[go: up one dir, main page]

0% found this document useful (0 votes)
215 views46 pages

Oj 14 PDF

Uploaded by

Joan Fortuna
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
215 views46 pages

Oj 14 PDF

Uploaded by

Joan Fortuna
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 46

APRIL 22, 2002 ISSUE 14

Volume II, No. 3 Issue 14 1

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Table of Contents
Volume II, No. 3 Issue 14
April 2002

A Scribe’s Chronicle: As Celene Steadily Rises ..............................................2 Oerth Journal Staff: Layout: Ron Carey
Chris Anderson, Illustrations:
Erelhei-Cinlu: The Drow “City of Pleasure” ....................................................3 Russell Bird (the manic midwife), Ron Carey
by Russell Bird Allan T Grohe Jr., Naomi Gonzalez
Introduction 3 Issak “The Pale” Haywood, Logos:
Erelhei-Cinlu 4 Andrew Seale Vashnaar
Erelhei-Cinlu areas of note 6 Editor-in-chief: Ron Carey
Appendix A: Slave Tables 11 Marc Tizoc Gonzalez
Appendix B: Encounter Tables 12 Web-Master: Vashnaar
Appendix C: Drow Standard Equipment 15
Appendix D: Arachnid Champion (Ul-Lolauri) (Prestige Class) 15

The Paganhammer ................................................................................................18


by Issak Haywood

The Valorous League of Blindness ....................................................................21


by Issak Haywood
The Organization 21
History 21
Today 22
Joining 23
Appendix A: Paragons of the Valorous League of Blindness 23
Tenets 23
Appendix B: Knights Valorous Prestige Class 25

An Interview with Robert J. Kuntz ..................................................................27


by Allan T. Grohe, Jr. grodog@pacbell.net

Evil’s Changing Face in the Vesve Forest ........................................................35


by Andrew Seale <aseale1999@mindspring.com> DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, and GREYHAWK are registered trademarks
owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. LIVING GREYHAWK and the d20
aka “Fallon the Wanderer, the Ranger/Sage of the Vesve Forest” System logo are trademarks owned by Wizards of the Coast, Inc. All Wizards’ characters, character
names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.
Northeastern Vesve Forest 35
Goblinoid Lands 36 Maze of Zayene, Prisoners of the Maze, Dimensions of Flight, Tower Chaos, The Eight Kings, Hidden Realms of
Zayene, Dark Druids, Dark Quest, and Codex Germania are trademarks of Robert J. Kuntz and are used
Central Eastern Vesve Forest 37 herein with permission. Robert J. Kuntz holds the copyright (2001) for Prisoners of the Maze and Maze of
Southeastern Vesve Forest 39 Zayene. Prisoners of the Maze and Maze of Zayene are exclusively published and distributed by
The Future of the Vesve 40 Necromancer Games by specific license. Cover images of Prisoners of the Maze and Maze of Zayene are used
with Permission of the publisher. Dark Druids, Dark Quest, and Codex Germania are exclusively published
Heroes and Villains 40 and distributed by Troll Lord Games by specific license.
New Creatures 45
Articles are fiction written by fans of the GREYHAWK setting. The use of the names of any
Credits 45 trademarked, servicemarked, or copywritten properties should not be taken as a challenge to the
recognized status of such works. Authors are not compensated monetarily for their articles and unless
otherwise noted, all individual contributions are copyrighted by their respective authors.

The Oerth Journal is produced by an informal organization of volunteers – fans of the GREYHAWK
setting. The Oerth Journal is produced seasonally and distributed free of charge. Please send inquiries to
<oj@canonfire.com>. Visit our website <http://oerthjournal.hypermart.net/>.

Please note that the Oerth Journal neither uses the Open Gaming concept sponsored by the Open Gaming
Foundation nor the d20 license owned by Wizards of the Coast, Inc.

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002


Volume II, No. 3 Issue 14 2

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

A Scribe’s Chronicle: We must remember that like Celene, Greyhawk only appears to
change. The world setting itself remains always ready to inspire
As Celene Steadily Rises and renew the imaginations of people throughout Earth.
Over a season has passed since the preview of this issue of the
Oerth Journal was originally posted. In that short span of time, This issue of the Oerth Journal features five excellent articles and
three Oerth Journal volunteers have gave birth to sons and watched more than six pieces of original art. Russell Bird’s article on
the families have watched their newborns become infants. I Erelhei-Cinlu begins this issue of the Oerth Journal. Russell
inform readers of the births of Ron Carey’s, Vashnaar’s, and Andy describes the city and its inhabitants in exciting detail, and his
Seale’s children to invite you to reflect on the subject of time and to distinctive take on the city is amplified by the evocative
appreciate the change it brings. Beyond presenting one reason for illustrations of Ron Carey and cartography of the city itself,
the months it took to produce this issue of the Oerth Journal, as rendered by the sure hand of Morgan Olden. Issak Haywood
suggested by the title and my opening remarks, this editorial is provides two related pieces from his ongoing project to detail the
about the ephemerality of life. Theocracy of the Pale. The first piece, a narrative vignette of an
The Oerth Journal is almost seven years old, and as might be infamous leader of the Church Militant, is
expected, the readers of the Oerth Journal today are different from supplemented with ready to use game
those that read the first issues. I don’t only statistics of the protagonist. The
mean that new people now read the Oerth second article describes the leadership
Journal, for the passing years also have and politics of the Valorous League of
affected the original authors, staff, and Blindness and presents a new prestige
readers of the Oerth Journal. Some class, the Knights Valorous. Allan T.
people have left behind Greyhawk for Grohe, Jr. conducts an interview with
a time while others now work for the Green Dragon himself, but beyond
Wizards of the Coast®. Lord Robilar, Allan provides information about Robert J.
Kuntz, a man responsible for many aspects of the World of
Not only has the readership of the Greyhawk, and highlights some of Kuntz’s latest projects and
Oerth Journal changed, the online publications. Finally, Andy Seale bases his article on the works
Greyhawk community has evolved too. The of Carl Sargent. Andy describes recent developments throughout
Canonfire! website has almost 600 members and the various regions of the Vesve Forest. Not only does the article
was recently cited in the Living Greyhawk Journal in Dragon®. Three detail new organizations, enemies and allies; it also records how
issues of the Living Greyhawk Journal have already been published Greyhawk has inspired one DM’s vision.
in Dragon®, one day the final separate issue will be printed and
distributed. We live in a distinctive moment in the lifetime of the I trust that these articles will help DMs across the Earth to dream
online community of Greyhawk enthusiasts! new challenges for their PCs. The World of Greyhawk beckons.
What hero can resist its call?
I chose Celene as the emblem for this editorial because Greyhawk
often seems perennial. The number of posts to listservs and on
message boards waxes and wanes, and the type of posts also ‘Ware and were, friend,
changes over time (I need not describe the changing fortunes of so-
called “canon” Greyhawk publications.). Despite this flux, the Marc Tizoc Gonzalez
World of Greyhawk continues to excite the imaginations of people
throughout Earth. Rather than lament or distrust the current
moment (and reminisce for times now past), I encourage Editor-in-Chief
Greyhawk fans everywhere to embrace the momentary phase and Oerth Journal
to “trust in Atroa.”

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002


Volume II, No. 3 Issue 14 3

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Erelhei-Cinlu: The Drow The proliferation of the fungi throughout the Vault and in the city would
not be possible save for the existence of drow druids, and we have had the
“City of Pleasure” misfortune to assume that many a drow fighter would be helpless in
A campaign setting for experienced play.
combat if unarmed - a costly misassumption. The city is home to hundreds
by Russell Bird (possibly thousands) of skilled drow thieves, and the savagery with which
the drow plot to undo their enemies is not unlike the creed of my ranger
Introduction
colleagues. The drow are a deadly enemy. Should they ever become an
Based on material in “D3 Vault of the Drow” and GDQ1-7 Queen of organised or disciplined force, I would fear greatly for the safety of the
the Spiders (by Gary Gygax); Dead Gods (by Monte Cook); surface lands that I have come to miss so dearly.
ruminations by Roger E Moore; and “Arcane Lore, The Slime
Wizard” (by Lloyd Brown III – Dragon Annual 4). This work is The city of Erelhei-Cinlu is very old, judging by the stonework. Our covert
based on the 3rd edition Dungeons and Dragons rules, and investigations lead us to conclude that it sprung up around a fortified
references are based on material appearing in the Players Handbook, raiding camp many hundreds, maybe thousands, of years ago. No doubt the
Dungeon Masters Guide and Monster Manual for that edition. drow saw the amber mists as a blessing of their foul spider goddess, perhaps
Optional material is inculuded that is based upon rules appearing as a tangible manifestation of the darkness that they seem to love. The city
in Sword and Fist and Defenders of the Faith. walls are patrolled by able (if undisciplined) fighters and are warded
against powerful magic (I have seen those walls withstand the assault of a
fire elemental). There are many minor portals in the wall but each resists
y colleagues and I have been trapped in the city of Erelhei- lock picking and doing so summons nightmarish demons– as we painfully
Cinlu for two weeks now. We have not been able to escape, yet discovered while searching for an exit.
we have learned much about the city and the ways of the Although the drow have some degree of freedom of movement within, the
accursed drow. Should we ever make it back to the surface, I streets of the city are ruthlessly policed and the dwellings are painfully
shall see to it that no one ever ventures here, for this place is a depraved and overcrowded. I have seen with my own eyes how the elite patrols in the city
evil death-trap. are on the lookout for drow of ‘promise’. Woe to any drow with a rebellious
Erelhei-Cinlu stands within a large cavern, miles beneath the spirit, for they are dragged off to the great temple of the Spider Queen,
Hellfurnaces Mountains. The cavern is known as “The Vault”. The Vault where they are said to undergo a great trial. Even now I shudder at the
is like something out of a fey dream (or perhaps a fey nightmare). The thought of the consequences of failure. We know how the drow sacrifice
warm climate supports many fields of fungi and crystalline structures. each other to their Queen…
Such sights are breathtaking, save for the constant presence of the evil drow Coming swiftly to the point, Erelhei-Cinlu is a drow city. It was built by
and their slaves. drow, for drow. We are unaware of exactly how old it is, and I doubt the age
An amber mist permeates the Vault. This mist has a curious effect on the of the city is of import to the willful and brutal drow inhabitants. We have
eyesight and distorts our view of color. The casting of a Color Spray spell discovered that many other drow cities exist in the UnderOerth. Though I
here needs to be seen to be believed! The effect turns out a radiant spectrum know of no other by name, my colleagues and I have become aware of
of ambers, browns, mauves and silvers that is utterly dazzling! conflict between the drow and a race known only as the aboleth, who reside
in a citadel on the banks of a place known as the Sunless Sea. Drow war
Though it is beyond the ability of my eyesight to discern, some of the olves camps exist closer to that place, and serve as staging grounds of sorts (no
in the party say that the view of that mist is beautiful, for they behold a doubt also against other races such as the deep dwarves, the nameless fish
wondrous array of stars in the illusory night sky above. The best that I can men, and the disgusting Mind Flayers).
make out are a number of multi-faceted crystalline structures in the roof of
the cavern. For the wretched ‘lowlies’ of the city, they must fend for themselves (and
against each other) unless they are under the protection of drow merchants
We have heard the mist termed “melkel’la”, and a few of the grey olves in or nobles. The drow nobles of the Vault enjoy the luxury of their own
our party have likened it to a phenomenon known as “shadowstuff”, company and conduct their petty wars and feuds against each other away
though I confess to limited knowledge or interest in the subject. We have from the city, comfortable in the knowledge that the unworthy are
heard it whispered that the Vault was once the home of cavern dwelling contained. Indeed, I believe that the nobles would not even acknowledge
dragonkind and my olven friends believe the dragons that once lived here the existence of the city save for the fact that they must periodically pass
could well have been shadow or obsidian in nature (a variation on the through it on business. For these journeys, they are protected by spider
more common black dragon), the mists not being a coincidence. Knowing guards, and they travel through fortified pathways. Should any of the
the power of the drow as I do, I suspect that any dragon that lived here nobles seek the pleasures within the city, they would likely do so in disguise.
would have met a swift death. The few nobles we have seen are richly-appointed, well-protected and
I would say that the drow are a significantly more powerful race than we exclusively female. If any male nobles exist, they are kept busy in service to
thought when we first encountered them beneath Snurre’s halls. It is their female masters.
obvious that the drow encourage skill in clericy, spell craft and combat, yet All manner of people and monsters wander the streets – they are known as
we now believe that the drow are able to excel in any field of endeavour. “seekers”. We have seen a variety of evils that have caused our stalwart
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 4

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

paladin to seethe in fury and demand that we slay them all – he is just one “Your majesty, it is true that we owe these intrepid giant-slayers a debt of
of many problems that we now face. I have recognised demons, mind gratitude. They have saved Sterich from the mysterious phenomenon
flayers, trolls, ghouls and huge spiders - all of who walk openly, some as which still defies explanation and they have returned alive for the most
slaves! We have seen other horrors that we do not recognise and dare not part. What is NOT true is their fabrication of the events. I remind you of
move to challenge. Interestingly, we have seen fellow surface dwellers: their allegations – that the giants were nothing more than the pawns of a
merchants from the west, swaggering pirates that would seem at home on race of olves… EVIL olves mind you! They contend that these “drow” had
the Wild Coast and clerics that wear robes emblazoned with grinning black skin and worshipped a foul demon goddess! They also ask us to
skulls. All who are from elsewhere wear the lime robes from the entrance believe that these “drow” consort with spiders in a great cavern beneath the
to the Vault, and they move about freely. Most seem to indulge in trade with very Oerth! Does this make any sense? No! Your majesty, I must
the drow, and despite the poverty of the city, I have no doubt that those in respectfully request that these adventurers be detained until I determine the
power (the nobles) continue to prosper from the patronage of these visitors. truth of the matter. I ask that you trust me and not them. There are
The presence of such people here epitomises the contradictions of the drow: NO DARK OLVES! There are NO Drow! There is NO “City of Pleasure”
beautiful yet evil, graceful yet brutal, chaotic yet manipulative, proud yet hidden beneath the Hellfurnaces Mountains! Of this I am certain!”
greedy and so on.
- Lashton of Grayhill, agent
The city contains many features of interest. A turreted wall surrounds it, of King Kimbertos Skotti,
and then there are fortified ways for the noble drow that cut a path through magical councillor and
the centre of the city. In the south of the city (if my directional bearings are president of the Peoples
correct) is a small forest of fungi, known as ‘Sar-Sandarena’. This place Investigative Committee of
grows much of the food for the city, and my covert investigations have Niole Dra, in his opening
revealed a secret that I am reluctant to share with the others: the drow are address, late 572 CY-
somehow able to use the fungi as a source of poison … and pleasure. That …
may account for the presence of some of the other surface visitors. Near the
forest park is the city prison, a dark place indeed. On the north side of the Erelhei-Cinlu
city are the areas reserved for nobles and noble business. The city is ruled Small City; Non-standard; AL:
from that region, and we have had little success in penetrating far in that NE-CE; GP Limit approx
direction. The further north one travels, the less squalor one faces it seems. 100,000; Population 9000+
Of course, the city temple complex is found in the north of the city, as well drow, 18,000 non-drow (more
as a great gate that leads to the lands of the noble drow. recent estimates place the total
The majority of the city is a slum. It was not a planned city, like Chendl, figure closer to 30,000)
and as the population grew, the city size has apparently remained stable. A “Erelhei-Cinlu: A noxious and
large portion to the central-east of the city is a dumping ground for refuse crowded pit of hardened
that has grown up around several collapsed buildings. This may have been wickedness and depravity – filled
the site of a great battle, but the sickening stench has kept us well clear. We with creatures both wretched and
have learned only that it is known as Thes-slis. Poverty, disease, suffering wondrous. It is a trading centre
and death are everywhere - a horrific sight in an already horrific city, it for arcane items of antiquity at
causes our heartbroken paladin to weep nightly as he prays and struggles outrageous prices. The harridan
to restrain his rage. drow are tempestuous and
Many streets, alleys and pathways snake through the city, but there are two shrewish in the extreme. I must
main strips. They have no name of which we are aware, but they are active return there to continue my
at all times. The two strips travel the length of the city and are the sites of research (though perhaps several
endless houses of ill-repute, dens of pleasure, bawdy drinking visits are warranted…)”
establishments and pits of slavery and torture. We have avoided these - From the private journal of
streets since coming here. We have learned that centres of magical learning the Fiend-Sage of Rel Astra
may be found in side streets off the strips, yet we dare not venture there.
This is as best I can chronicle tonight. Should the opportunity allow (that Two citizens of Erelhei-Cinlu
is, if we should ever escape the city), I shall attempt a more detailed Erelhei-Cinlu is a very old
recording of the horrors of the city. I must seek rest now, for tomorrow we drow city, one of many in the UnderOerth. This particular city has
attempt to venture to the north to see if it is possible for us to escape through achieved a sort of infamy and recognition for many reasons, not the
the gate that may be found there. I pray to Garl Glittergold to bless me with least of which is the actions of some of the drow who have lived in
the stealth that we will so sorely need in the days ahead. or near the city. A group of giant slayers from the Sheldomar
reportedly penetrated the Vault and the city at least a decade prior
- From the unpublished journal of Keak Breedbate, gnome to the Greyhawk Wars, when the manipulations of a drow cleric
explorer and giant-slayer, dated approx 572 CY.
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 5

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

named Eclavdra exposed the machinations of Lolth, the Spider slaves for the drow. Once they would be attacked, now they are
Queen. among the mass of prisoners of the city, unable to escape for one
reason or another (perhaps because their colleagues are too
The turmoil surrounding the penetration of the giant slayers led to
uncaring or too fearful to purchase their freedom or to stage a
a civil war between the noble drow groups: those drow
rescue).
(competitive by nature) who lived in the Vault yet apart from the
city. Some had turned to false gods and had thus fallen in grace However, even the noble drow
before the Spider Queen. The loyal clergy waged a bloody war the city is a cesspool have lost a degree of freedom.
against the traitors. During that war, a second group of adventurers filled to overcrowding Unsatisfied by the feeble
passed through the city. They came in an attempt to foil plans to with hopeless common efforts of atonement by her
resurrect a great demon lord, and their passage caused much strife, drow, struggling to children, and fully aware that
intensifying the stakes of the war for a time. escape or just to survive. the worship of false gods still
occurs within Erelhei-Cinlu,
The conflict was brutally put down by the clergy of Lolth, and the
Lolth has created an elite
free nature of the city of Erelhei-Cinlu has changed. Once a city for
group of warriors: the Arachnid Champions. These brutal enforcers
the larger populace of the Vault, it has now become a prison
remind the population of the city of the absolute power of Lolth,
following a mandate dictated from Lolth herself. Drow are not
and do so through a reign of terror and brutal force. Their status as
permitted to leave unless they are on business officially sanctioned
divine emissaries of Lolth is more powerful than the power of the
by the noble drow, and entry is based on a number of factors
clergy of Lolth, and no one dares to challenge their unpredictable
(mainly wealth). Many creatures and humanoids on spying
ways. In creating the Arachnid Champions, Lolth has denied the
missions found themselves trapped as a result of the security
advancement and promotion of the most powerful drow in the city
changes. It is possible to encounter Svirfneblin (Deep Gnomes),
and the Vault, in favour of empowering her new champions. This
Derro (Deep Dwarf), Kuo-Toa and Troglodytes in the city; though
has resulted in heightened conflict and brutality among the drow.
most have been captured and serve out their wretched existence as

Cartography by Morgan Olden

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002


Volume II, No. 3 Issue 14 6

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

All who have been loyal to Lolth are both furious and sorrowful at No matter how many drow the DM decides should inhabit the city,
their loss of power and opportunity, and work doubly hard to the female / male ratio is approximately 60 / 40, with non-noble
appease her (which pleases Lolth no end). (For more information females not accorded any special privileges (though that does not
on the Arachnid Champions, refer to Appendix D). stop them from using their gender status to torment any male that
they can).
Therefore, the city is a cesspool filled to overcrowding with
hopeless common drow, struggling to escape or just to survive. The The DM is referred to Appendix B for suggestions for encounters.
nobles barely tolerate or recognise the presence of the drow in the Given the crowding of the city it is possible to have encounters as
city, and conduct periodic culls as they will with the blessings of often as desired, but most inhabitants of the city are content to
Lolth. The Arachnid Champions conduct culls of their own, and mind their own business (unless player characters seem ripe for a
select whoever displeases them in the moment. Nobles may still be mugging).
encountered in the city, in the form of noble patrols, and in disguise
whilst seeking entertainment on the pleasure strips. They live in Erelhei-Cinlu areas of note
opulent estates upon a plateau north of the city, separated by a dark (i) The great wall;
river known as the Pitchy Flow (figuratively and literally, they (ii) The gate of entry;
“look down” on the city). (iii) The noble gate;
(iv) The tenements (“The Zaszor slums”);
The climate is constantly warm to hot, being that the Vault exists
(v) The noble way;
beneath the Hellfurnaces Mountains. The heat fosters tension and
(vi) The merchant way;
disease, and it is certainly warmer in the city than it is elsewhere in
(vii) The Pleasure strips (“Vel-hishara” and “Vel-murlaksh”);
the Vault (contributing to inhabitants wanting to escape and for
(viii) Thes-slis, the dumping ground;
nobles shunning the place unless absolutely necessary, though
(ix) The Grand Temple of Lolth / Spider farm;
nobles often have serious difficulty distinguishing between needs
(x) The noble and council chambers;
and wants). While the heat is not damaging it is certainly
(xi) Sar-Sandarena: The great fungal park;
distracting and may hamper the effectiveness of cold related spells.
(xii) City Sewers;
The mysterious mists and shadows in the cavern move and coalesce
(xiii) City Rooftops
in such a way that they intensify and darken in much the same way
as solar and lunar cycles occur on the surface of the Oerth. During (i) The Great Wall: The wall that protects Erelhei-Cinlu is guarded
a “night cycle” (normal rules for timekeeping would apply), low as part of a shared responsibility between drow nobles (by tradition
light vision and darkvision is reduced by half outside the city. dictated by the church of Lolth, much to the distaste of the
Curiously, the starry night of the Vault Cavern is more sparkling uncaring nobles). The walls were constructed from dark, black
and beautiful during a night cycle, and is visible above the city. The stone that is uniformly 30 feet high and 10 feet thick. At irregular
majority of the city settles during the night cycle, but the main intervals, eleven stone towers interrupt the continuity of the wall
strips remain active. that serve as barracks and weapon repositories. The walls are
patrolled by trained drow warriors along the length, save for the
north wall which flanks the Pitchy Flow. That length is guarded by
“The secrets of the amber mists continue to frustrate the dedicated wizards
female fighters exclusively.
of the city. I suspect the involvement of “shadow” dragons in the Vault walls
and I would investigate further – but the Matriarch of the house would Male Wall Guard (Between each tower: 2F2, each tower: 10F2
never allow me the freedom to do so.” +2F3). See drow standard equipment (Appendix C);
- A letter from Vrile of House Despana to a colleague, 530 CY, Female Wall Guard (north gatehouse: 20F2, 10F3, 4F4, 2F5, 1F6 as
just before his unfortunate fatal accident. well as two patrols of 4F2, 2F3, 1F4 on either side of the gatehouse).
See drow standard equipment (Appendix C);

Erelhei-Cinlu is not without potential as an adventure site. It is the


site of many schools of thievery and magic (with the support and “One wit, by name of Etnom, had this to say about the drow: “They are
patronage of magical outsiders and other monsters) and is of canny bashers, and that’s no dark.” Well, chant be known that Etnom
interest for the almost unique mix of inhabitants. Within the city, made for a very tasty snack, and that’s definitely no dark!”
drow mix openly with monsters, undead and demons. The - From the private journal of the Fiend-Sage of Rel Astra
committed adventurer could find ways around the enforced guard
on the city, using it as a base for exploration further into the
UnderOerth. Furthermore, resourceful adventurers could come The guards look inward as they do outward in their watch for
away with a wealth of unique knowledge and magical prizes, trouble, searching for unauthorised escapees or incidents of unrest
providing they have enough gold pieces, are careful to avoid that they might put down with brutality. Typical events that might
thievery, and take precautions not to draw attention to themselves. draw their attention or prompt an investigation include powerful
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 7

