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Published by cfmgomes, 2021-05-09 16:19:48

vdocuments.site_2nded-greyhawk-adventures

vdocuments.site_2nded-greyhawk-adventures

  2ndED Greyhawk Adve nture s - slide pdf.c om

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She had carefully concealed her burning hatreds from She has started a small network of spies who work
her superiors and teachers, estimating that they would directly for her, consisting mostly of hobgoblins who thi nk
betray her to he r enemies. Secretly, she raged tha t she was tha t this activity is authorized by t he Horned Society. With
not in a position to crush everyone who had ever dared the ir information, she plans to tr y to incriminate he r ene-
offend her. When she was assigned to a low-rankingtas k in mies, so th at she can avenge herself. She is not aware th at
th e temples of the Horned Society, she sm iled politely and a lowly potboy she re cruited is really an assassin using his

accepted, biding her time. disguise to spy o n her.
After seve ral years, her patience was rewarded. She was Her superiors do not currently have reasons to be con-

given a position as a clerical “adviser” to t he armies of th e cerned about her schemes, but they wan t to be s ure th at
Horned Society, which were pre parin g for a war. She hap- her schemesdo not endanger them. I fh er plans ar e consist-
pily went off with t he armies with her eyes open for possi- ently inept, s he will be brought up on charges, condemned,
ble mea ns of promoting herself. and executed. If he r plans show promise, she will be subtly
encouraged to adapt th em to t he overall plans of he r supe-
She gained experience rapidly with the armies, and riors.
gained a few magic items, bu t none of any gr eat value. Th e
valuables always went to t he high command, and seeing Guiliana is currently a cleric of medium ra nk a t he main
them flaunting objects she craved for herself made her temple of th e Horned Society,in t he city of Molag. She h as
blood boil. been on sever al minor missions to allies of t he Society, such
as Iuz. She ha s a few underlings, whom she rule s by thre ats
Finally, after a battle against th e Shield Landers, her and abuse. Everyone unfortunate enough to be beneath
patience was rewarded. Searching among th e dead and her in ra nk hates and fears her.
wounded Horned Society members for those who needed
healing, t he young cleric found a ring of human influence In addition to her other items, Guiliana owns a staff of
on a dead leade r of Shield Lands troops, and a talisman of withering which also functions as a staff sling +2 , an d a
pure evil on a wounded and unconscious Horned Society mace + l .She is currently negotiating for a set of chain
cleric, whom she promptly killed so tha t she could take his mail +2 with th e hobgoblins who captured it in a recent
talisman. fight. Unfortunately, th e hobgoblin sham an who owns the
armor is quite a ware of its value and is asking a h igh price.
She ha s used these items ever since, but always careful-
ly: She doesn’t want anyone to know she possesses them. Except for her ambition for revenge, Guiliana is com-
She ha s seen ma ny of her colleagues stabbed or smothered pletely loyal to th e ideals an d goals of th e Horned Society.
in t hei r sleep for their magical items, and does not wish to Her relative lack of experience with t he outsid e world ha s
share th at fate. Using th e ring, she ha s suggested to her left her with almost no comprehension th at any o ther view
peers th at they shouldn’t oppose her in h er climb to th e top, of life is even possible, much less reasonable.
and she has been experimenting with suggesting to her
superiors th at she is worthy of promotion. Secretly, she thin ks t ha t anyone who fails to convert to
th e ten ets of t he Horned Society is a t least guilty of willful
Owning these two items makes Guiliana even more vain self-deception,if not insanity. She h as seldom conversed
and unpopular than before. Previously, she was merely with prisoners, and t he few times she did, she was unable

fuonubnedaerdabdleef,ewnsitivhehneerssdaibsaogurteheearbulenbatethraacvtiiovreanapdpheearrawneclel.- to comprehend th at th e prisoners could hold views so dia-
Now, with h er special magic items, she has alienated near- metrically opposedto her own. She will gladly argu e points
ly every one of equ al or lower ran k i n th e Society. She is of philosophy and alignm ent, bu t will not be convincedth at
carefully watched by her superiors, who correctly suspect th e Horned Societyis anything but a paradise on eart h for
her of ambition. those wise souls who work hard and obey the Society’s
laws.
Guiliana Mortidus is a thin, slatternly woman with
stringy brown hair, weak features, bad teeth, and faded
blue eyes. She wears a battered suit of banded mail and
carries a shield i n battle.,She does exactly what h er superi-
ors in t he Horned Societytell h er to do, and nothing more.

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t is common knowledge in all t he interplanar in a surface, and t hu s detect th e presence of a s ecret or con-
cealed door with a 50% chance of success. The han d c an
dimensions tha t t he spell casters of Oerth ar e search a 10foot by 10 footare a each turn . The han d cannot
be destroyed by physical attacks , but it is dispelled if deal t
th e most powerfulin all t he multi-verses. Each four or morepoints of magical damage. The hand can tr ip a
nonmagical trap if the location of th e tr ap is known. The
an d every one of th e most powerful have, at one material components for the spell are a child-sized silk

d The tim-e~. ma~de~th e.ir home in t he citv of Grevhawk. glove and a swan’s feather.
following is a list of l it tl e known but‘ hig hly useful

spells from these powerful mages. A great effort has been

made to present t h e most useful of these spells, bu t also not

to give away the entire store. There are no 8th and 9th Bigby’s Dextrous Digits (Evocation)

level spells because thes e were too well protected for even

this powerful scribe to acquire. Spells like Drawmij’s Level: 2 Components: V, S, M
Range: 90yds
Instan t Stripping and Otto’sGelatino us Cube Transforma- Duration: 3 turnsAeve1 Casting Time: 2 segments
Area of Effect: Special Saving Throw: None
tion to Edible Gel have b een left off a s too esoteric for even

th e most curious spell crafter.

Because of thei r st ay i n the city of Greyhawk and th e high- ExplanationlDescription: This spell summons into
existence a pair of disembodied hand s th at will follow th e
ly magical nature of that town, all of thes e spells can be

seen in use i n and out of the city. Scrolls of thes e spells can

be found in all th e best treas ure hoards. Strange wands tmioangseo’sf eavneurynsoeredners.erTvhaenth,abnudtsccaannaplseorfaocrmcomalpllitshhe dfeuendcs-
an d rings of magic will often have th ese spells planted i n requiring fine coordination, such as tinke ring with tools,
them for instant use. working with laboratory equipment, sculpting, painting,
or playing a musical instrumen t. The hands can perform
Bigby’s Spells
any t ask th e caster can accomplish, including non-weapon
Bigby’s Bookworm Bane (Evocation) proficiencies known by th e mage. The ha nds w ill perform
with a dexterity equal to th at of th e caster. Each hand can
Level: 1 Components: V, S, M hold and carry up to 200 g.p. weight individually, or 500
Range: 20yds Casting Time: 1 segment
Duration: 1 t d e v e l g.p. weight together. The hands can move no far th er ap ar t
Area of Effec t Special Saving Throw: None tha n t he caster’sown hands. The ha nds c an move 120 feet
per round, regardles s of weight carried, bu t can move no
Explanatioflescription: This spell is used to seek out farther tha n 90 feet away from th e caster or they vanish.
an d destroy one of th e most feared enem ies of th e mage: The hands cannot act out th e somatic component of a spell.
The hands cannot wield a weapon in melee or punch or
th e bookworm. When cast, th e spell creates a disembodied grapple. Although the hands are immune to physical
hand t ha t will search through a library and crush all book- attac ks, they can be destroyed by six more points of magi-
worms it finds. The hand can search through 100 books or cal damage. The material component is a pair of gloves
scrolls per round, seeking out bookworms with a 95% embroidered with th e mage’s initials.
chance of detection. Once a worm is found, th e hand will
pursue t he bookworm relentlessly, atta cking with th e skill
of a fighter eq ual i n level to t he caster. A successfulhi t by
the hand means the bookworm is instantly crushed to
death. The ha nd possesses a s trength of 8, so it can move
aside books and scrolls in pursuit of a fleeing bookworm.
The hand cannot be harmed by physical attacks, bu t it can

be destroyed by four or more point s of magical damage. The
hand is incapabl e of performing a ny oth er function or com-
bat tin g any other foe. Bigby uses th e spell periodically to

saacfheigldu-asridzehdisgvloavlueamblaedleibofratroyu.gThhleeamthaeter.ri al component is

Bigby’s Feeling Fingers (Evocation)

Level: 1 Components: V, S, M

Range: 60 yd s Casting Time: 1 segment

Duration: 1 hour + Saving Throw: None

1 ur n per level

Area of Effect: Special

Explanatioflescription: This spell calls into existence
a disembodiedhand under th e caster’scommand. The hand

cannot hold, grasp, or carry, but it does have a n amazingly
sens itiv e sense of touch. The hand’s sense of touch is so fine
t h a t it can note miniscule cracks, separat ions, or openings

51

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Bigby’s Silencing Hand (Evocation-Enchantment) Against a living target, th e ram ha s no effect. The caster

Level: 2 Components: V, S, M must always remain within 60 feet of th e ra m or it will dis-

Range: 40yds Casting Time: 2 segments sipate. The ram cannot be damaged by physical attacks,

Duratio n: 2 roundsflevel Saving Throw: None but it can be destroyed by magical damage if it suffers one-
half t he number of hit points of th e caster. Dispel magic or
Area of Effect: One crea ture disintegrate spells can also destroy th e gauntlet. The spell

Explanatioflescription: This spell creates an appro- cItaonnnloyt be used to open chests or ba tte r anythin g but a door.
priately sizedhand th at will fly toward t he chosen creature functions against portals th at ar e designed to open

and clamp tightly over the creature’s mouth unless the at sometime. The m ater ial component is a metal rod with a

creature makes its saving throw. A creat ure affectedby the chain mail ga untle t slipped over one end.

spell will be unable to ta lk clearly, cannot cast any spell Bigby’s Construction Crew (Evocation)
requiring a verbal component, or use a magical item trig -
gered by a n audible command word. The hand cannot be Level: 4 Components: V, S, M
pulled away from a creature’s mouth or be harmed by a Range: 120 yds Casting Time: 1 turn
physical attac k, b ut c an be destroyed by six or more points Duration: 12 hours Saving Throw: None
of magical damage, although most magical attacks carry Area of Effect: Special
the ris k of harming t he affectedcreature. A successfuldis-
pel magic spell destroys the hand without injury to the Explanation/description: his spell creates as many
creature. The material component is a cloth glove smeared pair s of hands as th e caster’s experience level. All of th e
with sticky syru p or honey. hands come equipped with carpentry tools. The ha nds do
the wor k of a construction team equal i n ability to any crew
Bigby’s Pugna cious Pugilist (Evocation)
of professionalcarpente rs, masons, miners, or sappers. The
Level: 3 Components: V, S, M hands never need to rest or eat. Each pair performs as one
Range: 60yds Casting Time: 3 segments worker. They are unable to fight or inflict physical damag e
Duration: 2 roundsflevel on anything. They cannot be destroyed by non-magical
Saving Throw: None means and each pair has a s many hit points as the caster
has levels. The material components include an assort-
Are a of Effect: Special ment of minia ture tools, worth a t least 500 g.p.

ExplanatiodDescription: This spell creates a pair of Bigby’s Force Sculpture (Evocation)
man-sized hands, appearing as clenched and padded fists.
The han ds pummel wi th t he effectiveness of a n 18/50 Level: 4 Components: V, S, M
st re ng th fighter of one-half th e caster’s experience level. Range: 30yds Casting Time: 1 ound
The hands together fi ght as a character w ith AC 4 and 3 hi t Duration: 1 urn/level Saving Throw: None
points per level of th e mage. The hands a re dispelled when Area of Effect: Special

they run ut of hi t points. The han ds can pummel only,and Explanation/Description: This very flexible spell
cannot hold a weapon or grapple. The hands cannot be
enables the mage to create a visible plane of force th at can
gmraatpeprlieadl coor movpeornbeonrtnsea,rseinacme itthteeyn csatunffeeadswilyitfhlictoatwtoanya.nTdhae be shaped into any form the cast er wishes. The caster could
brass bell. create a table, ladder, club,bucket, st ilts, or cane, for exam-
ple. Once an object is formed, it retains its form for the
Bigby’s Battering Gauntlet (Evocation) duration of the spell. The object imitated must be fairly
rigid, can have no moving parts, cannot have a sharp point
Level: 4 Components: V, S, M or edge, and cannot possessfinely detailed feat ures. A rope,
Range: 60yds Casting Time: 4 segments long bow, sword, chariot, or ac curate s ta tu e cannot be cre-
Duration: 1 oundflevel ated with t he spell. All objects formed out of force cannot be
Area of Effect: Special Saving Throw: None harmed by physical attacks, but can be dispelled by magi-
cal attacks t ha t inflict more points of damage to t he object
Explanation/Description: his spell brings into exist- th an t he creator’s hi t points. Up to one cubic foot of ma tt er
ence a shimmering violet forceshaped like a battering ram per level of the ca ster can be simulated. The mate rial com-
with a clenched fist as th e ram’s head. The force assumes a ponent for the spell is a lump of soft clay with diamond dus t
cylindrical shap e 12 feet long by 2 feet in diameter, but th e
caster can shorten its length to 3 feet in order to fit in a

Tcrhaemsppeedllsapcatcsea.s a batter ing ra m of gre at power,destroying mixed into it.
Bigby’s Fantastic Fencers (Evocation)
a normal door with one hit, destroying a reinforced door
with thr ee hits, destroying a stone door with five hits, and Level: 5 Components: V, S, M
having a 50%chance to destroy a metal door (the spell is Range: 60yds Casting Time: 5 segments
destroyed if the gauntlet fails). Only one attack can be Duration: 1 oundflevel
made per round, as with any ordinary battering ram. Used Area of Effect: Special Saving Throw: None
against a smaller physical obstruction, such as a dungeon
door or metal gra te reinforced with magic, a saving throw ExplanatiodDescription: This spell creates one hand
is made for the door at th e level of th e mage who cast th e
reinforcing spell on th e door. If the save is successful,the for every th re e levels of th e caster, each of which holds a
gauntlet spell is destroyed. If the save fails, the gauntlet long sword. Each hand fights with t he skill of a fighter of
spell begins working on th e door. one-half he experience level of th e caster. Each hand is AC
2 because of its small size and speed, and each can s usta in
15 points of damage before being dispelled. Each fencer is

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capable of disa rmin g an opponent and does so on a roll four magic siege bolt for every two levels of t he caster. The bolt
greater t han the roll needed to hit. A fencer likewise dis- will behave as a given siege engine missile in range and
armed of its sword is dispelled automatically. The caster effect.The type of siege missile the bolt mimics depends on
th e caster’s level.
need not concentrate on th e fencers to keep them function-
ing, but only ha s to give the m orders as if they were hench- Magic-user’s Level Siege Engine
men. The material component is a small, silver amulet
shaped like a mailed gauntlet holding a gem-encrusted Missile Mimicked
sword, worth at leas t 1,000 g.p. (this vanishes when th e
spell is cast). 12th catapult, light
14th catapult, heavy
Bigby’s Superior Force Sculpture (Evocation) 16th trebuchet

Level: 5 Components: V, S, M The bolts must be launched at th e rat e of one every two
Casting Time: 1 ound
Range: 30yds Saving Throw: None rounds in succeeding rounds. During thi s time t he ca ster
can do nothing else. If th e spell is interrupted, no addition-
Duration: 3 turns + 1 al bolts can be launched. The bolts strike their target
unerringly. The mate rial component is a small stone sprin-
turdevel kled with diamond dust.

Area of Effect: Special

Explanation/Description: his spell is a more advanced
form of the 4th level force sculpture spell. The object or

objects formed from force can be more complex, composed of

blaergfaei,rmlyorviginidg.pAarwtsa, goornh,aqvueiavenreodfgqeuoarrproelisn,t,sbhuotvsetli,lslwmoursdt,

or water wheel could all be simulated, but not a mechani-
cal timepiece, crossbow, or spring. Fine details can be

worked into a n object, provided the caster h as sufficient
skill as a n ar tis an or sculptor.Fine details tak e 2d4 rounds
to place on a n object, but remain for the duration of th e
spell. Up to 8 cubic feet of ma tt er per level of th e caster c an
be simulated . The duratio n of the spell is also longer tha n
force sculpture. Superior force sculpture is otherwise identi-
cal to th e 4th level spell. The material component is a lump
of clay wi th diamond du st mixed into it.

Bigby’s Strangling Grip (Evocation)

Level: 5 Components: V, S, M

Range: 10 yds/level Casting Time: 5 segments
Duration : 2 rounds Saving Throw: None

Area of Effect: One crea ture

ExplanatiodDescription: This spell creates a pair of Bigby’s M o s t Excellent Force Sculpture (Evocation)
disembodied hands t ha t will seek out a creature’s throat
Level: 8 Components: V, S, M
and strangle the creature with t he same effect as a n attac k
with a garrote. The hands must make a successful attac k Range: 30 yds Casting Time: 1 u rn
roll to grab the creature’s throat, attacking with + 4 to hit Duration: 6 tur ns + 1 urn/
on the mage’s usua l at ta ck roll, because of th e speed and
ferocity of th e att ack. The strangling grip will strangle its level Saving Throw: None
victim to death by the end of the next round unless the
creature is freed of th e hands. The victim can break t he Area of Effects: Special
grip if he makes a successfulroll to bend bars. The grip can
also be released if th e mage’s concentration is broken. The Explanation/Description: This spell is the most

limits on which creatures can be affected by the spell are faodrvmanedcecdanfobrme hoigfhtlhyecfoomrcpelesxc,uclpotnutraeinsipnegllms.aTnyhemoobvjiencgt
the same as th e restrictions on the use of a normal garrote. parts, such as a siege machine or sailing ship. Parts of an
The material components ar e a pai r of gloves sewn into a object simulated could be a s flexible as a rope or the wood of
clutching grip around t he neck of a bottle. a bow, so a lar ge ne t, ballista, rope bridge, or collection of
crossbows could be formed. A s with lesser force sculptures ,
Bigby’s Besieging Bolt (Evocation)
fine or accurate details require an additional 2d4 rounds to
Level: 6 Components: V, S, M
Range: Special Casting Time: 1 ound form, along with sufficient skill as an art ist or artisan. Up
Duration: 1 ound per 2 Saving Throw: None to one cubic yard of matter per level of th e caster can be
simulated. With th e exceptions noted above, th e spell is
levels of th e spellcaster otherwise identical to th e 4th level spell of th e same type.
Area of Effect: Special The materi al componentis a lump of clay mixed with 1,000

ExplanatiodDescription: This spell is similar to magic g.p. worth of diamond dust, which vanis hes when t he spell
missile. When the spell is cast, the mage is able to fire one is used.

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Magical Spells

r- Drawmij’s Breath of Life (Alteration)

Drawmij’s Spells

Drawmij’s Beast of Bu rd en (Alteration) Level: 2 Components: V

Level: 1 Components: V, S, M Range: 100 yds Casting Time: l/6 segment
Range: 30yds Casting Time: 1 ound
Duration: 2 hoursilevel Saving Throw: None Duration: 5 turns Saving Throw: None
Area of Effect: Special
Area of Effect: 1creatureilevel

Explanation/description: This spell partially lightens Exp lan atio n/d escr ipt ion : With the power of this spell,
goods placed upon a single mount. The effective encum- th e mage can endow one or more creatu res with sufficient
brance of all objects on the mount, including riders, is endurance to hold th eir breath for five full tur ns. Affected
reduced by one-half, in effect doubling the amount of creatures cannot d r o w n or be subject to the effects of
inhaled gases while holding thei r breath. The caster can
weight th e mount can carry. bestowth e spell upon one creatur e for every level of experi-
A mount t ha t suddenly finds itself carryin g one-and-one- ence. The spell is only one word long, and h as no somatic or
half its maximum load without the spell’s protection can- mater ial components, so th e mage can cast the spell quick-
not walk, slowly sinks to th e ground, and stands a 50% ly i n a n emergency.
chance of going lame. A mount suddenly burdened by twice
its maximum load collapses to t he ground, suffering l d6 Drawmij’s Scent Mask (Illusioflhantasm)

points of damage an d automatical ly going lame. Level: 2 Components: V, S, M
The material components are a lodestone and pinch of
Range: Touch Casting Time: 2 segments

Duration: 1 urdlevel Saving Throw: Special

metal filings. Area of Effed: 1 creatureilevel
Drawmij’s Light Step (Alteration)
Explanation/description: This spell will conceal all
Level: 1 Components: V, S, M
odors emanating from a creature for th e duration of th e
Range: Touch Casting Time: 1 segment spell. If cast upon the mage or another person, th at person
cannot be detected by scent.
Duration: 5 roundsflevel Saving Throw: None
The recipient of thi s spell cannot be tracked by a n animal
Area of Effect: One creatu re or being th at uses i ts sense of smell to track, such as a
bloodhound. If cast upon a creature that uses its odor as a
Explanation/Description: This spell gives a creature a
very limited form of levitation. The creature walks normal- weapon or form of defense,th e spell negates th e odor if the
creature fails a save versus spells. The musky odor of a
ly over any surface, but walks so lightly th at no tracks are skunk or wolverine or the stench of a troglodyte could be
left behind. If th e creature breaks into a charge or run th e suppressed by th e spell. The materia l component is a scent-

spell ends immediately. less flower.
The crea ture can also move across a fluid as well as a solid
surface, but th e movement rate is reduced to one-half th e

ccraeraetfuurlely’s. Tnhoermliaglhtwsatelkpinspgerlal twei,lalsntohteencraebaletuarecrmeautsut rsetetop Drawmij’s Swift Mou nt (Alteration)
walk across turbulent water or ocean waves, however,
since the chaotic motion of th e fluid disturbs t he levitation Level: 2 Components: V, S, M
field. The spell actually makes the creature unable to acti-
vat e pit traps. It doesn’t allow the creature to leap higher Range: Touch Casting Time: 1 ound
or jump safely from a cliff,only to walk w ith a lighter step. Saving Throw: None
This spell will also increase the movement rat e of the crea- Duration: 2 hours +
ture by 50 percent for the durati on of th e spell. The materi-
al components ar e a bit of fur tak en from a cat’spaw and a 1/z hour per level
duck’s feather.
Area of Effect: One mount per two levels

Drawmij’s Adventurer’s Luck (Alteration) Explanation/Description: This spell will double the
movement ra te of any mount t ha t run s, swims, or flies for
Level: 2 Components: V, S, M th e duration of th e spell.After the spell expires, th e mount
is completely exhausted and refuses to move any fart her
for 24 hours. The spell will in no way increase the amo unt
of weight a mount can carry. The maximum encumbrance
limit for the mount is unaffected. Overloading the mount

DRaunrgatei:onT:ou3cthu r n s CSaavsitninggTThirmowe:: 1Noonuend bme$ysonbdeaitsst olfimbuitrdaeuntocmanantoictablelyconmegbainteesd wthiethsspwelifl.t mDorauwn-t
to increase th e load a racing mount can carry. The material
Area of Effect: Creat ure touched component for the spell is a hare’s foot or a bit of fur from a
cheetah.
Explanatioflescription: This spell bestows upon the
touched creat ure a special form of luck. For the durat ion of Drawmij’s Marvelous Shield (Evocation)
th e spell, th e recipient of thi s magic can act as though he or
she were holding a luckston e and using i ts magical effects. Level: 3 Components: V, S
The mate rial component is 5,000 gold pieces worth of ruby Range: 0 Casting Time: 3 segments
dus t sprinkled over th e creature’s head; this vanishes after Duration: 1 urdlevel
Are a of Effect: The mage Saving Throw: None
th e spell expires.

Expl anati ofles cript ion: This spell is a n improved ver-
sion of th e 1st level shield spell. The improved shield will

protect th e caster against at tacks from all sides, including

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the rear and above, provided the mage is aware of the The party h as no control over where they will be teleport-
attack. A surp rise a ttac k will completelydispel th e protec- ed, and there is always a 5%chance the spell will malfunc-
tion of th e improved shield. The protection afforded by th e tion and dump the party into the ethereal plane. To
spell is -2 against all attacks, so th e improved shield acts
as AC 0 again st hand-hurled missiles, AC 1 gains t device- determine where the mage and his friends a re s ent, consult
propelled missiles, and a -2 bonus on th e mage’s armor th e DM map, track back along the pat h of th e party, and
place them in a random a rea where they h ave been before.
class against all other att ack forms.
This spell cannot send the party into unknown territory.
Drawmij’s Iron Sack (Alteration) The material component is a miniature silver door deco-
rate d with ruby chips worth 5,000 g.p. th at vanishes after
Level: 3 Components: V, S, M the spell is cast.
Range: Touch Casting Time: 1 ound
Saving Throw: None Drawmij’s Protection from Non-Magical Gas (Abjura-
Duration: 6 hrs + tion)

2 hrsllevel Level: 4 Components: V, S, M

Area of Effect: One sack

Explanation/Description: This spell will provide Range: 0 Cast ing Time: 2 segments
greater protection for the contents of one normal sack or
backpack. An affected sack is protected as if t he interior Duration: 5 roundsllevel Saving Throw: None
were completely lined with inch-thick solid steel, although
the sack becomes no heavier or less flexible. The sack Area of Effed: 20’ radius sphere about the caster
makes its savin g throws a gains t physical or magical dam-
ExplanationlDescription: This spell creates a volume of
age as if made of har d metal, with a n additional + 2 bonus space 20 feet in radius about the caster, within which all
applied to th e saving throw. Items within t he sack must creatu res a re protected from the effects of all non-magical
check only if the sack fails its check. The material compo-
nent is a st rip of leat her with mail sewn on one side. gases, fumes, and smoke. All natur al gases tha t touch th e
edge of the sphe re of protection a re dispersed. The air with-
Drawmij’s Handy Timepiece (Conjuration/Summoning) in th e sphere always remains clean, fresh, and replenished
with oxygen, so those within t he sphere will not suffer from
Level: 4 Components: V, S, M lack of oxygen if th e air outside is contaminated or its oxy-
Range: 0 Casti ng Time: 1hour
Duration: Lengt h of Saving Throw: None gen consumed by fire. The spell will not work unde rwate r
or in a vacuum. The sphere moves with t he caster. It is dis-
other spell pelled if touched by magical gases or if the caster moves
Area of Effect: Special using magical means. The material components are a fan
and a sm all vial containing perfume worth at least 100 g.p.
Both vanish after t he spell is cast.

Explanation/Description:After this spell is cast, the Drawmij’s Tool Box (Conjuration/Summoning)
next spell cast by the same caster is timed. A small golden
gong appears i n front of th e caster and softly chimes a Level: 4 Components: V, S, M
Range: 0 Casti ng Time: 1 ound
wwaorrnkisnwgiothnespmeilnlus wt eibthefaodreutrhaetiospnellel sesntdhsa. nTh4i8shmoaugrsic. only Duration: 1 urn/level
To cast th e spell, the mage must collect a feather from a Area of Effect: Special Saving Throw: None
migratory bird, a fru it fly, a few grains of sand, a solid sil-
ver pendulum worth 100 g.p., and a solid gold orb of exqui- Explanation/Description: his useful spell permits the
site craftsmanship worth 5,000 g.p.; all of these vanish mage to temporarily acquire one to te n tools when needed.
The object or objects conjured can be as large as 200 g.p.
with t he end of th e spell. encumbrance value of goods. The caster can continue
exchanging items for new items througho ut t he du ration of
Drawmij’s Instant Exit (Alteration-Conjuration) the spell. The caster can conjure a hammer and chisel in
the first round, exchange them for a saw in round five,
Level: 4 Components: V, S, M trade th e saw for a pry bar i n round eight, and so on. Only
Range: 30 yds Casting Time: 1 segment non-livingmatter can be conjured. The tools cannot be tak -
Duration: 1 ound Saving Throw: None en more than 100 yards away from the box. The box is
Ar ea of Effect: Special immovable and only th e caster can ta ke tools from it. The
only tools th at can be take n from th e box are th ings th at a
Explanation/Description: his spell enables the mage
carpenter or builder might have. Things th at shouldn’t be
Wanhdeonththeersstpoeullsies caalsitm, aitdeodoarnsdudridseknylyfoarpmpeoafrtseolenpaorwtaatliloonr. taken from the box include: thief tools, wax key blanks,
other fl at surface within 3 yards of th e caster. The caster ball bearings, magical weapons, and gem cutter blades.
an d as many others who can pass through the door in one
round (usually at th e rate of one creatu re or person per seg- Things th at migh t be in a skillful carpenter’s box include:
ment) can enter into a zone of nil-space by passing throug h rope, skeleton key, huge hammers and m etal stakes, large
th e doorway. When th e door is closed behind by t he mage, canvas sheets, nets, and sand.
the mage and all those with him in t he nil-space zone are The material component is a miniature wooden tool box.
teleported to a random location within 250 yards of the
door. If the door is not closed before th e end of th e spell’s
duration, then the door slams shut automatically at th e
end of th e round. The door disappears when closed by the
mage or after it sh uts itself.

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Drawmij’s Flying Feat (Alteration/Enchantment) a wish, the creature will be quite bewildered, suffering the
effect of a confusion spell for 2d4 rounds. After th e confu-
Level: 5 Components: V, S, M sion passes, the creature gradually recovers its previous
Range: 10yds Casting Time: 1 round knowledge and memories over a period of ld 4 days. The
Duration: 3 urnsflevel Saving Throw: None mater ial component is a cocoon soaked i n a balm of honey,
Area of Effect: Special powdered yellow-white moss agate worth 500 g.p., and

cEaxspt luapnoantioanc/rDeaetsucrreipbtuitoann: oTbhjeiscst.pTechiealefnlycihnagnstpedelloibsjneoctt pthoewcdaesrteidngemofetrhaledswpeolrlt.h 700 g.p., all of which vanish w ith

gains the power to fly up to 180 feet per round under the Mordenkainen’s
caster’s direction. A broom, chair, table, carpet, wagon, or
hu t could all be made capable of flight. The mage can affect Mordenkainen’s Pr otec tion Fro m Avians (Abjuration)
up to 500 g.p. weight per level of t he caster, a nd th e object
can carry twice th at amount of weight i n passengers or Level: 1 Components: V, S, M
freight if th e object is large enough and sufficiently strong
to support the weight under normal circumstances. An Range: Touch Casti ng Time: 1 segment
18t h evel mage couldlift a 9,000 g.p.-weightboat and up to
Duration: 5 roundsAeve1 Saving Throw: None
18,000 g.p. weight of cargo, for example. The cast er must
concentrate upon t he flying object to dire ct its motion and Area of Effect: Cre atu re touched
maintain its flight. If th e caster is knocked unconscious,
stunned, or slain while directing the flying object, the Expl anat iodD escr ipti on: A creature protected by this
object will immediately begin to plummet ear thwar d a s a spellreceives a special benefit when in combat with avians
totalling no more tha n 15 hit dice. If more hit dice attac k,
falling object. The material component is a wing feather
taken from a roc. rthoellssptoellhiist nthegeapterodt.eActfefedccterdeaatvuiraenfsohratvheeadu-2raptieonnalotfythone
spell. The material component for the spell is a feather
Drawmij’s Benef icen t Pol ymo rph (Alteration) from any bird wrapped with a s tr ip of tough leather.

