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Castle Greyhawk: Eiger Battle

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Welcome back, it's a new year Greyhawk fans! Let's get back to promoting the third chapter of our ongoing Castle Greyhawk graphic novel. Check out page nine and read some literary devices by fantasy elocutionist Scott Casper. On our site you can also check the archives and follow the entire Castle Greyhawk story from the very beginning.

Artist's Commentary: The battle with the eiger clan begins to wind down as the adventurers (I decline to call them heroes as Mordnenkainen is as amoral as they come) use a balanced attack of might and magic. The eigers' superior size and strength are no match for a roiling cloud of death combined with sniping arrows. Robilar and Terik of course take some licks in the final rounds of combat. This page was quite fun to draw. The action scenes and the ogres have been a pleasure to render. What is exciting is this is still early on in chapter three! Enjoy.

5E Greyhawk Sentinent Items

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Welcome back Greyhawk aficionados. Today I'd like to once again peruse the new edition Dungeon Masters Guide and see what lore of hawk they've latched onto if you haven't already been convinced to buy the book already. Greyhawk is well known for its magic items of course, so it is pleasing as a fan to see the section on sentient items include a trio of weapons straight from the classic module White Plume Mountain:

"Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of obsidian."

Blackrazor is a "legendary" great sword that can only be attuned to non-lawful creatures. The entry says Blackrazor is bossy and used to getting its way. Plus in a Stormbringer-like dash of flavor it says the sword's purpose is to consume souls. Any souls. Including the wielder's. Blackrazor of course feels a strange connection to the other two items in the set from White Plume Mountain:

Wave is a legendary trident (probably the most legendary I'd say) attuned to worshipers of a sea god, which is a nice touch. Wave likes to convert mortals to worshiping the gods of the sea (including the wielder of course!) The trident has an interesting backstory worth looking into (spoiler ahead):

"The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to - or rebellion against- that god."

Then of course there is Whelm, the legendary dwarven warhammer whose purpose is to kill goblinoids and giants. It also has a nice bit of lore attached (more spoilers):

"Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan...
The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for time. But Ctenmiir was turned into a vampire."

Even though the lore given for these sentient items come from previously published material (Revised White Plume Mountain namely) they seem fresh presented here in a core book for general use. Hopefully these entries will entice some people to try them out in the new rule-set or in the very least try out White Plume Mountain again. More DMG exploration next time.

500th Blog Post!

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I can never pass up a good milestone, so I thought I'd reflect on all the good times I've had and things I've learned in producing posts for this labor of love called Greyhawkery. Ever since I dove head first into the Greyhawk community ten years ago, I've entertained people with comics about deities and wrote articles on places in Greyhawk where no one else ventured. In hindsight I'm surprised that it was only five years ago that I decided to shift a lot of my energy and content to a blog format. I really wish I had done so sooner. Five hundred posts later Greyhawkery has been well worth the effort and has brought me closer to many other fans in the gaming community that I acknowledge today:

Who could not lead off without their own gaming group? I've been blessed to play Greyhawk and innumerable other games with not just one but often 2-3 entirely different table-top groups. The oldest and best of these groups is comprised of the cast of Gamerstable our very own RPG podcast. If you haven't listened to the show before you should, because Gamerstable really is in a class of its own. All the gaming related things we have done as a group from conventions to actual-play dramas and more are there for your amusement. Though separate, Greyhawkery has been running alongside our game groups and podcast all this time, serving as my outlet for in-game content like the Sea Princes Campaign or the Mines of Hokar.

Of course what first got me into building a reputation in the gaming community was the fansite Canonfire! and freelance author Gary Holian. In those years I've made countless friends in the community through the CF forums or the weekly Greytalk chats and more recently at gatherings during GenCon. Though Canonfire is where I hang my hat, most of the community contacts I've made and maintained through blogging can be found around the net on other fantastic groups and sites like ENWorld, Paizo Publishing, Greyhawk Reborn, Flanaess Cartographic Society, Dragonsfoot, The Piazza and of course Anna Meyer's GHMaps. Blogging is an outlet for my creativity, but the social media side keeps evolving from chat rooms and forums to things like G+ and Twitter. (@GamersTableMike)

The creative projects that I display weekly on Greyhawkery are also thanks to many other fans of Greyhawk who supported and collaborated with me over the years. Foremost is Denis Tetreault and his fan site, Maldin's Greyhawk which has been a champion of my blog and comic work for a long time. There's an impossibly huge list of friends and colleagues who I've worked with on projects like the fanzine Oerth Journal or featured their solo writing and art on Greyhawkery. The Greyhawk community is an inspired bunch that never runs out of ideas.