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

summoning or evocation magic, sources of bright light (normally Gate troops: 4F2, 1F4 (male); 4F3, 1F5 (female) at all times. Inside:
stifled by the effects of the Vault mists, such phenomenon is more 12F2, 3F4 (male); 12F3, 3F5 (female). See Drow Equipment
notable within the city where the mists are not so pervasive), any (Appendix C) with the following modifications: the two male
attack on a spider, reports of the defacement of an image of Lolth, fighters at the gate are equipped with a masterwork Military Fork
and any attack or abuse directed toward a noble or caravan (hence, each (non-enchanted, attacks as per trident). All other guards wield
many dissident agitators ‘disappear suddenly’). In this city, the +2 drowic short swords and non-enchanted masterwork Hand
appearance of a lich, the collapse of a building or even a brazen Crossbows (darts coated with drow sleep poison).
killing will not earn a second look from the guard contingent.
To the east of the gate on the inside of the wall is the city gaol
Erelhei-Cinlu may just as well translate into “City of the
complex, which is heavily guarded. Most prisoners eventually are
unanswered cry for help.” (“Alakstra Breheri Cinlu” – for the
taken away for slavery or food in the spider farms, but the gaol
curious).
serves as a holding area in the busy city south. Those that do linger
The wall itself is especially enchanted in other ways, and is highly in the prison can look forward to a lifetime of servitude as slaves
magic resistant (Spell Resistance is 20. Climb is DC 18. Attempts at upon release. The gaol has a prisoner capacity of 50: 30 single
either have a 60% chance of being noticed by the wall guards, occupant cells and two larger cells. The prisoner mix is based on the
and/or an encounter at street level; roll for both). There are many Slave tables (see Appendix A).
doors that permit entry / exit from the walls, but they are not
Anyone who lingers for more than six hours in the gaol is at risk for
intended for common use, being powerfully sealed (firstly with a
contracting Filth Fever each time they visit here due to the vermin
complex series of locks at DC 30 and each attempt will automatic
infestation (Dungeon Masters Guide p.75).
summon either (50% chance each) a Vrock or a Hezrou (Monster
Manual p.45)). There are three such doors between each guard Prison Guards: 10F2, 3F3, 1F4 (all male) See Appendix C for notes
tower section of the wall. They lead to a passage through the on standard equipment; 5 Medium Spiders, 2 Large Spiders
thickness of the wall to another door to the outside (with a 50% (Monster Manual p.210).
chance of either being locked as above or unlocked and
unprotected). (iii) The Noble Gate: The means of
It is difficult but not impossible to enter the city from a route other Those in the prison passage to the Noble Estates (north of
than the gate, but hazardous to say the least. Entry via the sewer is can look forward the city) is guarded by the female elite
one such possibility (and definitely hazardous!) Refer to (xii) below. to a lifetime of warriors of the Vault (though none are
servitude as slaves Arachnid Champions). They savour
the vicious fate that they may mete out
upon release.
(ii) The Gate of Entry: The gate of entry is guarded by an elite to those who would seek entry to the
group of male and female warriors (elite, but not resistant to noble lands without authorisation
corruption). Freedom of passage is allowed by the wearing of a (that is, those who lack broach or device and story). The elite
nauseating lime coloured cloak issued at a guard citadel at the warriors are led by Jysiln (C10 F5; if the DM has Sword and Fist, she
entrance to the Vault. The entrance structure is fashioned out of a might alternately be a C8 F4 Lash3), a powerful fighter and spy for
large block of black stone (similar yet different to the stone used to the high priestess of Lolth, Charinida (C14) who rarely comes to
construct the city walls – it is more blocklike and unfashioned). the city. The gate is shadowed by a huge statue of a spider with the
The block is warded with demonic and spider images, and face of a drow (the image of Lolth, the Spider Queen), with the
furthermore is protected by two sets of portcullis and murder legend carved immediately beneath: “Cahr Loltha Icidi”(In Lolth’s
holes. Embrace). The statue may be animated on the command of Jysiln
(treat as an animated object, huge – no bite attack. Monster Manual
Non-drow are expected to wear the (non-enchanted) lime cloaks p.17). The area is also patrolled by 6 wolf spiders (Medium sized
obtained from the Vault entrance or risk attack, whereas drow need Spiders. Monster Manual p.210) that are fanatically loyal to the
to wear either a broach of service or the device of a noble house to female guards and fight to the death. Selectively bred in the city
allow passage in or out of the city. Any drow not so equipped who spider farm, they are maximally endowed in all respects.
seeks passage would need a hefty bribe, a glib tongue, or a powerful
charm that is proof against drow spell resistance. Those who pass Female Elite Guards: See (i) Female Wall Guard. Jysiln is active at
through the city guard noble devices and broaches quite rigorously, the foot of the gate most of the time, along with the two F4. See
but those who possess the funds might be able to find and buy a Appendix C for notes on standard equipment. In addition to the 6
forgery. That still requires a convincing story and a non- medium wolf spiders, Jysiln is personally protected by two trained
distinguished face. Note that the guard contingent at this gate is huge wolf spiders (Monster Manual p.210) as befits her rank.
nowhere near as efficient as the guard roster at the Noble Gate. The
nominal commander of the gate of entry is Aloresque of House
Kilsek, a male noble (F3 W6). (iv) The tenements (“Zaszor slums”): Comprising over 90% of
the city, the tenements and slums are street after street and row
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 8

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

after row of housing for the residents of the city. For the most part, around the slums. It may be referred to as often as desired if
the buildings are between one and four stories tall and provide the adventurers are not wearing lime cloaks (at least every two turns).
most meagre of shelter but not comfort (city residents will typically Note that the nature of the denizens that prowl the tenement
seek comfort in the twin pleasure strips). Many of these buildings streets at night is remarkably different to that of the day (another
are connected by walkways and spider webbing, as well as other reason that the twin strips are always active – common drow flock
mysterious materials that look alive. Few people are brave enough there for safety).
to travel along these structures, as many large spiders claim this
area for their own. (v) The Noble Way: The length of the noble way is a walled street.
Tenement buildings are not subject to city-instituted maintenance, The walls are 25 feet tall and nine feet thick, making them slightly
and the ancient buildings (many are hundreds to thousands of less impressive than the city walls, and without doors – just an
years old) continue to stand owing to arched entrance at both ends. The walls are constructed of
the proceeds of theft by the residents. sheer stone (DC 25 Climb) and are enchanted to negate
Often buildings have collapsed into levitation (SR18 for levitation magic only, other spells can
piles, yet drow and others seek to claim affect the wall as per normal stone of this thickness).
the ruins for themselves, shelter being The noble way allows favoured merchant caravans and
at a premium in the city. To claim an noble groups to travel across the city without the
area of a building or ruin only requires distraction of beggars, thieves and other lowlies. Male
one to be stronger than the current fighters patrol it.
resident, and many drow have lost
their life when they have had to Noble Way Patrol (along street and atop wall): 10F2, 5F3,
confront a lurking demon, a human 2F4, 1F5 (male). See Appendix C for notes on standard
necromancer, or an illithid colony equipment
when they sought shelter. Add to this (vi) The Merchant Way: The merchant way is a walled
the prevalence of disease, the heat of street as per the noble way but it is not patrolled, and the
the air, and relatively poor sanitation walls are not as smooth (DC 17 Climb, being perhaps 20
(refuse and sewer facilities are feet tall and 7 foot thick, non-enchanted). It runs parallel to
maintained by undead, but all are Nedylene accompanied by one of her guards. the noble way. Observant adventurers may note that
hardly efficient) and it is little surprise uncleared rubble can be found at the base of the outside of
that the life expectancy of a drow in the city is little better than that the wall. The merchant and the noble way were constructed during
of an adult human (female drow being only slightly hardier than the civil war (under very heavy guard) forcing the displacement of
male drow in this regard). It is worth mentioning that the quality of residents of sections of the tenements—their homes were destroyed
housing and construction increases and the population density to make way for the construction. There is an empty section of the
decreases the further north one travels in the city (the existence of city between the two passageways of derelict buildings—
Sar-Sandarena, the fungal park, in the south of the city, is not an investigating the area for inhabitants and treasure could be
accident). interesting for adventurers who can somehow access the area
Once every six turns, a female drow patrol will be encountered, (access via the sewer is one possibility).
with a 25% chance of stopping any characters for questioning (that Merchant Caravan: F4W4 (male) 1-8, F2 2-12 (male), F4 1-3
is reduced to 10% if characters are wearing lime cloaks). Stopping (male), 4-16 bugbear bodyguards (Monster Manual p.27, each F1), 2-
characters is very likely to lead to hostilities. Should players fight it 20 slaves (see Appendix A) and 1-6 pack lizards (Monster Manual
out, the patrol is unlikely to receive reinforcements. News travels p.198 – as Giant Lizard but Dex 19 and Innate Spider Climb as a
fast in the city via the silent language of the drow; subsequent spell-like ability 1/day cast as a 3rd level sorcerer). See Appendix C
patrol encounters are likely to be very hostile. Movement via for notes on standard equipment
stealth through the city, and not attracting attention to oneself is
the greatest strategy for survival.
Female Patrol: 4F2, 2F3, 1F4 + two howlers (Monster Manual (vii) The Pleasure Strips:
p.121). Note that these patrols are composed of members of an elite “Do you come seeking pleasure or employment? Decide swiftly, for my time
Female Fighters Society, and the rigorous discipline of this facility is precious and either choice will cost you…”
allows each member an extra fighter-pool feat per two levels (above
normal game rule allowances). See Appendix C for notes on - Falayus, half-fiend proprietor of “The Dark Revel” house of
standard equipment. ill repute, Vel-murlaksh
A random encounter table is provided in Appendix B as a The twin pleasure strips snake through the city (“Vel-hishara” to the
suggestion for the bizarre denizens that may be encountered in and east and “Vel-murlaksh” to the west). Their length is a brazen
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 9

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

display of lewd debauchery. Every vice imaginable is catered (and Also in the side streets are hidden halls of drow dissidents. As may
some unimaginable, as well). Along the twin pleasure strips may be be expected, dissidents are young and male for the most part. A
found bordellos (in abundance), voyeur dens (often bordellos with notable hero for the cause was Nilonim, a passionate young male
a side business), drinking taverns, houses of pain, gambling stalls, drow who was arrested and sacrificed to the spider queen. Many of
drug saloons, spider dance halls, slave fighting pits and sale yards, the dissidents that he helped to nurture now carry on his teaching
and torture palaces just to name a few. Once again, the class of the in spirit, including Terigin, a long time companion of Nilonim and
establishment improves the further north one travels in the city. a competent and brooding fighter (F9, or F5 Glad4 if the DM has
The length of each street is illuminated by all manner of effects that Sword and Fist). Terigin has recently disappeared, and there are
provide subtle lighting (bright for the eyes of the UnderOerth those who suspect that he has been arrested and sacrificed, as was
races) and they include dancing lights, phosphorescent murals, Nilonim.
permanent illusions, caged fire beetles, lichen frescoes and similar
effects. Indeed, while the rest of the city cycles between peak
activity and slumber, the strips constantly bustle with movement. (viii) Thes-slis, the dumping ground:
A random encounter table is provided in Appendix B as a “Thes-slis – the largest burial ground in the city… except perhaps for the
suggestion for the bizarre denizens that may be encountered along sewer, the fungal park, the Grand Temple, the wizard schools, the gaol…”
the strips. It may be referred to as often as desired if adventurers are - Warden-mayor Shirvala to a visiting Marilith
not wearing lime cloaks (at least every two turns).
The great dumping ground of the city is little more than the
Male Drow Patrols: 5F3 and 2F4 (male) - encountered every three decaying remnants of a particularly poor section of the city
turns, 10% chance of stopping characters for questioning (comprising no less than three city blocks). Here, refuse was
(regardless of whether or not they are wearing cloaks). Note that dumped after the buildings collapsed after a great magical battle
these patrols are composed of members of an elite Male Fighters and it remains as a place of great danger. Within the massive
Society, and the rigorous discipline of this facility allows each garbage mound may be found the remains of those who died in the
member an extra fighter-pool feat per two levels (above normal city (of natural causes or otherwise) and their possessions. The
game rule allowances, but this stops at 6th level and then progresses truly desperate come here in search of food and shelter, but must
as normal. The reason being that fighters of such calibre are no fend off the creatures that shelter there. Even lingering nearby
longer under tuition). See Appendix C for notes on standard predisposes one to contracting a debilitating disease (any of table 3-
equipment 14 Dungeon Masters Guide p.75 as the DM wills). The unwary may
The blocks around the twin strips are the sites of wondrous find that they will add to the mound of refuse that is the
buildings, which are more often the destination of visitors to the mausoleum of the city.
city (though getting past the pleasure strips is hard enough for Refer to Appendix B for suggested random encounters in this area.
some). Often, seekers can (and do) find any non- (major) artifact
magical item in the city if they pry hard enough (up to the GP limit
for the city). Seekers are always welcomed, as they bring wealth, (ix) The Grand Temple of Lolth / Spider Farm: The largest
spells, secrets and supplies for the drow wars against UnderOerth building in the northern section of the city serves as the Great
races (it does not seem to bother the drow at all that they are Temple to Lolth and the Spider Farm for the city. It appears as a
obtaining supplies from their enemies for use against their large spider hive, with sections of stone just visible through the
enemies… and other drow). See Appendix B for some examples of spun webbing. The temple has two sections: firstly, the common
the seekers who come to Erelhei-Cinlu for business and pleasure. sanctuary (usable by drow, though under the constant supervision
To be found are arcane libraries, halls of thievery tuition, of the clerics of Lolth), and secondly the inner temple for the staff.
impromptu (though competent) schools of magic and even The temple is under the “direction” of Edralve (C6 F6, or optionally
temples to non-sanctioned deities (in the eyes of the nobles, only C5 F4 Duel3 if using Sword and Fist). Formerly a slave lord of the
Lolth is sanctioned). Those who seek may find shrines to Iuz (the Pomarj (as an atonement for a past indiscretion), she has returned
Lord of Pain who has more than a passing interest in the drow), to the city and is in favour with Lolth. As such she wields
Incabulos, Nerull, Vecna and Zuggtmoy (as patron of “fungal” considerable prestige and freedom in the city (perhaps even more
pleasures). Interestingly, there are those who offer token respects to so than the warden-mayor). Note that she is not yet an Arachnid
neutral deities such as Boccob, Norebo and Kurell (though this is Champion, but is very likely to become one.
hardly common or widespread). Somewhere among the The spider farm is the larger part of the structure proper. Only drow
backstreets, a forgotten and hastily erected shrine to Pholtus may nobles may enter the spider farm, and all manner of lethal spiders and
be found, said to have been left by one of the giant slayers many crossbreeds lurk and seek to feed on arrested prisoners and lazy slaves
years ago. Those who know of it have said that it resists corruption. before they are released into the city or selected for transport to the
The Arachnid Champions are on a crusade to desecrate all such noble lands. It is home to approximately 100 small spiders, 75
shrines based on a non-subtle omen from Lolth. medium spiders, 50 large spiders, 25 huge spiders and two gargantuan
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 10

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

spiders (Monster Manual p.210). The overseer of the hive is Melrevee, On the other side of the Noble Gate (to the right) is a series of
a drow lich of indeterminate gender (Nec11 Exp7, lich template warehouses and storage bays for merchant caravans, pack lizards
Monster Manual p.216-217). Melrevee and his (her) staff have the and slaves for merchant caravans. These premises are patrolled by
absolute loyalty of all spiders in the farm, though that would not save male drow patrols. Within
him (her) if the Arachnid Champions came to subject him (her) to all manner of horrific the building is the city
inquisition (given the loyalty of spiders to the Arachnid Champions). cross-bred spiders may be armoury (and repository for
Melrevee is not encountered outside the hive. the guard towers). At work
found in the spider farms.
here can be found drow
All drow who attain six levels of experience in any class are brought
wizards, transmuters and
to the farm and transported to the planar domain of Lolth. All are
druids with skills in alchemy, craft as well as Brew Potion feats (5
returned from the trials that they face there. Those who are successful
W6, 4 D5). They are constantly at work manufacturing the drow
are retained by the drow nobles for any of a number of purposes
sleep poison that is used to coat drow weapons and bolts for the
(mostly involving servitude and absorption into noble houses). Those
UnderOerth wars, at the behest of the nobles (it should be noted
who have failed return as driders, and suffer a tortured existence by
that they have an endless supply of disobedient slaves upon which
the drow nobles that visit before being released into the UnderOerth
to test the poison, as inflicted by hand crossbow bolt as is the
to fend for themselves. Save for the sewers, the hive is the only place
tradition). They also create magical potions for profit and distil
in Erelhei-Cinlu where driders may be encountered. There would be
fungal juices to create drugs of pleasure…
12 driders in the warrens of the farm at any given time.
Male Armoury Patrol: 4F2, 2F3, 1F4 + two howlers (Monster
As the DM wills, all manner of horrific cross-bred spiders may be
Manual p.121). Note that these patrols are composed of members of
found in the spider farms as part of the total numbers, including
an elite Male Fighters Society, and the rigorous discipline of this
undead varieties, spiders with swords for mandibles, Phase Spiders
facility allows each member an extra fighter-pool feat per two levels
(Monster Manual p.150), etc.
(above normal game rule allowances with a cap at 6th level). See
Temple Staff: 5 C1, 3 C2, 1 C3 (female) and two glabrezu advisors Appendix C for notes on standard equipment.
(Monster Manual p.42, 45-46)
(xi) Sar-Sandarena: The great fungal park:
Spider Farm Staff: 5 F4C5 (female) and 5 F3W4 (male – favouring
“The fungus grown here would be enough to feed everyone in the city, save
enchantment and transmutation spells).
for the rich incentives to grow more… shall we say, lucrative crops?”
See Appendix C for notes on standard equipment. (The lesson of Crafus).
The great fungal park is a crafted wonder. A large partitioned
(x) The Noble and Council Chambers: Near the northern noble section of the southern wall to the west of the entrance gate, it
gate (and under the protection of the guards there) are a set of provides for the food and the pleasure of the city (which does not
connected and well-maintained buildings that serve as the council automatically make it available to all the inhabitants of the city,
chambers for the nominal ruler of the city: Warden-mayor Shirvala thus accounting for cannibalistic tendencies among drow lowlies).
(female noble house unknown, F8). She rules the city from the In the park may be found all manner of fungi, toadstools,
security of her fortified complex, which also serves as lodgings for mushrooms and lichens (including fungal and plant-based
nobles visiting the city on business (a group of support staff is monsters). All are grown under the close supervision of drow
constantly busy allocating quarters to nobles so that feuding nobles alchemists and druids as well as sentient fungi known as myconids
are not quartered near each other). It is worth noting that Shirvala (mushroom men) that have been enslaved by the drow. The
is only charged with preventing the city from collapsing, and is overseer here is a very old drow by name of Crafus (D6 W5 Exp3
little more than a figurehead. Furthermore, the buildings house a [drow male]).
number of lesser but intelligent demons that serve Shirvala Drow wizards are constantly busy creating and shaping crystalline
covertly as enforcers and trouble-shooters. That is to say, they terraces and sculptures to shape and support larger and
eliminate problems rather than solving them, though they have yet faster-growing fungi. A small number of male drow staff here are
to address the destructive problem of the Arachnid Champions secretly clerics that are devoted to Zuggtmoy (the demon queen of
(and are unlikely to do anything about the problem for a few fungi). They bless the growth here (whilst pretending to be
decades or so). wizards, sorcerers and druids, thus avoiding undue attention), and
Advisory Council: 3 C4 (female), 3 W3 (male) with 1 Nalfeshnee they often solicit the transport of refuse from Thes-slis (area viii) to
advisor (Monster Manual p.42), 4 succubus spies (Monster Manual aid in the growth. The slaves who work the grounds of the park are
p.41) and 2 Vrock enforcers (Monster Manual p.41) divinely and arcanely protected from intoxication and poisoning
whilst harvesting the fungi here (from the expenditure of Delay
See Appendix C for notes on standard equipment. Poison and Neutralise Poison spells). Porous fungal tunnels snake
through the park and are open to the city residents, who can see
the wonders of the park but lack direct access to them. Only
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 11

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Crafus and his staff have the ability to open portals through the Appendix A:
tunnels into the park at large.
Slave tables
Sar-Sandarena Staff: 10 W 4 (male), 10 D 5 (male) and 3 C4 (male)
“There are interesting parallels between the supremacist beliefs of the drow
See Appendix C for details of drow standard equipment. and the Scarlet Brotherhood. I admire their mirror methodology for
See Appendix B for suggestions for encounters within the park. dealing with dissenting viewpoints (namely enforced slavery until the
dissention ceases). It would be very interesting to watch a fight between a
champion representative of each group in a combat arena, though I would
(xii) City Sewers: The sewers are largely a network of tunnels imagine that such a battle would not last long. It would never occur to the
beneath the city rather than a functional facility. They have lapsed Brotherhood to cheat…”
into relative disuse due to blockage and poor maintenance. - From the private journal of the Fiend-Sage of Rel Astra
Theoretically PCs could access just about any area of the city via the
sewer, including those with elite spider and demonic guards (with Remember that slaves are brought and sold to meet just about any
grates leading into streets and piping leading into buildings for need that a drow master may have at the time. Most drow come to
sanitation and garbage disposal) should they choose to risk the appreciate the value of a hardy slave (as a trading commodity if
many health hazards (PCs are subject to any imaginable disease nothing else) and they are often pampered and well-fed (even if
whilst travelling through the sewer network, and a check should be they have no idea what they are eating). It is not below a drow
made for each character at least once per day. See DMG p.75). matriarch to pamper a highly-favoured slave and have him or her
attended by her male consort, just to illustrate a point.
The active sewer tunnels drain into the Pitchy Flow via large grates
(Characters of halfling or gnome size have a 35% chance of slipping Slaves need not grow complacent however. Should they earn the
through if unarmoured. Otherwise the grates are not enchanted disfavour of their cruel masters, they could easily be sent on a
and equivalent to locked iron portcullis DMG p.108, should PCs mission to assassinate an Arachnid Champion or desecrate an
wish to try and break in or out). The sewer tunnels are home to all image of Lolth (and have their mission denied as “an unfortunate
manner of unspeakable horrors, of which only a few are suggested. escape by a troublesome slave, unfit to fertilize the soil of the fungal
Noble drow are not found here (though it is possible that a fortified park.”)
tunnel from gate to gate may exist that travels under the city for use
by the nobles, if the DM desires). Slave Tables (1-4 appearing, of any mix)
Slaves will appear with a drow group – 3 C3 F3 (female) and 1 W2 F2 (male):
There is a 15% chance per hour that a tunnel section may collapse,
thus inflicting 2-40 damage on each character. This will not hinder 1. Goblin (War1, Monster Manual p.107-108)
character progress. 2. Hobgoblin (War2, Monster Manual p.119-120)
Theoretically, PCs could access any building or area of the city via 3. Bugbear (War3, Monster Manual p.27-28)
the sewer (thus bypassing elite guards on locations such as the 4. Derro (War2 or Adep2, Monster Manual p.80)
Noble and Council Chambers). To do so means that they would be
5. Human (F3 or Rog3)
entering buildings via sanitation piping and garbage disposal
structures – thus each character is subject to a disease check at least 6. Drow male criminal (F1 or Rog1)
once per day (see DMG p.75). 7. Troll (Rog3, Monster Manual p.180)
Refer to Appendix B for suggested random encounters in this area. 8. Troglodyte (F3 Adep1, Monster Manual p.179)
9. Kuo-Toa (Rang2, Monster Manual p.125-126)
10. Ghoul (Monster Manual p.97)
(xiii) City Rooftops: The rooftops of the many city buildings are
not necessarily any safer than the city streets. Many things may be 11. High elf (F3 or Rog3)
encountered on the roofs of buildings – from monsters hunting for 12. Grey elf (F4 or W2)
food to drow lowlies… also hunting for food. For the most part, 13. Gnome (F3 or Rog3)
travel across the rooftops is discouraged by the great many spiders
that nest and hunt there, and the lack of drow patrols. Many 14. Orc (War1, Monster Manual p.146-147)
buildings are connected above street level (where they have been 15. Gnoll (War2, Monster Manual p.105-106)
constructed at more than a storey in height) by bridges and 16. (F3, Monster Manual p.107)
connecting walkways, but so too are they connected by spider 17. Dwarf (F4)
webbing and other materials, some of it looking very lifelike. Many
who would seek to ‘disappear’ in the city come to the rooftops – few 18. Human (F5)
are those who do not receive their wish. 19. Half-Elf (F3 or Rog3)
Refer to Appendix B for suggested random encounters in this area. 20. Half-Orc (F3 or Barb 3)
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 12

