Showing posts with label Into the Unknown. Show all posts
Showing posts with label Into the Unknown. Show all posts

19 October 2025

To Do List: Middle-earth and Greyhawk campaign notes; a new Lyonesse character

I’ve sadly neglected this blog over the past two months. But I have not been (entirely) idle – indeed, I’ve been quite busy running my two campaigns. 

[The Witch-King by Liz Danforth]

One of them – Against the Witch-King – wrapped up two weeks ago. Or more precisely, it’s now on hiatus. A suitably epic conclusion – an audience with King Arvedui of Arthedain, following the completion of many important tasks – has brought things to an end for the time being. But the campaign will resume nine years later in “game time” – after a (hopefully not as long) break in “real time.” The final session of the current part of the campaign took place in the spring of 1965 of the Third Age; the campaign will resume (after the break) in early 1974. The characters all accomplished what they set out to do (a year earlier in game time; over two years ago in real time). But, as those of you familiar with the history of Middle-earth likely know, things become a bit “intense” in Eriador in 1974! So, while I need a rest from running this campaign, I’m determined to resume it at some point to see how Angmar’s final assault plays out.

Depressingly, I’ve fallen far behind in my campaign logs for both of the campaigns that I’ve been running over the past two-plus years, and especially for my Middle-earth one. Instead of writing entries as detailed as the first two for the Against the Witch-King campaign (1 and 2), I’ll try to write a brief overview of what happened, something like what I did when I encountered a similar problem (falling hopelessly behind) in my earlier Middle-earth campaign.

I really don’t like leaving my campaign logs unfinished! Even a truncated summary of what happened in the adventures is better than just leaving it incomplete – for my own future recollection, if nothing else, although I hope that at least a few other people might find the logs interesting. 

This thought reminds me that I never finished the log for the Greyhawk Classics campaign that I ran a few years ago. While running that campaign made me realize that I rather dislike the 5th edition Dungeons & Dragons system, the role-playing aspects of the campaign were nonetheless a lot of fun, and I really should explain how everything wrapped up – including why ultimately the characters never actually went into the Temple of Elemental Evil.

[A modified portion of Darlene's famous World of Greyhawk map.]

The Against the Witch-King group will soon be starting a new campaign, using the Lyonesse system and setting (the system is an adaptation of Mythras). I’m quite excited about this – not only because it’ll be nice to have the opportunity to be a player again (while still running my other campaign), but also because Jack Vance’s Lyonesse trilogy is one of my all-time favourites. I’m presently putting the final touches on a rather fun and intriguing character – a former apprentice of the dreadful wizard Tamurello. If you’re curious about the game, here is a brief interview with one of the authors (and my GM) Lawrence Whitaker. 

[The wizard Tamurello from the Lyonesse RPG book]

Vancian times ahead!


17 May 2024

Greyhawk to appear in the 2024 Dungeon Master’s Guide

Eight months ago, I wrapped up a campaign set in Gary Gygax’s version of the World of Greyhawk (specifically, the version found in the 1983 box set).* I used the 5th edition rules for Dungeons and Dragons for the campaign (initially the rules more or less “as written” in the 2014 books; later, the Into the Unknown variant of 5e D&D, with some house rules for sake of continuity and the Greyhawk setting). Although the campaign was great fun, I realized about halfway through it that I did not care at all for the 5th edition rules, and hence concluded the campaign much earlier than I had originally planned (although it still ended in a satisfying way, I think). 

Since I don’t plan to run the current version of Dungeons and Dragons ever again, I have no interest in the “updated” 2024 editions of the core books. (According to Wizards of the Coast, this is not a “new edition,” so it’s not “6th edition” – I expect that it eventually will be called something like “edition 5.5,” but we’ll see.) In fact, I’m planning on selling off (or giving away) much of my 5e collection.

But to my surprise, the 2024 version of the Dungeon Master’s Guide will include an overview of the “World of Greyhawk” – along with a poster with maps of the Flannaes (the main region described in previous versions of the setting) and the City of Greyhawk. I had thought that we would not see any “new” version of the World of Greyhawk for the current incarnation of D&D (beyond adventures like those included in Ghosts of Saltmarsh and Tales of the Yawning Portal). However, it looks like I was wrong.

I still doubt that I’ll get the 2024 DMG. But now I’m not ruling it out entirely – it depends on how good the new Greyhawk material is. If the maps are nice, and the overview of the setting is interesting, perhaps I’ll consider picking up the book. 



* I have yet to write up the final installments of the campaign. I hope to do this over the next month or so. I also plan to write a post reflecting on the entire experience. Stay tuned!


20 December 2023

Second Edition Advanced Dungeons and Dragons


Over at his Mythlands of Erce blog, Anders H* has a couple of amusing polemical posts defending the honour and goodness of second edition Advanced Dungeons and Dragons (part one concerns the rules; part two addresses the ‘culture’ of the game).

