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5/7/2018 2ndED Greyhawk Adve nture s - slide pdf.c om

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  official’Advanced D u n g e o n2ndED Greyhawk Adventures - slidepdf.com

5/7/2018

James M. Ward

A co m pendium of GREYHAWK@ ampaign ideas for the AD&D@role playing system.

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

ADVANCED DUNGEONS & DRAGONS, AD&D, GREYHAWK, WORLD OF GREYHAWK,PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc.

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.DebicatioN ’

I would like to dedicate this work to those uncounted numbers of people who
ha ve liked my material and were kind enough to tell me so. Thank you, very m uch.

JM W

Introduction

Warning:This book is designed for experienced campaigners!
I preface my introduction wit h th e above statement because I want you to realize tha t this isn’t a role-playingaid for newcomers.When th e AD&D

game was first published, th e GREYHAWK@ampaign system had been up and running for several years. Since then, I hope I have helped, in my ow
sma ll way, t o make t ha t campaign and the AD&D game system grow a little larger and run a little better. Now, others have taken up t he gau ntlet a n

quite probably hundreds of thousands of player cha racters have walked down the d irt roads of the City of Greyhawk and roamed the l ands of Oert
This book was creat ed out of th e demand by thos e GREYHAWK game lovers for more inform ation.
The oldest,running fantasy campaign has a very vocal following.Each section of th is book came out of a dir ect requ est for more in formati on abou

part icul ar aspect of Oer th and Greyha wk. If you’re new t o Greyha wk, you may find part s of thi s book confusing-you’re sur e t o find it intriguing. (
brin g yourself up t o speed, check out TSR s previously published GREYHAWK materi al.) If you’re already a GREYHAWK gam e player, t hi s book w

present you w ith f un and adventure like you’ve never seen before.
Still, as I sit her e writi ng th is introduction, I know tha t I am doomed in my effort to please everyone. I feel I’m about to enter i nto a lovehate re

tion ship w it h thousa nds of GREYHAWKgame fans. I truly believe there are sectionsin th is book that everyonewill read and love, but t he ot her si
of the coin is also true-I plan on being asked (for th e rest of my life!) “Why didn’t you put in a section on government? ” or “Why didn’t you p ut in
longer section on spells?’ The answers to these questions and th e thousands of others th at will be asked ar e long and only vaguely interesting
worked hard t o put tog ether a cross section of what everyone said they wanted. I hope I hit the mark most of the time.
Let me give you a quick rundown of the material in th is book:

Deities: The mai ngods and goddesseswho influence PCs and NPCs are listed. The conceptof these beings comingdown in “Avatar” form i s presen
ed for the first time. More information on role-playing clerics has been added for people who like the ir role-playingwith more meat in it.

Monsters: Creatures unique t o the world of Oerth , fromthe steaming jungles to the dr y deserts have been created. These monsters can also fit i n
any fantasy campaign or adventure.

stHroenrgoeasn:dPwoweaekrfpuloainntds iimn aponretaffnot rnt toonp-prolavyideer cnheawrascpterirnsgwbeoraerdrseqfouresPtCedabdyveanlmtuoresst.everyone. These characters, good and bad, are listed with the
Spells:The lists in th is book describe he spells of the g reatest spellcasters in the GREYHAWK campaign.Now, player cha racters can cast th e spe

of Drawmij, Rary,and others. There is a certain satisfaction i n knowingjust which wizard gave your character t he useful spell tha t saved your party
bacon when times were hard. Now you know.

Magicitems: A book on GREYHAWKAdventu res wouldn’t be complete withou t some mention of th e magic al item s uniqu e to Oe rth. In ad dition
the usual enchanted objects (rings, wands, and so on),I wanted to include magical items like coins, caps, eyepatches, lockets, and tu rban s, al l wi
the ir own useful magic.

Geography:The int ere sti ng sights of Oerth have long been ignored. This section deals with some of th e more famous geographicalfeatures, all sit
of a dventures past and futur e. These geographical features provide endless exciting possibilities.

Adventures: To o u r surp rise , hundreds of le tt er s claimed th at no GREYHAWK book would be complete without adventur es, so, of c ou rs e we’
included somehere. T his conceptis a totally new onefor TSR and one tha t i s on the te sting block. If you like adventures i n your hardbounds, t he i d
stays; if you don’t, the id ea goes, never t o be seen again.

Zero-Leuel Characters: Many peoplewondered what characters were like before they became first level. Now, a special appendix in th is book giv
you the chance to role-play characters who aren’t q uite ready for first level.

I would like t o make n ote of the sound developmen talwork of the de signers and edit ors whohelped me put a ll th e puzzling piecesof thi s book toget
er. This, more th an a ny othe r recent TSR project,was a group effort. Only a fewof the people who participated could be mentioned in t he cred its. I wa

to go on record as being very appreciative of everyone’sefforts.
As a final note, thi s book more tha n any other AD&D gamebook, was created by you, the players. Your letters, questions, and comments determin

the contents of the volume you hold i n your hands. I t i s my hope tha t you got what you wanted.

July 4, 19

Credits

Design and Organization:Jam es M. Ward
Design: Daniel Sala s, Skip Williams, Nigel D. Findley, Thomas Kane, Stephen Innis, Len Carpenter, Eric Oppen
Editing an d Coo rdination:Warren Spector
Editing: Anne Brown, Karen Boomgarden, Steve Winter, Mike Breault, Scott Haring, Jo n P ick ens
Special Developmental Work J on Picke ns
Cover Art: Jeff Easley

IGnatreyriWoriAlliratm: Jse.ff Easley. Also Jeff Dee, Diesel, Larry Elmore, Jim Holloway, Erol Otus, Dave Suth erland, Dave Trampie
Graphic Design: Lori S vikel
Typography: Linda Bakk an d Betty Elmore
Keyline: Stephanie Tabat

Distributed to t he book trade by Random House, Inc. and in Ca nada by Random House of Canada, Ltd.

Distributed to t he toy a nd hobby trade by regional distributors. Distributed in th e United Kingdom by TSR UK Ltd.

01988TSR, Inc. All Rights Reserved.

0-88038-649-5

This work is protected under th e copyright laws of the United States of America. Any reproduction or unauthorized use of the materia l or artwork contained herein

prohibited wit hout th e express written permission of TSR, Inc.

Printed i n th e U.S.A.

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Introduction ................................ 3  Geography of Oerth ...................... 89
Pinnacles of Azor’alq .......................... 89
Deiti es and Clerics of Greyhawk ......... 4 

Terms Used In This Book ........................ 4  The SPeitasooffDAuzsatk.-Z..il....................................................... 90
Boccob ....................................... 5  The 91
CSte.lCesutitahnber.t...................................................................... 6  Skrellingshald ................................ 92
Ehlonna ..................................... 9  The Sinking Isle .............................. 93
Fharlanghn .................................. 10   The Twisted Forest ............................ 95
Incabulos .................................... The Burning Cliffs ............................ 96
Istus ........................................ 11  Csipros Erd-The Geysers of Death . . . . . . . . . . . . . . 7
Iuz ......................................... 12  Tovag Baragu-The Stone Circles . . . . . . . . . . . . . . . . 8
Nerull ...................................... 13  Rigodruok-The Rainbow Vale . . . . . . . . . . . . . . . . . . 9
Pholtus ...................................... 14   Esmerin .................................... 101
Ralishaz ..................................... Turucambi .................................. 102
Ulaa ........................................ 15  
16  Adventures in Greyhawk . . . . . . . . . . . . . . . 04
17 
18  Horsesense ................................. 104

Monsters o..f..G..r.e..y.h..a.w...k................................... . . 20 BDeivaemr iDnogwUnp ................................. 110057
20 The Entrance to the Valley of the Mage . . . . . . . . . . 09
Beastman The Rescue of Ren ............................ 111
Cactus. Vampire .............................. 21 The House of Cards .......................... 113
Camprat ..................................... 22
Changecat ................................... 24
Crystalmist .................................. 25 Appendix 1: Zero-Level Characters . . . .117
Dragon’Greyhawk ............................ 26
Grung ....................................... 27 The Fledgling Character ...................... 117
SpecializedAbilities .......................... 118
Inguni ...................................... 28 Class Abilities and proficiences . . . . . . . . . . . . . . . . 20
Nimbus ..................................... 29
Sprite. Sea ................................... 30 LCaonmgbuaatgaensd.W..o..u.n.d.s.................................................... 123
Swordwraith ................................. 31 124
UEqsiunigpmMeangtiacnaldEMquoinpemy e.n.t...........................................
Wolf. Mist ................................... 32 124
Zombie. Sea .................................. 33 124
Joining a Character Class ..................... 124

Hall of Heroes ............................ 35 NAbPiClistie.s..F.r.o.m..O..t.h.e.r.C..h.a.r.a.c.t.e.r.C..la..ss.e.s........... .. . . . . 25
The Free City of Greyhawk .....................
The Valley of th e Mage ......................... 35 125
The Scarlet Brotherhood ....................... 42 Oriental Characters .......................... 126
Elsewhere on Oerth ........................... 44 Acting a s DM for Zero-LevelChara cters . . . . . . . . . 26
47
Appendix 2: Greyhawk Spell List . . . . . .127

Magical Spells ............................. 51 Bigby ...................................... 127
Bigby’sSpells ................................ Drawmij .................................... 127
Drawmij’s Spells .............................. 51 Mordenkainen ............................... 127
Mordenkainen’s Spells ......................... 54 Nystul ..................................... 127
Nystul’sSpells ............................... 56 Otiluke ..................................... 128
Otiluke’s Spells ............................... 58 Otto ....................................... 128
Otto’s Spells .................................. 61 Rary ....................................... 128
65 Tenser ..................................... 128 A

RTeanryse’sr’SspSeplelslls................................. 6697

Magical Items of Greyhawk ..............72
Rings .......................................
Rods. Staves. and Wands ....................... 73
Amulets ..................................... 74
Miscellaneous Magical Items .................... 76
Armor and Shields ............................ 77
Swords ...................................... 86
87
.Miscellaneous Weapons ........................ 88



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he gods often visit the Prim e Material Plane i n when a deity infuses part of its life force into a physical
av ata r form to aid thei r worshippers or jus t to form. Greater deities have been known to use a s many a s
enjoy themselves. I n one way or another, they three a vata rs at th e same time. Lesser deities have never
influence the actions of all creatures on the
Plane. This chapter provides a detailed look a t been known to use more than one. Demigods cannot use
avatars. Deities usually create equipment to go along with
9 the most influential deities. It describes their avatars, the form. Only the most common avat ar for each deity is
listed here, but avatars of considerably greater power are
the ir clerics, and th e special powers th e deities use (and known to exist.
gra nt to thei r clerics) in th e Prime Material Plane.
Some deities keep several a vat ars on th eir home planes,
For some unknown reason, th e city of Greyhawk gets a n in case one is destroyed. (Destroying an ava tar does not
unus ual amou nt of atten tion from these deities-at least harm a deity in any way, however.) When an avatar is
one of these beings usually ha s an ava tar i n th e city. Many destroyed, its equipment is usually destroyed along with it,
ballads tell of awe-inspiring confrontations between ava- but the deity might choose to leave it behind if doing so
ta rs of opposing alignme nts on th e city’s crowded streets. would serve its purposes.
Needless to say those streets needed considerable repair
when th e battle was done. Deities send avatars to the Prime Material Plane in
order to influence, help, or instruct their worshippers.
Book Many of th e grea tes t heroes of any race of people or intelli -
Used In ThisTermsEach deity’s particulars are presented in three parts: a
agvenattacrrweailtlutraeksewgerreeatapvaaitnasrsnostetnot rteovheaellpthtahtatthreaycea.reEpaacrht
section on the deity itself, a section on th e a vat ar most com- deity. If a n av atar dies, th e body will vanish after several
monly used by the deity, and a section describing the dei- days. This body cannot be revived by magical means. Ava-
ty’s clerics. The spells listed with the deity are always ta rs usually appear i n desolate area s and move towards the
available t o th e clerics of his or h er order.The special, spell- people they would protect.
like powers ar e available to t he head cleric of any temple of
th at deity. These powers are granted to the cleric during Abbreviations
times of special need.
The following abbreviations ar e used throughout thi s book
The Deity to describe characters of al l sorts. Information app lying
only to avatars is listed in italics.
The deity’s name is given first, followed by its status
(Greater Deity, Lesser Deity, or Demigod). A deity’s sta tu s H D Hit Dice. The number of hit dice th e av at ar has.
reflects its power in relation to other deities. Sta tus also THACO Acronym for ““b Hit Armor Class 0”. The score

helps to dete rmine how powerfula deity’s ava tars are, how needed on a twenty-sided die to hit an opponent th at ha s
many a vata rs there are, and what special abilities th e dei- a n armor class of 0. The score needed to hi t tar gets with
ty has when its avatars are at full power. Note th at only th e other armor classes is easily calculated from th is num-
powers of th e deities’ av atar s ar e given here. ber. Note th at t he THACO doesnot ta ke into account “to
hit” adjustments from stre ngt h or magic.
Abbreviations S p A Spell Ability. The class and level at which the char-
acters casts spells (MU = magic-user; CL = Cleric).
A L Alignment. Indicates the deity’s behavior (see PH B Note that the deity’s unique spell-like abilities are cast at
and DMGfor notes on t he various alignments). A listing a higher level which reflects the deity’s true powe r
in parentheses after alignment indicates a deity’s ten -
dency to s tray from the primary alignment. MV: Movement. This is how fast a c reatu re moves:
I#” = flying speed
WAL: Worshippers’ Alignment. The align ment of the dei- I/#” = swimming speed
ty’s non-clerical worshippers.
(#”) = burrowing speed
SoC: Spheres of Control. The ideas, events, or subjects th e *# ” = speedinweb
deity controls or is interested in, and what th e deity is A C Armor Class. This is the character’s frontal armor
worshipped for.
Symbol.The signby which the deity isknown. lerics must tciloansss,, taankdinign ninattoe atocucgohunnteistss. dTehxetearrimtyo, rmcalgaiscsacl opuroldtebce-
have a copy oftheir deity‘s symbol in order to cast spells. worse if th e character is attacked from the flank or from
behind.
C R Color. The color most commonly associated with the hp: The character’shi t points. This is number of hit points
the deity ‘ loans” the avatar (usually about one third of
deity. A deity’s avata rs an d clerics often dress in th is col- its total hit points).
or. Visible effects of spe lls cast by clerics of th is deity #AT: Number of Attacks. The number of at tac ks th e char-
will alwa ys be in h ues of th is color. acter can make in a single round.
Dmg: Damage. The damage inflicted by a single attack.
P N Plane. The plane where the deity maintains its pri- M R Magic Resistance. The chance of a spell failing when
used against th e character, usually about half the deity’s
mary residence. true magic resistance.

Avatars

An avatar is a physical manifestation of a god created

4

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S Z Size. The size of an avatar is always slightly larger Boccob’s Avatar
tha n the normal size of a member of the race the avatar is
sent to help. HD 14; THACO 13; SPAMU 18; MV 1 8” ;AC -2; hp 62;

Str: Strength #AT 1; Dmg l d6 + 1 o 4 (stren gth bonus + variable
Int: Intelligence
Wis: Wisdom magical bonus); MR 50%;SZ M; Str 16, In t 20, Wis 18,
Dex 18, Con, 16, Cha 18
Dex: Dexterity
Con: Constitution Boccob rarely leaves h is ow n hall. When he does go forth,
he appears as a handsome man of indeterminate age clad
Cha: Charisma in flowing purple garments. His clothing is covered with

Clerics shimmering golden runes which move and change. He is
indifferent an d reticent to those he meets, neither seeking
Each of G reyhawk’s deities d emands worsh ip of a differ- nor avoiding confrontations, but he always seeks to gain
ent sort, and attracts a different so rt of cleric. The unique knowledge.
qualities, specialties, and chara cteristics of Oerth‘s diverse
clerics a re described in detail, but you’ll need to know th e His most common av ata r is hi t only by weapons of + 3 or
meaning of several abbreviations.
better enchantment. No mat ter wh at his form, he can draw
Cleric Abbreviations power from either the Positive or Negative Material
Planes. This allows him to str ike fear in a 15 foot radius
A L Alignment. The alignment required for a character into undead or creatures from the Positive or Negative
Material Planes, saving throw a t -4.
teodbtehcaonmaewa colresrhiicpopfetrh’issadliegintym.Tehnits. is always more restrict-
RA: Raiment. W hat th e cleric wears when performing The ava tar ha s double normal vision into all spectrums

formal ritu als to t he deity a nd th e cleric’s preferred g arbat and can regenerate ld4 hit points per round. Boccob is
other times. immune to all spells involving the mind, including
feeblemind and similar magics.
AEx: Additional Experience Cost. The penalty, in expe-
rience points, the cleric must pay when advancing in Once per day, Boccob can create a disc of Concordant
levels. This is offset by unique special abilities the deity Opposition. The disc is a 10-footweb of force th at blas ts
grants to its clerics. into nothingness any creature with fewer than 10 evels or
hit dice, or less tha n 50%magic resistance (unles s a save is
W PN Weapons. The types of weapons th e cleric may made). Characters of more than th e 1 0th level take 50
use. Weapons marked w ith a n asterisk are strongly associ- points of damage, no save allowed. Any creatur e wit h a
ated with th e deity and t he cleric must be proficient with magic-resistance greater t ha n 50% is unaffected. Casting
them at 1st level. time is one segment. The disc’s range is limited only by
Boccob’s line-of-sight.
Numerous deities insist that their clerics learn about,
an d become proficient i n t he use of edged-weapons.These Boccob generally ca rries hi s S taff of th e Archmage. Th is
combines th e powers of a staff of the magi with a wand of
deities have the ir ow n reasons for breaking th e commonly conjuration. Though it can never contain more than 25
enforced rule of clerics not usi ng edged weapons. charges, it can absorb 24 spell levels per day. Boccob
always wears a t least five amulets and protective devices,
SPH: Spheres. The kinds of spellsth e deity makes av ail- including a periap t of wound closure, a scarab ofprotection,
able to its clerics. This is intended for use with a n optional a n amulet ofproof against detection and location, a periapt
rule in the second edition AD&D@game, and can be of health, and a stone of good luck.
ignored if th e DM wishes.
Boccob’s Clerics
SPL Specials. Special abilities th e deity gr ant s its cler-
ics, usually spells or spell-like powers. Special abilities AL Neutral; RA Purple robe with gold trim ; AEx:
accrue to th e cleric automatically each day.
special; WPN flail, mace, staff*, dagger, knife, sling; S PH
A D D Additional Spells. Spells th at fall outside the dei- Astral, Charm, Combat, Divination, Elemental,
ty’s spheres, bu t are available to th e cleric. Summoning, Healing (minor), Guardi an (minor); SPL see
below; ADD disc of Concordant Opposition, dispel magic
Boccob (Greater Deity)
whPerinesthtseyofreBaocchco8bthglaeivnelli.mTihteedcslaegriec ahbaislitaycc(seeses DtoMtGhe)
AS YL ENyeeutirnala; WAL Any; SoC Magic, Arcane K nowledge;
st ar ; CR Purple; P N Concordant Opposition major field of the Supernatur al and Unus ual, with one spe-
cial category per 4 points of intelligence. The cleric can
Boccob, The Uncaring, patron of neutrality, foreknow- answer questions or conduct research only if he h as access
ledge, a nd foresight, is th e Archmage of th e Deities. He h as to a library. If a priest of Boccob builds a religious strong-
few followers, but thi s does not appear to concern him in hold (see P H B ) , he may ench ant one or more of Boccob’s
the least. Throughout the Flanaess seers and diviners eyes in a star symbol to a ct as a scrying device.
ent rea t him for omens, sages revere him, and those seeking
to create new magical items or spells often seek his aid. Each s crying device costs 5,000 g.p. an d takes 13 weeks
Services to Boccob, when held at all, include complex rit- to construct. The cleric can build one of thes e devices for
uals , incense, recita ls of alchemical formulas, and readings every 3% points of Intelligence h e has. The devices func-
from special works honoring knowledge. tion only within the stronghold, each acting as a crystal
ball, but capable of scrying only the area in which it is

5

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h
/

placed. The cleric may use them from any location on the Celestian’s Avatar
Prime Material Plane. The chance for successfulscrying is
100%. There is no limit to t he number of times th e cleric HD 23; THACO 5; SpA MU 13; MV 1 8” ;AC - 5 ; hp 104;
#AT 2; Dmg by weapon +6; M R 45%; SZ M; Str 18 (00))
can scry through these devices, but th e total scrying time In t 18, Wis 16, Dex 18, Con 18, Cha 17
allowed is three hours per day; the cleric may divide his
time between th e available devices as he sees fit. blCaceklegsatiramneanptsp.eHariss assyma btoallli,slaeanna, rmraiyddolfes-eavgeend “msatanrsin”
(diamond,amethyst, sapphire, emerald, topaz,jacinth, and
When Boccob’s clerics reach 10th level, they gain the ruby) blazing with th e fires of dista nt suns. This symbol is
ability to handle magical items normally usable only by always par t of his attire, worn as a n adornment or worked
magic-users. The items they can use include all wands (but into the cloth. His smooth skin is ebony, and h e ha s eyes to
not rods or staves, save those usable by clerics), crystal match. His movements are quick and silent. He speaks but
balls, robes (but not a robe of the archmagi). Once they seldom, and th en only i n a cold, unea rthl y w hisper, which
reach 10t h level, clerics pay an additional 5%experience carries well despite its softness.

point cost when gain ing fur the r levels. Once per round, he can use a ny magical spell involving
movement or tra vel, at th e 18th evel. Celestian casts these
Additional Spell spells in addition to any others he has memorized. Each
casting takes one segment no matte r what its normal cast-
Disc of Concordant Opposition (Evocation) ing time.

Level: 6 Components: V, S, M Celestian typically carr ies one or more of th e following
Range: 10 yards Casting Time: 6 segs.
Duration: 1attack Saving Throw: Special weapons: a magical long bow + 3 with 20 + 3 arrows; a
spear + 4 , normally 5 feet long but extending to 10 feet
Area of Effect: 1creature whenever Celestian wills; a short sword +5 ; a battle axe
This spell is granted to clerics of Boccob when they +4 tha t he can hurl up to 40 feet; and a dagger +6 made of
unbreakable metal.
become eligible for 6t h level spells. It i s a less powerful ver-
sion of Boccob’s own disc of Concordant opposition. When Celestian also has t he following powers, usable a t will,
it is cast, th e cleric brings into being a disc which will blast once per day:
most creatures into nothingness unless they a re resistant
Aurora-When he uses th is power, an immobile, seven
to magic. foot high hollow cylinder of scin tillat ing light surr ound s
Celestian or any creature he chooses within a 20-yard
Creatures with less tha n 6 hi t dice or 35% magic resist-
ance ar e destroyed, if they fail th eir save. Creatures with 6
hi t dice or more tak e 75 points of damage, if they fail the ir
save. Creatures with 6 or more hit dice take 40 points of
damage, saving to half damage. Any creature with a
magic-resistance grea ter t ha n 35%is unaffected.

The cleric mu st have Boccob’s symbol-on his person in

iorrodnerantodcealsetctthruismspwehlle.eTl hweitmhaaterroidalricsoimngpfornoemnttihseacsemnatelrl
of one side. The disc is hurled at th e target while th e cleric
completes a prayer to Boccob.

Celestian (Lesser Deity)

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

It is said that Celestian and Fharlanghn are brothers
who followed similar but different paths. While
Fharlanghn traveled the world, Celestian was drawn to
the endless reaches of the stars and the Astral Plane.
Celestian, The Star Wanderer, has only a small following
in the Flanaess, being revered by astronomers, astrolo-
gers, navigators, philosophers, dreamers, and others
involved with t he cosmos or th e sky. Shrines to C elestian
ar e located in th e country, away from city lights, and ar e
bui lt on mountain peaks or hilltops with a clear view of th e
nig ht sky. Services to Celestian are held outdoors under a
star ry sky.

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rang e. The cylinder’s radiu s c an be anywhere from one to Priests of Celestian wander about emulating their deity,
seven feet, at Celestian’s option. The light l as ts up to seven whenever possible, by tr avelin g th e depths of space. They
turns-Celestian can dispel it at will. tend to be detached, more concerned with t he sta rs tha n
with Oerthly affairs. All Celestian priests stu dy th e stars
Celestian an d his clerics are immune to th e effects of th e and have a working knowledge of astronomy a nd naviga-
cylinder, but an y other livin g thin g touching or touched by tion. Priests g ain special spells as they advance in level:
th e light suffers 3d8 points of damage (save vs. spells for
Level Spell
choalnff)i.nIfesaocfrtehaetuaruerfoarialsairtesas.aTvhinogsethtrryoiwnigt tcoanennotet rlethaveefitehled
must also make their saving throw to enter t he area. The 1st-2nd feather fall
cylinder counteracts th e effects of magic resistance.
3rd-4th jump
Comet-This is a flaming missile which can unerringly 5th-6th levitate
str ike one target w ithin 20 yards. The missile ignites any 7th-8th spider climb
combustibles it touches. Its poisonous, flaming gases
inflict 5d6 points of damage on any thing it strik es (save vs. 9th-10th fly
spells for half). The targ et must be constantly in sight for 11th-15th dimension door
th e spell to work. Even those creatures w ith fire resistance 16th & up teleport
ta ke t he ful l effect of cometdamage. Celestia n and h is cler-
ics a re immune to t he spell’s effects, however. Each special spell is gained immediately when t he cleric
reaches the listed experience level. Special spells are
Heat Lightning-This spell calls a bolt of lightning down cumulative, so that a 16th level cleric has seven special
from th e sky. The bolt unerringly strikes any single target spells per day. Each spell is usable once per day. Casting
with in 70 feet of th e caster, inflicting 5d10 points of dam- times are normal, and t he cleric casts the spells at hi s expe-

age (save vs. spell for half). The target must be con stantly rience level.
in sight for the spell to work. Even those creatures with These spells are granted like all clerical spells and th e
electrical resistance take the full effect of the lightning
damage. Celestian and his clerics ar e immune to its force. clerics don’t have to study for th em as a magic-user does.

Meteors-Seven to 1 6 (ld 10 +6 ) stone spheres, each six Additional Spell
inches i n diameter, shoot from Celestian’s hand. They can
be directed at a single target within 20 yards, or split Meteors (Evocation)
among several targets. Each meteor inflicts ldlO +4 points
of damage (save vs. spells negates, one save per striking Level: 4 Components: V, S, M
meteor). The meteors may be released one at a time or Range: 20 yards Casting Time: 5 segs.
simultaneously, but any not released before two turn s have Duration: 1 ound/level
elapsed are lost. Area of Effect: Special Saving Throw: Special

Space Chill-A wave of cold and vacuum, 40 feet wide This spell creates 2-5 (ld4 + 1) stone spheres, each six
an d 70 feet long, originating from Celestian’s hands, k ills
all vegetation it touches. Other living things suffer 4d10 inches in diameter. They shoot from the caster’s hand, fol-
points of damage. A save vs. spells reduces tota l damage by lowing a straight path toward the target or targets the
one half.
caster selects. The meteors hit t heir targ ets unless a save
S ta r Shine-A blazing white sheet of light stre ams from vs. spells is made (dexterity and racial bonuses do not
Celestian’s eyes, enveloping up to four crea tures up to 70 apply), and ther e is a -2 penalty to the save if th e range is
feet away. Targets ar e blinded for one tu rn (save vs. spells 10 yards or less. Each meteor inflicts ld 4 +4 points of dam-
negates th e effect). This blindness c an be removed with a age if it hits. The caster may release the meteors one at a
cure blindness spell or successful dispel magic. time or simultaneously, but any not released when the
spell duration ends are lost. The material component is
Thunder-A great , rolling thunderclap sounds directly
over Celestian’s head. All creatures within 30 feet that Celestian’s circle of s tar s symbol, an d th e cleric mus t be
have fewer th an 20 hit dice (except Celestian and his cler- under an oDen skv to cast th e spell.
ics) are stunned for one round and deafened for ld4+1
rounds, no saving throw. Creatures between 30 feet and 70
feet are simply deafened (save vs. spells negates).