RPG blogging itself is a community and there is a ton of them to keep track of (luckily good old Charles Akins at Dyversdoes the hard work) but the ones that inspired me the most to get into blogging is (for obvious reasons) Joe Bloch's Greyhawk Grognard. Though our theme is much the same our content has always been complimentary rather than competitive. I encourage anyone who has dreamt of blogging about their campaign or favorite setting to follow our example and stick with it. You won't always have new content to upload or a hot topic to discuss, but even a small post (or one referring from another blog) to let people know you're still active goes a long way to holding an audiences' attention.

Speaking of which, ongoing content has always been a main feature of Greyhawkery. My old Greyhawk Comic and home campaign serials were heavily featured in my early years and now the last couple years I have been collaborating on the webcomic Castle Greyhawk with published author Scott Casper. If you ever have a chance to work on a special project or a blog with another person I highly recommend it because sharing the workload can only benefit your blog's longevity.

To close out I'd like to say working on Greyhawkery has given me ample opportunities to meet gaming industry professionals in person at conventions or through interviews done online. My #1 goal for next GenCon is to run into Chris Perkins with Wizards of the Coast. I got some questions for him concerning the future of Greyhawk ;)

More next time!

Temple of Elemental Evil Boardgame

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Over at ENWorld and in my inbox, Wizards of the Coast has announced their product lineup for their upcoming Elemental Evil storyline. Now we've speculated on this before, but now we have concrete news that there is a Temple of Elemental Evil product, but not in the fashion I expected:

"Today, Wizards of the Coast announced the latest Dungeons & Dragons storyline, Elemental Evil,which includes new product offerings for both digital and tabletop RPG players.
 
The Elemental Evil storyline will begin this March and run through mid-summer allowing players to explore the Forgotten Realms and defeat the secret cults that threaten to wipe out the Sword Coast.
 
Some of the exciting new product offerings tied to the Elemental Evil story line includes:
 
·         Neverwinter: Elemental Evil, a new module for the MMORPG
·         Princes of the Apocalypse tabletop RPG adventure, including new options and spells for players
·         Player content including more new races, plus the content found in Princes of the Apocalypse, available as a free downloadable PDF
·         Elemental Evil-themed Dungeon Master Screen and unpainted resin miniatures from Gale Force Nine
·         Temple of Elemental Evil adventure system board game and pre-painted collectible miniatures that support the Elemental Evil storyline from WizKids Games"

A boardgame featuring the temple sounds intriguing in the very least, although the pessimist Greyhawk fan in me wonders if it'll be the Temple in title only. The trick to this release is the main storyline is nominally set in the Forgotten Realms, (which I have no problem with) so wouldn't it seem confusing to newer players if the elemental-themed boardgame referenced a different setting? Furthermore, a generic Temple of Elemental Evil has already been referenced once in 4th Edition's Conquest of Nerath boardgame. I hope this time it won't be the case. Fingers crossed this spring.

(Update: The link to the TOEE board game's blurb indicates you'll be in dungeons under the Sword Coast. Looks like it's all Faerun this time around.)

Castle Greyhawk: Spell Talk

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Welcome back Greyhawk fans! Let's get back to the third chapter of our ongoing Castle Greyhawk graphic novel. Check out page-ten and read some illuminating exposition by staff writer Scott Casper. On our site you can also check the archives and follow the entire Castle Greyhawk story from the very beginning.

Artist's Commentary: The eiger battle comes to a close and now we get a moment of levity as the magic-users critique the main spell of the encounter. Sharing spells is kind of a tradition of D&D as they are hard to come by. It may also be why all these "named" NPC wizards have their own personally created spells. Will we ever get to see any? Only our narrator knows for sure!