Second edition AD&D was an edition that I almost entirely skipped. I say “almost” because I played very briefly in a 2e campaign one summer around 1990. However, I never owned any 2e AD&D books during its lifecycle (I bought a few books for the Greyhawk and Planescape settings years later). I had drifted away from AD&D by the late 1980s and did not play role-playing games that regularly during the 1990s. To the extent that I did, it was stuff like MERP, Rolemaster, Call of Cthulhu, Hawkmoon, GURPS, and the like.

I eventually did “play” a lot of 2e AD&D, but only via various computer RPGs, namely, the “Infinity engine” Baldur's Gate games, Icewind Dale, and Planescape: Torment (the latter game motivated me to learn more about the Planescape setting, hence my subsequent purchase of the box set and a few other things). It didn't seem that different from 1e AD&D, at least in terms of the rules (the addition of “kits” seemed to be the main difference).

The hatred directed towards 2e by adherents of 1e AD&D (primarily from grognards grumbling on the internet – not that there’s anything wrong with that!) always struck me as primarily flavour-based. And I share their irritation with 2e’s “purging” of things like assassins, half-orcs, demons, devils, etc., (all things that eventually crept back into the game, however, during the 1990s). Also contributing to this sentiment was some bitterness about TSR’s treatment of Gary Gygax, and the unavoidable fact that 2e AD&D was the first “post-Gygax” version of the game. 

There are some rules differences between the two editions, of course, and in my view some favour 2e (e.g., the way thief skills were handled), others 1e (e.g., the presence of a distinct "illusionist" class). 

I much prefer the art in the original 1e AD&D books, especially the classic Dave Trampier Player’s Handbook cover. Overall, the 1e art seems “grittier” and less “family-friendly” than the 2e stuff. Trampier’s pictures often looked like etchings from some mysterious past (as did David Sutherland’s epic “Paladin in Hell”). Erol Otus’s pictures looked like visions of an alternate reality.  

But in terms of rules, I’m fine with 2e AD&D. I certainly prefer them over 3e (which I’ll never touch again), 4e (which I never played after reading halfway through the PHB), and 5e (which, admittedly, is the “least bad” of the post-TSR versions of AD&D/D&D, but still not my cup of tea). I'd be quite happy to play in a 2e campaign. But if I ever run an “old school” AD&D campaign again, it almost certainly would be (a house-ruled version of) Gygaxian 1e AD&D.

(*Note: Anders H is the author of the excellent Into the Unknown RPG, an “old school” variant of the 5e rules. Check it out! If you’re curious, I go over some of the main differences between ItU and 5e here.) 


25 November 2023

Eyes of a Catoblepas, Wings of an Owlbear (Greyhawk campaign)

PART 10: EYES OF A CATOBLEPAS, WINGS OF AN OWLBEAR

10.1 The Wood Elf Camp (Richfest 2nd – 3rd)

Our dauntless adventurers — Erik (the mountain dwarf fighter from the Lortmils), Althaea (the high elf wizard from the city of Tringlee), and the brothers Godric (the human rogue from the Barony of Shiboleth) and Cedric (the human cleric of St. Cuthbert) – journey to the Wood Elf camp after successfully exploring the Tomb of Serten

Erik decides to give the legendary Helm of Laga Vulin to Cedric. The dwarf is sad and reluctant to make this decision. Finding the helm had been his dream ever since he learned of its existence and its ability to cure the wearer of the effects of all poisons and toxins – including alcohol. He had hoped that finding it would enable him to indulge in hedonistic drunken excesses without suffering disabling hangovers. Alas, the helm also impresses a commitment to LAW in those who wear it, something that Erik ultimately could not accept. He figures that it would be far better for one already devoted to dour order, like the warrior priest Cedric, to make use of it.

After two days of journeying through the northern reaches of the Kron Hills (with their loyal mule Vick), the party reaches the Wood Elf camp. There the party meets with the band’s leader, the beautiful half-elf Tomyria.


Godric explains his quest to find the Manor of Quesse (a legendary half-elf roguish mage, and distant relation of Godric and Cedric). Tomyria informs the party that she knows where the manor is located, but will divulge this information only if the party recovers one of three items for her: 
- A gryphon egg (from a nest located somewhere to the southwest, in the Kron Hills).
- The eyes of a catoblepas (from an abandoned farmhouse to the south).
- The wings of a unique (mutant?) flying owlbear (likely nesting in some hills to the southeast).

She explains that her band is looking for these items for the reclusive mage Master Nyv (of the Mage Tower, located roughly 9 leagues north of Nulb).

That evening, the party makes merry with the high-spirited elves. Tomyria and Godric hook up, as do Althaea and the wood elf scout Urth. Cedric tries to share the wisdom of St. Cuthbert with the elves, but is roundly mocked by the boisterous followers of Rillifane Rallathil. Erik, free from the discipline of the Helm of Laga Vulin, drinks until he passes out in an unwholesome puddle. 

10.2 Some Harpies, a Catoblepas, and a Ghost (Richfest 4th – 7th)

The party decides to recover the catoblepas eyes after Tomyria offers some additional platinum pieces as an incentive. The half-elf band leader gives them a magical glass container for the creature’s deadly eyes.