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Appendix B:
Wild Cards (all are 60% likely to attract a drow patrol and two
Encounter Tables random encounters to themselves, and thus to the
Note that the DM has considerable discretion in the use of these characters):
encounters, and may dismiss any that are not campaign-specific. In (1) Tarwuch, keening prophet of doom. Insane male drow, C2
most cases, most encounters can be reused if they are rolled more (Ralishaz, CE Aspect);
than once, just using slight variations. The DM is also encouraged to
make two rolls and begin a conflict between those two encounters (2) Drow youths (four), members of the gender cult (A group of
that will threaten to engulf the PCs (especially useful if they are male drow determined to seek acceptance among drow females via
attempting to keep a low profile whilst in the city). veneration and cross-dress, a practice ill-tolerated by most). Each
NE, Comm1;
Another important point: If PCs are adorned in the lime green cloaks
that visitors and seekers wear, then they are mostly left alone unless (3) Rubhar-Cid, Ket gem merchant (Rog5, CE) and five gnoll
they are specifically looking for trouble. This is not always true of slaves (F2, Monster Manual p.105-106). Rubhar-Cid will attempt to
reactions by drow patrols. In rolling for random encounters (do so pick pocket a random PC;
often!), the DM is encouraged to consider: what is the reaction of this (4) Naylun and Dancid, two Wild Coast pirates (F6 Rog3, CE) in
encounter to the PCs? Will they offer to join the group? Will they an intoxicated state and looking for a fight (and Piper the
attack (especially if intoxicated)? Will they be leading them into a hedonist);
larger ambush? Are they seeking patrons for a business sponsor? Are
they secretly trapped in the city and seeking escape? And so on.
Encounter Tables for the Pleasure Strips (“night time”)
Check once per turn:
Encounter Tables for the Pleasure Strips (“day time”)
1. Male Drow Patrol (see vii) (on top of normal
Check once per turn:
encounter chance)
1. Male Drow Patrol (see vii) (on top of normal
2. 1 Greater Demon (Glabrezu / Nalfeshnee / Marilith)
encounter chance)
(Monster Manual p.42)
2. 1 Lesser Demon (Vrock / Hezrou)
3-6. Drow commoner (Com2 – courtesans, tavern workers,
(Monster Manual p.41-46)
hedonists, student agitators etc)
3-6. Drow commoner (Com2 – courtesans, tavern workers,
7. 1 Drow noble (discrete) (female F3 C3)
hedonists, student agitators, etc.)
8. 2 Drow nobles (less discrete) (male F2 W2)
7. 1 Succubus (Monster Manual p.41, 43-44)
9. Slaves (see Appendix A)
8. 1-4 Ghasts (Ghoul) (Monster Manual p.97)
10. Piper, a somewhat legendary noble gray elf hedonist
9. 3 Arachnid Champions (F3 C3 ArCh3)
(W9 ShadDanc4, NE) and Grayson, her loyal human
+4 Medium Spiders (Monster Manual p.210)
bodyguard (F10, LE. If DM has Sword and Fist, he is a F5
10. Slaves (see Appendix A) DevDef5)
11. 1-4 Drow Thieves (Rog4) 11. 3 hungry Phase Spiders (Monster Manual p.150)
12. 1-3 Wizards (drow or human, W6) 12. 2 Ogre Mage bullies (Monster Manual p.144)
13. 3 Female Drow Nobles (in disguise – F4 C3 each. 13. 2 Planetouched Tiefling students (W2 Brd5 NE) (Monster
See Appendix C for equipment) Manual p.151)
14. 1 Gray Slaad scholar (Monster Manual p.167) 14. Jo and Wrelack, 2 drunken humans (F5 Mon5 LE) (if DM
15. 2 rugged Human females (F7, Werewolves! has Sword and Fist, they are F3 M2 DrnkMst5)
Monster Manual p.220) 15. 3 Arachnid Champions (2 F3 C3 ArCh2 and 1 C7 ArCh5)
16. 1 Rakshasa seeker (Monster Manual p.153) (and for devious effect, 5 male drow F4 Rog3 Ass3 ambush
17. 1 Diseased Beggar (drow male Comm1. Successful hit inflicts them suddenly)
Mummy Rot equivalent – DMG p.74-75) 16. 3 Mind Flayer inquisitors (W3 C4) (Monster Manual p.136)
18. 2 Yuan-ti Pureblood researchers (Rang4 Sor5) 17. Drow Vampire (C7 F4 (female)) (Monster Manual p.222)
(Monster Manual p.190) 18. 1 Lich seeker (W17)(Monster Manual p.216-217)
19. Wild Card (see below) 19. Wild Card (see below)
20. Drow notable (see below) 20. Drow Notable (see below)
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 13

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

(5) Escaped dissident: Nayloj (Drow male, F2 W2, CN) frantically that they will possess is a bead of force (Dungeon Masters Guide p. 210)
begging for help with concealment (80% likely to attract attention each;
in this instance);
(10) Drow infant wailing for its missing parents, about to be
(6) Ulsoth, Human C7 ambassador of Iuz and five ogre bodyguards attacked by two Shadows (Monster Manual p.161). If desired (highly
(F5, Monster Manual p.144). Ulsoth wears his grinning skull robes encouraged!), the DM may elect for this infant to be an intelligent
openly beneath his lime cloak, and his revolting manner is Tiefling (Rog5 Sor5, CE, Monster Manual p.151-152) or Half-Fiend
ill-tolerated by the denizens of the city. He is looking for Piper the
hedonist; Encounter Tables for the Slums (“daytime”)
Check once per turn:
(7) Haer and Tralanth of House Darmen, (human male and
female, W9 Lor4 and W10 Exp3, LE), seekers of magical secrets 1-10. Drow Lowly (Com1 – workers, survivors, lepers,
who will be grateful for human company; beggars etc)
(8) Melbur (male drow, Rog1, NE), Simple-minded street urchin 11-13. Drow Thief (male Rog2)
lacking skill who will sneak attack the best-armoured character 14. Drow Female Patrol (see iv)
(critical failure); 15-16. Slaves
(9) Drow rakes (four – Rog4, CE), will attempt to coerce characters 17. 1 Medium Spider (Monster Manual p.210)
into an alleyway with the invitation of magical items to sell (using 18. 2 Arachnid Champions (F4 C2 ArCh2) and 2 Medium
the lure of a non-magical sparkling amulet). The only magical items Spiders (Monster Manual p.210)
19. Wild Card (see below)
20. Drow Notable (see below)

Sewer Encounters. Check every 2 hours: Encounter Tables for the Slums (“night time”)
1. 1-6 Ghasts (Monster Manual p.97) Check once per 3 turns:
2. 1-2 Otyughs (Monster Manual p.147-148) 1-3 Drow Lowly (Com3 – survivors and foragers)
3. 1-4 Large Spiders (Monster Manual p.210) 4. Drow Female Patrol (see iv)
4. 1 Glabrezu (Monster Manual p.42, 45-46) 5. 3 hungry Medium Spiders (Monster Manual p.210)
5. Tiefling and drow necromancer group (3 W9 [Tiefling]) 6. 6 Medium-sized Zombies (Monster Manual p.192-193)
and 3 W5 [drow male])
7. 2 Mohrg (Monster Manual p.137)
6. 1 Black Dragon (juvenile) (Monster Manual p.63-64)
8. 2 Annis (Hag) (Monster Manual p.115)
7. Vampire sewer queen (Jonest – drow hero) (Rog10
Blackguard5) and 2-5 Vargouille (Monster Manual p.221- 9. 4 Troglodytes (trapped hunters) (3 Ran3, 1 Ran4 C2)
222; 182-183) 10. 4 Kuo-Toa (trapped patrol. C2 Rog3. 1 is a C5)
8. 1-4 Troglodytes (Monster Manual p. 179) (Monster Manual p.125-126)
9. 1 Beholder (Monster Manual p.24-25) 11. 3 Allip (Monster Manual p.16)
10. 1-4 Shadows (Monster Manual p.161) 12. 4 Shadows (Monster Manual p.161)
11. 1-8 Escaped slaves (Appendix A – roll each one seperately) 13. 4 Dopplegangers (NE Rog4. One is also Ass4)
(Monster Manual p.60)
12. 1-3 Aboleth (and 2-5 Skum if desired) (Monster Manual p.15; 166)
14. 2 Spectres (Monster Manual p.169)
13. 1 Ghost (High elf Brd8 CN) (Monster Manual p.212-213)
15. 2 Arachnid Champions (F5 ArCh2) and 4 Medium Spiders
14. 1 Black Pudding (Monster Manual p.145) (Monster Manual p.210)
15. 1 Cloaker (Monster Manual p.37) 16. 2 Vampire Spawn (Monster Manual p.182)
16. 3-5 Mind Flayers (Sorc5, Monster Manual p.136) and 17. 1 Medium-sized Bodak (Monster Manual p.27)
1-4 slaves (see Appendix A Slave tables)
18. Adventure group in hiding (NG group: Elf male W6,
17. 2 Minotaurs (Monster Manual p.137) Human male F8, Dwarf female C10, or C7 WrPr3 if DM
18. 1 Gibbering Mouther (Monster Manual p.104) has Defenders of the Faith – Creation Domain)
19. 1-4 Driders (Monster Manual p.78) 19. Wild Card (see below)
20. Spirit Naga (Monster Manual p.138-139) 20. Drow Notable (see below)
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 14

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

(Rog5 Sor5, CE, Monster Manual p.215-216) with a taste for fresh (8) Neekus: Drow female (F7 ArCh3, CE) Bully and extortionist,
adventurer flesh. covets her Belt of Giant Strength (Strength 17 +4) (Dungeon Masters
Guide p.210). Seeking Piper the hedonist for inquisition;
(9) Volhom (“The Slime Wizard”): (Drow male W14, CN). An
Drow Notables (see Appendix C for standard equipment):
eccentric loner, fascinated by slimes, oozes and jellies. Has
(1) Shirvala: Warden-Mayor of Erelhi-Cinlu: Drow Female F8, CE. developed many singular spells of protection and conjuration. (DM
She will be accompanied by her two Vrock enforcers (Monster note, Volhom is rarely seen and may be human);
Manual p.41). She is bored and looking for an unmatched fight.
(10) Exelar: Drow male (Rang5, NE). A mercenary commander
(2) Edralve: High priestess of the City Temple of Lolth: Drow looking for talent to raid a Kuo-Toan shrine to the south of the
Female (CE C6 F6, or optionally C5 F4 Duel3 if using Sword and Vault. He has recruited non-drow in the past.
Fist). Always accompanied by 4 female drow (C4) and 2 medium-
sized monstrous spiders (Monster Manual p.210). Perhaps she is
looking for Naylun and Dancid, her lovers.
(3) Marleck: Master thief: Drow male Rog9 Ass4, CE. Always
shadowed by 5 drow males (Rog4). He is out looking for a rich
mark (and look at the group he has just found!)
(4) Crafus: Keeper of Sar-Sandarena. Drow male D6 W5 Exp3, NE Thes-Slis Random Encounters. Check per 3 turns:
(in service to Zuggtmoy). Always accompanied by Sewyll (when 1-9. Drow lowly (beggar, forager, street thief, pickpocket,
outside the park - Drow male W6 Exp6, CE). Looking for a drinking prophet of doom, etc. All Com1);
establishment that can accommodate his tolerances and credit line; 10. 3 Arachnid Champions (F2 C3 ArCh3. See Appendix D).
(5) Nedylene of House Despana: Drow female noble C9, CE 11. 1-4 Ghouls or 1-2 Ghasts (Monster Manual p.97);
seeking pleasure in disguise (anyone or anything will do); 12. 1-2 Otyughs (Monster Manual p.147);
(6) Aloresque of House Kilsek: Entry gate commander Drow 13. Ooze (Gray, Ochre or Gelatinous Cube)
male noble (F3 W6, CE) seeking pleasure (and not having much (Monster Manual p.145);
luck, either); 14. 1-10 Small Spiders (Monster Manual p.210);
(7) Jysiln: Gate Commander: Drow female noble (CE C10 F5. If the 15. 1-4 Wererats (Monster Manual p.220) or 1-4 Dire Rats
DM has Sword and Fist, she might alternately be a C8 F4 Lash3) and (Monster Manual p.56-58);
two huge spider bodyguards (Monster Manual p.210). Seeking Piper
16. 1 Basilisk (Monster Manual p.23);
the hedonist – ostensively for questioning;
17. 1 Huge Carrion Crawler (Monster Manual p.29);
18. 2 Night Hags (Monster Manual p.140);
Sar-Sanderena Encounters. Check per 3 turns: 19. 1 Flesh Golem (Monster Manual p.108-109);
1. Ooze Mephits (2-4) (Monster Manual p.132-134) 20. Violet Fungus (Monster Manual p.93-94)
2. Medium-Size Spider (2-4) (Monster Manual p.210)
3. Huge Assassin Vine (1) (Monster Manual p.20)
Rooftop Encounters (per hour):
4-5. Slave (see appendix- Slave Table)
1-5. 3 Large Spiders (Monster Manual p.210)
6-7. Drow Lowly (Com1, looking for food to steal)
6-7. 3 Ettercaps (Monster Manual p.88)
8. Carrion Crawler (1) (Monster Manual p.29)
8. 2 Harpies (Monster Manual p.117)
9. Umber Hulk (1) (Monster Manual p.180)
9-11. Drow Lowly (Com1)
10. Ogres (2) (Monster Manual p.144)
12. 2 Gargoyles (Monster Manual p.94)
11 Cloaker (1) (adapted to appear as moss bed) (Monster
Manual p.37) 13-15.5 Drow Bandits (Rog5 x4, Rog7As4 x1)
12 Dire Rat (4) (Monster Manual p.56-58) 16. 2 Aranea (Monster Manual p.19)
13 Shambling Mound (1) (Monster Manual p.162) 17. Grey Ooze (Monster Manual p.145)
14-16. Shrieker (1) (Monster Manual p.93) 18. 8 Ghouls (Monster Manual p.97)
17-18. Violet Fungus (Monster Manual p.93) 19. 1 Glabrezu (Monster Manual p.42)
19-20. Ooze (Monster Manual p.145-146) 20. 3 Gnome Adventurers (Svirfneblin F6 [x 2], Ill3 Rog3 [x1], NG)
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 15

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Appendix C: control. They do not recognise the authority of the nobles or the drow
patrols, and are thus greatly feared. They have been known, for
Drow Standard Equipment example, to disrupt public temple services to drag a cleric of Lolth away
(Nobles or in Noble service) – See Also Monster Manual p.86: for sacrifice to the Queen of the Spiders (which especially pleases
Lolth). Anyone faltering in such a service would likely become a part
Chainmail +1 (additional + every 3 levels to + 5 maximum)
of the sacrifice.
Buckler (+1 at 5th level, additional + every three levels to +3 max)
The Arachnid Champion is a dangerous foe, for no one in the city
Short sword +1 (increased enchantment as per chainmail) or Mace (if (drow or non-drow) seeks to incur their wrath, lest they be chosen for
cleric, enchantment as above) sacrifice. Public proclamations of the mercy of Lolth, or generous
donations to the Ul-Lolauri, are known ways to avoid their attention.
50% chance of either Hand crossbow (bolts coated with drow sleep
In many ways the population of Erelhei-Cinlu is terrified of the
poison per MM p.86) or Javelin
Arachnid Champions, because they are unpredictable individuals and
Drow patrols (but not wall guards) are drawn from graduates of an can declare any action or inaction an affront against the Spider Queen.
elite Female Fighters Society and a Male Fighters Society. Given the Nobles and female patrols do not obstruct their passage, and
intensive schooling and discipline (even for the drow) of these sometimes assist in the brutality in the hopes of achieving favour with
places, fighters in drow patrols possess an extra fighter-pool feat per Lolth. The Arachnid Champions are living embodiments of the
two levels up until 6th level (whereupon they no longer receive this jealous, brutal and chaotic nature of Lolth. The presence of the
benefit). Therefore a 6th level fighter will have received three more Arachnid Champion disrupts the long-term plans of the drow and
feats than a non-drow fighter. This applies only to the drow patrols their war against all other races of the UnderOerth. Lolth sees it as a
that are encountered on the Pleasure Strips (vii), on the streets of way to punish the drow for their lapse of faith, and plans to exert even
the tenements (iv), and in the armoury of the Noble and Council more control over the drow race
Chambers (area x) by sponsoring more Arachnid
Champions. By 591 CY, there
Drow on missions outside the city also come equipped with Cloak
are approximately two dozen
and Boots of Elvenkind (standard features in the UnderOerth). If
Arachnid Champions within
exposed to sunlight, all enchantment is entirely lost within two
the city (some having been
weeks and is entirely irreversible. Sleep poison is completely
killed by stealth).
corrupted on exposure to sunlight.
Arachnid Champions are
readily distinguished, as they
Appendix D: proudly and prominently
wear the symbol of an angered
Arachnid Champion (Ul-Lolauri) (Prestige image of Lolth, reared back to
Class) strike. Often a rapidly parting
“Would you die willingly for Lolth? I wasn’t offering you a choice, fool!” crowd is the first and only
warning that one gets. Woe to
- Orthola-Olois, Premier Arachnid Champion). any seeker who mistakes them
for a cleric of Lolth and
assumes themselves safe from
The Arachnid Champion is a special NPC prestige class available only their wrath! All drow desire
to a few drow that may be encountered in Erelhei-Cinlu. The Arachnid the status of an Arachnid
Champion represents a group that has awarded special favor by Lolth. Champion for the power and
They first appeared when a recent civil war was put down. During that freedom that it allows, they
war, Lolth became angry that many drow had turned to false gods and desire it as much as they are
had become lax in appeasing her. In retaliation, she blessed select fearful of this group. Arachnid
champions with powers to ruthlessly enforce her will and to Champions are definitely
prominently maintain the spider presence in the Vault. Their status recognised for their
outranks even that of the ordained clergy of Lolth, which results in dedication to Lolth. Some
much treachery and jealousy (which pleases Lolth). were commoners and some
The mission of the Arachnid Champion is to enforce the will of Lolth were once nobles. Most have a
and remind the drow that the Spider Queen is a constant and wrathful background as fighters or
presence in their lives. They use their special powers to freely and clerics (or both) but it is not
publicly commit acts of brutality in the name of Lolth, and make impossible to encounter Jysiln in a rare moment without her spiders.
examples of sacrifices so as to remind the drow of her pervasive Arachnid Champions with
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 16

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

levels as Wizards, Sorcerers, or Rogues. Arachnid Champions with feet. All spiders and driders recognise the favoured status of the
levels as clerics have abandoned the ordained church in the Vault, Arachnid Champion and obey without question (no matter how
but retain their powers due to their favour with, and devotion to, selfish the order) and will obey the will of a low-level Arachnid
the Spider Queen, and may gain additional levels as a cleric if they Champion over a high level-cleric of Lolth. No spider, drider,
desire (see spells per day below). retriever, bebilith or similar spider-form can ever be arcanely or
divinely compelled to attack her. In the presence of an Arachnid
Hit Die: d6
Champion, all spiders attack at +1 to hit per prestige level. (This is
Requirements: not cumulative for the number of Arachnid Champions that may
Race: Drow (female), Chaotic Evil, Worshipper of Lolth be present. If more than one is present, then use the bonus from
Base Attack: +2 the highest-level Arachnid Champion). Note that although no
Intimidate: 8 Ranks spider will ever attack an Arachnid Champion, they have no special
Sense Motive: 6 Ranks immunity from spider poison that may be used to coat weapons
Knowledge (Religion): 4 Ranks (Lolth has not abandoned her clergy completely).
Feats: Exotic Weapon Proficiency (Hand Crossbow, Whip)
Spider Freedom: The Arachnid Champion is not affected by any
spell or naturally-occurring effect that emulates the effect of a Web,
Class Skills: and may move at normal speed though webbing. She is affected
The Arachnid Champion’s class skills (and the key ability for each normally by effects that Entangle, Slow, Paralyse or Hold.
skill) are Balance (Dex), Bluff (Cha), Concentration (Con),
Lesser Spider Emulation: The Arachnid Champion may imbue
Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Innuendo
herself or a target with a temporary spider-like power of movement
(Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int),
or perception for as many times a day as she has prestige levels
Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense
(though an unwilling target is entitled to a Fortitude save, at -1 per
Motive (Wis), Spellcraft (Int)
level of Arachnid Champion). Each effect will last for two rounds
only. She may choose from any of the following:
Class Features:
• Spider Grace: She is allowed to move as if under the effect
Weapon and Armour Proficiency: The Arachnid Champion is
of Spider Climb, but may move at base speed and need not
proficient in the use of all simple and martial weapons and all
have bare hands or feet.
armour commonly used by the drow (mostly mace and short
sword). She does not gain any additional feats. She does not gain • Spider Perception: She is able to augment her ability to
any special benefits from casting arcane spells whilst in armour. intuit imminent danger. This takes the effect of the
Note that armour check penalties apply to the skills Balance, Hide, Uncanny Dodge ability that is a class feature for both
Jump, and Move Silently. Barbarians and Rogues (as if she was a 5th level Barbarian or
a 6th level Rogue). When under this enchantment, she has a
Spells Per Day: The Arachnid Champion gains no additional spell
dexterity bonus to AC even if flat-footed and may not be
casting ability beyond any that she has gained in any other class.
flanked (unless under attack by a Rogue or Barbarian of a
(She may elect to gain levels in a class with spellcasting ability if she
higher level. See PH p.25 or 48).
chooses, though the preferred advancement path favours the
Arachnid Champion class ahead of others). • Spider Strike: She is able to move with the speed of a
spider. Her base movement is increased by 10 for the
Constitution of the Spider: If the Arachnid Champion qualifies
duration of the effect and she gains an additional +2 to strike
for an attribute increase while gaining levels in the prestige class,
for any one attack during the duration.
she may only increase her constitution score (Lolth controls their
fortitude but prevents them from developing any other attributes Lolth’s Web: The Arachnid Champion may cast an improved
that might allow an Arachnid Champion to become ambitious or version of the Web spell as many times per day as she has prestige
rebellious, thus straying from her cause). levels. It is identical to the Web spell in most respects, but the Web is
resistant to all fire, and inflicts 1d4 damage per round from contact
Spider Charisma: All Arachnid Champions possess the ability to
poison and shearing damage. The Arachnid Champion may move
communicate telepathically with any spider or drider within 30
Class Level Base Attack Fort Ref Will Special
1 +1 +0 +2 +0 Constitution of the Spider, Spider Freedom, Lesser Spider Emulation
2 +2 +0 +3 +0 Lolth’s Web
3 +3 +1 +3 +1 Enhance Spider
4 +4 +1 +3 +1 Greater Spider Emulation
5 +5 +1 +4 +2 Exalted Spider Form
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 17

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

freely in Lolth’s Web and is immune to the poison and shearing


damage.
Enhance Spider: The Arachnid Champion may specially enhance
as many spiders as she has prestige levels. This effect is usable only
once per day. Affected spiders are willingly and instantaneously
transformed into a spider of the next size category and gains +1 to
hit for the duration of the effect (2 rounds per prestige level). For
example, a 3rd level Arachnid Champion could instantaneously
transform three medium spiders into three large spiders for 6
rounds. At the end of the effect, any spider is returned to normal
and is not healed of any damage. This effect requires spiders to be
present, as the Arachnid Champion may not summon spiders
unless she possesses prior divine or arcane ability to do so.
Greater Spider Emulation: The Arachnid Champion may imbue
herself or a target with a temporary, superior spider-like power for
as many times a day as she has prestige levels (though an unwilling
target is entitled to a fortitude save at -1 per prestige level). Each
effect will last for two rounds only. She may choose from any of the
following:
• Spider Mandible: She may briefly transform her facial
features into a spider-like form and make a venomous bite
attack as a medium sized spider, but striking at +3 to hit. She
may make attacks as normal with melee weapons but may
not cast any spells for the duration. The bite counts as an
additional attack at 1/round.
• Spider Claw: She may transform one hand into a venomous
claw that may make 1 strike as an unarmed weapon per
round. Each strike is at +5 base to hit (with damage as a
venomous bite attack from a medium sized spider). One
hand must be free to enable this effect, and no other attack is
possible.
• Improved Spider Strike: She may increase her base speed by
20 for the duration of the effect and gains an additional +4 to
base attack for any one strike for the duration.
Optionally, the Arachnid Champion may sacrifice a Greater
Spider Emulation for a Lesser Spider Emulation of four
rounds duration.
Exalted Spider Form: The Arachnid Champion may
Shapechange herself into the form of a large monstrous spider
(Monster Manual p.210). This lasts for five rounds and is castable
once per day only. In this form, she retains any spell casting ability
that she has. Furthermore, she is immune to all poison (or poison
like attacks or spells) and has a damage reduction of 3 for the
duration.