Celestian (or his spell-casting cleric must be under the

toapneenosuksy. Stoavueses,awnyheorfethaepspelipcoawbleer,sa. Creamstiandge taimt -ei3s.instan-

Celestian’s Clerics

AL Any Good; RA Black robe covered with stars ; AEx
+ 10%;WPN spear*, sho rt sword, staff; SPH Astral,
Creation, Sun, Necromantic (minor),Healing, Guardian
(minor); SPL see below; ADD meteors, cre ate water,
endure cold/heat, resist cold, resist fire, flame walk, create
food and water, quest, chariot of Sustarre, wind w a l k

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St. Cuthbert (Lesser Deity) pled hat s of brown and green ta rt an with St. Cuthbert’s
starb urst symbol, in copper,pinned to them. The Chapeaux
AL Lawful good (Lawful neutral); WAL Lawful good, seek to convert people to the faith. Beginning at third
Lawful neutr al; SoC Wisdom, Dedication, Zeal; SY level, Chapeaux can cast one shillelagh spell per day. The
Wooden billet, sta rb ur st, crumpled hat ; CR Brown, green; spell is cast at th e cleric’s level.
PN Arcadia
The Stars wear dark green robes with th e starbu rst in
St. Cuthbert, t he patron of common sense, trut h, and forth-
rightness, ha s a large following, and many wayside shrine s copper, gold, or platinum , depending on th e cleric’s stat us .
and small, crude chapels dedicated to his worship ar e scat- Stars seek to ret ain doctrinal purity among th e faithful-
tere d throughout th e Flanaess. His worshippers are most they tolerate no backsliding. Most Stars (70%)are lawful
numerous in the Central Flanaess, in the City of neutral. Beginning at fourth level, Stars can cast one E S P
Greyhawk an d vicinity, th e Wild Coast, Urns t, and Verbo- spell per day. The spell is cast at th e cleric’slevel.
bonc. In the se a rea s his places of worship are large, elabo-
rate, and well-maintained. There is a great personal The Billets are th e most numerous of St Cuthbert’s cler-
enmity between St. Cuthbert and Iuz.
ics. They dress in simple brown and russet garments and
St. Cuthbert’s Avatar wear St. Cuthbert’s cudgel symbol in oak or bronzewood.
Billets minister to and protect t he faithful, most (70%)ar e
HD 17; THACO 10; SpA CL 16; M V 18”;AC 2 ( - with
plate mail); hp 80; #AT 1; Dmg 2d4 + 5 or ld6 +9 ; MR lawful good. Beginning at second level, Billets c an cast one
friends spell per day. The spell is cast a t t he cleric’s level.
40%; SZ M; Str 18 (011, Int 10, Wis 19, Dex 17, Con 18,
Cha 16 Additional Spell

St. Cuthbert only leaves his plane when some great duty Beguiling (Enchantment/Charm)
brings him forth. He hates evil, but is mostly interested i n
law an d order and t he dual t ask s of converting th e unin- Level: 2 Components: V, S, M
formed an d preventing backsliding among the faithful. He Range: lbuch Casting Time: 5 segs.
usually appears as a stout man with a ruddy complexion, Duration: Special
apple cheeks, flowing white hair, and a drooping mous- Area of Effect: Special Saving Throw: Negates
tache. I n this guise, he wearsplate mail +5. His helmet is
crowned wit h a crumpled hat , and a sta rbu rst of rubies set This spell imbues t he cleric’s bronzewood or oaken cudgel
in platinu m hangs from his neck. He carries two weapons, with th e power to charm an opponent by touch. The cleric
a bronzewood cudgel in h is left h and an d th e Mace of St. can opt to attempt a non-damaging touch, or a normal
Cuthbert in his right.
melee attack. In either case,the t arge t must save vs. spells
St. Cuthbert ha s also been known to appear as a manure- when a hi t is scored or be charmed. Shouldth e cleric opt to
covered yokel, a brown-and green-robed wanderer, or a n
aged and slight tinker. His a vata rs ar e hit only by weapons make a damaging atta ck, however, each point of damag e
of + 2 or bette r enchantment.
th e target suffers froma hit gives a + 1 onus to t he save (a
St. Cuthbert’s bronzewood cudgel is a + 3 weapon equal
roll of a “1”always fails).
to a morningstar in his hands. Anyone touched by it must Charmed creatures regard the cleric as their comrade,
save vs. spells or be beguiled for 5-20 urn s. The Mace of St.
Cuthbert is a mace of disruption +5 . On a roll of a natural farniedntrdu, ostrimngehnitmor,otrrehaetriinmgpthliecictllye.rIicf cwoimthmlouvneicaantdiorneissppeocst-,
20, th e creat ure struc k loses one point of intelligence per- sible, th e charmed creature will obey the cleric to th e best
manently, no save (however,a successful magic resistan ce of its ability as long as the instructions seem plausible an d
roll negates th e effect). The mace also has th e following do not obviously consign the creature to needless injury,
powers at 18th level: bless (by touch), know alignment
(onceper day), tongues, and remove curse (seven per week). loss, or violation of alignme nt.
Charmed creatures remain so for 2d10 rounds. This spell
St. Cuthbert’s Clerics
is particularly useful for getting incorrigibles to listen to
AL Lawful good or Lawful neutral ; RA see below; AEx the teachings of St. Cuthbert or to contribute to worthy
none; WPN club*, flail, mace*, staff+, ling; SPH Charm,
Combat (minor), Divination, Protection (minor), Healing, causes.
Necromantic; SPL see below; ADD beguiling, speak with
dea d, create food and water, speak wi th plants, heroes’ -If this spell is used in conjuction with a shillelagh spell,
feast, stone tell, succor, dispel evil, symbol, holy word
th e victim saves at 1. The dweomer last s thre e rounds
St. Cuthbert’s priesthood is divided into three orders: plus one round per cast level, or unti l th e cleric scoresa suc-
the Chapeaux, the Stars, and th e Billets. There is a great cessful hit with t he cudgel, whichever comes first.
rivalr y between th e followers of St. Cuth bert a nd those of
Pholtus of th e Blinding Light.

The Chapeaux dress in varying garb, but all wear crum-

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Deities and Clerics of Greyhawk In human form, Ehlonna can summon and command
horses, while in elven form she has power over unicorns.
-3-7 She can summon either from as far away a s thre e miles.
Summoned creatures willingly s erve as mounts and will
Ehllonna (Lesser Deity) perform any task given them to t he best of their abilities.
Elves, brownies, gnomes, and halflings are especially
AL Neutral good; WAL Any good, neutral; SoC Forests,
Flowers, Meadows; S Y Unicorn horn; CR Pale green; PN gatotoudneodr ntoeuEtrhallomnenma-beirfosfhteherseequraecsetss iat isse9r0v%iceifkreolmy tahnayt
Prime Material her request will be granted, no matte r wha t is required.

Ehlonna of th e Forests, venerated as a fertility goddess, Ehlonna’s most common avatar is struck only by weap-
is also patrones s of animal s an d all good folk who dwell in
the woodlands. She is the deity of hunters, fishermen, ons of + 1or better enchantment, and ha s the abilities of a
woodcutters, and others who make the ir livelihoods from
th e forests. Temples to Ehlonna ar e located in sylvan s et- 10t h level ranger.
tings, although small sh rines a re occasionallyfound in vil-
lages. Her followingis strongest in the area from the Wild Ehlonna’s ava tar always wears iron bracers th at bestow
Coast to the Ulek fiefs, and from th e Kron Hills to th e sea.
More females than males serve Ehlonna. Services to an ar mor class of zero and gr an t a + 2 to all saving throws.
Ehlonna involve wooden and horn vessels, various herbs,
and music from pipes and flutes. In addition, she carries a long bow and 40 arrows, a long
sword, and a dagger. The bow never misses its target , even
when fired at maximum range (21”). Half the arrows ar e
arrows of slaying for various evil woodland animals and
creatures. The remainder a re arrows +3 . The long sword is
a defender + 6 , and the dagger is +4.

Ehlonna’s Clerics

AL Neu tral good or neutra l; RA Pale gre en robe; AEx
+ 5 % ; WPN Long bow*, knife, spear, staff, lasso, club;
SPH Animal, Combat, Elemental (minor), Creation
(minor),Weather, Sun, P lant, Healing; SPL see below;
ADD stalk

Ehlonna’s clerics wear pal e green robes, and choose one
species of pl ant as the ir special ward. The cleric need not
fanatically protect individual plants from all harm, but
must see to i t tha t th e species as a whole flourishes, and
th at common folk respect i t for any beneficial properties it
might have. Most clerics c arry a supply of seeds with the m

tahsethspeyectireasv’eslu,rpvliavnalt.ing them where appropriate to insure
All clerics of Ehlonna track as if they were ra nge rs a t a

level of ability eq ual to the ir clerical level. Beginning at
5t h level they can cast one animal friendship spell per day;
the spell is cast at the cleric’s level, and does not count
agai nst t he cleric’s spell maximum.

Additional Spell

Stalk (AlteratiodAbjuration)

Level: 2 Components: V, M
Range: Touch Cast ing Time: 2 segs.
Duration: 5 roundsflevel Saving Throw: None
Area of Effed: Crea ture touched
Ehlonna’s Avatar
This spell makes the target nearly invisible in natural
HD 22; THACO 12; SpA MU 10; MV 24 ”; AC -2 ( - 4 surroundings and almost totally silent, a s if he or she were
with bracers); hp 100; # ATT 3/2; Dmg ld 8 + 5 o 11,or wearing cloak and boots of elvenkind. Fur ther more , th e
recipient’s scent is almost completely masked. The
ld 6 + 8, or ld4 + 9; MR 35%; SZ M; Str 18 (99), nt 18, dweomer makes a stationary recipient undetectable by
non-magical means a t any range over 30 feet. Movement
Wis 18 , Dex 18, Con 18 , Cha 18 doesn’t negate the spell; it only makes non-magical detec-
tion possible. The spell ends when its duration expires or
Ehlonna appears as a human or elven female. In her whenever th e recipient attacks. The material components
huma n guise she has ei ther chestnut or black hair; as a n
elf her tresses are golden-pale or coppery gold. In either ar e Ehlonna’sunicorn horn symbol and a piece of dried c ha-
form, her eyes are st artl ing blue or soft violet, and her sk in meleon skin.
is clear and fair. Her g arb varies, ranging from the service-
able clothing of a forester or ran ger to th e delicate gownof
an elven princess.

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AL Neutral good; WAL Any (Neutral preferred); SoC any localeon the Prime Ma terial Plane. After viewing this
Horizons, Distance, Travel; S Y Wooden disc with a image for a single round, Fharlanghn can teleport to the
curved line, representing th e horizon, across the upper locale pictured without error. Other viewers studying t he
half; CR Brown, Green; PN Prime M aterial image for one round can teleport to th e locale as though it
had been studied carefully.
Fharl angh n, Dweller on t he F ar Horizon, is venerated as
the deity of roads, as well as travel and distance, and his vaTryheinDg iisnctecnasnitya,lsooncsheoeovterfyorttehn arobuunrdnsi:ng golden ray of
name is usually invoked throughout the Flanaess when- Pale yellow-This ray h as the intensit y of a continual
ever a road is built or undergoes major repair. As th e deity
of travel, his symbol is seen on th e doorways of inn s and light spell and can light a n area six feet in diameter an d up
stables throughout the continent. His non-priestly fol- to 600 feet long.
lowers are usually adventurers, merchants, and it inera nts
of all sorts. Services to Fharla nghn’s ar e conducted out of Brilliant gold-This ray is bright enough to cause any
doors whenever possible, preferably under a sunny sky, crea ture to be permanently blinded (save vs. spell negates).
and with a clear horizon in view. The ray is eight inches in diameter and can be up to 60 feet
long. Creatures th at save when struck in th e eyes, and all
Fharlanghn’s Avatar creatures within thr ee feet of th e ray, are dazzled by its
brilliance and blinded for one round.
H-5D; 1h8p; 8T5H;A#CAOT 11;4D; SmpgAlCdL6 +M2U; M91R9;4M0%V ;uSnZliMm;itSetdr; 1A8C
(251, In t 19, Wis 18, Dex 18, Con 19, Cha 1 7 Fiery red-This ray can slicethrough virtually any thing.
The beam is pencil-thin and can be up to 16 feet long. The
Fharlanghn appears as a n elderly, weatherbeaten man ray can cut through 112 inch of stone or 114 inch of stee l in a
wit h deeply-wrinkled ski n and sparkling, youthful green single blast. Creatures struck by the ra y suffer 10-60 10d6)
eyes. He wears nondescript clothing, usually leather and points of damage (save vs. spell negates). The beam’s he at
unbleached linen. H is garments are always travel-stained, instantly sets fire to any combustibles it touches.
but seldomdirty. His movements appear slow and methodi-
cal, but he’s actually very spry. He will greet fellow trav - Fharlanghn’s Clerics
elers politely, and is always glad to converse,but not at any
great length. AL Neutra l; RA see below; AEx none; WPN St and ard;
SPH Astral, Elemental, Healing, Weather, Summoning
Fharlanghn can speak all th e languages of Oerth and can (minor), Combat (minor); SPL none; ADD footsore, endure
communicate with any intelligent creature throu gh telep- coldfheat,locate animal, resist cold, locateplant, resist
fire, create food and water, locate object, plant door,
acthhayr.mH, eevcailn, galosoodr,eialldulsaionng,umagaegsica,nsdnmaraegs,ica,nadndpictasnadtewteilclt. tongues, quest, pas s plant, transport via plants , find the
He can curse an enemy so th at any journey of more th an path
one league will tak e twice as long a s normal, no save. The
curse lasts one month, a nd can only be removed by a priest Fharlanghn’s priesthood is most active in the Central
of Fha rl an gh n of 1 0t h level or higher or by a deity capable
of casting remove curse. and Southwestern Flanaess. There are two sorts of
priests: urban and pastoral. Urban priests wear brown
When he ha s initiative, he can atta ck and leap clear of a n robes and maintain small chapels in towns and cities. Pas-
opponent, jus t as though h e were wearing boots of striding toral priests wear green robes. Although they maintain
and springing-except he never falls after making a leap. small wayside shrines, pastoral priests are wanderers, sel-
He is never surprised on the Prime Material Plane, and is dom remaining i n one place long and preaching a s they go
immune to an y spell involving earth. from shrine to shrine. All clerics of Fharlang hn have a n
acute sense of direction when wanderi ng t he o utdoors. At
His most common avat ar is hi t only by weapons of +2 or first level, all Fharlanghn clerics have a 35% chance to
better enchantment, regenerates 1 hit point per melee avoid getting lost when travelin g outdoors (see DMG‘),an d
round, an d has th e abilities of a 9t h level thief. No mat ter th is increases 1% or each level gained.
what his form, he can cast t he following spells, one a t a
time, once per round, at 18 th level ability: Additional Spell

Dig, polymorph self; dimension door,pas s without a trace, Footsore (Enchantment/Charm)
dispel magic, plan t door, earthquake, rock to mud, find the
pat h, stone tell, improved invisibility, transport via plants , Level: 4 Components: V, S, M
move earth, wall of thorns, pass plant, wind walk, pass Range: 20 yards Casting Time: 7 segs.
wall. Duration: 1day/level Saving Throw: NA
Area of Effect: 1 creature/level
Fhar lang hn casts these spells in addition to any others
he h as memorized.Each casting ta kes one segment. This specialized curse causes any journey of more t ha n
one league (thr ee miles) to become twice as long as normal.
Fhar lang hn always carries the Oerth Disc, an ornate ver- The victim will drag his feet, walk i n circles or in a n irregu-
sion of his symbol. This artifact, six inches in diameter, is lar line, insist on long rests, and t ak e other actions (or inac-
made of many k ind s of wood inlaid w ith jade and turquo ise, tions) to increase the distance traveled or slow travel time
with a bright amber gem set into it. By concentrating on (or both). Any mount the victim rides will be similarly
the Disc, Fharl angh n can produce a tiny reproduction of affected.

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The only way to counteract this spell is with a remove Incabulos’ Clerics
curse spell cast by a cleric of higher level th an t he original
caster, or by waiting for its duration ru n out. The material AL Any Evil; RA see below; AEx +5% ; WPN club, flail,
component is Fharlang hn’s disc and curved line holy sym- mace, staffF, lasso, sling; SPH Astral , Combat,
bol and a pinch of road d us t or damp mud. Divination (minor), Healing, Necromantic, Summoning,
Sun (reversed);SPL see below; ADD plague, dispel magic,
lncabulos (Major Dei
bqeusetsotw, trcaunrssem, uspteikweagtreorwtothd, ugsiat,nwt ainllseocftt,hsoprinkse,swtoenaeths,er
AL Ne ut ra l evil; WAL Any evil; SoC Evil, Plagues, summoning, creeping doom, insect plague, earthquake
Nightmares; S Y Eye of possession; CR Black, orange; PN
Hades Incabulos’priests are most secretive, fearing th e w rath
of those who detest what Incabulos represents. Priests
Incabulos is th e deity of evil sendings: sickness, famine,
drought, and disaster. Being a baneful deity, he does not dress in black durin g services and a re maste rs of disguise.
have a large following. Nevertheless, common folk At first level, clerics of Incabulos have a 20% immunity
throughout th e Flanaess give him offerings, usually foul-
smelling, guttering black candles, trying to appease him to all diseases and slimes, including those caused by cause
an d avoid hi s wrath . D espicable persons of all s o r t s vener- disease or plague spells, mummy rot, or gre en slime, violet
ate Incabulos, respecting h is power an d malignancy. Tem-
ples to Incabulos are hidden underground or in isolated, fungi, and similar creatures. This resistance increases by
2% for each level gained.
desolate wildernesses. Services are held in secret, with the
scene dimly lit by fat, smoky, black candles. The faithful When they reach 5t h level, clerics gain th e ability to cast
celebrate multiple iniquities, while the priests hum and a hypnotism spell, once per day, at 3rd level ability. There-
cha nt monotonously or join th e debauchery. after, the level of casting ability increases by one every

Incabulos’ Avatar time th e cleric gains a level.
When they reach 8 th level, clerics gain th e ability t o cast
HD 18; THACO 12; SpA CL/MU 13/13;M V 15”;AC -4;
a permanent sleep spell once per day. Casting tim e is one
hp 83; #AT 1; Dmg ld 6 + 1 + special; MR 45%;S Z M; Str segment, and the spell affects one touched creature in a

16, Int 18,Wis 15, Dex 17, Con 19, Cha 13 round (save vs. spells a t - 3 negates).

Incabulos appears as a horrid-looking ma n of inde termi- Additional Spells
nate age with skin inged a diseased blue. He ha s a twisted,
nightmarish visage, deformed body, and skeletal append- Plague (Alteration)
ages. He wears a filthy robe colored dead black, lined with
sickly orange and trimmed in moss green. He visits the Level: 4 Components: S, M
Prime Mater ial Pla ne only during darkness, and he ridesa Range: 10 yards Casting time: 7 segs.
nightmare with maximum hit points when it pleases him Duration: 6 tur ns Saving Throw: Special
to do so. Area of Effect: special

Once per day, Incabulos can gate in four night hags or This spell allows the cleric to inflict a virulent, infectious
eight hordlings (but not both or any combination of the
two). The gate always opens, and one creature arrives each disease on a single targ et. If the target makes a save vs.
round until the full number is attained. These creatures spells, ther e is no effect. If the save fails, the ta rget imme-
serve willingly. diately suffers an att ack of plague, becoming feverish an d
disoriented with illnes s forsix turns. During this time, th e
His most common avat ar i s hit only by weapons of + 3 or victim loses 10%of his or iginal hi t points, loses one pointof
Strength and Constitution, and suffers a -2 to saving
better enchantment, regenerates 2 hit points per round, throws and “to hit” rolls, and is +2 to be hit.
an d has t he abilities of a 1 3th level thief.
All creatures (and characters)within 10feet of the victim
Once per day, Incabulos can cast a double streng th sleep must pass a constitution check or contract the plague
spell, each casting takes two segments. Once per day, he themselves. Creatures currently suffering from the plague
cannot contract multiple cases, and creatures within r ang e
ccarenaatulsroe chaesttoaucpheerms. aOnnelnyt aslneeepxosprceilslmthsaptecllancaanffaewctaakneyn of more th an one victim need check only once.
th e victim (saving throw vs spells negates t he effect).
When the plague at tack ends, the penalties end, but lost
Incabulos’ favorite weapon hi s staff of wounding, which hit points and ability scorestak e l d6 d ays to retur n. Before
combines the powers of a staff of withering with a reversed th e plague’s effects wear off th er e is one final attack, and
stuffof curing. The item h as 60 charges, and only Incabulos the victim must make a constitutio n check again st his low-
can recharge it. ered score. If this fails, the victim dies; if the victim sur-
vives, lost hi t points and ability scores retur n.

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AL Neutral; WAL Any (neutral preferred); SoC Fate, turne d to dust; if magic resistance or save vs. spells fails,
Destiny; SY Golden spindle with th re e str ands; CR Gray, the creature is forever gone. This strand can be cast once
per day.
black; PN Unrevealed Strand of Hostility-The creatu re stru ck becomes hostile to
anyone or anything which opposes Istus (save vs. spell
Istus , t he Colorless and All-colored,Lady of Our F ate, is
also th e deity of th e future, destiny, and predestination. ndeegfeanteds)I.stTuhs,e icnrcelautduirnegwtuilrlndinogwohnatfeovremr eirs ansescoecsisaatreys toor
She h as few tru e followers, but many people throughout friends (fate decrees tha t it should be so). The effect is per-
th e Flanaess call upon her in times of want or need. Some manent, and only Istus can remove it. This strand can be
prognosticators and seers venerate Istus. Her cult is cast twice per day.
strongest in Divers, th e City of Greyhawk, Rauxes, Re1 Strandof Passage-This instantly connects th e plane Istu s
Mord, and Stoink, places where people tend to count on is on with any other plane Istus wishes. Any creature
good fortune to sustain them. Services to Istus include touching it is immediately transported to the other plane.
gauze hang ings, clouds of incense, woodwindmusic, cha nt- The strand remains for three rounds, but allows travel i n
ing, an d group meditation. only one direction. This strand can be cast twice per day.
Strand of Sending-The creature struck is sent to the place
Istus’ Avatar and future time (up to 200 days) where the DM feels its
freedom or existence is most in jeopardy (save vs. spells
HD 16; THACO 10; SPA CI/MU 16/16; MV 12“;AC -2; negates, willing creatur es need not save). Istus can also use
hp 75; #AT 1; Dmg typically ld 6; M R 50%;SZ M; Str 14, th e strand to send a creature to th e time and location in th e

In t 19, Wis 19, Dex 18, Con 16, Cha 19 anteawriflul.ture of greatest opportunity. This stra nd can be cast
Web of Enmeshment-All creatures caught within thi s 30-
Istu s appears i n many guises. Sometimes she is an old cubic foot web become lost i n a misty lab yri nth of unlim -
crone, at other times a noble dame, shepherd girl, or gen- ited size. Vision within t he lab yrint h is limited to ten feet.
tlewoman. She always appears to be unarmed, but can use Also, the prisoners are filled with a nameless dread, and
any object as a n effectiveweapon for ld 6 points of damage. are 50% likely to attack any creature they meet, friend or
No one knows where Is tu s makes he r abode. Mostprobably foe. The web lasts one turn, but creatures lost in t he laby-
it is located in some pocket universe or Deep Ethereal rin th may escape before them. Prisoners who a re not in
demi-plane which only she and her strands of fate can combat may attem pt a save vs. spell on t he secondround of
enter. confinement, and each round thereafter until they escape.
Creat ures with magic resistance may roll when struck: If
Istus can never be surprised. When attacking with an the roll is successful th e creat ure is not confined;if th e roll
item, she always hits her ta rge t, as she can influence fate. fails, the creature is trapped until it saves. Creatures
Damage is variable-her control is not tha t fine. She can killed or struck unconscious within the labyrinth remain
move into the future and back instantly, once per day.
These jaunts into the future restore 3d10 x 10 lost hit th ere un til removed by another creature. This web can be
points. cast once per day.
Web of Entropy-This invisible, 30-cubic-footweb affects all
Istus is immune to t he effects of a ll time-related spells magical energy within it. The web las ts one turn. Magical
(such as augury, divination, time stop, and tempus fugit), items must save as though struck by a strand of cancel-
however applied. A noble time elemental with maximum lation each round they rema in i n th e web. Spells cast from,
hit points always attends Istus, but it accompaniesher ava- into, or through th e web are negated. This web can be cast
tar only 20% of th e time. Her most common avata r is h it once a day.
Web of Stars-This webtransports M u s and every creature
only by wea pons of + 3 or better enchantment. within a 15-footradiu s to an unbounded time/space in a n
unknown location which might be her abode. The web is a n
Istus always carries the Spindle of Fate, a golden rod ultra-dimensional pathway to anywhere or anywhen , if th e
wound with silver-gray threads. This deviceresponds only way is known. Mu s, naturally, knows th e way. Other crea-
to Istus. She can move freely among all times and places tur es caught within t he web see an infinite, star ry space
while she has t he Spindle. Ifit is lost, she retu rns immedi- filled with silken strands. Distances are distorted, and a
ately to her abode, where she makes a new spindle-the single step can move a creat ure a vast distance. Creatu res
lost artifact crumbles to dust. Remaking th e Spindle take s more th an two “steps” away appear as glowingstars of red,
3d10 x 1 0 days; Istus cannot control fate du ring this time. orange, yellow, green, blue, violet, or white. The weblasts
one hour or 600 “steps” of time.
weIsbtsu:s also uses the Spindle to cast various strands and
Strand of Binding-The creatu re struck must save vs. Creat ures of supra-genius ntelligence can find the ir way
back to their point of origin. Those with greater than
spells or be held immobile, as though bound by heavy iron supra-genius intelligence can determine the locations of
chains, for 10 0rounds min us its hi t dice, strength notwith- other points along th e web (10%chance per point of Inte lli-
standing. This s tran d can be cast three times per day. gence over 20)and can use t he web to travel to othe r planes
and times. Creat ures with geniu s intelligence can also dis-
Strand of Cancellation-Any non-living object struck is cover th e na tur e of th e time/space(1% hance per point of
treated as if it never existed! Only non-living things are Intelligence) and locate points along it, but each portal
affected. Magical items are entitled to save at 5% per must be studied for one tur n (100 “steps”) before it can be
“plus” or equivalent. Artifacts save a t 50% and relics a t
75%plus 5%per plus (e.g., a n artifa ct sword +4 would save
at 70%). This s tr and c an be cas t twice per day.
Strand of Death-Any creatu re (even a deity) struck is

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used. Creatures may try to comprehend the timekpace Additional Spell
only once per visit. Points along the web are spaced 3d8
steps apart. Creatures within the web when it fades are Enmeshment (ConjuratiodSummoning)
instantly teleported to a random location on their home
Level: 6 Components: S
planes. This web can be cast once per day.
Strands have a range of 60 feet, webs 30 feet (except th e Range: 10 yards Casting Time: 6 segs.

web of stars which is always centered on Istus). Istus casts Duration: Special Saving Throw: Negates
her stra nds and webs at 24th level. She has often granted
Area of Effect: 30 foot cube
stra nd casting to he r high clerics,but thes e clerics are nev-
er granted more than two str and s a day. This spell creates a mass of weak, sticky threads which
lasts one turn. The threads block vision but do not impede
movement. They are non-flammable and can only be
removed by a successful dispel magic spell. Creatures
touching the threads must save vs. spell at -3 or be
insta ntly teleported to a misty labyr inth of unlimited size.
Prisoners within th e labyrinth are filled with a nameless
dread, and vision is limited to 10 feet. Prisoners ar e 50%
likely to attack any cr eature they meet, frien d or foe.Pris-
oners not engaged in combat may attem pt a save vs. spell
on th e second round of confinement, and each round there -
after unti l they escape or th e spell duration ends.