The adventuring quartet then journeys to the abandoned farmhouse, which lies on the northern side of the High Road, a mere two leagues away from the accursed Moathouse. En route, the party is attacked by a trio of vicious harpies. Erik is momentarily charmed by their music, but a magic missile blast from Althaea knocks his senses back into him. Eventually, the party is triumphant over the monsters.


At the farmhouse the party hunts down the terrible catoblepas in a mire. It is a difficult battle, but the party slays the creature and recovers its malevolent eyes. Althaea places them in the magical glass container. The party also slays a giant spider that attacks them in the barn, and some giant centipedes in the cottage.

Later in the old cottage, the adventurers are approached by a silent ghost. The ghost attempts to possess Godric but fails. Cedric figures out that the ghost is not in fact hostile but is trying to communicate with the party. When Cedric invokes the name of St. Cuthbert, the ghost looks at the cleric with hope, and then leads the party to a withered corpse hidden outside. Apparently, the ghost was once the farmer here, but was slain by vile brigands and not given a proper burial. The party builds a cairn for the body, which Cedric consecrates with holy water. The ghost thanks the party and disappears, having crossed over to its proper afterlife. 

After this good deed, the party naturally decides to loot the place. They uncover some bloodstones, a potion of healing, and a slightly magical dagger.

On their journey back to the Wood Elf camp, the adventurers again encounter Darr the druid. Darr learns of the party’s plans to eventually go to Nulb, and tells them that Otis is an ally, and that Mother Screng is actually friendly and helpful, even if she does not seem so at first. Darr also confirms that there is a flying owlbear in the region – such creatures are unnatural, and the druid encourages the party to destroy it if they are so inclined.

Darr travels north with the party along the High Road but leaves them when the adventures head west back to the Wood Elf Camp.

Tomyria is profoundly grateful for the catoblepas eyes and tells the party where Quesse’s ruined manor is located. She provides additional “rewards” to Godric later that evening. 

10.3 Some Ankhegs and the Wings of an Owlbear (Reaping 1st – 5th)

Tomyria offers the party forty platinum pieces if they will perform another job for her. The greedy adventurers agree to obtain the owlbear wings. The half-elf then provides the party with two large sacks for the wings, along with a vial of preservation fluid. 

The party heads back into the Gnarley Forest to find the lair of the flying owlbear. During their search, they are surprised by some vicious ankhegs, but manage to defeat the burrowing beasts. 

As the party nears the hills within the dark woodland, they are attacked by the winged owlbear! It swoops down a number of times to attack, and the party at first has a hard time responding. But Althaea manages to bring the savage brute down using a “Web” spell to entangle its wings. Erik then somehow disembowels the owlbear with his staff of striking. The wings are removed, covered with preservation fluid, and placed in the great sacks strapped to Vick the mule.

The adventuring quintet explores the owlbear’s lair. Within, they find hidden amongst the vile debris and waste a gold ring. The ring turns out to be magical – it enables its wearer to magically jump great distances. Erik is thrilled by the item and implores his friends to let him have it. Since they pity the dwarf for how the helm turned out for him, they agree to his request. 

The party also finds a secret door at the back of the cave. Beyond is a smugglers’ den, long abandoned. The adventurers recover some unruined bolts of silk. A cask of fine dwarvish brandy also is obtained, but Erik drops it while drunkenly stumbling down the hill, and the fine liquor is lost forever. 

Upon returning the Wood Elf camp, Tomyria rewards the adventurers for the wings. She also gives them a key to the band’s cabin on the outskirts of Nulb. And once again, she grants Godric a “special reward” later that night.

10.4 A Visit to Nulb (Reaping 6th – 8th)

The party spends a couple of days in the nasty village of Nulb, staying at the Wood Elves’ cabin and doing their best to remain inconspicuous. 


While in the village they overhear some cultists speaking Abyssal in the Waterside Hostel. They also interact positively with Mother Screng – who reveals herself to be Canoness Y’dey of the Church of St. Cuthbert, assisted by the Elf Murfles. (Apparently the druid Darr had informed them of the party’s efforts in the Moathouse during his previous visit.) Y’dey fills the party in on their mission (namely, spying on the activities of the agents of the Temple of Elemental Evil within Nulb and the surrounding region) and the general activities of the “Iuzians” in the area. She also gives the party a jar of “Keoghtom’s Ointment” to help them in their fight against the forces of Chaotic Evil.

The adventurers then make contact with Otis, who is acting as a smith in the village. After discussing the sad fate of Otis’s brother Elmo, the four learn that Otis is an agent of Viscount Wilfrick of Verbobonc. Otis makes tea for all and mentions that he uses two owls as spies in the area.

Finally, the group visits the Curio Shop run by the mysterious half-elf Elris. They find a map of an ancient tomb (located somewhere in the Vast Swamp), a tome on the “History of the Free City of Greyhawk,” a rusty barbute helmet, and a gnarled walking stick with a crystal on the top. They purchase all these items. Later, Althaea discovers that the crystal is an “Ioun Stone of Sustenance” – a wondrous item that enables its user to survive indefinitely without food or drink. Erik is repulsed by the item – food and drink give meaning to his life – whereas Althaea is delighted by it.

