12:  1-5 = Lesser, 6-9 = Major, 10-11 = Elder , 12 = Greek)
21. Void Shark (Monsters of Myth
, Steve Marsh section; also in my Canonfire! Postfest 18 article)

 

Rare Astral Monsters (11%; roll 1d30)

1. Basilisk, Greater*
2. Berbalang
3. Byakhee (D&DG, Cthulhu Mythos, p. 44)
4. Daemon, Greater

5. Demon, Major
6. Devil, Major
7. Dragon, Astral (see Dragon #134)
8. Foo Dog
9. Gigante
10. Githzerai (70% hunting githyanki, or 30% in-transit to Limbo)

11. Gorgimera*
12. Great Race of Yith (D&DG, Cthulhu Mythos, p. 45)
13. Ihagnim (see Creature Collection in Dragon #89)
14. Hollyphant
15. Intellect Devourer
16. Ki-rin

17. Lillend (see Creature Catalog II in Dragon #94)
18. Modron, Hierarch
19. Moon Dog
20. Mynakh (Monsters of Myth)
21. Nightgaunt (Call of Cthulhu)
22. Phoenix
23. Planetar
24. Slaad:  grey or death
25. Thelndari (see Creature Catalog III in Dragon #101 and my updates)
26. Wind Steed (see Creature Collection in Dragon #89)

 

Very Rare Astral Monsters (4%, roll 1d30)

1. Astral Searcher
2. Avari (see Creature Catalog III in Dragon #101)
3. Catlord (or, alternately, other animal masters from Melnibonéan Mythos)

4. Daemon, Master
5. Demon, Prince or Lord
6. Demi-lich*
7. Devil, Duke or Arch-
8. Dragon, Unique:  Tiamat (my version), Bahamut, Sariador, or other
9. Dragonhorse

10. Foo Lion
11. Hound of the Underworld (Monsters of Myth)
12. Kelmain (D&DG, Melnibonéan Mythos, p. 90)
13. Kheph (Monsters of Myth)
14. Magnesium Spirit
15.Night Vapour (Monsters of Myth)
16. Oonai (D&DG, Melnibonéan Mythos, p. 93)
17. Opinicus
18. Primordial One
(D&DG, Cthulhu Mythos, p. 46)
19. Pudding, Alien (Monsters of Myth)
20. Retriever
21. Shedu, Greater
22. Sheelba of the Eyeless Face or Ningauble of the Seven Eyes
(D&DG, Nehwon Mythos, p. 101, 102)
23. Slaad:  Lord
24. Solar
25. Tsung Pathet
(Monsters of Myth, Steve Marsh section)
26. Ulyuleng (Monsters of Myth)
27. Utukku (see Creature Collection in Dragon #89)
28. Vampire


Sample Astral Encounters

While travelling through Astral space, my players' PCs encountered the following:
  • Day 6:  Astral wolves, which the PCs outdistanced (although the wolves trailed them for several days, they eventually sought slower prey)
  • Day 9:  a huge Kelmain host of 6,628 slain warriors en route to Limbo; the PCs watched it pass by for a few hours, and it faded into the distance
  • Day 13:  102 high elven spirits being guided to Valinor by Eärendil, bearing a silmaril upon his brow and sailing the Astral upon The Vingilot; after a very positive reaction roll (it really helps to travel with bards and paladins!), he provided the Blessings of the Valar to the PCs, and also gave them a lift, shortening their journey by 1/3
  • Day 25:  Intelligent, psionic yellow mold (that's no mold, it's an asteroid....), which the PCs battled, but ultimately fled
  • Day 27 had two encounters!; the first could have been avoided, but the PCs engaged with the titan:
    • a major Greek titan en route to Tarterus, whom the PCs also received a friendly reaction roll from due to a potion of growth having been consumed during the mold battle (making their MU 24' tall)
    • an astral deva, who provided the PCs with a potion of extra-healing (3 doses), and warned them of getting involved in the affairs of Shodreth Drachod, calling him "the gringling lich" (which unsettled the PCs mightily!)
  • Day 28:  the PCs saw what seemed to be a raven in passing (but was in fact a shape-changed imp), but they did not engage it
  • Day 32:  their phylacteries brought the PCs to Zjelwyin Fall, and the adventure began in earnest!


House Rulings in the Astral

During the course of play, various rulings were made that addressed gaps in how the Astral Plane works in AD&D:

  • Time does not pass in the Astral, therefore spells with durations and potions are permanent so long as the PCs remain in the Astral Plane
  • Because time does not pass, PCs do not bleed out if brought to 0 or fewer hit points; similarly, they neither enter a coma nor lose memorized spells while below 0 hit points, since no time passes
  • Clerics of Celestian are able to recover spells once per day, as if the PCs were still in Greyhawk, because Celestian's home plane is the Astral
  • Unseen Servant is a bit more versatile than I'd originally thought (and I already think it's the best first level spell in the books):  because Gary states that an unseen servant can "clean and mend" (mending being a pretty complex task), I allowed it to bind the wounds of an unconcious PC

There may be some other that I'm forgetting, but if so I'm sure my players will remind me and I'll update further.

New Magic-User Spell

I created this spell as a help for the PCs and placed it within Zjelwyin Fall, but they didn't find it---c'est la vie!  

Oshon Yanthû's Temporal and Material Encapsulation (Evocation—Conjuration, Alteration)

Level: 3 Magic-User (Savant 2?), (Cleric of Celestian 4)
Range: 0 or touch
Duration: Special
Area of Effect: Up to 1” radius/3 levels of caster OR 1 person + 1 per 4 levels of caster
Components: V, S, M
Casting Time: 6 Segments Magic-User or Savant, 8 segments Cleric
Save: None

DescriptionOshon Yanthû's Temporal and Material Encapsulation creates a bubble of native space-time normality within the Astral Plane, which allows designated spell casters within the area of effect to reset and regain spells via prayer and/or memorization.  Given that the passage of time is essentially meaningless in Astral space, the duration of the spell completes when all designated casters have completed their memorization activities.  