Level: 6 Components: V, S, M Mordenkainen’s Encom pass ing Vision (Alteration)

Range: Touch Casti ng Time: 6 segments Level: 2 Components: V, S, M

Duration: 1 turn/level Saving Throw: None Range: Touch Casti ng Time: 1 round

Area of Effect: Cr ea tur e touched Duration: 1 hrAeve1 Saving Throw: None

Expl anat ion/ Des crip tion : This spell endows the touch- Area of Effect: C rea ture touched
ed and willing creature with all th e benefits of apolymorph
self spell. The creature affected does not need to make a ExplanatiodDescription: This spell grant s a creature a
full 360 degrees of vision, so th e creature can see sides and
system shock roll to survive. While th e first form tak en by rear as well as it sees to the front. The creature cannot be
the creature is chosen by t he caster, the creature is totally surprised from th e rear by any attacker th e creature can
in control of its form changes for th e remainder of th e
ssoeer tnoofrmenahllayn.cTedheosrpmelalgwicilallwvoisrkioinn, cinocmlubdininagtioinnfwraivthisiaonny,
spell’sduration, and can change form as often as it wishes, ultravision, or x-ray vision. A creature with both detect
abiding by all t he limitations of polymorph self: The spell invisibility and encompassing vision can see invisible, ethe -
does not bestow any special abilities of a polymorphed real, or a stra l beings from th e flank or rear as well. The
form. The spell does not affect the creature’s men tal s ta te person affected by t his spell also has a -2 penalty on all
saving throws vs. gas attacks. The mate rial componentis a
in any way. When th e creature ret urns to i ts original form, crystal disc with ei ght eyes inscribed upon it, spaced at 45
ld1 2 hit points ar e restored.
The mater ial component of th e spell is a soft, silk caterpil- degree interval s around th e edge of th e disc.
lar cocoon.

Drawmij’s Merciful Met amor phos is (Alteration)

Level: 6 Components: V, S, M Mordenkainen’s Defense Against Lycanthropes
(Abjuration)
Range: 10 ydsflevel Casting Time: 6 segments
Level: 3 Components: V, S, M
Duration: Perm anent Saving Throw: Negates
Casti ng Time: 3 egments
Area of Effect: One crea ture Range: Touch

Duration: 2 roundsflevel Savin g Throw: None

Expl anat ion/ Des crip tion : Drawmij developed this spell Area of Effect: Cre atu re touched
as a merciful way to get rid of a n adversary. The spellpoly-
morphs an opponent into another creature as does poly- Explanat ion/Desc ription: This spell will aid a creature
morph other, but th e target’s save is made at -2. The
targ et can only be polymorphed into a natural animal no -in surviving attacks made by lycanthropes. Any attack
larger than a typical herd beast. The polymorphed creature
made upon th e creatur e by a lycanthrope has a 2 penalty
does not need to make a system shock roll to survive the to hit. No mat ter how much damage is inflicted by a lycan-
spell. The polymorphed creature automatically assumes thrope, the creatur e will not contract lycanthropy as long
as the spell is in effect. The spell will not protect th e crea-
th e mental s tat e of the anima l, forgetting all knowledge of
ture from contracting lycanthropy if injuries occurred
its previous self. The anim al does not radia te magic or th e
creature’s original alignment aura, so there is little evi- before the spell was cast or a fter it expired. The material
component is crushed moonstone.
dence the animal was anything other than w hat it appears
to be now. If return ed to it s original form by dispel magic or

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Mordenkainen’s Defense Against Nonmagical Rep Explanation/description: This spell summons a pair of
tiles and Amphibians (Abjuration) shimmering violet phantom beings th at will st ay on eithe r
side of th e mage and protect him from all atta ckers. The
Level: 3 Components: V, S, M shield-maidens ar e AC 4 (phantom chain mail and large
Casting Time: 3 segments shield) ; Move 12”; HD 3; hp 20; Dmg ld 6 (phantom spear);
Range: Touch Saving Throw: None
Duration: 5 roundsflevel

Area of Effect: Cre atur e touched tThHeAcCaOste1r6;fAorLtNhe. iTr hsehsiehlidesldt-omhaiedlpencsosvtaeyr cthloesemeangoeu.gThhtoe
shield of one maiden will provide th e caster with a - 1
Explanation/description: creature protected by thi s armor class bonus. If both shield-maidens protect th e same
spell gains a n advanta ge in combat with nonmagical rep- side of the caster w ith the ir shields, the arm or class bonus
tiles or amphibians, including snakes, dinosaurs, frogs, is -2. While the shield-maidens can protect the caster
from attacks from different directions, they will move no
an d giant-sized species of such animal s. Dragons ar e farther th an 50 feet away from th e caster, even if the mage
excluded from th e spell’s effect as well as other creatures orders them to move away. They follow magically wher-
ever the caster goes. The material componentsar e a pair of
with un nat ura l abilities. All such animals have a - 2 pen- small crystal shields tied with s tri ng to a miniature wood-
en figure of t he caster.
alty to hi t the protected creature, and the creature gains a
+4 bonus to saving throws versus reptile or amphibian

venom. The mat eria l components ar e a bit of snake sk in
an d a dried frog‘s le g placed i n a pouch of hardened leather.

Mordenkainen’s Protection From In sects and Arach- Mordenkainen’sProtection From Slim e (Abjuration)
nids (Abjuration)
Level: 4 Components: V, S, M

Level: 3 Components: V, S, M Range: Touch Cas ting Time: 4 segmen ts

Range: Touch Casting Time: 3 segments Duration: 2 roundsflevel Saving Throw: None

Duration: 5 roundsflevel Saving Throw: None Area of Effect: Cre atur e touched

Area of Effect: Cr ea tu re touched Explanation/Description: This spell helps protect a

Explanatioflescription: This spell provides a mea- creature against attacks by all molds, slimes, puddings,
sure of protection from insects, spiders, and scorpions, oozes, and other formless, primordial beings. All attacks
against the protected creature a re made with a -2 penalty
including giant-sized and u nna tur al species of such an i- and th e protected creature’s saving throw ha s a +2 bonus.
In addition, the creature’s flesh is highly resistant to any
-mals. All such animals a tta ck the protected creature with corrosive atta ck by such monsters, and is treated as being
solid stone for the purpose of wit hsta ndin g a slime mon-
a penalty to hit and all of th e protected creature’s sav- ster’scorrosiveattack. The spell negates up to 10d4points
ing throws against insect or arachnid venom have a + 4
bonus. The spell works on no more th an 20 hit dice of bugs of damage from slime before it collapses. The mater ial com-
of all types. If more th an 20 hit dice of insects attack, t he ponents are a bit of food mold pressed between two flat
spell dissipates. The material component is an insect stones, and a pinch of diamond dust.
trapped i n amber.

Mordenkainen’s Electric Arc (Evocation)

Level: 4 Components: V, S, M Mordenkainen’s Faithful Phantom Defenders (Sum-
Range: 5 ydsflevel Cas ting Time: 4 segments moning)
Duration: Instantan eous Saving Throw: half damage
Ar ea of Effect: Specia l Level: 5 Components: V, S, M
Range: 60yds Casting Time: 5 segments
Explanatioflescription: This spell causes one or more Duration: 1 oundAevel Saving Throw: None
small flashes of lightni ng to eru pt from the caster’s finger- Area of Effect: Special
tip s a nd st rik e one or more opponents. One arc of lightning
will be evoked for every three levels of the caster. Each Explanation/Description: This spell summons a set of
electric arc will inflict l d6 damage plus one point per level phantom beings seen as shim mering outlines of violet
of th e caster. A save vers us spell reduces damage by one- light. The defendersdothe ir best to keep between th e mage
half. The spell is most effective when each electric arc is
and his adversaries, providing the caster wi th enough time
and space to defend himself with spells. To most creature s,

dtairregcettepdeart caosmepbaartartoeuonpdp; oonthenert.sOstnrliykoinnge athrcemsaamy esttraikrgeeat tThoe hpehmanatgoem, tdheefednefdeenrds earrseasroelcido,mspeleemteilnygtlryanresaplareenntittaiensd.
have no effect. The material componentsfor the spell ar e a noncorporeal, so any attack spell cast by the mage h as no
bit of fur and a glass rod. effect on the defenders. The mage’s spells can be cast
through the defenders to strike enemy creatures. If th e
Mordenkainen’s Faithful Phantom Shield-Maidens defenders ar e caught within the are a of effect of a caster’s
(Summoning) spell, th e defenders suffer no harm. One of four different
set s of phantom defenders can be summoned by t he mage,
Level: 4 Components: V, S, M
Range: 50yds Casting Time: 4 segments but the caster must decide which set will be called forth
Duration: 3 roundsflevel when th e spell is memorized. Each set is best suited for a
Area of Effect: Special Saving Throw: None
particular environment. The four sets of defenders are

described on th e following page.

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Magical Spells

Three faithful phantom soldiers: AC 4 (phantom chain cal weapons. The guardian will fight for up to one round
mail and shield); Move 9” ; HD 4; hp 24; #AT 1;Dmg ld8
per level of the caster or un til it is destroyed. The mage also
(phantom long sword); THACO 15; AL N; SA able to hit has th e option of summoning the guardian to his side at
any time. The guardian will appear in one round and fight
creatures which ar e hit only by + 1 magical weapons. under the same time limit. Once the guardian has spent its

Two faithful phantom centaurs: AC 5; Move 18”;HD 4; hp

2N8;;SAATab1l;eDtomhgi tlcdr6e(aptuharenstowmhilci ghhatrelahnicteo);nTlyHbAyC+O21w5;eAapL- tsiimone aonndthweilplrnimo leomngaeterrwiaaltpchlaonvee, ritthhae sccaostmerp.leted its mis-
The guardian appears as a shimmering outline of violet
ons. light. The phantom guardian cannot speak, so it cannot
Eight faith fulph antom giant bats: AC 8;Move 3”/18”;HD
shout a warning to the mage if he or she is attacked. The
2 +2 ; hp 12; #AT 1; Dmg ld4 ; THACO 16;AL N; SA ab le to
mater ial component is a 1,000g.p. diamond, which is s en t
hit creatures which ar e hit only by + 3 weapons. to the guardian when the spell is cast as a payment for its

Five faithful phant om sharks: AC 6; Move 24”; HD 3; hp service.

15; #AT 1; Dmg l d4 + 1; THACO 16; AL N; SA able to hi t Mordenkainen’s Penultimate Cogitation (Alteration)
creatures which ar e hit only by + 1weapons.
Level: 7 Components: V, S
The material component is a small lead crystal figure Casting Time: 1 segment
depicting the type of defender to be summonedand a 1,000 Range: 0 Saving Throw: None
Duration: Instantaneous
g.p. emer ald for each cre ature summoned. The emeralds Area of Effect: Spellcaster
vanish when the spell is cast.

Mordenkainen’s Private Sanctum (Alteration- This permits t he mage to call
Abjuration)
tEoxpmlianndatoinoenlspDeelslcfrriopmtioonne:of t he caster’s personal spell
Level: 5 Components: V, S, M books, provided th e appropriate spell book is within one
Range: 0 Casti ng Time: 2 turns
Duration: 1hour/level mile of the mage. The spell must be one th at th e caster
Are a of Effect: One room Saving Throw: None knows, as explained in the Players Handbook. The spell
cannot be called from a scroll or anoth er mage’s spell book.
ExplanationlDescription: This spell is used to insure The called spell can be any of the 1st to 6t h level. Only one
privacy in a room of up to 1,600 squar e feet in a rea, or 40 spell canbe calledper casting o ft he penultimat e cogitation.

feet by 40 feet in dimension. All windows in the room The called spell can be cast on any succeedinground. There
is always a 10%chance th at the called spell will be magi-
become dark and misty as seen from th e outside, prevent-
in g crea tures w ith norma l vision, infravision, or other spe- cally erased from th e mage’s spell book.

cial vision from looking into the room. Those inside can
still look out normally. X-rayvision will not be able to pen-
etrate into the room, as if the room were completely
enclosed in a lead shield. No sounds, no matter how loud,

can escape th e room, so a thief cannot celaavierasdurdoipenfcroe,mcloauirt--
side. Scrying attempts, such as ESp,

voyance, or crystal balls, cannot penetrat the protected

room, and a wizard eye cannot get inside. The mage can

freely leave the room without the protection being dis-

pelled. The mater ial componentsar e a th in she et of lead, a

piece of opaque glass, a wad of cotton or cloth, and pow-

dered chrysolite.

Mordenkainen’s Faithful Phantom Guardian (Sum- Nystul’s Spells
moning)
Nystul’s Dancing Werelight (Alteration)
Level: 6 Components: V, S, M
Range: Special Casting Time: 3 turns Level: 1 Components: V, S, M
Duration: Special Range: 60 yds + 20 yds/levelCasting Time: 1 segment
Area of Effect: Special Savin g Throw: None Duration: 2 hours +
Saving Throw: None

ExplanationlDescription: This spell summons a faith- 1/z hour/level
f u l phantom being to watch over and protect th e mage for Area of Effect: Special
one day. The guardian will remain an undetectable observ-
er, watching the caster fromthe ethereal plane. The guard- ExplanationlDescription: This spell creates a mote of
ian can see what is happening within 60 feet of th e caster,
light completely under th e caster’s control. The light shed
an d can spot invisible, out-of-phase,duo-dimensional,ethe-
by the mote can be increased or decreased at the caster’s
real, or a stral creatures within th e ar ea around the mage. will, ranging from the brightness of a light spell to th e dim
If the guardian spies any cre ature about to launch a sur- glow of a candle. The werelight can flit a bout from place to
prise attack on the caster, the guardian will instantly place a s the caster directs, as long as it stays within th e
range of th e spell. The werelight could be called upon to
materialize to intercept th e attacker and defend the mage. hang over th e caster’s head as a convenient reading light.
The faithfulphant omguardian: AC 2;Move 15” HD 6;hp The werelight spell cannot be attac hed to an object or crea-
ture. It can only exist as a mote hanging in the air. The
36; #AT 1; Dmg ld lO (two-handed sword);THACO 13; AL mater ial component is a live firefly.

N; SA able to hit creatures which ar e hit only by + 2 magi-

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Magical Spells

Nystul’s Flash (Evocation) Nystul’s Cr ys ta l Dag ge r (Evocation-Conjuration)

Level: 1 Components: V, S Level: 2 Components: V,S, M
Range: 30 yds + 5 ydsAevel Cas ting Time: 1 segment Range: 0
Duration: 2 rounds plus 1 Casti ng Time: 2 segments
Duration: Insta ntane ous Saving Throw: Special Saving Throw: None
round/level
Area of Effect 10’rad ius globe

ExplanatiodDescription: This spell creates a sudden Area of Effect: Special
flash of bright light in a 10’ radius globe. All creatures
with in t he a re a of effect who fail a save versus spells ar e Explan ation/De scriptio n: This spell summons into the

blinded for ld4 rounds. Those who make their saving caster’s hand a dagger composed of material from the
throw ar e merely dazed for ld 4 rounds, sufferinga - pen-
alty on all h it rolls. They ar e also off-balance n melee,so quasi-elemental plane of mineral, strongly infused with
any attack made against a dazed creature has a +2 hit energy drawn from th e Positive Material Plane. The crys-
modifier. Creatures outside the globe facing the flash do tal dagger has no hit bonus and inflicts ld4 + 2 points of
not suffer any ill effects. Creatures without eyes are not
damage to opponents struc k in melee. Against undead an d
affected by th e spell. creatures from th e lower outer planes, th e dagger inflicts
ld 4 +3 points of damage. If the crystal dagger does maxi-
Nystul’s Blackmote (Evocation) mum damage to a n undead or a lower plane creature, th at
monster is paralyzed for the next melee round and th e dag-
Level: 2 Components: V, S, M ger vanishes. The material component is a tiny dagger
Range: 30 yds + 5 yds/leve1Casti ng Time: 1 ound
made from fine lead crystal, worth 250 g.p.

Nystul’s Cr ys ta l Dir k (Evocation-Conjuration)

DAureraatoiofnE: ffSepcet:ciSapl ecial Saving Throw: None Level: 3 Components: V, S, M
Range: 0 Casti ng Time: 3 segments
Expl anat ion/ Des crip tion : This spell summons a micro- Saving Throw: None
Duration: 3 ounds + 1
scopicmote of energy from th e Negative M ateria l Plan e to
th e caster’s hand. The caster mu st immediately roll a sav- roundilevel
ing throw versus death magic at +2 to be able to control Area of Effect: Special
th e blackmote. If the caster saves, the blackmote will lie
Explanation/description: This spell creates a weapon
dormant in the mage’s hand for one round, building up similar to that described in the 2d-level crystal dagger
power. The caster can do nothing else durin g th is period,as
he or she must concentrate fully on th e blackmote. If the spell. The dirk is faintly magical, gra ntin g a + 1 bonus on
caster’s concentration is broken during this time, the atta ck rolls. The dirk does ld 4 + 2 points of damage when
blackmote is dispelled. At the end of th e round, the spell is
a t full power, and th e blackmote can be hurled at a creature it hits. Against undead and monsters from th e lower outer
within th e range of th e spell. The blackmote automatically
planes, the dirk does ld 4 + 3 points of damage on a success-

ful hit. If the crystal dirk scores maximum damage, th e

monster will be paralyzed unti l th e end of th e next round

2stdr6ikdeasm, eaxgpelopdluinsgoinneapbouirnsttooffddaamrkangeespsearnldevcoelldo,finthfleicctains gt- fmoalldoewfirnogmthleeahdit.crTyhsetaml watoerrtihal3c5o0mg.ppo.nentis a tiny dagger
er. Undead and creatures from the Negative Material
Plane or lower outer planes are unaffected by a blackmote. Nystul’s Expeditious Fire Exti ngu ishe r (Evocation)
If the caster fails the initial save versus death magic, the
mage loses control of th e mote. It immediately explodes in Level: 3 Components: V, S, M
Range: 20 ydsAeve1 Cast ing Time: 1 segment
th e caster’s hand, inflicting one point of damage and pa ra- Duration: 1 egment Saving Throw: Special
lyzing the mage for l d4 rounds. The material componentis Area of Effect: Special
a slive r of bone taken from a n undead skeleton.
Explanation/Description: This more powerful version
Nystul’s Blazing Be am (Evocation) of the affectnormal fires spell enables th e caster to quickly
extinguish a large fire. When the spell is cast, anti-energy
Level: 2 Components: V, S from the quasi-plane of a sh is momentarily drawn down
Range: 30 yds + 10 ydsAevel Casting Time: 2 segments upon th e fire. An are a of non-magical fire up to 10 feet by
10 feet per level of the caster can be put ou t in us t one seg-
Duration: Insta ntane ous Saving Throw: Special ment, so th e spell is ideal for combatting forest and brus h
fires. The spell is less effective against magical fire. The
Area of Effect: One cre atu re chance of extinguishing a magical fire is only 60%, and a
maximum ar ea of 1 0 yards by 10 yards, regar dless of th e
Explanation/desc ription: This spell draws a parcel of level of the spellcaster, can be snuffed. The spell has no
energy from the positive material plane to the caster’s effect on a fire-based creatu re or flames eman ating from a
creature’s body, such as fire elementals, fire grue, or the
hand, which can be fired in a ra y 1‘wide and up to 30’ + type VI demon. The material componentsfor the spell a re a
pinch of cold ash mixed with salt.
l0’Aevel of th e caste r i n range. Except for undead, a crea-
ture struck by the beam is entitled to a saving throw. A
creature that successfully saves is struck by a glancing

-shot and is only dazed for ld 4 rounds, suffering a 2 penal-

ty on hit rolls and a + 2 penalty to armor class. A creature
tha t fails is struck full i n th e face by th e beam and is blind-
ed for 2d4 rounds, suffering a -4 penalty on hit rolls and a

+ 4 penalty to AC. An undead creature struck by th e beam
is not entitled to a save, and is not dazed or blinded, but suf-

fer s 4d6 points of damage.

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Nystul’s Go lden R evel atio n (Alteration) Nystul’s Blacklight Burst (Evocation)

Level: 3 Components: V, S, M Level: 4 Components: V, S, M

Range: 0 Casting Time: 3 segments Range: 10 yds/level Casting Time: 4 segments

Duration: 5 rounds/level Saving Throw: None Duration: Instantaneous Saving Throw: Special

Area of Effect: 30’ wide cone 60’ long Area of Effect: 20‘ rad ius sp here

Explanation/Description: With this spell, the mage can Explana tion/De scripti on: Thisrisky spellbrings forth a
reveal hidden, concealed, or invisible crea tures within t he blast of energy from the Negative Material Plane for an

conical area. The concealed creature will be surrounded insta nt. Those within th e ar ea of effect suffer l d4 points of
damage per level of th e caster, or only half d amage if a save
with a n a ur a of golden light, shining out in a 1-footdiame- vs. dea th magic is successful. Affected creatur es who fail
ter about the creature, making it easily seen. The mage the ir save will also be slowed (as the spell) for l d4 rounds.
can make a full 360 degree sweep-searchof the ar ea in one
round. The spell might reveal a thief hiding i n shadows, a Creatures from th e Positive Material Plane or upper outer
barbarian concealed in na tural terrai n, or a creature hid- planes ta ke a n additional point of damage per level of th e
ing behind a n obstacle. The spell creates a glow around a n caster, and t he saving throw is made a t - 2 . Such creatures
invisible, out-of-phase, ethereal, duo-dimensional, or who fail their save will also be stunned for ld4 rounds,
rat her tha n slowed. There is always a 10%chance th at th e
astr al being in th e ar ea of effect, as well as a creature using mage will lose control of th e spell and be affected by its
a cloak of elvenkind, robe of blending, or ring of chameleon attack, as a ray from the area of effect bounces back to
power. A saving throw against being affectedby th e golden strike the caster. Undead are never affected by th e spell.
revelation is not permitted, although successful magic

rsepseilslt.aTnhcee mpraotteerciatsl acocmrepaotunreentfirsoambboexiwngraopuptelidnwedithbywtahxe- Tgrhaevemoaftearigahlocuolmorpognheanstt. is a bit of ea rt h ta ken from th e
ed parchment, c ontaining a glowworm.
Nystul’s G ru e Conj ura tio n (Conjuration/Summoning)

Nystul’s Ra di an t Ba to n (Evocation) Level: 4 Components: V, S, M
Casting Time: 1 ur n
Level: 3 Components: V, S, M Range: 60yds Saving Throw: None
Range: 0 Casting Time: 3 segments
Duration: 1 ound/level Saving Throw: None Duration: 3 roundsflevel

Area of Effect: Special Area of Effect: Special

Explanatio n/Descr iption: When the mage casts this Expl ana tion /des cri ptio n: This spell,which is actually a
spell, it summons into the caster’s hand a slender baton
group of four risky spells, will summon one grue-harginn,
formed from energy drawn from the quasi-elemental plane ildri ss, chaggrin, or varrdig-from one of th e four elemen-
of radiance. The baton can be one of the seven colors of th e tal planes:
rainbow as th e caste r chooses. The att ac k form of th e baton
Air-Incense
watitlal cckoorrfeasproanddiantocethqeuacsoil-oerlecmheonsteanl,cbreeaintugres,imasilfaorlltoowtsh:e Earth-Soft Clay

Fire-Sulfur
Water-Sea Water

Red baton: cold energy ( + 1 damage to fire-based crea- These material components must be used when summon-
tures , no dam age if cold-based)
ing th e grue desired. The type of gru e to be summoned
Orange baton: heat energy ( + 1damage to cold-basedcrea-
must be decided before the caster memorizes the spell.
tures, no damage if fire-based) Grue a re notoriously untrustworthy and difficult to con-
Yellow baton: acid damage (save vs spells to tak e no dam- trol, so th e caster must rely on more th an just concentra-
tion to keep the grue under his command. As soon as th e
age) grue is summoned,it will demand a payment from the cast-
Green baton: neutr alize poison (per cleric spell) er for i ts service.The payment offeredmust be a t least 500
Blue baton: electrical energy ( + 10 damage to metal g.p. worth of goods of int eres t to t he grue , or th e gru e will
armored enemy) be angered and immediately a ttac k the caster. If t he grue
Indigo baton: undead specific (Only undead harm ed) is satisfied with the offer, it will grudgingly perform one
Violet baton: vegetation specific (only plant s ha rmed) service for th e caster for th e duration of t he spell. The grue

The baton will do a base 2d4 points of damage plus one will try to subve rt or openly disobey th e caster’s orders if
th e grue finds them unpleasant.
point of dama ge per level of th e caster when a hi t is scored.
The type of damage corresponds to t he color of th e baton.
The color of th e baton is chosen durin g casting, and cannot
be changed thereafter. Creatures are allowed no saving
throw ve rsus th e effects of th e radiant baton. The baton
automatically h its any creature t ha t successfully strikes
th e caster i n tha t melee round, otherwise the caster must
use his o w n THACO to dete rmine a successfulstrik e on a n
enemy.
The material components are a crystal prism (which shat-
ters after the spell) and a set of seven small, silv er rods.

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Nystul’s Lightburst (Evocation) The ray will inflict ld 6 points of damage per level of th e
caster, of a type corresponding to th e color of t he ray. If th e
Level: 4 Components: V, S, M creature makes its save, only half da mage is suffered.
The mage must concentrate to keep the radiant arch
Range: 10 yds/level Casting Time: 4 segments active, so any attack that breaks the caster’s concentr ation

Duration: Insta ntan eous Saving Throw: Special will dispel the rainbow and prevent t he c aster from launch-

Area of Effect: 20’ radiu s sphere ing a ray. The material components are a crystal prism
(which breaks after the spell) and a small black board with
Explanation/Description: This spell summons a burst
of energy from the Positive Material Plane. All creature s a pinhole through the center.
with in or facin g th e sudden blaze of energy a re blinded for
one round, with no saving throw. Cre atures without eyes

cannot be blinded. I n addition, all undead, cr eatures from
th e Negative Materia l Plane , or beings from the lower out-
er planes w ithin t he a rea of effect take ld 6 points of dam-
age per level of th e caster. Such creatu res suffer only half
damage if they make th eir saving throw, but undead make
their save at -2.
The material component is a small, solid gold orb worth
500 g.p. It is destroyed after th e spell dissipates.

Nystul’s Enveloping Darkness (Evocation-Alteration)

Level: 5 CCaosmtipnognTenimtse: :V5, Sse, Mgments Otiluke’s SpeR9s
Range: 0 Saving Throw: None

Duration: 5 rounds + 2

roundAeve1 Otiluke’s Bubbling Buoyancy (Alteration)

Area of Effect: 20’ ra di us globe about th e caster Level: 1 Components: V, S, M

Explanation/Description: This spell creates a zone of Range: 20 ydsllevel Casting Time 1 egment
impenetrable darkness around the mage 20 feet in radius.
Duration: 1 d e v e l Saving Throw: None
Although the caster can see in and through the zone of
darkness without trouble, all others cannot see through Area of Effect: 100 poundsflevel
the envelope, not even with infraviswn or ultravision. In
addition, a distortion exists within t he globe, appearing as Explanation/Description: By the use of this spell, the
if th e caster ha s th e power of displacement as a displacer
beast. The caster is attacked at -2 , in addition to th e dark- mage ca n allow normally non-buoyant objects to float upon
a layer of small crystal bubbles filled with air. Up to 100
ness penalty. pounds of matter per level of the caster can be made to
float, including gold, lead, stone, or a living creature. An

Nalycsotuml’psoInnestnatnstarDeaayldigrohpt woifllpnitecgha, tae t he spell. The materi- oobbjjeeccttisthwaitthhianst hsuenskpeclla’nsrabnegrea.iTsehde mtoattheeriaslucrfoamcepoifnetnhtes
whisker from a black ar e a small cork and a pinch of bromine sal t.

cat, and a bit of fu r from the coat of a displacer beast.

Nystul’s Radiant Arch (Alteration) Otiluke’s Smoky Sphere (Evocation)

Level: 5 Components: V, S, M Level: 1 Components: V, S, M

Range: 10 yds/level Cast ing Time: 1 ound Range: 60yds Casting Time: 1 segment

Duration: Special Saving Throw: Half damage Duration: 1 ound Saving Throw: Negative

Area of Effect: 10’radius globe
Area of Effect: One creat ure

Explanation/Description: This spell creates a glimmer- Explanation/Description: This spell summons into t he
ing rainbow of light th at arches between t he caster’s open caster’s hand a small crystalline sphere filled with a gray,
hands. Once the rainbow t ake s form, the caster can choose hazy mass. The smoke sphere can be thrown as far as 60
to fire a ra y 1 oot wide from the rainbow, aimed at one feet away from the caster as a grenade-like missile. The
creature up to 10 feet away per level of th e mage. The ray
sphere s hatte rs when it hits, filling an area 10 feet in radi-
can ta ke t he form of one of th e seven colorsof energy drawn
from the quasi-plane of radiance. usosnwiisthmhaadresh, ,ailrlrcitraetaitnugressmwokiteh.iUnntlheessaaresaavoefveefrfseucts wpoilil-

Red: cold energy ( + 1 damage to fire-based creatures, no suffer a fit of coughing, gasping, and choking for l d4 + 1

damage if cold-based) rounds. The affected creatures attack and make saving
Orange: heat energy ( + 1damage to cold-basedcreatur es, throws with a -2 penalty until the fit passes, and any spell
no damage if fire-based)
Yellow: acid damage (save vs spells to take no damage) with a verbal component ha s a 30% chance of failu re when
Green: neutraliz e poison (per cleric spell)
cast by a coughing spellcaster. The smoke cloud disperses
Blue baton: electrical energy ( + 10damage points to metal
and becomes harmless after one round. The sphere must be
armored enemy) used within three rounds of casting or the substance
Indigo: undead specific (only undead harmed) becomes inert a nd useless, and th e crystal sphere disinte-
Violet: vegetatio n specific(only plan ts harmed)
grates. I ft he smoke sphere is shattered before it is thrown,

th e smoke cloudwill affect th e caster. The mate rial compo-
nent is a cha rred stick or piece of charcoal an d a small, hol-
low glass ball.