The four decide that their next destination will be the Tower of Master Nyv


Notes:
  • The characters reached 5th level while resting near Nulb.
  • The picture of Tomyria is by Kim Sokol (found online). The monster pictures are from WotC. The map is from Goodman Games’ Temple of Elemental Evil book, with my additions. 
  • There are only two more log entries left for this campaign! (See the full list here.)


12 October 2023

Gaming Update: Mythras, Against the Darkmaster, and farewell forever to 5e D&D

I’ve been quite busy at work lately, hence the lack of posting here over the past month. But thankfully, I’ve managed to keep up with my gaming (more or less). 

1. It looks like the Mythras campaign I’m in, Beyond the Mountains of Madness, will soon be reaching its climactic conclusion – and my character, the palaeontologist Dr. Klaas Klassen, is running dangerously low on tenacity (only 5 out of 14 points left)!



2. The Greyhawk campaign I’ve been running for the past couple of years has concluded. I’m very happy with how this campaign went. It was a lot of fun! But that fun was due to the colourful player characters, non-player characters, adventures (mainly T1 and surrounding areas), and ‘Gygaxian’ Greyhawk setting. The system itself – 5th edition Dungeons & Dragons – is one that I plan to never use again* (despite drawing heavily upon its superior ‘old school’ variant, Into the Unknown). It’s hard for me to put into words how much I came to dislike this system while running it (although I would still take it any day over the horror that was 3e D&D). But I still had a blast with the campaign, which just goes to show how important it is to game with fun people. I plan to finish up the log posts for the campaign over the next month or so. 

3. My sporadic Against the Darkmaster (VsD) campaign set in Third Age Eriador (Middle-earth) is still going. (It’s the “alternative” game for my Mythras group.) Hopefully we will have our second session tonight.

4. I’m still working on my Ukrasia setting for my forthcoming VsD campaign. I should have some additional posts about this setting in the very near future.


Game on!

* Note: Despite my dislike for the “standard” D&D 5e system, I remain quite fond of the Adventures in Middle-earth system based upon it (and ran a great campaign using it). The updated version, Lord of the Rings RPG, looks even better. I would be happy to run a campaign using the LotR system in the future. So, I will not be unloading my 5e rulebooks quite yet…

16 July 2023

The Tomb of Serten and the Helm of Laga Vulin (Greyhawk campaign)

PART 9: THE TOMB OF SERTEN AND THE HELM OF LAGA VULIN

9.1 Back in Hommlet (Wealsun 21st – 23rd)

Our intrepid adventurers — Erik (the mountain dwarf fighter from the Lortmils), Althaea (the high elf wizard from the city of Tringlee), and the brothers Godric (the human rogue from the Barony of Shiboleth) and Cedric (the human cleric of St. Cuthbert) – have returned to Hommlet after spending several weeks in the gnomish town of Gneissvale. The party is accompanied by the gnome Zeno Zacklington and his assistant Berta. Zeno had acquired the village’s trading post from the party and plans to establish a branch of the great Zacklington trading empire in Hommlet.

While in the village, the party updates the Council on the party’s recent activities, as well as the threats posed by brigands and gnolls to the trade route between Hommlet and Gneissvale. The adventurers explain that the “flaming eye” symbol used by the dark denizens of the Moathouse, including the now deceased Lareth, is one employed by the followers of Iuz. However, Iuz could not have been involved with the original rise of the Temple of Elemental Evil a decade ago, as he was not active on Oerth during that time. Nonetheless, the Iuzians are implicated somehow in the re-emergence of the Temple as a threat to the region. The party also introduces Zeno and Berta to the Council. Godric speaks with Jaroo Ashstaff afterwards; the druid assures Godric that the Wood Elves are likely to remain at their camp for a couple more months. 

While relaxing at the Inn of the Welcome Wench, the party is approached again by Furnok the half-elven “treasure finder.” After chatting a bit, Cedric begins lecturing about St. Cuthbert and presses a pamphlet of Sayings of the Wise Foole into Furnok’s hand. Suddenly the half-elf is overcome with weariness and excuses himself for the evening. Althaea approaches the hulking warrior Kobort and the enigmatic Baklunish wanderer Turuko; she purchases a round of Umberdeep Ale for them all. Erik challenges the brutish human to an arm wrestle and is victorious. Kobort reveals that the two now have a “big job” but stops talking after a pointed glare from Turuko.

Over the next couple of days Erik orders some new shoes from Americ the leather-worker, while Cedric spends time at the Church of St. Cuthbert. Godric flirts with some local wenches and plays cards with Furnok. He notices that the half-elf scoundrel is using marked cards, but still plays three games in order to not let on that he aware of the other’s perfidy. Furnok and Althaea play a game of chess. Althaea loses the game – and a platinum coin that she wagered. Despite his charm and wit, the party declines the half-elf’s renewed offer to accompany them.