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002


Volume II, No. 3 Issue 14 18

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

The Paganhammer around both the farmhouse and barn, with himself and Janus
facing the front door. With the traps and Church Militant
by Issak Haywood surrounding the house, Reifus knew that Kanen had no chance of
e trembled as he stood waiting for the heretic. What could escape other than what his dark god would grant. Reifus stepped
make a citizen of the Pale become a heretic – especially closer to the door and heard emanating chants of dark magic from
one of this kind? The Church was his life. The Church within. He stopped and listened intently. He could almost
gave him life. And he was not even native to the land. understand the intonations. As he listened, Reifus imagined
something dark erupting from the oerth. The creature would
Reifus knew that one way or another, Kanen was going to face his
endanger the lives of his associates. Kanen might escape!
crimes, for today Reifus had command of twenty-one members of
the Church Militant, and he was not going to let the criminal slip “I heard chanting,” Reifus informed his compatriots. “He is
away so easily this time. summoning an oerth elemental, if I understand the words
correctly.”
“You are hereby commanded to come forth and face the crimes you
have committed against the Church of the One True Path!” Janus understood what this meant and shouted back to the others,
“Careful in the fields, something will be coming out of the ground!”
Reifus knew that this was just a formality, as Kanen would never
The cries of his fellows told him that his warning was too late.
voluntarily leave his sanctuary. The old farmhouse had been
“Damn. This waiting game has got to stop. We don’t know what
converted over to a shrine of evil, dedicated to Vecna, the once
power he has amassed and is saving, just waiting for us to become
human Emperor-Mage of awesome power that terrorized his own
exhausted. Reifus, this is your capture, call the order. Have Den stay
people some millennia ago.
behind to cover, and Theane to draw the elemental away from the
The other members of the Church waited with ease. Kanen was not wounded.”
their first capture, nor was it likely to be their last, and probably not
the worst. Some watched with
passing interest, as they knew
that Reifus’ statement was
nothing more than
regulation and thus
fidgeted as they
waited. Janus, on
the other hand,
watched Reifus’
every move. Janus
had sponsored
this raid, and any
mistake would come
back to him1. Prior to
accepting Reifus’ request
for this raid, Janus and the
other members
researched Kanen and his
alleged injustices against the
Church of the One True Path.
Kanen was more than a
common sorcerous heretic2, he
was a priest to an evil deity, Erupting from the pastures, the Oerth elemental creates a huge distraction for Reifus’ men.
and (the sheer thought of such
heresy made Janus and the other members of the Church Militant
“Call to order!” yelled Reifus, having to be heard over the crushing
livid with righteous indignation) Kanen was devoted to no lesser of
sounds of oerth being trampled beneath the huge rock and stone
an evil than the Whispered One himself – Vecna! Thus the raid was
elemental behind the house. The Templars and Legates3 were
not only approved but also given the highest priority.
fighting valiantly with their swords and maces but were on the
The members of the Church Militant had already cleared the losing end of the battle. “Den! Theane! Draw that thing away from
livestock from the nearby barn and placed many traps in the the others, and keep it busy for awhile.” Reifus knew that with Den
surrounding area, making secret paths to the doorways and closed and Theane out, both veteran Templars, things were going to be
windows. Reifus directed the other members to station themselves tough, especially with the groans and death throes of his fellows
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 19

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

lying on the ground. “Minly, you must retrieve the injured before
that treacherous monster causes any more havoc.”
This was not the way Janus said it should go, thought Reifus. I’ll get that
demon-spawn bastard if it is the last thing I do. He looked to his left,
signaled ready and was thankful to see the signal returned. He
knew that the beleaguered group on the right might not be ready,
yet he requested it nonetheless. Confirmation came gingerly, as it
appeared that Templar Lenard was unable to fully raise his hand,
having come forth from fighting the deadly oerthen force.
At the top of his lungs, Reifus yelled, “In Sashia’s name, I smite
thee!”4
All knew this was his personal battle cry and charged their
respective entry points at his order. Janus looked on and forced a
smile. With himself not participating (due to both his age and his
desire to see Reifus maintain control of the operation), both Den
and Theane fighting the ungodly beast, and Minly healing their Perhaps not the most pleasant final vision before an enternity of torture.
four injured companions, it was not going to be an easy capture, yet been distracted by the fiend for long enough; he was here to
everyone capable of moving towards the farmhouse did so. He capture Kanen. Let the Templars and Legates deal with this foul beast, he
hoped that Reifus would make his capture and a name for himself. thought.
This was his time. He would be one to contend with later in life.5
His flesh burned. He had forgotten the flames, and now they
Janus was proud of his protégé.
advanced up his back. The smell of burning flesh was strong in the
The Legates readied spells, and the Templars raised swords, axes and air, and Reifus did not know if the odor was emanating from
mauls towards the building as they rushed forward. Reifus was himself, those under his charge or as part of Kanen’s deadly
certain of the outcome. He knew Pholtus was on his side. He knew sacrifice. He saw Kanen standing in the center of a Symbol of
Pholtus had given him this test. He was Nyrondese after all, and Summoning. The Eye of Vecna on the infernalist’s black robes
needed to prove his faith to the Path. began to glow as he concentrated on his summoned demon.
Ignoring the pain and flames licking at his long hair, Reifus swung
The house exploded. Flames
his hammer at Kanen.
cascaded up the ancient
Pain. Suffering. Torture. Reifus watched his swing go wide; everything stopped, except the
wooden building as if it
were tinder on a bonfire. Those will be your rewards pain. “Ahhhh!” his lips let loose. It was not the wild swing that
Guinin, a Legate of some for summoning me to this distracted Kanen. The pain evident in the scream from the Pholtan
renown, was hit full force in shadow-wretched place. zealot caused a gleeful smile to crack his lips.
the face by flaming splinters
The momentary slip in concentration and confusion instigated by
and fell to the ground,
the scream provided the wicked Nalfeshnee7 the moment it
writhing in pain. Running forward and leaping over his compatriot needed. Turning from its dead and dying assailants, the demon
and through the flames, Reifus’ trousers caught fire. No matter, pointed one of its huge talons at Kanen, and in its deafening voice,
Reifus thought, I’m protected by the Light of Pholtus. it bellowed, “You! Now you will pay the ultimate price for
In front of him stood a twelve-foot tall demonic looking creature. distracting me from the war of Azzagrat in Demonholme.8 Pain.
Looking past the fearsome monstrosity and directly at Kanen, Suffering. Torture. Those will be your rewards for summoning me
Reifus yelled, “You heathen are in violation of the doctrine as to this shadow-wretched place.”
prescribed in the Pietistical!6 Place aside your weapons and send Reifus had to act fast. His friends were down or still outside
this demon back to the Abyss. You hereby face the Question of
battling the elemental and the blaze engulfing the house. Little did
Pholtus!”
he believe that this demon was making light or idle threats.
“Ahh you mortal fool!” boomed the voice of the demon. “Your Correcting his balance, Reifus’ hammer again swung towards
faith in your puny god is nothing compared to the power that I Kanen. Like the True Path that Reifus followed, the blow struck
hold. I’ll torture you and your sister’s soul.” true and shattered his nemesis’ leg. Kanen crumpled to the ground.
Reifus knew this demon was goading him, trying to seduce him The Demon Leapt Forward.
from the Path, but how did it know of his dear sister? For no more
than that mere second did he waiver, as his fellows came forth,
crashing through the burning walls and windows. With mauls and
maces swinging, they attacked the foul-smelling demon. Reifus had
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 20

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

1. Older members of the Church Militant are required to sponsor Atks +4 melee (Warhammer 1d8 crit 20 x3); AL LN, SV Fort +6, Ref
their apprentices during raids, especially during their first few +2, Will +3.
captures.
Str 14, Dex 12, Con 16, Int 12, Wis 12, Cha 12
2. Average citizens of the Pale believe that all wizards and sorcerers
Skills: Diplomacy +4, Knowledge (Religion) +4, Intimidate +6
are heretics, and many people accuse them of starting the world
spanning Greyhawk Wars. Feats: Blind Fighting, Power Attack, Skill Focus (Intimidate),
Sunder, Weapon Focus (Warhammer).
3. The Church Militant is formed of two groups. The Templars and
the Legates. The latter are priests of the Church of the One True Domains: Knowledge, Sun
Path that have shown both knowledge and dedication to the
Equipment: Chain shirt, Warhammer.
Church and Pholtus. Templars are usually fighters and paladins
(but other classes are represented) that are used when militant
force is required or as bodyguards for ranking priests and Reifus’ stats today (CY 591):
temples with precious relics.
Reifus, Cardinal-Commander of the Church Militant of the
4. When Reifus was fourteen his Nyrondese family was reduced to Church of the One True Path, “The Paganhammer”, male human
a squalid living near the Gamboge Forest. Due to the lack of (Oeridian)
support, which his family received from the community, his
younger and favorite sister, Sashia contracted fever, and as a Ftr6/Clr9; CR15; Medium Humanoid (6’0” tall, 38 years old); HD
result of their unhealthy lifestyle, she passed away. From the day 1d8 +3; HP 130; Init +6 (Dex, Improved Initiative); Spd 30 ft.; AC
that Reifus offered himself fully to Pholtus, he swore to keep her 20; Atks +20 / +15 / +10 melee (Warhammer 1d8 +1d6 crit 20 x3);
spirit alive, and bellows this whenever entering a battle. AL LN; SV Fort +13, Ref +9, Will +10.
5. This story takes place around CY 573, many years prior to Reifus’ Str 16, Dex 14, Con 16, Int 12, Wis 15, Cha 14
assuming command of the Church Militant. Skills: Diplomacy +17, Sense Motive +17, Concentration +12,
8. The Pietistical is the Holy Book of Pholtus, containing the books: Intimidate +20, Knowledge (Religion) +9, Language (Common),
Book of the Sun, Book of the Moon, Book of the Law, Book of the Language (Flan).
Good, Book of Knowledge, and the Book of Deeds. Feats: Blind Fighting, Combat Reflexes, Lightning Reflexes,
7. Nalfeshnee: Huge Outsider; HD 11d8+44; HP 93; Init +1; Spd Improved Initiative, Skill Focus (Intimidate), Weapon Focus
30; AC 28 (-2 size, +1 Dex, +19 natural); Atks +15 bite (2d4+6) (Warhammer), Weapon Specialization (Warhammer), Power
melee, +13 2 claws (1d4+3) melee; Face/Reach 10 ft. by 10 ft /15 Attack, Sunder, and Scribe Spell.
ft; SA spell-like abilities, smite, summon tanar’ri; AL CE; SV Fort Domains: Knowledge, Sun
+11, Ref +8, Will +13; Str 23, Dex 13, Con 19, Int 22, Wis 22, Cha
16. Equipment: Ring of X-Ray Vision, Cloak of Etherealness, Ring of
Protection +2, Amulet of Health +4, Warhammer +4 (Flaming),
7. Skills & Feats: Bluff +17, Concentration +18, Diplomacy +17, Chainmail +3 (Mithral), Scroll: Strength, Endurance, Plane Shift,
Hide +7, Knowledge (arcane) +16, Listen +26, Move Silently +15, Neutralize Poison, Spiritual Hammer, Cure Light Wounds (x6), and
Scry +19, Search +20, Sense Motive +19, Spellcraft +20, Spot +26; Righteous Might.
Cleave, Multi-attack, Power Attack.
7. For further information see the 3e Monster Manual, pgs. 42-46
8. The Abyss is known as Demonholme to both its residents and
many of its “visitors.” Azzagrat occupies the 45th, 46th and 47th
layers of the Abyss, and is home to Graz’zt. This particular
Nalfeshnee demon resides on the 46th layer, which is
illuminated from the ground, creating shadows that form in the
sky like columns. More information can be found on pages 99-
103 of the 3e Manual of the Planes.

Reifus’ stats during the story (CY 573):


Reifus, Templar of the Church Militant, male human (Oeridian)
Ftr2/Clr1; CR 3; Medium Humanoid (6’0” tall, 18 years old) HD:
1d8 +3: HP 31; Init +2 (Dex), Spd 30 ft.; AC: 16 (Chain shirt, Dex);
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 21

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

The Valorous League of Blindness widespread speculation outside of the organization as to the final
tally of membership within the League.
by Issak Haywood

The Organization
ollowing the beliefs and practices of the Church of History
the One True Path, the League promotes the In CY 443, Toth, the newly elected Theocrat of the Pale, added the
Pietistical primarily within the borders of Nyrond; Book of the Path to the Pietistical, which changed the state-
however, allied congeries can be found throughout sponsored benevolent Church of the Blinding Light to the doctrine
the Flanaess. These devoted followers of Pholtus prescribed by the authoritarian Church of the One True Path. During
promote his faith through conversion, quite often the latter years of “the Occupation of the Pale,”1 the often stern and
by force. Financial and political support for the heavy-handed Theocrat sent her cousin and counselor, Sister Buil, to
League has largely been through Prelates and other Rel Mord to negotiate for more autonomy in Palish domestic affairs.
church officials from within the Pale; the Palish ambassador in Rel The charismatic ambassador was instrumental in convincing King
Mord, the capital of Nyrond has always been the most ardent Dunstan I to grant the Pale, among other nations, emancipation in
endorser of the League and its tenets, harking back to the League’s CY 450.
very foundation. With the help of other dedicated followers of the Church of the One
Grishken of Midmeadow, a maniacal zealot of the Church of the One True Path, Sister Buil and Theocrat Toth completed the restoration of
True Path, is currently the ranking leader of the League. He is stern the true faith in Pholtus by forming the Church Militant in CY 452.
and strong in his faith in Pholtus and believes that anyone that does The Church Militant, formed to ferret out and expunge heretics,
not agree with him has strayed from the True Path as set forth in the heathens, and others not dedicated to the newly instituted Church of
Book of the Path. Thus they must be a fiend worshipper! the One True Path, created an inquisition within the Pale. In CY 460,
the Prelates of the newly freed Theocracy of the Pale felt that it was
Grishken’s second in command and most ardent foe is Carindrell of
time to take their inquisition to the heathens of the south (Nyrond).
Arndulanth, who has gained many supporters to the League’s cause,
as most of the townsfolk of Arndulanth have converted to the The faithful and obstinate captain of the Rel Mord City Watch, and
Pholtan way of life. Although he is not the locally appointed mayor, husband of Sister Buil, Hytan founded the Valorous League of
he is so popular that none oppose him. He is also credited with Blindness in CY 460. With open support from the ranking Prelates
bringing back the corpse of a Nalfeshnee demon a few years back within the Church, the League set out to convert those of other
and exerts this accomplishment both for recruitment and faiths, defend the faithful of Pholtus, and protect the Church’s
conversion. With such acts, Carindrell shows Pholtus’s glory to the interests within Nyrond.
faithful. He is also the local leader of the Knights Valorous, the elite With the strong support continuously offered by the Church
military force of the League. Militant, the League did its best to propagate and reinforce the
The “Slayers” are a small cult-like following in the Knights Valorous relationship. In CY 520, Prelates Tionon, Zakeria and Marshal
and led by none other than Zylinchin the Fiendfinder. They tour directed their Church Militant forces to eradicate a group of priests
much of the northern lands of Nyrond. Being one of the most and monks that had berated the Church for preaching that
outspoken and visible members of the League, Zylinchin has done communion with Pholtus is gained only through the Church. A
outrageous things, including the infamous “cleansing” of a shrine to quick sortie by the League ended the apostasy as it entered Nyrond’s
Incabulos in Midmeadow. These acts have garnered a large number border. The action saved the Pale from seeming to act as an aggressive
of converts, and many frightened nobles and peasants suspect that he force against Nyrond and further cemented the Pale’s support for the
is the one behind the “Midnight Raids” along the northern border. League.
The League supports two elite forces within its ranks. The Knights Throughout the years, the Palish ambassador, following Sister Buil’s
Valorous is based in and acts within Nyrond; its fraternal group footsteps, has been the biggest Pale supporter of the League and its
operates within the Pale. Carindrell maintains leadership of the actions. Ambassador Ivanic Temzien, the Grand Templar (considered
Nyrondese Knights while Avern manages those of the Pale. As a fanatic even among his Church Militant companions) has taken
originally planned by Hytan and Sister Buil, all three leaders must this support further and in CY 580 published his Lesser Nyrond
work together to accomplish the many goals of the League. It is Doctrine.
currently well known that animosity exists between Grishken and This doctrine prescribed the idea that northern Nyrond should
Carindrell, and this situation has often allowed Avern to assume secede to the Pale, thus allowing Nyrond the ability to handle its true
command when he otherwise might not. The difference of opinion border enemies such as the Great Kingdom, Iuz and the Bandit
between Grishken and Carindrell as well as the many tactics Kingdoms. In typical fanatical fashion, the League has not only
advocated by the League in its recruitment of personnel (Zylinchin sponsored this doctrine but has taken it as one of its tenets. This
has been known to conscript potential converts) has led to doctrine and unimpeded support for the League by Ivanic has been
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 22

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

labeled as one of the major factors in King Archbold’s eventual generous donations to the poor and oppressed peasants, conversions
downfall. to the faith of Pholtus came quickly, despite the rigidity required by
the League.
Although Zylinchin made many converts and allies near the end of
Today The Lesser Nyrond Doctrine is one of the League’s strongest
the wars, Cunal Huldane, a “bandit” that robbed from his father and
ideals and is often stated as:
raided the Pale, became one of the League’s biggest antagonists. The
“There is now only one hope of salvation, Pholtus of the Blinding Light. Only two often clashed when dealing with Count Blackmar Huldane,
those blinded to iniquity and its lures can hope to prevail in these terrible Cunal’s father, who ruled with cruel laws and enforced the edicts
times. Look at how the rich live while you travail to pay their taxes; is this made by a frantic King Archbold. Cunal, based in Barren Keep, often
right? But this is how Nyrond is. Hence, Nyrond must be hid in the Phostwood, and was protected many
changed, and we’re the men to do it, just as local farmers.
we are the men to root out the evil within
these lands which matches the evils of
Iuz and Aerdy outside.” Today
The League still encourages
secession to the Pale, and a few
Prior to the Flanaess-spanning
nobles in the northern lands have
Greyhawk Wars, the League was
either joined or now openly
seen by many Nyrondese nobles as
support the League (though
little more than religious rabble.
usually out of fear of a peasant
However, when Aerdy struck the
uprising). Yet other nobles from
first blow at Nyrond, the League was
both the north and south of the
one of the kingdom’s first defenders. The
kingdom dislike the League intensely.
soldiers and nobles on the borderlands
Many nobles, officers, and merchants
noticed the importance of the League,
disagree that Nyrond cannot protect
and attitudes shifted from avoidance to
itself from its enemies. In the south,
acceptance. On the Almorian borderlands
Farenne, a paladin of the Church of the
near Castle Blazebane, a group of junior
Blinding Light believes that the Pale is a land
Nyrondese military officers, fighting alongside a
of heresy, much like the Theocracy of Dimre,
squad of League members, renounced the directions
twisting Pholtus’s will and light. She argues strongly
and orders of their untalented and poorly skilled
against any alliance with the Pale, and condemns any
commanders and generals. These junior officers considered
talk of secession as treason. Duke Korenflass of Oldred has gone
themselves to suffer unjustly from a corrupt government that
so far as to place a price on Zylinchin’s head, as did Field General
promoted inbred relatives who lost battles that better prepared or
Myariken. In turn, Myariken is hated within the Pale and by the
knowledgeable leaders would have won. Colonel Zylinchin, one
League for his raids on Hawkburgh and other neighboring Palish
such overruled officer, joined the League during an orcish advance at
townships. (Myariken’s troops use the Phostwood as a staging area.)
Kurast’s Tower. After what should have been easily won battles
became muddled due to inept leadership, Zylinchin turned inward The League recognizes its detractors and fights against them by
and found a great faith in Pholtus. No longer would he follow the granting aid and protection to the peasants while supporting the
incompetence of his “superiors.” lawful rule of faithful nobles. This aid and the growing rumors of
demons, devils and corrupt nobles, keep the newly converted or
With the addition of Colonel Zylinchin, the League had numerous
easily swayed in line. Following the practice of Midnight Raids,
successes on the battlefield and freed many of the peasants from
made famous in the Pale by the Church Militant, the League has
subjugation by the cruel forces of both Iuz and the Overking. The
been able to rid the northern lands of Nyrond of numerous fiends,
Colonel and his lieutenants became known as the “Fiend Slayers,”
demons, devils and those who consort with such malevolence. Along
and took command from General Younard at the Battle of Arat in the
the Pale-Nyrond border, many men and women accused of heresy are
Almorian Border Lands. After the battle was won, the League gained
quickly hunted down, and days after such a raid, the remains of
a newfound respect from the soldiers and peasants of the area, but
burned or impaled victims can be seen to show others what becomes
the official Nyrondese position towards the League was further
of those who consort with the foulest of the foul.
distanced. (The officials hated the league. The local citizens loved the
league.) Eight months after Arat, at the Crest of Arike, near As the newly ascended king, Lynwerd I, reorganizes and attempts to
Womtham, Zylinchin once again became known and influential. His heal his lands, the Lesser Nyrond Doctrine remains a common belief,
“Fiend Slayers” slew a demon directing an attacking goblin horde. even among Nyrondese officials. However, many of the more
With fame and infamy throughout the northern kingdom and extravagant and outlandish tenets of the League are losing support.
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 23

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Thus the League has begun to withdraw and to curtail some of its years Grishken has not only
members’ actions. Also, the League has doubled its fund raising and lived within Midmeadow but tenets
charity efforts. Recently Avern, the Commander of the Knights has also supported open Display a “Perfect Knowledge of
Valorous within the Pale, met with Carindrell and Grishken. rebellion by the populace of the
Numerous members of the Church and League hierarchy were led to city; he plans on declaring it a the Laws of Pholtus.”
believe that this was merely a polite visit. However, those in the free theocratic city with the
coming collapse of Nyrond. ❂
know report that the few progressive Prelates of the Council of Nine
are disgusted by the continued excesses of Zylinchin and the feud Grishken: Male Human Uphold the teachings of the Church
between Grishken and Carindrell. Due to his position within the (Nyrondese) Clr 14; CR 14;
Pale-sponsored League, Avern’s words carry great weight, as of the One True Path, for it is
Medium-size humanoid; HD
evidenced by Grishken having recently asked Zylinchin to forestall 14d8; hp: 68; Init: +5; Spd: 30 ft.; the Way to follow Pholtus into
further Midnight Raids. Although still considered extreme and one AC 19 (Chain +3); Atk +14/+9
of the more hard-line interpretations of the Book of the Path, several Melee (1d10 +3 [crit:19-20/x2], the Blinding Light.
members continue the practice of literally wearing blinders or the +3 heavy flail (does x2 dam to

even more bizarre and fanatically holy act of putting out their left chaotic creatures); SA Turn
eye, showing that Pholtus’s wisdom and teachings are more than undead; AL LN; SV Fort: +9, Teach the children.
enough to show his Path to those truly faithful. This and other Ref +5, Will +11; Str 12, Dex 13,
personal, yet ardent, tenets of the League have seen a recent decline Con 10, Int 13, Wis 16, Cha 17. ❂
among recruits. Skills and Feats: Neither tolerate disrespect to the
Concentration (5 +9,
Diplomacy (4) +6, Heal (4) +6, Church nor allow any harm to
Joining Intimidate (3) +6, Knowledge come to its flock.
A person of absolute faith and devotion to the Church of the One (history) (2) +3, Knowledge
True Path is recognizable to the clergy and will be approached by (the planes) (6) +7, Knowledge ❂
members of the League. Once a person has accepted the request to (religion) (9) +10, Ride (2) +3,
join, the initiate must demonstrate a strong resolve towards Pholtus. Sense Motive (2) +4, Spell Craft Defend the clergy of Pholtus.
A League Sacerdotalist indoctrinates all new members and enforces (3) +5; Combat Casting,
Improved Initiative, Iron Will, ❂
memorization of the Pietistical and a strict adherence to the “Faithful
Leadership, Martial Weapon:
and Righteous Path” of the Church of the One True Path. Allow no person, beast or property
Flail, heavy, Scribe Scroll.
Upon indoctrination, the Sacerdotalist presents each new member to go without when you have plenty.
with a “Tabard of Perfect Knowledge.” Emblazoned on this bright Spells Prepared: 0: 6+1 / I:
6+1 / II: 6+1 / III: 5+1 / IV: 4+1
yellow and blue tabard is the League’s heraldry, which incorporates ❂
/ V: 3+1 / VI: 3+1 / VII: 2+1
the holy symbol of Pholtus. The tabard also displays a Knight’s rank
in the League. Just above the rank marking, Knights display an 0- cure minor wounds (2), light Convert unbelievers to the tenets
additional marking to designate whether they operate within the (3), read magic (1)
of the Church of the One True Path.
Pale ({) or in Nyrond (0). I- bless (1), cure light wounds
Dispatch those that resist conversion,
(2), detect chaos (2), doom (1) +
protection from chaos for they are not worthy of
Appendix A
II- cure moderate wounds (2), the Blinding Light of Pholtus,
Paragons of the Valorous League of zone of truth (2), consecrate (1), nor capable of following his
Blindness enthrall (1) + heat metal
strict True Path.
Bishop Grishken of Midmeadow, Cleric of Pholtus in service III – cure serious wounds (1),
to the Church of the One True Path, Leader of the Valorous daylight (2), prayer (1), searing ❂
League of Blindness light (1) + magic circle against
chaos Allow no person to proclaim the
Grishken, a 66-year-old zealot of the Church of the One True Path,
resides within Midmeadow. He is the leader of the Valorous League IV – cure critical wounds (1), teachings of Chaos, Evil or false cults.
of Blindness, and although his views are considered harsher than divine power (1), sending (1), Use force of arms when required to
most (he believes that anybody that does not agree with him is an discern lies (1) + order’s wrath
exile fiends, demons, devils or those that
active fiend worshiper), Grishken has yet to blind himself. He stands V – atonement (1), raise dead
6’2” with gray hair and blue eyes and peers down upon his subjects (1), dispel chaos (1) + flame preach such teachings.
with arrogance. His disrespectful attitude is most evident and strike
directed towards Carindrell, his second in command. For several
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 24