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Otiluke’s Boiling Oil Bath (Evocation-Conjuration) material components are a miniature umbrella made of
wood and leather and a pinch of diamond dust.
Level: 2 Components: V, S, M

Range: 60yds Castin g Time: 2 segments Otiluke’s Steaming Sphere (Evocation)

Duration: 1 segment Saving Throw: Negative Level: 4 Components: V, S, M

Area of Effect: One cre atu re Range: 60 yd s Casting Time: 4 segments

Explanatioflescription: This spell creates a cauldron- Duration: 1 oundl2 levels Saving Throw: Special
shaped conta iner of force filled with boiling oil, which
appea rs over th e target’s head. The cauldron will dumpits Area of Effect: 30’ ra di us globe
contents onto th e creature unless a save versus spells is
made. Successwith t he saving throw means th e creature is Explanation/Description: This spell creates a small
aware of the cauldron’ssudden appearan ce an d leaps clear crystalline sphere filled with hot steam in the caster’s
before the oil is poured. A creature who fails the save take s hand. The mist within the sphere will remain active for
th e full dose of boiling oil, suffering 3d4 hea t damage. The three rounds. The sphere can be hurled up to 60 yards away
material components are a few drops of oil and a pinch of from the caster. When th e sphere hits a solid surface, it
sulfur. instantly shatters, freeing the contents and filling an ar ea
30 eet in radius with thick steam.It does 4d4points of he at
Otiluke’s Acid Cloud (Evocation) damage per round of exposure to t he s team, wit h no save

Level: 3 Components: V, S, M permitted.
Range: 60 yd s Casting Time: 3 segments The steam totally obscures vision, reducing visibility to

ADrueraatoiof nE:ff1ecto: u3n0d’l2dilaemveeltser gSlaovbieng Throw: Special only 30 feet in front of a n affected creature. Creatu res

Explanatioflescription: This spell creates a small within t he are a of effect of th e steam b at h will also be disor-
crystalline sphere filled with a yellowish-brownmist. The
crystal can be held for as long as the caster likes, but the iented, making it difficult for creatures to find the ir way
contents become useless aft er thr ee rounds. The sphere can out of th e steam bath. Each round a creature is within the
be thrown up to 20 yards as a grenade-like missile. When steam cloud, th e creature must make a save versus spells
the sphere shatters, t he mist is released, filling the air i n a
30-footrad ius with yellowish acid fumes. Everything with- to escape from th e cloud.A creatu re who sav es will emerge
in th e area of effectis affected as if placed in an acid bath. from the steam bath in a random direction; Imagine a clock
All creatur es with in th e fumes will take 4d4 points of acid face and roll 1 d12 to find the direction in which the creature
damage immediately, with no save allowed, and will suffer escapes. If the saving throw is failed, the creature stumbles
ld 4 points of damage for every additio nal round of expo- around i n the steam ba th for another round. The material
sure to the fumes. All objects touched by the acid fumes components ar e a few drops of pure water, a pinch of dust,
mus t make a saving throw versus acid or be eaten away. and a bit of sulfur.
For every additional rou nd of exposure to the fumes, an
item must save again. The atmospheric acid bath will Otiluke’sDispelling Screen (Evocation-Abjuration)
rem ain i n existence for one round for every two levels of
th e caster, but any winds or rain s or turbulent atmospheric Level: 5 Components: V, S, M
conditions will negate t he spell. The materi al componentis Range: 5 yds/level Casti ng Time: 5 segments
a small vial of diluted aq ua regia (“royal water”). Duration: 1 ound/level Saving Throw: None
Area of Effect: 20‘ squ are

Otiluke’s Force Umbrella (Evocation) Explanatioflescription: This spell creates a shimmer-

Level: 3 Components: V, S, M in g screen of violet energy. As with other such screens, th e
Range: 50yds Casting Time: 3 segments dispelling screen can be shaped as th e caster wishes. Any
Duration: 1 urdlevel Saving Throw: None creature passing through t he screen is affected by dispel
Area of Effect: Special magic with t he same level of effectivenessas tha t spell cast
by the mage, and is affected by dispel illusion as if cast by a
Explanatioflescription: This spell creates a broad,
mage two levels of experience lower tha n t he caster. Thus,
bowl-shaped dome of force over th e caster’s head, 10feet in
creatu res possessing some form of ench antme nt who pass
radius, shimmering violet in appearance. The dome will through the dispelling screen often come out weaker t ha n
followth e caster w herever he or she travels. The dome will when they started. The material componentsare a sheet of
not only shield th e caster from ra in, sleet, or snow,but also fine lead crystal and a chrysolite gemstone worth 1,000
against physical or magical attacks from above, such as g.p., which vanish after t he spell is cast.
siege missiles, giant-hurled boulders, or a breath weapon
from a flying dragon. The force umbrella provides a +4 Otiluke’s Electrical Screen (Evocation)
saving throw bonus against magical attacks from above, Components: V, S, M
Level: 5
an d a - 6 armor class bonus against physical attacks from
Range: 5 ydsflevel Casting Time: 5 segments
above. The umb rell a will also deflect 75%of arrow or bolt
atta cks from above ora high angle of indirect fire, such as a Duration: 5 roundsflevel Saving Throw: Special
volley of arrows. It will conform to restric ted spaces and
allow th e caster to move through narrow openings. The Are a of Effect: 20’ squa refle vel

Explanatioflescription: This spell creates a shimmer-

ing screen of electrical energy th at can be shaped int o a

wall, hemisphere, or sphere, with a 20-footdiameter, as th e
caster wishes. It is always immovable. Any creat ure pass-
ing through the electrical screen will suffer a strong shock.
Unless th e creature makes its save, it will suffer l d4 points

of damage, lose any dexterity bonuses for l d 4 + 1 ounds

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due to numbness, and suffer a -2 penalty on atta ck rolls The screen will affect anythi ng passing through it as if the
for a n equal amount of time. Creatures who make their creature were being attacked by energy or matter of the
saving throw take no damage and suffer no penalty on type determined by the screen’s color. The caster can
the ir dexterity, but ar e mildly numbed and hit at -1 for change t he color of th e screen from round t o round at will,
but only one color per round can exist. The radiant screen
ld4 + 1 ounds. Creatures wearing metal armor save at -4
will inflict two points of damage per level of th e caster.
when passing through the screen. The material compo-
Cold-basedcrea tures will take three points of damage per
nents are a bit of fur, a glass rod, and a th in sheet of fine level of the caster when passing through th e orange screen,
crystal, all of which vanish after th e spell is cast.
while fire-based creatures will suffer th ree points of dam-
Otiluke’s Polar Screen (Evocation) age per level from the red screen.The mater ial components
ar e a crystal prism, a beryl gemstone worth at least 500
Level: 5 Components: V, S, M g.p., and a th in shee t of fine crystal coloredth e seven colors
of th e rainbow, all of which vanis h af ter t he spell is cast.
Range: 5 ydsAeve1 Castin g Time: 5 segments

Duration: 5 roundsflevel Savin g Throw: Special

Area of Effect: 20’ squar enev el Otiluke’s Diamond Screen (Evocation)

ExplanatiodDescription: This spell creates a misty, Level: 6 Components: V, S, M
bluish-white screen of energy th at can be shaped to form a Range: 5 yds/level Casti ng Time: 6 segments
Duration: 2 roundsAeve1 Saving Throw: None
wall, hemisphere, or sphere dimension. Any creature pass-
ing through th e polar screen will be affected as if the crea- Area of Effect: 20‘ square
ture suddenly passed through a freezing blizzard. Any
creature whofails a saving throw vers us spells will be coat- ExplanatiodDescription:This spell crea tes a glittering

ed with ice crystals for ld 4 + 1 rounds until the crystals screen of energy of any color chosen by th e caster. All crea-
tur es passing through th e screen will be attacked by a mul-
melt away, during which time the creature suffers one titude of razor-sharp blades made of substance draw n from
point of cold damage per level of th e caster. The cre atu re is the quasi-plane of mineral. Each creature suffers 3d20
also severely chilled, suffering a -4 attack penalty until points of damage no matt er wha t its armor class. The spell
th e ice melts. A creature who makes t he saving throw is can be shaped into anything th e caster wishes. The materi-
only affected by th e ice crystals for one round, but is affect- al component is a collectionof sha rp diamond chips wor th
ed in th e same way as those who fail th e save. A melt spell at least 5,000 g.p., and these vanish after t he spell is cast.
will dispel the ice crystals from a creature’s body, while a
fireball, but no other flame, will destroy the polar screen. Otiluke’sExcruciating Screen (Evocation)
The mater ial componentsar e a th in sheet of fine lead crys-
ta l an d a few bluish-white quartz crystals , all of which van- Level: 6 Components: V, S, M
ish after t he spell is cast.
Range: 5 ydsAeve1 Casti ng Time: 6 segments

Otiluke’s Radiant S creen (Evocation) Duration: 3 roundsnevel Saving Throw: Special

Area of Effed: 20’ squarenev el

RLeavnegle:: 55 ydsflevel CCaosmtipnognTenimts:e:V5, Sse, Mgments ExplanatiodDescription:This spell creates a m i s t y grey
Duration: 2 roundsAeve1 Saving Throw: None screen which can be shaped into a wall, hemisphere, or
Area of Effect: 20’ squar e sphere, within the designated dimension, as the caster
directs.Any creature passing through t his screen is affected
ExplanatiodDescription: This spell creates a screen of as if the creature were momentarily transported t o one of
energy dr awn from th e quasi-ele mental plane of radiance. the four negative quasi-elemental planes. The plane which
The screen can be up to 20‘ square, and can be shaped into a will affect creatures touching the screen must be chosen
wall, hemisphere, or sphere as th e caster orders. The radi- when the spell is memorized. Any creatu re passing thro ugh
ant screen can be one of the seven colors of th e rainbow, th e excruciatingscreen must make a save versus dea th mag-
each color exhibiting a different form of energy iden tical to ic. Those who fail will be stunned for l d4 rounds and suffer
th e colors of Nystul’s radiant baton.
-4d4 points of damage due to th e shock and pain. Creatures
Red energy: cold energy ( + 1damage t o fire-based, none if
who make the save suffer a 1 on all saves for l d4 rounds.
cold) The four planes th at c an be simulated by th e screen and the
Orange energy: heat energy ( + 1 damage to cold based,
screen’sparticular effect ar e described below.

none if fire) tVuarceusuwmh:oTdhoe nshoot cnkeecdautsoedbriesadthuee taor easupnhayfxfeiacttieodn.bCy rtehae-
Yellow energy: acid damage (save vs spells or take +2 screen.
Salt: The shock is th e result of body moisture draw n from
splash) the creature. Creatures without body fluids will not be
Green energy: neutralize poison affected, such as golems, undead, or beings from th e ele-
mental pla nes of ear th, fire, or air.
Blue energy: electrical energy ( + 10 damage to metal Ash: The shock is caused by a loss of t he creature’s body
heat. Undead and cold-based creatures ar e unharmed by
armored)
Zndigo energy: undead specific (only undead harmed) the screen.
Violet energy: vegetation specific (only plant s harm ed) Dust: The shock is produced by havin g pa rt of a creature’s
solid body mass dispersed. Cre atu res of a gaseous or liquid
form’willnot be harme d by t hi s screen.

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The material components ar e a crystal sheet and a hollow Otiluke’s Fire and Ice (Evocation)
sphere, lum p of s al t, pinch of ash , or bit of dust, depending
on the type of screen. Level: 7 Components: V, S, M

Range: 50yds Casting Time: 7 egments

Otiluke’s Orb of Con tai nm ent (Evocation) Duration: Instantaneo us Saving Throw: Special

Level: 6 Components: V, S, M Area of Effect: 30’ radiu s globe

Range: 30y ds Casting Time: 1 ound E xpla natio flesc riptio n: When the spell is cast, a red
Duration: Special Saving Throw: None crystal sphere immediately appears before th e caster, the n
Area of Effect: Special flies away at great speed toward an a rea targeted. A split-
second later, a blue cr ystal sphere appe ars an d quickly fol-
ExplanatiodDescription: This spell is used to create a lows behind t he red sphere. When th e red sphere reaches
th e ar ea chosen by the caster, it explodes in a fireball 30
useful container for very dangerous substances. When th e feet in radius, i nflicting 4d4 points of fire damage to a ll
within th e a re a of effect. A successful saving throw will
caster has a n object or substance to be contained, th e spell reduce the damage by one-half. A split-second later, th e
can be cast to create a crystal sphere 6 nches in diameter, blue sphe re explodesin t he same a re a of effect,causing 4d4
up to 30 yards away from the caster. The crystal orb will points of cold damage to all within a 30 foot radius. Those
surro und th e object or par t of a semi-liquid substance an d who made the save versus fire will also tak e only one-half
hold it securely. The interio r of th e orb has t he hardness of
adamantine steel, so even t he most volatile or corrosive of damage from th e cold blast, but those who failed th e save
substances will be held safely. Time within th e orb is fro- ta ke full damage from th e cold. The gre ates t effect of th e
zen, so th e substance held will not age. The orb cannot be one-two attack combination is the tremendous shock

shattered by physical force or most magical attacks, inflicted on inanimate objects by t he radical change in tem-
perature. All items in th e ar ea of effect must save as non-
although a dispel magic or disintegrate spell can destroy magical items. Failing t his save will probably cause the
th e orb and free its contents.
materials to crack or shatter. The material componentsar e
The orb of containment will exist for one day, afte r which it a pinch of phosphorus an d a small quartz crystal.

fades out, freeing the contents. If the spell is cast again

before th e orb fades, th e spell will be renewed and t he orb

will continue for an additional day without disturbing the

contents. The ma terial components ar e a diamond worth Otiluke’s Siege Sphere (Evocation)

1,000 g.p. encased i n glass, both of which shat te r when th e Level: 7 Components: V, S, M
Range: Touch Casting Time: 1 ound
spell is cast. Duration: 1 ur n
Area of Effect: Special Saving Throw: None
Otiluke’s De ath Screen (Evocation-Alteration)

Level: 7 Components: V, S, M Explanation/description: This spell creates a large,
Range: 5 ydsflevel Casti ng Time: 7 segments boulder-sizedsphere of force tha t can be fired by a catapult.
Duration: 1 ounaevel
Saving Throw: Special

Area of Effect: 20 feet square oTuhteosfiegexeissptehnecree,w9i0lliltamstufosrt obneefciroemdpwleittehtiunrnonbeeftourrenitoffatdhees
Explanation/description: This spell calls into existence spell’s casting. The siege sphere can take several different
a grey, misty screen shaped as the caster wills. Any crea- forms, and the type of sphere t o be created must be decided
ture passing through the screen will suddenly find itself when the spell is memorized. The siege sphere is as hard as
trapped in a mysterious zone of nil-space where th e crea- adamantine steel before it is launched, and can only be
tu re is subject to anti-ene rgy drawn from one of th e four destroyed by a wish, dispel magic, or disintegrate. ARer the
negative quasi-planes. For every round the creature is sphereis fired, it will take on a different formth at depends on
trapped, it will lose 25% of its current h it point total, drop- the attack type of the sphere. Regardless of th e form th at th e
ping to 0 hit points a t the end of th e 4th round if the crea- attack takes, the siege sphere is dispelled after it performs its
tu re fails to escape. The creature will be dead with - 0hi t attack. Different types of siege spheres are described below.
points a t the end of th e 5t h round. For every round a crea- Liquid Fire: When the sphere strikes its target, it instant-
ture is trapped, it is entitled to a savingthrow versus death ly shatters, spraying a mass of liquid fire over an are a 30
feet in radius. All combustibles in t he area of effect will be
magic. Successindicates the creature escapes back into t he
ignited. Any creature struck by t he liquid fire will ta ke 2d4
prime mate rial plane, emerging from the side of th e screen
points of damage per round for 2d6 rounds unle ss th e fire is
ompapdoesiatet t-h1e snidteheen1tsetrreodu.nTdh, e-2savinintgheth2rod,w-t3o ienstchaepe3ids, doused or t he burning fluid is washed off. The material
componentsfor thi s form ar e a drop of pitch, a bit of phos-
and -4 in the 4th round. phorus, and a pinch of diamond dust.
If th e spell ends before a creature escapes or dies, the crea- Crystal Shards: This siege sphere splinters ap art 30 feet
ture is released onto th e material plane as he screendisap- above the ground,raining down crystal shards in a 20-foot-
pears, as if the creature had escaped on its own. A creature radius circle. Each creature i n the area affected will t ak e
re-emerging onto the prime material plane, injured but 5d6 points of damage regar dless of its armor class. The
alive, is stunned for ld4 rounds as it recovers from the material component is a sample of s ha rp diamond flakes.
effect of the life-draining zone. Those imprisoned in the WreckingBall: Upon nearing i ts targe t, the sphere’s densi-
ty dramatically increases so it strikes with thre e times the
zone may heal themselves and use any other magics, but impact (and damage) of a heavy catapult. The mate rial
can’t escape unless they make saving throws for the zone.
componentsar e a lodestone and a pinch of diamond dust.
The material componentsar e a sheet of lead crystal, eart h
from a vampire’s coffin, and a hollow sphere (for vacuum).

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Otto’s Spells Otto’s Crys tal Rhy thm s (EnchantmentKharm)

Otto’s Chime of Rel ease (Alteration) Level: 3 Components: V, S, M

Level: 1 Components: V, S, M Range: 10 ydsflevel Casti ng Time: 3 segments

Range: 60yds Casting Time: 1 segment Duration: 2 roundsflevel Saving Throw: Negates

Duration: 1 segment Saving Throw: None Area of Effect: One cre atu re

Area of Effect: One crea ture Expla nati odDe scri ptio n: Unless the victim of this spell
makes its saving throw, th e creature’s ear s will be filled
Expla natio dDes crip tion: When this spell is cast, a deli- with th e sound of energetic crystal chimes th at no one else
can hear. The creature will immediately drop anything in
cate chime rings out, th e vibrations of which will release it s hands and begin clapping, so th e creature cannot use its
any form of nonmagical bonds holding a single creature or hands for any thing else. Spells requi ring a somatic compo-
person. Ropes will be untied, chain s and shackles loosened, nen t cannot be cast, thieving skills cannot be performed,

leather straps unbound, a gag undone, or a wooden stock tools cannot be used, a nd weapons cannot be wielded by th e
will be opened by th e chime. The spell can even be used to
release a bit an d bridle on a horse, freeing the mount from clapper. Obviously, only creature s th at have hands will be
a rider’s direct control. The material component is a small affected, and any creature with more than one pair of
bra ss tubu lar chime, which disappears when th e spell is hands will clap along with as many hands as the creature
has. The material components for the spell ar e a pair of
cast. crystals worth 500 g.p. t ha t vanish after t he spell is cast.

Otto’s Soo thi ng V ibr ati ons (Enchantment/Charm)

Level: 2 Components: V Otto’s Sure-Footed Shuffle (Alteration-Enchantment/
Charm)
Range: 60 yd s Casting Time: 2 rounds

Duration: 1 roundAeve1 Saving Throw: Special Level: 3 Components: V, S, M

Area of Effect: 20’-radius spher e Range: 30 yards Casti ng Time: 3 ounds

Expla nati odDe scri ption : As the mage casts the spell, Duration: 1 turn Saving Throw: None
all creatures i n th e are a of effect begin to hear soothing
vibrations that cause them to pause and listen. As th e + 1-6 urnsflevel
music continues, the creatures feel t he mage broadcasting
peaceful, kindly thoughts to them. The creatures will do Area of Effect: All creature s within range
nothing for one round u ntil t he mage is finished casting
th e spell. Thereafter, all animals i n th e a rea of effect of ExplanatiodDescription: When this spell is cast, the
semi-intelligence or lower will feel kindly to t he mage, a nd
show no aggression or fear unl ess attacked first. All other listeners hear fiddle music for one round. Thereafter, t he
creatures are entitled to a saving throw at +2 to avoid th e creatures are given the walking agility and sure-
spell’s lullin g effect. All ani mals a nd those cre ature s who footedness of a mountain goat. The creature can climb an
incline of up to 50 degrees with no trouble. In any situa tion
fail the save are more susceptible to charm spells cast
before the spell’s duration ends, and suffer a -2 penalty where the c reature might trip, slip, stumble, or lose his
against any charm spell cast upon them, such as animal footingor balance, the cre ature is allowed a + 4 bonus to a
friendship, charm person or mammal, or charm monstel:
There is no somatic or material componentto the spell, ust csahveicnkgtotharvoowidofar ll-i4ng,muosdinifgiewr htiochtheevecrrreoaltluirse’asppdleixctaebrliety.
th e soothing, vibratin g voice of th e caster. The material components are a fiddle stri ng and a sliver
from th e hoof of a mou ntain goat.

Otto’s Dru ms of De spa ir (Enchantment/Charm)
reversible

Otto’s Tones of Forgetfulness (EnchantmentCharm) Level: 4 Components: V, S, M

Level: 2 Components: V, S, M Range: 20 ydsflevel Casting Time: 4 segments

Range: 10 ydsflevel Casting Time: 2 segments Duration: 2 roundsflevel Saving Throw: Special

Duration: 1 ur dl ev el Saving Throw: Special Area of Effect: 400 squar e feetflevel

Area of Effect: One cre atu re ExplanatiodDescription: This spell will create the
sound of oppressively loud war drums i n a large ar ea, fill-
ExplanatiodDescription: When the mage casts this
spell, th e ea rs of th e tar get cr eature ar e filled with exotic in g all creat ures in th e ar ea of effect with feelings of dread

tones no one else can hear. Unless th e creature makes its tahnedcdaesstepra,isro. Tah1e0stphelellvwelilml caogveecroaunldaareffaeacttatnhea rdeiare2c0ti0ofneeoft
savin g throw, th e cre ature will lose all memory of non- by 20 feet, 100 feet by 40 feet, or 50 feet by 80 feet. All
weapon proficiencies known by the creature, and any affected creatures will be -2 on all attack, damage, and
at tem pt to use such a proficiency will meet with aut omatic
failure. If the creature’s save is successful, the creature -saving throws, and will suffer a morale penalty. Crea-

merely suffers a + 2 penalty to t he chance of successwith a tur es of 2 hit dice or less are not entitle d to a saving throw

non-weapon proficiency for th e durat ion of t he spell. The to avoid the enchantment. Creatures of 2 + 1 o 4 hit dice
material components are a string from a sitar and a wood- make their save at -2, and creatures of 4 + 1 hit dice and
en mallet.
higher roll a n unmodified save. The mater ial components

ar e a pair of miniatur e bronze drums with onyx decora-

tions, worth 1,000 g.p. in material s and workmanship, th at
vanish after th e spell is cast.

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Magical Spells

The reverse of th e spell, Otto’srousing anthem, produces a Otto’s Tonal Attack (Enchantment/charm)
loud trumpet call tha t raises th e spirits of al l allied crea-
tur es in the same-sizedarea of effect. All affected creatures Level: 4 Components: V, S, M
will be + 1 on atta ck and saving throws, and NPCs will
receive a two-point bonus on morale checks. The materia l Range: 20 ydsnevel Casting Time: 4 segments
component for the anth em is a set of four miniatu re silver
Duration: 1 urdlevel Saving Throw: Special
trumpets trimmed with lapis lazuli, worth a total of 5,000
g.p., which vanish after th e spell is cast. Are a of Effect: One cre atu re

Otto’s Silver Tongue (EnchantmentKharm) ExplanatiodDescription:This spell will cause a spell-
using c reatu re to temporarily lose th e knowledge of how to
Level: 4 Components: V, S cast all spells unless a saving throw is made. Clerics and
Range: 0 Casting Time: 4 segments druids make their saves at +2 . If the save is successful,
Duration: 2 roundsnevel Savi ng Throw: None the n any spell cast by the affected creature is reduced in
Are a of Effect: The mage effectiveness, as if the spell were cast by a character two
experience levels lower for figuring spell range, area of
Explanation/description:When this spell is cast, the
effect, duration, or damage. The material components are a
mage’s voice take s on a n enthralling sing-song tone th at sitar string and a crystal mallet (1,000 g.p.1, which vanish
insta ntly catches th e ear of any listener. Anything sa id by after th e spell is cast.
th e caster will sound very convincing, as if the mage had a
Otto’s Warding Tones (Enchantment/charm)
19 charisma ( +40% reaction adjustment). Any half-truth
Level: 4 Components: V, S, M
spoken by th e caster h as a 75%chance of sn eakin g past th e
Range: 120 yds Casting Time: 4 segments

Dur.ation: 1 oundllevel Saving Throw: None

lnioetihcaesoaf 5a0l%istcehnaenrcuesoinf gnoat dbeetiencgt ldieisscpoevlelraenddbya ndeoteucttrilgieh.t Area of Effect: 50’ by 50’ square
Otto’s Tin Soldiers (Alteration)
ExplanatiodDescription: All creatures affected by thi s
Level: 4 Components: V, S, M spell will have th eir ear s filled with loud tones only they
Casting Time: 1 ound
Range: 10yds Saving Throw: None can hear. The notes will drown out al l other sounds, effec-
tively making the creatures deaf, but also rendering the
Duration: 5rounds +
creatures immune to all sonic attacks, such a s sirens’ song,
1 ound/level a banshee’s wail, drums of panic, drums of deafening, or
Area of Effect: Special th e first use ofa horn of blasting. The material components
ar e twolumps of bee’s wax and a s tr ing from any orc hestral
ExplanatiodDescription: To use this spell, the caster
must have a pair of small, t in soldiers appropriate for one string instrument.
of th e four versions of th e spell. When the spellis cast, rous-
Otto’s Gong of Isolation (Enchantment/Alteration)
ing ma rtial music fills the air as th e ti n soldiers grow to
Level: 5 Components: V, S, M
hu ma n size and come to life. The tin soldiers will obey all
Range: 10 ydshevel Casting Time: 5 segments

othrdaet rcsanfabitehcfuolnlyju,reedveinnttooetxhisetednecaethd.epTehnedstyopne tohfe sloevldeileorfs Duration: 1 u d e v e l Saving Throw: Negates
th e caster, as follows.
7t h level caster-two heavy infantryman : AC 4 (chain Area of Effect: One cre ature

mail an d larg e shield); Move 9’’;HD 1+2; hp 8; #AT 1;Dmg ExplanatiodDescription:When this spell is cast upon a
creat ure, th e mind-numbing sound of a n extremely loud
ld 6 (spe ar or shor t sword); THACO 18;AL N.
9t h level caster-two heavy foot archers: AC 5 (chain -gong fills its mind. If th e creature makes a saving throw a t
mail); Move 9 ” ; HD 2 +2 ; hp 15; #AT 2 or 1 long bow or 2, the creature is only stunned for one round. But if the
shor t sword);Dmg l d6 (arrow or shor t sword);THACO 16; save fails, the creature loses all normal sensory input into
AL N . the mind. The creature cannot see, hear, feel, taste, or
12 th level caster-two light cavalrymen (if there is room smell, effectivelymaki ng th e creatu re helpless. If th e crea-
tur e engages in melee, all attacks a re made at -6 to hit,
for th e horses): AC 6 (ring mail); Move 12 ”;HD 3 +2; hp but t he creature ha s no idea of what it is attacking o r even
23; #AT 2 or 1 composite short bow or broad sword); Dmg if the attack succeeds. Telepathic communication with t he
creature is still possible, and the creature might receive
l d 6 or 2d4 (arrow or broad sword); THACO 16; AL N. They information about the world through such a link. A wish,
are ridin g ligh t warhorses: AC 6 (leat her barding); Move
heal, or restoration spell will completelycure t he condition.
21 ”; HD 2; h p 14; #AT 2; Dmg ld 4/l d4 ; THACO 16; AL N. The material components are a miniatu re gold gong and
14 th level caster-two foot knights: AC 2 (plate mail and tiny gold striker with a jade stone as its head, together
larg e shield); Move 6 ”; HD 4 +2; hp 30;#AT 1; Dmg l dl O worth 7,000 g.p. in materials and workmanship, which
vanish after t he spell is cast.
+ 3; THACO 15; AL N.

The ma teri al components are th e pair of soldiers worth 100
g.p. in workmanship and a miniature brass bugle worth 50
g.p., which vanis h after t he spell is cast.

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Rary’s Spells Rary’s Mind Scan (Divination)

Rary’s Empathic Perception (Divination) Level: 4 Components: V, S

Level: 1 Components: V, S, M Range: 10 ydsflevel Casting Time: 4 segments

Range: 5 ydsflevel Casting Time: 1 egment Duration: 5 oundsflevel Saving Throw: Special

Duration: 3 roundsAeve1 Saving Throw: None Area of Effect: One creatur e per probe

Are a of Effect: One crea ture per probe ExplanatiodDescription: This spell allows for deeper
study of an unshielded mind tha n E SP ca n accomplish.The
Explanatiodllescription:This spell enables the caster caster can pick up th e surface thoughts or emotions of a
to se nse th e basic emotions of a creature, person, or animal,
such as fear, hunger, th ir st , anger, pain, joy, or love. The creature on the first round of the probe, read deeper
thoughts or memories on the secondthrough fourth rounds
spell will work on al l creatu res possessing a mind, but not of study (allow save vs. spells),an d all begin ning w ith t he
fifth round. The caster may learn of a creature’s dreams,
automato ns, golems, undead, or inh uman beings from oth- suppressed memories, or primal desires. One major fact or
er planes. Only one creatur e can be probed every five subjectcan be lear ned or s tudied per round of deep probing.
rounds, and th e creature must be within t he caster’sline of The limits on which topics can be probed are the same as
sight, not behind a dooror wall. A shielded mind cann ot be for th e ESP spell.

probed empathically. The mate rial component for empath-
ic perception is a copper piece.

Rary’s Aptitude Appropriater (Divination-Alteration) Rary’s Spell Enhancer (Alteration)

Level: 2 Components: V, Level: 4 Components: V
Casting Time: 1Sound
Range: Touch Saving Throw: Special Range: Special Cast ing Time: Special
Duration: 1 d e v e l Duration: Special Saving Throw: None
Are a of Effect: Special Area of Effect: Special

ExplanationLDescription: By using this spell, the mage Explanation/Description: This one-wordspell will focus
can temporarily acquire the ability to use a nonweapon and increase t he effectiveness of a spell cast by the mage.
proficiency known to another creature. The caster must The spell enhancer is cast first, followed immediately by
touch the creature already possessing the desired skill. If
the creature is willing to transf er his knowledgeof th e pro- the spell to be enhanced, during the same round. The
ficiency, the transfer takes place without difficulty. If the
creature is unwilling to tran sfer th e proficiency, the crea- enhanced spell will str ike with gr eater power, resulting in
tu re is entitled to a saving throw versus spells to prevent a - 2 penalty to all saving throws made against th e spell.
th e transfe r from occurring. The creatur e touched doesnot
lose his knowledge of t he proficiency, but merely allowsth e Rary’s Mind Shield (Alteration)

Level: 5 Components: V, S
Range: Touch Casting Time: 1 ound
Saving Throw: None
Duration: 1hour +

cparostfeicrietonckiensocwanthbee ptrraonfiscfieernrceyd absywtheell.spOenlll.yOntohnewr sekaiplolsn, 1/z hourAeve1
Are a of Effect: Creat ure touched
abilities , powers, or types of knowledge will not transfer.
The mage’s level of ab ility w ith t he proficiency is exactly Explanation/Description: This spell is used to protect a
th at of the original owner, even if the appropriate ability creature from intrusions into the mind. Spells or ment al
for th e proficiency differs between t he caster and creature.
powers tha t can probe a mind have no effect on th e crea-
Rary’s Memory Alteration (Enchantment/Charm) ture. The creature makes its saving throw at +2 against
all enchantment/charm magic th at can affect thoughts,
Level: 4 Components: V, S
memories, or behavior-charm, suggestion, quiet, emotion,
Range: 60 yd s Casting Time: 1 ound
-fascination, or others. The mind shield allows a saving
Duratio n: Special Saving Throw: Negates
throw at to avoid a gem spell.