Creat ures with magic resistance may roll when touching

the threads; if the roll is successful the creature is not con-
fined; if th e roll fails the creature is trapped until it saves
or the spell duration ends. Prisoners in th e labyrinth w hen
th e spell duration ends ar e retur ned to th eir point of origin.

Istus’ Clerics AL Chaotic evil; WAL Any evil; SoC Oppression, Deceit,
Pain; SY Grinning huma n s kull; CR Rusty black; PN
hAaLmNmeeurt,rmala; cReA, sstaefefb, elalosswo;; ASEPHx 5A%s;trWalP, NChcalurmb, (fmlaiiln*o,r), Prime Material
Divination, Healing, Necromantic. Protection (minor);
SPL none; ADD enmeshment, bless, predict weather, Iuz, The Old,is th e patron of wickedness. He ru les a por-
chant, prayer, quest, stone tell, reincarnate tion of the Flanaess named after him, holding court in his
capital city of Molag where he plots the conquest and
Most clerics of Is tus a re female (80%).Generally, only
unfeeling or cynical persons serve he r (fate often being too deroymainreioinnofaf mthoeuesntthi rreouOgehrothu.t Ituhze’sFwlaicnkaeedssn,eassnadnfdewtrecarceha--
cruel or unreliable to inspir e stro ng devotion) although ture s living outside his domain even speak his name, let
some worship Istus because fate has been uncommonly alone venerate him. There is great personal enmity
generous to them. Clerics of Ist us wear gray or black robes. between Iuz and St. Cuthbert. Ceremonies venerating Iuz
Form al vestme nts for high-level clerics have web patterns . include foul-smelling incense or burning dung, the bang-
All clerics ar e expected to wear th e golden spindle openly, in g of great drums , gongs, or bells. Blood sacrifices are
and to let their ha ir grow at least six inches long. Since often pa rt of rituals. A ltars ar e usually of bone, and include
clerics of I st us tend to be resigned to (or confident about) many skulls . Servicesto Iuz ar e held i n ancient, filthy, and
da rk places.
their fates, they tend to make unimportant decisions
randomly-by coin toss or die roll. Even when faced with True Form ( N o Avatar)
a n important decision, a cleric will often consider two or
more courses of action of appare ntly e qual mer it and HD 36; THACO 10; SPA CL 16;MV 18”;AC -4 (- 8 with
choose one randomly.
cape);hp 165; #AT 1 or 2; Dmg ldl O+ 12 or
Clerics of Is tus who ar e or 3rd level or higher can cast one
augury spell per day. This does not count agains t th e cler- 2ld14, I+n1t 01/8ld,W4 +is1200M, DRe4x51%8,(C65o%n 1w8it,hChcaap1e8);SZ M or L; Str
ic’s normal spell total. Clerics of 7t h level or higher can
cast a strand of binding, once per day. The strand has a Whether Iuz is a human who has become demonic
range of ten feet, and t he bindinglasts one round per level through th e centuries, or whether h e is a cambion (Orcus’
of the cleric. Victims who fail their saves can make one offspring, some suggest), no mortal knows. He has been
atte mpt to bend barsflift gates and break th e strand. known to appear a s a n ogre-sized fat man with demonic
features, reddish skin, pointed ears, and long steely fin-
gers, and as a wrinkled old man scarcely five feet tall.

Iuz has no avatar. If he is slain, he is banished to the
Abyss-just as if he were a demon prince. His soul objectis
reputedly hidden on the Abyssal Plane. Iuz is struck only

by weapons of + 1or better enchantment.

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I n his demonic form, Iuz usually wields a great two- All effects las t l d4 +1 ounds. Th e DM migh t choose to
handed sword + 3. In his old man form, Iuz can generate a
disgusting spittle. Once per round, he can project this spit- alter the hi t location chart to account for tar get facing or
tl e at tar get s within 10 feet. Iuz must m ake a successfulto non-humanoid body type.
hit roll, an d all targe ts ar e considered at short range. Crea-
ajor Deity)
tur es struck a ge ld 6 years, no saving throw. Furthermore,
AL Neutra l evil; WAL Any evil; SoC Death, Darkness,
th e are a struck becomeswithered and numb, and is useless Underworld; SY Skull an d scythe; CR Rust-red; PN
tarterus
for ld 4 + 1 ounds.
In eit her form Iuz is stru ck on ly by weapons of + 1or bet- Nerull, the patron of covert activity, is known as t he
Reaper, Foe of all Good, Hater of Life, Brin ger of Darkn ess,
te r enchantment. He usually wears a n old,short cape.This King of all Gloom, and Reaper of Flesh. He is th e deity of
acts as a cloak of protection + 4 and increases his magic all who embrace evil for enjoyment or gain. Many evil
resistan ce by 20%. Iuz has th e abiliti es of a 20th level thief. humans and some humanoids pay homage to Nerull. In
wicked lands, such as the Great Kingdom, temples of
Iuz also h as th e following powers, common to a ll demi- Nerull operate openly. Elsewhere his temples operate
secretly in subt erranean v aults. Servicesto Nerull ar e con-
gods. ducted in darkness, with a litany glorifying death and suf-
At will: finger of death, invisibility, phantasmal force, fering. Blood sacrifices are common. Altars are made of

protection from good 10’ radius, remove fear, summon fol- rust-coloredstone; service pieces ar e copper and malach ite.
lowers (1-2creatures of th e same type and alignment, up to
20 hi t dice total, per day), wall of orce. Nerull’s Avatar

Twice per day: dispel good, dispel illusion, dispel magic, HD 20; THACO 12; SpA CL MU 14/14; M V 15“/45“;AC
true seeing. -4; hp 90; #AT 1; Dmg 5-30; MR 50% ; S Z M; Str 15, Int
16, Wis 19, Dex 18, Con 18, Cha 1 4
Once per day: anti-magic shell, command (2 round dura -
tion), gate, heal, unholy word, limited wish, symbol. Nerull appears as a skeletal figure with dull rust-red
skin. His skull-like head h as locks of da rk green, ropey
Iuz’ Clerics hair. His eyes are a green, suggesting verdigris; his talons
and teet h are the same hue. He wears a black cowl an d car-
AL Chaot ic Evil; RA see below; AEx none; WPN club, ries the Life Cutter, a red-veined sablewood staff. He
flail, mace*, staff, sling, garroe; S P H Combat, appears on the Prime Material Plane only during dark-
Guardian , Divination (minor), Healing, Necromantic ness.
(minor), Summoning, Su n (reversed);SPL change self;
ADD spittle, cause fear, heat metal, dispel magic, true ulNtraevruislilocna-narfely. Atwllicheisassenesfefse-citnicvleudaisngtheinhfuramviasnionnoarmnd.
seeing, feeblemind, forbiddance, confusion Furthermore, his vision cannot be obscured by da rkness or
clouds, magical or otherwise. This makes h im, for all prac-
Clerics of Iuz are as cold-bloodedand m alevolent as th ei r tical purposes, immune to surprise, except through some
deity. They dress i n black (th eir master’s favorit e color), or extraordinary means. Once per day, Nerull can summon
in bloodstained white. Beginning a t 3rd level, they can cast thr ee demodands of th e same type. The summoning tak es
change self once per day. The spell is cast at the cleric’s three segments, and the creatures appear l d8 segments
level. All clerics of Iuz a re dedicated trophy hunters , ta k- later. The creature s serve willingly.
in g souvenirs from defeated foes. A cleric’s stat us is parti-
ally de termin ed by the nu mber of trophies in his His most common av at ar is st ruck on ly by weapons of + 2
collection-particularly skulls.
or better weapons, and has th e abilities of a 17t h level
Additional Spell thief.

Spittle (Alteration) Nerull generally carries one or more cursed magical
items. Among his favorites a re a necklaceof strangulation,
Level: 1 Components: S a bag o f devouring, a rug of smothering, and a poisonous

Range: 10 yards Casting Time: 1 eg. wclohaekre. Sthoemyectaimn ehsu,hret tshime pglryeeledayvoers uthnewseariyte, mbustluyisnugalalbyohuet
uses these items offensively,preferably from behind.
Duration: 1 attack Saving Throw: Negates
The Life Cutter is actually a scythe. At Nerull’s com-
Area of Effect: One crea ture mand a huge blad e of red force exten ds from its tip. The

This spell allows the cleric to generate a disgusting spit- blade is equal to a + 5 weapon. With it, Nerull ca n sweep a
tle that can paralyze any creature it touches. The cleric
180-degreearc 10 feet long and 2 feet deep. Each crea ture
must make a to hit roll, and all targ ets are considered o be within the arc is subject to attack (normal to hit roll
at short range, Any creature st ruck must save vs. spell or required). Even creature s in Astral, Ethereal, or gaseous
lose th e use of th e are a struck: form are affected. Victims struck must save vs. death or
expire instantly ; those saving suffer 5d6 points of damage.
d8 roll Area Struck Effect Creatures from, or drawing energy from, the Positive

1 Head Unconscious
2-4 Body Paralyzed
No atta cks
5 Weapon Arm No shield bonus
6 Non-weaponArm Lose defensive dexteri-
7-8 Leg ty bonuses; movement
reduced 50%

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Material Plane suffer double damage. Undead struck by Pholtus, of the Blinding Light, is the deity of order,
th e blade crumble to dust unless they, too, save vs. death. inflexibility, th e sun , and t he moon. Some followersof t he
The double-damage and d eath effectsar e negated by a suc- Blinding Light claim th at Pholtus set th e su n and moon in
cessful magic resistance roll, but t he base damage is not. the sky and maintains them in their rigid procession to
show all creatures th e One True Way, a strict p ath which
Nerull’s Clerics allowsno deviation but absolutely assures righ tness. Such

AL Any evil; RA Rust-red or black garments; AEx 5%; claims are not regarded as doctrine.
WPN staff*, plus specials; SPH Astral , Combat, Buildings consecrated to Pholtus are white. Services
Divination (minor), Healing, Guardian, Necromantic,
Su n (reversed); SPL none; ADD ebony tendrils, command, include many brightly bu rning candles, long sermons, and
pass without trace, s anc tu ay, hold person, obscurement, choruses of th e worshipper’s anthem , “0 linding Light.”
withdraw, dispel magic, meld into stone, quest, part water,
aerial servant, word of recall, succor Pholtus’ Avatar

Clerics of Nerull dress in ru st-red or black garments. All HD 20; THACO 14;SpA CL/MU 12/12;M V 21 “; AC -4;
car r y th e skul l an d scythe either openly or cleverly hidden
somewhere on thei r persons. All of Nerull’s clerics ar e hp 90; #AT 1; Dmg ld lO + 3; MR 40%;SZ M; Str 17, Int
trai ned to be al ert, an d ar e surprised only on a roll of 1.At
1st level, clerics ar e trained to use small sickles (equal to 16, Wis 18 , Dex 17, Con 18, Cha 18
daggers). At 5th level they learn to use scythe-like pole
Pholtus appears as a tall, slender man with a pale com-
arm s (t rea t a s hook-fauchards).These weapon proficiencies plexion, flowing white hair, and bright blue eyes lit with
are in addition to the cleric’s normal weapons. Nerull’s th e fire of devotion. He always wears a silky white gown
and a cassock trimmed with gold and silver and embroi-
clerics never sh are sec rets or confide in anyone.
dered with sun s and moons. His most common avat aris hi t
Additional Spell
only by weapons of +2 or better enchantment.
Ebony Tendrils (Conjuration/Summoning)
Pholtus can summon ld4 monadic devas per day. Sum-
Level: 5 Components: V, S, M moning requires one segment. Thereafter, the devas a rri ve
Range: 10 yards Castin g Time: 5 segs. once per two segments.
Duration: 5 rounds Saving Throw: Negates
Area of Effect: Special He carries th e Staffof the SilverySun , a n ivory staff cov-
ered with silver and topped with a n electrum disc. The staff
This spell summons a lum p of blackness five feet in diam- acts as a helm of brilliance and a rod of rulership. It inflicts
ete r with four 10-foot arms ra diating from it, 90 degrees ldl O +2 points of damage, plus t he wielder’s str eng th
apart. Touching the central lump causes death unless a bonus, if any. It strikes as a +6 weapon and has all th e
powers of a wand of illumination. I t also has th e following
save vs. death aiss made. The arms attack with the same abilities:
chance to hit the cleric casting the spell, inflicting
Cure Blindness-By touch, as spell.
d10 + 2 h it points of corrosive and constriction damage. SpectrumBeam-This beam is eight feet wide an d80 feet
long. Creatu res struc k must save vs. spell or fix the ir gaze
Creatures struck have one chance to break free, which is on the Staff and obey every command uttered by th e wield-
th e same as he chance to open a door. (If th e chance t o open er for ld 6 turns. The beam can be used four times per day.
doors is unknown, assume that smaller than man-sized Brill iant Globe-The globe ha s a 60-footradius . All with-
in it, except Pholtus, must save vs. spell or become perma-
creatu res escape on the roll of a 1 on l d6 , man-sized crea- nently blind. The blindness i s curable only by th e Staff of
tures on a roll of 1 or 2 on ld6, and larger t han man-sized Silvery Suns, a wish, or a deity able to cure blindness or
creatures on a 1, 2, or 3 on ld6). gr ant a wish. The globe can be used once per day.

The round after scoring a hit, an arm retracts into the In addition to his Staff, Pholtus h as th e followingpowers,
usable four times per day.Casting time is one segment, an d
central lump, where th e victim i n its grasp must save vs. the powers are cast at 20th level:
death. Thereafter, the victim is held fast, and continues to
Dispel Darkness-Pholtus can dissipate any area of magi-
suffer corrosion and constriction damage, but continued cal darkness by touching it . The darkness can reform after
eight turn s if its duration allows. As a cleric spell, th e cast-
contact with the lump does not cause additional saves vs.
death. Broken arms ret ract into th e central lump without eser gmmuesnt t hianvceanPthaotilotuns’tohoPlyhoslytumsbowlhailned toututcerhiangfotuhre-
darkness.
making f urth er attacks. Arms holding dead creatures con-
tinu e to hold them unti l the spell duration expires. Glow-By point ing his finger, Pho ltus can cause any
creature within 80 feet to glow with a radiance equal to a
The mat erial componentsfor this spell a re Nerull’sunho- continual light spell, bu t wit h a 100-footradius , for ei ght
rounds. There is no saving throw, but magic-resistance
ly symbol (the skull and scythe) and a small, rusty iron applies. The light can also issue from Pholtus’ face ( + 2
charisma) or eyes (twin beams of l ight 400 feet long an d 40
ball. feet wide). As a cleric spell, the caster must have a holy
symbol. Casting time is five segments; duration is one
AL Lawful good (neutral); WAL Any lawful; So C Light, round per caster level.
Resolution, Law; S Y Silvery sun; CR White, silver, and
gold; PN Arcadia

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Reflect-With a mystic pass and incantation, Pholtus can Ralishaz\ (Lesser Deity)

cause hi s body to reflect all forms of radiation. Creatu res AL Chaotic Neut ral (Evil);WAL Any, bu t usually chaotic;
using infravision or ultravision will be struck blind for ld 8 SoC Chance, I11 Luck, Misfortune; S Y Three bone sticks;
CR none; PN Limbo
rounds after looking a t him (save vs. spells negates). If the
lighting is very bright, even creatures with normal vision anRdamlisahdanze,stsh. eMUonsltopoekoepdleFionr,thise tFhleadneaietsys osfeerahnidmomasntehsse
can be st ruck blind for 2d8 rounds (save vs spells negates). entity responsible for unforseen events which bring woe
As a cleric spell, the caster must have a holy symbol and a more often than weal. He is the patron of gamblers and
set of crystal prayer beads. Casting time is six segments; those who tak e unusu al risks-his intercession is never
looked for. He has few worshippers, although a handful of
duration is one round. small shrines and modest temples can be found in larg e cit-
ies and out-of-the-wayplaces. S ervices to Ralish az include
Pholtus’ Clerics random notes played on various musical instrum ents, bab -
bling paeans, frequent castings of various aug ury devices,
AL Lawful Neutral; RA see below; AEx + 5%;WPN and wildly varying conditions of ligh t a nd darkness, noise
and quiet, hea t and chill.
Standard; SPH Astral, Charm (minor),Combat,
Divination (minor), Protection (minor), Healing, Sun;
SPL see below; ADD sunburst, produce flame,
pyrotechnics, dispel magic, rainbow

Pholtus’ priests are most active in cities, where they con- Ralishaz’ Avatar
tinually seek to reveal the light to unbelievers. Being as
inflexible as their deity, they brook no argument, and HseDe b1e5l;oTwH; hApC7O01; 0#;ASTp1A; CL/MU 16 +/72;M; MVRseseeebebleolwow; A; SCZ
resis ters ar e quickly shown th e way of the Blinding Light Dmg ld 20
(usually with a continual light spell squarely between the
eyes). Clerics of Ph oltus a re divided into thr ee ranks , based M; Str 18 (281, Int 17, Wis 18,Dex 17, Con 16, Cha 8
on step s of four levels: Glimmering (levels 1-4),Gleam (5-
Ralishaz usually appears a s an ancient and oddly dressed
8), and Shining (9+ 1. mendicant, sometimes male, sometimes female. H e begs or
gambles in this guise. At other times, he appears asa ester
Glimmerings wear w hite robes and can cast dispe2 dark- or idiot. At stil l other times he appears in a semblance of
ness once per day. Gleamings wear white and silver robes his (or her) true form, which is awful to behold. At one
and can cast glow once per day. Shinings wear wh ite an d moment the deity’s face and body ar e handsome, th e nex t
gold robes and can cast reflect once per day. wrinkled and hideous. During all these shifts, whether t he
countenance is that of a scabby beggar or beautiful maid,
All special spells are cumulative so that a Shining cleric an au ra of unease pervades, for Ralishaz’ randomness is
can cast thr ee special spells. The spells are cast at t he cler- palpable and disturbing. His weapon is always wooden-a
staff orclub. His avata r is hi t only by magical weapons. In
ic’s level and do not count against the cleric’s spell maxi-
mum. Clerics of Pholtus a re never completely without keeping with his random nature, the enchantment varies
light if they can help it. Magical light is preferred but a form day-to-day.Roll ld4-the result is th e required “plus.”

candle or piece of luminous fungus will do in a pinch. Ralishaz can sometimes reverse th e effects of at tacks:
Additional Spell

Su nb urs t (Evocation)

Level: 4 Components: V, M d20roll Result

Range: 30 yards Castin g Time: 7 segs. 1 Attack affects both Ralishaz and t he attacker
2-19 Attack affects Ralishaz
Duration: 1 segment Saving Throw: Special 20 Attack affects attacker

Area of Effect: 40’ ra di us globe

This spell creates a brilliant flash of golden light. The av ata r has t he followingpowers,usable once per day,
Undead wi thin t he are a of effect ta ke 6d6 points of damage cast at 18th level. Casting time is instantaneous. Saving
(no save). All other creatures within or facing the burst throws do not apply, but magic resistance does.

mu st save vs. spells or be blinded for 2-12 segments. Crea- Gaze-Causes sleep (as spell) for ld 20 rounds, one crea-
tu re s without eyes, and those not sensitive to visible light, ture per round. Any creature can be affected. Range 10
are not effected. A sunb urst negates darkness spells within
its are a, provided the darkn ess was cast by someone of feet.
equal or lower level than the cleric. The material compo- Curse-As spell, with one of the following effects:
nen t for thi s spellis Pholtus’ silvery s un holy symbol and a 1: Always loses games of chance
bead of any clear crystalline substance. 2: Miss next luck (save or simi lar) chance
3: Tw o abilities of unequal r ati ng switch places
4: Always surprised during th e next ld20 encounters
Ralishaz always carries th e same weapon, but its appear-

ance varies. I t inflicts 1-20 points of damage, plus th e

wielder’sstren gth bonus, if any, and is equal to a + 3 weap-

on.

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eities and Clerics Greyhawk

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

Clerics of Ralishaz wear multicolored robes of varying Ulaa is th e patroness of miners, hillmen, moun taineers,
cuts and materials. They seldom suffer misfortune or ill- and quarrymen. She also has a large following among
luck, but when they do, it tend s to be very, very bad. They demi-humans, particularly dwarves, gnomes, and half-
avoid taking chances whenever possible. “Tempt not lings. Shrines, temples, and chapels dedicated to Ulaa are
Chance” is the ir byword. When clerics reach 3rd, 4th, 5 th, scattered throughout the Flanaess. They are always
or 6th level (roll ld 4 for each cleric) hey g ain th e ability to located in stony are as, if not underground. Services to Ula a
put a victim to sleep (as th e spell)by gazing into th e eyes of include displays of earth and gemstones, rhythmic ham-
th eir victims, once per day (save vs. spells negates). merings on stone, and hymns featuring ch ants w ith deep
notes.

Additional Spell

Viciss itude (Conjuration/Summoning) Ulaa’s Avatar

Level: 2 Components: S, M HD 22; THACO 8; SpA CL N U 13/13; MV 9” (1 8”);AC
Range: Special Cas ting Time: 1 eg.
-5; hp 100; #AT 2 (1with hammer); Dmg
Duratio n: Special Saving Throw: None
Area of Effect: Special 1ld86,W+ 1is31/l8d,6D+e1x31o7r, sCeoenb1e8lo, wCh; Ma R164(51%8 i;nS Z M; Str 19, Int
dwarves and

This spell allows th e cleric to bend fate, but not without gnomes)

risk. When faced with any situation involving chance th e Ulaa can appear as male or female, dwarf, gnome,
cleric need only make th e mystic passes of th is spell to hum an, or any oth er crea ture s she chooses. All of her guis -

receive a + 10% bonus to th e die roll, (cf., stone of good es, however, tend to have dwarf-like proportions and a
gnomish visage. She generally accoutres herself with a da-
luck).However, each time thi s spell is used ther e is a non- mantite chain mail with a gem-studded harness. She
cumulative 5%chance th at it will backfire and produce the always carries an enchanted military pick and a hammer
worst possible res ult for th e caster. of thunderbolts.

When applied to saving throws, this spell gran ts the cast- Ulaa is immune to all earth-based spells. She can pass
through ea rth or rock at a rat e of 18” per tur n. Creatures of
er a + 2 bonus to the die roll(a roll of “1“always fails), but
the Elemental Plane of Earth respect her, serving faith-
if a natural “20” is rolled, disaster strik es and th e cleric fully at her request (if good or neutral), or fleeing when
suffers maximum damage from the attack. sighting her (if evil). Her hearing is double the human

The cleric must be alive to use th is spell and must have norm, and she h as infravision to 240 feet and ultravision.

Ralishaz’ thr ee bone holy symbol openly displayed. Her most common av ata r is hi t only by weapons of + 3 or

better enchantment and regenerates one hit point per
round when in contact with ea rth or stone. No mat ter w hat
her form, she can cast t he following spells oneat time, once

per round, at 12t h level:
Once per day: earthquake, statue, move earth, glassteel,

wall o f stone, conjure earth elemental (24HD)
Twice per day: transmute rock to mud, stone to flesh,

flesh to stone, wall of stone
Three times per day: passwall, dimension door, stone

shape, glassee, wall of force
Ulaa’s military pick is +5 . She can hurl her hammer of

rthesutnrdeeqrubiorletsde. vHeeryr omthoesrt rcooumndmtoona a1v4a0t-afrooint falnicgtes, 2wdi4th+1n2o

damage on large opponents (assuming it doesn’t kill t hem
outright, see D M G ) .When attacking small opponents (less

than 1hit die) Ulaa can slay 2d4+ 12 hi t dice of creat ures

per attack with t he hammer.

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Ulaa’s Clerics Additional Spell

A L Lawful good, neut ra l; RA see below; AEx + 5 % ; WF” Command Earth (Alteration)

club, flail, hammer*, mace, staff, military pick*, sling; Level: 6 Components: V, M
SPH Combat, Elemental, Protection, Healing, Gu ardian, Range: Special
Castin g Time: 9 segs.
Divination (minor) SPL ee below; ADD command earth,
light, continual light, quest, animate object, heroes’ feast; DArueraatoiofnE: ff6ectut:r nSspe+cilafllevel Saving Throw: Negates

PN Elemental Plane of Eart h This spell gives the cleric limited power over creatures
th e element of earth. While this spell is in effect, ear th ele-
Clerics of Ul aa wear robes of brown, green, or a combina- mentals and other creatures from the Elemental Plane of
tion of these colors, depending on level. They ar e serv ants Earth cannot approach within five feet of or attack the
an d protectors of the community. At 1st level they must caster. The caster can forego th is protection and a tte mp t to
select a foe, usually some type of monster that is a local charm the creature. Saves against th e charm ar e at a - 2
menace. When attacki ng th is foe in melee,th e cleric getsa penalty. If th e charm fails the creature is free to atta ck the
caster. While the spell is i n effect, th e caste r is able to con-
+ 1bonus to damage. This bonus increases by a n addition- verse with ea rth elemental creatures, and ea rth elemental
al + 1 for every th ree levelsth e cleric gains, to a maximum creatur es of th e cleric’s alignment will tend to be friendly
toward the cleric(unless a charm is attempted). If an e art h
of +4. Th e foe must be one particular kind of creature, i.e., elemental is successfullycharmed, the caster may use it to
hill giants , orcs, trolls, etc. At lower levels, Ulaa’s clerics move earth, as th e sixth level magic-user spell. The materi-
ar e granted th e following spells: al component for thi s spell is Ulaa’s holy symbol (the moun-
tain with a ruby he art) and an opaque gemstone.
1st-3rd detect invisible objects

47tthh--96tthh pdaigsswall

10 + stone to flesh

Demi-humans with infravision have th is capability dou-
bled when usin g th e detect invisible objects spell. Casting
times are normal, and the spells are cast at the cleric’s
level.