9.2. Another ambush north of Hommlet (Wealsun 24th – 25th)

Early on the 24th day of Wealsun the party heads north from Hommlet, seeking the Tomb of Serten, which the mage Burne told them is located at the northern edge of the Kron Hills, adjacent to the Emridy Meadows. After an uneventful day, the party camps for the night. As dawn approaches, and Cedric is on watch, someone appears behind the priest and mutters, “This is for Rannos Davl and Lareth!” A dagger is thrust into stunned cleric! The treacherous merchant and assassin Greemag pops into visibility at the same time, his hand wielding the bloodied weapon. The party is under attack!

The evil gnome who assaulted Erik back at the Moathouse appears, as do Kobort and Turuko. The gnome hurls a sphere of electricity at Cedric, but the orb bounces off his helmet and fizzles out. However, Cedric is knocked out by Koboart. Erik, Godric, and Althaea rouse themselves. Kobort’s head explodes from a blow delivered by Erik’s staff of striking. Godric casts “Sleep” and both the gnome and Turuko fall into a dark slumber – a slumber from which they never awake, thanks to some fast work by the rogue and dwarf. Althaea casts “levitation” on Greemag, which hurls him twenty feet into the air. She then blasts the assassin with some magic missiles. Cursing in rage and agony, Greemag consumes a potion which transforms him into a pseudo-dragon; he then rapidly flies away. The party worries that this will not be their last encounter with the iniquitous servant of Elemental Evil.   

Among the loot found on the dead gnome and two humans, the party finds three pouches of “Dust of Disappearance.” They find one empty pouch and infer that the magical Dust is why they were so easily ambushed by the would-be assassins.   

The party pulls the bodies to the side of the road and decides to return to Hommlet. On their way back, Godric spies a caravan approaching. Wary and weary, the party hides from the peaceful merchants before resuming their journey. As night falls, they arrive back in the village. The adventurers inform Canon Terjon of what happened to them before retiring to the inn for several rounds of Umberdeep Ale.

9.3 The journey to the Tome of Serten (Wealsun 26th – 28th; Richfest 1st – 2nd)

While shaken by their recent experience, the party is determined to travel to the Tomb of Serten in order to recover items usable by allies of St. Cuthbert in their struggle against the forces of Elemental Evil. 

As the party journeys north again, they spot a gryphon flying overhead. Althaea casts Invisibility on Vick the mule. Eventually the gryphon loses interest and flies away. 

Further along in their journey, on the 1st day of Richfest (Midsummer), the party encounters the druid Darr. They learn that Darr is a friend of Jaroo and a follower of Obad-Hai. The friendly druid shares some whisky (“water of life”) with the party, much to the delight of Erik, and warns them that undead sometimes rise from their resting places upon the battlefield of Emridy Meadows. The party shows the symbol of the “burning eye” to Darr, and tell him about their experiences with cultists, bandits, and so forth. Impressed, the druid gives the party a potion of healing before departing and wishing them “Gentle Rains.”


After parting ways with Darr, the party leaves the road and heads northeast towards the Tomb of Serten.

9.4 The Temple of Serten (Richfest 2nd)

By noon of the second day of Richfest the party reaches the location of the tomb. Upon a lonely hill stands a mighty, gnarled oak tree. Beneath the tree’s boughs sits a flat rock, upon which is engraved the symbol of St. Cuthbert. Cedric channels the divine grace of St. Cuthbert onto the symbol – and a huge stone tomb is revealed! It is clear that the creators of the tomb wanted it to be found by followers of the divine saint.


As the party approaches the tomb a booming voice declares: “I’m certain that you know my name, speak the same in order to gain.” Godric says, “the same!” but nothing happens. Amused, Cedric says, “Serten,” and the doors slide open. The party enters. There is an altar at the far end upon which lies a human figure, donned in plate armour, a shield, and wearing a helmet. On either side of the altar stand statues depicting human priests wielding cudgels. As the party approaches, the left statue says in a kind voice, “Powerful magic should not be forgotten in a hidden tomb, when it can be used against the rising tide of evil.” It then smiles and winks at Cedric!


Cedric discerns that the statue to the right of the altar is holding a real cudgel, one that emanates holy energy. He removes it and discovers that it is the “Cudgel of Serten” – a mighty weapon to be wielded by champions of St. Cuthbert. Cedric then turns to the altar, on which lies a young man wearing plate mail decorated with a starburst ray, one of the symbols of St. Cuthbert. The shield also bears this symbol. Cedric touches the man – and his hand passes through the body. It would appear that the young man is only an illusion, which explains why he still looks alive. The armour and shield, though, are quite real and blessed with mild enchantments. Cedric claims them in order to better serve St. Cuthbert. 