Area of Effect: One creat ure Rary’s Replay of the Past (Divination)

ExplanatiodDescription: This more powerful version Level: 5 Components: V, S
of th e forget spell allows the mage to actively alt er a par t of Range: 0 Casting Time: 1 ur n

aafcfreecattiusrlei’ms imteedmtooroyn. Te hspeepcoirftiicoenvoefnmt ienmthoreyctrheeactuarset’esr lciafen. Duration: Special Saving Throw: None
The memory of a real event can be altered a s the caster Area of Effect: Special

wishes. The mage could replace rea l facts about the event Explanation/Description: This spell enables the c aster
with false ones, or even place a completely new memory to read th e residual psychic impressions i n a room or area ,
replaying a past event as an illusion t ha t everyone in the
int o he creature’s mind, causing th e creature to remember are a can see clearly.When an especially unusual or violent
a n event t ha t never happened. The caster, however, is event occurs, it leaves behind psychic vibrations that
unable to remove a memory of an event in its entirety.
There is no time limit on how fa r into the past a n event can remain for years. The more important the event, the
be altered. The creature is entitled to a save versus spells stronger the psychic residue and the longer the impres-
to avoid having his memory changed. A heal, restoration,
sions last. When the mage casts the spell, the strongest
or wish will correct any alterations made to a creature’s impressions currently in th e are a ent er th e caster’s mind.
The event that produced the psychic impressions is
memory. replayed in the caster’s mind in real time, so the replay

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Magical Spells

take s a s long to complete as the original event. The replay familiar, magic mirror, conjure elemental, contingency,
in th e mind is crystal clear, so th e caster can readily iden- enchant an item, ensnarement, guards and wards, legend
tify persons, creat ures, or objects. lore, Tenser’s transformation, limited wish, simulacrum,
If the spell is cast again in the same area, the event that true name, binding, permanency, succor, and wish. The
created the second strongest psychic impressions will be
replayed. The caster can continue replaying past events, material component is a sapphire worth 1,000 gold pieces,

reading weaker and weaker psychic impressions, unti l all which is crushed when th e spell is cast.
psychic residue in th e ar ea h as been reviewed.
Rary’s Protection from Scrying (Abjuration-
Divination)

Rary’s Superior Spell Enhancer (Alteration) Level: 6 Components: V, S, M

Level: 5 Components: V Range: Touch Casting Time: 1 u rn
Range: Special
Duration: Special Casting Time: ‘/6 segment Duration: 1 hour + Saving Throw: None
Area of Effect: Special Saving Throw: None
1/zhour/level

Area of Effect: Cre ature touched

Explanation/Description: This spell enhancer increases Explanation/Description: his spell will protect a crea-
th e amount of damage caused by a spell cast by the mage. ture from all scrying attempts or intrusive divination.
The one-word spell enhancer is cast first, followed by t he Clairaudience, clairvoyance, E S E empathy, telepathy, crys-
attack spell to be enhanced. When the attack spell is tal balls, or a magic mirror will not succeed in locating,
detecting, or studying th e protected creature. The cre ature
-launched, all saving throws versus the spell are madeat 1. will immediately become aware of th e attemp t, no m att er

The spell inflicts a n additional point of damage per die of how great t he distance between th e scryer and creature. If
cast on himself, the mage has a 5% chance per level to
damage of the spell, so a fireball inflicts ld 6 + 1 point of divine th e location of the scryer aft er one round of concen-
damage per die. When a magic missile is cast after the spell tratio n. The scryer must save versus spells immediately or
his identity will be revealed. Detect eviUgood and know
enhancer,each missile does ld 4 + 2 points of damage. alignment will also not work on the affected creatu re. The
material component is a star sapphire worth 5,000 g.p.,
Rary’s Telepathic Bond (Divination-Alteration) which must be kept on the creature for the duration of th e
spell (and which vanishes after th e spell).
Level: 5 Component: V, S

Range: 2“ Cast ing Time: 1 ound

Duration: 2 t u r d l e v e l Saving Throw: None

Area of Effect: Two or more creatures

Explanation/description:With this spell, the mage can Rary’s Plane Truth (Divination)
forge a telepathic bond between two or more creatur es with
a n intelligence of 6 or higher. The bond can only be estab- Level: 7 Components: V, S
lished between willing creatures. The creatures involved
need not all speak th e same language to communicate via Range: Special Casti ng Time: 1 urn
Saving Throw: None
Duration: 3 rounds + 1

round/level

th e bond. The telepathic bond can be placed upon one crea- Area of Effect: One crea ture per 2 rounds
tu re for every thre e levels of th e caster, so a 16th level
mage can forge a link among five creatures. Once the bond Explanation/Description: This spell is a more precise
is formed, the creatures can stay in contact only if they and exacting version of know alignment. A creature’s

re ma in on th e same plane. No special power or influence is alignment will be revealed to t he caster in t he first round
conferred through th e bond. A permanency spell does not of study. With a second round of concentration, t he crea-
have th e power to make a telepathic bond a life-long link, ture’s home plane is revealed. The deity or deities wor-
bu t a wish spell does, although no more tha n two creatures shipped by the creature also become known to the mage.
can be permanently bonded together in th is way. One creature can be studied for every two rounds of the
spell’sduratio n.
Rary’s Urgent Utterance (Alteration)

Level: 6 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Up to 24 hour s
Area of Effect: One spell Saving Throw: None

Explanation/Description: This spell empowers the
mage to specially prepare anoth er spell for quick casting in
an emergency. Urgent utterance is cast first, followed by
th e spell to be readied, except for th e last word of th e spell.
When the mage needs to cast the readied spell, the caster
need only utte r th e final word of th e spell. The utterance of
th e final word only takes one segment, saving much time

on most spells. The readied spell will stay in t he caster’s
mind for only one day before it atr ophies an d fades out of

memory. No more than two readied spells can be in the
caster’smind at an y time. Almost a ny spell of level 6 or less
can be readied for quick casting, except th e following: find

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Tenser’s Spells

Tenser’s Eye of the Tiger (Alteration)

Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 ound
Duration: 1 ound/level
Saving Throw: None

Area of Effect: Cre atu re touch ed The hawk’s first strike is a swooping attack, strik ing a t +2
Explanation/Description: By casting this spell, the bonus to hit with its claw attacks doing doubledamage, but
mage can endow a creature with superior night vision no beak attack is allowed. Thereafter, the hawk will con-
equal to t ha t of a gr eat cat. The creature will be able to see
in dim light up to a range of 30 feet and notice moving
objects 60 feet away. Under conditions of total darkness,
the creature can note moving objects slightly better. A
crea ture who does not posses s th e blind-fighting proficien-
cy is granted th e proficiency while th e spell is in effect, and
a creature who already knows th e art of blind-fighting will
fight in the dark at only -1 to hit. The materia l compo-
nents ar e a tiger’s whisker an d ground carrot.

Tenser’s Steady Aim (Alteration)

Level: 1 Components: V, S, M rtoinuuned tpoeratlteavcekl oofppeoxnpeenritesnacse tohfethceasctearsteorr,deorrs,unfotirl othnee
Range: Special Casting Time: 1 segment hawk is destroyed. If a magic arrow ha s hunting hawk cast
upon it, then the hawk ret ain s whatever magical bonuses
Duration: 1 urdlevel Saving Throw: None the arrow had, including attack o r damage bonuses, so a
hawk formed from an arrow +2 will also be + 2 on all
Area of Effect: One person (fighters only) attack and damage rolls. An arrow of slaying cannot be

ExplanatioN/Description: his spell will aid a moving affected by the spell. When the spell’s duration ends, the
archer or crossbowman with a steady shooting hand. No
matt er how fast the archer is moving or how unsteady his affected arrow disappears perman ently. The ma teri al com-

motion, th e fighter will suffer no attack penalty on shots ponent is a wing feather.
made wi th device-propelledmissiles. The s pell provides no
archery bonuses. The material component is a small coiled Tenser’sDeadly Strike (Alteration)
spring.

Tenser’s Brawl (Alteration) Level: 3 Components: V, S, M
Casting Time: 3 segments
Level: 2 Components: V, S, M Range: Touch Saving Throw: None
Range: Touch Casting Time: 2 segments
Duration: 1 ound/level Saving Throw: None Duration: 3 rounds + ld 6
Area of Effect: Spellcaster
Area of Effect: Spellcaster

ExplanatiodDescription: This spell grant s the recipi- ExplanatiodDescription: This spell improves the mar-
tia l prowess of th e caster. All melee att ack s made by t he
ent greater prowess in weaponless combat. The fighter caster a re a t th e usual chance to hit , but every successful
gains a + 2 bonus to hit w ith all pummeling, grappling, or attack does maximum damage to the opponent for the
duration of the spell. The spell will work in combination
overbearing attacks. The fighter receives a + 2 initiative with any other magic that enhances fighting ability. The
spell only affectshand-held melee weapons or hurle d weap-
bonus for pummeling atta cks and a 10%bonus to stu n a n ons, but not device-propelledmissile weapons. The m ater i-
al component is a full se t of tiger claws.
opponent. The fighter suffers no initiative penalty when
performing a grappling attack, and any grappling hold Tenser’s Eye of the Eagle (Alteration)
achieved by th e fighter is more secure, so th e held creature
attacksat -4 . The materi al component for the spell is a bit Level: 3 Components: V, S, M
of chest fu r from a bear or gorilla.

Tenser’s Hunting Hawk (Alteration) RDaunrgatei:onT:ou1churn/level SCaavsitninggTThirmowe:: 1Noonuend

Level: 2 Components: V, S, M Area of Effect: Person touched (fighters only)
Range: Touch
Duration: 1 ound/level Casting Time: 2 segments ExplanatiodDescription: This spell endows a fighter
Area of Effect: One arro w Saving Throw: None with superior eyesight th at also gran ts expert weapon use.
The range of the person’svision is effectively doubled,even
ExplanatiodDescription: When this spell is cast upon in combination with infravision or normal vision. This
advantage dramatically improves accuracy at great dis-
a n arrow, th e missile gains a special dweomer tha t changes tances. In addition, the fighter gai ns a + 2 bonus to hit a t
th e arrow into a hunting hawk as th e arrow leaves th e bow. th e weapon’snormal ranges. The material components are

The hunting hawk: AC 6 ; Move 33“;HD 1; hp 6; #AT 3; a few feathers from th e head of a n eagle and ground carrot.

D mg 1 - 2 0 - 2 4THACO 19; AL N.

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Magical S-pells

Tenser’s Flaming Blade (Alteration) zation. There is no double weapon specialization allowed
with t he s pell effect. The spell will only affect fighte rs an d
Level: 4 Components: V, S, M fighter sub-class characters. The material component for
master of arms is a feather from a crane.
Range: 2” Casting Time: 4 segments
Saving Throw: None Tenser’s Running Warrior (Alteration)
Duration: 3 rounds + 1

round/level

Are a of Effect: One dagger Level: 4 Components: V, S, M
Explanation/Description: his spell will endow a dag- Range: 60yds
Duration: 1 d e v e l Casting Time: 4 segments
ger wit h t he power of flame or frost, as chosen by th e caster. Are a of Effed: One person Saving Throw: None
Each power has a n effect as described below.
Flame: The blade ignites like a torch, casting light in a 30- Explanation/Description: This spell will improve a per-
foot radius. The flame will ignite any combustibles which son’s abil ity i n a runn ing battle. First, t he person is grant-
ed a movement rate of 150 yards, reg ardless of t he
th e blade contacts. The blade gains no magical bonus, but encumbrance of arm or or goods carried by t he character.
Second, no matter how far the person moves during a
will inflict a n additional point of damage in melee. The melee round, t he person is still entitled to the same num-
ber of melee attacks as he or s he normally receives. If th e
blade does th re e additional poin ts of damage aga inst cold- character was entit led to 211 attac ks per rou nd, th e fighter
could now move 60 yards, at tac k one foe, move anot her 90
based creatures, so a flaming dagger will inflict ld4 + 3 yards and attack a second creature. The material compo-

damage to a yeti. nent is a bit of f u r from a live wolf.
Frost: The blade glows with a cold blue aura that sheds
light in a 10-footradius. The blade ha s no magical bonus, Tenser’sStaff of Smiting (Alteration)
bu t will do one extra point of damage when it hits. The frost

bblaasdeed wcrileladtuorteh, rseuecehx tarsa aposianltasmoafnddaemr aogrefairgeaignrsutea. fTirhee- Level: 4 Components: V, S, M

blade c an als o freeze up to one cubic foot of water per round Range: 0 Casting Time: 4 segments
when the blade is in contact with water.
The spell will have no effect on a weapon tha t already h asa Duration: 2 roundsflevel Saving Throw: None
flame or frost capability. The material component for the
spell is phosphorous to produce a flame blade or quartz Are a of Effect: The mage’s staff
crystal to create a frost blade.

Tenser’s Giant Strength (Alteration) Explanation/description: his spell increases th e effec-

Level: 4 Components: V, S, M tiveness of the caster’s staff when used i n melee. The spell

Range: Touch Casting Time: 1 urn will work only on non-magical staves. The spell adds a + 1
bonus to hit and a +4 on damage rolls. The material com-
Duration: 3 turns/level Saving Throw: None ponent is a small iron bar.

Are a of Effect: Person touched

Explanation/Description: This improvement of the
strength spell empowers the recipient with superhuman
physical strength. The strength gained depends on the

experience level of th e caster, a s shown below.

Mage’s Level Increase Stre ngth To:
7th 16
9th 17
12th
13th 18/01
14th 18/75
15th 18/90
18/00
16th +
19

Those with str eng th already greater tha n th e spell’seffect
get one more point of stre ngth . Neither permanency nor a

pwoinshenctanismaabkite th e strength apegrimanatnoernta. The material com-
of hair from titan.

Tenser’s Master of Arms (Alteration)

Level: 4 Components: V, S, M

Range: Touch Cast ing Time: 4 segments

Duration: 1 urn/level Saving Throw: None

Area of Effect: Figh ter touched (fighters only)

Explanation/Description: his spell, when bestowed
upon a fighter, improves th e fighter’s skill with one melee
weapon. A weapon with which the fighter is not proficient
becomes a weapon of proficiency in t he character’s hands.
A weapon of proficiency is treat ed as a weapon of specia li-

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Magical Spells

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

Level: 5 Components: V, S, M Level: 6 Components: V, S, M
Range: 20 yd s Casting Time: 5 segments
Range: Touch Cas tin g Time: 1 turn

Duration: 1 oundhevel Saving Throw: None Duration: Special Saving Throw: None

Area of Effect: One person (fighter s only) Area of Effect: Person touched (fighters only)

Explanation/Description: This spell temporarily Explanation/description: This spell gran ts one fighter
endows a fighter with a surge of rage and energy rivaling a bonus of special luck in battle. The fighter is given one
th at of a berserker. Magical fear will not affect an enraged
fighter. The fighter also receives a +2 bonus on attack and chance to avoid any one att ack th at would reduce th e fight-
damage rolls, and gain s a n ext ra att ack every other melee
round, so an at tack routine of 312 att acks becomes 2/1. The er to zero or fewer hit points, or ag ainst magic th at would
remove the fighter from battle by turning to stone, par aly -
fighter also gains a temporary endowment of an ex tra 4d4 sis, petrification, sleep, charm, fear, disintegration, death,
hit points, from which any damage is subtracted before th e power word, or any o ther magical effect. The fighter is enti-
character’s permanent hit point total is reduced. The spell tled to a saving throw to avoid defeat, even if a prior save
does carry a risk, however, because the berserker rage is failed. The fighter must m ake a saving throw versus dea th
main taine d throughout th e duration of the spell. If all of a magic at -2 . If this save succeeds,then th e fighter miracu-

fighter’s opponents are defeated before the spell expires, lously avoidsdefeat. Adamage at ta ck th at would normally

then the berserk fighter will tur n on th e nearest living reduce the fighter to zero hit points or less instead reduces

creature, an d continue attacking without regard for friend the fighter’s hit point total to one-half its current level;
that is, a fighter with 17 hit points who takes 17 points of

or foe until the spell expires. A dispel magic spell will wdaomuladgceaiussreeidnusctaendttode9fheaitt tpaokienstsn. oAenfyfeoctthifetrhaettdaecakthwmhaicgh-
immediately re tur n a berserk fighter to his normal s tate. ic save is made. Regardless of th e result of th e save, th e for-
tunes of war spell is immediately dispelledafter t he att ack.
The materi al componentis a bit of fur from a wolverine or a The materi al component is a valuable sacrifice made to t he
fighter’s patron war god,worth a t least 5,000 g.p. in goods
grizzly bear.
desirable to the deity.

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11of these magical i tems from th e Flanaess ar e Once it has been placed on a character’s finger, th e ri ng
named for th e geographical area of their ori- causes problems when th e wearer attempts to use his cha-
gin. This reflects the fact that these magical risma reaction bonus. As the character tries to make a good

items weren’t created for general use by merce- impression, he will commit an embarrassing faux pa s
naries and adventurers (Le., player charac- instead. The effect depends upon the occasion: If the
gh some of these items were designed by encounter requires manners, the character might belch; if
magic-users who sold them for profit, most items were cre- it is a solemn event, he might giggle; if it requires silence,
ated for a specific use. Only by chance, diplomacy, and/or he might sneeze; f i t requires the character’s full attention,
combat does such a n item pa ss from its creator to an unin- he might yawn; and so on.
tended (and sometimes unwanted) owner. Only the fairly
recent and best-guarded magical items are still controlled A character making a successful saving throw versus
by their creators. spell is unaffected and receives his normal charisma
Player characters will usually find a magical item in t he bonus. If th e saving throw is failed, th e character receives
place of its origin, though well-traveled items are not
uncommon and can provide thei r own surprises. No magi- a - 50% penalty to the reaction check. The ring itself can
cal item given here is limited to the area th at carries its
name. However, often th e item will not work elsewhere, or be removed from the unfortunate character’s finger, but
the curse remains unti l negated by a remove curse spell.
hclaovaek olfimthiteeHd eullsfeufrunlnaceesss;anedxatmhepMlesedoefgienaachbrainccelleutdoef ltohset
ships. Note th at t he rin g can be passed to many owners, and the

The information listed after each item includes experi- rin g can affect them all equally.
ence point values awarded to characters who keep the
items and gold piece sale values. Class restrictions a re list- X.P.value: - G.P. value: 2,000 g.p.
ed in abbreviated form: C (clerics),F (fighters),M (magic-
users), and T (thieves). Any sub-class can use items Ring of the Pomarj: This black ring was created by a
restricted to i ts major class.
wizard from the Wild Coast. Hating all inh abi tan ts of th e
Rings Pomarj, he used it to gathe r troops of goblins, ogres, or orcs.

Admundfort Ring of Leadership (F): This silver ring He then led these troops into battle against t he humanoids
was created by a wizard in th e service of th e Knights of th e of th e Pomarj. The ri ng is considereda thr eat by many oth-
er land s other as well.

The ring allows a character of evil alignment t o gath er a
horde of goblins, ogres, or orcs (in much th e same fashion as
a barbarian horde is summoned). The wearer of t he r in g

decides which race he wishes to gather, an d can gat her a
number of creatures determined by his experience point

total:

Sanhdieplda.laTdhines roifnagt ilseatsrta9ditthiolenvaellly, ingirveetnu rnbeftowr eloeynarlfarnigeenrds- Race Horde S i z e
Goblin X.P. divided by 750
ship or unexpected favor. Ogre X.P. divided by 4000
Orc X.P. divided by 1000
The ring allows a fighter to at trac t twice as many men-
The horde can be raised only on th e Wild Coast, and must
at-armsas normal as followers.The ri ng also gives a + 25%

bonus t o th e loyalty of such followers. If a fighter loses th e be raised for a specific, short-term purpose. For example,

ring, he or she reta ins t he followers, but no longer receives th e horde might be gathered to attac k a rival tribe, to raid

th e loyalty bonus. th e County of Ulek, or to destroy elves in Celene. It tak es
the horde at least a week to assemble and, whatever its
X.P. value: 1,500 x.p. G.P. value: 8,500 g.p.

Lucky Ring of the Wild Coast This magical ri ng was purpose, the horde will remain together for a maximum

created by a wizard who liked to gamble, though his gre at- number of weeks equal to half of the ri ng wielder’s level.
est gamble was to use it under th e suspicious eyes of th e
Thieves Guild. The ri ng increases a gambler’s chances of Deviation from the stated purpose may cause th e horde to

disband sooner, at t he D Ms option. Disbanded humanoids

will return to th e Wild Coast by the quickest a nd safest

wThinenuinsegr, caannd cishporoiszeedtoamadodngorthseubrotrgaucetsoonfethfreoWmiledaCchoadsiet. route. Note th at t he ri ng does not charm, beguile, or other-
wise compel obedience, and that a ring wielder whose
rolled in a game of chance. The direction of the change
humanoids disband will not receive a warm welcome the
mus t be st ated before any roll is made. Thus, a 3d6 roll of 2,
next time he returns to them. The ring can be used but
4, and 6 can be decreased to 1, 3, and 5, or increased to 3 ,5 ,
thrice in one year.
an d 6.The ring is useful only to a character who is actually
X.P. value: 4,000 x.p. G.P. value: 20,000 g.p.
gambling, and has no effect on “to hit” or damage rolls,

saving throws, etc.

X.P. value: 500 x.p. G.P. value: 3,500 g.p.

Cursed Ring of the Great Kingdom: This cursed magical
item was created by a wizard who was loyal to the Great
Kingdom. Though th e rin g has only limited power, its use to
plague the diplomats of th e Iron League was well known.

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I .

Rods, Staves, and R od of Welkwood (C): Fashioned from a n oaken branch,

Diplomacy Rod of Fu ry on dy : This rod was created for th is item was created by druids ser ving th e woodsmen who
use by th e Prince of Furyondy, though his disappearance inhabit t his majestic forest. As they enchanted t he branch,
left it in t he hand s of less noble officials.The rod gives th e
they instilled in it their awe and respect for the grea t trees
holder a + 15% reaction bonus when negotiating or debat- and vegetation th at set this woodland apart.

inOg nwciethpeorthdearyitnhteelrloigdenaltlcorweasttuhreehs.older to cast a sugges- The rod can be used as a shillelagh (magicalweapon, + 1

tion spell by expending a charge from the rod. The sugges- “to hit,” damage 2-8 ersus S and M or 2-5 s L). If charges

tion must involve matters of peace or cooperation, or the ar e expended,th e following effects can be created as if by

subjects of th e spell will receive a + 1 aving throw bonus. an 8th level druid

The rod holds up to 25 charges and is rechargable. entangle 1
plant growth 2
X.P. value: 4,000x.p. G.P. value: 15,000 .p. wall of thorns 3

R o d of the A e r d i Sea (M): This defensive weapon was This rod ha s up to 25 charges and can be recharged.
fashioned for use by merch ants who sail th e pirate-infested
waters between Hepmonaland and th e Great Kingdom. It X.P. value: 5,000x.p. G.P. value: 25,000 .p.
allows the wielder to cast t he following effects by expend-
ing a certain number of charges from the rod: Skull-Staff of Hepmonaland (C,M): This is a 7‘ ong

fog cloud 1 pole th at is topped with a skull with a wild mane of white
hai r a nd sharp, demonic features. The shaman who uses
the staff claims that it is the skull of a n ancient demon,

psproecgtrraaml fmorecdesillusion 23 though many suspect that it belonged to an evil wizard
who died in th e hands of head -hun ters in Hepmonaland.

The rod takes 5 segments to activate, and th e user can The skull can magically cause fear in any creature gazing

move normally (not melee) and concentrate to maintain upon the skull when this power is invoked.

th e effect. The rod ha s a rang e of 240 yards and affects an Its secondary powers, which require no charges, are a

area 180’ n a side. Illusions not closely relate d to t he se a personal protection from evil effect that surrounds the

or sailing ar e saved against at + 1. wielder, and displacement, as a cloak of displacement (a + 2

X.P. value: 5,000 .p. G.P. value: 25,000 .p. bonus to armor class and saving throws, and the first

attack misses) against creatures from the lower planes.

R o d of On nw al (M): This magical rod was originally cre- The rod ha s up to 25 charges and cannot be recharged.
ated to help protect t he inha bitants of Onnwal against the
X.P. value: 5,000x.p. G.P. value: 20,000 g.p.
fierce storms tha t regularly lash th e Sea of Gearnat. I t is
also known to have been used effectively against dust Staff of Gnatmarsh (C , M): Enchanted by a shaman of
the tribesmen in Gnatmarsh, this staff has t he following
storms in the Bright Desert, blizzards in the northern
spell-like functions:
countrie s, and on the windy peaks of various mounta in
ranges. 1. Death ray against a single insect or insectoid monster,

Upon command, the rod causes air in a 50’ adius to fatal unless a saving throw versus death ray is suc-
cessful (1 harge).
become calm, w ith a wind velocity of 0. It can be used to
negate damage to structures as long as the side against 2. Animate dead insect or fallen insect life in a 10’ re a
which the wind is blowing can be included in t he rod’s radi - (2 harges).
us of effect. However,th e rod does not influence r ai n, snow,
or any solid objects carried upon th e wind and hurled into 3. Summon ld4 + 2 riendly thri-kree n (or insects decid-
its ar ea of effect. The rod also will not protect a fli ght of ed by the DM)to fight for th e summoner for 8 hours or
missiles tha t is fired or hurl ed out of its area of effect.
until until slain (at which time they disappear, 3
The rod has will prevent damage from creatur es employ-
ing high winds as a special form of atta ck. For example, an charges).
air elemental would be able to att ack normally, but would
not be able to atta ck in whirlwind form. The staff can be recharged. G.P. value: 20,000 g.p.

X.P. value: 4,000x.p.

onEeahcohuur,saenodf tthh ee rroodd dcraani nbse orencehcahragregde.. Each charge lasts Staff of Hornwood (M): Thi s wooden staff was enchanted
by a wizard who wanted to mak e his trave ls i n th e wilder-
X.P. value: 4.000 X.D. G.P. value: 15.000 E.D. ness less dangerous. When t he command word is spoken,
the staff creates an area of antipathy in a 20’ adius tha t

will be avoided by normal anim als (including gian t varia-

tions) unless attacked by the staff holder or his party. Ani-

mals with higher t han animal intelligence can e nter th e
warded are a if a successful saving throw versus rod, staff

or wand is made.

Enchanted creatures of the forest will be ir rit ate d by th e

operation of the staff;75% of the t ime these will leave th e
area in disgust, and the other 25% of the time they will
tak e steps to drive away the staff holder.

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The staff can also be used a s a melee weapon, in which Each time t he wand is used, th e general weather condi-
tions over a broad area can become unexpectedly severe.
case th e antipathy effect will cause any animal struck to The chance for and type of severe wea ther depends on the
original effect th at t he caster h as attem pted to summon:
flee th e encounter, subject to any applicable saving throw.

Each such hit drain s a charge from the staff.

Note th at with sufficient time and effort, animals can be Chance for

trained to withstand th e effects of thi s staff. The staff can

be recharged. AEftfteemctpted WSeeavtehreer TWyepaethofer CDhraairngeeds

X.P. valu e: 4,000 x.p. G.P. value: 15,000 g.p.

War Staff of Nyrond (M) Jus t after Nyrondal troopswill- wall of fog 10% Thick, persistent fog 3
ingly withdrew from the Theocracy of the Pale and the precipitation 10% Rain or snow squall 3
County of Urnst, a Nyrondal wizard created this staff gust of wind 20 % Gale or tornado 4
because he feared tha t other lands might see this as a sign cloudburst 20% Hailstorm or severe
snow 4
of weak ness an d at ta ck th e Kingdom of Nyrond. Though chain 30%
such att ack s never occurred,th e staffw as useful to certain lightning Lightning storm 5
30%
powerful magic-users guarding t he borders of Nyrond. influence Heavy ra in or blizzard 5
Possession of th is wooden staff allow s a magic -user of a t weather

lea st 1 1th level to att rac t personal followers as a fighter of The charges drained for severe weather ar e immediately
name level. A magic-user can use the staff only once per lost from the wand if th e severe weather occurs. The wand
year, and it mus t rema in in th e spellcaster’spossessionfor

a full month after the followers have gathered, or the Xca.Pn.,bvealrueec:ha6r,g0e0d0. x.p. G.P. value: 40,000 g.p.
troops will disband an d desert. Oncethe month ha s passed,

th e troops will be personally loyal to the spellcaster for one Dark Wand of the Sulhaut Mountains: This ebony

year, barring exceptional conditions or poor treatment.

Note th at t his i n no way affects th e hiring of men-at-arms wand was encha nted by a n elven magic-user who traveled

in t he normal fashion. from Loftwick to the Sulhaut Mountains to hu nt down the

X.P. valu e: 5,000 x.p. G.P. value: 30,000 g.p. ancient enemies of his race. The wand is a specialized ver-

sion of th e wand o f enemy detection.

Bisselite Wand of Peace (C): This item has served the The wand ha s two functions. First, it can be used t o dis-
clerics an d border g uard s of th e March of Bissel. Once per
day it can cause all mortal beings in a 50‘ radius to save cover th e direction of th e neare st drow or drider. The user
versus wands or become calm and unwilling to fight.
Calmed beings will defend themselves ag ains t atta ck, but simply so commands and pivots unt il t he wand reacts.
will not a tta ck or otherwise tak e hostile action. However,
Second,th e wand can be used to observe a drow or drider.

When pointed in t he proper direction and commanded,th e

wand will create a n illusory image of t he nea rest drow elf

or drider in that direction and his or her immediate sur-

tdhuorsaetioafnfeocfttehde deoffencottisn3ectuesrnsasr.ily become friendly. The roundings. The wand user receives a vague impression of

X.P. value: 3,000 x.p. G.P. value: 15,000 g.p. distance (e.g.,within a mile, within 5 miles, far away).The

image lasts one turn and reveals whatever that drow or

Scant Wand of Storms (M): This wand was created in the drider is doing in some detail, but not enough for th e user
capital city of Onnwal, an d has been used agains t raiding
warships from the South Province. Its creator was to be able to, for example, rea d a scroll being read by th e
undoubtedly influenced by observing th e furious weather
in the Sea of Gearnat. subject.