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Monsters of Greyhawk

his chapter describes the many and varied Beastman
monsters found near (and sometimes in) he
city of Greyhawk. The astounding variet y of Clima telTer rain: Tropical and sub-tropical forest
monsters found in and around Greyhawk is a Frequency: Very rare
direct resu lt of an un usual fad which gripped
% th e city several hundred years ago-it seemed as if every- AOcrgt iavneizTaitmioens:: TDraiybal
one wanted mated pairs of unusual creatures. At t ha t time, Diet: Omnivore
a huge market existed for expensive mated pairs of rare Intelligence: Average (8-10)
(and often dangerous) creatures. The mated pair business Treasure: K , Q
was big business. Alig nment : Neut ral (good tendencies)
All too often, however, th e new owners of these r are (and
often dangerous) creature s didn’t know how to take care of Reac tion Modifier: + 2
them. Many monsters were set free, and others escaped
into th e wilds around th e city. There they grew and raised Nu mb er Appeari ng: 4-24 (40-60)
their young. And that is why creatures normally found Arm or Class: 8
only in the Crystalmist Mountains or the Plains of the Pay- Movement: 12”
nims ca n be found ne ar th e city of Greyhawk. Hi t Dice: 2
THACO 16
edNpeaeidrsleosfsatnoyscarye,athtuerree iins tnootwh eaGlarweyahgaawinksat rberain. gSitnragnmgearts- Num ber of Attacks: 1weapon
ar e always amazed when the ir male and female donkeys Damage pe r A t t a c k 1-8
ar e slain before their very eyes,righ t in front of the gates of
th e city. Such precautions ar e a little like locking the b arn Special Attacks: Nil
door after th e horse escapes, however-countless unus ual Special Defenses: Camouflage
creatures thrive in the Greyhawk area. These creatures Magic Resistance: 80%
ar e described below. Size: Medium (5 feet tall)
Mora le: Steady (13)
Three of th e headings i n th e monster listings below may Experiencevalue: 30 + 2/hp
be unfam iliar to experienced AD&D@game players:
Beastmen a re primitive jungle-dwelling humanoids, liv-
Reaction Modifier is a guide for DMs in determinin g a ing through hunting and gathering.
creature’s in iti al reaction. Roll 2d10 and add (or, in some
cases, subtrac t) he Reaction Modifier. The higher th e num- Physical Appearance: Beastmen are humanoid,
ber, the less aggressive the creature will be. A low roll slightly shorter (about 5 feet) and slimmer than average
means the creature acts more aggressively. humans. They’recovered from head to toe with a soft green
pelt. Beneath the green fur is a shorter black undercoat. By
Size is how big (or small) th e creature is. First edition consciously contracting and relaxing muscles under the
players can trea t “Tiny” creatures like “Small” creatures; skin, beastmen can cause the green fu r to ripple, showing
“Huge” and “Gargantuan” creatures can be treated like the black beneath. Thus, when they choose (for example,
“Large” ones. when they’re hunting), they can camouflage themselves
with rippling pattern s of green and black, like the shadows
Mora l e is a measure of how likely a creature is to stand of moving leaves. This natu ra l camouflage ability makes
its ground i n th e face of danger, adversity, or overwhelm- them almost invisible in the forests. They surprise oppo-
ingly bad odds in combat. Roll 2d10. If the total of th e two nents on a roll of 1-4, and ar e effectively90%concealed a t
dice is less tha n or equal to t he creature’s listed Moraleval-
ue (the number in parentheses), the creature stands its ranges in excess of 30 feet i n wooded are as. They’re well
ground. If th e number rolled is higher th an t he Morale val- adapted to arboreal life. Their toes are long, to aid with
ue, th e creature might surrender, run away, or whatever climbing, but not sufficiently so to allow the beastmen to
else th e DM feels is appropriate.
hang from their feet. Their faces are very human-looking
Each of these conceptsis treated in greater detail in th e (apar t from the covering of green fur). Beastmen rarely
second edition AD&D@game rules. wear clothing or ornamentation of any kind.

Combat: Beastmen aren’t aggressive creatures; they
only attack when threatened. If they’re forced into combat,

hmoawkeevs ethr,emthediarunnattiunrgaladcvaemrsoaurfileasg. eThaenyd’rme taygpiiccarellsyisatramnceed
with primitive spears, stone-headaxes, blowguns, and bolas,
which they use to great effect from concealment. Blowgun
darts ar e usually tipped with weak poison (saveat +4). They
also use large weighted nets, woven from creepers, which
they drop from above to capture enemies alive. If the tribe
judges th at it’s safe to do so, prisoners are disarmed and set
free (albeit some distance from the tribe’s village, an d some-
times in hazardous terrain). Prisoners judged to be a threat
even if disarmed, ar e killed painlessly.

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Most encounters with beastmen a re with hunting parties est in luxury items. Their civilization, such as it is, is self-
collecting food for th e tribe. If th e beastmen gain surprise, sustaining, and they have no dependence on trade with
they typically shadow th e intruders, only attackin g if they anyone else (this doesn’t mean that they won’t consider
deem it necessary. trade in special circumstances, however).

HabitatlSociety: Although they may be judged as Cactus, Vampire

preriinmfoitricvees tbhyismwaindyelmy-ehaeslduroepsin(iaonnd),AthmeierdicooJmumngolne bneaamste- Climate/Terrain: All desert
men are by no means unintelligent, and th eir social organi- Frequ ency : Very rare
zation migh t profitably be copiedby man y races. Beastmen Organization: Solitary
are tribal, with a single tri be comprised of up to 60 individ- Activ e Times: Any
uals. The central figure of th e tribe is th e “chief,” although Diet: Special
th is te rm might be misleading. The chief doesn’t seek th e Intelligence: Non-intelligent (0)
position, a nd isn’t elected or otherwise chosenby the tribe. Treasure: Incidental
When decisions have to be made, or when the tribe h as to
be led, some individual leads. This individual is always th e -Alignment: Neutral
best for th e job at hand, and always has the support of th e
tribe, but just who acts as chief can va ry from day to day, Reaction Modifier: 3
depending on the current circumstances.
Numbe r Appearing: 1-3
The selection process isn’t random-if a n indiv idual tri es Armo r Class: 7 leaves),6 (core), 8 (threa ds)
to lead but isn’t supported by of the tribe, t he self-chosen Movement: 0

lweoadrkesr fiosritghneobreedas. tTmheins vbaegcauues“eneovne-rsytrmuecmtubreedr osfttrhuectturirbee” Hit Dice: 3 (core),1 + 1 leaD, 4 p (thread)
is involved in every decision. For outsiders, however, its
fluidity often makes discussion and diplomacy with the THACO 16
tribe difficult (the response to th e request “ta ke me to your
leader” will depend on the context). N umber of Attacks: 12
Damage pe r A t t a c k 1 - 2x 12
Beastmen are totally eg alitarian with regard to sex. The Special Attac ks: Blood drain
only time females don’t participate in all facets of tribal SpecialDefenses: Nil
life is when they’re pregnan t and very closeto term. Beast-
men offspring are raised by th e tribe a s a whole; in any par- Magic Resistance: Nil
ticular trib e, typically 10% are immature (10-80%grown). Size: Medium (5-6feet high)
Young aren’t involvedin huntin g and gathering-although Morale: Fanatica l (20)
the y show camouflage ability from birth-until they reach
maturity at th e age of 10 years. Beastmen live to be about ExperienceValue: 65 + 3 h p
50 years old. Elderly members of th e tribe ar e cared for in
Vampire cacti are plants of the deep desert th at supple-
th e same way a s children, and typically m ake up 5%of any ment their water supply by drain ing liquids from animals
tribe. th at come within range.

Beastman tribes dwell in the trees, in sh elters cunningly Ph ysi ca l Appe aranc e: Vampire cacti resemble centu-
woven from growing branches. Each dwelling houses one
family (3-4 adu lts of both sexes in a loose group marriage , ry plants, with 12 fleshy leaves each tipped with a sharp
plus children). needle about 1 nch long. Sprouting from the plant’s cen-
tra l core is a single spike rising to a height of 5-6 feet. The
Unlike most other “primitives,” beastmen have no reli- leaves are about 5 feet long, but droop towards th e ground
gion whatsoever. They don’t believe in gods, spirits, ghosts, s o th e main body of the pla nt sta nds about 3 feet high. The
magic or anything supernatural: If they can’t touch and leaves are dusty green with a narrow band of yellow
measure it , it doesn’t exist. Thus they have no tribal sha- around their margins. The needles on their ti ps are white.
mans or witch doctors. It’s not known wheth er th is philoso- The central spike is golden yellow. Once every midsummer
phy arose because of the creatures’ resistance to magic, or a single sm all flower blooms at th e top of the cent ral spike.
whet her it’s somehow a cause of this resistance. This flower is blood-redin color. After t hi s flower ha s been
pollinated, a small blood-redfru it forms. This fru it is moist
Beastman tribes tend to keep to themselves, communi- and sweet-tasting, and almost irresistible to most birds.
cating only with other beastman tribes. They use and pro-
The plant itself is rooted to one spot, but it ca n move it s
duce few artifacts, and hence have little interest in trade. leaves rapidly. Vampire cacti are usually surrounded by
They speak thei r own language, but a few individuals can th e skeletons a nd d rained corpses of warm-blooded deni-
converse haltingly in t he common tongue. The bulk of the ir zens of th e desert (kang aroo rats , etc.).
population seems to be in the Amedio Jungle, although
there are reputed to be beastmen tribes in the jungles of Combat : The vampire cactus attacks by shooting th e
Hepmonaland as well. needles at th e tips of it s leaves into its victim. These nee-
dles have a range of 3 yards, and remain attached to th e
Niche: Beastmen are a t the top of the food chain. They leaves by a thick rubbery thread th at unreels from within
hunt smaller forest-dwelling animals, and gather edible the leaf. This thread is th e vessel through which the p lant
vegetation. They have no interest in any form of agricul- drains its victim’s bodily fluids.
ture or animal husbandry. They are hunted-often with
limited success, tha nks to their intelligence-by large jun - The needles do 1-2 points of damage eac h when th ey
gle carnivores. They manufacture very little-usually jus t strike. Each subsequent round, the plant drain s 1-3points
weapons and rudimentary tools-and have almost no inter- of liquid (i.e., blood) thro ugh each needle t ha t rema ins in
its victim’sflesh. The victim ca n tea r free or pull th e nee-
dles loose, but they are viciously barbed a nd pulling t hem

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out of flesh causes 1-3points of damage each. The plant c an Camprat
fire all twelve needles simultaneously, but no more than
six can be directed at a single target. The plant can engage Climate/Terrain: Temperate barrens and hills
as many target s as it has needles. Any needle tha t fails to Frequency: Common
penetrate its target is reeled in, and is ready to be fired Organization: Pack
aga in in 30 seconds. Once a tar get is dead, th e plant reels Act ive Times: Night
in t he needles from th at target and readies them to fire at
any other victim t ha t presents itself. The plant becomes DIniteetl:liOgemnnciev:orAenimal (1)
sati ated a fter dr ainin g 50 points worth of damage. When it Treasure: Nil
reaches satiation, it reels in all i ts needles, and does not Alignment: Neutral
attack an ythin g again for 48 hours.
Reac tion Modifier: + 1
The thre ads connecting the needles to the leaves ar e very
resilient: AC 8, taking 4 hp to sever. The leaves ar e AC 7, Numb er Appearing: 11-30
and each takes 1+1hit dice of damage. Damage to threa ds Armo r Class: 6
or leaves does no permanent h arm to t he plant, since it can Movement: 15”
regrow a damaged leaf in 5-8 days (although destroying a Hi t Dice: 1-2hp
leaf or severing a thr ead decreases th e plant’s number of THACO 17
attacks, of course). The only way to kill the plant is to
destroy its core. This core is AC 6, and takes 3 hi t dice of Number of Attacks: 1 bite
damage. Damage done to th e leaves doesn’t count against Damage pe r A t t a c k 1

th is total. Because the core is surrounded by leaves which Special Attack s: Leaping, Gnau a t + 3
can move, any att ack directed at th e core has a 75%chance
of hitting a leaf instead. MSpaegciicaRl Deseifsetnasnecse:: NNilil
Size: Tiny (8” ong)
Vampire cacti are immune to lightning and electrical Morale: Shaky (6)
att ack s (they ground the electricity into t he desert through
their roots). They’re very vulnerable to fire, however: Experiencevalue: 5 + l h p
Fire-based att ack s do double damage. Since they have no
mind, sleep, charm, illusion and other mind-affectingmag- Camprats are rodents with voracious appetites t ha t belie
ics have no effect. the ir small size. They’re generally harmless, but the ir abil-
ity to get the ir teeth into anything edible is aggravating i n
Hab ita Moc iet y: Creatures of the Bright Desert, vam- the extreme to travelers. Camprats have many other
pire cacti evolved their blood-draining abilities to help names across th e continent, most of the m unprintable.
meet their water needs. Other adaptations to life in the
deep desert include the dusty-looking surface of their Physical Appearance: Camprats are similar in
leaves (to help slow down evaporation), the single small appearance to prairie dogs or small gophers. Their fur is
light, sandy brown, shading to da rk brown or even black i n
tbelomom(va(tmopmirienicmacitzieawr eaoteftrelnotshse) atanldleastcoobnjdeucctstaivreouronodt, saynsd- a strea k down thei r spine. They have a ti ny s tu b of a tail.
hence frequently struck by desert lightning). Migrating Their eyes are small and beady, and th eir front t eeth ar e
birds seem to have carried t he seeds of vampire cacti to the long and exceedingly sharp. The creatures move very
margi ns of th e Dry Steppes, and even to th e forbidding Sea quickly, and can climbju st about anyth ing.
of Dust, because some of th e deadly plant s a re found there.
Comb at: Camprats are timid creatures, and fight only if
The only treas ure s to be found near a vampire cactus ar e cornered. Ifthey must fight, however,their razor-sharpfront
th e personal possessions of any unlucky victim. teeth ca n pierce leather as easily as hi n cloth.The creatures
would much rathe r flee th an fig ht-climbin g, jumpi ng over,
Niche: Nothing eats th e vampire cactus: Its tissue is or gnawing through any obstacles.Unlike normal r ats , cam-
too tough and bitter (in contrast to its fruit). Anything prats are clean, and so c a r r y no signSicant risk of disease.
warm-bloodedis a potential victim for the cactus. Because they can move so swiftly, they’re difficult to hit
(thus their relatively high armor class).

Habitat/Society: Like rats, camprats live in loosely-
bonded packs, with males and females in roughly equal
numbers. There is no pack leader and no organization to

speak of.
Females mate once every nine months; l itt ers contain 6-8

young, of which two-thirds usually survive. While the
female is bearing and raisin g he r young (aperiod of about 3
months), she stays within her lair (usually a small cave or
gap between some rocks, or a hole she’s dug for herself).
During this time, the male brings food for her an d th e off-
spring. When the offspring are ma tur e and leave t he lair,
th e male and female pa rt company.

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Camprats are fast-moving, and can make astounding Changecats ar e feline creatures with two forms: One is
leaps: up to eight feet horizontally and thre e feet vertical- identical to a normal house cat; the other is similar to a
ly. They can climb any surface th at offers th e slightest pur- large plains cat like a cheetah. The changecat can change
chase to their tiny claws. Their front te eth grow constantly,
and th e creatures must gnaw on things to prevent them between these forms a t will. (In th e listing above, statistics

fsrhoamrpg. rCoawminpgratotso cloanngc.hTehwisthgrnoauwgihngthaiclsko ckleoetphs(ftohreetxeaemth- outside the parentheses refer to t he house cat form; sta tis-
ple, a sack) in five seconds,th in l eath er in 15 seconds, and tics within parentheses refer to th e plains ca t form.)
thick l eath er in 30 seconds.Even wood presents lit tle prob-
lem: th ey can gnaw throug h one inch of wood in 60 sec- Physical Appearance: In its smaller form, the change-
onds (soft wood) to 90 seconds (hard wood). cat is indistinguishable from a domestic cat. Coloration
varies from pure black through tabby to pure white (the
The camprats diet is simple: If it isn’t on fire, they’ll ea t same range as a house cat). The only difference is i n t he
it. They’re continuously scavenging, and will go to great creature’s eyes: They’re even steadier th an a normal cat’s,
lengths to steal food. Typical precautions taken by
travelers-storing food overnig ht in thick leather sacks or and hold more confidence.
hanging it from tree-branches-won’t deter camprats, In its larger form, the changecat is similar in size and
making th em a major ir rit an t for people traveling through
barrens a nd hills. body line to a ch ee tah sleek, powerful, and very fast. Its
coat is tawny like a lion’s, and lacks the spots th at mar k a
Knowledgeable travelers ar e often warned of t he pres- cheetah. Like a cheetah, its claws are non-retractable,
ence of camprats by dead trees in th e area: The creatures designed for traction as well as for combat.

gnaw on th e bar k, frequently to the e xtent of “banding”
and killing th e trees. Camprats are irritatingly commonin
most hills and barrens, including the Hestmark High-
lands, t he Abbor-Alzand th e Kron Hills. In fact, there are
tale s th at a gnomish king of centuries ago dedicated a dec-
ade to try ing to rid th e Kron Hills of camprats (with no suc-
cess, of course).

Niche: Camprats are pure scavengers, and will eat any-
thi ng they can find, but they don’t hunt. They have reason
to be tim id Many large carnivores consider camprats to
be delicacies. Ogres love live camprats, and red dragons
will often breathe fire into camp rat holes, the n dig out the
cooked appetizers with in.

Changecat Combat: In house cat form, the changecat h as only one

ClimateD’errain: Temperate forest, grassland and for- effective attack with its front claws. If this front claw
ested hills attack succeeds, it can also rak e with its rear claws (treat
Frequency: Rare as one attack). In plains cat form, the creature has two
Organization: Solitary front claw attacks. If both a re successful, it can rake with
Active Times: Any both rear claws (treat as independent attacks). In both
Diet: Carnivore forms, the changecat moves so silently that it surprises
Intelligence: Animal (1) prey on a 3 in 6. Because of its highly-attuned senses and
Treasure: Incidental instincts, it is surprised only on a 1 n 6. Its balance and
Alignment: Neu tral, good tendencies dexterity are such that a changecat-in eith er form-
always lands on its feet.
Reaction Modifier: + 1

Number Appearing: 1
Armor Class: 8 (7 )

Movement: 9”(15”,45” for 2-round “sprint”)
Hit Dice: 4
THACO 15
Number of Attacks: 1 claw, 1 bite (2 claws, 1bite)
Damage per Attac k 1-2 (claw), 1 (bite) (1-3 claw)x 2,2-
12 (bite))
Special Attacks: Rear claws for 1-2(Rear claws for 14)x 2
Special Defenses: Surprised only on a 1
Magic Resistance: Nil
Size: Tiny (loll high a t shoulder) (medium (3 eet high at
shoulder))
Morale: Elite (17)
Experience Value: 85 + 4 h p

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Monsters of Greyhawk

-.

The changecat can change between its two forms at will, Crystalmist
but th e transformation tak es one round. It can make up to
five changes per day. There is no limit to the amount of Climate/Terrain: Temperate and sub-tropical mountains
time it can rem ain i n one form. Normally, it spends most of Frequency: Uncommon
its time i n house cat form. If threatened, however,it imme- Organization: Swarm
diately changes int o plains c at form,becoming a dangerous Active Times: Night

adversary. DIniteetl:liNgeilnce: Non-intelligent (0) animal (1)
In house cat form, the creature rarely at tacks anything Treasure: Nil

larger t ha n itself, preferring prey such as mice, small rats, -Alignment: Neutral
and birds. In plains c at form, it hun ts larger prey such as
deer or antelope. Its hunting style is to stalk its prey until Reaction Modifier: 5
it gets within 100yards or so, and t hen b urst from conceal-
ment, using its amazing sprint speed to ru n th e creature Number Appearing: 1 warm of 200 -b ldlOO
down. The changecat can maintain this sprint speed for Armor Class: 10 (7 )
two rounds, and then must rest for two rounds before Movement: /18"(/ 6")
sprin ting again. Hit Dice: 1 hp (50 hp)
THACO Nil (13)
Habitat/Society: The changecat resulted from a Re1 Number of Attacks: Nil (1)
Ast ran wizard's experimentation many decades ago. While Damage per Attac k Nil (1-6)
attempting to engineer a perfect a nimal companion and Special Attacks: Light beams
guardian , he magically manipulated a normal house cat's Special Defenses: Nil
DNA, producing th e first changecat. To the wizard's sur-
prise, th e trait bred true: Changecats can breed with any MSizaeg:icTRineys(is1t/a2n" cdeia:mNeitler) (small (12" diamet er))
feline, and the offspring all retain the full abilities of a Morale: See below
changecat. Experience Value: 3 (75)

Though the y arose to t he eas t of th e Grandwood Forest, The crystalmist is a swarm of living crystals th at dwells
in high mountainous regions. When threatened, th e indi-
changecats have been spread steadily westward and viduals in t he swarm can combine to form a community
througho ut th e world. By natur e, they're solitary (at least with enhanced intelligence and powers. (In the listing
with regard to oth er felines), and breed only once each year, above, statistics before parentheses refer to t he individual

producing small l itt ers of one to thr ee offspring. (This is creature; statistics within parenth eses refer to the commu-
nity.)
fortunate; otherwise they might overrun t he planet.)
A changecat must ea t enough to support its body mass i n Physical Appearance: An individual crystalmist crea-
ture appears as a tiny drifting crystal, like a large snow-
th e form it currently holds. Thus, it's in t he creature's best flake with its own internal light. This light can be any
inter est to remain i n house ca t form as much as possible (a
small cat can easily find enough food to sustain itself color. The individuals congregate itnhelaarirg.eIfmthueltsiwcoalromreids
where a cheetah mi ght h ave difficulty). swarmsth at drift aimlessly through

The changecat ha s a n affinity for humans, elves and half- threatened , t he individuals coalesce, forming larger cr ys -
elves. It treats smaller demihumans (halflings, gnomes
and dwarves) with suspicion, and has a strong antipat hy ta l communities approximately a foot in diameter. Each
towards half-orcs. If a huma n or demihuman trea ts it kind-
ly, it's likely to adopt that person and travel with him or community is composed of 50 individuals, and t ake s one
he r (75%chance). Once it ha s adopted a buddy, it will nor-
mally ma int ain house ca t form, not giving i ts companion round to form. Communities can hover and move slowly.
any clue tha t it's more th an th e domestic cat it appears to
be. If its companion is threatened , however,it is 50% ikely They glow with a pure wh ite light.

to change form and fight to defendhim or her. It will never Combat: The individuals have no combat abilities and

hunt humans or demihumans, or attack them without no measurable intelligence. The communities, on t he other

provocation. hand, have an imal awareness. They a re also able to gener-
Niche: The changecat is at th e top of th e food chain. It
at e brilliant beams of white light with a range of 20 feet.
rarely h unt s intelligent creatures, preferring herd animals
as easier prey. In plains c at form,it h as no nat ura l enemies These beams are intense enough to cause damage, and c an

h(euxncteepdt,bpyelrahragpesr,cfroeratmuraens).thIant mhoiugshet ncaotrmfoarlmly,eiat tmcaatys .b.e ignite flammable materials if they fail their saving throw

but the hunter s ar e in for a nasty-and potentially against magical fire. Armor can absorb or reflect these
terminal-surprise.
beams (although sometimes at th e cost of ign iting t he

armor's material), so attacks are handled with a regular
hit roll, rather than as a spell attack havin g throw situa-
tion. If a community's hit roll is unsuccessful but still

exceeds 3 (the roll necessary for the creatu re to h it AC l o),
th e beam has struck the target's shield or a piece of armor.
If the equipment struck is flammab le (e.g., padded armor,
wooden shield, etc.), it must save against magical fire or
burst into flame.

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Monsters of Greyhawk

A community consists of 50 individuals, and so ha s 50 hp; Dragon, Greyhawk
however, if it receives 1 0 or more points of damage, it
breaks ap ar t into i ts component individuals. Each point of ClimatelTerrain: Temperate cities; rarely, temperate
damage done to the community destroys one individual hills, barrens or forested hills
(thus a community sustaining 12 points of damage will Frequency: Very rare
immediately decompose into 38 individuals). Individuals Organization: Solitary
from a scattered community won't form another commu- Activ e Times: Any
nity for 5 rounds after t he dissolution of the ir last commu-
nity. DIniteetl:liOgemnnciev:orSeupra-g enius (19-20)
Treasure: U
Crystalmists-whether individua ls or communities- a re Alignmen t: Lawful neu tra l (good tendencies)
immune to sleep, charm, illusion,or other mind-affecting
magics. Reaction Modifier: +2

Crystalmists have limited and temporary awareness, Numbe r Appearing: 1
and hence have no morale i n th e normal sense. As dictated ArmorClass: 0
by the constraints above, crystalmists will continue to Movement: 12"/24" (MC:E)
form communitiesand atta ck until th e thre at to the swarm Hi t Dice: 11
ha s gone, or until they have all been destroyed. THACO 10
Nu mb er of Attac ks: 2 claws, 1bite
Hab itat /So ciet y: Individual crystalmists have less self- Damage pe r Att ack : 1-10(claw)x 2, 3-30 bite)
awareness and intelligence th an insects. Over the millen- Special Att ack s: Breath weapon, magic use
ni a, however, they've evolved the ability to coalesce into Special Defenses: Spell immunity
lar ger communities i n time of need. In thes e communities,
Magic Resistance: 75%
tphroediuncseiganniifmicaaln-tl emveinl dinsteolfliignednicvei.duals merge together to Size: Huge (25 feet long)
Crystalmist communities form if any creature tries to Morale: Fanatical (20)

pass through a swarm. Most denizens of the mountains Exp erie nce Value: 6200 + 2 0 h p
know this, and avoid th e drifting points of light.
Greyhawk drag ons love th e companionship of hum an-
During the day, crystalmists are inert, lying like salt kind, and prefer to live i n cities. They are highly magical
crystals sprinkled on th e ground. Their glow is gone, and and intellectual.
the y cannot move. They spend the daylight hours absorb-
ing what l ittl e sustenance they need from th e air and from Ph ys ica l App ear ance : Although considerably smaller
the rocks: oxygen, hydrogen, silicon, some carbon, and than many of its kin, the Greyhawk dragon shares the
other tra ce ele ments. They also absorb th e energy of sun - stre ngth a nd robustness typical of other dragons. It s scales
light, storing it somehow within the ir crystal lattices for ar e a rich metallic grey reminiscent of brushed s teel, rang-
later use. ing to a darker hue-almost like blued gunmetal-on th e
creature's underside and towards its tail. The membranes
Crystalmist individuals reproduce rarely, and then by
binary fission like unicellular creatures. ofCitosmwbinagt:s hAatvheetahret sahepeenacofeffuinl ecrseilakt.ure, the Greyhawk
dragon avoids combatwhere it can. If conflict is inevitable,
Although they can be found in any temperate or sub- however, it fights with great intelligence and lethality. I n
tropical mountain range , they're most common in th e Cry- addition to its clawlclawhite attack routine, three times
stalmist M ountains (whether th e range was named for the per day it can exhale a highly toxic ga s (save vs. poison at
creatures or they for the range is still a point of contention - 4 or die). The maximum am ount it can exhale would fill a
among sages). cube 30 eet on a side; however, the dragon can carefully
meter the amount. The gas is quickly absorbed through th e
Niche: Since they consume nothing but energy and skin, and is just as lethal as if breathed. P arti al protection
inanimate matter, crystalmists are a t the bottom of the can be gained through coating all exposedski n with l ard or
food chain. They ar e a source of necessary minerals for
some nocturna l predators-mostly birds and bats, who can -other grease, as this atte nua tes he effect of the poison (the
sna tch a few individuals from th e air before communities
can form to drive th em off. Slow-moving and earthbou nd save is now made a t 2). The toxic ity is very short-lived-
creatures tend to avoid crystalmists. .., within two minutes of exposure to oxygen, th e ga s becomes
inert.

In preference to any physical attac k, the dragonis likely
to use magic. At the very young age, it has four 1st level
spells. Thereafter, it gain s four spells of progressively high-
er level at each new age bracket ( thu sat old age, it has four
spells of each leve l 1stthrough 6th). From birt h, it can also
polymorph self five times per day. Unlike the regular
magic-user spell, thi s ability ha s a n unlimited duration.

The Greyhawk dragon is immune to magic use r spel ls of
1st through 4t h level. Against all other magical effects, it
ha s a magic resistance of 75% .It can use all magical items
permitted to t he magic-user class.