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

VI– banishment (1), blade barrier (1), word of recall (1) + hold carries upon his person at all times. His knowledge of the faith has
monster served him well, and the influence he has gained by it helped him
secure the complete obedience of the town of Arndulanth. After the
VII – dictum (1), resurrection (1) + sunbeam. Great Wars of Greyhawk, he and his loyal group of Knights Valorous
Domains: Law (cast law spells at +1 caster level), Sun (perform a and other members of the League not only dispatched a Nalfeshnee
greater turning 1/day). demon but also brought back its corpse. Having always felt that King
Archbold was a weak ruler, Carindrell ardently supports the Lesser
Possessions: chain mail armor +3; heavy footman’s flail +3, “the Nyrond Pact and continues to do so even with the rise of Prince
Blinder,” (does x2 damage to chaotic creatures); ring of mind shielding; Lynwerd.
wand of size alteration; brooch of shielding.
Carindrell: Male Human (Nyrondese) Ftr 5 / Clr 6 / Knight
Valorous 5; CR 16; Medium-sized humanoid; HD 5d10+5, 6d8+6,
Avern of the Pale, Paladin in the service of Pholtus and the 5d10+5; hp 110; Int +6; Spd: 30 ft.; AC 17 (chain mail +2); Atk
Church of the One True Path, Commander of the Palish +20/+15/+10 Melee (1d10 +6 [crit:19-20/x2], +3 bastard sword
Knights Valorous of the Valorous League of Blindness (detects evil 3/day); SA turn undead; AL LN; SV Fort: +13, Ref +5,
Will +10; Str 16, Dex 14, Con 12, Int 12, Wis 14, Cha 16.
Avern, a cold, devoted and hale man of the One True Path, is the Skills and Feats: Concentration (2) +3, Diplomacy (2) +4, Handle
Commander of the Knights Valorous of the Pale. While standing out Animal (3) +5, Heal (4) +6, Intimidate (3) +6, Intuit Direction (1) +3,
in a crowd due both to his tall, straight stature (6’3”) and the deep scar Knowledge (arcana) (2) +3, Knowledge (the planes) (9) +10,
crossing his unusable left eye, he is most often remembered for the Knowledge (religion) (8) +9, Listen (2) +4, Ride (11) +13, Sense
weapon he carries, “White Tail,” a dire flail. At 42, Avern has led the Motive (1) +3, Spell Craft (2) +3, Spot (2) +4, Use Rope (1) +3,
Knights Valorous for seven years, and he was instrumental in the Wilderness Lore (1) +3; Combat Casting, Exotic Weapon Proficiency:
battle of Atherstone during the War of Tenh. Lately, Avern has Sword, Bastard, Improved Initiative, Leadership, Mounted Combat,
noticed his power within the Valorous League increase because of Power Attack, Scribe Scroll, Shield Expert, Weapon Focus: Sword,
Grishken and Carindrell disagreeing on many matters. He has used Bastard.
his influence to apply pressure to those members of the League that
espouse some of the teaching that are supported by the Ebongleam, Spells Prepared: 0: 5 / I: 3+1 / II: 3+1 / III: 2+1
as well as to reduce the number of Midnight Raids held along the 0 – cure moderate wounds (3), light (2)
Pale-Nyrond border.
I: cure light wounds (2), doom (1) + protection from chaos
Avern: Male Human (Palish) Pal 8 / Knight Valorous 4; CR 12;
Medium-sized humanoid; HD 12d10+12; hp 88; Int +0; Spd: 30 ft.; II: cure moderate wounds (2), zone of truth (1) + heat metal
AC 16 (breast plate +1); Atk +19/+14/+9 Melee (1d8+6/1d8+6 x2), +3 III: cure serious wounds (1), searing light (1) + magic circle from
dire flail; SA detect evil, divine grace, lay on hands, divine health, chaos.
aura of courage, smite evil, remove disease 2/week, turn undead,
special mount, Detect Heathen x2/day, Faith Shield, Valorous Mount, Domains: Law (cast law spells at +1 caster level), Sun (perform a
Faithful Arms, Demon Knowledge, Smite Heathen; AL LG; SV Fort: greater turning 1/day).
+9, Ref +4, Will +8; Str 16, Dex 10, Con 10, Int 13, Wis 15, Cha 17.
Possessions: chain mail +2; sword, bastard +3 (detects evil 3/day);
Skills and Feats: Diplomacy (5) +9, Handle Animal (3) +7, Heal ring of shocking grasp; bag of holding.
(5) +7, Knowledge (the planes) (9) +10, Knowledge (religion) (6) +7,
Listen (2) +4, Profession (soldier) (3) +5, Ride (8) +8, Spot (2) +4;
Exotic Weapon Proficiency: Flail, Dire, Leadership, Mounted Zylinchin the Fiendfinder-General, General of the Nyrondese
Combat, Power Attack, Weapon Focus: Flail, Dire, Shield Expert. Northern Army Knight Valorous of the Valorous League of
Spells Prepared: I: 2 - cure light wounds (1), divine favor (1) Blindness

Possessions: breast plate +1; rod of flailing and dire flail +3, “White Zylinchin is without a doubt the most respected and feared
Tail;” special mount: “Blue” – heavy warhorse, HD 8; SD scent; Listen member of the League. His personal troops, those members of the
7 / Spot 7 – horseshoes of a zephyr. League loyal to him, “The Slayers,” are well known throughout
northern Nyrond. His most famous Fiend Finding was at
Midmeadow, right under the nose of Grishken, in which he found
Carindrell of Arndulanth, Fighter in service to the Holy Lands and destroyed a shrine to Incabulos. Signs of his passing can often be
of the Pale, Cleric of Pholtus in service to the Church of the found in the countryside. He has handed alms to many poor
One True Path, Commander of the Knights Valorous of the peasants, and they have responded by showing great faith in and
Valorous League of Blindness dedication to Pholtus. Also, the heads of heathens are often found on
pikes. These grisly signs show non-believers what a lack of faith can
The leader of the Knights Valorous is a fanatic of the One True lead to. Those most openly faithful support Zylinchin; as a result,
Path and demonstrates his faith with the weighty Pietistical that he local leaders are forced to support and offer aid to the League or face
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 25

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

rebellion. Others, however, despise both the man and the message Religion: A member of the Church of the One True Path
and have openly placed rewards for his head. Ride: 8 ranks
Knowledge (religion): 4 ranks
Zylinchin: Male Human (Nyrondese) Ftr 6 / Knight Valorous 9;
Knowledge (planes): 3 ranks
CR 15; Medium-sized humanoid; HD 15d10+15; hp 124; Int +4; Spd:
30 ft.; AC 16 (chain mail +2); Atk +20/+15/+10 Melee (1d8 +6 [crit:15- Feats: Armor Proficiency (heavy), Power Attack, Mounted Combat,
20/x2], +2 longsword, +4 vs. extraplanar creatures; SA Detect Skill Focus (ride).
Heathen x3/day, Faith Shield, Valorous Mount, Faithful Arms, Special: To become a member of the Knights Valorous, officials from
Demon Knowledge, Smite Heathen x2/day, Aura of Faith; AL LN; SV the Church of the One True Path and the Valorous League of
Fort: +11, Ref +5, Will +8; Str 14, Dex 10, Con 12, Int 16, Wis 14, Cha Blindness must find the applicant of staunch faith in the One True
15. Path and devoted to the cause.
Skills and Feats: Diplomacy (4) +6, Gather Information (2) +4, Class Skills
Handle Animal (2) +4, Heal (4) +6, Intimidate (4) +6, Intuit Direction The Knights Valorous class skills (and the key ability for each skill)
(1) +3, Knowledge (arcana) (1) +4, Knowledge (religion) (9) +12, are: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
Knowledge (the planes) (11) +14, Knowledge (geography) (3) +6, Intimidate (Cha), Knowledge (geography) (Int), Knowledge (the
Knowledge (local history) (1) +4, Listen (3) +5, Ride (16) +16, Sense planes) (Int), Knowledge (religion) (Int), Ride (Dex), Sense Motive
Motive (2) +4, Spot (3) +5, Use Rope (2) +2, Wilderness Lore (2) +4; (Wis), Speak Language (Int). See Chapter 4: Skills in the Player’s
Expertise, Improved Critical, Improved Initiative, Leadership, Handbook for skill descriptions.
Mounted Combat, Power Attack, Shield Expert, Spirited Charge,
Skill Points at Each Level: 2 + Int modifier.
Trample, Weapon Focus: Longsword, Weapon Specialization:
Longsword. Class Features
The following are class features of the Knights Valorous:
Possessions: chain mail +2; +2 longsword, “Daemon Slayer,” (+4 vs.
extra planar creatures); ring of free action; ring of sustenance; wand of Weapon and Armor Proficiency: Knights Valorous are proficient
enemy detection; wand of illumination. with all simple and martial weapons, with all types of armor (heavy,
medium, and light), and with shields.
Code of Conduct: A Knight Valorous must first attempt to convert
Appendix B
his enemies to the faith of Pholtus, usually in the form of a challenge
Knights Valorous Prestige Class to repent the nefarious their ways. If the conversion fails (as
determined by role-playing), then the Knight is free to dispense his
These dedicated members of the Valorous League of Blindness force of arms as prescribed by the tenets of the League. Failure to act
have shown their faith and devotion to the Church of the One True accordingly is failure to follow the One True Path. Knights that stray
Path and have proven themselves capable of defeating heretics and must seek atonement for their failure from a Priest of the One True
protecting the faithful. Path (see the atonement spell description, page 176 of the Player’s
Many members of the Knights Valorous are paladins, fighters or Handbook).
clerics of Pholtus. A few monks and rangers have become members
of the Knights Valorous as well. Wizards, sorcerers, bards and rogues “Demon” Knowledge (Ex): As a Knight converts heathens and
(due to their inherent wickedness) and barbarians (their chaotic defeats the minions of demons, devils and others unfaithful to the
ways) are barred from joining the League and thus from becoming a Path, his knowledge of such deviance increases out of need and
Knight Valorous. necessity; thus at 1st level he gains a +3 to his Knowledge (planes)
skill. Questions regarding demons specifically gain a +4 bonus.
Grishken is the leader of the Valorous League of Blindness. Avern of
the Pale and Carindrell of Arndulanth are the leaders of the Knights Heretical Lore (Ex): After a Knight has undergone his
Valorous (with the latter representing the Nyrondese faction of the indoctrination by a Sacerdotalist, he is extremely insightful of
Knights). They are all disciples of the Church of the One True Path, Pietistical Doctrine from the Church of the One True Path and can
and thus follow the teachings of the Pietistical as promoted by the easily discern the originating Pietistical Book as well as the false
doctrines from the Church of Pholtus and the Church of the
Church.
Ebongleam. This religious cognizance extends to religions of a
similar nature, such as those of Pelor, St. Cuthbert, and others with
domains in Law, Good, Knowledge, and Sun. On such Knowledge
Hit Dice: d10 (religion) checks, the Knight adds his class level to the check.
Requirements: To qualify to become a member of the Knights
Faith Shield (Sp): A Knight of 2nd level can project his faith on
Valorous, a character must fulfill the following criteria: others to protect them from harm. This is as per the Shield Other spell
Race: Human, Half-Elf (page 251 of the Player’s Handbook).
Alignment: Lawful Good, Lawful Neutral, Lawful Evil(2)
Base Attack Bonus: +5 Valorous Mount (Ex): As a Knight travels the heathenlands of
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 26

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

the Flanaess, he becomes so attuned with the various mounts he character continues to flee until a successful check is made. Checks
rides that often words and motions are no longer required to are made each round at the fleeing character’s initiative. This ability
communicate effectively. At 2nd level a mounted Knight gains a +4 to is useable once per day, or a number of times equal to the character’s
all Ride-related checks and suffers no penalties in combat. The Constitution positive modifier, whichever is greater.
Knight also gains the Ride-By Attack as a feat like ability with any
mount with which he has previously entered into combat or has had Aura of Faith (Ex): As a Knight travels the heathenlands of the
to make a Ride check at DC 15 or higher. Flanaess, his fame or infamy grows. His greatness, demeanor,
stance, and overall power exude from his being in a permanent 3'
Detect Heathen (Su): At 3rd level, a Knight can determine once radius. This power manifests itself when the Knight reaches 8th
per day if an individual, creature, supernatural entity or other level. The faithful and unfaithful alike can sense his strong
sentient being is a believer in the faith of Pholtus, i.e. this power magnetism, which grants the Knight an adjustment of 3 (either
affects any creature with Intelligence of 3 or greater. This free action positive or negative), as the Knight chooses, on all opposed checks
is at will. This ability may be used two times a day at 5th level, three (Players Handbook Table 4-3). An opponent wishing to overcome the
times at 7th level, and four times at 9th level. Knight’s presence must make a Willpower save vs. DC 7 + the Knight’s
charisma bonus + Knight’s character level. One attempt per day may be
Faithful Arms (Ex): Many Knights travel in devotional made, and once the Knight’s influence has been resisted, then no
solidarity, routing out evil, chaos, and demons. Such close further attempts are necessary. If the save fails, then the aura’s effect lasts
companionship provides any two Knights with an increased ability for 24 hours. For example: a Knight sitting astride his steed is quite
to combat their opponents. At 3rd level, each Knight receives a +1 to visible to the group of bandits hiding among the bushes. They would
all attack and damage rolls against a shared enemy in melee. This make a “morale” check to determine if they would attack, as they have
bonus increases to +2 at 6th level and +3 at 9th level. This bonus is in heard of the “terrible things” this Knight does to unbelievers. Likewise,
addition to any flanking or other bonuses that may apply. in a horserace the Knight would add this bonus to his Ride check to
Smite Heathen (Su): Beginning at 4th level, a Knight can smite win, with his fame causing the other contestants to second-guess
those mortals, aberrations and outsiders unfaithful to the One True themselves and thus to lose the race.
Path with one normal melee attack. (This ability can affect any Multiclass Note: A paladin who joins the League and its Knights
creature with an Intelligence of 3 or greater.) A Knight adds his Valorous may continue to advance as a paladin.
Charisma modifier (if positive) to his attack roll and inflicts 1 extra
point of damage per class level. If the Knight were to accidentally
smite a follower of his own faith, the smite attack has no effect but is
still considered used for the day. If the Knight has the ability to smite
evil, i.e. has levels in paladin, and is fighting an evil unbeliever (very Footnote 1 - Nyrond occupied the Pale from CY 359 – 450.
much a possibility), then add the character’s Knight and paladin Footnote 2 – The Church of the Ebongleam follows the “inserted”
levels together to determine the bonus damage. Fourth Book of the Ebongleam, which requires one to walk in Pholtus’s
Valorous Shout (Su): At 5th level and as a standard action, a darkness before seeing his true light. Those that follow his dark-light
Knight Valorous can proclaim his faith with such force as to cause path are permitted to join the League, so long as they follow the League’s
heathens to become stunned with awe. Victims within a 15' radius tenets.
must make a Will save at DC 13 + the Knight’s Charisma modifier or
be stunned for one round. (The radius increases + 5' every 2 class
levels. Thus it is 20' at 7th level and 25' at 9th level.) Those who fail the
save must flee in terror for 3 rounds at which time another
Willpower save may be attempted. Failure indicates that the
Level Title Class Level Base Attack Fort Ref Will Special
Armiger of Light 1 +1 +2 +0 +2 “Demon” Knowledge, Heretic Lore
2 +2 +3 +0 +3 Faith Shield, Valorous Mount
3 +3 +3 +1 +3 Detect Heathen, Faithful Arms
Resolute Knight 4 +4 +4 +2 +4 Smite Heathen
5 +5 +4 +2 +4 Detect Heathen 2x/day, Valorous Shout
6 +6 +5 +2 +5 Faithful Arms 2x/day
7 +7 +5 +2 +5 Detect Heathen 3x/day, Smite Heathen 2x/day
Knight Cotier 8 +8 +5 +2 +5 Aura of Faith
9 +9 +6 +3 +6+ Detect Heathen 4x/day, Faithful Arms 3x/day
Knight of Perfection 10 +10 +7 +3 +7 Smite Heathen 3x/day
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 27

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

An Interview with Robert J. Kuntz Adventure Crafting: DM Alternatives to Mundane Settings,” but I'll
summarize some salient extractions from the main notes here.
by Allan T. Grohe, Jr. grodog@pacbell.net
(c) 2002 Allan T. Grohe, Jr. and Robert J. Kuntz To begin with, let’s expand on the above-mentioned modules just a
bit, while noting that it was EGG who crafted the S3
Introduction location/setting; my work with that module was primarily on the
obert J. Kuntz is best known to Oerth Journal readers as the ship adventures and new tech. I’ll compare two already published
creator and player of Lord Robilar, one of the original module settings, Maze of Zayene and Garden of the Plant Master.
explorers of Castle Greyhawk, and later as co-DM of the
Maze of Zayene: You’re stuck in a dungeon with no adventuring
Greyhawk campaign. Born September 23rd, 1955, Rob was raised
supplies, a carpet which absorbs all matter keeps the party moving,
in Wisconsin in a very old family of dairy farmers, and graduated
strange encounters with new magic and monsters that keep PCs off
from UW-Whitewater with his BA in English. In addition to
balance, unsure. The overriding issue is to survive while figuring
decades of game design experience, Rob has extensive business
out what must be accomplished to escape. The setting quickly
experience, including owning/operating, sales management,
expands on these trials by using semi-elemental pockets controlled
marketing, and business consultation.
by the wizard, how the PCs must then deal with differing climes
For an annotated, comprehensive listing of adventures Rob has and those creatures indigenous to these, all while within a
written, see the bibliography of his Greyhawk works on truncated time period. Overall, very deadly as well as demanding.
http://www.canonfire.com/html/modules.php?name=News&file
Garden of the Plantmaster: No immediate way out; hostiles
=article&sid=125 Canonfire! Several of the questions in the
everywhere, food and water of dubious or magical quality;
interview sprang directly from those notes. Rob has also penned
nighttime encounters increase due to active light sources, spells do
three previous articles for the Oerth Journal: “Robilar Remembers:
not function in many instances, no sure sense of what is safe,
Erac’s Cousin” (OJ 1.5), “Robilar Remembers: Journey to the City of
whether that is current location, chosen direction, or interaction
the Gods” (OJ 1.6), and “Robilar Remembered: Lord Robilar & Co.”
upon encountering an inhabitant; again, new magic and monsters
(OJ 1.7). Rob’s long-time friend Douglas J. Behringer co-wrote the
keep PCs at odds to successfully challenge situations.
articles in OJ 1.5 and OJ1.7.
By comparing each module’s “elements,” you will note a similarity,
Rob’s most recent publishing projects include an updating of his
which I summarize as “Ultra-Challenging.” The key purpose in
Maze of Zayene series with Necromancer Games (originally
published by his company Creations Unlimited in 1987); the first
adventure, Prisoners of the Maze, has been published, and its sequel,
Dimensions of Flight, should be released in January 2002. Rob has
also written two projects for Troll Lord Games: Codex Germania (a
sourcebook on Germanic gods and myths), and Dark Druids (an old
Greyhawk scenario updated to D&D 3e); both should also appear
in January 2002.
Allan would like to thank Russell Bird, Scott Casper, Marc Tizoc
Gonzalez, Scott Gregg, and Gary Welsh for contributing questions
and ideas for questions to this interview.

OJ: One of the signatures of your published adventures has


always been their strange and unusual settings. Those that
spring immediately to mind include realms filled with
bizarre jungle/foliage (S3 Expedition to the Barrier Peaks
and The Garden of the Plant Master), mechanized/sci-fi
settings (S3 again, as well as your Machine level in Castle
Greyhawk), and extra-planar locations (To the City of Brass,
The Eight Kings, The Shadow Realms). What draws you to
these bizarre settings? How do you create them? Have any
been so odd or strange that they didn’t turn out to be good
adventuring locales?
RJK: I could write a separate book on this subject and will be
publishing several articles in a multi-part series entitled “Creative

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002


Volume II, No. 3 Issue 14 28

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

both is to strip away those comfort zones which PCs are familiar Overruling rules is quite an hilarious concept, really! Rules are
with, creating a big area of doubt. New situations, monsters, magic- extensions of people, not the opposite. I can discard, amend,
-anything out of the ordinary (i.e., outside of the Core Rulebooks)- augment, rules all day long without recourse to a tribunal to
-tends to keep the adventure fresh as well, forcing the PCs to deal ascertain correctness in doing so. The DM is the rule; he or she
on equal (i.e., uninformed) terms with such presentations. decides what rules to adopt and under what circumstances. This
Extending backwards a bit, fantasy is enchantment, and that simple fact seems to have escaped many DMs who let players
enchantment can be lost when everything becomes memorized or hound them about rules. If I don’t like a rule, you might as well
“familiar.” This freshness, unsureness and newness, keeps even the complain to the moon for all that it’s worth. It’s getting no play.
most bookish adventurer involved, and in turn requires a new level
of involvement from the DM.
OJ: Who were the most imaginative and successful players in
Therein lies the main reason why I design strange/fantastic
the games you ran?
settings. Not only do I find them more interesting than “earthly”
settings, but I find that they present avenues of newness for me RJK: Gary Gygax, Eric Shook (in his later adventures), James
which must be addressed, thus these adventures challenge me in Goodfellow, James Ward, Ernie Gygax, Mike Mornard, to name a
designing them. Hopefully that extra bit of time I spend in creating few.
the strange and different will keep the player and DM at the height
of their form in the game. So far I’ve had nothing but good
feedback on such scenarios. OJ: How did they influence your DMing, in terms of the
adventures you built, and the style of game you ran?
RJK: Two examples: EGG demanded some extra planning on most
OJ: Since D&D 3e has brought many gamers back into the
every occasion, as he was very thorough in the campaign setting I
fold, so to speak, what is your advice to folks who are
ran for him (versus straight adventure setting). The same, to a lesser
returning to D&D for the first time in years, or for those who
degree, for James Ward. Both, at different times, were very active (at
have never played earlier editions of the game?
first, daily for EGG, even if this meant updates, Q&A by phone) and
RJK: There’s a broad question! Returning folks have their interests longish (24 hour marathons) with Ward. This required a quick, on-
piqued for various reasons; whether the market sustains their your-feet, thinking process and because of the forward momentum,
interest or degrades it afterwards is for them to speak about, not a lot got accomplished. I appreciate players like this, as the
me. Same for new folks. I guess that I’d say this: keep searching. challenge is to take imagination and thus the momentum created
Our industry is a wide and inclusive one and oftentimes what we by this to levels never before reached or experienced by players and
see on the surface is not always representative of its many parts. DMs. The aforementioned folks were representative of that “class”
of player.