The wand is usable only outdoors and creates various The range of th e wand is 10 miles per c harge expended.
weather effectswith th e expenditure of charges:
X.P. value: 1,50 0 x.p. G.P. value: 8,000 g.p.
wall of fog
precipitation Fire Wand of Suloise 0 : his wand may have been the
gust of wind deviceth at caused the destruction of t he Sue1Empire, or it

cchloauidnbluigrhsttning may have been created to reproduce th e event. No scholar
influence weather doubts tha t i ts creator was a wizard of gr eat power and vio-
lent tendencies. The wand is rarely bought or sold, since
Chain lightning is similar to t he magic-user’s spell, but
with a range of 70 yards. The bolt strikes th e first object few magic-usersdare t o use it. Often it merely falls into the
targ eted for 6d6 of damage (half damage if a sav ing throw hands of an unsuspecting spellcaster who never realizes its
versus wands i s successful), arcs randomly to another full powers and dangers un til too late.
object wit hin ra nge for 5d6 of damage, the n to another for
4d6, etc. The bolt continues arcing to from each object The wand can summon a deadly “fire” to ra in down in a
struck, ending when a sixth object has been struck for 1die 60’cubefrom a range of up to 80 yards. The “fire” inf licts 5
of damage. points of damage per round to al l creatures, regardl ess of
protections, resistances, or immuni ties to normal or magi-
Influence weather is similar to th e spell control weather,
bu t ca n be used only to increase cloudiness, rain/snowfall, cal flame. Such damage cannot be cured by any spell less
and/or wind velocity. powerful than a heal spell. Furthermore, the fire will
destroy buildings of less th an stone construction, and will
evaporate free-standing liquid to a depth of 1 foot per
round. Objects exposedto th e “fire” must save versus dis-
integration or be destroyed. Note, however, th at mat ter is
burned to dust and ashes, not vaporized.Though t he wand

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

chance of malfunction, in which case the effect is centered Amulet of the Cairn Hills: Originally created to protect

upon the wand user. the common folk from the spirits that haunt these hills,
th is am ulet h as become a favorite among graverobbers. It
The fire requires 3 charges to operate and h as a mini- allows a saving throw versus spell to avoid any special

mum duration of 6 rounds. After this t he caster can end the

rain by concentrating for a round and making a saving

throw versus spells. Each round the wand continues to attacks from undead (aging, energy drain, fear, disease,
strength drain, etc.). Physical attacks and spells cast by
operate will drain 1 more charge. If the wand is emptied,
undead a re unaffected by th e amulet. A successful saving
th en t he fiery ra in vanishes and t he wand explodes,engulf-
throw against an undead attack uses 1charge, except th e
ing t he magic-user and everything within 10’ in a blast
following: a two-level energy dr ain use s two charges, and
t ha t inflicts 3d10 points of damage.
aging uses 1 charge per 10 years of aging. The amule t ha s
The wand can be recharged, but only in the Quasi-
2-20charges and cannot be recharged.
Elemental P lan e of Ash, which lies between th e th e Ele-
X.P. value: 2,000 x.p. G.P. value: 18,000 g.p.
mental Pl ane of Fir e and th e Negative Material Plane.

X.P. value: 4,000 x.p. G.P. value: 35,000 g.p. Amulet of Furyondy: The first of these amulets were

Wand of Highfolk (C, M): A favorite weapon of high elves enchanted to protect t he good natives of Furyondy, thou gh

in the northwest, this wand causes dissension between they have since been used by characters of many lan ds an d
alignments. Hung around th e neck from a silver chain, th e
human s, demi-hu mans, or humanoids of evil alignment in amulet bestows a remove curse upon any wearer who is
a 30’ X 30’ area. Any of these creatures th at fail a saving

throw versus wands will become unusually factious and ccuurrsseeds.uTbjheectatmouthleetsgpleolwl rse,mexopveencduirnsge iosnberochkaerng.eF,oarnedxaanmy-
quarrelsome, convincedth at the ir allies are in fact danger-
ple, it will immediately allow a character to be rid of a
ous enemies. This may lead to open fighting: those affect-
ed by th e wand must make a saving throw versus spell at cursed item, such as a helm of alignment change, although

each significant provocation to avoid coming to blows. it will not cure lycanthropy. The amulet has 2-7 charges

If the DM desires, at tacks by common enemies or strong and cannot be recharged.

leadership may improve the saving throws, while mali- X.P. value: 1,400x.p. G.P. value: 7,000 g.p.

cious insults or act ual blows may worsen them. The effect Amulet of Spinecastle: The wizards of the Kingdom of

of th e wand lasts a maximum of l d 6 turn s, less if one fac- Aerdy created this amulet to aid in the war against the

tion h as been slain. northern b arbarians. After the fall of Spinecastle, th e amu-

X.P. value: 4,000 x.p. G.P. value: 18,000 g.p. let disappeared. Scholars assumed it didn’t survive the

Yatil Wand of Zooming: This ite m was created by moun- wrath of th e barbarians, bu t s tories of th e amulet’suse still
tai neer s of th e Yatilsto ease their travel s among the agged
surface in t he Bone March.

Once per hour this golden amulet can be commanded to

dsleovpieces aonf dmliescdhgieesf.,Hanodwtehveerc,atuhseewofanmdahnays-dseinatchesb. ecome a radiate a magical aura in a 30’ radius for one turn. The

The wand can affect one object or creature at a time, au ra has negative effects on all northern barbarians, rais-

“zooming” up to 2000 g.p. weight (200 pounds)per charge ing their superstitious fears and generating a hatred

expended, to a maximum weight of 600 pounds. Zooming toward magic. Those of 1st to 4th level must save versus

movement is in a str aig ht line, and any creature moved in spell or immediately retr eat out of th e area of effect for ld 8

th is fashion is responsible for its own landing. The maxi- turns . Those of 5t h to 7th level must s ave versus spell or be

mum distance is loo’, though a shorter distance can be stun ned for one round. Those of higher level suffer a -1on

specified by the wand’s user. An unwilling creature can their “to hit” rolls.

save versus wand to avoid th e effect. X.P. value: 900 x.p. G.P. value: 4,500 g.p.

An objector creature can be hurled horizontally through

th e ai r and accelerated as if falling vertically if twice th e

normal number of charges are expended. A creature that

hi ts a n obstacle tak es ld 6 points of damage for every 10’

traveled; items save versus fall. A 30-foot “zoom”, for

example, inflicts a to tal of 3d6 points of damage upon a

character striking a solid surface. Note that a creature

hurl ed over the edge of a cliff ta ke s no damage from the

“zoom”, but does suffer normal falling damage.

If insufficient charges are expended, th e results will be

correspondingly slight.

X.P. value: 3,500 x.p. G.P. value: 17,500 g.p.

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Miscellaneous agis Items einheriar (spirit warrior) and fights on th e side of th e tribe

Anvil of the Lortmil Mountains: This blacksmith’s tool unti l destroyed. These einheriar will usually have 4 to 12
was enchanted in a shri ne of Moradin, king of th e dwarven hi t dice and will require + 1weapons to hit . They will bear
gods. It allows a dwarven weaponsmith to create extremely
strong an d sha rp blades. Each weapon tak es twice as long the equipment they used in life. Such creatures can be
turned as special undead. I t is reported th at several villag-

es have up to 10 of these s piri t warriors on call.

taoncurnesautec,cbeusstfwulhpernoffiicniiesnhceydcihseecikt)hoerr aawneoarpmoanl owf efianpeoqnu(aoln- X.P. value: 1,000 x.p. G.P. value: 5,000 g.p.

ity (on a successful proficiency check).All weapons of fine Casket of Furyondy: Clerics of Furyondy first enchant-
ed this finely-engraved wooden coffin to preserve the
quality created by this anvil a re worth 100 imes the cost of bodies of the honorable deceased. Any lawful good cleric
can activate its powersby placing into t he casket t he body
a normal weapon of th e same type. It is rumored tha t this of a human or demi-human who not more tha n nine days
dead, the n casting a bless spell upon th e body. The casket
anvi l was used to forge legendary magical weapons forth e
preserves t he body from decay indefinitely. The deceased
dwarves. character can be returned to life by a resurrection spell

X.P. value: 3,000 x.p. G.P. valu e: 30,000 g.p. after any length of time. For purposes of resurrection sys-
tem shock, th e subject’s constitution is considered to be 3
Bear Cloak of the Sulhaut Mountains (C, F): Many
points aboveth e curr ent ability score(nomaximum). He or
years ago, tribal shamans called upon their gods to she a lso receives th e benefits of heal once th e resurrection

ench ant th e hide of a cave bear slai n in combat. The cloak
became a powerful aid in th eir struggle to survive against

th e hostile creatur es and th e forces of nature t hat forever

thr eat en th eir tribes. The fur cloak included a bear-head

cap, pelt, an d claws. The cloak allowed the wearer to speak iXs.Pc.ovmapluleet:e.2,500 x.p. G.P. value: 27,500 g.p.
with animals twice per day and hold animal once per day. It

also increased th e wearer’s strength to 18(50) and gave Chalice of the Shield Lands: This golden chalice was
50% mmunity to fear. Once a week, th e wearer could tu rn
enchanted in response to the growing menace of the
into a cave bear for l d4 + 2 hours. The c urre nt location of
Horned Society. It allowsa lawful good fighter to tempora r-
th e cloak is unknown.
ily become a paladin of the same level for a single quest,
X.P. value: 1,500 x.p. G.P. value: 17,500 g.p.
with all appropriate powers and abilities of a paladin. The

Black Crown of Aerdy: This evil headgear w as worn by chalice can be activated only by a lawful good cleric who
one of th e original Overkin gs of the House of Naelex i n th e
ancient Great Kingdom. Whether t he crown was enchant- performs a ceremony that includes special vows and the
ed by a n evil wizard, or whether it merely became a recep-
tacle for the Overking’s cruel spirit is not known. The quest spell. The fighter take s vows to t he c ause of lawful
powers of th e crown exist only to recreate t he gre atness
good, the n drink s holy water from the chalice. Thereafter

he or she can act as a paladin, with alignment changed to

lawful good for the dur ation of th e assigned quest. Devia-

tion from th e vows may cause t he loss of some or all

anOdnwceicdkoendnneeds,stohfetchreowfanllewnilelmnoptirbee. voluntar ily given up. acquired powers, at th e discretion of th e DM. The failu re of
th e quest will cause the chalice to shatter.
It will raise intelligence by + 2 a nd wisdom by + 3 (toracial
X.P. value: 3,000 x.p. G.P. valu e: 25,000 g.p.
maximums) an d confer one level of magical or clerical abil-

ity. Cha ract ers who aren’t magic-users or clerics can select

one level of clerical or magic-user ability-player’s choice.

When the crown is put on, and each month thereafter,

character must save once versus spell or become lawful

evil, and the n must save aga in versus spell or be overcome

with megalomania. Once both of these are in effect, the

character must make a saving throw versus spells each

mont h or lose a point of constitution. Any characte r totally

drai ned by th e crown becomes a spectre guarding it.

The crown ca n be removed only by use of a wish or equiv-

alent. While this removes the benefits of th e item, only

then can the alignment change be reversed by a remove

curse and an atonement spell, while the character’s person-

ali ty can be restored only with a heal spell.

X.P. value: -- x.p. G.P. valu e: 2,000 g.p.

Black Sails of Schnai: Enchanted i n the la nd of Snow
Barbarians and blessed by shamans of the ir barbaric gods,
these square sails ar e hoisted only on the funera l ships of
gre at barbar ian heroes and lords. The deceased warrior’s
body is burned along with the ship and all but a small piece
of the sail. Afterwards, th e character’s spirit can be called

on by th e tri bal chiefs in time of bat tle by burning the
remainder of the sail. The spirit appears as a spectral

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5/7/2018 M agical Items of Greyhawk

Cheetah Cloak of Amedio: This yellow, black-spotted allowthecharmer and his or her allies to ride them. Airborne

cheetah hide was enchanted by the original tribesmen of riding maneuvers tha t do not require a proficiency check can

th e Amedio jungle. It gives the wearer a + 3 dexterity be accomplished using land-basedriding techniques, but air-

bonus (to racia l maximum). Once every 3 turns th e wearer borne maneuvers that require a check automatically fail if

can sprint for 3 rounds at a movement rat e of 45”. At night the rider has no proficiency i n airborne riding. If the wearer

under a moonless sky, th e wearer can tu rn into a cheetah rides a griffon into combat,the chances of breaking t he spell

for up to 6 hours i n any 24 hour period. are doubled (check before the battle).

X.P. value: 1,500 x.p. G.P. value: 15,000 g.p. X.P. value: 1,500 x.p. G.P. alue: 8,000 g.p.

Cloak of the Hellfurnaces: Created by a wizard who Holy Symbol of Greyhawk Hung from a gold chain,

sought treasure in the volcanic mountains, this magical th is golden symbol was ench anted to symbolize th e power

red garment provides protection against many of the vol- of its home city. The symbol gives a wearer t he combined

canic dangers, an d gives protection against similar dan- effects of the blessandprotection from evil spells, which can

gers from other sources. The wearer takes only half be called on once per day.

damage from natur al hea t sources.The cloak also protects X.P. value: 300 x.p. G.P. value: 3,000 g.p.

th e wearer from sparks and hot ash ejected during a vol-

canic eruption , bu t not c hunk s of rock (called “bombs” or Crown of Blackmoor: This black, iron headpiece bears a
large fire opal at th e front. It was created by a powerful lich
“blocks”). The cloak’shood ha s a st ri p of cloth th at can be who used it to spread evil and destruction through the

wrapped around a character’s mouth and nose to keep dust world, and now only th e most wicked (orfoolish)characters

an d as h from ent erin g th e character’s lungs; th is also pro- seek, ts powers.
When th e crown is placed on t he he ad of a deceased evil
vides a +3 saving throw bonus against inhaled poison.
character who had reached a t least 18t h level as magic-
The cloak provides a +2 bonus to all saving throws user, it animates the character as a lich. A system shock

against magical fire or fiery dragon breath, and reduces survival check is necessary, modified by - 1% er 5 years

damage by 1point per di e (each die will inflict a minimum after t he wizard’s death , or t he wizard’s body disin tegrates

of 1point of damage). to dus t can never be brought back to life again. The lich’s
intelligence score starts at 0, but increases by one per day
X.P. value: 2,000 x.p. G.F. value: 8,000 g.p. unt il supra-genius ntelligence is reached. At th at time t he
lich gains th e full powers and abiliti es of its kind.
Coin of Almor: This cursed item was created not to har m
its owner, but to benefit those in need. It is a normal- The character placing th e crown has no control over the
lich, so a reaction check is necessary, with the following
looking platinum coin that affects any character who cumulativ e modifiers:

intends to keep it for himself, and not sha re it with others. Summoner Modifier
Good-aligned
Th at cha racter must save versus spell or be overcomewith Evil-aligned - 30%
Paladin, fighter, or thief
gr ea t feelings of philanthropy. No mat te r what th e charac- Cleric + 10%
ter’s alignment, h e will want to givewealth to th e poor and Magic-user
0-level character - 20%
oneneedtyim. Teh,eacnhdarinacstteear dwwillilnlohtokledeepxmtroaremthoaneny5o0ngl.yp.uanttai lnay 1st to 5th level
6th to 11th level + 10%
suitable NPC (preferably a beggar, peasant, etc.) accepts 12th to 18th level + 20%
Over 21st level
th e money as a gift. Such generosity does not extend to t he Offers treas ure (per 500 g.p. value) - 0%

character’s magical items, which are generally useless to - 30%
- 0%
laborers and farmers. The character’s uncontrollable gen-
- 10%
erosity can be ended only by a remove curse spell. + 10%
+ 1%
X.P. value: -- x.p. G.P. value: 500 g.p.

Collar of Tusmit: This adamantite neck-shield was A deceased PC who is brought back as a lich becomes a n
enchanted by a wizard who bore an unnatural fear of NPC under the Dungeon Master’s control. The lich may
decapitati on. He wore it until his death, though the collar
gave no protection against t he magical spells tha t killed
him. The collar offers no armor class bonus, but provides

iomnsm. Fuunlitlyhiftropmoindtedcaapmitaagtieoins,setsilplerceicaelilvyefdro, mbuvt ot hrpeawl ewaeraepr- hbauvt ewbileletnenadftroielnedavaentdhceoirmcpoamnpioannyottohpeuprlsauyeeirtschoawrnacptaetrhs.,

will still have his head attached. X.P. value : -- x.p. G.P. value: 80,000 g.p.

X.P. value: 1,000 x.p. G.P. value: 5,000 g.p.

Disk of the Azure Sea: This item, popular among sea

Coruskian Stone: Set in a golden necklace, this green trade rs, was originally sold to a rich merchant on th e coast
stone was enchanted by a Nyrondese spellcaster who
sought to control th e griffons of th e Coruskian Mountains. of Keoland. As wide as a man’s hand , th e wooden disk

Though the magical item worked well, the wizard over- bears a small circle of gold in t he center. When it is set on
looked his inability to ri de airborne creatures, and he met
hi s doom at th e bottom of a deep and jagged chasm. Since the bow of a ship and a prayer is spoken to Fharlang han,

the n, th e stone has been used by the nomads and tribesmen god of travel, the ship is protected for the next 24 hours.
who happen to find it.
During tha t time, if buccaneers, pirates, or raid ers from
The stone gives its owner th e ability to charm griffons (sav-
ing throw applicable) once per day. Charmed griffons will beneath th e waves try to attack, there is a 75% chance a

misty fog will come up, allowing th e ship to escape with no

damage. Failing th at , th e att ack occurs as normal.

X.P. value: 1,000 x.p. G.P. value: 10,000 g.p.

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5/7/2018 Magical Items of Greyhawk

Dream Cap of Veluna: This cap was enchant ed by a wiz- Gemcutter’s Tools of Sunndi: This magical s et of vises,
ard who sought to unlock the mysteries of t he in ner mind. hammers, blades, and chisels was enchanted by th e moun-
The res ul t of his work is a small leather cap th at can affect ta in dwarves who work the gemstone mines in t he County
the futur e of a sleeping wearer. of Sunndi. It helps any character with gem cutting profi-
ciency to increase th e value of his work. For individual
For each full night spent asleep, th e wearer of th e cap stones, th e cutter c an make a proficiency check to g ain a
experiences dreams of warning. The sleeper dr eams of th e
modifier to th e Gem Base Value tal be in t he DMG. The
next crea ture or force th at will threa ten or attack him. If DM rolls ld 8 to determine th e modifier:
th e charact er will be attacked by a n NPC, monster, spell,
or natu ral hazard, the cap will reveal it in a dream. How- Roll Modifier
ever, th e threateni ng creature/force is usually symbolized 1-5 -1
ra the r tha n revealed in act ual form. For example, a mino- 6-7
ta ur may appear as a bull or a large, hairy man; a fireball 8 -2
-3
may a ppear as a landscape of flames (such as th e Elemen-
ta l Plane of Fire). The tools are also useful for finishing stones in a mine;

The dreamer m ust save versus paralyzation to face th e the c utter can add 20-50% o t he final average value listed
danger courageously. If the saving throw is passed, he
gains a +2 bonus to saving throws, ability checks,and “to on tabl e 34: Gemstone Quality in the Dungeoneer’s Sur-
hit ” rolls while encountering the rea l danger when it actu-
ally arrives. If th e saving throw is failed, the character ha s vival Guide. A gem cutter with th ese tools can demand up
not faced his fears, and receives a -2 penalty to saving
to four times the normal fees for his services.

X.P. value: 3,000 x.p. G.P. value: 25,000 g.p.

tehnrcoowusn,tearb. ility checks, and “to hit” rolls in the actual Goblet of the Great Kingdom: Created for use by the

The character will always remember a dream caused by ty ra nt s of Aerdy (who had good reason t o fear assassina-

thi s cap, though th e DM need not mention th e memory tion), th is magical goblet appears to be a normal dri nking

unless th e player asks. After the actu al encounter with the vessel made of polished oak. However,th e goblet automa ti-

danger, a character can make an intelligence check to cally neutralizes all venoms and poisonousliquids th at are

make th e connectionbetween t he dream an d reality. Thus, stored in it for at least one round.

th e cap’s owner may not re alize th e cap’s powers unti l after X.P. value: 1,20 0x.p. G.P. value: 8,000 .p.

many n ights of premonitions.

X.P. value: 1,50 0 x.p. G.P. valu e: 7,500 g.p. Golden Girdle of Urnst Created to protect a powerful

magic-user against malevolent warriors, th is magical gar-

Eyepatch of Tenh This black patch is often found i n th e ment is made of red silk strewn with golden flakes. It is

possession of clerics an d judges because of its power to dis- enchanted to give a + 3 armor class bonus against swords

cover truth . When it is worn over an undamaged eye, the of any type, though other weapons ar e unaffected.

wearer c an see all invisible, astra l, and ethereal creatures X.P. value: 500 x.p. G.P. valu e: 3,000 g.p.

within normal visual range. Also, illusions and poly- Golden Circlet of Greyhawk (M,T): This golden circlet
morphed creatures/objects can be seen for what they really
was fashioned for use by th e Lord Mayor of G reyhawk, a nd
are. The eyepatch gives a - modifier to rolls for disbeliev- is rumored to be in his tre asu re vaults. When worn on th e
head, the circlet allows a character to summon a band of
in g a phantasmal killer spell. The patch cannot be used thieves in much the same way a s a horn of valhalla sum-

more than 1 urn at a time, or more than thrice per day mons fighters:

without causing perm anent damage to the eye, headaches,

and other complaints.

X.P. value: 2,000 x.p. G.P. value: 15,000 g.p.

Flaming Mirror of Tenh (MI: This mirror is a silve r oval, User is 4th level or less-summons ld 4 4t h level thieves
6’ all and 3‘ wide, set in a n oak stand. It was encha nted by User is 5th-8th level-summons ld 4 8th level thieves
a plane-traveling wizard who sought easy access to her User is 9th-12th level-summons ld 4 12t h level thieves
favorite plane, th at of Elementa l Fire. Few other magic- User is 13th level or more-summons one 18t h level thief

users have shared her enthusiasm for that dangerous with maximum ability scores

plTachee, cthoomumghansdomweohrdavceaufoseusndthuesme fiorrrotrhteomoipreronr.a gate to The user can employ the circlet at less than its full

th e Elem ental Plan e of Fire. The plane can be observed, powers if desired. The summoned thieves are friendly to

entered, or exited through th e mirror. Each round th e gate th e user, but refuse foolhardy tasks: “GO fight th at

remains open, there is a 10%chance tha t a fire elemental demon,” would get a good laugh from them. The thieves

will leap through the mirror into the Prime Material remain for eight hours or until they ar e killed. The 12t h

Plane, and will seek to kill and burn everything in sight. level and lesser thieves all have average statics, wear

The mirror ha s a maximum of 30 charg es, though it can be leather armor, use short swords, and have normal thief

recharged. One charge is spent for each round tha t the gate equipment. The 18t h level thief h as a n armor class of 2

is open. When all charges are drained, the mirror shatters. (still wearing leather armor), uses a short sword + 3 , and is

X.P. value: 2,000 x.p. G.P. value: 8,000 g.p. 30%likely to steal t he best magical it em he can use from

any treasure hoard found during his stay there ; it vanishes

when he does.

X.P. valu e: 2,000 x.p. G.P. value: 30,000 g.p.

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Hasty Barge of Nyr Dyv: This magical boat was created Holy Star of the Bright Desert: This is a copper star

by a wizard who had been adopted by the people of Nyr marked wit h th e silver axe and energy bolts of Heironeous

Dyv. The magic-user gave it a s a gift to a Rhennee noble, th e Invincible.It was fashionedby dervishes to aid them in

and th e wizard was i n tu rn made a noble by the grateful their holy battles against infidels. The star gives a good
wearer 30% immunity to fear, and a +20% bonus to reac-
lak e people.

The barge looks like a common vessel of th e Rhennee. I t tions with dervishes in t he Bright Desert. An evil-aligned

is 14’wide and 35’ ong. Upon command it can move at wearer ha s a -4 penalty all saving throws involving fear
(magical or otherwise), and h as a +20% morale penalty.
twice normal speed or 60 miles per day, for unlimited tim e
The deviceglowsbrightl y w ithi n 30 eet of any ext remely
and under its own magical power. Four heavy crossbows

ar e mounted along each side, and more can be added. The evil cre atur e (cf. detect evil spell).

barge has a lugsail t ha t can be raised i n windy weather to X.P. value: 1,000 .p. G.P. value: 6,000 g.p.
hide th e magical n ature of its movement.
Holy Medallion of Almor (C): This golden medallion
The hasty barge magically repels water creatures with
was created while Almor was under the Great Kingdom’s
less th an low intelligence. These will not att ack th e barge, rule. The clerics of Almor foresaw great evil coming to Fla-
naess, so they enchanted th is item t o help keep peace.
and get no saving throw agains t th e effect.
Once per day th e medallion’spowers can be used on one
X.P. value: 2,500x.p. G.P. value: 30,000g.p.
human, demi-human, or humanoid within a 30 yard range.
Headband of the Corusk Mountains: Carved from th e
The affected creature must save versus spell or become
sku ll of a n ancient white dragon, th is headband was extremely nauseated by violence. The mere sight of vio-
enchanted by a powerful wizard who sought to drive the

mountain dwarves from their homes and rich mines. lence causes th e affected creature t o save vfoerrs2u-s5poouinsodns. oIfr
Though the magic-user died in a cloud of throwing axes becomehelpless and una ble to t ak e action

from the dwarven army,th e ite m was never recovered, and the creature attempts to physically harm another living

so remai ns lost (or possibly in someone’spossession) in t he creature, it must save versus poison at -5 or suffer the

Corusk Mountains. The headband allows the wearer to same effect as above. Also, th e cre ature suffers th e penal-

affect white dragons a s a potion of white dragon control, tie s of - 3 “to hit” and damage, and a n affected PC or NPC

and also gives airborne riding proficiency with white ha s stren gth, wisdom, and dexterity scores halved while he

dragons a - 2 die roll modifier. or she continues to act violently. Certain spells (such as

The wearer is totally resistant to white dragon breath strength) can help the victim, but only remove curse will

an d all effects of cold att acks (spells, weather, or any other completely free a crea ture. The medallion’s effects la st for

type of cold). 24 hours.

X.l? value: 1,800 .p. G.P. value: 18,000 .p. X.P. value: 1,200x.p. G.P. value: 9,000 g.p.

Healing Cap of Veluna ? This small cloth cap was Horn of the Azure Sea: This magical horn was created

wenocuhnadnetde.dWtohhenelpwocrlnerbicys aofclVereilcu,niat hreesatlorthese ddoyuinbgleatnhde bbyefrainenedvialnhdigchonptrrioels. t“hwehomseonutigohnt oaf stohuisrcieteomf cuanudseeasdatlol
sailors and ocean-faring merchants great distress, and
number of hit points restored by any of the various cure they refuse to sail with a character whom they suspect of
owningth e horn.
wound spells.
Once per week, only at night on th e open sea, the horn
X.P. value: 4,000x.p. G.P. value: 22,500 .p. can summon a ghost ship. The ship appears in 2-5 ounds,
materializing from the Ethereal plane into the Border
Headband of the Jotens (C, M): This s tr ip of elk fur was Ethereal, where it can be seen from the Prime Material
plane. The vessel is usually large and multi-decked, with
enchanted to insur e th e safety of travelers i n the Jotens. two or three masts and ta ttered sails. It is white and trans -
When worn around a character’s head, th e item allows its parent, and it makes no sound. For ten turns, it floats
wearer to understand the psychology of hill giants. If the beside the ship upon which the summoner stands, then
vanishes back into the Deep Ethereal.
wearer can communicate with hill gi ants, he receives any
Any character who sees th e ghost ship must save versus
reaction modifier he or she wishes, down to - 60%or up to spell or be struck with fear for one turn. The summoner
himself is immune from th is effect.
+25%. Once per day the character can inspire one of the
following emotions in a group of hill giants: The ghost ship appears to be deserted, but is actually
haun ted by th e followingtypes of un de ad
Courage -20% morale bonus (see DM Q
Fear
Anger +20% morale penalty

-40% reaction modifier, + 2 “to hit,”
an d + 2 damage ag ains t th e object of anger

These emotions can be inspired in an y group of 12 or less ldlO Roll Undead
1-2 1-4 apparitions
hill giants, including friendly ones. The emotions last 2d8 3-4 1 ghost
3-12 hadows
tur ns and mu st affect a single group within th e eyesight of 5-7 1-4 spectres

th e wearer. 8-0

X.P. value: 800 x.p. G.P. value: 4,500 .p.

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These undead do not normally make themselves known, Iron Pin of the Icy Sea: Set in a circular container of
but there is a 75%chance tha t one of them will transfer to transparent crystal, this pin was originally used by the
th e summoner’s ship. Thereafter it will reluctantly obey barbaria n hunters/raiders who sail the Icy Sea in the foggy
th e orders of th e summoner for th e rest of th e summoner’s summer. One command will make the pin point always
eastward. A second command can make it point to the
life or unti l it is destroyed.

X.P. value: 750 x.p. G.P. value: 5,000 g.p. desired destination. Furthermore, if outside magical or
supernatural forces affecting navigation are active, the

Horn of the Barrier Peaks: This iron instrument was crystal will glow.

enchanted by a dwarven smith to cement the friendship Like a lodestone, however, th e it em is subject to stron g
between demi-humans and gian t eagles. It is not used often
out of respect to t he gre at birds, but has found occasional magnetic forces, and offers no protection against na tur al
use i n desperate times.
navigational hazards, such as the gigantic icebergs that
The horn is usable only once per week. In areas where
giant eagles dwell, it can summon 7-12 giant eagles, and loom in th e north ern fog.
the y ar riv e in 4-7rounds. If dwarves, elves,or halflings a re
in danger, th e eagles will attack w hatever is threatening X.P. value: 500 x.p. G.P. value: 4,50 0 g.p.
them and/or carry the demi-humans (and their compan-
ions)to safety. The eagles will not fight to t he death or r isk Lantern of Greyhawk (BOO X.P.; 7,000 g.p.): This hooded
the ir lives uselessly, but will call reinforcements if more lan ter n was found by looters in t he abandoned castle of

Zagig Yragerne, t he Mad Archmage. Exactly why he used
it remains a mystery, though many people suspect th at it
served as a guard against the supernatural creatures with

hu‘Imb eannssuorredtheamtit-hheumeaagnlsesnceoednttionubeetsoaavnesdwferormto dthaenhgeorr.n’s wcahlilcihghhtefdoeraoltn.eOtnucrne .pTerhdisayli,gthhet rl aenntdeerrns cvaisnibshleinaellaimnvaigsii--

call, a those rescued must accept a geas to perform some ble’, out-of-phase,and ethe rea l cr eatu res in a 50’ radius.

service for the eagles. Failure for all those rescued to do so The ethereal cr eatures will then be visible as transparent,

breaks th e ancient pact an d causes the horn to shatter. ghost-like entities .

X.P. value: 3,000 x.p. G.P. value: 18,0 00 g.p. This light also automatically tur ns any undead as a 15th

level cleric.