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Hab itat /So ciet y: Because of its love for and fascination Grung
with humanity, the Greyhawk dragon usually lives poly-
morphed into human form. Its favored habitat is a large Climate/Terrain: Tropical and sub-tropical swamp
city, where i t typically ow ns a large house, and where it’s Frequency: Uncommon
often th e center of artis tic and intellectual gatherings- Organization: Tribal
poetry readings, discussion groups, etc. In their human Act ive Times: Day
Diet: Carnivore
identities, Greyhawk dragons are often well-knownamong Intelligence: Average (8-10)
th e intelligentsia an d patrons of th e arts . They keep their Treasure: C
tr ue nat ure inviolably secret. Alig nmen t: Lawful evil

Food is usually the creature’s biggest problem: Rea ctio n Modifier: + 1
Although it might take the form of a man or woman, it
must eat enough to maintain its true bulk. Every two Numbe r Appearing: 4-48 50-100)
weeks or so, it drops out of sigh t and trave ls to nearby w il- Ar mo r Class: 7
derness areas (where it might claim to own a hunting Movement: 9” /12“
lodge). Her e it hunts , making up for its enforced fast (at Hi t Dice: 1 + 2
least, by dragon terms) in th e city. Like other dragons, the THACO 18
Greyhawk variety is omnivorous,but prefers fres h meat. It Num ber of Attacks: 1 bite, 1 weapon
never eats domesticated herds, preying instead on wild Damage pe r A t t a c k 1-3 bite), 1-6 weapon)
animals-particularly those baneful to man. .Special Attacks: Poison
SpecialDefenses: Nil
Greyhawk dragons are very rare creatures: even the
large st city migh t h ave only one or two living (secretly)in MSizaeg:i cSRmeaslils(t3afneceet:taNlli)l
its midst. Although they ta ke s tringent precautions to pre- Morale: Steady (13)
vent their true nature from being discovered, one
Greyhawk drag on can recognizeanot her on sight. Dragons Experie nce Value: 35 + 2/hp
in the same city are usually cordial to each other, though
they don’t usually seek each other’s company. Every Grung are highly territorial, toadlike humanoids that .
twelve y ears, however, the dragon seeksa mate, often from dwell in swamps and marshes. They bear a strong resem-
another city. When it ha s found one, the couple retires to blance to frogs and other amphibians, and might in fact
th e wilderness, where they raise a single offspring. Once have evolved from them.
the youngster is old enough to fend for itself-about 24
months-the parents separa te and retu rn to their individ- Physical Appearance: Standing about 3 feet tall,
ua l lives. The creatures very rarely select the same mate Grung have a lower body tha t strongly resembles a g ian t
twice. frog or toad, with powerful legs and large webbed feet.
Thei r upper body, however, is more developed, with muscu-
Greyhawk dragons speak their own language and the lar forelimbs, opposable thumbs, and smaller, more
languages of most humans, demihumans and humanoids. humanoid-looking heads. They st and upright, and move

tTohweny coarncibtey.foTuhnedr-eif artehereypwutiesdh ttoo bbee fnoounfde-winer athneynlafrivgee with rapid, short hops. They are incapable of the prodi-
gious leaps and jumps shown by frogs, toads or bullywugs,
. . .Greyhawk dragons in t he city whose name they bear! however. While evolution ha s given the m intelligenc e and
tool-usingforelimbs, it’s take n away th e prehensile tongue
although nobody-least of all the dragons themselves- th at frogs have. In its place, the Grung’swide mouthis full
seems willing or able to substantiate this. of shar p carnivore’s teeth.

Niche: Greyhawk dragons are at the top of the food Grung have the slick skin of other amphibians. Since
chain, with no na tur al enemies. In cities, they rarely work they breath through their skin, they must keep it moist.
as artisans, preferring to act as collectors and dissemina- Their coloration is like th at of bullfrogs: dappled green
tors of information (like sages). and brown on their backs, shading to white or yellow on
the ir bellies. Their eyes-smaller th an the ir evolutionary
forebears’, and protected by bony ridges-are red with

black pupils.
Males are slightly smaller than females, but both sexes

arCe oemqubaaltl:y aBgegcraeusssievteheayn’dredasnmgaelrlo, uGs.rung prefer ambush
to frontal assaults. Their favorite tactic is to lie concealed
unt il their enemies-whether travelers, or a group of
Grung from another tribe-have wandered into the killing

zone, then open fire with short bows and spears. These
attacks are particularly deadly against non-Grung,
because the cre atures invariably poison their arrowheads
and spear tips. This poison is secreted by the Grung’s
skin: beforeusing a weapon,th e Grung wipesit on its ow n
skin to pick up th e poison. The poisonis highly toxic to non-

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Gru ng (save vs. poison or die unpleasantly in 1-4minutes); Ingundi
Grung are immune. The poison breaks down quickly on
contact with air, becoming inert i n 10 minutes. The skin of Climate/Terrain: Temperate wilderness forest
a Gru ng also becomes non-poisonous 10 minutes after the Frequency: Very rare
creature is dead. Organization: Solitary
Act ive Times: Night
Although they prefer t o use the ir bows and spears, Grung Diet: Carnivore
Intelligence: Low (5-7)
bcaunt daetliavemruacnhaslotywberitec.oTncheenirtrsaatlioivna tahlason cthoentiarinsksipno: isTohne, Treasure: D
Alignment: Chaotic evil
saving throw is made at + 2.
Reac tion Modifier: - 2
Grung die if their skin dries out. They must immerse
themselves in w ater every th ree hours or suffocate, since Number Appearing: 1
their skin will not pass sufficient oxygen if it is dry. Such ArmorClass: 6
immersion must last at least one minute to be effective. Movement: 6”
The water around Grung settlements is tainted by their
poisonous secretions. Any non-Grung drinking the water Hit Dice: 3 + 2
must save vs. poison at + 3 or become nauseated for 2-8
THACO 16
rounds (attack and defend at - 1). Num ber of Attacks: 2 claws, 1 bite
Damage pe r A t t a c k 1-6 (claw)x 2 , l - 1 2 (bite)
Habitat/Society: Grung are warlike creatures, and Special Att acks : Spell use (see below)
extremely territorial. They typically claim all territory Special Defenses: Nil
within a mile of thei r tri bal settlement a s theirs. Anyone
unwise enough to ent er this territory is a tar get for imme- MSizaeg:icMReedsiiusmta(n5c-6e:feNetitlall)
Morale: Regular (10)
dia te attack. Grung from other tribes a re also fair game;
nasty little border w ars between neighboring tribes are th e Experience Value: 100 + 4/hp
rule. Most encounters with Grung ar e with wandering war
bands. The ingundi is a n intelligent humanoid reptile.
Physical Appearance: In its true form, the ingundi is
Grun g settle ment s ar e untidy collections of crude shel- similar in appearance to a small lizard man-a lightly-
ters, sometimes concealed inside large dead trees. Tribes built, bipedal reptile standing five to six feet tall, with a
number up to 100 individuals, with 25% of that number tai l which balances its upper body. It s mouth is wider th an
juveniles. Like the frogs from which they descended, a lizard man’s, however, and filled with sharp, rending
Grung lay eggs, and th eir offspring go through a tadpole teeth. Its forelimbs,though slimmer a nd weaker, bear long
stage (AC 10;MV //12“;HD 1/2;#AT 1;Dmg 1;AL LE). Over
a period of 3 months, the tadpoles absorb their tails and and hideously sharp claws. Colorranges from a ligh t green
develop limbs, then climb out of th e water and join th e
tribe as immature Grung. These immature Grung have 1-1 on the back to a pale yellow-white on th e creature’s belly.
HD, and are able to move and fight from the moment they Its small eyes are yellow with large black pupils. The
leave the water; They reach full maturity in another 6
months. ingundi wears nraorecllyotahpeps eoarrosrinnaimtsetnrtuseoffoarnmy,khionwd .ever. It
The ingundi
Grung tribes are m atriarchal. War chiefs are a ll female,
and th e tribal chieftain is th e strongest fighter among the has a well-developed change self power and typically
war chiefs. Subordinate females may challenge the chief-
tai n at any time to ta ke he r position; these challenges a re appears as some other, more innocuous, creature. When
always to the death. Each tribe also has a single female
sha man of up t o thi rd level. War chiefs, shamans, and th e hunting hum ans or demihumans, it appears a s an attrac-
chieftain herself are identified by ornaments made from
th e bones of enemies. Within th e tribe, males are domi- tive individual of th e same race (but opposite sex)as its pro-
nated and have no say i n any decisions.
spective victim.
Grun g occasionallyta ke live prisoners-particularly oth-
er Grung. These prisoners and t he bodies of thei r enemies Combat: The ingundi uses its innate powersto pick out
form the main course at tribal feasts.
a victim and lure that individual away from the herd or
Grung speak thei r own language, and can communicate
group, where it can kill and eat its chosen prey at leisure.
idnwaelrluidnigmaemntpahriybiwanasy. wTihtheyfrhoagvs,etonaodisn, taenrdesotthinerlesawrnamingp
th e common tongue, or other demihuman and humanoid The creature has evolved a powerful form of ESP. With
languages: Other creatures are for eating, not for talking
to. this, it picks out of its chosenvictim’s mind th e imag e of t he

Niche: When they’re not eating unwary travelers (or individual the victim most wants to meet romantically.
each other), Grung hunt rats and other swamp-dwelling
mammals. They have few nat ura l predators- th e poison in Then, using its power of changeself ,it takes on th e appear-
thei r skin makes them a deadly meal. Certain giant snakes
are immune to this poison, however, and these pose the ance of the desired individual. The ingundi can take the
greatest dang er to the Grung. Grung a re among the crea-
tur es most deadly to travelers in th e Vast Swamp. form of any cr eatur e rangin g in size from th at ofa large dog

to that of a bear. The incubus can use t he ability twice per

day, and the effect lasts for ld10+10 rounds, unless dis-

pelled before th at time.

In th is form, the ingundi approaches its selected victim

and tries to engage him or her i n conversation (orcourtship

ritual, for non-speaking prey). Conversation or courtship

allows the creature more intimate contact with the vic-

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tim’s innermost desires. Play ing on these desires, th e crea- Niche: The ingundi is at or near the top of the food
ture casts a strong charm person spell (or charm monster, chain. It’s an efficient predator, preying on cre ature s from
whichever is applicable) on its victim. Because the crea- deer to traveling humans and demihumans. It produces
t ure has access to th e depths of its target’s mind, the victim nothing. Some sages believe th at incubus populations are
part ially responsible for th e dire repu tatio ns of Fellreev
receives a - 2 penalty on its saving throw. Forest and Hornwood.

If the spell is successful,th e ingundi attempts to lead th e imbus
victim away from his or her companions, o a place where it
can slay and eat the victim i n private. It also entices th e Climate/terrain:All mountains
victim to remove any armor h e or she may be wearing. The Frequency: Very rare
creature’s first attack is at +4 to hit, and the victim Organization: Solitary
receives no attack on that first round. Thereafter the Active Times: Any
charm is broken, and th e victim can defend and a ttac k nor- Diet: Nil
mally. Intelligence: Animal (1)
Treasure: Incidental
The ingundi’ ES Ppo wer can be blocked by magical spells Alignment: Neutral
affecting the mind(e.g., mind blank). The ingundi can’t Reaction Modifier: + 5
charm a potential victim whose mind is so shielded. Obvi-
ously, an ingundi won’t approach an individual whose Number Appearing: 1
thoughts it’s unable to read. If, however,th e shieldis erect-
ed after the ingundi has started its approach, it will with- MAromveomrCenlat:ss/4: 82“ (MC:A)
draw as quickly as it can without giving away its true HitDice: 8
THACO 12
naItfusroem. ebody other th an th e victim witnesses the ingundi’ Number of Attacks: 1
discussion with the victim, they hear a one-sided Damage per Attac k 5-30
conversation-the victim is carrying on his or her side of Specia l Attacks: Lightning bolt
the dialogue, but the other figure (the ingundi) is silent.
This is because the ingundi isn’t actually speaking-it’s Special Defenses: Spell immunity, + 1 weapons to h it.
generating th e conversation within th e victim’s mind. Wit-
nesses to this exchange are immune to the creature’s Magic Resistance: Nil
charm; only the in itially selected targ et can fall victim to Size: Small
it. Morale: Steady (14)

If the charm fails, or if someone else intervenes, the Experiencevalue: 1500 + lOhp
ingundi will try to flee. It will only fight if cornered.
The nimbus is a creature from the Quasi-elemental
HabitatlSociety: The ingundi is a solitary creature. It Plan e of Lightning. An occasional visitor to t he P rime
typically makes its lair inside a dead tree or among the Material Plane, it’s seen only in high mountain ranges,
and then only during the storm season (typically the
roots of a live one. Individuals willingly approach each oth- months of Sunsebb through Coldeven).

er onlyto mate, and th en onlyonceper year in t he depths of Physica l Appearance: The nimbus is a creature com-
winter. The female lays a single egg in a concealed and posed entirely of electrical energy, and thus has no fured
form. It usually appears i n one of four shapes: as ball light-
sheltered area, then totally ignores it. The egg hatches ning (a slowly drifting ball of light easily mistaken for a
after 12 weeks. The young ingundi is barely two feet long will-0-wisp);sheet l ight ning (a veil of li ght simi lar t o a
from nose to tail, but from birth it can fend for itself, hav- small auro ra); bolt light ning (bolts of ligh t ar cing from
object to object); or St. Elmo’s fire (a diffuse, flickering glow
ing full ESe change self, an d charm abilities. (It can only th at surrounds a n object). The creature can change from
one form to another a t will. The creature can reach its max-
use these abilities on small animals, however). It grows imum movement of 48” only in bolt form; in other forms,
quickly, reaching full size in six months. it’s limited to a movement of 18”. n all its forms, th e nim-

Although t he ingundi’ powers work well on humans and buCs ogmivebsaot:ffOanbrtihleliaMntatwehriiatel oPrlabnlue,e-twhehinteimlibguhts. isn’t an
aggressive creature, playing among the mountain peaks
demihumans, such beings aren’t the ingundi’ usual prey. for th e s heer joy of it. If attacked, however, it’s well able t o .
defend itself. Its preferred means of attack is to surround
Normally, th e ingundi reads the minds of other forest its victim in its St. Elmo’s fire form, and electrocute the
creatures-deer, for example-and uses it schangeself abili- creature. A successful o hit roll indicates th at t he nimbus
ty t o appear as a har mles s member of i ts victim’s species has managed to engulf its target and has discharged its
(for example, if it’safter a stag, it might appear as a doe; if shocking current. If th e targ et is w earing armor made of
it’s after a doe, it might appear as a fawn). In th is form, it ferrous metal (ironor steel, but not mi thril or adamantin e),
draws close to i ts victim an d touches it. With thi s touch, or is carrying more than 250 gp weight of ferrous metal
th e ingundi casts its charm. Normal (i.e., non-monstrous) equipment, the nimbus receives a +2 bonus to its hit roll.
animals receive no saving throw against th is charm. The Although thi s is th e creature’s preferred mann er of attack ,
ingundi then leads its victim away,to slay and e at a tits lei-
sure.

The ingundi has few natural enemies. There are crea-
tures that would ea t it if they recognized it for what it was,

but the ingundi’ ESP and change self abilities can be used
defensively as well. Unless it’s surprised, th e ingundi will

detect th e thoughts of a creature hunting it , and will take
on th e form of a creature the hunte r would not eat.

The ingu ndi ha s no language; individuals communicate

by read ing each other’s thoughts.

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t can only use this att ack four times per day, since further prite, Sea

att ack s prohibitively d rai n the creature’s energy. Climate/T errain: Tropical oceans
It can also cast small light ning bolts, one per round, to a Frequency: Rare
Organization: Family
maximum range of 60 feet. These bolts deal 2-12 oints of Active Times: Any
Diet: Omnivore
damage each (save for half damage).
The nimbus can be harmed only by + 1 or better magic Intelligence: Very (11-12)
Treasure: D
owfefaeproronus.sImf tehtael,wietsapwoineludseerdsaugffaeirnss1t -th4eocinretsatoufreeliescmtraicdael
Alignm ent: Chaotic ne utr al (good tendencies)
damage for each successful hit on the nimbus, and has a
Reac tion Modifier: +4
25% chance of dropping the w eapon. Lightning and electri-
Numb er Appearing: 5-40
cal attacks do no damage to the nimbus; in fact, for each Armor Class: 6
Movement: 6”//24”
such attack tha t strikes the nimbus, it regenerates 3-12 Hi t Dice: 1
point s of damage. Poison and acids are also ineffective. THACO 17
Fire and cold-based attac ks do normal damage, while mag- Numb er of Attacks: 1 weapon
ical attac ks tha t include water (e.g., ice storm) do double Damage per A t t a c k 1-4
Special Atta cks: Spell use
damage (non-magical water does the creature no harm, Special Defenses: Nil
however). The nimbus is immune to sleep, charm, illusion Magic Resistance: 5%
Size: Tiny (2” all)
and other mind-altering magics. Morale: Steady (14)

When a nimbus is aroused, it generates a static charge Experiencevalue: 20 + l/hp
powerful enough to give creatures with in 30 eet a n uncom-
fortable feeling of “t hei r hai r stan ding on end.” Within 10 Sea sprites are reclusive creatures, s imilar in many ways
to t hei r land-dwellingcousins. They’re implacable enemies
feet of sthmeentiaml obbujse,ctthsitsosgtlaotwicwchitahrgt heeisi reonwoungSht.tEolcmaou’ssefairney. of cre atur es who would destroy th e delicate ecologyof thei r
ferrou coral reef environment.

This induced charge doesno damage, although it may look Physical Appearance: Sea sprites look like tiny
human figures no more than two feet tall. They have no
dangerous. wings, but show delicate webbing between their fingers
Habitat/Society: Although frequently misnamed as a and toes. Their s kin is delicate an d pale, sometimes with a
slight bluish tinge. Their hair-which they usually wear
“lightning elemental,” th e nimbus isn’t a t ru e elemental, long-is bright green. The creatur es usually wear jer kin s

merely a denizen of tha t quasi-elemental plane (suchas he mThaedye cformommoenelly-sskeienk sokrinosthienrbsroigfthtanmdarsiunpepcleolomrsa:tebrliuaelss.,
xorn is of th e Elemental Plane of Earth). It gains access to greens and aquamarines. They often wear orn aments fine-
the Prime Material Plane through gates that sometimes ly crafted from precious metals. Females are slightly
open at the core of mighty thunderstorms. Possibly smaller and more delicately built t ha n males.
because the thin air is more conducive to the creatures,
only storms in high mountains usher the nimbus to the Sea sprites are armed with tiny but wickedly sharp

Prime M aterial Plane. For somereason, they’re particular- swords, and there’s a 50% chance one will be carrying a
ly pa rtial to t he Sul haut Mountains (possiblybecause the
winds from th e Sea of Dust carry the ir own static charge, light crossbow tha t o perates with fu ll effectiveness under
water as well a s above. (These weapons are much too tin y
leading to horrendous lightning storms among these for human s or demihumans-even halflings-to use.)
peaks).
Sprites are able to become invisible at will (opponents
On this plane they a re solitary creatures. On thei r o w n strike at -4). They detect good/evil at up to 50 yards.

plane, however, they ar e common, congregating i n groups. Com bat: Sea sprites are reclusive, an d engage in face-
to-facecombat only if there’s no othe r option. They prefer to
The nimbus h as no conception th at “bags of mostly attack from ambush, using the ir lig ht crossbows.The bolts

water” (like animals) are alive. If they thi nk aboutit at all, taor esativpepevderwsuitshpaoipsootnioonrwslheiecphfcoaru1s-e6s aonuyrscrienataucroemstartuocske
the creatures are more likely to assume that energy phe-
nomena like fires and lightning bolts are alive. state-this can have lethal consequencesfor creatures tha t
must surface to breath air. Sea sprites generally slay evil
The mea ns of communication used by th e nimbus is creatures, removing neutr al or good ones to a locale well
unknown. Telepathy,tongues and other magics are totally away from where they encountered the sprites. Usually,
ineffective in communicating with t he nimbus. air-breathing creatures are left above the surface, on a
nearby deserted shore, for example. The spr ites don’t usu-
Niche: On the Prime Material Plane, the nimbus con- ally concernthemselves wit h wha t happens to t he sleeping
creatu res afterwards.
sumes nothing and produces nothing, and it has no preda-
tors. It s energy requirements are drawn from the
Quasi-elemental Plane of Lightning.

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Sea sprites often use other marine creatures a s pack ani- Climate/Terrain:Any land environment (old battle-
mals an d guards. A group of sea sprite s is 45% ikely to be grounds)
accompanied by 1-6carnivorous fish su ch as ba rracuda or
quippers. FOrregqauneiznactyio: nR:aMreilitary uni t
Active Times: Night
A sea sp rite can endow 2-5 turns of water breathing by Diet: Nil
Intelligence: Average (8-10)
tlooutchh.eAveslpofriatebicliatny,aalsnod cslaoswt a(ibryytwouactehr)tohnrceeepteimr deasypeart dthaey Treasure: Incidental
at th e 5t h level of ability. Alignment: Lawful evil
Reaction Modifier: +3
Habitat/Society:Sea spr ites live among the coral reefs
and warm shallows of t he Densac Gulf, th e Tilva Stra it, Number Appearing: 2-8
an d waters s outh. They can breathe equally well above or Armor Class: 3
below water, althoug h they much prefer a submar ine exist- Movement: 9”
ence, and rarely venture onto land. They’re joyful crea- Hit Dice: 7
ture s, loving to frolic among the brilliant fish tha t inhabit THACO 10
their home waters. They can flash through the water so Number of Attacks: 3/2 (as F7)
quickly th at they can catch and pet th e fastest of th e reef
fishes. Damage per Attac k 1-10
Special Attacks: Strength dra in
They hun t fish with t heir crossbows,but kill only to eat, Special Defenses: +2 or better weapons to hi t
an d are very selective in the ir hunting. Fish husbandry is Magic Resistance: Nil
is practiced so they n ever deplete th e fish population. They Size: Medium (6 feet tall)
Morale: Fanatical (20)
reensopuegcht-taondfeedartheeriersppeeocpteled: bTyh-faits’hsetrhmeewnaywofhothteaskeea.oSnelya Experience Value: 1000 + 5/hp
sprit es dislike people who kill too many fish, or those who
fish for sport. They feel strong enmity towards those who Swordwraiths are the s pirits of warriors cu t downat th e
despoil the coral oceans, and are likely to take action height of battle, and kept from th e dissolution of de ath by
against them. their ow n indomitable will.

Sea sprites live in family groups, and dwell in nat ural Phys ical Appearance: Only seen at night, or under-
coral caves, or in th e hulks of ships tha t foundered on the ground where the sun never shines, swordwraiths appear
reefs. The family is led by the oldest male, but th e senior as warriors, garbed in armor and armed with assorted
female acts a s his advisor, and is often the “power behind weapons of war. Although the armor and weapons are
the throne.” They believe tha t any wealth th at the sea unremarkable, the flesh within appears insubstantial.
take s (in the form of sunken treasu re) should remain with Under certain lighting conditions, all th at can be seen ar e
the sea, and th us oppose treasure hunters and those who two glowing eyes within the shadow of the helmet.
would salvage wrecked vessels. ‘Swordwraiths reek of mold and decay,but th is scent is car-
ried by their armor and weapons, not by the creatures
Sea sprites speak their o w n language, and 50 % of them themselves. They are surrounded by a n au ra of intens e
cold-uncomfortable, bu t not enough to cause damage.
ar e conversant i n th e common tongue. They can also com-
municate on a rudimen tary level with th e more intelligent Combat: Swordwraiths, when they were alive, were
denizens of th e deep. They’re great believers in a balanced hardened warriors, and even as undead they reta in th eir
ecology, and so have no antipathy towards sha rks and oth- knowledge of strategy and tactics: They fight small-unit
er predators. They have hatred only towards the more evil engagements with textbook precision, knowing exactly
and cx+el ocean dwellers, particularly sahu agin an d thei r when to attack, give ground, and counterattack. They’re
ilk (who they atta ck on sight).
. .intelligent, and speak the common tongue of humanity,
Niche: Sea sprites are a t the top of th e coral reef food
chain. Their only na tur al enemies are sahuagin, but the ir and therefore they might accept parlay. but only if it’s
speed and th e accuracy of th eir crossbowsmake th em diffi-
cult prey. They’re on friendly ter ms with aquatic elves, and asSkwedorbdywsroamitehosnaettthaecyk caosnsniodremr tahlewiramrriiloitrasryweoquulda,l.with
sometimes trade w ith them, although th e two races never th eir varied weapons. No ma tte r what weaponis used, th e
live together. damage is th e same: 1-10hp. Each hi t also drains 1point
of str ength from the victim. Ifa victim’sst ren gth reaches 0,
death occurs. Strength lost to a swordwraith’s attack can
only be regained by complete rest (1point per day of total
inactivity), or through a wish, limited wish or equally
potent magic.

Swordwraiths can only be harmed by + 2 or better weap-
ons. They are totally immune to sleep, charm and other
mind-affecting magic. They are turn ed as vampires.

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HabitatlSociety: Swordwraith s were once professional If, Mist
soldiers: officers and mercenaries, or others for whom
fighting was all ther e was i n life. Though slain on the field Climate/terrain:Any non-desert land environmen t
of battle, thei r will was such tha t they were unable to leave Frequency: Very rare
behind the trade of violent death. In many cases, their Organization: Pack
stubborness is such th at they won’t admit-even to Active Times: Night
themselves-that they ar e in fact dead. Swordwraiths are Diet: Carnivore
totally free-willed, and feel no kinship towards other Intelligence: Average (8-10)
undead (in fact, they hat e th e “mindless lack of discipline” Treasure: Nil
th at characterizes most other undead). Alignment: Lawful good
Reaction Modifier: 0
The creatures a re active only at night, or underground
where t he sunlight cannot reach. Their bodies were typi- Number Appearing: 2-20
cally interred in barrows or buri al mounds. During day- Armorclass: 6
light hours, intruders into such barrows may meet Movement: 18”
swordwraiths preparing for t heir nocturnal activities. Hit Dice: 3 + 3
THACO 16
Swordwraiths congregate i n small u nit s and councils of Number of Attacks: 1 bite
war, planning and executing midnight raids on settle- Damage per Attack 2-6
ments near their battleground resting places. They are Special Attacks: Nil
also likely to at tac k any traveling party unwise enough to Special Defenses: Breath weapon
spend the night within the ir territory (the “lawful” part of
tohtehierr aslwigonrmdwenrat irtehfserasndto tlooynaoltyonweitehlisne)t.hSeiwr ogrrdowurpa-ittohs MSizaeg:icMReedsiuismta(n4cfee:et1h0i%gh at the shoulder)
gat her no loot an d occupy no captured territory as a result Morale: Elite (16)
of these raids. They fight because fighting is all they know.
Experienc evalue: 60 + 5 h p
If swordwraiths have a credo tha t they “live” by, it would
have to be “Mercenaries don’t die; they jus t go to Hades to Mist wolves are cousins of norma l wolves, but they ar e
regroup.” They speak t he common tongue of humankind. larger and have some magical abilities. Although they’re
lawful good in alignment, mankind’s innate fear and
Swordwraiths a re common in th e Stark Mounds region - hatre d of wolvesensur e tha t these crea tures will always be
probably as a resu lt of ancient terri toria l wars between misunderstood.
&off and Sterich, orth eir forebears-but they can be found
in any other pa rts of th e world tha t boast old battlefields Physical Appearance: Mist wolves are alm ost identi-
and war graves. cal to the ir non-magical cousins, except they’re high er a t
the shoulder and their fur is smokey grey with w hite tip s
Niche: Swordwraiths consume and produce nothing. on the hackles. They’reslim and muscular, wi th fearsome-
Their only victims a re travelers who wander into their ter- looking teeth. Their eyes are black, without t he red tinge
ritory, and th e occupants of nearby s ettlements. oftenseen i n wild wolves.

Combat: Mist wolves attack in packs like common
wolves, often using sheer weight of numbers to dr ag down
opponents.They’re more intelligent th an t he ir cousins, so
they ar e less likely to continue a n obviously losing battle.