The helmet is none other than one of the legendary Helms of Laga Vulin. (Laga Vulin was a famous dwarven smith who created many items of power long ago.) Cedric passes the helm to Erik, as the dwarf has been seeking it ever since he was exiled from his clan in the Lortmil Mountains. According to legend, the helm cures the wearer of any poison, including the effects of alcohol. At last, Erik can drink as much as he would like without ever suffering a hangover the next day! Could his lifelong dream, his greatest desire, finally be realized?

Erik puts the helm on. Suddenly he feels quite … odd. He is overcome with a commitment to Law and Order. The dwarf finds himself disgusted by his past lack of willpower and wild nature. He is struck with a crushing sense of remorse at his wasted life. How could he have been so chaotic, so hedonistic? Erik sees the world through new eyes – decidedly Lawful eyes.

Has Erik gained a legendary helm … or has the helm gained a dwarf servant?


[Other posts about this campaign can be found here.]

Credits:

The colour map of Hommlet is from here.

The Overland Map is from Goodman Games’ The Temple of Elemental Evil (book 1). Modifications are by me. 
The brown lines indicate roads. The green lines are forest boundaries. Hexes with green dots are forested areas. The light blue symbols are inns.
The dark blue dot is Serten’s Tomb. The dark green circle is the Wood Elf Camp. (Both are labelled.)

The picture of Obad-Hai is from Dragon #69 (1982).

The map of Serten’s Tomb is from Goodman Games’ version of The Temple of Elemental Evil. (I removed the numbers.) 

Once again, my adventure notes were helped greatly by those of one of my players (Mark K).

01 July 2023

To Gneissvale and Back Again (Greyhawk campaign)

PART 8FROM HOMMLET TO GNEISSVALE – AND BACK AGAIN


8.1 Back in the Inn of the Welcome Wench (Flocktime 13th)

 

The stalwart adventurers — Erik (the mountain dwarf fighter from the Lortmils), Althaea (the high elf wizard from the city of Tringlee), and the brothers Godric (the human rogue from the Barony of Shiboleth) and Cedric (the human cleric of St. Cuthbert) – have returned to Hommlet after clearing the Moathouse of Lareth (the golden-haired follower of Iuz) and his vile followers. The party is accompanied by Spugnoir, a squeaky dagger-wielding wizard of Suel descent, and Knarf, a gnome of Gneissvale, who had been captured by the Moathouse brigands days ago. After reaching the inn of The Welcome Wench, Knarf is granted a room and collapses into a deep slumber. 

 

Upon learning of Zert’s treachery, the innkeeper Ostler Gundigoot tells the party that they may take possession of any goods remaining in Zert’s rented room. In addition to some saddle bags and other sundries, the party finds a small chest, which they unlock with Zert’s key. The box clicks open – and out spurts a cloud of vile green mist! Everyone but Cedric flees the room before breathing in any of the dangerous gas. Cedric coughs badly but somehow avoids major harm. Erik then checks out the chest and finds within some platinum and gold pieces, as well as an shiny black pearl. The party moves the chest to their chamber, relocks it, and returns to the inn’s common room for some further drinking.

 

8.2 The Council of Hommlet rewards the party (Flocktime 14th)

 

The next day, a village council meeting is held. In attendance are: Jaroo Ashstaff, the Druid of Hommlet’s Old Faith Grove; Canon Terjon, head of Hommlet’s Church of St. Cuthbert; Hroth, Captain of the village militia and father of the now-deceased Elmo; Ostler Gundigoot; Mytch the Miller; Burne the wizard; Rufus the warrior (and leader of “Burne’s Badgers”); and the town elder Kenter Nevets

 

Cedric recounts the party’s convoluted cleansing of the Moathouse and the subsequent nefarious sneak attack by Ranos Davos and Greemag. Upon learning of the traders’ allegiance to the Lareth and the followers of Iuz, the council grants the party the village trading post and everything within it.

 

The party also receives the following rewards from the council:


·    Althaea asks to study with Burne to learn a few more spells (including “Suggestion,” “Misty Step,” and “Levitation”). Burne agrees, though she will have to pay for the special inks herself.

·    Erik asks for the location of the Tomb of Serten, as part of his ongoing quest for the Helm of Laga Vulin. Recognizing that the party is furthering the goals of St. Cuthbert – in particular, opposing the followers of Iuz – Burne tells him. The wizard notes that the symbol of St. Cuthbert will be needed to enter the tomb, but this should not be an issue with Cedric in the party.

·    Cedric asks to be permitted to continue to serve St. Cuthbert. (Godric rolls his eyes.) Canon Terjon gives the stoical cleric three potions of healing to help with his efforts.

·    Godric asks for any information pertaining to the manor of the renowned mage Quesse the Quick. Burne has heard legends of her manor in the Gnarley Forest. Jaroo knows of some sylvan elves who range throughout the woods and likely know its location – he tells them where to find the elves and agrees to write a letter of introduction for them.

·    Spugnoir asks if he can apprentice to Burne. Burne agrees, albeit with a manifest lack of enthusiasm. 