Horn of the Vast Swamp (C, M): This conch shell was X.P. value: 3,000 x.p. G.P. value: 25,0 00 g.p.
enchanted by a renegade magic-user who was banished by
th e Count of Sunndi for criminal behavior. The wizard Locket of the Great Kingdom (M): This item was cre- .
ated by a wizard who greatly feared death. It has since
sought to gain power overth e inhab itants of his new home, been used by two or thr ee other spellcasters, though usu-
though he paid a heavy price for it (see explana tion below). ally at th e expense of another living creature. Under str ess
th e locket makes saving throws as a hard metal.
The horn summons 7-12gian t toads. Any summoner can
When th e command word is spoken, the locket draws i n
command thes e toads for a numbe r of rounds equa l to twice
th e magic-user’spsyche (soul)and holds it safe. If the char-
his level. A non-evil summoner must m ake a saving throw acter l ater dies,his or h er life forcetravels to th e locket (cf.
magic ja r spell). If th e owner is on a different plane than
versus spells or lose control of t he toads a nd be attacked by th e locket,his life forcehas 7 days to ret ur n to locket or the
them. Each use of the horn causes the summoner to save
psyche departs to th e outer plane of t he character’s align-
versus spells or permanently lose 3 wisdom points. The ment. Once the life force is i n th e locket, it is aware of
summoner will not notice the change until his wisdom events tha t occur in a 50’ radius, though it cannot commu-
score drops to 0, when h e becomes a gia nt toad. The cumu-
lative changes are: nicate with creatures tha t ar e not telepathic or have appro-
priate spell abilities. If the locket is destroyed while
Total Wisdom Effect containing a psyche but no life force, the psyche is utterly
Points Lost glassy eyes, war ts and irrevocably annihilated; but if it is destroyed while
3 light green hair containing the life force, the psyche travels to the outer
6 frog-like facial feat ures, plane of th e character’s alignment, allowing resurrection.
9
croaki ng voice The locket allows th e life force thre e spell-like abilities,
12 dark green skin
eoarcbhoudsyabolnelyo)n, cme paegircdjaayr: (aans itmhaetemdaegaidc-(uasseirn’gs lsepseklle)l,eatnodn
15 bloated body, hunched bac k
feeblemind, at t he user’s own level. Note tha t a n animated
X.P. value: 1000x.p. G.P. valu e: 2,500 g.p.

body (zombie)or skeleton ha s all th e characteristics of the

monster, but h as th e user’s intelligence. Also, a zombie

tha t is animated for more than 60 days must save versus

Iron Crown of the Bandit Kingdoms: Fashioned in th e death each additional day or tu rn into a skeleton.

land of warriors, th is meta l headgear completely removes X.P. value: 3,500 x.p. G.P. value: 25,000 g.p.

the chance for the following spell-like powers to work on

the wearer: feu< charm person, magicjar , suggestion, and Medallion of Malog (M): Hung on a goldennecklace, thi s

hold person. A fighter g ains one level and a cleric or magic- medallion was created in t he evil temples of th e capital of

user loses one level while wearing t he device. th e Horned Society. It allows any magic-user with a mini-

X.P. value: 3,000 x.p. G.P. value: 35,000 g.p. mum of 12 intelligence and 10 wisdom to perform a mon-

ster summoning V spell once per week.

X.P. value: 1,500 x.p. G.P. value: 7,500 g.p.

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Medegian Bracelet of Lost Ships: This silver disk con- There is a 50%chance tha t the wearer will transfer his
tains a zircon stone t ha t was enchanted by a greedy wizard
who used it to a tta in great w ealth before he was captured vengence to others than the creature responsible for its
and hung by pirates.
deat h, under t he following conditions: 1) he others were
The stone i n th e bracelet glows red on th e side tha t faces
with th e primary subject when the wearer was killed, 2)
the nearest sunken ship within 1 mile. When the gem
enters within 50’ of horizontal ( not vert ical) distance from the others aided the primary subject and were present
a sunken ship, the stone glows blue. When the command
word is spoken, the bracelet causes the sunken ship to rise when the primary subject was slain, and 3)th e others slew
to th e surface for 2 turns.
the primary subject, frustrating the wearer’s desire for
The bracelet has up to 25 charges and cannot be
revenge. Otherwise, the wearer departs when hi s vengence
recharged. The detection ability drains no charges, but
raising a sunke n ship drain s a number of charges depend- is completed or his time r un s out.

ing on th e size of th e ship: X.P. value: -- x.p. G.P. valu e: 2,000 g.p.

Small boat or barge Oracles of Greyhawk (M): Appearing to be crystal balls
Small galley
Large galley with slight tinges of color, these were created m any ye ars
Small merchant ship ago for the then-L ord Mayor. However, no one is sure how
Warship many oracles ar e still in th e government’spossession, and
Large merchant ship how many have been lost or stolen.

The oracles can be asked one question per day, as if the
magic-user was consulting a sage (see DMG.) There are
seven known oracles:

For each sunken vessel found,there is a 25% chance tha t Color AHorernaeodfSKocnioewtyledge
red ‘ Wild Coast
1-6other lost ships lie in t he same area. Only one ship can orange Kingdom of Furyondy
yellow Gnarley Forest
be raised at a time. Each vessel has a 75% chance of being green Shield Lands
blue City of Grey hawk
inhab ited by a ra ndom monster. Lost ships tend to consist violet Cairn Hills
brown
mostly of rot tin g wood covered with seawee d. Each charac-

ter who boards a raised ship ha s a 20% chance per t ur n of

taking 1-6 damage from falling through unstable floor-

boards (optional dexterity check to avoid damage). Note

alsotha t a ship broken into several fragments may require Possible questions might include populations of huma ns
and demi-humans,numb ers and types of troops, types of mon-
several separate charges, and tha t a badly shattered ship sters, and special knowledge categories (see DMg) isted
under Humankind, Demi-humankind,Fauna, and F lora.
may not be recoverable by th is means. Each question may be considered o be in t he oracle’s major
field unless th e question pert ains to a different geographi-
X.P. value: 1,500 x.p. G.P. valu e: 15,000 g.p. cal ar ea or to a field of study not l isted above. Due to t he
alignment of th e items’ creator, th e chance of knowing a n
Necklace of Almor: Appearing as a rusted, worthless answer i s also affected by th e questioner’s alignment :
piece of jewelry, thi s item was enchanted by a spiteful wiz-
ard who wore th e it al l of h is life. Ironically, his peaceful lawful + 10%
dea th did not activate its vengeful powers. Other weare rs - 10%
have since used it. chaotic + 10%
good
The item is cursed, it cannot be removed once it is put on
except with t he aid of a remove curse spell. Its magic takes evil - 5%
effect only if an intelligent creature causes the wearer’svie
lent death. Nine days aRer death, the wearer rises as a walk- neutral +25%
ing corpse,whose single goal is to destroy those responsible
for its death. It will ignore any except those who interfere These modifiers ar e cumulative.
with it , and the n only until the interferenceends.
X.P. value: 2,000 .p. G.P. valu e: 12,000 g.p.
The power of th e item anim ates t he body, allowing it to
regenerate damage as a troll (3hp per round), or to anima te Paints of Blackmoor: This set of multicolored paints was
a fres h body nearby if th e origina l body was destroyed. The
enchanted when the city of Blackmoor was i n full power.
animated corpse is immune to clerical tur ns, holy water, or After the city and castle fell into ruin, the magic-userused he
other clerical items; t he only su re way to destroy the body
is to burn it to ashes. paints to insure his ow n survival in the hostile land.
Each set has five applications of each color. Each color
For purposes of combat,th e animated corpse will have 8 hit
dice, and will att ack by strangling for 2d8 points of damage, comes in a tiny ja r held in a box of holding (as the smal lest
which is continuous once the initial attack succeeds. It single bag of holding).The pai nt is applied all over th e body of th e
mindedly attacks th e creature responsiblefor its death. user and la sts for 24 hours. During thi s time its effects can
only be tak en away by a remove curse.
Although all damage will be eventually regenerated (or
Red: transforms the user into a 7th level fighter with a n
another body taken), t he corpse will show an irreversible AC of 2, a two-handed swor d + I , and 7 0 hit points.
process of decay. After 15 days, during which th e weare r
will try to ta ke his revenge, th e character’s psyche can no Blue: transforms the user into a 7th level cleric with a n
longer remain and will depart forever from the Prime AC of 3 , a footman’s mace +2 , and 60 hit points.
Material Plane; neither reincarnation nor resurrection is Spells should be selected immediately: 3- ls t, 3-2nd,
possible once thi s occurs.
2-3rd, 1-4th.

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Green: transforms the user into a 7 th level ranger with an In trading with others the robe gives its wearer a 20%
AC of 4, a longbow + 3 ,and 55 hit points.
chance to make a more favorable deal.

X.P. value: 2,000 x.p. G.P. value: 10,000 g.p.

Black: transforms the user into a 7th level thief with a n Scarf of the Dry Steppes This brown garment was
AC of 5 , a dagger +2 , and 32 hit points.

White: transforms the user into a 7 th level paladin with venischheasnotef dthbeyDarnyeSvtiel pwpiezsa.rTd hwohuoghustehde idteargvaisihnesst tehveendteur--
a n AC of 1,a long sword +3 ,and 67 hi t points.
ally caught and imprisoned th e magic-user, they never

found the item, and so it disappeared into the wasteland,

Brown: Transforms th e user into a 7th level druid with a n possiblyinto th e hands of th e nomads or tribesmen who fre-
AC of 6, a quarter staff +2 , and 44 hit points.
quent the land.

Onceper week t he scarf allows a magic-user to summon

Using the paints twice in a 24 hour period results in -ld4 invisible stalkers. The summoner must save versus
inst ant death for the user. Upon re tur n to normal the user
regains ld12 lost hit points. For purposes of operating in spell to control the cre atures, at if good-alignedand a t
th e assumed class, all ability scores are treated as a t least +2 if evil-aligned.If t he saving throw fails, the n th e stalk-
th e minimum s tar ting scoresrequired for th e class for the
durat ion of th e effect. A transformed character h as all th e ers will attack if the summoner is good; otherwise th ey will
memories of th e original character bu t th e have t he powers
of th e new class. Fail ure to adhere strictly to th e limits of depart. If the saving throw is successful, th e magic-user

can command a service th at can be carried out within 200

miles.

X.P. value: 2,000 x.p. G.P. alue: 12,500 g.p.

the assumed class will break the magic and restore the Sceptre of the Forgotten City: A relic of a lost civiliza-
original form. A transformed characte r is proficient in th e

new weapon magically acquired (which vanishes wi th th e tion, th is wand-like sceptre is a 2‘ long shaft of silver with a

effect)and in any weapons they might have known before large red gem a t the tip. It was used by some of th e original

th e transformation. (Note: X.P. value and g.p. value are lords of th e Suel Imperium, and when t ha t kingdom was

per pot of color.) burned into t he Sea of Dust, th e wand was lost. A recent

X.P. value: 300*** x.p. G.P. value: 2,500*** .p. expedition from Yeomanry rediscovered the wand, and

those explorers claimed that it came from the Forgotten

Prism of Greyhawk @hIis)c r:ystal sorcerer’stool was City itself. Whether or not that claim is true, t he sceptre

enchanted to enhance th e prism’s ability to create dazzling certainly contains some of th e greatness t ha t built the lost

colors. The prism can cast two spells, each once per day: empire, and much of th e madness tha t destroyed it.

color spray (as a 6th-level spell caster) and hypnoticpattern. When the command word is spoken, the holder of the

Note tha t t he prism must be used in t he presence of direct sceptre receives a bonus of two wisdompoints an d four cha-

sunlight. It cannot be used under moonlight,normal torch- risma points (to racial maximums) for 4 + ld 6 days. He

light, or daylight on an overcast day. must then make a successfulsaving throw v ersus spell or

X.P. value: 1,000 x.p. G.P. value: 4,500 g.p. become confused until a remove curse is received; this will

also remove the beneficial effects of th e sceptre.

Purple Gem of the Vesve Forest (F): Set in a silver The sceptre h as 5-11charges (2d4+3). Each use costs one
bracelet, t hi s magical gemstone ha s occasionally been used
by th e elven wizards who created it. However, the King of charge, and the sceptre cannot be recharged. A character
Furyondy refuse s to ad mit t he gem’s existence because he
who attempts to use t he sceptre more tha n once per week
prefers t ha t elven warriors join his own infantry, not form
troops outside his command. must save versus spell or lose four intelligence points per-

The gem allows a sylvan or high elf to summon an elven manently, and then must make a successful system shock
army for a single declared purpose. The user can raise a
number of elves equal to his or her age. This army take s a survival check or die,
week to gathe r and can be kept together only as long as he
stated goal is still in effect. In addition to the lesser mem- X.P. value: 1,000 x.p. G.P. value: 5,500 g.p.
bers of the army, th e summoner will gain seven aides: two
Silver Crown of Veluna: Encrusted with small green
gems, this item recently appeared among the ruli ng clerics
of Veluna. The Canon himself h as often worn it, though he
may sometimes loan it to trusted agents of Veluna when

mthaagnict h-uesuersse,rt’ws olecvleelr.ics, and th re e rangers 1-3 evels lower thTeyheemcrboawrnk roandiiamtepsorptraontte,chtioolnyfmroimssieovnils.when worn by a

X.P. value: 3,000 x.p. G.P. value: 35,000 g.p. lawful character. A lawful good or ne utr al good chara cter

receives + 4 wisdom (to racial maximum) while t he crown

Robe of Veluna: Enchanted by a wizard who enjoyedth e is worn. A lawful evil character who wears t he crown tem-
luxuries of wealth, this purple garment gives its wearer
porarily has a -4 wisdom penalty, while a ne utra l evil
th e physical appearance of nobility: well-groomed hair,
clean skin, an d rich, colorful clothes of silk and fine wool. character has a - penalty. Achaotic evil character cannot
The character’s charisma rises by 2 points (to racial maxi-
mum), and h e or she will tend to be treated with respect by use th e crown at all.
members of a civilized society (i.e. a +15% reaction by
NPCs below Upper Middle Class). However, etiquet te and X.P. value: 2,000 x.p. G.P. value: 22,500 g.p.

social graces are left to the character’s intelligence, cha-
risma, and training.

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Star of Celene: Set on a silver necklace, this golden Timeglass of the Mage (M): Appearing to be a 1’ tall
hour glass, this magical item made i ts sudden appearance
medallion was given as a gift to a halfling thief who per- in t he hands of a n adventurer who had forced his way into

formed great services for high elves in Celene. The item the Valley of the Mage. He returned with only the
timeglass and the scars of many dangerous encounters.
was intended for use by the halfling and his family and Since then, t he timeglass has been sought by many spell-

friends, though no one knows who has it now. casters because of it s reputed powers, which ar e rumored to
be a s follows:
The star gives a good-aligned wearer a +20% reaction

bonus from NPC elves. This bonus is halved for elves above

4th level, and negated for elves above 8th level. The star

causes a n evil-aligned wearer 1 point of electrical damage

per touch and will not function. Vanish time. Time itself will bypass a 30’cubic are a for
1 hour per 1 charge expended. Subjective time does not
X.P. value: 500 x.p. G.P. value: 2,000 g.p. pass for those within t he are a, and they simply appear
to vanish for the intervening time. They reappear a t the
Storm Rider of the Gearnat Sea: This large merchant end of the duration set by the number of charges
ship is enchanted to withstand t he violent storms and huge expended.
waves of the Sea of Gearnat in spring and autumn. Many
Ageless casting. If th e timeglass is held while casting a
merchants gathered their wealth to pay the wizard who spell th at would normally age th e caster (such as gate or
enchanted it. A bloody fight erupte d after wards when th e wish), the spell will instead drain 1 charge from the
timeglass for each year t he caster would have aged.
deed of ownership mysteriously disappeared. Now the
Storm Rider is a n item for anyone strong enough to take it
and crafty enough to keep it. The vessel ignores th e effects

folfastttoernmosustawilhinegn aths eifkineeal btoriusckhbesretehzeemataanldl ttihmeeesf. fWecatsveosf oRreastnoyrecyroeua ttuhr.eYoofuhthi sccahnobiceereusptoonrecdotmomt haentdh. Te hweipelrdoecr-
ess drains 1 charge from the timeglass and one level
ra in or snow do not touch any par t of th e ship. from the wielder, and will restore 2 years of youth to th e
subject creature. The level given up cannot be restored,
X.P. value: 5,000 .p. G.P. value: 50,000 .p. (doing so will cancel the time reversal); t he level must
be earned anew.
Tapestry of Ekbir: This 10’X 15’woven tapestr y displays
Secondary power. Once per 24 hour period, th e owner
a scene of a dar k river i n a bleak, rocky landscape. The tap- can invert the timeglass and command one of the follow-
in g spell effects to‘occur: time stop, haste, slow, or part
estry was intended to be a gate from Ekbir to th e lower water.Each use ages the wielder 1 year, except timestop,
which ages the wielder 2 years.
planes for disposal of its worst criminals. It is rumored,

however,th at th e tapestry actually opensinto a previously

undiscovered plane and not one of the lower planes,

although the landscape is bleak enough.

The command word causes a branch of th e river to enter

th e Prime Material Plane. The water rushes out from the The timeglass has up 25 charges and i s not rechargeable.
tapestry and forms a 10’wide, 5’ eep river. It flows for 50‘

before vanishing back into the plane t ha t it normally occu- Wfrahgemnetnhtes.laNsot tceh: aIrtgies irsumexopreenddtehda,titt hsihsadtteevrisceinistoofuseexlterass-
pies. The river exists in the Prime Material Plane for 3
planar origin and cannot be constructed on the Prime
turns, and can only be summoned once per month. The
Material Plane.
water is brackish and evil-smelling, and the current is
X.l? value: 5,000 .p. G.P. value: 50,000 .p.
swift and strong.

A character who enters th e river must make a stren gth Turbans of Tusmit (C, M): These colorful gar men ts hav e
been used for many purposes in Tusmit. Some of thes e tur-
check or be swept along with th e water. This check must be bans have led their ownersto gre at wealth a nd fame, while
made every five rounds, or once per 10’of the river traveled others have caused their owners horrible suffering.

by swimming, whichever comes first. A char acter who fails Each turban can summon one of the geniekind each
week. The genie’s reaction and t he course of th e action is
the check in the last 10’ of th e river is carried through th e decided in play. There a re five turban s, each of a different
color:
gat e into the land beyond and cannot retu rn back through

the gate. G.P. value: 12,500 g.p.
X.P. value: 1,250 x.p.

TcoimgeprleCtelohaidke ooff aCnhaadkuyltiktig(eCr,, th, iTs)c: loFaakshiinocnlueddefsroamtigtehre- Brown Turban ofJann Summoning (500X.P.; 2,000 g.p.)
Grey Turban of Djinni Summoning (1,000X.P.; 3,000 g.p.)
head cap, skin, and claws dangling a t the sides. It was the Black Turban ofDao Summoning (1,0 00X.P.; 2,000 g.p.)
Red Turban of Efreeti Summoning (1,000 X.P.; 2,500 x.p.1
favorite magi cal item of th e Tiger Lord and the lesser White Turban ofMarid Summoning((1,500X.P.; 3,000 g.p.)

khans, until it disappeared. The summoned genie must obey th e first order of th e tur-
ban wearer. From then on there is a 5% cumulative chance
The cloak gives t he wearer a + 20% reaction from Tiger per additional order (over th e life of th e tur ban) tha t t he
summoned genie may ignore the order and instead atta ck
Nomads, but a -50% reaction from Wolf Nomads and the summoner. There is no way to tell how many times
each tur ban h as been used. Ift he genie associated with the
tribes of the Burneal Forest. In melee, the wearer of the turban is killed, t he tu rban is useless.

cloak enters a berserk rage and gains a +3 strength

( + 50% for fighters with 18 stren gth) to racial maximums,

but loses any dexterity bonus to his armor class. Ifhe or she

wishes to ceasefighting while live enemies ar e in sight, the

character must save versus spell or continue to attack.

X.P. value: 1,500 x.p. G.P. value: 12,500 g.p.

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Magical Items of Greyhawk

Tusmit’s Battle Cres cent Set in a golden necklace stud- Wolf Cloak of Wegwiur (C, F, T): This magical cloak was
ded with gems, thi s medallion is a prized possession among made from the hide of a winter wolf, and includes a wolf-
th e rule rs of th e northwest. A warlord will gladly pay the head cap, pelt, claws, and tail. It was enchant ed by a cleric
full price for it, though a treacherous lord might send his of th e Wolf Nomads, and since the n h as served a s a tool for
thieves and assassins to retrieve t he payment.
those who seek th e swift, sleek power of wolves.

+O2 n(ocer i1n0e%ve)bryon2u4shoonurapneyrisoindg,tlhe eccohmabraact-treerlactaendrdecieeirvoella. WTohlveesclooaf kthgeivPersaitrhiees,wbeuatrear a-50+%20%rearcetaicotniofnrofmromTigtheer

The decisionto ta ke th e bonus must be made before the die Nomads. In melee, the wearer ga ins 3 wisdom and 4 dex-

is rolled. terity points (to racial maximums). If a character wears

The crescent also protects the wearer from all normal thi s cloak at night i n th e light of th e moon, he or she can

missiles, and all weapons striking the wearer are at - to turn into a winter wolf (with average statistics) ld4 + 3

hit and damage. hours.

X.P. value: 1,000 x.p. G.P. value: 18,000 g.p. X.P. value: 2,000 x.p. G.P. value: 15,000 g.p.

Whistle of Ax ew oo d This silver instrument was created Woodworker’s Tools of Dyvers: This set of magical

by elven wizards for use by young human and elven maid- hammers, spikes, axes, chisels, files, and other tools was
ens. Anyone who successfully uses the whistle gains the
respect of the demi-humans of Axewood, while any rumor created for a carpe nter in th e City of Dyvers, and though h e
of its misuse will draw the wrath of many angry elves,
gnomes, and halflings. payed much gold for it, the set eventually brought him
great wealth. It allows a character with carpentry profi-
Once per month t he whistle ca n summon 2-5 unicorns.
The unicorns make a reaction check with th e following ciency to build very sturdy wooden constructions with
cumulative modifiers:
150%of normal defensive point values. Consequently,th e
carpenter receives double to triple the usual fees, or a

weekly average of 50 to 75 g.p.

+ 10% X.P. value: 2,000 x.p. G.P. value: 24,000 g.p.
+ 10%
The summoner is good-aligned + 30% Armor and
The summoner is hum an or elven
The summoner is a sprite, dryad, etc.

If summoner or companions are evil or if the reaction is Blue Armor of the Crystalmist Mountains +3 F): Cu t
poor, th e unicorns immediately leave. If they stay, a good- from the hide of a n adult blue dragon, this set of chain mail
aligned huma n or elven maiden of pure hea rt can attempt + 3 was fashioned for use by t he mou ntain dwarves of th e
to tame one of them for use as a steed. To the base 25%
chance, add 2% for each point of the character’s intelli- area. The armor can be loosely hung on a human-sized

gence, wisdom, and charism a over 15. Also add th e follow- character, though th e character loses all dexterity bonuses
to his or her armor class, and fights at -2 “to hit.” Aside

from the armor class bonus, th e wearer saves against elec-

in g cumulative modifiers: trical att acks for half damage or none.
X.P. value: 3,000 x.p. G.P. value: 17,500 g.p.
The maiden is a ranger or cleric + 10%
Sh e is not alone
Sh e was once evil-aligned -- %per companion
20%

Thus, a maiden ranger with a n 18 charisma and one com-
panion would have a 36%chanceto tam e a unicorn (25 + 6
+ 10 - 5 = 36).

X.P. value: 3,500 x.p. G.P. value: 32,000 g.p.

Wings of the Ra ke rs : This white cloak was enchanted by
a wizard who found a welcome home among the Griff
Mountains a nd t he Rakers. He especially enjoyed his time

among the a arakocra bird people, and so he created this

niteeamredtohiesnnhaatnucrealhdiesaethncaonudnrteetrusrnweidthto thhiesmho. mWehiennThhee-

ocracy of th e Pale, he passed t he cloak on to a trusted

friend, and it ha s gone from character to character since.

The cloak acts as wings offlyin g,exceptth at wings of the

rakers ta ke th e appearance of white seagull wings. The

cloak also gives its wearer t he ability to speak and under-

sta nd the la nguage of th e aarakocra, and to mimic their

diving at ta ck maneuver. A good-alignedwearer receives a

-+ 2 0 % reaction bonus from the aarakocra, but an evil-

aligned wearer receives a 20%penalty.

X.P. value: 1,000x.p. G.P. value: 9,500 g.p.

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Goblin Shield of the P o m a r j +2: This metal shield Equalizer of Gr an March: Also known as th e Sword of
bears t he coat of a rms of goblins in th e Pomarj: th e red Neutrality, th is silver long sword is a tool for the balancin g
face of a medusa. Its creator is unknown, though rumors powers of th e universe. It s creator desired th at it be used to
indicate a weak and treacherous wizard who sought his
equalize (or, more accurately, to term inat e) th e extrem es of
own safety during t he invasion of humanoids from th e nature, shifting the universe closer to the true neutral
alignment. Only a character of tr ue neutr al alig nment can
Lhaonrtdms iol fMaoguonbtaliinnsc.hNieofw. Wthheileshgieivldinigs afo+un2dboonnluys itnothites fully use thi s sword. In th e hands of such a character, th e

wielder’s armor class, the shield can cast flesh to stone weapon is treated as a + 3 weapon when determining wh at

(reverse of stone to fles h)once per day. can be hit by it, even though its “to hit” and damage

X.P. value: 1,250 .p. G.P. value: 7,500g.p. bonuses a re but + 1. In th e hand of a tru e neut ral charac-

Keolish Plate Mail of th e Seas + 1 (C, F): This mail ter, t he sword receives special combat modifiers according
to t he opponent’s alignment:
armor was given by t he Kin g of Keoland to an admiral who
had fought successfully again st th e Sea Princes. It is plate Opponent’s Alignment “To Hit” Damage
mail + I , and also stays afloat in water, negating the lawful neutral, chaotic neutral
chance for its wearer to sink in mild or slightly choppy neutral good, neutral evil +1 +2
lawful good, chaotic good, +2 +4
water. The wearer can tre ad water indefinitely, but cannot
dive underwater more tha n two feet. Swimming speed is

not affectedby thi s armor.

X.P. value: 1,500 .p. G.P. value: 7,500g.p. lawful evil, chaotic evil +3 +6

Red Armor of the Hellfurnaces +4 (C, F): This blood- Each time a n opponent of a n extreme alig nment is struck,

red arm or was cut from th e back plates of a n adult red th e creature must make a saving throw versus spells or be

dragon. Many warriors from the Yeomanry died in th e bat- disintegrated. Against true neutral opponents the sword

tle to kill the creature, and the best dwarven armorers receives only th e bonuses of a long sword +1 .

were hired to rework t he plates into a wearable suit. The X.P. value: 10,000 .p. G.P. value: 50,000 .p.
final product is a set ofplate mail + 4 th at allows its wearer
Flying Scimitar of Tusmit +3: Forged in preparation for
to save agains t fire-based atta cks for half or no damage.

Red dragons seeingthi s armor will make unusual efforts a possible war against Ekbir, this enchanted weapon is

to kill the wearer. G.P. value: 35,000g.p. used onlyby the Pasha’smost trusted war-ministers. When
X.P. value: 6,000 x.p.
used in combat it gains + 3 “to hit” and damage. It can also

be thrown (minimum range: lo’, maximum range: 30’).

Shield of Greyhawk + 3 (F): This metal shield bears When thrown, th e scimitar spins like a razor-edgedpropel-

Greyhawk’s coat of arm s, and was created by the Society of ler and strikes as a sword of sharpness. It returns to the

the Magi. It now hangs in t he audience hall of the Lord thrower’shand th e next round. Anyone else who atte mp ts
Mayor’s mansion, and is well guarded. As well as giving it s
to catch the flying sword must m ake a saving throw versus
user a + 3 rmor class bonus, the shield can cast dispel evil
death r ay or loseth e member. There will be no effect on th e

as a 9th-level cleric, once per day. weapon’s flight.

X.P. value: 1,050x.p. G.P. value: 10,500g.p. X.P. value: 8,000 x.p. G.P. value: 40,000 g.p.

Thillonrian Shield of Berserking +2: A prized magical Re1 Astr an S word of Enmity +1, + 3 vs. Racial Ene-
mies: This long sword was enchanted for a paladin from
item to fighters in the Thillonrian Peninsula (home of th e City of Rel Astra. The weapon has a normal bonus of

Frost, Ice, and Snow Barbarians), this shield gives a + 2 + 1 “to hit” and damage in melee. However, it also raises
th e wielder’satta ck and damage rolls by a n additional + 2
bonus to the wielder’s armor class. Its greatest benefit,
when used again st racially ha ted opponents. Examples of
however, appears during mass combat. When held by a
commander, at least half of whose troops are barbarians, those gaining the bonus include: paladins against chaotic
evil creatures, rangers against giant-class creatures, bar-
th e command word can cause the shield to cast a spell of
berserking on up to 200 warriors in the commander’s

troops. Those warriors gain amo+r2aleo. nTuhsetyoatlhseoihr aavtteaackdirsacti-- barians against smo oang.ic-users, elves against driders and
ing and never need to check drow elves, and

pline rati ng of 0 and will not enter a closed formation. X.P. value: 750 x.p. G.P. value: 3,750g.p.

X.P. value: 1,200x.p. G.P. value: 12,000g.p.

White Armor of the griff Mountains + 3 C, F): A fter Stonefist Sword of Rag e +2: This two-handed sword
was enchanted durin g th e reign of Vlek Col Vlekzed. No
tribesmen of the Griff Mountains slew an adult white one is su re if Vlek wielded it himself, though t he warriors
of th e Hold of Stonefist stubbornly (an d violently) claim so.
dragon, they sold the hide to th e dwarven armorers who No one doubts that th e weapon contains the streng th and
created this sui t of scale mail + 3 . The dwarves created it
for a human-sized wearer, thoug h a dwarf or halfling can ferocity upon which Vlek built his domain.
wear it at a penalty of - o his or her armor class;th us th e Aside from its normal + 2 bonus to attack and damage

total AC modifier is +2. The white armor also gives the rolls, t he sword allows th e wielder to voluntarily e nte r a
st ate of mindless rage. While enraged, the character gain s
wearer t o save versus cold-basedattac ks for half damage or
an additional + 1 “to hit,” +3 damage, and a n additional
none.

X.P. value: 2,250x.p. G.P. value: 13,500g.p.

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+ 2 hit point s per level. (Note: These bonus hit points ar e Good-alignedcharacters save at -2. This power mus t be

lost to damage before the character’s own hit points, cf. summoned before th e arrow is shot, and a miss wastes its

potion of heroism.) However, the character also loses any killing magic for tha t day.

dexterity bonuses to his or h er armor class, and cannot con- X.P. value: 750 x.p. G.P. value: 7,500 g.p.

trol th e rage unti l he or she makes a save versus spell (one

atte mpt per round). Cord of Ekbir +1: Since strangulation is the favorite

X.P. value: 1,000 x.p. G.P. value: 5,000 g.p. attack method of assassins a nd thieves i n th e civilized

Sword of the Wild Coast +3: This cursed two-handed northwest, a magical garrote was destined to appear in th e
sword was enchanted by a bitter magic-user to expose th e
“true inner personalities tha t all warriors possess”. hand s of Ekbira n murderers. Th is black cord strikes a t + 1

This weapon causes its owner to save versus-spell or “to hit,” and forces the victim to save versus spell or be

become ne ut ral evil a nd a lover of battle. Modifiers to th e stunned and unable to resist th e attack.

saving throw depend on th e victim’s class: X.P. value: 450 x.p. G.P. value: 4,500 g.p.

paladin +6 Iron Gauntlet of Urnst This item was created by an
ranger +3 iron-fistedwizard who wan ted a magical item t o symbolize
fighter or thief -3 hi s philosophy of life. It is a leather gauntlet covered with

flat iron plates on the upper surface. When used in melee

combat,th e wearer ha s one attack per round at + 2 “to hit.”