OJ: Do you find that you react more now to the


prescriptiveness of the rules in D&D 3e than you did to those OJ: You’re making a distinction between campaign play and
in earlier editions of the game? How much do you overrule “straight adventure” play: would you please elaborate on that
the rules and create new ones in your games vs. adhering to some more? Is this the distinction between your own
the letter of the law? campaign setting, Kalibruhn, and Greyhawk, or just between
campaign vs. one-off sessions, or something else entirely?
RJK: A campaign-oriented campaign, in my mind, takes hold when
RJK: In writing adventures I tend to stick to the rules, but use them
players settle their strongholds, rule over their land, and otherwise
sparingly. In adventuring, I use whatever it takes to get the job
act outside of the adventuring milieu in this manner. In both
done in such a way that doesn’t interfere with the pace of the
Greyhawk and Kalibruhn this entailed an inclusive way of
adventure. Pacing, IMO, is paramount in both instances.
orienting such matters, as in taking monthly orders from the
When you sacrifice pace, you make players wait. If they wait too players, adjudicating research projects, hiring spurts, training of
long and too often the game becomes turgid, like waiting in a men, patrol times/organization, etc, and in crafting DM-generated
dentist’s office, for example. People who are gamers still have part rumors and events particular to each area in question. With so
kid in them, whether they’d admit to it or not. They need to be many players, this oftentimes led to assessing more immediate and
involved, and not just in rolling dice or quoting rules ad infinitum. detailed orders when the PC and DM could get together, though
Involving them with an even pace which expands on the more often such matters were settled by phone or prior to the
adventure’s story is necessary to get them and keep them adventure in private meetings. We often set time limits on those
interested, thus keenly involved and motivated. I discard anything meetings so as not to forestall the adventure at hand.
which gets in the way of that goal.
EGG played at a higher level and commanded an army, so this
required organizing such information and DMing his inputs on
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 29

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

intended accomplishments. This was a layered part; adventuring they have worked within the skeleton since then and made it their
being the other part. But both were fun and challenging for the own distinct world; for others, it is not, as they wanted to see what
player and DM. Therein laid a lot of the real role-playing in the creative depths and enchantment levels would have been reached
game, in fact. Dealing with merchants, stone cutters, sages, new by its original creator. I fall into the latter category, and view it as
hirelings, instructing your chamberlain, assessing and assigning the tip of the ice-berg. If WoG in its original folio release was
tasks for your commanders, and integrating followers who had an tempting, imagine how much more original canon material was
active role in the management of your estate in so many ways. That forthcoming to enchant its fans?
required planning and forethought and many of our players were
very much up for the challenge. These campaign particles also
often led to very singular adventures and trials for the participating OJ: How much of your 3000+ pages of material is Kalibruhn
PC, thus the DM had to constantly be on his toes in monitoring and Greyhawk stuff? How much of your vault was mentioned
incoming orders and presenting timely feedback when necessary. in the bibliography?
This component was considered less a background dressing than
RJK: WoG material makes up less than 300 pages of the whole.
another serious and holistic part of the game. I sometimes wonder
if many DMs address this most interesting facet of D&D.
OJ: Did your DM style
change while running an
OJ: You are, perhaps, most famous as co-DM of the Greyhawk
adventure set in Kalibruhn
Campaign, but have also run your own campaign, set in the
vs. in Greyhawk?
World of Kalibruhn. Tell us more about Kalibruhn, and how
it differs from Greyhawk. RJK: Not really. The only
difference in style was perhaps
RJK: Kalibruhn has, like any fantasy world, gone through its
a bit more background
development process. I guess the real sad truth here is that while I
presentation and concentration
have so much written on its geography, social structure, races, gods,
in areas I really like in the
magic, pre-history, and so forth, I will never feel good about
game, such as political or other
releasing it as a product. Why? It’s just too close to me as its creator;
intrigues. Intrigue is
and as such, what I see as interesting and stupendous will be
fascinating to me, and I create
overlooked or criticized as unimportant or dry by consumers, and
and maintain elaborate
with good reason.
mysteries at the drop of a hat,
I did not design Kalibruhn as a publishable world to be played in; much to my players’ chagrin.
there is just too much information there to make putting it into Greyhawk was much more
print feasible, and I would demand that everything in it be printed, straightforward, as it had to be.
as it is a fully realized world. Now I can still adventure folks in it by We were DMing at a point where the game was finding its creative
extracting those parts for such purposes, but I am more interested, boundaries; it was not like today where people have all the pre-
perhaps as Tolkien was, in basing novels and other fiction off of it. made tools and books to work with.
I am not interested as a player or DM in seeing fully detailed
campaign worlds. My reasons are just: I have my own. Do I need
OJ: So, the mysteries of the eight-triangle star and cryptic
further examples? At this point, nope. Tolkien’s example is by far
references to the Lost City of the Elders (from WG5
the best fictionalized example of how far one can take his or her
Mordenkainen’s Fantastic Adventure), and Zayene’s
own fantasy world. I strive for that purity and expanse in my own,
machinations behind the throne (which began in WG8 Fate
and thus it may never be finished, although over 3,000 pages of
of Istus and continue in the MoZ series), and what-not are
material and 100+ maps are now extant.
your idea of “straightforward” mysteries? Just what do you
I cannot compare it to the World of Greyhawk as WoG has gone consider a more involved, intrigue-laden mystery?
through so many alterations/permutations. If I did so, I’d have to
RJK: I am referring to playing adventures as opposed to writing
do it with EGG’s original without all the many non-canon (I
them. Greyhawk had many intrigues, but the majority of examples
consider EGG's interpretation of his original world as the only
weigh heavily in favor of straightforward play. That is not to say
canon, BTW) additions. As he was never able to fully realize this
that it wasn’t inspired play, quite the opposite. Our best ideas and
world as it grew, that would be an unbalanced comparison.
sessions were oftentimes gleaned for adventures which were
For game worlds, WoG is still one the best in terms of framework. intended for publication, as in WG5’s case. WG5 was also heavily
The skeleton is there and you can flesh it out. However, just like rewritten and expanded. The notation style which Gary and I
Kalibruhn, there was a lot more destined for Greyhawk (product, adopted to keep the campaign moving along had to be expanded
world development) than ever got finished. To some this is good, as upon as we moved to publish such works. That allowed us to
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 30

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

experiment with many ideas without committing to any one of ran over the years. Which of them are your top three
these before they reached some point during playtest where we saw favorites, and why?
each as a real winner, something we just had to flesh out and
RJK: I’ve actually found more material to add to that list. Favorites
publish.
were by far my own castle El Raja Key and Castle Greyhawk. Why?
Examples of intrigue of course abounded within both of our They were a hell of a lot of fun to play in! EGG has a great style, so
worlds. City Greyhawk was a breeding pool for such mysteries, playing in his adventures was great; the same compliment has been
given its size, political makeup, paid to me and my adventures.
and proximity to the castle. I It’s a game, we thought, so let’s
actually prefer a game with a have fun. Pretty simple.
proper mix of both elements, but
tend to involve players at the
onset of an adventuring session OJ: What characters did you
with a climactic entrance, such play in Greyhawk, other than
as when a party enters a local bar, Robilar? What did they do,
one of its members gets and who did they adventure
punched in the face, or an arrow with? What were their fates?
lodges in a post next to the door,
RJK: I also played Nedlog (a
or a wild horseman threatens to
first level golden dragon), but
trample its members or nearby
had to retire him to DM and
citizens.
write. Bummer.
I like to begin games with
action, drawing the players into
a wondrous mode immediately OJ: According to some
and making them think within internet sources, Robilar was
the context of the setting, its trying to get the good crown
various apparent backdrops, of might, or magic. It was
thus involving them quickly in being held by an evil
the plot, of which many of these spellcaster. Tenser found out
aforementioned ‘hooks’ can and and beat him to it. This was
will most often lead to. This the event that caused Tenser
usually works to excite the to become good, and Robilar
players and gets them firmly to become evil. Is this story
rooted in their surroundings. true?
This is at once a straightforward RJK: Not factual. We were
approach which I also interlace looking for class-oriented artifacts when Tenser found the magic-
with the foreshadowing of intrigue. The guy who punched the user’s crown. Being a fighter, I was looking for the fighter
party member, they soon discover, has been waiting for two days counterparts of these, but ended up finding the orb of clerics,
while binging and seems to have lost his patience for some reason. instead.
The arrow was actually meant for him, not the players, and the
unknown horseman was a lure/distraction for the assassination
attempt, which failed at the moment that the PCs entered and the OJ: What did you do with the orb of clerics, having found it
drunk target went wild. Later he’ll be found dead. Why? There’s the but being unable to use it?
mystery, yet another hook, and the adventure; and it only took me
moments to create, but yet I now have a rapt audience. Take out the RJK: I took it overseas looking for an evil temple to the east (in
cloak and dagger and you probably have three drunken brawlers Lynn), and that is where Robilar’s history becomes lost and murky.
terrorizing a town. Which hook do I prefer? The former one, of
course. Intrigue is adventure at one of its highest forms. Everyone
loves a mystery. OJ: Jim Ward’s ‘Monty Haul’ stories from The Dragon’s heyday
featured characters wielding artifacts and relics as a
commonplace. What published artifacts and relics were
OJ: In conjunction with several web sites, you have recently present and active in the GH campaign that you and Gary
published a listing of the Greyhawk-related adventures you ran?

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002


Volume II, No. 3 Issue 14 31

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

RJK: Tenser and Robilar had the only two known artifacts (as OJ: Would you say that Greyhawk is more ‘grey’ because of
mentioned above). There were others, but EGG made it very their activities? Was Kalibruhn different in that regard,
difficult to obtain these. The Invulnerable Coat of Arn was actually perhaps being more (or less) polarized toward good/evil or
stolen by Skip William’s PC as he made to escape from the Dark neutrality?
Druids module, but a Vrock killed him before he could get away
RJK: Alignment to me is not what the game prescribes. Taking the
with it.
aggregate alignment and thus calling it black, white or grey limits
the idea of alignment. There’s good, bad and indifference in all
people. For example, take this far-out situation. A town with no
OJ: Heh. What happened to the Coat afterward?
ability to detect alignment is half filled with evil and the other half
RJK: The Vrock informed its superiors of the artifact’s location as it good. The evil are lawful evil merchants who depend upon the
was afraid to touch it, and it was brought back into the temple area. money derived from the good portion in order to fund black
Alternately I made Skip believe that it was not so invulnerable and markets abroad. The good population in turn receives goods from
was in fact shattered by the fall (the Vrock had TK’d him high into these unbeknownst operations which they need to survive and
the air and then let him fall to his death). That way, his story about with which to mine the nearby hills for gold. Who’s evil, neutral, or
the coat was always skewed. good at this point?
OJ: Also, what can you say about the roles of good and evil OJ: Did your adventures, in general, tend to reset (as EGG has
PCs in Kalibruhn and in Greyhawk? described with Tomb of Horrors, for example, running it as is
RJK: Just typical good vs. bad in Greyhawk. Within the limits of the for you, Ernie, and others at conventions), or were they
game the two roles didn’t differ much--both alignments generally dynamic with respect to PC interaction (as you and
adventured, etc. I deal with alignment differently in Kalibruhn, EGG have talked about with Castle Greyhawk)?
where everyone is considered neutral until proven otherwise. RJK: ToH was such a resetting adventure because it was meant as a
Notoriety tends to push affairs in either direction, making or solo adventure which EGG was playtesting on the many players.
breaking one’s ‘public’ alignment. In keeping with this, there was This is the exception to the rule, especially if the adventure was
no such thing as a Know Alignment spell, which I considered completed.
absurd. Examples abound as to why I adopt this mode with
alignment, best of which is the fact that in the real world we can as
real people talk with a mass murderer and come away with a ‘good OJ: Were there always adventures available that were such
feeling’ about him or her. “set pieces” so to speak?
RJK: The castles would be restocked on a timely basis by Zagig and
El Raja Key, making it playable for parties again. Great demand had
OJ: It sounds like many players portrayed evil characters,
us creating new adventures and restocking the castles faster than
which was strongly discouraged in AD&D (vs. OD&D?).
shoe salesmen on dollar day.
RJK: That’s a concoction at best to assume that D&D in any of its
phases (except with 2nd Edition, which removed the assassin)
curtailed alignment choice by discouraging it. Any such reference OJ: Did players compete to research, discover, and then loot
was probably added for the moral majority’s eyes and was not taken new adventure locations before others found them, or were
too seriously by players or DMs. they generally more cooperative?
RJK: Both. Oftentimes it was first come first serve; other times we
announced what the challenge would be. Other times people just
OJ: In addition, many of the classic NPCs were strongly
wandered around until we made something up or until they came
neutral, and would lend evil a hand, from time to time. How
upon the specific adventure area. There was no one set pattern.
did such characters and their actions impact individual
game sessions in general, and the campaigns as a whole?
RJK: The same as they would and do today, no doubt. There’s a OJ: You wrote one of the first short stories published for
chaotic interlude, suspicions bandied about, and the goody-two- D&D Quest for the Vermilion Volume in The Strategic
shoes gang up on the hapless thief or assassin which has done no Review. Have you published any other fiction?
wrong to them and as a lynch mob, kill them. That was attempted
RJK: No. But I did write three additional short stories and a novel
many times in Greyhawk and in my game. The idea of PCs playing
involving Drystaff’s character. I'll finish this cycle some day.
any alignment in both settings was never flinched at. For those
who wanted the color of a grandly evil PC, they got it, with all the
limitations and benefits that incurred; and vice-versa.

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002


Volume II, No. 3 Issue 14 32

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

OJ: Is Drystaff a figure from Kalibruhn, or is he independent fiction (epic vs. short fiction), and how do you think that
of that setting? How many stories do you envision in his influences your game writing?
cycle?
RJK: I’m sure there’s some crossover here and there but I just
RJK: He is independent. Three more novels are outlined, and one haven’t thought about it. I have been accused of having a very
short story. Beware the ‘Magicians Purplex!’ One other novel in the image-driven mind anyway, so I suppose descriptive parts tend
cycle has 100 pages finished, but casts another mage in Drystaff’s towards that end in both cases.
place as a supporting figure to an on-the-run thief. That’s Culinary
Delights.
OJ: What are you upcoming publishing plans, with
OJ: You have mentioned in past interviews that your favorite
Necromancer Games and Troll Lord Games? Any others?
authors include J. R. R. Tolkien, Clark Ashton Smith, and H.
P. Lovecraft. What are your favorite works by each author, and RJK: I am fulfilling my contract for four products through NG and
why? also taking some great ideas to TLG--especially the Dark Quest
series of adventures--besides pursuing other projects through TLG,
RJK: JRRT-- Lord of the Rings. The penultimate fantasy. It’s vividness
which might include novelizations of certain adventures we deem
and sheer magnitude are enthralling.
worthy of such. I am also very excited that Eric Shook and I are
HPL-- At the Mountains of Madness; “The Color Out of Space.” He working up a series of sourcebook/adventures to produce through
captures a blend of horrific/strange moods in these stories like no the most interested publisher, though this may not be either NG or
other author can. TLG. That will depend on the finished product and timing, etc.
That project is perhaps the best realized setting I have had a part in
CAS--So many of his stories are great. The Seven Geases is perhaps
creating as yet, outside of the City of Brass series. I am also
my best choice among the weird and fantastic tales he’s penned, but
examining PDF releases of some products, but that remains a big
many others are just as close by comparison. I love his black,
question mark. I am wondering about what the market reaction to
trenchant humor and the evocative tight-knit prose.
PDF is, especially if products are of high quality content.

OJ: Are you looking forward to the LotR movie?


OJ: So you’ll have additional books in this Dark Quest series?
RJK: Sure. I’m real critical of how they’re portraying Gandalf in the What can you tell us about those beyond Dark Druids?
previews and commercials and what’s with Arwen? You’d think
RJK: I’ll let Stephen Chenault at TLG announce the titles and what
they’d just stick to the book! Grrr! Call me a purest, but if Arwen is
he deems appropriate to be snipped from them for accomplishing
gallivanting about Middle Earth, then Tolkien will be doing back
that. The cover art is being created up front for all of the six
flips in the mound!
envisioned products in the series. They all tie together and again
make use of the many design elements I have previously
OJ: Have you ever played MERP (Middle Earth Role Playing, mentioned. There will also be a page at TLG devoted to the series
by ICE) or Call of Cthulhu (by Chaosium)? If so, what did you from design to completion, a place where fans can make input and
think of them? in turn be updated on the series with free downloads and articles,
projected art, and other news about it. This will allow us to not only
RJK: Played CoC. Too slow. Felt like I was in a dentist’s office! showcase Dark Quest but will provide timely articles and freebies,
(smiles). Could have been the GM. pencil sketches and interviews, etc. TLG’s board discussions on the
project and personal/company email addresses will be available. I
tend to think of this series as a send up to the D series by EGG,
OJ: How about CAS’ and Tolkien’s poetry? Have you enjoyed though they are in no way related by content or theme. The feel will
that as well? definitely be there, with dark brooding underground settings ala
RJK: Yes, like Clark Ashton Smith’s The Hashish Eater. He was Clark Ashton Smith and strange unfamiliar denizens lurking
feverish while writing this and boy does it show. What can I say around each corner. Read The Seven Geases by Clark Ashton Smith
about JRRT? All of his stuff is superb for one basic fact alone: it fits to get the general mood I’m creating, infuse it with several strange
with everything else. settings, and you have a start. Players beware!

OJ: It’s interesting that your favorite authors tend to polarize OJ: Who were the players who adventured in the Maze of
between epic-length fictions (Tolkien) and predominately Zayene series from the Greyhawk campaign, how’d they do?
short fiction (HPL and CAS), while all three wrote poetry to RJK: Eric Shook, many folks from my days in Whitewater, WI
varying degrees. What’s your preferred form for writing (some who I can’t remember by name), Joe Chrislaw, and others.
Given the length of the quest, we did well getting them through the
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 33

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

major portions of the second part, whereupon college let out and RJK: Very good! He is in fact the main catalyst, so to speak.
the adventure ended.

OJ: Are these adventures one big campaign, are they loosely
OJ: Who played the Dark Druids adventure? related (like S4 The Lost Caverns of Tsojcanth and WG4 The
Forgotten Temple of Tharizdun), or not related at all?
RJK: Lots more time was spent by the campaigners in this, as Jim
Ward and Skip Williams, Joe and James Goodfellow, and others RJK: They are very related along different lines and in different
took a stab at it. It’s been changed considerably from the original, ways, as there are two opposing plots which weave throughout
but many of the themes are still apparent. them.

OJ: With you and EGG working independently for both Troll OJ: Any other lost/forgotten gods hiding around the corner,
Lord Games and Necromancer Games, what is the likelihood like Dalt from WG5?
that the two of you will co-author a project for one of these
RJK: Always. Where else do unknown gods lurk than around
publishers (dare I suggest Castle Greyhawk)?
corners and out of sight! It’s when they come into human focus that
RJK: This seems to be an ongoing question, heh? WotC controls the my pen is moving. And there had best be a good reason for
“Greyhawk” tradenames, etc, as we are all aware of, so that summoning them other than to attach to them a name and some
complicates the process somewhat. Add to that that they do not abilities! Gods are not commonplace and in my world/works they
(often) work with outside designers and you add a minus to the operate in the background--that is not the same as working
pro/con category of ever seeing such. Would I look forward to it through intermediaries (organized religion). Their concerns are not
given the proper inputs making a celestial alignment? Of course. only with the “earthly”; but that is when folks most often see them
Outside of that, there is always the possibility of us collaborating at and experience their presence. I like fiddling with gods and what
any time. It would have to be the right project, and we just haven’t they are doing behind the scenes, otherwise I suppose that they’d
discussed that. become stock characters with no dimension, something quite the
opposite of what a god is supposed to be. Codex Germania from TLG
will best represent my views on gods. That mythology parallels my
OJ: Some of your early, Kalibruhn deities in that they are very elemental forces and are not
unpublished campaign work immortal.
is heavily Lovecraftian. Were
there ever plans to try and
publish modules more OJ: Does Codex Germania talk more about your philosophy
obviously Lovecraftian than of how to use gods in games? What else can you tell us about
WG5? that book?
RJK: No. There were no plans to RJK: Yes, my introduction and special preface outlines and captions
publish strictly Lovecraftian the chapters and indeed addresses within it the idea of how to view,
material. My interest in integrate and use deities.
Lovecraft stems from EGG
recommending I read his works
when I was 13 years old. Thus the flavor. Fomalhaut was a “house” OJ: Did gods motivate a lot of PC action in Kalibruhn or
adventure I crafted for excursionary purposes, as we did have HPL’s Greyhawk?
gods represented in the campaign at various points and places.
RJK: Not so much in Greyhawk. Kalibruhn is interesting for its
‘Nexus Points’ which my elemental gods tend to want to be near,
thus the establishment of temples in what are ‘power areas’ of the
OJ: How does your Kalibruhn god Tharzduun differ from
globe. That accounts for their spread to a larger extent. As far as
EGG’s Tharizdun?
influencing PC actions (got away from your Q), not so much, no.
RJK: I have never expanded on Tharzduun since his placement as The gods were always there but by PC interpretation somewhat
Tharizdun. I have created an alternate form of him which will be muted. They moved in other ways not as recognizable, however.
detailed in the Dark Quest series through TLG, with Dark Druids Intrigue again.
being Part 1 of that series.

OJ: You describe an idea that sounds very like Leiber or CAS’s
OJ: Will Tharzduun’s replacement figure in all of TLG’s Dark interpretations of the gods---as alien, strange forces that
Quest adventures, as a unifying foe/theme/element? manipulate the world for mysterious ends. Can you give a
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 34

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

good example of such divine manipulation from a game, and


how it played out?
RJK: The battle for the Temple of Reh-Pog the earth god. This came
about due to his final indifference in the matter of the ‘Nexus
Points’. (He is the god of indifference, as well). I do not have the
energy to describe the many months playing this out, but by the
time my best PCs figured out what was happening, it was too late
and the temple fell.
They interpreted it as an assault, even though the temple was
originally abandoned (indifference again). The gods saw it as a
poker chip. The remaining priests from all about the globe saw it, at
first, as an outrage, then joined their god and walked away from the
matter. I gave the PCs lots of hints about the indifference, but they
spent hours and days and weeks trying to make something out of
nothing. This would have actually played out behind the scenes if
left alone, but my PCs just wouldn’t do that. In the end, they felt the
same void as the worshippers of Reh-Pog and walked away.

OJ: As in Norse myth, have gods been killed in your games,


either through old age, in conflicts with each other, or with
PCs?
RJK: No. As elemental gods they were dependant upon another for
sources they could not produce on their own. However, the “Twelve
in Waiting” are alien gods who are foretold to arrive one at a time
and integrate with the elements of Kalibruhn. That’s where the real
power struggle takes place as the original gods either (literally) join
together to defeat this threat or are cannibalized.

OJ: We know Roger Moore drinks Mountain Dew to inspire


his creativity. What beverage(s) help you make deadlines?
RJK: Coffee. Hot. Black. Strong.

OJ: Thanks for taking the time from your hectic schedule to
talk to us! It’s been a pleasure to pick your brain about
projects past, present, and future.
RJK: You asked some good questions; I’m impressed! (Laughs).
When’s it my turn to tighten the thumbscrews?

Cover images from Prisoners of the Maze and Maze of Zayene: Dimensions of Flight are
(c) 2001, 2002 Necromancer Games, Inc., and are used here by permission.