 

8.3 Taking Care of Business in Hommlet (Flocktime 14th – 17th)

 

After the council meeting the party goes to their new trading post. It looks to have been cleaned out by the malevolent Rannos Davl and Greemag. However, hidden away, the party finds a small black scarab, engraved with the letters “TZGY”. Cedric cannot discern its meaning, but believes that it has something to do with the Temple of Elemental Evil.


 

Knarf finally awakens from his slumber. He tells the party that his friend in Gneissvale, Zeno Zacklington, might be interested in purchasing the trading establishment from them. (Zeno belongs to the gnomish Zacklington trading house – with which the party previously interacted back in Hookhill, when they were travelling through the Gran March.) Given his tragic experiences, Knarf is keen to return to his family in Gneissvale and offers the party 100 gold pieces to escort him home. 

 

To the gnome’s frustration, the party insists on spending a few more days in Hommlet in order to take care of the following matters:


·    Erik commissions Smyth the smith to rework the plate armour that they had looted from a dead cultist to dwarf-size. The party pays the smith with Lareth’s magical armour, which none wish to use because of its dark nature and evil symbol. 

·    Althaea copies some spells from Burne. She lets Spugnoir copy “Shield” from her spellbook into his. She also practices her Draconic with Cedric.

·    Cedric spends time at the Church of St. Cuthbert. There he is reminded by Canon Terjon that the body of Serten no longer resides within his original tomb, as it was moved to the City of Greyhawk a few years after the Battle of Emridy Meadows. However, Terjon believes that there are some important items of power left in the tomb to be used by those who follow St. Cuthbert.

·    Godric gambles a bit and gets to know the village better.

·    The party commissions the village tailor to repair the rip in their Cloak of Elvenkind. 

·    When not trying to “help” Smyth work on his plate mail, Erik drinks vast quantities of Umberdeep Ale.

·    The party stocks up on rations and treat Vick the mule to many carrots and apples.

 


8.4 From Hommlet to Gneissvale (Flocktime 18th – 22nd)

 

The party follows the caravan road through the Kron Hills to Gneissvale. The journey is seventeen leagues. After a couple of days, the party encounters a caravan travelling to Verbobonc. The adventurers exchange pleasantries with merchants, TobyAlphonse, and Lady Violet

 

Halfway through their journey (Flocktime 20th) Godric notices a flying creature high above. The party discerns that it is a griffon! Knarf panics over Vick the mule, as griffons are known to snatch beasts of burden away for consumption in their nests. Althaea casts “Invisibility” on Vick and eventually the griffon loses interest in the party and flies away to the north. 

 

Later that evening Cedric finds a lovely campsite. During the night, though, the party is attacked by a band of scruffy gnolls. After a heated battle, six hyena-headed ne’er-do-wells lie dead. Knarf congratulates the adventurers on dispatching the humanoids with such ease.

 

During the remainder of their trip the party encounters only some mildly belligerent goats.

 

8.5 Spending quality time in nice Gneissvale (Flocktime 22nd – Wealsun 16th)

 

Finally, in the early afternoon of Flocktime 22nd, the party enters the valley of Gneissvale. As they approach the town, the travellers see the following carved upon a stone sign: “Earth & Stone, Man & Gnome, Together Forever!” There are caves up the sides of the valley, while the village lies below. 



Knarf tells the adventurers about the village: it is a mix of peoples, most of whom live in peace; however, there is a split between those who want to join with Verbobonc, while others wish to remain neutral. The town (like many others from the Kron Hills) was allied with the forces that overthrew the Temple of Elemental Evil at the Battle of Emridy Meadows almost a decade ago, at much cost to itself.  Knarf also tells the party about the various pubs in town and recommends the Belching Brownie as a place favoured by adventurers and travellers. 

 

The band goes with Knarf to meet his wife and wee gnomelings. The grateful gnome merchant rewards the party with ten platinum pieces. He also gives Althaea an enchanted waterskin – it refills with fresh water every morning. Knarf reminds the adventurers to meet with Zeno Zacklington about the trading post in Hommlet. He also tells them that they are welcome in his household anytime.

 

The party secures lodgings at The Four Winds Inn, and then sets out on a pub crawl. They drink at the Murky Mead Pub(favoured by gnomes), the Green Tea Tree Inn (favoured by elves), the Sleepy Forge (favoured by dwarves), and finally the Belching Brownie (favoured by all people who enjoy high quality alcoholic beverages). The bartenders at the Belching Brownie are all halflings. The party is seated at a table by the window, overlooking the valley. Althaea orders a glass of the inn’s best wine. Erik orders a glass of wine and two pints of ale. Godric orders a Rocky Hills lager. Cedric orders a glass of milk.  

 

Althaea notices a striking high elf with silver hair sitting with a flamboyantly dressed gnome. She introduces herself and offers to buy them a round. They accept a glass of the finest wine and a mead. The haughty elf tells the waitress to bring a bottle. He then introduces himself as Eleric, of the Faerie Kingdom of Celene; the gnome is Hilfo. Eleric explains that he has come to Gneissvale because Hilfo told him that the Kron Hills is where gryphon eggs are to be found. Eleric seeks to establish a force of gryphon riders in Courwood, but gryphons can only be trained if they are taken straight from hatching. Eleric offers to pay 50 pp per egg. He has a magical “Bag of Incubation” for egg hunters but does not know where the eggs are to be found. Eleric suggests that if the party is willing to help him in his endeavour that they inquire with gnomish scouts in town. 