Damage inflicted is determined as per t he followingtable:

If the saving throw is failed, the wielder will always be

lsoeoeks iangfigfohrt aorfiagdhrtaawnnd walewapayosn,fhigehsteinldgotmo rtheseisdtesatthhe. uIfrghee D1-i1e2R’ oll Rgleasnuclitng blow-ld6 points
13-16 solid punch-2d6 points
to en ter battle. Even the th rea t of combat causes him to 17-19 ha rd punch-3d6 points and opponent is
stunned next round
make a wisdom check or immediately attack . The charac- 20 crushing blow- 4d6 points and opponent is
stunned for next 3 rounds
ter can be released only by a remove curse spell. If a charac-

te r dies while under th is curse, his psyche travels to the

outer plane of Acheron, never to return.

Any character can attempt to wield thi s weapon, but one

who is not neutral evil does not receive its magical Add +4 to th e next “to hit” and result rolls against a

bonuses. Also, a good-alignedcharacter takes 1-4points of stunned opponent instead of +2.

electrical damage per u se of it. X.P. value: 2,000 x.p. G.P. value: 12,000 g.p.

X.P. value: -- x.p. G.P. value: 1,000 g.p.

Warlord Blade of the Shield Lands F): This magical Razor Claws of Chakyik +2 (F, TI: These were created
broadsword +2 increases it s possessor’s leadership ability
by a magic-user loyal to the Tiger Lord of th e northwest .
Always appearing in pairs, each razor claw of th e se t con-

in c1o8m,gbivati.nTghaus+,2amCoormalme amnoddeirf’isecrhtaortirsomoapsisucnodnesrihdiesrcedomto- sists of four curved daggers attached to a leather gauntlet.
be The weapon gives + 2 “to hit” and ld6+2 damage, and

mand. T he sword also doubles his or h er command radius requires no special proficiency for use. When both claws

and gives his or h er troops a +2 discipline modifier. are used a t once, the character ha s two attacks per round if

X.P. value: 1,600 x.p. G.P. value: 8,000 g.p. his or her class level does not alread y allow it.

X.P. value: 1,500 x.p. G.P. value: 7,500 g.p.

iscellaneous Weapons Trident of the Oljatt Sea +2: Rumored to be a weapon of

Axe of Sulward +2 : Magically sharpened t o aid woods- sahuagin fighters, t his weapon givesa bonus of + 2 “to hit”
men in cu tting th e ra re woods to be exportedfromthe Lord-
ship of the Isles, this axe can also serve as a valuable and damage. Once per tur n, it can fire a jet of steam in a n

weapon. Though it causes damage as a battle axe + 1 , its are a 60’ long, 20’ high, and 20’ wide. The steam inflicts
+ 2 bonus is gained only ag ains t woodenobjects and plants.
6-36 points of damage (6d6), half if a successful saving
On a roll 4 higher th an t he required “to hit” roll, th e axe
throw versus spell is made. When fired under water, th e
dXe.Ps.trvoaylsuea:n 4o0p0poxn.pe.nt’swooden shieldG..P. value: 2,250 g.p.
steam travels only half t he distance, and causes half dam-
Black Arrow of Iuz + 3 Carved from th e bone of a black
dragon, this enchanted arrow strikes a t + 3 “to hit” and age (a saving throw for one-quarter damage is applicable).
damage. The arrow reappears in t he owner’s quiver each
dawn after it is used, i.e. th is item is permanent unless lost X.P. value: 1,500 x.p. G.P. value: 12,000 g.p.
to a special att ack form, deliberately destroyed, etc. Once
per day, an archer can call upon its deadly powers, causing Whip of Zeif +3: When wielded by a ch aracter proficient
th e targ et to save versus death magic or die immediately.
with th e whip, this weapon strikes at + 3 “to hit” an d dam-

age. It can also be cracked in t he air t o produce a deafening

sound,causing all creatures under eight hi t die (exceptth e

wielder) in a 20’radiu s to save versus sp ell or be deafened

for 2-5turns. The sound can be heard up t o 1000’away.

X.P. value: 800 x.p. G.P. value: 5,000 g.p.

88

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Geography of Oerth

n

erth’s geography is little known because trav el trees, some of which cling to t he cliffs, and a wealth of
is 50 dangerous to one’s health. Only the rich lesser ferns, mosses, and flowers. Above these is a cloud-

aarnddsp, oanwdercfluelrcicasn wafhfoordmtahkeealromnegd-dgiustaarndcse, wtriaz-- fgorraenstt oafnodddsiflleensthyre-alelmavecdopnltarnaststsanwditrharteheorhcihgihdes.sTt hleivs efrlas,-
vel possible. Because of this , ta le s of far away which are raucous and white-stained with innumerable
se a birds; puffins, eider, albatrosses , and ot hers less recog-
“6 lands a re always sought after by those unable to move free- nizable. On rare clear days the Pinnacles may be marked
a t somedistance by th e plume of fea thered life abovethem.
ly.
The unusu al places described here ar e some of th e most The Pinnacles seldom offer an easy landing. Broad
though they may be, the shelves between cliffs ar e seldom
infamous and best-known bits of topography in t he la nds
men travel. In addition to being interesting in th eir own . conveniently near sea level. In most cases a landing party
right, these are as were selected for inclusion in th is chap-
ter because they illustrate an important point: An area must climb ten s or hundreds of feet upwards from th e sea.
doesn’t have to be filled with monsters, tricks, and tra ps to The difficulty of the terrain, and the mists, numerous
be inter esting to players and DMs alike. waterfalls, and thick vegetation at first conceal the fact
that the Pinnacles are not natural formations, or even
The Pinnacles of Azor’alq shaped ones, but a re composed of tita nic blocks. On ra re
occasions one encounters openings leading to th e int erio r
The Pinnacle s of Azor’alq which have haunt ed Bakluni
of these constructions. There is no report of wha t may be
legend for upwards of th re e thousand years. They have found if one ascends or descendsth e broad sta irwa ys lead-
been variously described as the ancient dwellings of the ing away from these bat-haunted cave mouths, or rathe r
gods, th e protruding spires of a ti tanic drowned city, th e doorways.
monumental tombs of the near-mythical First Dynasty of
the Bakluni, and the nesting place of phoenixes, rocs, or Whatever else dwells among the pinnacles, it is certain
th e Dram idj Ocean’s numerous dragons. The epic hero for th at dragons of all sorts and sizes make their home there,
whom they a re named is said to sleep the re with his pala- from tiny varieties that sport among the beautiful and
dins. The last royal house of th e Bakluni Empi re is said to unique birds of t he forests t o huge coiled reptiles.
have fled here from th e Invoked Devastation. The Cup and
Talisman of Al’Akbar is rumored to reside there. Such a
wealth of speculation betokens the fact t ha t few have seen
the Pinnacles even at a distance, and (perhaps signifi-
cantly) fewer yet report any close approach or landing.

Manadriwneilrlsrraergealyrdsao sighting of t he Pinnacles as a n ill o men,
much as speak of them, and then only

when ashore.

It would appear from accounts th at t he Pinnacles ar e no

more tha n 50 leagues from the mainland, somewhere in

th e angle of the Dramidj between Ekbir and Zeif. They are

less frequently found th an one would think, but t his is per-

haps accounted for by their being away from th e regular

shipping lanes, and by the dense fogs peculiar to the

Dramidj. Indeed, the Pinnacles are often concealed by

ba nks of fog even when those waters are otherwise clear.

Perhaps this is because of the unusual warmth of the

wat ers in th eir immediate vicinity, and the peculiar calm

that seems to envelop the region. Certainly that is what

fthoge bmaenrkcsheavnet ncaopntathinesobpeelnieovcee;atnh,eaynsdtamyowstevlleasswealsycfarorrmy

oa rs for the express purpose of rapidly removing them-
selves from regions i n which they might be becalmed.

The Pinnacles themselves are massive spires no less

than 40 in number (some say loo), in an irregular cluster,

none more tha n two miles from its near est neighbor. They
are perhaps a quarte r mile in diameter at the base, circular
in cross-section,and rise steeply upward in a regular series
of cliffs. How far the y extend downward into th e ocean is
unknown, but their heigh t above th e water is in excess of
1,000feet. The lower portions ar e clothed i n forest, includ-
ing massive coniferous trees which are themselves some-

times more than 200 feet tall. These ar e mixed with lesser

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Notes for the Dungeon Master Forgotten City remains, if not forgotten, at least unfound
in so harsh and discouraging a region. Some would also say
Golden, faerie, pseudo-, silver, and mist dragons are al l it is unfounded. There are peculiar glassy depressions
appropriate residents. ROCS,ian t eagles, and a phoenix or which dot th e central Sea of Dust and which some claim
two may also be included. These live in relative harmony, correspond to former S uel cities.
foraging outward for fish , whales, or even for food on th e
mainland. All are concerned th at no rumor of the Pinna- Paradoxically it is the most distant part of the Sea of
cles reach th e outside world, and will either str and or kill
intruders (depending on alignment and circumstances) if Dust, the southwest, which is best known. In pa rt t hi s is
they possibly can. Treasures to be found include not only because some small amoun t of ra in reaches th e Sea of Dust
th e preciousthin gs gathered by the intelligent in hab itan ts a t this point, and t he lands a re inhabited by nomads. Some
but also certain orchids and birds-of-paradise. Some of th e of the natives show Suelish origins, but the majority are
latt er have been bred by th e longer-lived dragons, and are from farth er south: a tall, slender, curly-haired folk with
regarded as personal property. The guardians and trea- blue-black skin and slanted eyes. Though not otherwise
sure s of th e interior should be powerful (possibly undead), hostile, the nomads guard thei r wells against any outsider
and the exterior inhabitants do not wish them to be dis- and do not permit so much as a drop to be stolen or sold. The
turbed. The isle may have hum an inhabitants. water is not only difficult to reach, but it has a tendency to
dry up or grow salty as th e wells ar e used more frequently.
The Sea of Dust The nomads therefore move from one site to the next,
searching for new supplies. When they find a well they
No one has accurately described the entirety of the must apply either brute animal forceor (in the caseof some
tribes) windmills to pull t heir prize to the surface.
wsoamsteetliamneds ccorenatrtaeddicbtoyrythaen dBaalkwluaynsi inmcaogmesp.leRtee,psoinrctse faerwe
have th e hardihood to penetrate t he region and fewer still SeWabhfeDn uwsat,teeritdhoeer sbryeaarcthiftichiealsumrefaacnes osfucthheasswouetlhlswoersdteurrn-
ing the rar e spates of rai n in t he “wet” season, the result is
th e will to make a stu dy of it. Nevertheless, certain broad most gratifying. The dust of these parts is not alkaline
material or s terile volcanic ash bu t tr ue d irt, heaped into
regions may be identified. great hills: perhaps t he once-fertilesoils of th e former Suel
The Sea of Dust was fir st named for its appearance jus t Empire. It is in any case extraordinarily productive, both
in wild and cultivated plants.
west of the Hellfurnaces, where volcanic ash is spread in
gray waves over a land surface now deeply buried. Each Unfortunately th e rich southwestern dust also supports
year th e Hellfurnaces add new weight to t he column of fine a number of monsters which burrow through it. Most nota-
gray dust. What lit tle water makes its way westward per- ble of these are a nameless wormlike beast which may
colates through th e bedrock, whichis of limestone i n those exceed 50 feet in length, and a n insectlike creature which
regions. Unwholesome creatures from the Hellfurnaces ra the r resembles a crossbetween a mantis and a centipede
inhabit thi s sterile wasteland, and have gateways upward and may be as much as 20 feet long. These are att racted by
through th e ash. These entrances a re sometimes disguised soil moisture and by vibrations of humans and livestock,
as protrusio ns of the country’s original limestone. What-
and present a great hazard. Fortunately they a re rare, and
ever treas ure s th e Suel of these pa rts might once have had avoid th e nomad arrows and spears.
are deeply buried here. No ruins are reported except for
those of a few former mountain towns i n what a re properly Poor as they may be in other things, the southwest
considered the western Hellfurnaces, and these must long nomads are rich i n gems and gold,the accumulated fortune
ago have been looted by fire newts and fire giants, which of th e Suel empire. They regard these as minor ornamenta-
ar e numerous in those parts. tion, and place much higher value on cattle and vegetables.
The way in which they obtain the ir baubles is most inter-
The northe rn p ar ts of th e Sea of Dust a re less ash-clogged esting, however; the young men dive for the m a s par t of t he
an d therefore show clearer evidence of th e former Suel civi- rit es by which they pass to adulthood.
lization. Here may be found the forts that guarded the
passes over th e Sul hau t range into Bakluni lands, andfar- Dotted about the region are “Ktosor-hep”, or “dus-
the r into th e desert a re th e remains of walled cities. The tlakes.” These are expanses anywhere from half a mile to
most accessibleof these, neares t th e Sulhau ts, have appar- six miles across in which th e dust is charged with a magic
ently been strip ped of valuables by various bold scavengers tha t causes it to take on th e characteristics of water. The
over th e past millennium, but the sites farther into the des- grain s form a sort of fluid which permits th e passage ofair
between them but retains them in a single body which sup-
berythaarrepileess.sIdtiisstnuorbtaebdl,eitnhapat rtht ebeacracuhisteecthtueyre aorfethiinshraebgiitoend
shows the characteristic high angular buildings still ports waves and boats and swimmers as if it were a true
affected by such people as the Sea Princes and the Lendor- lake. Unlike water, however, it may be made somewhat
ians. breathable if a fine cloth mask is placed over th e mouth
(although strenuous action is not possible under such con-
The central pa rt of th e Sea of Dust is th e most forbidding ditions). It is therefore possible to descend to the surface
of all, and certainly the most alien. There are dunes of a beneath the dust, and there to examine in the dim and
white, powdery, caustic materia l, and th e air’s dryness will dust-laden atmosphere the ruins of towns and cities, for
empty an unglazed jug in a day or two and cause tho se who each dust-lake seems to have been just such a site before
do not cover thei r mo uths w ith damp cloth to cough blood. th e Rain of Colorless Fire.

The white dunes and glassy exposed bedrock also cause Were a descent into t he dim and choking lower reaches of
sunblindness in those who fail to protect their eyes with a dustlake th e sole barrier to manhood among th e nomads,
slitted masks or visors. It is littl e wonder th at t he so-called there would not be so many “boys” of 30 and 40 years.
Unfortun ately for divers a number of other creatu res also

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live in the soupof particles. Among these ar e he aforemen- pure metals a t the site: certainly iron, and possibly gold
tioned burrow ing worms, which seem to prefer these spots and mith ral as well. The direction of Jemr ek Longsight’s
as lairs. Water pools ther e in small amounts, and certain study ha s often been cited as evidenceth at dwarvish habits
peculiar fungoid life forms are also attracted. Last but not of mind persist even in those who choose the most un-
least there are the abhorrent “osid-mrin,”a man-like race dwarvish occupations.
which according to local legend first built the cities
ben eat h the dustlakes, and which (again according o hear- Longsight’s announcements resulted in a flur ry of activi-
say) have a desire to bring recruits into their new race ty on the part of al l the political interests in t he region. All
through a gruesome operation or transformation. Never- over th e Iron League there was a ferment of allianc e, mis-
theless the rewards a re a s great as th e perils: not only full alliance, and reliance between the dwarvish clans an d oth-
manhood in t he tribe but also gems and jewelry for decora- er groups preparing expeditions. The Herzog of S outh
tion as well as other more civilized treasures which are th e Province sent forth a l arge group of warriors and prospec-
more prized tokens of a dive, such as artw orks or books, or tors, reportedly with orders to re tu rn with news of th e
even magical items. deposit or not at all. The Principality of Ulek took an inte r-
est, a s did Almor, Nyrond, and th e Duchy of Ur nst, an d
The architecture of the southwestern ruins is notable for trading houses from the Wild Coast and even Greyhawk
its large domes and ta ll onion-toppedminar ets, which occa- and Dyvers. Even the rulers of the Pomarj, then new to
sionally protrude above the dust and provide a channel their power, sent an ill-prepared company of orcs, goblins,
downwards. and ogres. A s these varied forces converged on the are a
delineated by Longsight, chilling tal es of murder, treach-
No tes to the Dungeon Master ery, and bloody massacre began to make th eir way back to

The nomads in the southwest each have type Q treasure. th e outside world. Soon the weaker forces turne d back for
lack of supplies or manpower. The Pomarjis were sla ugh-
The “osid-mrin” ar e meenlocks. Also present i n th e fertile tered by a temporary alliance of dwarvish interests.
dust are purple worms and ankhegs. Movement in the Nyrond and Urnst were unexpectedly impeded by the
water-dust is the same as th at in water. The bottom of th e inhab itants of Celadon Forest, who did not desire such
dust-lakes will suppo rt a wide variety of fungoid creatures, activity near the ir lands. The Herzog’s troops disappeared
including myconids in those not infested wit h meenlocks. into the Bright Desert and were never seen again. All par-
ties were harassed by t he n ative s of th e Abbor-Alz,who as
The dust of the central regions forms a strong lye when always resented intrusion, and by the Sea Princes, who
mixed with water. were attracted to th e supply ships.

The Pits of &a After half a decade of strug gle, th e house of Highforge,
one of the more prominent dwarvish clans in Irongate,
I n mid-locktime of CY 198, the Great Kingdom was emerged as discovererand holder of th e starstone’s wealth.
astounded by a ball of fire which appeared over th e Oljatt A port was established on the waterless coasts where the
Abbor Alz touches the Bright Desert, and a secret trail was
Svaena,isphaesdsesdomoveewrhSeurnenbdeyi,oInddeteh, eASheliasosaf ,GaenadrnOant.nIwt walal,s avnisd- established leading inland. Highforge and it s allies main-
ible as far south as the Olman Isles and as far north as tain ed thorou gh secrecy, and for good reason: iron, plati-
Eastfair and Rel Mord, and was cause for wonder and con- num, gold,mithral, and adama ntite began to pour out int o
cern even i n those prosperous and confident times. Selvor th e world at large through th e carefully guarded harbor.
th e Younger, after careful ext rapolation to its origin in th e Few have reported concerning the mine inland, but from
constellations, declared the shooting star to signify peripheral comments it appears tha t t he dwarves discov-
“wealth, strife, and a living death.” The pronouncement ered a broad depression of fused and shocked rock marki ng
caused a panic in certain of the larger cities, particularly th e landing point of their prize and established themselves
Rauxes, where a number of prominent nobles took the pro- in a nearby mesa from which they coordinated a well-
nouncement to be a signa l for th e end of th e world, or a t planned mining operation. They dug deep artesian wells
least of a n era , and created se veral disturbances. Accord- and established cisterns. The mine and settlement they
ingly, when afte r several years t he predicted events failed called Azak-Zil,or Pur ehear t.
to m ake themse lves evident, Selvor was banished from his
post and from the court, and held by his colleagues as a For five years Highforge swelledwith w ealth; the re were
disruptions in metal m arkets as far away as Rauxes. Then,
laughingstock. There mat ter s were to lie for more than 300
years, while chaos enveloped th e greater par t of t he Fla- abruptly, the flow was cut off. The port city of Zar ak
naess and few had the time or patience to study the work of remained, but communications with th e mines ceased and
a discredited astrologer. probes into the interior found the roads to be erased an d
th e dust storms to be intolerable. Members of a powerful
It was in 514 hat Jemrek Longsight, a dwarvish sage expeditionary force disappeared suddenly and silently at
who as a child had been gre atly impressed byth e phenome- night, even from guarded tents. Clan Highforge, after
non undertook a study entir ely opposite to Selvor’s: using expending much of its considerable fortune in a n atte mpt
records of th e falling star’s flight she traced it not back to to refind and retake the mines, took heed of unfavorable
its origin but downward to the Oerth. Longsight’s calcula- auguries and abandoned th e effort. Zarak was abandoned.
tions showed a landi ng along the ea ster wing of th e Abbor
Alz, between the Bright Desert and the Nesser River. On
th e basi s of previous instan ces of shooting stars and their
tangible results, Longsight predicted a great deposit of

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Since the failu re of Azak-Zil most southern dwarvish Sk rellingshald
clans have declared t he folly of meddling with “t hings from
th e sky.” Not a few supposeth at th e mine was visited by a It is commonly held th at t he Fl an peoples of ea st er n
curse, either by something imported from the heavens or Oerik were simple tribesmen before the events tha t led to
by something wakened by the shooting star or the activi- the Suel and Oeridian migrations. There remain to be
ties of th e miners. Many have cited Nomad legends tha t a n explained certain ruins found in the Griff and Corusk
ancient no nhuma n people dwelt in th e mesas of th e south-
ern Abbor Alz and s till guard them. Mountains. The massive stone foundations, str ai gh t level
roads, and flattened or terraced areas of mountainside
Only one individual ha s claimed to have found th e site of seem from the proportions of the rarely preserved door-
th e mines since the ir abandonment: one Pont Sandmorg of ways to be intended for creatu res of hu ma n size, and it
Narwell. Sandmorg’saccount would place th e mesa on t he seems unlikely that elves or humanoids would have had
ea ste rn slopesof th e hills, facingth e Bright Desert, about a th e inclinati on to produce such works. What is more, th e
hundr ed or more miles inland. There was a poisonous salt occasional ade car vings and green ceramic figurines found
lake filling par t of th e nearby depression, and there were both a t these si tes and occasionally in riv ers flowingout of
hills of tailings from extensive mining operations, and the mountains show a people of Flannish features and
pla in ev idence of a d warvish cliff-city could be seen on th e dress, and there r emai n in th e Duchy of Tenh and among
south face of t he mesa. However, Sandmorg and his men th e Coltens stories of a powerful mountain sta te of Flann-
were content to raid a few ingots from a former roadside ish race. Perhap s th e dwarves of th e region know more, but
depot. Their number had been depleted by native tribes if so they show th e typical reticence of dem i-human races
and by packs of unusua lly ferocious and c unning ghouls, concerningprehistoric events. One of th e grea test works of
this ancient people, whoever they were, is the mountain
tahnodutshaenydtjuarcnkeadlsbwachkicahfteemr ‘a‘anamteodstfrhoomrritbhleechiotywtlhinagt ,nliikgehta, known in F lan as Tostenhca,but more commonlyknown by
an d a most foul apparition which appeared to t he men on the name the Suel barbarians gave it, Skrellingshald. I t is
watch.” Attempts to duplicate Sandmorg’s route have a place which has been discovered many times, and as
either resulted in failure to find the mines or failure to often lost again from huma n knowledge.
return a t all.
Skrellingshald is among th e Griff Mountains, but un like
Notes to the Dungeon Master the untamed crags surrounding it its peak is entirely lev-
eled. Perched on t his plateau is a city of heroic portions
The environs of the port-city will show only a few hard y carved from the rock itself. It holds many noble houses, as
and surly nomads. Inland the t errain is extremely treach- well as large pyramids and ramps of unknown purpose.
erous, an d dust storms a re likely. There will be evidenceof There are large water storage tanks, and evidently water
former expeditions as th e mines grow nearer, though most was oncepiped throu gh th e enti re city. The broad avenues
of th e tre asur es carried by these ill-fated groups will be in ar e lined with tal l statues of th e same greenish-black rock
th e lai rs of various desert monsters. There will be unusual as the mountain and city, all of them showing typical
Flannish feature s (from which trai t the name of the city is
numbe rs of undea d, especially ghouls and ghasts, many of
dwarvish origin. derived). Some of t he dwellings may be th re e or more sto-
ries high, and the interiors contain among other things
Should th e player characters reach th e cliff-city or th e murals with pigments tha t ar e still fresh and scenes th at
diggings they will discover tha t th e work of mining still depict the lives of th e inha bitan ts. One block covered with
goes on, as does the fighting tha t always attended it. Each such work was brought to th e town of Calbut in t he D uchy
individual, now in undead form, seeks to amass for itself of Tenh,and exhibited a s an example of an cient F la n excel-
all of the treasure. Their number is large, mostly ghouls lence, but it is regarded by some as a clever forgery.
and ghasts. There a re no noncorporeal undead i n the city Beneath the city and leading downward to various open-
and mines themselves. The undead will attack on sight in ings on the lower mountain is a series of tunnels. Most of
search of food or treasure.
these terminate in terraced regions tha t must once have
The cause of thi s horrible transfor mation is an ellipsoid been farmers’ fields.The climate of th e region must surely
of bluish metal about 2 feet long and one foot in diameter. have been more pleasant i n its heyday, for much of th e year
All who die with in 5 miles of it rise a t he next full moon as the city is wreathed i n snow.
undead creatures unless the corpseis first blessed. Undead
For al l its enigmatic glory, Skrellingshal d might rema in
wanitdhsino oonnetomtihleealrime tiutronfetdheata r-e5a, othf oesfefewcti.tThihnetswtoonaet a-l4s,o relatively obscure were it not for the stories that great
causes consuming greed and transformation to a lichlike treasure might be found there. Indeed it bears some pass-
state in its possessor.It is presently held by a lich, a dwarv- in g resemblance to a land placed by popular legend in t he
ish cleric of 1 6th level. In addition to raisin g a primary Griff Mountains, where th e buildings a re (‘roofed n gold.”
attribute by +2 , the stone should have various other However, the citadel of Skrellings hald is most certainly
effects as determined from the Dungeon Masters Guide;it not inhabited by any human race, and doesnot flaunt what
is an artifact. treasure it may have so openly.Its inhabitantsare reported
to be particularly malevolent and cunning kobolds, and
perhaps certain diabolic allies, who haunt the tunnels
beneath the mountain. The skies of the region are th e
hunti ng ground of griffons and gigantic eagles. The city
itself is supposedly guarded by its statues. If th e city ever
had gold roofing it has long since been looted. What
remains is a wealth of jade jewelry and st at ua ry scattered

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throughout the region, an d a gr ea t store of gold in most magical trap s and by undead or extrap lanar beings. A r t -
unus ual form: it is in spheres abo ut th e size of a double work tak en from the city will be of high value if it can be
fist. Th e troves of gold spheres a re to be found somewhere removed, especially in t he Duchy of Tenh.
within the pyramids, but it is supposedly unhealthy to
meddle with them. Stories have it that those who carry The magical curse of th e golden spheres is permanent,
away the spheres contract a horrible wasting and rotting but its effects on an individual can be removed with cure
disease and remove curse. The chance of success with each
disease.
The citadel is protected not only by its remote position of these is equal to the chance of dispel magic against a
12th-level enchantment. The curse affects anyone who
and t he ferociousinhabitants. It is surrounded on all sides owns the golden spheres, or who remains near them for
by deep gorges or high mountains, and the high altitude more than four hours. It take s effect as a chronic severe dis-
saps th e s trength of lowlanders. The weather is chilly and ease of th e blood and sk in, which strikes within ld 4 weeks
windy in all seasons, and often so cloudy that vision is and worsensto a terminal case onceit ha s seen full effect as
obscured over distances of more tha n a few hundred yards. a severe malady.
The precise location of th e place is not known. Few have
sought it out, and those who have returned after finding it The Sinkin Isle
ar e generally reticent. Typical is th e case of Hradji B ear-
tooth, a chief tain of the Frost Barbarian s, who tooka band The Sinking Isle has haunted th e waters near t he Isles of
of men in search of th e marvel in 520. the Sea Barons from time immemorial. The earliest Oeri-
dian tribes to fish th e Solnor ther e knew of it; th e Fla n
Hradji returned l ater t ha t year with a diminished follow- before them had legends of i t; th e seagoing elves of Lendore
ing and with a greatly increased wealth which consisted
largely of the aforementioned golden spheres. He quite tIisolennhoavr eevtaelnesthyaett omf othree Eanlvcieennfto.lNk weiathsetrheofuirrsotwinn ct hiveilFizlaa--
nat ura lly refused to disclose th e location of th e mountain, naess; there were others in times so far past th at th e very
as he planned to gathe r a stron ger force for the next season shape of the la nds ha s since changed. The Sinkin g Isle is a
and return with still greater booty. Unfortunately Hradji reminder of them.
an d th e majority of his m en died within t he year, some of
them as soon as hey arrived home. What is more, all those The region about Asperd Isle, the northernmost held by
who had any prolonged contact with the gold similarly th e Sea Barons, is prone to infrequent if powerful quakes.
sickened and died. Hradji’s heir disposed of t he hoard by Perhaps it was one of the se which in the distant past car-
trading it to merchant interes ts in t he Great Kingdom, and ried a n island city to the sea bottom, and perhaps it is th e
reputedly the curse still circulates as th e coin of th at land, same restlessness tha t on occasion raises it again into the
although this last may be a tal e fabricated to weaken th e air. Local mariners hold th at w hile these movements ar e
Emperor’s currency. never predictable they are at times presaged by tremors
and a boiling and bubbling th at stirs dark mud from the
In confirmation of Hradji’s story that he had reached bottom and relea ses bubbles of foul smelling gas. It is also
said th at th e rise of the Sinking Isleis most likely in storms
Skrellingshald, it is noteworthy th at he also brought with
him two young griffons and a shield of a pebbly, fire- or fog. At such times coastal traders and pirates, who nor-
mally seek the protected inner passage between Asperd
rdeiasibsotalinctalhcidreeawtuhreic. h has since been identified as tha t of a Island a nd th e Solnor’sunpredictable w aves, either go the
It is rumored th at certain of the dwarvish clans of the long way round or stay aport. Many northern captains
raiding southward will not attempt the stra it a t all, for
Griff Moun tains know th e location of th e citadel. Certainly lack of friendly informants.
they mak e use of th e roads supposedly produced by Skrel-
lingshald’s constructors, as well a s their tunnels and road- The Sinking Isle is not always so kind as to give warning
side fountains. I t would not be surpris ing to find th at they of its reemergence. Neither does it always show itself
had discovered something of Skrellingshald’s where- entirely above the waters. Often only the highest extremi-
abouts. ties jut upwards, as if they were lying in wait for unwary
ships. Indeed seamen credit the isle or its manipulators
Notes to the Dungeon Master with a malign will, and attribute any disappearance in th e
strait to its action. More tha n one will tell tale s of a near-
The kobolds of Skre llingshald ar e well prepared to fight grounding, a suspicious darkness i n th e water on a clear
off invasions, and to do so with little use of kobold lives.
They use missile weapons from a height, and roll down fvaeirrydfaeyw, ocrlathime stioghhat vofe bwreaatckheerds wthheeirselannodn,eooruegvhetntolabned.eAd
on it. They do so in whispers, as it is said that foolhardy
boulders to crush any opposition. Their average intelli- boasters are apt to vanish from the ir homes on some dark
gence is higher t han th at of typical kobold tribes, and their and rainy night thereafter. S o it is tha t for the most part
sha man s and witch doctors are numerous. The chieftain
bears a medallion which allows th e bearer to summon an only a faint rumor reach es the outside world of th e Sinking
ice devil once per year if one intelligent creature is sacri- Isle and its twisted ruins.
ficed. Those who attempt th e difficult ascent of th e moun-
ta in from the outside, or who take an aerial approach,must In the past one notable man was far less circumspect
deal with griffons and white dragons and the uncertain than modern adventurers: Atirr Aedorich, a hero of the
and windy weather (increase all windspeedsaround Skrel- Great Kingdom in the days of i ts youth. I n 155,as a young
lingsha ld by 15 miles per hour). The constitution of low- man, he was sent southward by his f ather to t he university
landers drops 2 points a t this altitude. a t Rel Astra, the n a great center of learning i n the magical
arts. The Sinking Isle was less active in those days,
The city is guarded by sto ne golems(a portion of the st at-
uary)and, if tombs or alta rs ar e disturbed, by nat ura l and