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002


Volume II, No. 3 Issue 14 35

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Evil’s Changing Face Northeastern Vesve Forest


in the Vesve Forest In the Northeastern areas of the Vesve there is one area that is of
particular interest, the Velvet Empire. Ophioverdaurare, a very old
by Andrew Seale <aseale1999@mindspring.com> green dragon, rules this region. The area she controls is the Vesve
aka “Fallon the Wanderer, the Ranger/Sage of the Vesve Forest”
Forest that is north of the Deepstyl River and the Sepia Foothills
ince the Great Crusade undertaken by the Forces of that border the forest. Before the Greyhawk Wars she was content
Good commanded by King Belvor, the region of the to occasionally raid some gnomish enclaves in the hills and snack
Vesve Forest has under gone several changes. upon those who ventured close to her lair.
Hopefully, many of the denizens of the Vesve and
Ophioverdaurare lairs in the remains of an ancient Flan shell keep
its surrounding regions take advantage of the
knowledge that I have accumulated. on the edge of the Vesve Forest. The old keep was built upon a small
mine that used to extract copper, and here in the dank main gallery
After the Great Crusade, Iuz’s hold on the Vesve Forest loosened. of the mine Ophioverdaurare resides. The keep has since been
The Orcish forces in the service of Iuz also decreased in numbers rebuilt and garrisoned by her forces.
and have not been able to recover yet. Also, the defeats that Iuz
suffered in the south have had a ripple effect to those forces based During the ensuing chaos after the Greyhawk Wars,
in the Vesve. Ophioverdaurare raided several of Iuz’s warbands returning with
booty from Grabford and Crockport. She recovered two magical
After the Crusades various humanoid tribes that were in the items of interest along with a fair share of booty.
service of Iuz broke his control and moved into a “free” region of
the Vesve Forest or left it altogether. The areas under the sway of Iuz The first is Malach’s Ring of Metamorphisms. This allows the user
have also become smaller in size. The regions in the Vesve that were to assume any shape or size from a mouse to a dragon and keep all
once considered skirmish zones have moved to the east by five to of its abilities. If scanned with true seeing the only form that will
ten miles. be seen is that of the present form not the original. The ring has
several drawbacks, which will be explained. One drawback is that
Panshazek, the Lesser Boneheart commander of the region still this form is only good for 7 days, and then the wearer returns to the
rules from Izlen. He was one of the few commanders that did not original form for 1 day to allow the ring to regenerate. Also the ring
suffer a serious defeat and is still in favor with Iuz. He has actually causes the wearer to drift in alignment to the neutral side after a
received a promotion to become the commander of the western month of continual use. Thus if a Lawful Evil character wore it, he
march. would drift towards Lawful Neutral with evil tendencies. If a
Lawful Good character wore it, he would drift towards Lawful
Creatures Numbers Creatures Numbers Neutral with good tendencies. The other drawback is that long-
Jebli Orcs 1000 Jebli Orcs 19000 term usage causes the wearer to eventually become the creature
Celbit Orcs 2500 that it is portraying itself to be. This occurs after 3 months of
Celbit Orcs 13000 continually wearing the ring. The ring was designed as an
Hobgoblin 3000 Kazgund Orcs 3100 espionage device but fell into disfavor after the rings faults came to
Goblin 2500 Night Killer Orcs 2000 light over time. The only way to reverse the effects is to use a wish.
Gnolls 1000 Hobgoblin 1000 The other item she acquired was Zagy’s Ring of Magical
Ogres 350 Goblin 3000 Enhancing. This item allows magic users the ability to cast and
Trolls 50 memorize spells two 3rd level spells and one 4th level above and
Gnolls 300
beyond their current ability as long as they can use magic. The
Hill Giants 75 Ogres 300 drawback is that the wearer loses 5 hp permanently when they don
The above forces are tribal groups that are the ring; after that there are no ill effects even if the ring is taken on
Trolls 50
independent of Iuz’s command. and off multiple times.
Hill Giants 50
Losels 400 Once she realized what these rings could do (minus side effects)
she decided to use them to expand her power base and wealth.
Minor undead 6000
Ophioverdaurare adopted the form of a human woman and the
Human troops 4000 title “Velvet Queen.” In her new form she posed as a beautiful and
The above is the actual breakdown of forces stunning six-foot tall woman with pale skin and dark green hair.
in the Vesve commanded by Panshazek. She managed to convince several independent tribes that following
the “Queen” might benefit them. If they weren’t impressed with her
magical ability, then she returned as a dragon to push them along.
(Some of these groups are organized into various tribes that will be Over the last five years the Velvet Empire has grown and absorbed
explained later.) more humanoid forces.
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 36

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Several years ago, Ophioverdaurare’s body succumbed to the troops there and with her dragon breath inflicted horrible losses
malign effect of Malach’s Ring. She is currently trapped in a human upon them. Then she sealed up the cavern and declared the land
female’s body. She has been able to retain several of her Dragon hers. It can still be accessed from the Underdark, but it has not seen
abilities though. She still can use her breath weapon, magic use and much traffic.
resistance, and fear/awe aura. She cannot fly for obvious reasons
and cannot use biting and claw attacks. While at first dismayed
with her changes, she has adapted readily to human form. Iuz’s forces in the North are not
as strong as the forces available Creatures Numbers
The kingdom also has about 300 Jebli Orcs 3000
Creatures Numbers to the Central region.
humans and 500 gnomes living
in various communities Jebli Orcs 400 These groups are two sub tribes Celbit Orcs 2000
scattered around the kingdom. Celbit Orcs 400 of the main groups; the Jebli Goblins 500
Ogres 25 tribe is represented by The There are just two tribal groups under
Ophioverdaurare has a few
Tuskers. Jagged Eye represents Iuz’s control in the area.
specialist troops under her Goblins 900
the Celbit group. Both tribes
control also. The first is a Hobgoblin 700 have recently suffered severe defeats at the hands of the Velvet
Baklunish invoker named
Men at Arms 50 Empire and are not keen on repeating the past. Right now they are
Ahmred (wizard level 5). The
happy raiding the Wood Elf and Goblinoid lands. The Tuskers are
next is a trio of gnomish The above are Ophioverdaurare’s forces.
currently led by an Orog named Kosh who is a 6th level fighter. The
renegades (Snit, Talit, and Erzan)
Jagged Eye is led by a half-orc fighter/priest (Iuz) 6/4 named Karn
who are illusionist/thieves (4/4 in ability). The commander of her
Soth. Iuz’s commander for this area is a CE thief named Tilvan
forces is an ex-mercenary commander from Perrenland named Izak
Faltan (level 8). He resides with the Jebli in their encampment,
Scharzen (fighter level 9, LN). Ophioverdaurare captured him in
which is located in the center of the northern region. Both these
586 CY when she raided a merchant caravan. She was going to
groups have their lairs in a series of underground caverns. Both
ransom or eat him, but he intrigued her, so she decided to keep him
groups also have a gaggle of structures above their lairs to protect
around to help her feel more human. Izak was enthralled by the
them from outside intrusion. Each tribe employs about 250 goblins
image of the “Velvet Queen,” and captivated by her nature that he
that are used as porter/slaves. Both these tribes keep slaves
willingly offered his service to her. The two became lovers after
(Human 60%, Gnome 20%, hobgoblin 10%, Gnoll 5%, other 5%)
Ophioverdaurare realized that she was permanently contained in
about 100+/-.)
human form. Izak has become her confidant, friend and lover; he
would willingly sacrifice everything to protect her. Karn isn’t a particularly aggressive leader and is more interested in
grabbing a couple of elves for sport. He maintains a small harem of
The Velvet Empire effectively controls the Vesve woodlands that
captured elvish females, which he is always on the prowl to enlarge.
are north of the Deepstil River. Ophioverdaurare has created a
Karn realizes that he doesn’t have the forces necessary to challenge
buffer state between the Howling Hills and the Elves and Gnomes
the Elves outright and protect his flank from the Velvet Empire. To
of the Northern Vesve. She has opened a dialogue with the
ask for help would be a sign of weakness and would open him to
Gnomish Elders of Gildenhand and offered to protect them
being replaced by a more capable leader. Thus he is happy to
provided that they pay tribute to her. While they are not thrilled
maintain the status quo and occasionally raid the Elves and the few
with the situation, she has kept her word, and attacks by Orcish war
remaining woodsmen. He has yet to report the several defeats at
bands have been reduced to nothing. She has also incorporated
the hands of the Velvet Empire.
several smaller gnomish mining operations and human
communities on the fringes of the hills into her territory; these
groups also pay tribute to her. She has been completely honest in
her dealings with the gnomes and humans reflecting her lawful Goblinoid Lands
nature. The Wild Elf tribes in the north have rebuffed her offers of The Goblinoid Lands have some rather colorful inhabitants that
protection but make no move against her. She has honored their are particular to the area. The main force in the region is a huge
refusal and not bothered them. While the humanoid groups under tribe of Hobgoblins (1800), which goes by the name “The Iron
her command may not be as scrupulous as she, they fear her Horde”. This tribe is extremely well equipped and organized; they
enough to obey her commands. She does allow them to raid Iuz’s tend to favor Bakluni dress and attitude, which is peculiar for
lands and the Sepia Highlands/Wolf Nomads when they do get the hobgoblins. The horde is also extremely Lawful in their outlook.
urge to pillage. Twice in the last year she attacked two bands from They seem to worship the typical Hobgoblin Gods but with one
Iuz’s territory and crushed both, resulting in the loss of 250 Orc and extra one included. They have a god of war that is referred to as the
associated auxiliaries. One of the auxiliaries lost was Iuz’s deputy Blood Khan. The worship of this god seems to mimic some of the
commander, Baron Ragan Martyn, of the region! The greatest blow rituals of Hextor!
to Iuz’s forces was her raid on Waterwall and the destruction of its
entrance to the surface. She personally led her forces against the
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 37

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Their area of control is focused around the ruins of Delvenbrass. The “Flaming Eyes of Gruumsh” tribe controls the Northwest
The original builders of Delvenbrass had created a series of region; it is a group of xenophobic Celbit Orcs lead by Grekdenn
watchtowers and fortified moat houses that are positioned eight Celrurk, the Torch of Gruumsh. They are extremely hostile to all
miles to the North, South, East, and West of the fortress. The interlopers to their region whether they be orc or not.
hobgoblins regard the fortress as sacred and fanatically resist all
Early in the Greyhawk Wars, Grekdenn found an abandoned
attempts by anyone to approach it. They regard the fortress, as the
Orcish temple deep in the Vesve Forest. There he discovered his
residence of the “Iron Khan” who one day will return to lead them
mighty weapon, the Torch of Gruumsh. Since his discovery of the
to glory and riches. As far as anyone can discern, the “Iron Horde”
temple and the weapon, Grekdenn has come to believe that he is a
came to this region as mercenaries in the service of some Bakluni
favorite of Gruumsh and that One-Eye is also guiding his actions
Lord, but information is hard to come by.
towards great glory.
Every five years, the horde embarks upon a war of ritual cleansing
Grekdenn had considerable success in enlarging his forces
and attacks all non-horde creatures. The attacks are fanatical, and
throughout the Greyhawk Wars and the Great Crusade. Originally
the horde never checks morale. The last Jihad was in 587cy, which
he was the chieftain of a small tribe of Celbit orcs (200), but
was a shock for Iuz’s commanders and some of the local gnoll
through force of personality and religious fervor, he has managed
tribes. The hobgoblins slew well over 800 Orcs in Iuz’s service and
to enlarge his forces to around 1500.
a few hundred indigenous gnolls. Since then Iuz’s forces have given
them a wide berth. Luckily for them the horde is rather insular, so Many of his recruits are disaffected members of war bands
they normally don’t travel outside their lands. formerly in the service of Iuz. Others are Celbits who feel that their
own gods were supplanted by Iuz and are now rediscovering their
The ruler of the Iron Horde is a monstrous hobgoblin known as the
true roots. Whatever their motivations may be, they are true
Tar-Khan Ahroun. There are lesser leaders spread throughout this
religious zealots.
land and they are called Il-Khan’s. Also there have been persistent
rumors about an ex-Aerdi priest of Hextor that has taken up service The abandoned temple that Grekdenn found has now become the
with the Tar-Khan. center of the tribe. The temple has been restored to its former glory
and even expanded. Numerous cave complexes were discovered
Also in the Goblinoid region there are several tribes of gnolls and
around the temple and cleared of their inhabitants. These now
goblins. There two main tribes of Gnolls of note in the region. The
serve as the tribe’s new home. Several of the caverns go quite deep,
Howlers have about 210 members and are led by flinds. The other
and there are rumors that the Celbit have made contact with the
tribe is the Black Fangs and possesses about 280 members. The
Drow in the Underdark. The orcs are also known to take slaves
Black Fangs are interesting because they have some shaman in the
since Gruumsh demands sacrifices; in particular, elves don’t last
tribe that can actually command minor undead creatures.
long, since they tend to end up on the altar. But at any time, the
The goblins in the region number barely 1000 and they are tribe has around 50 (+/- 10) slaves. The breakdown is 50% goblin,
scattered about in 25 family groups. They are very timid and try to 20% human, 10% Gnoll, 10% Hobgoblin, and 5% Elf.
avoid confrontations when possible. When caught they are
The tribe has basically declared that a state of war exists between
typically impressed into service or have worse subjected to them. If
itself and all its neighbors. The Goblinoid Lands see the brunt of
approached by an amicable party they might be willing to parlay
this action since they are the weakest of all the neighbors. The
and swap information for food.
Elves and the foresters of the Vesve try not to tangle with “The
Several family groups of ogres and trolls inhabit this region also. Flaming Eyes” since Orcs do a better job of keeping out Iuz’s forces
They typically prey upon the goblins and gnolls, but once in a than they do. Why should they shed blood when orcs are willing to
while they snack upon orcs, humans or elves. These family groups do the job for them?
are small (2-8 members) and nomadic in nature. They do not
Orcish forces under the command of Iuz are loath to attack them
cooperate with each other and will fight to defend their hunting
also. Certain Celbit tribal groups have gone on record saying that
grounds.
they will not shed blood with them. This has caused Panshazek to
exchange several groups of Celbits with Jebli in order to keep
discipline within the ranks.
Central Eastern Vesve Forest
Panshazek is the principal commander of the Central Eastern
The central eastern Vesve forest region is completely under the
region. Since the beginnings of the Greyhawk Wars, he has been
sway of Iuzian forces except for a section to the Northwest that
charged with overcoming the forces of good within the Vesve
borders the Elvish Lands and Goblinoid Lands. The whole region is
Forest. While he hasn’t had much success, his command has not
extremely dangerous to enter because of the high volume of Orcs
suffered the disastrous losses that other members of the Boneheart
that travel throughout it and the various outposts within its
(greater and lesser) have to the south, north and east.
borders.

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002


Volume II, No. 3 Issue 14 38

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Panshazek’s forces are scattered Creatures Numbers Furyondian. These numbers tend to fluctuate because prisoners
throughout the central region. tend not to last very long in the dungeons. Currently three
Warbands of 50-200 orcs Jebli Orcs 9,000 prisoners of note are being held here.
constantly prowl the borders Celbit Orcs 6,000
The first one is Sir Galen Kendrick, a Velunese Knight of the Hart.
looking for battle, loot and Kazgund Orcs 2000 He has been a prisoner for about seven years now. He was
slaves. Several fortified camps
Goblins 1000 originally leading a scouting party through the Yatils to spy upon
have been established around
Hobgoblin 600 Ketites. His band fell to a large Orcish war band and was captured.
the area. Izlen is the major camp
There were several attempts to ransom him, but they were rebuffed
and is also where Panshazek Ogres 150 by his family since they did not believe that he was being held in
holds his council. Hill Giants 25 the Vesve.
Two other camps were Trolls 20 Galen is a broken man; years of torture and malnutrition have
established to help Iuz solidify
Losel 400 taken a toll of him. Even the orcs have forgotten about him.
his hold on the region. The first
Gnolls 300 Eventually some minor priest of Iuz will find him and send him off
post is called Darkleaf, which is
to Dorakka and finish the deed. If rescued, his family would indeed
located 100 miles west of Izlen. Human Troops 900
reward the party, and the Knights of the Harts (Veluna) would take
It was named for the great oaks (Various Abilities and Levels)
notice of the party too.
around the post and their Panshazek’s troops currently in the central
extremely dark colored leaves. region of the Vesve. Another prisoner of note is Caelbrock Garnetgotter, a gnome who
The fort is built upon the ruins hails from Gildenhand. He was traveling with a small merchant
of an old Flan settlement. The caravan of gnomes heading to Verbeeg Hill when they were
camp has a double wooden wall and several buildings of stone. It is attacked. Most of the group was either killed or captured in the
home to about 2000 orcs (Jebli/Celbit mix), 300 goblins and a raid. Caelbrock is the only survivor left alive at this time. He was
hundred hobgoblins. spared since he revealed that he is actually one of the sons of the
Laird of the Garnergotter Clan. The orcs are now trying to ransom
Several tunnels were constructed beneath the fort to house some of
him for a small fortune in gems and other concessions. If rescued,
the troops, and five ancient Flannish tombs were discovered.
the party would indeed receive a small fortune in garnets and the
Several magic items were discovered and quickly seized by the
friendship of the Garnetgotter Clan. Caelbrock, however, has the
leaders of the garrison. Rumors mention several axes, and a magic
wanderlust in him and would love to join a party as a NPC or a
staff was recovered, but more detailed information is sketchy.
henchman. Caelbrock is a 4/2 fighter/thief and is a decent scout
The current commander of this garrison is Tayln Elsireeve, a when he feels so inclined.
renegade drow. Tayln is a 7/9 fighter/mage of excellent ability. He
The final prisoner of note has a sad tale. Her name is Lady Airanna
never discusses how he came into Iuz’s service or from what clan he
Silverfox, and she hails from the City of Greyhawk. Before she was
is from. The entire garrison is terrified of him since he tore an
captured she was a conjurer of some ability (wizard level 5). She had
Orog’s arm out of its socket and beat him to death with it for not
joined a small party about five years ago to investigate the ruins of
showing him proper respect. He keeps an eye on the “Iron Horde”
Castle Greyhawk. After being roughly handled by a series of
and the “Flaming Eyes” and hopes they challenge him to a fight.
encounters, they used a teleportation spell found on a scroll to
The other garrison is referred to as Stonehold, and it is located 100 escape some golem-like creatures. The spell worked, but it botched
miles to the southwest of Izlen. It is an old Oeridian fortress that the destination at which they were to arrive. It sent them to central
has been repaired from the ruin that it once was. The outer walls Vesve Forest rather than the Garden Quarter of Greyhawk City.
are completely fixed and the inner buildings are almost complete. They wandered lost for several days until Gnoll mercenaries in the
pay of Iuz attacked them. The party was quickly slain except for
The fortress is completely obscured by the surrounding forest, so it
Airanna who was taken to Stonehold. She was about to be assaulted
is entirely possible to approach it and not even realize that it is
by the orc garrison when the fortress commander stepped in and
there. The fortress is currently being used as a springboard for
saved her.
actions against the sylvan elves in the central region.
Commander Archael decided that the fair Airanna would be his
The garrison of the fortress consists of 3000 orcs (Jebli/Celbit Mix),
pleasure alone. So for the last five years, she has been the Archael’s
200 hobgoblins, 200 goblins, 100 losel, 20 ogres, and 5 hill giants. A
concubine. While he has not been physically to her, she is
fairly large tunnel system was developed by expanding the
constantly reminded that if she does not perform her duties with
dungeons under the castle. About 20% of the garrison is out on
zeal and joy that the orcs always need entertainment. Airanna
patrol at any given time.
would have escaped years ago except for the fact that she gave birth
This castle has an extremely secure dungeon, and it contains a few to a daughter four years ago named Mistral. Archael also uses
prisoners of note. There are around 30prisoners being held. The Mistral as leverage and threatens to take her away.
majority of them are woodsmen, elves, and an occasional
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 39

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Airanna is desperate to escape Stonehold with Mistral. She believes cowardly by most orcs, since they fight using subterfuge and guile
that her daughter will eventually be taken away and brought up in and not massed attacks. They don’t do well in sunlight at all, but in
the service of Iuz like her father. She would rather fling herself and deep forest settings with little light they are quite deadly. It is
Mistral from the ramparts than see that happen. If anybody unusual for such a large force to assemble since they tend to move
attempts to rescue Airanna, they will also have to rescue Mistral. in small tribal groups, but Maskaleyne made various agreements
Airanna will even call out for help from the guards in order to with them including settling them on old Jebli tribal lands in the
thwart an attempt to remove her without Mistral. The mother is southern Vesve once it was recovered. To have their own tribal
located in Archael’s chambers while Mistral is kept in another lands is something that this tribe has desired for many generations,
section of the castle. If rescued, the Silverfox family of Greyhawk so they have eagerly taken service with the undead lord.
will reward the party with multiple gifts and praise. The heroes will
Currently there are three main
also win the patronage of one of Greyhawk’s most distinguished Creatures Numbers
posts in this region. The first
families. Jebli Orcs 7000
being Maskaleyne’s stronghold
Commander Archael is actually of Tenha descent. As a youth, he called Night’s Point. It was built Celbit Orcs 5000
was sold by slavers from Stonehold to Iuzian priests in 580 CY. He upon the ruins of an old shell Kazgund Orcs 800
proved to be an intelligent slave and won his freedom by slaying an keep that has been restored.
assassin trying to slay his owner. Archael didn’t show much Extensive dungeons have been Night Killer Orcs 2000
aptitude for or interest in magic or religion but showed promise as dug and built, and it now houses Hobgoblin 500
a warrior. He managed to win several promotions and was attached a fairly large garrison. The Goblins 500
to the Black Legion for a couple of years. When a need for a loyal garrison is made up of 1500
Gnolls 100
commander became available, the high priestess Althea pushed his Night Killers, 1000 Jebli, 200
name forward. Althea needed a competent warrior to be her eyes human troops and 1000 Celbit Human Troops 800
and ears and to report to her the happenings in the region. This was orcs. The garrison also has in Skeletons 1500
a smart move, for it gave her the ability to move against potential residence about 100 goblins, 500 Zombies 1000
rivals if needed. Panshazek was never one of were favorites, and she zombie and 300 skeletons.
wanted to keep tabs on him in case he became too successful. Misc. Undead 500
In order to further his research
Lerrek’s Towers are also within the region. Panshazek has given of the Defiled Glades, Maskaleyne has a fairly large force at his
disposal.
orders that his forces are to patrol the borders but not to penetrate Maskaleyne has taken on two
the actual grounds of the Towers. Several parties were lost doing so, other researchers. The first is Corus Hazland, a priest of Incabulos,
and the casualties do not justify whatever might be learned. who once hailed from the Hool Marsh region many years ago. The
Strange creatures and a particularly loathsome band of ogres make other is a Schnai renegade named Thilan Cold-Heart, a priest of
this region hazardous. Occasionally they make forays out of the Nerull. Both these individuals were drawn to the raw power of the
area, but they don’t cause too much damage so they are ignored. Glades in the hopes of harnessing it. Once they reached the
outskirts, both came to realize that they would not survive if they
entered. Maskaleyne, who had been watching them for some time,
Southeastern Vesve Forest offered an alliance of sorts if they would combine their abilities to
reveal the secrets of the area. They agreed in principle and warned
This area is one of the most dangerous parts of the forest. The each other of dire consequences if anyone reneged on the
region borders the Defiled Glades to the west, and to the south agreement. The two priests are carefully watched by members of
Furyondian forces are constantly waging low intensity warfare. Iuz’s clergy for any signs of treachery. Both priests have a small
Also, this area has a high number of elves and foresters seeking to retinue of guards and assistants to aid in their research.
do battle with Iuz’s minions. Iuz has a large number of Orcish
forces stationed here along with large reserves of undead (mostly This unholy tripartite has had some success in finding out what the
mindless). His focus right now is not on Furyondy to the south but secrets of the glades are. They have been able to raise undead that
exploring and harnessing the potential of the Defiled Glades. are stronger than the normal variety. These undead have one more
The commander of this region is the former commander of hit die per creature. They other thing that they have learned is
Grabford, Maskaleyne, the Vampire-Mage. He has set up a fortress something that scares even their blackened souls.
on the outskirts of the glades and has begun to conduct research In one part of the old battlefield, a hillside was blasted by various
into the area. In order to keep the post secure from prying eyes and magicks until a hole appeared. Further scrying into the area around
to keep the forces of good off balance, he has managed to recruit the hole revealed a stone structure with a swirling pattern design
Night Killer Orcs into his ranks. carved on it that has not been seen in a millennium, the symbol of
Night Killer Orcs are a unique breed of Orcs being that their tribal Tharizdun. It seems that some type of structure was buried under
religion is of Shargas, the Night Lord. These orcs are superb the hillside, and the fighting revealed its presence. It is not known
assassins and covert warriors. The Night Killer orcs are considered whether it is a tomb or a temple. All attempts to investigate further,
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 40