Mist wolves have a magical ability that makes it easier
for them to disengage from stronger opponents: A single
wolf can exha le clouds of thick mist (similar to a wall of fog
spell) blocking all vision, filling a volume 10 feet on a side
and lasting five rounds unless blown away. The mist is
purely defensive, since it’s as opaque to th e wolves as it is
to th eir opponents.This ability can be used twice per day.

HabitatBociety: Because of their alignment, mist
wolves only attack humans or demihumans who ar e behav-

pinrogtiencat tfrlaavgeralenrtslyfreovmil mevainl ncerer.aNtuorrems athllayt, mmiasyt wwoislvhetshweimll
harm. Unfortunately, fear and hat red of wolves is taught
from the cradle, and is embodied in everything from chil-
dren’s tales to common expressions (“a wolf in th e fold,”
“the wolf at th e door,” etc.). The fact th at mist wolves ar e
frequently seen when evil is abroad doesn’t help; people
never realize-or refuse to believe-that th e wolves only
appear when evil is near in order to fight it. Therefore, mist
wolves are often slai n by the people they’re tr yin g to pro-
tect.

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Mist wolves have an innate ability to detect evil. This Drowned ones (also known as sea zombies) are t he ani-
power operates continuously, and without conscious voli- mated corpses of hu ma ns who died at sea. Although simi-
tion. They’re implacable enem ies of evil, and defenders of lar to land-dwelling zombies, they ar e free-willed, an d are
goodness and law. They’ll often go to gr eat lengths-even rumored to be animated by th e will of the god Nerull the
giving the ir lives-to protect humans an d demihumans. Reaper.

Mist wolf society is based around th e pack, as with com- Physical Appearance: The appearance of drowned

mon wolves. Packs comprise up to 20 wolves,with a n equal ones matches their name: They look like human corpses
number of males a nd females. The leader of th e packis th e th at have been underwater for some time-bloated an d dis-
stronge st individual (us ually male, but not necessarily so), colored flesh dripp ing with foul water, empty eye-sockets,
who gains a nd defends the position by challenge and (non- tongue frequently protruding from between blackened
lethal) combat. If th e pack is encountered in its own territo- lips. Their visage and thei r stench of decay ar e so disgust-
r y (usually wilderness forests),the re a re half as many cubs ing th at anyone seeing a drowned one or comingwithin 20
present as th ere are females. Mist wolves are monogamous feet mu st s ave vs. poison. A failed saving throw indicates
and m ate for life, and both parents share th e responsibility th at th e character is nauseated, and att ack s and defendsat
of caring for the cubs. Cubs grow rapidly, reaching full -1 for 2-8 rounds. On land, drowned ones move slowly,
maturity at th e age of 1 2 months. They gain th eir brea th with a clumsy shambling gait. I n water, however, they ca n
weapon ability at half th at age. swim with frigh tening speed.

Mist wolves have th eir own rich language consisting of Combat: Like most undead, drownedones have a n abid-
yips, barks, and growls. They understand the common ing hatred for the living, and attack them at any opportu-
tongue, but are unable to speak it for anatomical reasons. mity. These attacks often show surprising cunning (for

reTpuhteasteiocnrse,atbuerceasuasreethmaot’sst cwohmermeotnheiny fcoarnesdtso wthiethmeovsilt esaxialmorpslea,s ltuhreinygtrsyhitpos soanvteo tthheemrsoeclkvse,sthfreonmattthaeckwinregctkh)e.
Drowned ones ta ke ad vantage of th eir swimming speed by
. .good. (Of course, thi s doesn’t help th e wolves’ reputations attacking ships as they lie at anchor-climbing aboard th e
vessel and trying to drive the sailors overboard,where th ey
at all ) There are large populations of mist wolves in can deal with t hem more easily.
Dreadwood and in the Burneal Forest, although they
aren’t limited to these areas. Drowned ones attack with the weapons typical of sail-
ors: sho rt swords, daggers, hooks, clubs, etc. Because of
Niche: Mist wolves are highly efficient predators with the unnatural strength of the creatur es, these weapons all
few natu ral enemies. They’re intelligent enough to select do 1-10 points of damage. The putrid water th at drips from
the ir victims an d control thei r hunting w ith care, making the drowned ones contains many pathogenic bacteria, so
sur e never to over-predate an a rea or prey population. any successful hit ha s a 10% chance of causing a severe
blood disease i n th e victim.
Zombie, Sea (“DrownedOnes”)

Climatepl’errain: Shallow coastal waters, sal t and fresh
Frequency: Rare
Organization: Pack
Active Times: Night
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: M
Alignment: Chaotic evil

-Reaction Modifier: 3

Number Appearing: 2-24
Armor Class: 7
Movement: 6”1/12“
Hit Dice: 5
THACO 15
Number of Attacks: 1

DSpaemcaiagleAptetarcAktst:aSctken1c-h1, 0disease, spell use
Special Defenses: Spell immunity
Magic Resistance: Nil
Size: Medium (6 feet tall)
Morale: Fanatical (20)
Experience Value: 130 + 5 h p

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The w ater-logged condition of t he creature’s flesh means drives a sea fog onto the coast, however, they can roam
th at fire and fire-based magic do only half damage. Light- inland as far as the fog reaches. When t he fog retr eats , or
ning, electrical an d cold-basedattack s do double damage. when the sun is about to rise, they must return to the
Drowned ones are immune to sleep, charm, illusion and water. Dwellers on foggy coastlines usually fear the fog,
other mind-altering magics. Because they ar e created by although they might not know why; in some areas (for
th e direct will of a deity, they cannot be turned like other example, the Amediocoastline),huma n sacrificesare often
undead. cast into the fogs when they roll inland, in th e hopes th at
th e drowned ones will tak e the offerings and leave every-
Many of the humans who become drowned ones were one else alone.
clerics while alive, an d they r etai n the ir clerical powers as
undead. There is a 50% chance that each drowned one Drowned ones communicate among them selves by a form
encountered is a cleric of level 1 o 4 (random determina- of telepathy, an d have no need of a spoken language (other
tion). These creatures are g ranted th eir spells directly by th an for spell-casting).The verbal components of spells are
Nerull, and only receive baneful spells. spoken in hideous, sibilant whispers.

HabitatBociety: Drowned ones congregate in loose Perh aps because th e Azure Sea provides a steady supply
packs. Their only motivation is hatred for the living. Being of raw materials (in the form of Amedio pirates, and free-
undead, they h ave no need to eat, although the y sometimes booters in general), drowned ones ar e most common in th e
rend and chew the flesh of thei r prey (this is probably jus t shallows of th is body of water. The w aters aroun d Flotsom
to s trike terror into others). and Jetsom Islands, Fairwind Isle, and t he O lman Islands
ar e prime “breeding grounds” for these hideous creatures.
Underwater, drowned ones ar e active around th e clock, a Niche: Drowned ones consume and produce nothing.
and a re often found in the sunken wrecks of the ships in
Tmhoerye einfftiecriaecntta. mong themselves only to make t heir killing
wfahceichduthrienyg dtrhoewhnoedu.rsTohfeyniagrhet.onDlyroawcntievde oanbeosventohremsaullry-
stra y no more tha n 100 yards from the water. If th e wind

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he world of Greyhawk is populated by great tion to detail makes it difficult for anyone not in h is favor
heroes, great villains, and just plain folks. to cheat or oppress citizens. He is demanding of hi s staff,
bduayt sd.oHesentoakt sepsabreribheims fsreelefl,yr,obuutitnheilys twhoeorkryinigsttwoe“llveet-bhoouthr
bWehsta-tkfnoollwown,sims aosdtesfceraipretido,nboef ssto-mloevoefdO, emrtohs’st sides pay bribes, then judge th e case on it s merits.”

9 hated inhabitants. Plaver characters should His goals as Mayor of Greyhawk ar e o make the city run
run-into these larger-than-life NPCs only rarely, and when as smoothly as possible and to be remembered as the best
they do, th e occasion should be a memorable one. Mayor in th e city’s history. His private goals ar e different:
The characters described here came to prominence some He wants to be a member of t he aristocracy. However,th e
years after events described in previously published old rich don’t hold him in th e same rega rd as th e new rich,
GREYHAWK@ ooks and game material. They can be in tm and he is snubbed as much as th e upper classes dare due to
d u d nto campaignsa few at a time or all at once, asyou wish. his lower-class accent and th e “vulgar” origins of his
We begin in th e city of Greyhawk its elf . . . wealth (the gaming house).

The Free City of Greyhawk The nobility secretly sneer at him, but no one forgets
what happened to one wealthy family so unwise as to shun
Nerof Gasgal him publicly: Thieves descended repeatedly upon their
house; several family members died mysteriously; and
Lord Mayor-Free City of Greyhawk their business competitors exhibited uncanny knowledge
AC 5 (leather a rmor and dexterity bonus);M V 12”; 10;hp of their business plans. This did not stop until the whole
45; #AT 1;Dmg by weapon type (proficientwith sling, long- family was reduced to beggary.
sword, or dagger); Str 10, In t 11,Wis 8, Dex 17,Con 12,Cha
16; THACO 8; AL LN; SA quadruple damage from back- Nerof Gasgal is a n attractive, charming man, 5’9“ tall,
stab; SD high dexterity, thiefly skill s with graying hair. He dresses in conservatively cut, but
extremely expensive, clothing. He appears to be a trust-
Nerof Gasgal was born to desperately poor but proud par- worthy, able businessman who is in politics only for the
ents in one of the most squalid districts of the city of good of his beloved city.
Greyhawk. Despite his parents’ best efforts to dissuade him,
Nerof idolized th e Guild thieves. He admired their courage, Nerofs office is equipped with many luxuries: heavy
the ir skills, and, most of all, their wealth. When his parents draperies (which conceal th e fact t ha t h is office is several
tragically starved to death in his tenth year, he decided to stories above ground),several att ract ive se cretaries, an d a
change his fate, and sponsoredby a family friend who was a large, elaborate safe in which he keeps all th e city files and
Guild official,he apprenticed himself o th e Thieves Guild. a wealth of information useful for blackmailing trouble-
makers agai nst whom he doesn’t wish to use force.
Once he was a full-fledged thief, Nerof advanced rapidly,
becoming known for his meticulous planning of every last
detail of operations. He believed in leaving absolutely noth-
ing to chance, and would pore over plans and models of a tar-
geted building until he could draw the entire floor plan from
memory. His thoroughness and attention to detail endeared
him to his superiors and peers, although he became the terror
of apprentices and lower level thieves who were assigned to
work under him.He did not tolerate slip-upsor errors.

Then, a tra uma tic experience caused Gasgal to change
careers-and th e direction of his life. While looting a
mage’s long-abandoned cas tle, he tripped a magical trap
and found himself falling down an airshaft. Luckily, the
tr ap was a n illusion, but his fellow thieves found him i n a

chaetlaptsoanviecdshtaimte, abnudt hreetbuergnaendtohismuffteor Gserveeyrheabwoku.tsCoflevreicrtai-l
go an d developed a fear of falling. That incident convinced
Gasgal to give up th e thieving life and enter politics.

Nerof was never known publicly as a thief; to th e public,
he was the proprietor of a gambling house catering to
Greyhawk’swealthy youngsters. Despite the fact th at the
oddson th e games bla tantly favored the house, Nerof was a
popular figure among th e newly wealthy.He had long been
urged to follow a political career, assured of support by his
customers, and when h is disabili ty forcedhim to qu it thiev-
ing, he took up th ei r offers of political support and was
delighted by th e opportunities he discovered.

As mayor,Nerof is popular and well-respected.His atte n-

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His leathe r armor is of th e finest quality. It was custom As a postulant of Pelor, Derider was quick to lear n, risi ng
made for him by the head of the Leatherworkers Guild rapidly to th e st atu s of a full (fir st level) cleric. Upon her
after he excusedth e leatherworkers frompaying taxes dur- investiture, she accepted an offer to join a party of adven-
in g a severe shortage of leather. H is weapons are also of th e turers. Her superiors were sorry to see her go because they
best possible quality, stolen especially for him by the loved her, but also were relieved that she was gone-she

THheiaelvseosoGwunislda sMetaosftetrhiaesvaesg’ itfotoulps,oanndhisstielllercetgiounlatrol yofpfriacce.- hneasdsw. Sohnenwotaiscealnwoat yosnslyinfcoerrheleyr staolrerynta,bbouut tfohrerh earcccilduemntssi-,
tices all th e thieves’ skills th at do not involve climbing. He and she was not capable of malice, but even her most sin-
ha s accessto many magical items, but does not keep many cere apologies did not repair the mirrors, jars, a nd other
on hand unless he actually needs them. He feels that fragile thin gs she constantly dropped.While she was at th e
becoming dependent on a magical tool or weapon would temple of Pelor, her superiors seriously considered hiring a
make him too vulnerable. When Nerof does use magical low level mage ju st to minimize breakage.
items, he prefers those tha t facilitate theft without involv-
ing flying or climbing. There is a 20% chance of finding Derider’s career as an adventurer lasted for several
such items in h is office or safe. years, duri ng which she travelled th e length and breadth
of Oer th with he r friends. She advanced rapidly, gaining
Outside of politics, Nerofs interests ar e limited to his confidence in herself and f ait h in her deity a s she saw th e
gami ng house (which he still owns) an d the honing of his results of her prayers. At the same time, her clumsiness
thieving skills; he has no other re al interests. Although he haunted her, causing her grief over the trouble she caused
is a social climber, he doesn’t find social gatherings very when she was near breakable items. She began to feel tha t
interesting-he att end s them for information. He culti- fragile items just waited for her, so that she could drop

vate s good relations with t he G uildmaster s of th e city, as them t o sh at te r on th e floor. Her companionsloved he r a nd
all mayors must, b ut th e only one he socializeswith is th e were very patient with her, but when she managed to drop
Thieves Guild Master. They often spend evenings together, and smash a beaker of plentiful potions, the day after she
drinking wine and yarning about the “good old days” had tripped while carrying a decanter of endless water,
before they achieved their present ranks. Nerof is still a they suggested gently that perhaps the adventuring life
power i n th e Thieves Guild, and holds the titl e of Assistant was not for her.
Guildmaster.
Back in Greyhawk, Derider learned th at th e temple of
Player characters might encounter Nerof Gasgal in sev- Pelor needed a cleric who specialized in healing. She was
eral ways. They might be ambassadors from a neighboring take n on immediately,but on the condition tha t she swear
land on business wi th th e Lord Mayor of Greyhawk, or solemnly not to touch anything breakable ( the high priest
th ey could be lower level thieves seekin g his expert advice. was a former classmate, and he k new of he r weakness).
If any PC ha s information regardin g an outside thr eat to
Greyhawk, Nerof will pay very well for it. He is also inter- Settled in at the temple, Derider was quite happy to have
ested i n buying any thing magical, especially items of use a position as a healer. Her adv entur ing background proved
valuable when th e temple district was plagued by a band of
toItfhthieevPesC, sliakreegeanuenmtlieetssooffGdreexytehraiwtyko,rthcehyimweislloffionpdeNneinrogf.
to be a deadly enemy.He cultivat es closerelations with t he burnoduegahdtchreeartutoretsh.eHaetrtewnotiroknaomfotnhgethDeirpeoctoirnogf OGlriegyahracwhyk,
Assassins Guild Master. There are several assassins on his and when a constable died after being nursed devotedlyby
private payroll, and he h as been known to use them to qui- Derider, she was offered the post.
etly eliminate threats.
As Constable of th e City, she is a n influence for mercy
Derider Fanshen and moderation on th e par t of th e city government. Sh e is
trusted by the entire Directing Oligarchy to care for them
Constable-Free City of Greyhawk when they are sick o r injured. Her clumsiness has not
deserted her, but t he Directing Oligarchy can afford to be
AC 3 (full plate + shield, dexterity penalty); M v 6” in more tolerant of the breakag e th an th e priests of Pelor or
her former adventuring companions. When she tripped
armor; C 12;hp 58; #AT 1; Dmg by weapon type (flail, mace, over her ow n robe and knocked over a ta ble of very expen-
staff of striking, staff sling, lasso); Str 13, In t 10, Wis 17, sive glassware, the Directing Oligarchs simply chuckled
Dex 4, Con 16,Cha 16; HAC0 13;AL N G SA Spells:8- lst , quietly and sen t for a mage to repair th e damage.
7-2nd, 6-3rd, 3-4th, 2-5th, 2-6th
Derider Fanshe n is a tall, attra ctive woman in her early
Derider Fanshen was born to middle-classparents in t he
Fre e City of Greyhawk. From a n early age, she was fasci- forties, with t an skin, honey-blondehair, a nd bright grey
nated with healing sick creatures, and innocently annoyed eyes. She is in excellent physical condition, and looks con-
he r pare nts by filling th e house with every sick or hur t ani- siderably younger tha n he r tr ue age. She has never mar-
mal she encountered. Her tal ent and love for healing ried, preferring to form friendly relationships with the
caug ht t he atte ntion of th e priests of Pelor. They offeredto various men important in her life.
trai n th e young girl in t he ways of the ir deity,the patron of
sun, str engt h, light, and healing. Her pa rents were over- Although she has retired from adventuring, Derider
joyed, not only for the honor shown their daughter, but Fanshen keeps her armor in good repair, and exercises
because the y could finally have a normal household. daily in armor with h er weapons. Her weapons ar e souve-
nirs of her adventuring days, and she will happily tell sto-
ries about how she obtained them. H er favor ite weapon is a
staff of striking th at also functions as a staff sling + l .

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ac Soon after he achieved this success,news came th at near-
ly shat tered him. His beloved brother had not joined th e
Derider Fanshen’s goal as Constable of Greyhawk is sim- watch, preferring to hire out as a caravan guard. The
ple: Keep the city safe and secure. Her relatives live in brothers had tried to keep in touch, but Sental had not
Greyhawk, as well a s friends from her advent uring days, heard from him in a long time. Then , word reached Sent al
and she is qui te conscious of he r obligation to them. She through trustworthy channels th at his brother was a pris-
keeps i n touch with old friends and family, and is a popular oner in one of the Bandit Kingdoms. Shortly after this
guest at parties, once th e breakables ar e securely stored news arrived, Sental received word th at his brother’s cap-
away. tors were demanding sensitive information about
Greyhawk. If Sen tal refused to give it to them, hi s brother
The poor people of Greyhawk often leave petiti ons at he r would suffer.
residence, asking h er to int ervene for the ir friends and rel-
ativ es when they face Greyhawk‘s justice. She does what This dilemma caused Sental many sleepless nights. H e
she can, and Sental Nurev, Captain-General of t he Watch, did not want to endanger Greyhawk and he knew th at t he
often has to remind her that his decision alone does not information he was asked for could, in enemy hands, jeop-
decide a criminal’s fate. ardize Greyhawk seriously. On th e other h and, h e knew
that his brother’s captors did not make idle threats, and
At th e same time, she is not a fool. Real evil-doers know refusal to comply could doom his brother. Faced wi th t hi s
better than to ask her to intervene in thei r cases, since she problem, he decided to stall. He se nt information, but made
ha te s cruelty an d wanton malice (having seen too much of absolutely certain th at it was always ei the r obsolete, or as
both). The only time she shows anger is when flagrant harmless as possible.
examples of unprovoked evil-doing come to he r att ention.
When sh e gets angry, th e people, as well as th e Directing This worked unt il hi s brother’s captors decided to sin k
Oligarchy, pay attention. Although she doesn’t often use the ir hooks deeper. They informed Sental t ha t if he didn’t
cooperate more fully, they would tell the authorities of
spells for purposes other than healing, she still has the Greyhawk that their trusted Captain was a traitor-and
capability, and t he anger of a twelfth level cleric is nothing they had hard evidence to back their claim. Sental was
to invite. forcedto give in. As Captai n of th e Watch, he had auth orit y
over who was recruited into the watch, and what duties
PCs might encounter Derider Fanshen in several ways. each watchman was assigned. He was forced to recruit
They may hav e business wit h t he Directing Oligarchy of watchmen whose loyalties were with the Bandit King-
Greyhawk, and she would be present at t he deliberations of doms, and to juggle work schedules so th at these men could
th at body. She has a soft spot in her h eart for adventurers, spy a t will. In th e event of a n attack, h is orders were to
an d a party of adve ntur ers with a genu ine need for aid place thes e men i n control of a section of wall, to fa cili tate
from the Directing Oligarchy might find her willing to help th e besieger’s attempts to ta ke th at particular section.
them plead th eir case.

PCs might also meet her by letting her know that a party
member is sick or injured, but cannot pay for clerical
assistance. Her adventuri ng days paid well, and she is now
financially secure, which allows her to indulge the same

iamgop-uhlesaelsinthgat emvaedrye hsetrrapyoothraptarcernotsss’elsifheedrifpfiactuhl.t sSohleonigs
known to disappear into th e slums of Greyhawk for days a t
a time, healing every sick or injured person she finds.

Sental Nurev

Captain-General of the Watch-Free City of
Greyhawk

AC 3 (splint mail and shield); M V 9“;F 13;hp 85; #AT /1;

Dmg by weapon type (lasso, halberd, man catcher, long-
sword, bo sti ck, jo s tick, crossbow, club);Str 16,In t 12,Wis

15, Dex 13,Con 13, Cha 14; THACO 8; A L NG

Sental Nurev was born near Greyhawk, the child of

impoverished, country gentlefolk. At an early age, he
decided th at th e only way out of his poverty was his skill
wit h weapons.A neighbor who had r etired from the adven-
turing life offered Sental and his brother tutelage, and
when they became orphaned, they headed for Greyhawk.
Sen tal oined the watch, learning about city life while serv-
in g as a policeman/militiaman. H is dedication to duty an d
his nat ural talen ts soon earned him promotion, and his
ut ter fearlessness helped him gain skill rapidly. While still
in his earl y thirties , he became Captain of th e Watch, and
was known to all as a solid, respected citizen.

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With these false watchmen reporting his actions, Sental Org Nenshen
could no longer bluff h is brother’s captors wit h useless, out-
of-date information. He was forced to send the very best “hieves Guild Master-Free City of Greyhawk
information available as quickly as he could get it. He AC 1 elfin chain an d dexterit y bonus); MV 1 2” ;T 14; hp
threatened to q uit h is post once, and received his brother’s 50; #AT 1; Dmg by weapon type ( sling, short bow, falchion,
dagger, sap);Str 13,In t 15,Wis 11, Dex 18, Con 11,Cha 16;
tphauinmfublliyn aawpaarcekathgae taitf hhiiss htroemacehaerfyewwdearyesdliastceorv. eHreedw, haes
would at th e very lea st be imprisoned for a long time in THACO 14; AL LN; SA quintup le d amage from back stab;
Greyhawk’s dungeons. SD high dexterity

Sental Nurev is currently a haggard-looking man. He is Org Nenshen was a youngthief rising wit hin t he Thieves
tall but stooped, with thi nning blond ha ir and a ragged Guild at the same time as Nerof Gasgal. The two often
beard and moustache. He chews his moustache when he is worked together. Org was present on tha t disastrou s foray
worried, an d since he ha s had much to worry about recent- when Nerof fell victim to a mage’s magical tr ap ; in fact , it
ly,hi s moustache is well-chewed. Sental is married and ha s was Org who found Nerof lying motionless with a look of
three children, ages 1 4,11, and 9. His wife worries a great horror on his face. Org helped to pay for th e clerical help
deal about him; she can see th e burden upon him, but can th at restored his friend, and worked tirelessly an d secretly
not learn what it is. to advance Nerofs political career.

In all matters except those controlled by his unseen mas- As Org advanced within the Thieves Guild, his name
ters, Sental Nurev is an excellent Captain-G eneral of th e became a byword for reckless confidence an d ski ll. When
Watch. He is nearly incorruptible (his brother’s kidnappers th e reigning Guildmaster died, Org was proclaimed Guild-
master almost unanimously, and th e Guild has prospered
knew this; tha t is th e reason for the kidnapping), earless, and
always under perfect control. His preference for non-lethal under his leadership.
weapons such as he lasso or man-catcher is a remn ant of his Org is uncertain of his birthplace. His parents died not
days as an ordinary watchman. He learned tha t criminals
were easier to take in if they came under their own power, long after his birth, and the inf ant O rg was adopted by a
rath er th an needing stretcher-bearers, and then a cleric to cousin, Ramin of Greyhawk City. The greedy Ra min soon
heal the m before trial. He is not a man who kills needlessly. showed th at his intentions in adopting young Org were to
When possible, he will capture his subject aliveand ta ke him live in luxury by forcing the child to steal for him.
to jail. This preference sometimes causes misconceptions;
some very foolish people think that, because Sental Nurev As Ramin should have expected, his activity was noticed
prefers not to kill, he will not kill. They are wrong. by th e Thieves Guild. An extremely displeased Guildmas-
ter dispatched several burly thieves to bring Ramin and
Sental owns a man catcher +3, halberd + I , bo stick of his young protege to t he Guild to answer for their thefts.
striking (as staff), and a shield with a symbol of hopeless-
ness cast on th e front, behind a hinged cover th at he can When Ramin finally confessedit0th e sordid practice, t he
Guildmaster had to be physically restraine d from attack -
umsaenfuipl uslhaotueldwahirlieotusoicncgurt.h e shield. These items ar e very ing th e would-be master thief. The terrified Ramin was
Sental Nurev is popular, even with thieves and grateful to be turned over to the authorities alive. The

assassins-unlike some of th e watchmen, he doesn’t feel thEieavseilsytwheinnntiunrgnethdethcheiilrda’tstceonntfiiodnentocey,othuengthOiervge.s ha d no
th at lawbreak ers exist simply to be killed on a whim. Even trouble putting little Org through a series of tests that
th e most notorious thief or assassin will be treated as fairly provedto their satisfaction tha t th e child had a na tur al tal-
as any other person in Greyhawk, or Senta l will demand ent as a thief.
an explanation. If Sental ever learned of any watchmen
exto rtin g bribes from citizens, those responsible would find Thus began th e best p ar t of Org’slife. As an a pprentic e of
themselves in a gr ea t deal of trouble. the Thieves Guild, he learned everything he was taught
with a zeal that pleased his teachers. He soon proved his
Player characters could meet Sental Nurev in several usefulness at squeezing into gaps th at were too small to
ways. If th ey wish to join th e watch of Greyhawk, they will admit a n adult. Before he was sixteen, Org Nenshen was a
need to prove themselv es to Sent al. He only accepts pros- first level thief, well-respectedby his superiors within th e
pects who prove to his satisfaction tha t they ar e sufficient- guild and rising quickly through the ranks.
ly skilled and loyal.
During this time, Org was forging a friendship with
Any PCs who obtain information about the current Nerof Gasgal.The two youths were inv eterate competitors,
wherea bouts of Sen tal Nurev’s brother will have made a but fast friends. They often worked together, with N erofs
friend for life. Sental has been unable to learn the exact
location of his brother in th e Bandit Kingdoms. If th e PCs calm, methodical methods tempering Org’s more flamboy-
provide Sental with information while in Greyhawk, he ant, exuberant style. As the “Gruesome Twosome,” they
will go directly to the Assassins Guild Master. Turin raked in loot hand over fist from any victim allowed by
Deathstalker is indebted to Sental Nurev and likes him Guild rules: Those who had not paid for immunity from
personally, and therefore would be quite willing to attemp t thef t an d those of whom the Guild disapproved, were fai r
to convince the kidnappers that releasing their captive game.
would be in the ir best interests.
The advancem ent of Nerof and Org was so steady tha t
If th e PCs ar e lawbreakers, they may find themselves deal- some of th e Guild members were secretly relieved when
ing with Senta l Nurev on a professional level. He will not be Nerofs fear of height s forced him in to politics. They had
amenable to bribe attempts, but will not treat people who foreseena bitter quarrel between the friends overth e even-
attempt to bribe him any worse than h e would anyone else. tual Guildmastership. The Thieves Guild instead became
fortunate to have two loyal members i n the governme nt of
Greyhawk.