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but as th e fates would have it Atirr’s ship was caught i n a Notes to the Dungeon Master
sudden squall , and driven onto the hidden claws of the Isle
itself. At irr was fascinated rath er t han terrified (suchwere The Sinking Isle is heldjointly by sahuagi n and k rakens,
according to the local currents at the time. The waters
th e Gre at Kingdom’snobles in those days). For a full hour, about the isle are alternately very clear and warm as the
while th e crew sweated at th e pumps and strained to place southern current reaches it, or chilly and dark as it is

tahpeastctrhaonvgeerpthheoshpuhlol’rsessicnegnltelraenndt,sct ahpeey,oaunndgpmreapnagraedzesdeavt- touched by the northern currents. Each sort of water has
its characteristic fauna, t he former typified by sahuagin
eral sketches, unti l one of th e Solnor’sstrange and unpre-
and the lat ter by krakens. There is a 10% chance in any
dictable great came questing the strait and
month that the currentswillchange Over th e course o f t h e
lifted t he wounded vessel clear. Atirr vowed to ret ur n and
following month to the opposite direction.
discover th e island’s secrets.
The risings and fallings of the island are controlled by
Ati rr did retu rn northward some years later, but as Her-
sacrificesof intelligent creatu res a t an altar in t he middle
zog of North Province. Not until his middle years did he
of the largest ruin. The city is not of sahuagin manufac-
have the leisure to up his study* the exami-
ture, but it would not be amiss to suggest th at th e builders
nation of certain ancient Suel tomes, and the exercise of
were the once-human ancestors of the sahuagin them-
the arts he learnedat Astra, he devised a to either
selves. They were in any an evil race toward t he end.
predict or command th e vagaries of th e Sinking Isle. This
The ruins are reminiscent of Gothic architecture, with
knowledge, like much else, was lost in the Turmoil
much decoration and many high pointed arches.
Between the Crowns, but several different descriptions
The isle is relatively uninhabited during changeovers
survive of wh at he found when he drew alongsideth e risen

city. forwomn eoancehcmurornetnht tthoaatncohtahrearc. tIetrissa1r5e%inlitkheelyartoear,isaendonwiitlsl

In the short time before the sank Once again remain above water for l d6 hours. It normally rest s on the
beneath the waves’ Atirr and his to
recover and record information were bottom. Local fishermen ar e 10% ikely to know th e precise

a great many location; local mermen 50% ikely. Neither will be eager to

facts from among th e spiky and highly decorated ruins. reveal th e information or serve as guides. The sahuagin

Among these were many panes of fine stained glass, some and krakens have a few allies ashore to apprise them of
still intact, and some in ti nt s never yet achievedby modern
artists. Besides thes e were a number of twisted ornaments events.
Of gold and lead, later discovered to be Of sahuagin manu-
facture. Attir also discovered a book sealed against the It might be suggested that the House of Rax holds the

water in a lead casket. All of these were returned to the book discoveredby Aside from historical information
court at Rauxes in honor of the Overking. The patient
it is both a libram of inefable amnation and a book of v ile

deeds,

Ati rr hoped to study the m furth er in his retirement. He The Twisted Forest

declared the book in particular to be most interesting,

b“eainnganacmieonntghoisthtoerrythtoingegtshaerrewcoitrhdimngaginicaallosestclraentsg.”uage of The Drachensgrabs have always been a peculiar land , an
Tragically, Ati rr was never to a tt ain his goal. Two years anomaly among th e more settled regions of th e Flanaess.
Legends Persist t ha t Some Powerful being Sleep sthere, and
after hi s discoveries he an d all hands went down in a storm
off th e coast of North Province in a storm which apparently that some unclean air is about certain of the hills. The
even the Herzog’s powers could not quell. The book has retaki ng of th e Pomarj by humanoid forces is just such a n

since disappeared, thou gh it may yet be found somewhere event as might be expected of this region- Rumors aside,
in t he catacombs at Rauxes; it is difficult to be sure, as 90
li tt le word now reaches the outside world of th e doings a t there is a t least one sleeping and dangerous power in th ese
th at court. It is known tha t Ati rr was convincedfrom a pre- superficially Pleasant lands: th e m km me d ‘‘TwistedFor-

liminary study that the city itself was not primarily of est.”
sahuagin construction but must have been built by a ter- The Twisted Forest is no forest at all, but rat her a collec-
rest ria l race, though sahuagin-like creatures and other sea
life are depicted frequently i n t he architecture. tion of Stony Pillars; these Pitted P a y Shap eshave as much
the aspect Of humanoid Shapes as of trees. They ar e Scat-
Lat er observers have examined the coastlands and sea
tered over the hillside meadows like so many leafless
nea r th e sit e of the Sinking Isle, and have on a da rk eve- olives,but it would be difficult to mistake the m for vegeta-
nin g seenwha t may have been its upper towers. The region
is chill an d forbidding for such a southern latitude. Fisher- tion. They range in size from th at O a very small goblin to
that Of a VerY large ogre, but their twisted upper exten-
men say that the catch in those parts is extraordinarily sions are as suggestive of upraised arm s as of branches.
good, but th at nets are often fouled. Those attempting th e
water, find it dark and chill. Most ar e content to leave th e They have overall an UnWholesome nd unnerving aspect.
Sinking Isle to th e sahuagin , or whatever race of th e deeps
now holds it. One has th e feeling of being watched- The Pattern s on th e
tr un ks ar e suggestive of tormented faces, and it is notable
th at despite their great age they do not bear th e abundant
mosses, lichens, and birds’ nests that the local outcrop-
pings of native rock display in suc h abundance.

An examination of th e ground between th e “trees,”
which is rich in flowers, shows a surprising number of
bones and many weathered remains of weapons and equip-
ment. One might a t first suppose these to be t he relics of a
battl e, but they ar e of varying ages-some old enough to

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have crumbled entirely and be evident only as strains in Notes to the Dungeon Master
th e soil, while others are much more recent. Where they
have not been disarrayed by scavengers the bones and The pillars ar e largely th e remains of evil creatures. Any
equipment ar e still whole. The source of this car nage is not being of evil alignment which enters t he demesne of th e
any danger i n th e hills round about, but th e forest itself. Twisted Forest will be affected within ld 4 to ld2 0 tur ns
depending on th e degree of evil involved. Thereafter such
ThTohseegwohbolitnosuocfhththeePsotmonaerjsahraepneoswofwteenlldaiwe,aorregoof tmh eadd.an-
gers of the Twisted Forest. Early during their influx a creatures must make a saving throw vs. spell each round or
large company of goblins scouting for new lands ascer- be convertedwith a ll the ir goods and equipment into twi st-
tained from the local herdsmen tha t t he Forest might con- ed stony parodiesof t he ir origi nal forms. They will thereaf-
ta in trea sur es somehow locked within t he stone shapes. ter be fully aware and able to hear and see and even feel
Precisely wha t occurred onth e day they entered the Forest thei r surroundings,but are immobile and practically inde-
is not known, but it seems to have been something beyond structible. Fire, cold, and lightning, as well as acids and
even the tra ditional danger (of which the goblins and their nonmagical weapons will cause no damage, b ut will cause
allies might have been aw are had they not in th eir eager- excruciating pain. The rock is also immune to common
ness to push onward hastily slaughtered the ir informants). spell effects such as rock to mud, stone to flesh, or dispel
Later observers have since examined this field of stone magic, though know alignment is effective. Only poly-
shapes, and it seems th at t her e are rat her more of them morph any object can release a trapped individual, and
th an implied in earlier accounts. There is moreover some- the n th e success if checked as if dispel magic were being
thing which was surely not present in past centuries-a used against a 20th-level spell. This restoration is perma-
nent if th e victim survives th e system shock roll.
contortedriver of stone among the pillars, more than thir ty
feet long, tapered at eithe r end. Unfortunately, it is not pos- Trapped creatures typically have only one avenue of
sible to compare past and present eyewitness accounts escape; they c an attem pt to ta ke over the body of a nother
directly,as former native s of th e region ar e now dead or dis- creature th at touches or strikes them, a s if using a magic
persed. j a r spell. One attem pt to ta ke over i s allowed on each round
in which there is contact. A takeover attem pt may also be
The Twisted Forest would be entirely mysterious were it made against someone who attempts speak with stones.
not for records of t he Keoish Court at Niole Dra. An Once in it s new body, th e new tena nt must survive a sys-
ancient a nd much recopiedmanuscript ther e purports to be tem shock check or die. Resurrection or raise dead on a
a history of the Suel peoples immediately af ter th e last body slain in this way will bring back th e newer tena nt,
disaster of the Suelite empire, penned by one Uhas of not the old. In any case the former owner of the body is
Neheli. I n this history is the t ale of a particularly wicked trapped i n th e stone form of th e aggressor. All crea tures
band of Suloise who fled with all the ir tre asure s eastwa rd are susceptible to these effects, but natu ral animals are
along th e norther n coast of th e Azure Sea, seeking a new subject to a n antipathy effect and will avoid the pillars.
lan d in which to build a powerfulnew nation. They were as
learned and powerful as they were cruel, and met with suc- Released creatures vary widely in origin. Some are the
cess in all their evil ventures, until at last they slaugh- original Suel band, including some powerful spellcasters.
tered a band of innocent Flan tribesmen in a particularly
vile manner i n the Suenha Hills. By so doingthey brought Others ( the smaller ones) are goblins or kobolds, while th e
on themselves a most terrible curse from certa in of th e larger ones ar e typically ogres. The large snake like figure
Flannish gods th e tribe had worshiped: th at neither they is a red dragon. Some will be other non-evil creatures
nor any of thei r kind should leave the valley in which the trapped in new bodies. Reactions will vary according to
massacre occurred, and tha t they should be monuments to align ment and leng th of imprisonment (some of th e older
th ei r own wicked behavior, “pillars of tortur ed stone for all ones are quite mad). Equipment will be likewise variable.
th e world to see.”This would seem to be a clear reference to
the Twisted Forest, and it is commonly accepted among The
historians th at th e Suenha Hills were the Drachensgrab as
known to ear ly Sue l colonists. The malevolent effect of th e The stretch of land facing the Icy Sea between t he Cold
stone figures themselves rem ains to be explained, since it Marshes and the Forlorn Forest is one of the least trodden
would surely not have been a pa rt of th e original curse, but regions of th e Flanaess. Not even t he Rovers of th e Bar rens
see much profit in it; they generally keep to t he grassla nds
pthearthathpesitrhme aploicweewrfuoluSldueclomnatigneusecotontwriovuedndsotmheehwoowrltdo,saeet farther south, and even these hardy folk refer to these
least within a limited area. As additional evidenceth at the
stone figures are former Suelites, the flowers peculiar to pnaaretsssahsa“vTehethWeiarstweso.”ndEevresn, hthoewpeovoerre;stinpatrhtissofcathsee, Ftlhae-
th e Twisted Forest a re of types seen only in t he f ar western famous Burning Cliffs.
pa rt s of th e Se a of Dust.
The Burning Cliffs were named for thei r north ern border
As for th e trea sure s which some insist ar e buried i n the with th e Icy Sea. Ships traveling along tha t coast may see
stone figures, it is perhaps best not to seek them since th e them for distances of a hundred miles or more on a clear
Twisted Forest has so dire a n effect, but it is doubtless a day, where the smoking rocks drop sharply to meet the
great treasure indeed if these stone figures are in fact a water. In fact the region ofburni ng extends a good distance
host of transformed Suelites. What if anything could be inland. It consists largely of oily shales and a black flam-
gained from wha t may be t he more recent additions to t he mable rock which release smoke and steam from a process
collection of pill ars is unknown, even in rumor. of burning which has been continuous since the earliest
histories. It may even have spread in recent centuries.

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It might be thought th at a fire would make th e local cli- rich’s following, as only he was protected from the full
mat e more bearable, but in fact the smoldering and steam- effect of th e Burn ing Cliffs (apparen tly by magical effects
ing rubble gives rath er more heat than is comfortable, and of certain of his possessions).The iden tity of th e crea ture s
in places is actually i n flames. In any event it would be nec- which Storrich robbed is uncertain; his claims gradually
essary i n most seasons to stan d amidst t he conflagration, grew more diverse. At various times they were elementals,
since the fierce northern winds soon c arry away the heat. I t
would in any case be a dubious comfort, being accompanied devils, demons, and harginn, and even efreeti. Unfortu-
by sooty fumes and steam. Ships sailing downwind of the nately these discrepancies were never resolved. Within a
Cliffs are a pt to leave with darker sails tha n those they set month of his arriva l Sto rrich died of a choking fit at a ban-
out with. Neither would the warmed traveler have any- quet. There were no other survivors to corroborate Stor-
thi ng to ea t in those desolate regions, with th e exception of rich’s story, but it is clear tha t he had somehow acquired a
a few scrawny northern deer which feed on the sparse great wealth of jacinth and gold. He spent liberally i n hi s
lichens and willows upwind of the Burning Cliffs region. last weeks of life, and still left behind a considerable trove.
The Rovers seldom bother to visit t he place, and regard it
as simply another obstacle in th eir r are t rips through th e Since Storrich’s death a number of individuals have
Wastes. attempted t he Burning Cliffs. Some have entered by t he
paths which are now occasionally evident throughout th e
The character of the Burning Cliffs has apparently region, while others have attempted ae ria l surveillance or
changed somewhat over th e past century or so. Mariners have relied on magical protections against th e heat and se t
rem ark t ha t t he clouds billowing upwards from the m con- out cross country. None who penetrated deeply into the
tai n rath er more soot th an steam, and that by night a dull
glow enfolds the entire region as if there were higher land of th e Burning Cliffs have retu rned . A number of
flames nea rer t he center. Both th e Rovers and th e seamen
have noted th at t he ar ea of burning ha s spread by up to sev- reports indicate th at Iuz and the Horned Society have tak-
eral hundred yards a year (it is already nearly 30 miles
across), though in cold winters it retreats somewhat. On en a n interest, an d have sen t large companies northward.
occasion shapes ar e reported moving about behind t he bar- What t he purpose of thi s may be is unknown save to the
rier of cloud and soot. Perh aps most significantly, th e for- rule rs of Doraka a and Molag. Someunknown persons have
ests, marshes, a nd grasslands a t th e edge of th e Wastes, erected a n a lta r to F’yremius along th e nort hern coast of
hun dred s of miles away, have begun to sicken a nd die, sup-
porting t he claims of some scholars tha t t he Burning Cliffs th e Burning Cliffs; whethe r for purposes of propiti ation or
are in fact responsible for th e Wastesto begin with. This is worship remains unknown. Members of th at cult have on
of lit tle concern to most northerners, however; th e lands occasion been linked to th e region, but they fiercely deny
ar e wide there, and apparently inexhaustible. it.

None of these more recent repo rts h as been sufficient to Notes to the Dungeon Master

Depending on th e local intensity, t he h eat and fumes of
th e fires will inflict l d 3 points of heat damage and I d4
points of poison damage (save vs. poison to avoid t he l at te r)

spu r th e practical northern peoples into any sort of action anyt hing from onceper sdtaayntdoinognocenpaeprarothuwnday. Tohr eosteheerfwfeicstes
or investigation, and it was quite by accident that any- ar e halved for someone
th in g more was discovered.In 523 one Storrich of t he Hold
of Stonefist failed in a n atte mpt to advance himself by less outside of direct contact with th e burnin g rocks.
th an traditi onal methods. Poisoners ar e not highly regard-
ed even in th at grim country, and so Storrich and hi s fol- The residents of the a rea a re all from th e plane of fire; Iuz
lowers were obliged to flee. Since th e season was summer
and the Ice Barbarians would not be likely to let his ship and the Horned Society have been encouraging and
pass unmolested, Storrich and his pursuers turned west-
ward. Unfortunately for Storrich and his men, t he pilot of recruiting evil fire creatures from among these. A large
the ship ran it aground offshore th e Wastes, and Storrich’s
company was obliged to ta ke to th e land, th e pursuit still town has grown up near th e center of th e conflagration,
hot on their heels. As a last desperate measure Storrich
attempted ent ry into th e Burning Cliffs region, risking a where there is a gate to the plane of Fire. The wily Stor-

rich’sboasts are t rue to the hilt; he passed through to th e

City of Brass itself, and made off with some minor trea-

sures. As a result residents are now alert for intruding

“vermin.” Unless th e connectionto t he plane of F ire is bro-

ken, t he Burning Cliffsregion will continue to grow, much

to t he delight of th e cult of F’yremius.

stone path th at he and his men bfoaucnkdaltetahdi isnpgoiinnttowthelel smol- Csipros Erd-The Geysers of
der. Storrich’spurs uers tu rned satis- eaah

fied, and informed the Master of th e Hold th at they had In 510 CYth e last of the Euroz and Jebli tri bes were driv-
en forth from the Lortmil Mountains. One particularly
driven Storrich to his death, havin g waited some days for large horde made the ill-advised attempt to reach t he Yatil
Mountains by crossing the gap from the Lorridges. Unfor-
him to attempt a retur n and having seen nothing. It proved tunately for these creatures they had been preceded by
lesser bands, an d th e combined cavalry of Bissel an d
to be untrue. Veluna stood ready to stem th e tide. A larg e par t of th e
forcewas destroyed, but t he remaind er survived by din t of
Twoyears later Storrich appeared in Dyvers, and being a a ferocious counterattack and ent ered th e so uthern Yatils.

ra th er loquacious individual he soon disclosed his story- There they were harassed by halfling, hu man, and elven

seve ral stories , in fact, some of them mutu ally contradicto-

ry, but it is possible to piece together a relatively plausible

scenario from his boastings. The gene ral outlin e of th e sto-

r y was t ha t Storrich’s company happened on a city of fire-

loving creatures, an d managed to steal somevaluable gold

an d jewelry. The subsequent conflict,and t he flight south-

ward throu gh t he flames and fumes claimed all of Stor-

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Geography of Oerth

forces raised by t he locals, who were not a t all of a mind to who had firs t seen th e valley. The sig ht of th e wealth of th e
allow such prolific and ferocious creatures a foothold. The Euroz and Jebli trib es had inflamed his desires, and he was
horde finally turned southward in a n attempt to reach the certain that with certain magical treasures he had
Barrier Peaks region by passing through th e Bramblewood acquired he and his force would re tu rn wit h weal th suffic-
Forest. H ere they met the ir final and f atal opponent, one ient to make Polvar a nation in its own right. He never
Sandor th e Headstrong, t he young lord of Polvar province returned.

in eastern Ket. Many have since sought Csipros Erd, the Geysers of
Unlike th e other ha rrie rs of the goblidorc horde, the lord Death, but none have return ed to report of them. The maze
of hills and valleys about the northern Barrier Peak is
of Polvar was not par ticula rly concerned th at they would large, and not a few have geysers and hot springs. Of the
settle i n his lands (clearly they did not desire to doso). He “blood red lakes ” mentioned i n Sandor’s account ther e ha s
was motivated instead by rumors th at had filtered into Ket
after the earlier engagements: that the cartloads so been not a trace. To common knowledge Urgush’s wealth,
fiercely protected by the horde’s leader (the half-orc along with what m ust be a considerable quan tity of hu ma n
Urgush) represented a great store of gems and precious
metals garnered during t he horde’s years in t he Lortmils. and humanoid bone, remain s undiscovered.
Sandor was determined that such a prize should not
escape, and he pursued th e host in a series of forcedmarch- Notes to the Dungeon Master
es which unfortunately exhausted h is footsoldiers to th e
extent th at many fell behind and th e remainder could not The geysers and hot springs of the Valley of Dea th a re no
bring about a decisive attac k ag ainst Urgush’s resistance. more dangerous th an those of other regions-which is to
The chase led through th e Bramblewood and into the hills, say that one must be quite careful. The blast of a geyser
Sandor’s force gradually regaining strength and Urgush’s might inflict anythi ng from 2d2 to 2d20 points of damage
growing fewer. In desperation Urgush turned up an (a saving throw vs. breath weapon is appropriate). The
unknown valley, determined to make a final stand. Here intervals between activity and quiescence for most are
disaster met both sides. essentially unpredictable. The various water and mud
pools could inflict similar damage to thos e immersed overa
There ar e numerous hot springs in the northern B arrier time scale of anyt hing from segmen ts to hours (even com-
Peaks and in the Yatils, and they are widely known and fortable temperatures sap vitality over time).
generally appreciated by th e Kettites, so Sandor was not
surprised or particularly worried when he began to pass Poisonous gases are sometimes released from smal l clear
through th e outlying regions of a system of geysers, full of sterile lakes in t he region. There are two along th e Csipros
white frothy stone and colored pools and pits. He only Erd approach, and there is a larger one a t the head of th e
valley above th e basin containing th e geysers. The ga s is
slowed his c avalry over th e difficult terra in. A supremely odorless and colorless, and otherwise acts as a cloudkill
spell. It fills a very large volume, and disperses reluctantly.
confident man, he was not much disturbed either when Flowing downhill it can move swiftly, like a flood of water.
scouts reported a numb er of nearb y lake s of a blood-redcol- The lakes generally release th e gas only if there isa strong
or said to be unlucky by K ettite peasants. The wains of the
wdiesetukrsbaafntecre,dliiskcheaargminignothr eeyaratrheqruuaskteo,robrloaodslriedde,. aFnodr w3dil8l
hSuamndaonropidrehpoarrdeedwheisremi nensigfohrt,aahnadrodbpvrieosussilnygboagttgaecdkd, ohwopn.- not release any poisonous gas.
ing to disperse the horde and take their prize, when the
ground began to tremble. The gems, jewelry, precious metal, and magical it ems of
Csipros Erd a re now scattered over a broad region, having
With terrible swiftness, a powerful wind swept down the been scavenged at various times by locals who risked the
valley, tumbling th e orcs on their faces and oversetting the geysers which are now extremely active about the site.
precious carts. A wea lth of gems could be seen to spill from Much still remains in t he hot pools, guarded by ste am and
them. Sandor’sforce had bar ely begun t o comprehend thi s mud elementals th at have moved into the region. The res t
when they too were bowled over. Only those on th e upper is owned by ogres, various giants, and g ian t ravens and
slopes, where Sandor had been organizing the crossbow- eagles, as well as lesser creatures. Sandor’s force ra n afoul
men, were spared. None of the others rose again, even so of a coalition of hill giant tribe s which formed to loot the
fa r as their knees. Farther down the valley trees were treasure and which fell apart in quarrels shortly after-
snapped at he base by th e stra nge wind. Geyserstriggered
by the earlier tremors spouted into the air. ward. A tribe still remains by Csipros Erd, and they have

Sandor sen t a cautiou s group of scouts into the ruined developed th e tactic of heaving boulders into t he lakes

valley, but the y fain ted well before they had descended to rwehleeanseenoefmthieesgaaps.pIrtoiascrhemuparthkaebvlaelfleoyr tfhloeonru; tmhibsetrroigfgbeornseas
th e floor. He himself attempted th e descent, and had to be in it, many now encrusted with minerals from the hot
dragged back out of th e are a by the rope which he had th e springs.
foresight to a tta ch to himself beforehand. Sandor and some
of the scouts recovered, as did some of those who had been More than one scholar has remarked that whereas the
on th e valley’s middle slopes. But all others were lost and destruction wrought by th e Bakluni mages on th e S uelites
th e invisible poison barred further entry. After two fruit- has been the longer lasting, having persisted to th e present
less days Sandor yielded to the demands of his much day as the S ea of Dust, th e Invoked Devastation which th e
reduced force and made his way back to Polvar, swearing
each of hi s men to secrecy concerning th e location of th e
trea sur e and vowing to return.

No sooner had S andor recoveredat Polvar tha n he set out
again, being careful to put under his command all those

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Suloise first unleashed against the Bakluni must have ner it is possible to lea rn some astounding thi ngs, as in the
been the more thorough. Even a thousand years later, case of Celene-but th at is a topic for anoth er account th an
ru in s of Suel c ities may be found in th e desolate Sea of this one. With concentration it is sometimes possible to
Dust, whereas th e Dry Steppes, which are far more habit- sharp en th e focus,or choose one's targe t. However on occa-
sion things may be seen through the pillars which are
able, seem to contain no remn ant s of th e Bakluni cities a t almost surely distant in time or planes rather than in
all. A notable exception is 'Ibvag Baragu, known in th e
sspidaecec.iOtyn,euosfutahlelymaotsnt figrehqt.ueAnntoisthaegr liismopfseaofvaergdraenatt plalkaien-
nEeaasrt tahsethsea lSt tloankee CofirUcldersu. kTahniksalraragtethfeeateudrgeesotfiltlhsetaFnldas- crowded with t he peculiar mammalia n life which may be
naess. found on occasionnear th e Sulh auts . More rarely one may
see or hear regions which must sure ly be those of th e Oute r
'Ibvag Bar agu (''Navel of the Oerth" in Bakluni) is a se t Planes.
of five broad circles composed of huge , smooth pillars of a n
These views would be entertaining r ath er tha n unnerv-
extremely har d white rock. The pillars ar e sometimesflut- ingwere it not th at on occasiona connectionis formed, an d
objects may pass between 'Ibvag Baragu and the area
ed but more often entirely featureless, and they a re set in a depicted. Whether fortunately or unfortunately, these
broad pave ment of blocks made from the sa me material. openings are rather fleeting. They may however account
The entire structure is circular, and more than a mile for some of the unusual creatures i n th e southern pa rt of
across. It is perfectly level, though th e land about it slopes the Dry Steppe.
westward towards Udrukankar. On it s western border one
may descend from th e platform in a series of broad shallow It remains to be mentioned th at th e locals believe 'Ibvag
Baragu h as a n effect onth e weather. This is well substanti-
steps that ends rather abruptly some 20 or 30 feet above ated,,sincethose few outsiders allowed to observeth e year-
the salt flats. The eastern border of %vag Baragu is of a ly ceremonies may see that the weather summoning
powers of the nomads' priests are greatly augmented.
height with th e surrounding ter rai n, and dust and vegeta- Whether in fact 'Ibvag Baragu operates unguided is an
tion have invaded its margin. open question.

It must have been a great work to transport t he pillars, Notes to the Dungeon Master
which are some 40 feet high each, to their present site.
There is not rock of that sort within more than 20 0 miles, 'Ibvag Baragu should be treated as an artifact, as
and indeed th e origin of th e stone is not known. Perhaps described in th e Dungeon Masters Guide. Its powers, and
th e blocks could have been transported on barges if the the times a t which it is activ ated, depend on astronomical
phenomena of Oerth. Each circle is linked to a particular
large rivers that once flowed across the steppe were moon or planet a nd operate s only when it is visible in th e
present when 'Ibvag Baragu was built. Also surprising, sky. The actions of those in t he circle a t such time s ca n
especially since solit tl e else survived the Invoked Devasta-
tion, is th e pristi ne condition of 'Ibvag Baragu. There is no maffitetcetdthtoe oleuatrcnomalel,tbhuat tpilsayreeqr ucihraerdacfoterrpsrsohpoeurlcdonnotrtoble. Tpehre-
erosion, and not so much as a tilte d pillar or canted paving most frequent full connection is to a Pleistocene setting.
stone. The local tribes make no claim tha t the ir ancestors Whether the city seen represents t he past or an alter nate
ever constructed 'IbvagBaragu. This is most unusual given world or the future is up to the DM. Player characters
might be allowed to gather the impression that 'Ibvag
the nature of the locals and the undoubted accomplish- Baragu m aint ains t he Sea of Dust's pres ent condition, but
they ought not to be able to do anythin g about it until they
ments of their ancestors. For instance, nomads wofillLasokle- reach extremely high levels, if then.
emnly aver that the rocky pinnacles north
If the campaign includes the Cu p and Talisman of
Udruk ankar were once a vast lighthouse constructed for Al'Akbar which are described under Artifacts in the
DungeonMasters Guide, a number of interactions m ight be
th e lakeside city which stood ther e a millennium ago! Per- set up between it and 'Ibvag Baragu.

haps they are correct. 'Ibvag Baragu does bear some fleet- The nearest settlement to 'Ibvag Baragu is a very large
community of dervishes sworn to protect it from foreign
ing resemblance to the badly eroded ruins one may meddlers. The human and centaur tribes of the Dry
Steppes will be generally of a s imilar if less radical out-
encounter in th e Jotens a nd Crystalmists, which have been look, and will do what they can to discourage adventurers
from approaching the spot. Theywill certainly not serve as
att rib ute d to a n ancient civilization of stone giants. In th e guides (except possibly in t he cases of some individual
members of th e tribe who are unscrupulous).
absence of evidence, however, Ibvag Baragu cannot be said
igosdruok-the Rainbow Vale
to have any certa in origin, though th e most obvious one is
It is clear to any student of the natural world that the
that of Bakluni construction.
ebony fields of ice which cover th e norther nmost ti p of t he
Local human and centaur nomads hold 'Ibvag Baragu to Oerik continent are no natural phenomenon, but are

be holy, and many of th e Dry Steppe tribes ma ke it the sub-

ject of a yearly pilgrimage and festival, where they trade,

tcioonntroafctthmearSruiaeglietse,sa' nddesmtreuecttiionncwerheimleonthiaelircopmriemsetsmcoarlal-
down further curses on that land. The entire event lasts
two weeks, and those attendin g it or traveling to or from it
must abstain from feuds or warfare and are themselves
immune fromth e same. For much of th e res t of th e year t he
site is abandoned and it is considered ill fortune to see it
even on th e horizon. This is readily understandable; some
of th e phenomena t ha t may be encountered there ar e dis-
tur bin g even to th e civilized mind.

One effect which is frequently observed by those who
wander among the circles is that distant objects seen
between the m a re sometimes magnified. Similar augmen-
tati ons of th e other senses may occur as well. In this man-

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