Oshon Yanthû's Temporal and Material Encapsulation will affect creatures travelling in the Astral Plane via silver cord (c.f., Astral Spell), or creatures travelling with their physical bodies (via gate, psionic Probability Travel, etc.), but not both.  The caster’s own Astral travel method determines which other casters may benefit from the spell.  In neither case does the spell enable contact with or access to deities or their agents, or to other planes otherwise normally inaccessible from the Astral. 

Notes:

  1. Oshon Yanthû's Temporal and Material Encapsulation carries some risk for all Astral spell casters: 
    • For silver-corded casters, the spell risks snapping their silver cord, calculated at 1% x the highest-level spell memorized (no risk/effect upon any non-spell-casters designated within the area of effect).
    • For physical Astral travelers, the spell subjects them to the passage of time at normal memorization rates (see DMG page 40), including both time for sleep/rest, and prayer/memorization time.  So, they get hungry, tired, etc. as time passes.
  2. If cast while upon the Prime Material Plane instead of the Astral Plane, then Oshon Yanthû's Temporal and Material Encapsulation suppresses the effects of time-related spells and effects within its area of effect, including haste, slow, aging (by spell-casting or ghost touch, etc.), staff of withering, potion of speed, etc.

The material component is a ribbon of the finest, stiffened black silk, inscribed with mercurial or platinum ink; it must be one foot long per level of the caster, at a cost of 50gp per foot.  Twisted into a Möbius strip, it is consumed during the casting.  For clerics of Celestian, their holy symbol (a black circle with seven stars) is also required, but neither the holy symbol nor the ribbon is consumed in the casting.

Modifications to Zjelwyin Fall for grodog's Greyhawk

Here's a distillation of my discussion on Anthony Huso's boards about my Greyhawk modifications to his adventure.

12 September 2021:  My Castle Greyhawk PCs were overdue, in one or two cases, to hit level four, so it's now or never, and I seeded the entry into Zjelwyin Fall in last night's session.  I have to figure out exactly how my background changes require me to rework the module (if at all), since the PCs will be acting as agents of the local clergy of Celestian and not looting the tomb, but instead retrieving an item stored there previously by mutual arrangement.

I haven't decided if they'll be charged to either 

  • snag the item (a scroll or book of prophecy or something related) directly, or 
  • wake the lich to donate two objects to him in order to remove their desired object, or  
  • both (with #1 being the plan, and #2 the backup in case they awaken him or he is already awake)

They may also be protecting a pair of nubile twin acolytes (modelled off of the classic Virgin Records logos at https://rarerecordcollector.files.wordpress.com/2010/04/v-2012-kevin-coyne.png), but I haven't decided if keeping them alive may be too challenging or not....

I think that Shodreth Drachod (I added the "r" to the surname) has this working relationship with Celestian and his clergy, where Celestian helped to fashion and sustain Zjelwyin Fall and in return the lich helps to guard and secure items that he and his clergy wish to remain highly-secure.  

23 October 2021:  I'm doing 3 checks per day (every 8 hours = 3/day vs. every 4 = 6/day), with the total duration of the trip being [(2d20+4)x4 days] / 2 (due to the phylacteries, which they're wearing on their heads like diadem headbands, and which shoot out hot pink/ruby searchlight lasers to track and home in on ZF)

1 September 2022:  I'm thinking that Drachod (I added the extra 'r' in my version of his name) may offer help to the PCs out of desire for self-preservation (aka, the goodness of his heart ;) )---if their reaction rolls are good.  He acts as a custodian for prophetic lore from the clergy of Celestian, and in return Celestian helped to build ZF and still maintains it on Drachod's behalf.  So he has a vested self-interest to ensure that Celestian continues to invest that daily Primal flux into ZF. 

So the PCs will retrieve the prophecy previously-deposited* in ages past.  That they're pulling this particular prophecy (the sestina I emailed you) will pique his concern and curiosity, in particular if he notices one of the PCs carrying the lesser tentacle rod.  (In fact, he'll be far-more concerned about evidence that the drow attempted to infiltrate ZF and will immediately connect them to the prophecy, although he won't share that detail with the PCs, or Celestian).  Hence the help.  If he notices that, he may also geas the PCs to deliver a message to the Master at the NWI (which would be a handy way to introduce that into the game), or perhaps to Tenser, Iggwilv, or someone comparable (I haven't decided yet---he may just keep the info to himself, for the moment, too).  

* The PCs don't know this yet, but they're not just bringing back a scroll with the prophecy on it.  To retrieve the prophecy requires a virgin twin acolyte, and Drachod will kiss her to transfer it (sort of a cross between the Quickening from Highlander and the kiss of the angel Simon from The Prophecy).  Drachod himself is the storage device.  To deposit the prophecy into him (which the PCs are not doing) is a bit more intimate....  The twins are critical to the process:  the prophecy, while it is deposited into one of them, infects both:  so the twin who remains on the Prime also acts as a receiver for the prophecy, and gains access to it at the same time that the other twin in the Astral receives it from Drachod.  This ensures data availability for the priesthood in case the first twin doesn't successfully return home.  (The NPC twins naturally know nothing of this either). 

I also rewrote Drachod's poem at the pull-ring, recast with seven lines, each with one through seven syllables:

No mercy exists
before me
Open this door
to vanish forever
from Shodreth Drachod:  Gringling
King
am I


I hope that these will prove useful in your games.  Enjoy!

Allan.