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As Guildmaster, Org’s goals a re to cooperate with th e Turin Deathstalker
Directing Oligarchy to keep Greyhawk safe. Greyhawk is
th e only home he has ever known, and he realizes t ha t if Assassins Guild Master-Free City of Greyhawk
th e city were to fall, h is livelihood would be jeopardized. AC 5 (elfin chain mail); MV 12 “;F 15;hp 79; #AT 1; Dmg by
weapon type (bastard sword, long bow, short bow, short
Org Nenshen is a compact, graceful ma n with blond hair, sword,dagger,sling);Str 15,Int 14, Wis 10, Dex 13,Con 14,
violet eyes, and tan skin. He always dresses well, and
very proud of his elven chainmail, which was a gift fromis Cha 16; THACO 6; AL LE (stron g LN tendencies)
some gray elves whom he assiste d in t he recovery of a
stolen treasure. He practices daily at the Guild, and is an Tur in Deaths talker, Master of th e Guild of Assassins, is a
instruct or i n al l the skills necessary forth e most promising man feared and respected far beyond the the city of
young apprentices. Greyhawk. He is possibly th e highest-ranking assassin in
all Oerth, and exercises informal control over assassins
Org owns a sling + I , a flame tongue falchion, dagger of nearly everywhere. Due to other political influences, this
throwing, a cloak of the but, a ring of jumping, boots of control is nominal at best, but no assassin willingly defies
elvenkind,and h is favorite,a chime ofopening. These items Turin Deathstalker’s known wishes.
are th e rewards of a lifetime of theft, and, with th ese trea -
sures, Org is all but unstoppable. He has commissioned a Turin was born in th e Shield Lands, on th e border of th e
new magic item, thieves’ tools of opening, but these have Horned Society lands. H is father, a low-ranking soldier i n
not yet been created. th e armies of th e local ruler, hoped th at his son would get
a n education, but fate intervened. When Turin Birdstalker
Despite his success, Org is secretly very insecure. He (his given name) was te n years old, a gre at force from th e
can’t quite believe tha t he ha s risen to such heights and he Horned Society struck th e Shield Lands. Turi n was but one
feels like a fraud. He ha s always felt this, which is th e rea1 of many prisoners who were marched into th e land s of th e
reason for his flamboyance. He believes tha t if people thin k Horned Society. To his knowledge, the rest of his family
he is invincible, they will make it so , regardless of his tal- was killed.
ent (or lack of it).His sec ret fear of failur e drives him on to
ever more daring stunts, long after most Guildmasters When the prisoners were divided, Turin found himself
would be content to res t on their laurels and make a living th e slave of a half-orcish fighter, th e chief of a n impor tant
on th e spoils of th eir un derlings. orc tribe. For th e next several years, he was forced to do all
manner of foul tasks for th e tribe, un til hi s master decided
In addition to his chronic fear of failure, and h is secret th at t he youth showed promise, and began tutoring h im in
feeling of fraudulence, he now has a new worry: old age. th e ar ts of assassination.
Org Nenshen is reaching middle age, and this concerns
him. An aging thief often finds his skill and agility declin- Turin was very bright, and learned quickly. His mentor
ing, an d th e thought fills Org with terror. Without his thief was pleased and amazed that the young hu man bore him
no grudge for his yea rs of servitud e, and h e passed along
skills, he trul y feels th at h e would be nothing but a middle- every bit of knowledge he possessed. Turin’s first assign-
aged fraud. The thought of his time run ning out haun ts ment as a full-fledged assassin was t he elimination of a

him, and he is determined to preserve hi s skills for as long hobgoblin, th e chief of a riv al trib e. He performed th e job
as he can. with relish, since he had heard t ha t hobgoblin soldiers of
th e Horned Society were responsible for th e dea th of his
Org’s friends a re worried. They know th at he is taking family.
ever greater risks, and they also know that he won’t
always be able to beat the odds. His victims are getting Turin seemedto have adapted well to life among the orcs,
tired of being repeatedly robbed, and are constantly but he never let his true feelings show-in fact, he hated
improving their security, with more and more traps, better th e orcs. They came to take him for grante d, however, and
and newer locks, and various magical defenses. Org has he spent several years with his mentor, absorbing every-
even had to defeat a few lesser gu ardian daemons, sum- thi ng t he scarred old half-orc could teach him. When he
moned by certain unscrupulous mages to protect their reached th e orcish ran k of Waghalter, he decided th at th e
property. time was ripe for his revenge. One fine, sunn y day, he sys-
tematically assassinated every orc in t he tribe, saving his
Chief among those who worry about Org is Mayor Nerof mentor for last. With this pleasant tas k completed, Turin
Gasgal, who often bitterly regret s t ha t his vertigo and fear Deaths talker (as his mentor ha d renamed him ) walked off,
of heights forced him into a political career. He believes
with the tribe’s wealth over his shoulder, to accept an offer
th at if he were Org’s partn er again, his cautious natur e he had received from a high -rank ing member of the
would sufficiently offset Org’s flamboyance, and perhaps Horned Society at Molag. Turin Deathstalker never for-
prolong his friend’s life. Nerof has resigned himself to th e gets a grudge.
fact th at he will one day hear t ha t Org finally challenged
th e odds once too often. At Molag, Turin Death stalker proved to be an excellent
weapon for his new patron. He soon learned of intrigue
among the lea ders of th e Horned Society, a society of
incredible complexity,laced wit h betra yal an d doublecross.
Young Turin gained greatly in skill, eliminating anyone
his patron saw as a n enemy. He learned t he fin er points of
disguise, poison, and espionage, and when his patron was
assassinated, young Turin had already reached th e sta tu s
of Senior Assassin, known to many Guilds as a worthy
recruit. Of th e Guilds tha t bid for his service, Turin chose

Greyhawk‘s, and he has resided i n th e city ever since.

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Hall of Heroes

Turin Deathstalker was a valuable recruit to Ren o’ the Star
Greyhawk’s Assassins Guild, and he rose swiftly within
th e Guild. As all members ar e required, he submitted to an Master of the Traders Union-Free City of Greyhawk
oat h against killing another Assassins Guild Member or
any person under Guild protection. AC 3 (antique bronze plate mail + shield);MV 6” ;F/MU 71

He was soon commissioned by t he Directing Oligarchy to 7; hp 58; #AT 3/2; Dmg by weapon or spell type (bastard
undertake several extremely dangerous and delicate mis- sword ,long bow, dagger, mace);Str 17, Int 17, Wis 10, D 17,
sions. When the upper ra nk s of th e Guild were decimated
by a mezzodaemon conjured by a mad mage, Turin Death- 2C-o3nrd1,81,-C4htha;1S6D; TaHsAhaClOf-1el4f;AL CN; SA Spells: 4- ls t, 3-2nd,
sta lker became Guildmaster.
Ren 0’ he Star was th e product of th e dalliance between
As Guildmaster, his goals are to keep t he Guild active, a human merchant’s daughter an d a n elven noble in the
attr act promising young recruits, provide the best train ing Kingdom of Celene. His mother loved him a nd raised him
possible, and to distance th e Guild from quarrels w ith oth- by herself, with help from her father. When Ren was two
er gu ilds or powerful groups in Greyhawk. As a member of years old, his mother married a merchant whom she had
the Directing Oligarchy, he is the head of Greyhawk’s known since childhood. The combination of h is s tepfather’s
intelligence network, a nd h is knowledge of events i n plac- careful training, his father’s influence (for he visited his
es such as Iuz, the Great Kingdom, and even the Scarlet father regularly), and his maternal grandfather’s advice,
Brotherhood is unequaled. he decided to s tudy th e a rt s of dweomercraft and swords-
manship.
Turin Deathstalker has the appearance of a typical
Shield Lander, with olive skin, red-brown hair, and pale As Ren 0’ th e Star grew up, he displayed the stigma of his
father’s noble House: a reddish, star-shaped birthmark on
hgirmeyseelyfeisn. Ha heupnradcretidcews ahyiss,sfkriollms raenguolracrilsyh.sHoeldciaenr tdoisagwuiissee
old sage. He has been known to collect magical items to hhuismsahnoulladnegru(hagenecsei,shRisennicSkhnaanmFe)i.tsHpiasrparleoepne,r nwahmicehinintdhie-
sustain these deceptions. He commonly uses three dis- cates his illegitimate relationship to t he noble elven House
guises in Greyhawk, and using them, keeps up three busi- of Paraleen . The combined weal th of his fa ther, ste pfather,
nesses: a locksmith shop, a servant agency, and a and mother could pay for the best tutors, and young Ren
pawnshop. These fronts provide numerous services to his was, like most half-elves,an excellent pupil, combining th e
Guildsmen, and also provide him with income. He has best fe ature s of his mixed ancestry.
th re e mistress es, one for each of his disguises, and none of
the m suspect his tru e identity. When he reached maturity, he received an inheritance
from his maternal grandfather, which he used to begin a
Turin owns a cloak of invisibility, a dagger of venom, a business. He traded furs, ivory, and precious metals-
short sword +2 ( + 5 against humanoids), boots of striding anyt hing t ha t combined high va lue an d low bulk. If offered
and springing, a ring of regeneration, and a quiver of something bulky a t a n irresistible price, he would buy it,
arrows of humanoid sla ying th at he commissioned from a but the bother of transportation and security in getting
mage. bulky goods to a profitable market made him hesitant to
accept such items.
If Turin Deathstalker h as a fault, it is his bitterness. He
did not chooseto become an assass in, an d althoug h assassi- He soon realized th at t he hu b of mercantile activity on
nation h as brought him wealth and power, he often wishes Oerth was the city of Greyhawk. After accumulating a
th at t he hobgoblins had killed him with th e rest of his fam- respectable amount of wealth, he moved ther e and joined
ily. He sometimes disap pears from Greyhawk for days at a th e Traders Union. His knowledge of variou s pa rts of
time, and r etu rn s tired and filthy,but undeniably satisfied. Greyhawk and his connections in human and elven com-
On these expeditions, he tak es a one-man carpet offlying to munities made him a valuable recruit for the Union. Soon
th e Pomarj or other humanoid-infested area, and goes on a he was a wealthy, respected trader, investing his w ealth in
killing spree. He has slaughtered whole tribes of hobgob- more and more trading ventures across Oerth.
lins, goblins, and orcs, and he intends to continue. His
guild is unique in Greyhawk, in t ha t half-orcsare excluded His success was not without problems, however. There
from membership. were various envious people who resented the “half-
breed’s’’ success. Their actions against Ren varied, from
Except for his obsession with killing humanoids (a spe- magical scrying methods to learn his business plans, to
cial form of homicidal mania), Turin Dea thsta lker i s not a actual assassination attempts. There were even attempts
bad man. He is fond of relaxing with t he higher level assas- to bribe bandits and humanoids to attack his caravans.
sins and talking shop over a mug of mead until the wee Whenever Ren found out who was behind these attempts,
hours, or attending to city business with the rest of the he retaliated. After a while, surviving enemies began
Directing Oligarchy. Despite his a lignment (which is lean- spreading th e word tha t he was not an easy mark. Eventu-
ing toward lawful neutral), and his profession, Turin ally, Ren was chosen as a Master of th e Traders Union, ful-
Deathstalker is quite fond of children, an d remembers his filli ng one of hi s life’s ambition s.
own days as a helpless sl ave of th e orcs vividly. When cruel
tre atm ent of children comes to his attention, he h as been Ren 0’ th e Star is a half-elf, and tak es strongly after his
known to unleash the Assassins Guild against those elven father. He is 5’9” tall, with black hair, upswept eye-
responsible. At first, these persons will be warned, but if brows, pointed ears, and a thick moustache.
they do not change the ir behavior, the assassins will put a n
He ha s a set of antiqu e bronze plate mail of which he is
end to t hei r cruelty permanently. very proud. This armor was given to him by a tribe of bar-
baria ns who foundit while looting an ancient ruin. It was a
great day for him when he persuaded them that, in

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exchange for the armor, he would present them with a won- The Valley of the Mage
derful horse. The horse was a magnificent beast. He had
made cert ain of tha t, when he polymorphed it from a mon- Jaran Krimeeah
key a few hours earlier. When the barbarians found the
horse missing, the y nat ural ly checked Ren’s camp, but no The Mage of th e Vale, the Exalted Mage, th e Black
one made the connectionbetween the lit tle monkey sitting One-Valley of th e Mage
AC 2 (bracersof defense, AC2); M V 12”;MU 19;hp 55; #AT
so innocently on Ren’s shoulder and t he missing steed. 1;Dmg by weapon or spell type; Str 8, In t 19, Wis 9, Dex 17,
In addition to his armor, Ren owns a wand of lightning Con 15 , Cha 13; THACO 13; AL NE; SA spells; SD spells,
high Intelligence; 5- lst , 5-2nd, 5-3rd, 5-4th, 5-5th, 3-6th, 3-
which he won in a dice game, gauntlets of swimming and 7th, 3-8th, 1-9th
climbing, a necklace of adaptat ion, and a folding boat. His
collection of magical weapons includes a longbow of speed, The Laird of th e Valley of the Mage is a mysterious figure
to the outside world. Few have spoken with him, and of
bastard sword of sharpness, and a cursed sword + 1 that he those, fewer still have lived to tell of it. The ta le s of alleged
eyewitnesses do not even agree about such things as th e
sometimes sells to raise cash, knowing tha t it will return. Mage’s appearance or man ner of speakin g, so it is obvious
The bastard sword of sharpness ha s an intelligence of 14, th at either people ar e lying or the Mage uses spells to dis-
an alignment of chaotic neutral, detects precious metals guise his appearance a t leas t some of the time.
and gems, and a rgues constantly with Ren. “Some people
ar e hen-pecked,” Ren will moan, “b ut I’m sword-pecked!” The Laird of th e Valley of t he Mage was born f ar from th e
His old tradi ng associates ar e used to seeing him walking Valley he has made his own, in the capital of th e G reat
along, arguing w ith his sword.
Kreilnatgidvoemof. JthaeraGnrKeartimKienega,ha,nads wheaswgaisvkennothwenbtehset nm, awgaicsaal
Ren’s main weakness is gambling. In t he old days, when tra inin g the Kingdom could afford.

hisefywhaiss atatsrtaedfeorr rcirsoksseiansgilhya, alfnodfmOaekretha, phreowfiat.sHaeblgeamtobslaetd- As he rapidly gained magical skill, and felt his powers
then, but it was mostly minor dice games with his trading increase, he became dissatisfied with his life. He asked
associates. He kept his losses well within what he could himself why his cousin, who could not even cast one first
afford. level spell, should be King of the Great Kingdom. Jaran
viewed mages as the elite of humanity, with wonderful
With lit tle to en ter tai n him i n Greyhawk except count- powers,which should predestine th em to ru le everywhere.
ing his gold, he has let h is tas te for gambling overpower
him. He spends endless time in Nerof Gasgal’s gambling Accordingly, the young mage gathered his forces and
house, as well as others. He bets on horse races, on elec- attempted a coup d’etat. Unfortunately for Jaran Kri-
tions, an d his friends have been amazed to see him seri- meeah, his skill with magic far exceededhis skill at palace
ously tr yin g to make wagers on which of a pair of flies will politics. The commanders he suborned had, it turned out,
take off first. little real authority, and when they tried ordering the
troops they supposedly commanded, the soldiers queried
Possibly Ren 0’ th e Star feels tha t he is too wealthy to be
hu rt by his losses. This is not exactly true. He is rich, but th e orders to higher authority, and were told not to obey
he is not infinitely wealthy, and already he has run them. The whole misbegotten enterprise died almost as
throu gh a n incredible amount of money. His friends have soon as it began.
tried warning him, but he brushes off their warnings.
Nerof Gasgal an d other proprie tors of gambling houses The royal family did not execute Jaran Krimeeah.
love him, since his w ealth is funneling rapidly into thei r Instead, they exiled Jaran, forcing him to submit to an
pockets. oath never to reveal his relationship with th e royal family,
and never to retur n or involve himself in th e Great King-
dom again.

Forced out into a hard world, Jaran Krimeeah (or the
Black One, as he t he n called himself) easily found employ-
ment in the Bandit Kingdoms, casting spells for the
uncouth rulers of that region. He began to believe that
age nts of the Grea t Kingdom pursued him, became
obsessed with magical defenses against unseen enemies,

caanldrleesfetahricshp. osition to devote himself exclusively to magi-
He traveled through the Shield Lands, the lands of th e

Horned Society, Furyondy, Veluna, Keoland, th e Yeoman-
ry, and Sterich, alway s searching for more spells and magi-
cal knowledge. Finally, in the Grand Duchy of Geoff, he
found the hidden valley th at he now rules. “Here,’he said
to himself, “is what I’ve been looking for. A safe, secure,
hidden base, easily defended and not claimed by anybody
who cares abo ut it. If I ta ke t his place over, I’ll final ly be
able to pursu e my res earch in peace!”

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He quickly ingratiated himself with th e valley elves and Tysiln San
with th e local gnomes. When he finally suggested, as deli-
cately as he could, th at perhaps he would be a better over- First Protector-Valley of the Mage
lord than t he distan t, uncarin g Grand Duke of Geoff, they AC 4 (bracers of defense, A C 4 ) ;M V 12”;MU 8; hp 35; #AT
proclaimed him th eir Laird unanimously. 1; Dmgby weapon type (staffofstriking, agger);Str 12,Int
20, Wis 9, Dex 13, Con 17 , Cha 13; THACO 19; A L CN; SA
MWagiethoftthheeeVnathlleuysifaosrttiicfiheedltpheofetnhtreaenlcveetsoatnhde vganollmeyehs,etahve-
as female d ark elf, Spells: 4-lst , 3-2nd, 3-3rd, Z-Qth,1-5th,
ily, both physically and magically. Secure at last, he and special; SD as female dark elf.

devoted himself almost completely to his magical research , Tysiln S an was born i n th e Vault of t he Drow, to a family
let tin g th e elves and gnomesru n thei r own affairs. He only of merchants. She was trai ned in magic use by her family,
handled problems tha t they could not. and expected to spendher life with them. She was unflinch-
ingly loyal to her kinfolk, and when they began plannin g
The Mage of th e Valley is a tall, thin man with kinky to overthrow the priestesses of Lolth, she gave them her
brown ha ir, pale olive skin, an d slate-colored eyes. He is full cooperation.
only interested in hi s magical research and in new spells,
and tends to tr eat non-spellcasters as mentally deficient. Unfortunately, h er family’s plan failed, and th e at tempt-
He is so convinced of th e supe riority of spellcasters (partic- ed rebellion was crushed a lmost before it started. Fleeing
ular ly mages, of course) ha t he will not even use a weapon. for her life, Tysiln San met a huma n mage who had come to
He scorns daggers, darts, and non-magical staves as th e Vault of th e Drow on magical business. S he threw her-
unworthy of mages. self on his mercy, and he agreed to tak e he r back to th e sur-
face with him.
His obsessionwith magic has led him into some very dan-
gerous situation s. W henever he hea rs of a spellbook with a Once she was on th e surface, Tysiln S an found herself i n
spell he does not yet know, he will go to almost an y lengt h a world for which her t rai nin g had not prepared her. For
for it, even if it means teleporting into a ruined city to fight several weeks, she had agoraphobia (fear of large open
a lich. spaces), an d refused to go out-of-doors.The mage managed
to overcome her fears, and gave her a pair of magical
He is so completely consumed with desire to use magic lenses. The lenses were fashioned by a master mirror
that he is even preparing to foil death, though not as a lich. maker so tha t th e wearer could see through them, but th e
He considers any sort of undead s ta tu s as unworthy of a lenses resembled mirrors from t he outside. Before he gave
mage. Instead, he pla ns to work unt il he feels his physical the m to her, he cast glassteel on them to make them almost
body begin to seriously deteriorate, and then become a unbreakable.
shade by infusing his body with shadowstuff from the
Pla ne of Shadow.As a shade, he knowsth at he would never With th e new lenses, Tysiln San could function in br ight
rise i n level, but t he ability to stay alive for centuries and sunlight as well as she could in darkness. For several years
do more magical research makes t ha t a small price to pay, she assisted the mage in his magical experiments, until
particula rly since he intends to be 24th level by th at time. one of th e experim ents went seriously wrong. The mage

The Mage owns dozens of spellbooks, and a grea t load of tried to create a variatio n of the gate spell, and thought h e
magical items. Among others, he h as rings of feather fall- had succeeded.His first experiment was an attem pt to gat e
ing, spell turning, spell storing, and wizardry.He has a staff in a heirarch modron. He got a frog-like death slaad
of the magi, a wand offire, a wand offrost,a book o f infinite instead, who promptly killed him and trie d to kill Tysiln
spells, a cloak of displacement, a special deck of many San. Only her dark-elf ability to levitate saved her.
things wit h no good cards at al l (“Pick a card-any card!”),
a gem of seeing, a mirror of li fe trapping, and a hat of dis- Alone on the surface for the f irst time, Tysiln San wan-
guise. These ar e only the items he is known to have, and dered for several years. Sh e settled into a halfling commu-
the re a re probably many more he hasn’t revealed. nity, casting spells such as mend in re tur n for her food and

The Mage of the Valley is obsessed with agents of the shelter. When she left there, she wandered through m any
Great Kingdom. In fact, he considers any outsiders in his lands until she was caught wandering through the Dim
Valley to be potential agents of the Great Kingdom, on a Forest by a patrol of Valley Elves.
mission to h ar m him. Hence, his fixation on defenses and
his desire to be a shade. He maintains a large network of W e n before the Mage of t he Valleyby his faithful guard-
ians, the female da rk elf found herself falling insanely in
casosuanstsriiness,omutossidtleyhviaslvleaylleeylv. eTshpeayscsainrrgyaosuht uvmaraionus,s itnastkhse, love. At this time, the Mage was still consolidating his
such as searching for old enemies, but the ir main t ask is
th e endless search for agents of the G reat Kingdom. If th e pmoawgeerwinhothiedovlailzleedy,haimndwt haes sliukdedaengiafpt pfreoamratnhceegoof dass.kAilflteedr
Mage were convincedth at no such age nts existed, he would determining th at Tysiln Sa n was indeed loyal to him, the
be devastated. Mage gave her freedom, on condition she pass a series of
tests. These tes ts placed her i n greater and grea ter danger,
but she passed them all, and became the mistress of the
Mage at the same time tha t she became his most trus ted
servant.

Tysiln Sa n is a n exquisitely beautiful dar k elven female,
with long, straight, w hite hair, white upswept eyebrows,
huge yellow eyes, delicate features, and black s kin. Sh e is
quite aware of her beauty, and is perfectly willing to
exploit it, or anything else she has, in th e service of t he
Mage of th e Valley. !b her, the Mage decides right and

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Hall of Heroes

wrong. She is completely loyal to him and madly i n love The Scarlet Bro therhoo d
with him. She realizes tha t t he Mage is perfectly capable of
sacrificing her in order to fulfill his o w n ends, but thi s does Korenth Zan
not bother her. She looks forward to th e day he becomes a
shade, since she feels tha t hi s only flaws are his pale ski n The Father of Obedience-The Scarlet Brotherhood
AC -2 ; MV 3 0” ; MK 16; hp 60; #AT 4/1; Dmg 5-30 r by
anTdyhsiislnshSoarnt ohwumnsa, nbelisfiedsepsahne. r mirrored lenses, a pair of
elven boots, a cloak of arachnidia(a souvenir of her family’s weapon tTyHpAe C+O81;0S; tAr L17L,EI;nSt A11a,sW1i6st1h6le, vDeelxm1o7n,kC; oSnD1a8s,
att emp t to overthrow Lolth’s priestesses), a bag of holding, Cha 13;
a wand of lightning, a ring of elemental command, and a
staff of striking. 16t h level monk.

She h as complete access to h er lover’s spellbooks, as well Korenth Zan was born among the Scarlet Brotherhood,
as he r form er master’s collection of spellbooks. Having th e product of a program of selective breeding i niti ated by
learned from h er former master’s demise, she ha s a set of th e first Fat her of Obedience. Hisfath er was a n evil fighter
scrolls of protection, including those again st demons, dev- in t he service of th e Brotherhood, and h is mother was a n
ils, lycanthropes, snakes, and undead. assassin. He knew his parents, but since he was raised by
th e Brotherhood,and his parents were both killed i n action
At th e present time, Tysiln San is the Fir st Protector of against the enemies of the Brotherhood, he regards the
th e Valley of t he Mage. She begged her lover for a responsi- Brotherhood as his tru e family.
ble post, and he gave her t he tas k of supervisingth e guards
of hi s Valley, thereby ensu ring t he area’s safety. She took At a n early age, he was tested repeatedly, to find hi s tr ue
th e post with joy, and set to work to try to make t he Valley strengths. He was eventually determined to have th e qual-
impregnable to all enemies. ities needed to become a monk, an d was accordingly select-

“aking command of th e gnomes and valley elves who nor- ed for monkish training. For the next fifteen years he
mally guarded th e entrance, Tysiln San went to work with trained intensively, learning the beliefs of the Scarlet
a n intensit y tha t astonished the Mage. She created Brotherhood as well as th e monkish skills. I n his youth, he
inviting-looking paths, studding them with many subtle was known to be th e leader i n al l sort s of childish mischief,
but dangerous traps. She created paths that seemed such as midnight raids on th e pantries, as well as vandal-
impassabl e, but which led righ t into t he Valley, and secret ism against the residences of unpopular teachers. This
hiding-placeswhere gnomish a nd valley elf assassins could pleased the traine rs, and they decided tha t t he boy showed
watch th e paths, and ambush any intruders. When she was marked leadership qualities of th e sort th at th e Brother-
done, she had hardly altered t he entrance to th e Valley, but hood needed.
she had ensured th at any enemy would be warned away (by
magic mouth spells placed in unexpected and creative When he had completed his training, Korenth Zan was
spots), scared off by illusio ns placed by gnomish spell cast- sent int o the world with a part y of assorted Brotherhood
Servants, to gather trea sure for their leaders and foil the
ers, or killed if they persisted. enemies of the ir order.For several years, t he evi l adven tur-
Her own post is at th e narrowest pa rt of th e entrance to ers traveled, slaying good creatures for their treasures,

th e Valley,and is heavily fortified. If anyone gets tha t far, a aenidciengofaltlhiees wofotrhlde BourotstihdeerhtohoedB,arnodthgearihnoinogd’ms sutcrohnegxhpoelrdi.-
huge statue standing nearby will announce (by magic Korenth Zan soon became th e leader of his group, and hi s
mouth):“Stop at th e station and sta te your business!’’ This cunning saved his party many times. He rose rapidly
statue is designed to look like a stone golem, and gnomish through th e rank s of monks, and used his mar tial a r t s to
spellcasters will make it appear to move to further the defeat a host of foes.
impression tha t it is a golem.
When the surviving adventurers had reached about
When meeting Tysiln S an in th e Valley, intruders will be ten th level, they came back to t he Brotherhood, laden with
quizzed by her, to determin e if they h ave valid reaso ns to be gifts and information. With th ei r knowledge of th e outside
there. The more dissatisfied she is with thei r answers, th e world, their advice was in demand, and all of Kore nth
more flirtatious she will be, to distract them. Meanwhile, a Zan’s former companions were soon high in th e councils of
real and invisible stone golem awaits her signal to squash th e Brotherhood.
th e intruders. Tysiln San will use he r female drow abilities
Korenth Zan himself returned to t he monastery, and con-
toof dcleatierrvmoyinane cine,trduedteecrts’libeu, ksinnoewssa. lIifgsnhmeeisnst,aatinsdfiesdugthgaestttihone centrated on rising higher than the rest. He fought and
int rud ers are on legitimate business, she will guide them
through th e entrance, past t he traps. idte,fuenatteildhcehbaellceanmgeeras MasansteecreosfsaSrpyritnogg. aHine raalsnokf,oournddehfeimnd-
self elevated through th e rank s of th e Scarlet Brotherhood
to become th e Fa th er of Obedience.