 

The next day (23rd Flocktime) the party meets with Knarf and Zeno Zacklington. They ask about Hilfo, Eleric, and the gryphon egg quest. Knarf tells them that Hilfo is a complete fop, though he does wander through faraway lands and claims to be an elf-friend. Gryphons are a problem for the gnomes, and the explanation for any that go missing. 

 

Zeno is keen to establish an outpost of the Zacklington trading house in Hommlet. After some hard bargaining, the party agrees to sell him their trading post for 290 gold coins plus a potion of healing. Zeno agrees to accompany the party when they return to Hommlet in order to get the shop up and running.  

 

Althaea decides to create a ring of darkvision for Cedric while in Gneissvale, using the ring possessed by Godric (which the party gained from Yorvick the riddle-master back in Veluna City) to guide her efforts. By creating this item, all of the adventurers will be able to see in the dark (Althaea and Erik because of their innate abilities, Cedric and Godric by means of the rings).

 

Althaea’s project will take some twenty days. The cost of the materials to create the ring is considerable. In order to gain sufficient funds, the party sells some of the jewellery they have accumulated over their adventures at the Zacklington goods emporium.  Cedric purchases a simple electrum ring to serve as the target for the enchantment.

 

While Althaea creates the ring in a workshop that she has rented in town, the other adventurers decide to spend the next 20 days pursuing their own interests.


·    Erik carouses his way through the three weeks, mostly at the Sleepy Forge Inn – some nights spent passed out on the floor. During that time, he makes some good drinking buddies and becomes friendly with Ulgor the Gruff, the owner of the establishment.

·    Cedric seizes the opportunity to spread the word of St. Cuthbert, ministering to the town. He is met with nods and faint smiles. He converts no-one but equally alienates no-one – his enthusiasm is widely regarded as charmingly naïve.

·    Godric swans about town, gleaning information and rumours and generally being a social butterfly. He becomes known in Gneissvale as an entertaining and charming fellow.

 

During the three weeks, the party learns the following tidbits of information:


  • A troupe of halfling actors is staging a play at the formerly abandoned Gneissvale TheatreWilly Smallspear, an ambitious halfling playwright, leads the troupe.
  • Jegg the Cobbler (a lady gnome) is said to have a special supply of magical boots, available only to those she knows well or who do her a favour. Knarf tells the party that she is reclusive but a very good cobbler. 
  • Erik learns that Ulgor serves watered down whisky to non-dwarves.
  • The high council of the Kron Hills is debating whether to form a permanent alliance with Viscount Wilfrick of Verbobonc. Ten years ago, the gnomes had fought side-by-side with Verbobonc at the Battle of Emridy Meadows. Some now want a more formal alliance while others wish to remain aloof.

 

Finally, on the 16th day of Wealsun. Althaea emerges from her laboratory with an electrum ring emanating eldritch power. She gives it to Cedric. He enters a closet to test the ring – and finds that he now can see in the dark!

 

8.6 From Gneissvale back to Hommlet (Wealsun 17th – 20th)

 

Zeno Zacklington, his assistant Berta, and two gnomish guards named Fritho and Frothi, accompany the party as they leave Gneissvale. During the party’s journey back to Hommlet they are waylaid by some bandits. Most of the scoundrels are slain with ease by the party; however, the leader and two others flee into the hills. Aside from this unpleasant incident, the party encounters only a gnomish caravan heading to Gneissvale from Verbobonc.


[The Kron Hills are quite gneiss]


Late in the evening of the 20th day of Wealsun the party returns to the village of Hommlet.


[Links to other instalments in this campaign can be found here.]

 

Credits

 

This log drew heavily from notes taken during the game by one of the players (Marcus K).

 

The colour regional map is from the original World of Greyhawk sets (1980 and 1983) by Darlene. The version used here was fixed up for online use by R Conley. I added Hommlet and the road to Verbobonc (using Preview). 

 

The black and white regional map is from Goodman Games’ revised version of The Temple of Elemental Evil. I added the caravan road to Gneissvale (the thin brown line), and a few other things (the dark green oval is a small forest by Gneissvale; the red hexagon is the sight of the ambush that occurred during the party’s journey from Verbobonc to Hommlet; the blue dot is the Tomb of Serten; the green circle is the wood elf camp; and the purple square is the Moathouse).

 

The map of Gneissvale is from ICE’s old module, The Cloudlords of Tanara (by Terry Amthor). All the names that have been added to the buildings are my own. I also added the “Emridy Meadows” statue. I created the description of Gneissvale and its inhabitants for my campaign (expanding upon the brief notes in the Goodman Games’ book).

 

The photo of gneiss rock was taken in Lake Country, British Columbia.

 



 

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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).