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

both magical and physical, have failed. Whatever is contained in Other forces, such as the Iron Horde and the Flaming Eyes of
the structure has been disturbed and seems to be awakening. Gruumsh, could throw the Vesve back into war, but that would take
Whatever it is, it seems to be feeding the malign magical effects of a certain sequence of events that is unlikely to occur. The one thing
the Glades. that is likely to happen is the unexpected, which is the way of Vesve
Forest.
Iuz has been made aware of the situation and is pondering what he
will do. He is seriously considering assembling a force of his
Greater Boneheart to search the ruins and take charge of what lies
within. Whatever is contained within the ruins is undoubtedly Heroes and Villains
quite powerful and most likely deadly to the forces of good. It Ahmred
might also be quite deadly to Iuz’s forces. Human Invoker (Level 5) hp 14 Al Neutral Age 32 (int 16, wis 7,
cha 17)
Another focal point of the region is Gerrenkzerung, which was
more of a trading post than a fort. But in the last few years it has Ahmred is a Tusmite renegade who was looking for a place to hide
grown to be a fortified town with a permanent garrison. It houses and found it with Ophioverdaurare. He once was a mage in the
about 1500 Celbit Orcs, 1500 Jebli Orcs, 500 Kazgund Orcs, 200 service of a minor pasha, but was caught with several of the pasha’s
human troops and 100 hobgoblins. harem in rather compromising positions. He fled for his life, one
This post has become a way point for along the border step ahead of the pasha’s guards. He’s traveled through Ket, Bissel,
forces headed to the border with with Furyondy, a Perrenland and finally ended up in the Vesve. He heard of a queen
Furyondy. Because of its proximity to looking for powerful wizards to employ and decided to take a
small series of
the Whyestil Lake, a small naval chance. Ahmred talks a good game, but he does not have the ability
facility has been built to house some f o r t i f i c a t i o n s that he leads everyone to think.
of Iuz’s lake fleet. At the present have been built...
Ophioverdaurare is well of aware of Ahmred’s limitations and
moment one coaster, two galleys and
keeps him around because he amuses her. He is definitely a lover
several barges are based out of here. They are crewed by the
and not a fighter, but he can hold his own if needed. He’s rather
Kazgund orcs and have several Rhennee advisors on each vessel.
vain and loves to “entertain” women of all types. He tried once with
Along the border with Furyondy, a small series of fortifications Ophioverdaurare, and she responded that, “You better become a
have been built to provide a better sense of where the true borders conjurer and summon something more impressive!” with a smile.
lie. About every ten miles a small tower with an attached Ahmred has not tried anything since then. He does possess the
blockhouse has been constructed. This even extends into the Vesve following magical items: +1 ring of protection, +1 staff and a potion
for about 30 miles. Each of these posts, house about 100 orcs, a few of gaseous form.
humans, and a score of undead of various types. These provide Iuz
with good intelligence on what is going on across the border and
constantly remind Belvor that the Old One is watching. Most of Althea, Ruler of Molag
these structures have been connected to the Bone Road and Human Priestess of Iuz (Level 18) Hp 80 Al Chaotic Evil (STR 16,
actually bear a slight resemblance to the structures along the road. DEX 16, CON 15, WIS 18)
Althea is one of Iuz’s most trusted servants. She is 42 years old, 5’6”,
The Future of the Vesve black haired and green eyed. She is a cold calculating woman who
treats her juniors with contempt. She has not succeeded in
The Vesve Forest will remain a hotly contested region for the controlling the Horned Lands as well as she desired. So she has cast
foreseeable future. Iuz cannot afford to send the troops needed to her eyes to the west in the hopes of resurrecting a campaign there,
achieve victory because to do so would weaken the rest of the and supplanting Halga’s authority. She is gambling on the fact that
empire. Furyondy cannot send troops since they are also too weak if this could be done, then she will finally surpass Halga and
from the Great Northern Crusade to mount another major become the High Priest of Iuz. She is in the initial stage of
offensive. It will take about eight to ten years before either side can researching it to see if it can be won. That is why she has begun to
make a major offensive. Althea is working towards this goal, but it put her own people in positions of authority.
has yet to leave the seeds of planning.
The Velvet Empire may yet gain the airs of legitimacy, but it will Althea owns these items: +4 platemail, cloak of displacement, boots
have to survive the ire of Iuz. It will continue to grow if it is left of springing and striding, and a +3 Blackstaff. She also has a
alone but may butt heads with Iuz if it expands much further. If it bonewand, rings of free action and spell storing (bonechain, cause
gains Gildenhand as a vassal state, then it might be able to survive critical wounds, harm and screaming skull), and a phylactery of
since it will have a source of tradable commodities. Only time will faithfulness.
tell if Ovid can suppress her beastly desires and become a Caelbrock Garnetgotter
successful ruler of such disparate people.
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 41

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Gnome Fighter/Thief (Level 4/2) Hp 15 Al Neutral (STR 15, DEX geased to prevent her from ever harming the child. The nanny does
17) indeed love the child and would go to any lengths to protect her.
Caelbrock can be summed up in one word - curious. One of the Archael possess the following magical items: +3 platemail, +3 Frost
sons of the Clan Laird, Caelbrock has had the opportunity to Brand Longsword, ring of free action, and boots of springing and
explore all the lands of around Gildenhand. He was learning how striding
to be a gem merchant when the caravan has attacked. Most were
captured but later perished due to poor treatment. Caelbrock is
now trying to be ransomed, but the orcs have had little success in Corus Hazland
agreeing upon a fair sum.
Human Priest of Incabulos (Level 7) Hp 42 Al Lawful Evil (Wis 18)
If he is rescued, Caelbrock will be eternally grateful and impress
Corus is a disgusting individual whose whole life revolves around
upon the party his desire to repay them by joining them. His family
disease and death. He was originally based in the Hool Marsh.
will send a reward of Garnets to repay the party also.
Many of his experiments infected the young of a local Lizard Man
tribe, so eventually he had to flee for his life. He had a vision to
travel to a land destroyed by war and surrounded by woods. He
Commander Archael Yandnen
began to follow this vision, which seemed to get stronger as
Human Fighter (Level 9) Hp 81 Al Neutral Evil Age 28 (Str 17, con journeyed in the right direction. Along the way, he spread several
17) plagues that were blamed on a variety of villains. Eventually he
ended up in the Vesve Forest and entered the Defiled Glades several
Archael is one of those people that are truly a product of their
times, but the hazards of the area drove him out. Eventually contact
environment. Yandnen’s parents were shepherds that were killed in
was made with Maskaleyne, and an agreement was worked out for
a Stonefist raid fifteen years ago. Archael was taken captive and
mutual cooperation in finding out the secrets of the area.
kept as a slave for a few years. He learned that brutality was the only
way to survive, and he was a good student. Around 581CY, Archael Corus owns several magical items, including a +2 suit of scale mail
was sold to a priest of Iuz named Krag. Krag was the adjutant to and a staff of withering.
Iuz’s High Priest Patch and was in the Hold collecting slaves for
Patch to sacrifice to the mighty Iuz. On the way back, bandits
ambushed the caravan, and Archael saved Krag by blocking an Grekdenn Celrurk
assassin’s blade. Upon their return to Dorakaa, Krag made Archael a
Orc Fighter (Level 10) Hp 103 (str 18/96, cha 18 [Orcs only ñ for
member of his personal guard. By the time the Greyhawk Wars
others Cha 5])
ended, both Krag and his patron were dead. Without allies,
Yandnen offered his services to Althea who accepted him after Grekdenn is a Celbit xenophobe of the worst form. He is extremely
testing all of his abilities. She had him posted to the Legion where proud of his achievements and brags of his prowess. He hopes of
he learned the art of diplomacy and demonology. He was her establishing a great Orc Kingdom with he being the first king.
favorite for several years, but like all favorites his time ended. But Grekdenn is ruthless in destroying any challenges to his rule since
for being such a devoted man, she had him posted to the Vesve to he believes he is the chosen of Gruumsh because of the Torch. The
keep her interests in mind. Torch of Gruumsh has the following powers: cast stinking cloud,
stone skin and death fog once a day.
Upon arriving at Stonehold, Archael flung himself into rebuilding
the fortress and launching a series of attacks upon the elves. One of Grekdenn also owns the following items: a +2 two-handed battle-
these bands brought back a captive for entertainment, Airanna of axe/+3 vs humans/+5 vs elves and half-elves, and a suit of +3 suit of
Greyhawk. But before the Orcs could despoil her, something platemail.
stirred in his soul, a longing for beauty and companionship. He
stopped the Orcs from claiming their prize and took Airanna for
his own. In his twisted mind he came to believe that he was her Izak Scharzen
savior. Several years later a child was produced from this union, and Human Fighter (Level 8) Hp 68 Al Lawful Neutral Age 30 (STR 17,
Archael was overjoyed at the birth. Airanna pleaded that they be CON 16, INT 16, CHA 15)
released in order to raise the child somewhere safe. He ignored her
pleas and threatened to give Airanna to the Orcs and have the child Izak joined one of Perrenland’s mercenary companies at the age of
pledged to the service of Iuz. That stopped Airanna’s complaining eighteen. He saw extensive service in Ket, Veluna and Bissel,
for the moment. Archael is indeed a doting father and keeps the working for various lords. When the Greyhawk Wars broke out, he
child in a secure nursery protected by his personal guards. The only had obtained the rank of Captain and was leading a company of
people allowed to be alone with the child are her nanny and he. The Bissel’s famed Border Companies. They fought well against the
nanny is a half-orc matron who has been heavily charmed and Kettite invasion but were overcome by numbers. They eventually
retired to Veluna where they were hired to train various local
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 42

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

militias. Once the war ended, their contracts were voided, and they particularly hates the Velvet Queen because her troops humiliated
were dispersed. While traveling back to Perrenland, the caravan him in battle a few years ago. He fought a losing battle against a
Izak guarded was ambushed by a group of Hobgoblins led by a Green Dragon in the employ of the Velvet Queen. He has been on
green dragon. Most of those who resisted were quickly killed, and the lookout for magical items that may be effective against Green
the rest were taken prisoner. They were taken to a newly restored Dragons and would be willing to trade or buy items of that nature.
shell keep and told they were to meet the “Velvet Queen.” A He owns a flying rug (2 person) and a net of entrapment that he
stunningly beautiful woman with dark green hair told them that may be willing to exchange.
they were her guests until suitable payments were made.
Kosh also own the following magical items: +2 Banded Armor, +1
Izak was immediately captivated by her beauty and charm and Shield and a +3 Battleaxe.
sought an audience with her. After several requests, he was allowed
to meet the Queen. They engaged in an all night discussion about
Izak’s knowledge of the Greyhawk Wars. In the wee hours of the Lady Airanna Silverfox
morning, she dismissed him and said they would meet again. They
Human Conjurer (Level 5) Hp 14 Al Neutral Good Age 29 (Con 16,
met every night for a week, discussing a multitude of topics. By the
Int 17, Cha 17)
end of the week, Izak could not resist his captor any longer and
offered to t serve her. The queen smiled and said that his service Airanna is the youngest daughter of Dame Silverfox, the current
would be needed, for she needed a man wise in the world to advisor matriarch of the Silverfox clan in the City of Greyhawk. After being
her. She also said that their next discussion would not be so tutored in the ways of magic, she decided to increase her
cerebral, with a smile. knowledge by joining a small party and exploring the ruins of
Castle Greyhawk. She and her companions were naive enough to
Izak is a typical Perrenlander - of mixed heritage. He is heavily
believe that they were capable of handling the challenges within.
tanned with light brown hair and hazel eyes. He stands 6’4” and
The ensuing events left her party dead and Airanna a prisoner in
weighs about 235lbs. He is a strong leader of men and leads by
the Vesve Forest.
example. He is utterly fearless and fanatical in his devotion to
Ophioverdaurare. He is aware of her true nature and also knows She is desperate to escape Stonehold with Mistral, her daughter
that she is permanently trapped in human form. Being highly (age 3) and product of her enslavement. She was once a spoiled and
lawful, his role as her advisor has allowed him to soften many of callous child, but five years of imprisonment have changed her
her commands that would have been deemed harsh by her dramatically. She now lives only for her child and would do
subjects. He believes in justice metered by loyalty. His role in the anything to escape Stonehold.
Velvet Kingdom may be seen as applying humanity to its rule. In Airanna is a very beautiful woman, 5’7”, 120lbs, with long blond
time he may be able to steer the kingdom toward a legitimate hair. Her beauty has changed from the vain fashions of Greyhawk’s
standing in the region. elite to that of a loving and devoted mother.
He possesses the following magical items: +3 plate mail, +3
longsword, ring of free action and a girdle of stone giant strength.
Maskaleyne, Commander of Night’s Point
Vampire Mage (Level 12) hp 55 Al Chaotic Evil
Karn Soth
Maskaleyne is almost 330 years old, an exile from the Great
Half-Orc Fighter/Priest of Iuz (Level 6/4) Hp 39 Al Chaotic Evil Kingdom. He hungers to see Iuz’s empire grow and works toward
Karn is the by-product of the union of an Orc Chief and a captive this end. He does not have the overriding ambition that many of
human female woodsman. He never knew his mother, for she his compatriots have. He is content to work towards Iuz’s goals and
disappeared soon after he was born. As a young child, he showed takes pleasure in achieving them. He has seen those with more
enough promise that he was sent to Dorakaa to become a priest. ambition destroy themselves in time, and being a vampire, he
When he returned, he usurped power from his older brothers and doesn’t worry about time.
became chief. He ruthlessly eliminates all potential rivals and seeks He has two female vampire/mages as courtesans, both 7th level. He
to create his own lineage. Karn has taken several orcs and captive prefers the company of the undead to the living and likes the
human females as consorts and hopes to produce many heirs. challenge of the Defiled Glades. The thought that the source of
Karn owns a +1 suit of platemail and a +1 two-handed sword power is Tharizdun is something that terrorizes even him. But he
too has had visions calling him to the site.
Kosh
Maskaleyne owns these magical items: a +4 ring of protection, an
Orog Fighter (Level 6) Hp 47 Al Lawful Evil (STR 18)
amulet of fire resistance, wands of frost and fire and a crystal ball.
Kosh is a typical Orog - brash, obnoxious, and none too bright. He
is an effective leader of the Tuskers since he leads by example. He
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 43

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Ophioverdaurare and wise ruler. This she has Izak to thank for. If roused, she can be
a terrible foe, but she is interested in diplomacy rather than naked
Very Old Green Dragon (Human) Hp 131 Al Lawful Neutral
aggression. In time she may become a capable leader of a small
w/Evil tendencies
kingdom.
(STR 18, CON 18, DEX 17, INT 17, WIS 17, CHA 19)
Her appearance is that of a human female that is just shy of 6’. Her
AC ñ5, Breath attack 2x18d6+9, fear aura 25 yards Magic Resistance hair is dark green in color and her eyes are light green. Her skin is
25% luminous, like the purest alabaster. If she could be summed up in
Spell ability: All spells are cast at 11th level one word, it would be captivating. Ovid dresses in silver and green
gowns that would be the envy of any queen.
Innate Spell Abilities (once a day): water breathing, suggestion,
warp wood, plant growth, entangle Many of her garments were obtained by trade with the many elf
clans along the border of her kingdom. She used gnome
Spells: I (4), II (2), III (2), IV (1) intermediaries to conduct the trade so not to offend the elves with
Ophioverdaurare, or the Velvet Queen, began from very meager her own people. The transactions were agreeable to both sides, and
beginnings. As a wyrmling, she left the Vast Swamp to seek her it is hoped that this trade can be.
own fortunes. This was a decade before the founding of the Great Her demeanor is polite and aloof, and her voice is strong. Her
Kingdom. She traveled extensively through the lands of what was presence gives off an aura of fear and wonder - a carry over from her
to become Almor, Nyrond, Urnst, The Bandit Kingdoms, Horned dragon nature. If attacked, she will use her spells and breath attack
Society, Furyondy and finally the Vesve Forest. She reached the if needed. She is also quite skilled in many weapons and may use
Vesve Forest about 100 years ago; there she established a lair in the one if needed. Most weapons would be of a small hand-to-hand
ruins of an ancient Flan fort. variety (dagger, rod, short sword). It would not become a queen to
She was active for about twenty-five years and then rested for take a battle-axe off the wall and start swinging it! It might mess up
another fifty years to enjoy the luxury of resting upon her spoils. her hair and dress.
About twenty-five years ago she was awaken by the movement of She has the respect of her humanoid troops, and they would follow
troops and refugees in the Vesve forest. She began to exit her lair her willingly to their deaths. Her other troops are extremely loyal
and hunt again. Food and booty were plentiful because of the and carry out their tasks with great enthusiasm. Even those human
multitude of travelers in the region. and gnomish troops she has incorporated into her kingdom respect
During this time various, bands of orcs and other humanoids were her for her strength and ability.
beginning to migrate to and from the area either to participate in or
to escape the fighting that was occurring in the region. Also, the
Wolf Nomads made several forays in the area to retrieve the Panshazek,Commander of the Western Forces
remains of ancestors long buried there. Human Priest of Iuz (Level 14) Hp 77 Al Chaotic Evil (dex 18, wis
Towards the end of the Greyhawk Wars, she raided several bands 16)
that were returning to the Lands of Iuz. She recovered a couple of Panshazek is 44 years old, 6’ tall, slim build and very wiry. He is the
unique magical items (detailed earlier). With experimentation, commander of the Vesve forces and was a spy in the Horned
Ophioverdaurare learned the powers of these rings and began to Society before the Greyhawk Wars. His information was of such
use them to extend her power. She began to force the local tribes to great value that Iuz promoted him to the Lesser Boneheart for his
do her bidding and to pay tribute. She then struck upon the idea to efforts. Panshazek hates elves with a passion since when he was
assume human form and portray herself as a queen and assume the younger he had an extremely bad encounter with some. Now all
airs of rulership. The idea worked, and soon she began to exert elves that are captured are tortured appallingly.
more control over the northern Vesve. The queen would rule, and
Panshazek owns the following magical items: rings of free action
the dragon would enforce her will.
and regeneration, +4 chain mail, +2 cloak of protection, and a +3
This worked well until Ophioverdaurare got trapped in the human BlackStaff. He also has acquired a new staff of lightning and
body. At first she raged at this problem, and then she sullenly thunder (39) and a Greater Thassaloss as a bodyguard.
resigned herself to the situation. It was at this time that she began
Sir Galen Kendrick
to spend time with Izak. He stirred something inside her that had
been dormant for very long - a need for companionship. He proved Human Cavalier (Level 8) Hp 2 (current ñ Hp 69 when fully
to be an able consort and advisor, and in time much more. healed) Al Lawful Good Age 45
Ovid is an extremely complex creature; she has many habits that Weakened Condition (STR 4, CON 4, DEX 6, INT 7, WIS 5, CHA
carry over from being a dragon, yet shows some interesting human 8)
traits too. She still has the desire to dominate those around her and
provide for her well-being. But she has adopted the persona of a fair
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 44

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

Healed and Healthy (STR 17, CON 16, DEX 15, INT 15, WIS 16, outside world. He is a true believer in the Iron Sheik Prophecy and
CHA 17) adamantly awaits his return.
Galen was a fairly respected Knight of the Hart up until seven years He possesses +2 chain mail, a +2 scimitar of wounding, and a ring
ago when Orcish forces captured him. He was repeatedly tortured of regeneration.
until he eventually talked, telling his jailers about the order. Galen
had traveled extensively through Bissel as a liaison with the
Knights of the Watch. This information was given to Ket for its Tayln Elsireeve
own use. Once all the information that was desired was extracted,
Drow Fighter/Mage (Level 7/7) Hp 41 Al Neutral Evil
Galen was sent to the dungeons to await sacrifice. The priest in
charge of the dungeon was called away and died in the Greyhawk Elsireeve is not his real name, and he has been extremely quiet
Wars, and Galen, forgotten, has sat in the dungeons since then. about his origins. He came into Iuz’s service five years ago when he
appeared at the Underdark entrance to Waterwall. He was bloodied
He has prayed to Rao that he will be one day be delivered from his
from fighting but still full of battle. After slaying several ogre
misery, but so far he has not. Galen has not yet slipped into
guards, the garrison commander offered him a position. Within a
madness, but he is on the verge. If rescued he would need
year, he was the commander of the post. He then spent several
considerable help to move due to his weakened condition. A Heal
years in Dorakaa doing various jobs for Iuz. There he came into
spell, along with a Remove Fear and several weeks of rest would
contact with the “The Snake,” Iuz’s personal diviner. It seems that
return him to full strength. His family would reward his rescuers.
they are related somehow, but neither will talk about it. When a
The Knights of the Hart would reward his rescuers as well for
“reliable” commander for Darkleaf was needed, Tayln’s name was
returning their brother.
pushed ahead of the pack so he was promoted.
Tayln is about average size for a Drow male, being about 5’5” and
Snit, Talit, and Erzan weighing about 115lbs. He is a little sensitive about his height, and
when an orog made a joke about it, he beat him to death with his
Gnome Illusionist/Thief (Level 4/4) Hp 18, 17, 16 Al Chaotic
own arm.
Neutral Age 117, 115, 118
He possesses +2 elfin chain mail, a +2 longsword, a girdle of cloud
These three gnomes are cousins and renegades from the Flinty
giant strength, and boots of speed.
Hills. They embarked upon a career of petty thievery and general
annoyance five years ago and haven’t looked back. They delight in
practical jokes upon larger creatures and tend to be kleptomaniacs.
Thilan Cold-Heart
They are wanted in Nyrond, Urnst (both the County and Duchy)
and the Domain of Greyhawk. Human Priest of Nerull Level (Level 8) Hp 53 Al Lawful Evil (STR
17, WIS 18)
They joined Ophioverdaurare’s forces after they ran afoul of some
orcs in Izlen. She allows them some “fun” in the Sepia Highlands, Thilan is a renegade from the Frost Barbarians. He forsook his clan
and in return they provide valuable intelligence on the region. in order to pursue Nerull on a quest for power. He spent several
They are terrified of Ophioverdaurare and know better than to years in the Bone March ruling over several small tribes of Orcs
cross her, for the gnomes are aware of what she really is and know and pillaging into northern Aerdy. He soon began to get visions
the source of her secret. While they themselves are completely calling him to the Vesve. He packed up, and with a small retinue
unreliable, they honor their obligation to her. headed west towards the forest. He reached the Defiled Glades and
tried to penetrate its center. He lost his entire retinue, and he just
These gnomes have the following magical items. Snit has a +1
barely escaped. Contact was made with Maskaleyne, and Thilan
shortsword. Talit owns +1 leather armor, and Erzan has a +1 ring of
agreed to join with the Vampire Lord in order to explore the area
protection.
further.
Thilan owns a couple of magical items +2 chain mail and a +2
Tar-Khan Ahroun Scythe of Life Stealing.
Hobgoblin Chieftain Hp 56 HD 7 Al Lawful Evil
This sly creature has been the ruler of the Iron Horde for 10 years. Tilvan Faltan
Since he assumed the role of Tar-Khan, the tribe has grown stronger
Human Thief (Level 8) Hp 38 Al Chaotic Evil (DEX 17, INT 16)
since he is an able tactician. He wisely accepted the offer of a priest
of Hextor to become his personal advisor. Since then the horde has Tilvan originally hails from the Rookroost region of the Bandit
been able to learn new tactics and expand their lands. His word is Kingdoms. When Iuz’s forces took over that area, Tilvan decided to
his bond, but he is not trusting of outsiders. Most interlopers to his join the Shadowclaw and become an informant. He did this with so
domain are killed, but a few are spared to provide news of the much relish that he had to leave the area before he was killed. He
l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002
Volume II, No. 3 Issue 14 45

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

went to Dorakraa for several years and worked for the Shadowclaw Credits
there. He eventually wormed his way into the favor of enough I would like to thank and credit the following sources:
important leaders that he got a posting for a command position.
Unfortunately it was not a posting to a civilized region; instead he Carl Sargent and his publications Iuz the Evil, The Marklands and
got posted to the Northern Vesve Forest. Tilvan can’t stand being From the Ashes
here and is a lousy leader of troops. He has managed through Eric L. Boyd and his article “Wyrms of the Flanaess: Copperhead”
reports and bribery to convince his superiorsthat the situation is from the Oerth Journal (volume I, issue 5) for giving me the idea for
fine. Currently he is planning to implicate the Orcish leaders as the Ophioverdaurare as the “Velvet Queen.”
reason for the recent reversals in the region. That way he can plead
that it was his troops and not his leadership that caused the defeats. Laura Seale, my wife, for reading the article for me and checking
To keep himself amused in the backwoods, he has taken to the my grammar even though she has no idea what I am writing about.
procurement of elvish females for his entertainment. The Bandit Also WotC/TSR for allowing me to use the material they produce
Kingdoms were distinctly lacking in elves, so they are a treat for to create this article.
him. As long as he can maintain the status quo in the region and
keep himself amused, Tilvan will be happy. If the opportunity
presents itself for him to get transferred out of this woodland
hellhole he would leap at it.
Tilvan possesses the following magical items: +2 cloak of
protection, +1 leather armor, ring of human influence and a +1
short sword

New Creatures
Night Killer Orcs
Night Killer Orcs are not as numerous as other Orc tribes. They
are generally considered cowards and despised by others of their
kind. However, their presence also scares and worries other orcs.
They are followers of Shargas, The Night Lord. They operate in
darkness and those places where they can’t easily be seen. They are
assassins and thieves and ply their skill very well. They tend to be
neutral evil in alignment and thus very self-serving in nature. They
will hire themselves out as spies and assassins but refrain from
massed battle. They are not cowards but choose their battles
carefully. Since they follow a different path than most orcs, they
have skills that others of their kind do not possess.
All Night Killers have the following thieves’ skills:
• Move Silently 30%
• Hide in Shadows 30%
• Open Locks 15%
• Find/Remove/Set Traps 15%
All sub chiefs/guards add 10% to these skills while all Chiefs add
20% to the skills. Also sub chiefs can assassinate at 2nd Level
Assassins ability while a chief works at 3rd. Orogs and ogrillon are
not allowed to live in Night Killer Tribes. Half-orcs are allowed to
hold many different positions within the tribe. All Night Killers
suffer a ñ2 penalty when in bright sunlight.

l;aksjofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmv erkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;snvasdkfjskladfl;aksjf ofoejlaksasdjflasjffoiojffklasv;jvlzm,.dmfqasjdlkasmvnaqojkasvxmvfgjafoqirjlaksvl;akmverkl;uweiorjsadklfja;sdjflkajd;jdfslksdfldslksoeoeo;azvxcvxdsggvzhjjhjuykjeroinvkldoia;klsdjf;lajdfoealkdjfl;asjdfasjdfoweijfaoelksdc,mxznvboitoiqna;sasdkfjskladfl;RonCarey2002

You might also like