Korenth Zan is an average-sized man, with a shaved
head (required by his order of monks),pale skin , an d black
eyes. He is completelyloyal to th e Brotherhood, a nd works
ceaselessly to advance its goals in the world. He spends

much time overseeing the activities of t he Scarlet Brother-
hood, and almost all th e rest of his time tr ain ing new
monks and keeping himself in training.

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At lower levels Kore nth Zan used various weapons, and Alesh Marin
became proficient with t he ha nd axe, bo stick, club, cross-
bow, dagger, javelin, jo stic k, spear, a nd falchion. He still Member,First Order-The Scarlet Brotherhood
practices daily with each of these weapons to set a good AC 6; MV 2 0” ; MK 6; hp 32; #AT 1 or 312; Dmg 2-8 or by
example to his trainees, but in actual combat he scorns
weapons. He owns a club +5,a crossbow of accuracy + 3, a weapon type + 3; Str 15, nt 10, Wis 17, Dex 18, Con 18,

ring of invisibility, and a ring of marid summoning. Cha 9; THACO 18;AL LE; SA as 6t h level monk; SD as 6t h
As Fat he r of Obedience of th e Scarlet Brotherhood,
level monk.
Kore nth Zan i s suspicious of his subordinates. He tends to Alesh Marin is a product of t he Scarlet Brotherhood’s
suspect the m of am bition, an d of plotting to replace him.
Some secretly believe tha t his mental sta te is deteriorat- breeding program, th e child of two high level monks. He r
ing, an d th at he will slip into paranoid insanity. His subor- testing, like Korenth Zan’s, indicated th at she had t he abil-
dinates are still loyal to him, but his accusations of ities to be a monk, so she was accepted for monk tra inin g i n
treason, usually followed by swift execution of the “trai- th e Scarlet Brotherhood’s traini ng center.
tors,” ar e shak ing heir loyalty. Eventually, th e imaginary
tra itor s will actually exist, and he will have sealed his own At t he center, Alesh’s record was competent, but undis-
fate. tinguished. Her training period ended recently, and she
was sent out, as is th e custom, with a group of assorte d
Korenth Zan is a n excellent administrato r, when he isn’t young people from th e Brotherhood, to prove herself. The
trait or-hu nting. He checks his subordinates’ work so often Brotherhoodfeels th at knowledge of t he outside world and
th at they dare not dawdle or make avoidable mistakes. I n th e chance of bringing back tr ea su re is well worth th e high
risk t ha t many of these young people will not retu rn.
fcaacutg, hmt awneyreoofntlhyeo“rdtrianiatoryrss”ubKoorrdeinntahteZs awnhothhinakdserhreedhains
some way. At thi s time, Alesh is in Stoink, in th e Bandit Kingdoms,

Korenth Zan’s list of actual and potential enemies vwohreorfehsehreoirsigainnianlna-dkveeenpteurr’isnmgigstrroeusps., aSnhdehisatshseevsoerlealspuorvwi--
includes all those not of t he S carlet Brotherhood. In his erful magical items. Her preferred method of operations is
years outside the Brotherhood’s stronghold, he heard to entice a wealthy-looking adven turer into allowing her to
enough bad opinions of t he Brotherhood to thoroughly con- accompany his party, then wait for a chance to filch any
firm to him that those outside of the Brotherhood were treasur e she can carry.
plotting against it. In many cases, he is right. There are
plots enough against th e Brotherhood, bu t mostly because She is determined to rise in power, and has dreams of
th e Brotherhood is seen a s a major danger to all of Oerth. someday being th e first female “Fat her” of Obedience of
th e Scarlet Brotherhood. When she is not adventuring, she
Korenth Zan is unmarried, but has fathered several chil- practices and trains in her inn room, or works as a
dren through a selective breeding program. Since no mem- barmaidbouncer in t he inn’s common room. Sh e will
ber of th e Brotherhood is permitted to have children in a ny remain in th e inn, as th e inn-keeper’s mistress as long as
other way, he accepts this as normal, and would be very she thi nks he h as t he big chest of gold he’s always braggi ng
about, o r as long as he can continue to convinceher th at th e
surprised if anybody told him th at this was wrong. He has mythical chest really exists.
been known to sneer at outsiders who dared to criticize it ,
“You of t he outside ta ke more care breedi ng dogs th an you Alesh Marin is a slender woman with short, blonde hair,
do in breedin g your own descendants! And the n you won- blue eyes, and white skin. H er success as a bouncer is part-
der why we of th e Brotherhood are so powerful!” His chil- ly because the bullies who drink in Stoink donot wa nt to be
dre n include an evil 3rd level fighter, an assassin, and two seen being thrown through th e window or door by a wom-
monks. He is enormously p roud of his progeny, but does not an. She rose to the coveted position of head barm aid by
show it in public; this is contrary to Scarlet Brotherhood framing the previous head barmaid. When “evidence”
principle, and he is always a stickler for principle. came to light that the previous head barmaid was skim-
ming money from th e till, she was fired and Alesh got th e
Currently, he ha s a mistress who is an evil mage in the job. Unfortunately, Alesh was not aware th at th e former
service of th e Brotherhood. She knows th at u sing her spells head barmaid was a sister of the Guild Master of Assassins
on any high- ranki ng official, much less th e Fa th er of Obe- of th e city of Stoink. When th e Guild master lear ned of his
dience himself, would re sul t in her unpleasant demise, so sister’s dismissal, and found out the reasons for it, he
she uses only high comeliness and charisma to keep her became rather irate. He has figured out that Alesh is a
monk and a member of th e Scarlet Brotherhood, but will
mloovnerk’ss,aifsfeofctLioanwsf.uSlinalciegnKmoreenntt,hhZe adno,easlnoontgbweliitehvaellinorthaenr-
dom promiscuity. enoout ssemeekthhoisd.revenge unt il he can t hink of a suitably hid-
Alesh’smain weakness is th at she is an incurable schem-
As long as Korenth Zan manages to avoid falling into
paranoia, h e will continue to lead th e Scarlet Brotherhood. er and intriguer. If given a choice between a simple solu-
tion and a complicated,sneaky plan t ha t involves stabbing
P Ai ’ some of he r “friends” i n th e back, she’ll ta ke t he second
way every time. Alesh does thi s because she enjoys it and
she studies ways to improve her technique. Once, she was
th e mistress of a n assassin, until s he learned all that he
could teach her of poison, whereup on she promptly poi-
soned him and absconded with his belongings. She regards
other people as objects,fulfiller s of her desires, or obstacles
th at must be removed so th at she can continue to advance.

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She isn’t always able to keep this attitude out of her Elsewhere on Oerth
speech and behavior, hence her relatively low charisma
score. Most people who ar e not blinded by he r beauty dis- Karll of Urnst
trus t her, and treat her as they would a poisonous snake.
Sh e is suspected, correctly, of being responsible for the Duke-Duchy of Urnst
de at hs of her companions. Rumor of thi s has reached t he AC - 5 (fullplatearmor +4 and shield + l ) ; V 6” ;R 12; hp
Scarlet Brotherhood, and he r superiors plan to harness her
desir e to succeed for the ir own uses. p7r1o;f#iAc!li’en3t1w2;iDthmtwg oby-hwanedaepdonswtyopred,hspalebceiardli,zelodnwgitshwloorndg,bdoawg-;

Her ambitions are fueled by t he magic items she owns: a ger,battle axe);Str 16,Int 14,Wis 14, Dex 14, Con 17, Cha 17;
ring of three wishes, a stone ofgood luck, and a clear spindle
ioun stone (which can su stain her without food or water). THACO 10; AL CG; SA spells, as 12th level ranger
Her collection of weapons includes a dagger of venom and a
bardiche +2 . She h as expanded th e knowledge of poisons Karl l of Urnst was th e youngest of six children of th e last
that her late lover, th e assassin, gave her, unti l she is as Duke and Duchess of Urnst. Even in his early years, he
adept wit h poison as a n alchemist or high level assassin. showed a liking for the outdoor life. Since he was not
expected to succeed to th e chair of th e duchy, his par en ts
She is in contact with th e Scarlet Brotherhood through a were thrilled and pleased when a family friend offered to
low level fighter in th e Stoink are a who is in command of have thei r youngest son trained i n the ways of th e rangers.
th e Brotherhood’s intelligence network for th at region. She Karl l himself was so eager to go th at he was packed almost
sends in regular reports to th e headquarters of th e Brother- before his parents finished giving him th e news.

hood, making sure t ha t s he always sounds like a willing The Duchy boasts of th e only ranger tr ai ni ng school in
theworld, and young Karll became its best pupil. Here,
tloeaodl einr tthheathwanodusldopf lheearselehaedreirss.hHeroswelef.veSrh, ethdeooens lnyokt iknndoowf
th at the fighter who transmi ts her reports sendsreports on fKigahrltlinsghogniaen. t-Hcelaslesacrrneeadtuerevservyetrhyinqguiacbkloyu,tantrdacwkains gmaandde
her from other sources, and adds his own information. a Runner at 21, th e ear liest possible age.
Thus, she is unaware th at th e leaders of the Brotherhood
know of her deviance. For t he next couple of decades young Lord Ka rl l (a cour-
tesy tit le derived from his father) lived in a world of ut ter
Alesh Marin’s ultimate ambitions range far beyond bliss. He easily absorbed his mentors’ teachings about th e
becoming th e fir st female “Fat her” of Obedience. She is need to crusade endlessly against evil in all its forms, par-
convincedth at she would make a fa r bette r leader of Oerth ticularly if the evil involved giants and humanoids. His
th an t he cu rre nt ruling body, and plans to use her hoped- chaotic good nature made him an individualist, and he
for position as leader of th e Scarlet Brotherhood to extend would often plunge off into the wilderness by himself for
he r rule over more lands. Eventually, she thin ks th at she months at a time, emerging tired, dusty, and travel-
could extend t he Scarlet Brotherhood breeding program to stained, with a string of fresh trophies to show his peers
produce a perfect race, combining alleged Suelese superior- and a few words of news for his superiors.
ity with th e undeniable numbers of th e other races.
Meanwhile, in t he Duchy, things were not going well for his
Alesh Marin is a grim, dri ven woman who seldom smiles family. Karll’s oldest brothers were killed in a border war
unless she’s committed some treachery that particularly
amuse s her. The last time she smiled, she had just enticed a with desert nomad raiders, and his two sisters were assassi-
ma n who was ca rryi ng money into embracing her, so that nated by u n k n o wn enemies(aneighboring lord who had been
she could draw her dagger of venom and stab him i n the turned down for both of their hands n marriage was suspect-
back. ed).When Karll’slast survivingbrother ascended the chair to
become Duke at the death of their father, he was sufferin g
She is utterly despicable, and will never voluntarily from the effects of wounds and did not have long to live.
change. She likes being evil, and prefers it to being good Accordingly,much to his surprise and displeasure,Karll was
because she feels t ha t only evil provides suitable scope for recalled from his work with the rangers and groomed for the
a person of her partic ular ta len ts to shine. She will pretend Ducal chair, sincehe was the only heir.
to be good if she ca n get something out of the deception,but
as soon as she ha s what she wants, she will show her t rue When his brother died, Karll became heir to t he duchy,
colors. Sh e hat es all of her superiors, even if they’ve done but he was unhappy about the whole thing. H e had never
he r good tur ns, simply because they have what she wants. expected to become Duke, had no tra inin g for th e job, a nd
was not thrilled about giving up th e carefree life of th e for-
ests. He almost had t o be dragged home, and only a direct

creosmigmnainngd hfirsotmitlheiasnrdanrgeetur rsnuipnegritoortshperwevoeondtse.d him from
Karll decided to make the best of his new position.He intro-

duced many improvements in the army, including better
armament, armor, and training. He imported many rangers
to train the army, and did a great deal of training himself,
passing along his knowledge of woodcraft an d trackin g.

He isconcerned about his duchy, mainly b e c a u s e it serveshim
in his neverendmg war against evil. He is impatient with the
daily necessities of government, and has become a magnet for
unscrupulous persons.He naively thinks hat other people mean
aswell as he does, and since he has received no training n the
arts ofrulership,he has managedto surround himselfwith the
greatest crowd of hieves outside of he Bandit Kingdoms.

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As a re sult of al l this, th e Duchy is not well-ruled. The Duke Karll’s ultimate goal is to launch a grand crusade
verdicts in the courts go to those who offer the biggest against evil, particularly that associated with the evil
bribes to the judges, the peasants ar e taxed and cheated, giants and humanoids. He is a reasonable man on most
an d their daughters ar e dragged off a t the whim of any- subjects, but if told th at this is impossible or u ndesirable,
body i n authority. The peasants blame th e Duke’s corrupt he will fly into a wild rage. Even though many functio ns of

adPveitsietrios,nneorst twhheoDturyketohaimdvsieslef.the Duke about actual liv- tghoevfeornremstesnftorredqauyisreathiastpimrees,ehnucen,t ihnegsetvilill hduismapapneoaidrss ianntdo
in g conditions in h is land find themselves menaced by mys- giants.
terious bandits, and t he duchy has seen the assassination
of persistent protesters. If the Duke were not so obsessed Duke Karll does not understand th at behavior desirable
with h is crusade against evil and giant-class creatures, he in a ranger is not necessarily good in a ruler. He sees the
would probably notice th is a nd do something drastic about Duchy as a base for his crusade against evil, and cannot be
it, but he is deliberately kept in ignorance by the corrupt convincedth at his duties as Duke supersede his d uties as a
advisors around him. ranger. His subjects like him, but they know he would sac-
rifice them if it were necessary to protect some greater
Duke Karll is a tall, strong, handsome man tanned from number from evil. Not surprisingly, they rese nt t his at ti-
a lifetime outdoors. His hair is brown, his eyes an icy tude. Unless conditions change, Duke Ka rll is doomed. At
green. He specializedin the bow early in his ranger career, his ministers’ insistence, he is seeking a wife, but cannot
and owns a long bow + 4 an d a quiver of arrows of slaying understand why neighboring potentates seem reluctant to
evil beings. He is immensely proud of two family heirlooms: entrust th eir daughters to him.

falasmuiet otfonfuglulpelatwteoa-hramnodred+ 4swanodrds,haiecldloa+klo.fHdeiaslpsloacoewmnesnat Tang the Horrific
th at he took from a n evil mage’scorpse, a ring of regenera-
tion, an d gauntlets of ogrepower. Prince of the Clan-Dry Steppes
AC 6 (padded armor, shield, an d dexterity bonus); MV 12”
Duke K arl l values magic items i n direct proportion to F 12; hp 80; #AT 3/2; Dmg by weapon type; Str 16, Int 12,
the ir value in combatting evil, a nd would cheerfully trade Wis 8, Dex 15, Con 16, Cha 13; THACO 10; AL CN
th e crown, orb, or sceptre of hi s office if he could obtain a
magic item designed specifically o kill evil humanoids and Tang the Horrific, tarkhan of the Purple Eagle Tribe,
giant s. He also ownsa fairly complete set of spellbooks,but was born in a yur t on th e Dry Steppes. He had a normal
does not have much need for them, except for relearning Dry Steppes boyhood, learn ing to ride a t a very e arly a ge,
th e spells he knows. shootingth e bow, huntin g, a nd raiding neighboring tribes.
Unlike other nomad boys, young Tang was restless. He
wanted to see th e wonders of the r es t of Oerth, if only to
inspire hi s people to descend on the sedentary peoples and

choisnsqounerhtihsebmle. sHsiinsgf,aathlleorw, tihnegKhihma ktohasnpeonf dthteimi retrtirbaev,eglianvge
among th e nations of settled folk. He gave his son a one-
man yu rt and a bactrian camel, as well as a str ing of strong
nomad ponies.

Since then, ‘Pang th e Horrific (a nickname given him by
th e first civilized folk he met) ha s roamed over Oerth, ma k-
ing a living a s a mercenary. He still refuses to live indoors,
pitching his yurt where he can. He ha s served many mas-
ters, both good and evil. For a while, th e young nomad was
in charge of tra ini ng he cavalry of several of th e local lords
of th e Shield Lands, as well as serving ma sters in places as
varied as Iuz, the Great Kingdom, Greyhawk, Furyondy,
and Tenh. When he was “between jobs,” he would accompa-

nyCbuarnrednstolyf,bToaldngadisvbeenttwu reeernsjoonbsr,aaidnsd. is living on his sav-
ings. His yur t is pitched in th e Shield Lands, an d he soon
expects some local lord, dissatisfied w ith t he st at e of his
light cavalry, to contact him to arr ang e fortraining. Mean-
while, he relaxes i n th e way he loves best, riding h is pony,
practicing his archery and scimitar work, and learning
new woodslore.

Tang is skilled in the use of th e knife, spear, hand axe,
scimitar, short bow, horseman’s flail, spiked buckler, ligh t
lance, dagger,and javelin. He ha s th e barbaric skills of hi s
people: cliff climbing, hiding i n na tu ra l surr oundings, sur-
prise, back protection, leaping and springing, illusion an d

47

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magic detection, leadership, survival, first aid, outdoor Tang left Iuz under a great cloud, and he is consumed
craft, tracking, animal handling, horsemanship, long dis- with insane hatred for Iuz. He has sworn a vendetta
tance signalling, and yu rt construction. He does not like against Iuz, and will attack any evil humanoid he sees,
magic, and uses no magic weapons, considering them believing it to be a n agent of Iuz. If any one asks him w hat
unworthy of a tru e Tarkhan. he most wants to do, he launche s into hours of ta lk about

baTrbanagriaisn,stailnld, fhoer haollldhsisfarsetstiodethnceeteanmeotsnogfchiivsilpiezoedplfeo,lpka,ra- haloownghewwithoutlhdeliRkoevtoersbroifngthien BaahruregneshaonrddethofehTi sigpeeroapnled,
ticularly th eir traditi on of th e vendetta. Despite his align- Wolf Nomads as allies, t o lay Iuz’s ent ire kingdom to waste
ment , if he h as sworn enm ity toward someone, he will do and kill every creature in it. He pores over hi s maps, and if
anyth ing in his power to bring them woe. he can find a way, he will go back to his homeland t o sum-
mon a barbarian horde of his own folk, to lay Iuz in ruin s.
Tang is a short, bandy-leggedman with a round, flat face,
snub nose,black ha ir st reaked with gray, and black slanted Tang’s obsessivehat red of Iuz s unusual forhim, since he
eyes. He is almost always smiling, and is very friendly is usually friendly and easy going. His hatred of Iuz sta rt ed
with anybody who he knows is not evil, or connected with while Tang was serving as a mercenary commander of Iuz’s
Iuz or his evil allies. He owns many maps of Oerth, and cavalry.With his contempt for “civilized” folk, Tang didn’t
pores over the m frequently, try ing to figure out how a bar- much mind riding wit h Iuz’s horsemen against t he settled
ba ri an horde of Dry Steppes nomads could travel t o Iuz folk. When Iuz wanted to send him and his command
without having to traverse so much hostile territory in- again st t he Rovers of th e Barrens, th ough, Tang rebelled.
between. He can read, and s peaks several languages flu- There was too much resemblance between th e Rovers and
ently. hi s o w n people, and he couldn’tbrin g himself to slau ghte r
people so like his own. Iuz s ent orders to a rres t th e young
He has a few barbarian quirks and taboos: He does not nomad, but Tangmanaged to persuade hi s command of cav-
willingly sleep anywhere but in a yurt, ten t, or th e open; alry to slau ghter th e messengers, and he defected with hi s
and if he is forced to spend the night indoors, he feels cavalry to t he Wolf Nomads.
trapped, and will often have terrifying nightmares. He also
is forbidden by a personal taboo to ride anything but a The young nomad’s impertinence in refusing to be
horse or a camel. Donkeys, elephants, vehicles, and other arrested sent Iuz into a raving fury. He has not stopped
modes of tra vel ar e forbidden to him. searching for Tang, and if he were t o be brought before Iuz,
th e nomad could expect no mercy. Iuz had planned to u se
th e cavalry Tangwas trai nin g against th e nomadic peoples
on his northern borders, and seeing the nomads strength-
ened by hi s o w n men enraged him.

Tang the Horrific is unmarried, since he does not con-
sider “civilized” girls to be proper company for a Tarkhan
of the Purple Eagle Clan. He has become very good at

repairing his yurt, and makes excellent kumiss (fermented
milk). He is always glad to see fellow nomads, and will
cheerfully sit up till the wee hours talki ng shop with them,
arguing about what kind of bow is best, or discussing
horseflesh, or comparing methods of hu ntin g.

Tang is an excellent general, in th e nomad style, and is
accustomed to commanding all t ypes of troops. Iuz is cor-
rect in feeling tha t he poses a thr eat , for if he manages to
bring a horde of his people to Iuz, along wit h th e north ern
nomads, there would be littl e th at could stand against him
except th e cities, which would starve with out supplies.

Timitrios Spartakos

AMCag3i(cb-rUasceerrs-GofrdeeaftenKsei,nAgCd3o)m;M V 12”;MU 6 ;hp 19; #AT
1; Dmg by weapon or spell type (staff, dar t, dagger); Str 4,
In t 17,Wis 13, Dex 12, Con 9, Cha 8; THACO 19; AL CN;

SA spells: 4- ls t, 2-2nd, 2-3rd; SD magic items

Timitrios Spartakos was born i n th e capital city of th e
Great Kingdom, Rauxes, to shabby but genteel parents.
His father had been a minor nobleman until a relative’s
conviction for treason was t he family’s undoing. Timitrios
Spartakos grew up on the streets u nti l a family friend used
influence to get him accepted for trai nin g with t he grea t

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Ja ra n Krimeeah. This was a great honor, for Jaran Kri- In Greyhawk, Timitrios began to drink heavily. He often
meeah w as a rel ativ e of th e Imperial family, and could be spent weeks in a stupor, and would only stagger out when
very choosy about hi s pupils. With th e cynicism of a street- his supply of dr ink was r un nin g low. He finally noticed
sma rt child, young Timitrios waited to find out just what th at his savings were run ning out, and managed to sober
price would be exacted for h is good fortune. himself.

On the f i s t night with his new master, Timitrios found Now, at age 27, Timitrios Spartakos has black hair, olive
out. An age nt of th e Imperial Secret Police, posing as Jaran skin, and black eyes. He is of average height, an d usual ly
Krimeeah‘s butler, interviewed him in his room at the wears ordinary stre et clothes instead of wizard’srobes. His
mage’s house. His position as apprentice-mage brought familiar, a calico cat, is never far from his side.
him deep i nto his master’s confidence.The “bu tler” forced
th e youth to agree to report any suspicious conversations. In addition to his amulet ofproof against detection, Timi-
Ja ra n Krimeeah was politically suspect because he was a trios owns a ring of spell storing, once the property of hi s
relative of the Imperial family. The secret police’s web last teacher. This contains only defensive spells (feather
around him was fairly tig ht, but unobtrusive enough th at fall, invisibility,protection from normal missil es, and tele-
th e arrogant mage did not seemto be aware of it. There was port. He also ha s th e following:two potions of treasurefind-
evidence th at th e mage was plotting a coup d’etat, and he ing, a ring of protection +2 , a wand of negation, boots of
would be most likely to confide in his apprentice. Timitrios speed, an efreeti bottle, and two ioun stones, one pale laven-
was to report everything he heard t o the Secret Police. der and one lavender & green (which absorb spells up to
4th and 8 th level, respectively);all ta ken from his two pow-
The boy took to h is new double life with glee. He felt a erful former masters.
malicious sort of power to be able to mislead t he foremost
The Mage of th e Valley has not forgotten th e young pupil
mage of th e Empire. H e also liked being a secret agent for
th e Imperial Secret Police, sending secret messages tha t whobetrayed him. His valley elf assassins a re watching for
were read by hig h Imperial officials. Timitrios, to report his exact location to t he Mage. Once he
learn s precisely where his er ring pupil is, th e Mage of th e
As the Secret Police expected, Jaran Krimeeah began Valley intends to pay him a visit so they ca n, in h is words,
“t al k over old times together.”
plotting a coup.He confided in hi s apprentice a t every step,
being unable to resist bragging. Timitrios swiftly learned Unsavory rumors have also sta rte d in Greyhawk about
how to draw hi s master out, and his reports to th e Secret th e young mage from th e Great Kingdom. He h as slipped
Police were full of exact deta ils on the planned coup. back into drunkenness several times, an d ha s fumbled sev-
eral jobs while drunk. He refuses clerical help, claimin g to
When Jaran Krimeeah was arrested, Timitrios Sparta- be fine, but people who want a reliable spell caster are
kos was a primary witness against him. The mage, con- increasingly reluctant to hire the dark young man from
fined in locked plate armor (aswas the custom in t he Great Rauxes.
Kingdom when tryi ng a mage), listened helplessly as his
traitorous apprentice dissected his a ttempted coup d’etat If Timitrios Spartakos were asked, h e would probably be
willing to accompany a party of adventurers to th e places
in fine detail. At his conviction, he shrieked threats to on his trea sure maps. However, he would be likely (90%) o
avenge himself against all whom he felt h ad a part in his take “his share” at night, and leave.
downfall, and Timitrios Spartakos was his main target.
Guiliana Mortidus
After Jaran Krimeeah was exiled, the Imperial Secret
Police gave the ir favored spy an amulet of proof against Cleric-The Horned Society
location in recognition of th e fact th at a n angry mage could
easily carry out hi s revenge. They also gave young Timi- AC 3 (banded mail + shield); MV 9 ” ; C 8; hp 50; #AT 1;

trios a n opportunity to study with a famous mage. Dmg by weapon or spell type (mace, staff, staff sling, club);
Timitrios was happy to continue his studies, but he quickly Str 10, In t 11,Wis 16, D 18,Con 14, Cha 18;THACO 16;AL
LE; SA Spells: 5- ls t, 5-2nd, 3-3rd,24 th ; SD spells
found tha t his teacher was quite unworldly, and did not pay
much attention to his young pupils when they were outside of Guiliana Mortidus was born to members of the Horned
class, so the studentswere left to their ow n devices. Unsuper- Society.Her mother was a n evil fighter and he r fa ther was
vised, Timitrios took to drinking-just for th e fun, e said. an evil priest. They dedicated the ir child to th e service of
th e Societybeforehe r birt h. When s he was old enough, s he
When he learned t ha t some of his fellow pupils were using was tested exhaustively, and the tests indicated th at she
their arts n unlawful ways, Timitrios Spartakos decided to had th e potential to be a cleric.Accordingly,she began cler-
turn his knowledge to his own advantage. By an artful com- ical traini ng at t he earliest possible age.

bination oaflltathtteliontghteor tphuepSilescirneftePaorliocfehainmd.bHaeckmsatadbebcienrgt,ahine Guiliana Mortidus was not a popular pupil-her sneer ing
soon had contempt for those who were less talen ted, combined with
her ability to hold a grudge ensured tha t she would have
to remain on good terms with his master, and by delicately few friends.

smoothing over a minor scandal involvinghis teacher and a She advanced through t he school precisely on schedule,
but did not show any unusual talent. She performed the
comely serving wench, earned his master’s gratitude and menial task s tha t were assigned to th e pupils without com-
plaint, although without enthusiasm. When she had com-
good opinions. His magical talents were all that remained to pleted her training, she was invested with the rank of
cleric.
make him his master’s prize pupil.

When hi s maste r died, Timitrios was left a box of maps,

purpo rting to show th e locations of treasu res. Timit rios

moved to th e city of Greyhawk, since th e treasu res were

located near there, and to get away from people who

remembered his betraying and backstabbing. In

Greyhawk, his unsavory reputation had not preceded him,

and he had no difficulty gaining employment.

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