WotC Closing Down LISTSERV

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As reported across the gaming sphere, WotC is closing their old LISTSERV mailing lists:

"On February 15, 2015, Wizards of the Coast will terminate our LISTSERV system that manages this (and other) mailing lists. We've watched the usage of these mailing lists dwindle due to the rise of other communication platforms, such as forums and social media. Given this decreased usage, we have made the decision that it was time to turn them off."

Back in the day these mailing lists were a valuable forum for discussion of many fan-favorite game worlds including Mystara and Greyhawk. For those folks who like to collect and save every bit of online lore and commentary out there, you'd best start making your archived backups now.

I myself occasionally dabbled in the LISTSERVs in the early 2000's but I never got into them enough that I'd have an attachment to the content in these archives. Part of me would like to sift through them for some interesting content to highlight on Greyhawkery but perhaps like Wizards, it's best to let this one go.

Greyhawk Reborn Will Be At Gen Con 2015

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http://www.greyhawkreborn.com/?p=335Good news from Greyhawk Reborn! One of my wishes has come true, there will be Greyhawk to play at Gen Con 2015. Here is their promo letter and a link to a questionnaire to help them plan for this convention appearance. Check it out!


"Are you a Greyhawk fan? Would you like to walk the Flanaess once more? Would you like to be part of tales on Oerth again?
From the ashes, Greyhawk is reborn! As the longest running 5th Edition Dungeons & Dragons living campaign, Greyhawk Reborn began two years ago, starting in 613 CY, 15 years after the end of Living Greyhawk, using the D&D Next Playtest. The year is now 615 CY and Greyhawk needs heroes once again at Gen Con 2015!
Once more explore one of the oldest, most beloved campaign worlds of all time. The world of Greyhawk will come alive again as your characters, your HEROES, wander upon the Flanaess, pushing back the darkness. Venture forth anew in the realm that brought you classics such as The Village of Hommlet, White Plume Mountain, Against the Giants, Slavers, and the Living Greyhawk campaign. Revisit places such as Saltmarsh, Greyhawk City, the Vast Swamp and the Amedio Jungle. Create new player characters in your favorite world with classic races and classes. Create mighty warriors, powerful wizards, saintly clerics and dubious rogues. Your characters’ actions will continue to shape the world of Oerth. 
More commonly known in the Mid-Atlantic region, Greyhawk Reborn has active players in Pennsylvania, Maryland, Connecticut, Virginia, New York and New Jersey. In addition, we also have a group running their first convention in Los Angeles, California." 
 
CLICK THIS LINK to complete a brief questionnaire that will provide the GHR Staff feedback to ensure we schedule just the right amount of tables to satisfy the Greyhawk Reborn interest and curiosity. We would hate to request three tables and find that we are turning people away at “The Best Four Days in Gaming”! When you’ve finished, please forward the link to your friends!
 
Learn more about us on our website at www.GreyhawkReborn.com find us on Facebook!
Greyhawk Reborn is not sponsored, associated or affiliated with, or endorsed by Wizards of the Coast or Gen Con, LLC in any way.

Castle Greyhawk: Search For Loot

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Welcome back faithful Greyhawk readers! I'm on a roll doing the third chapter of our ongoing Castle Greyhawk graphic novel. Check out page eleven and read some witty banter by intrepid author Scott Casper. On our site you can also check the archives and follow the entire Castle Greyhawk story from the very beginning.

Artist's Commentary: I have a bad reputation for not handing out treasure. Random encounters like the eiger battle here, are when creatures are away from their lairs. It only stands to reason they could only carry what loot and gear that's practical on their way back. Only the players (or in this case Robilar, Tenser and company) carry a king's ransom everywhere they go. End rant.
This page was a delight to draw. The dead ogre being searched by Serten and the huge axe inspected by Terik is my favorite panels of the page. I felt as if there's a weight to these pictures and their poses. Another idle thought, I've been enjoying the glow of magic swords in this chapter. I feel as glowing blades have become superfluous in gaming over the years and one would rarely be fascinated by that anymore. Being able to render these minor fantasy tropes to see has been well worth it.

Giantslayer and Elemental Evil

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It only takes me a casual glance at recent and upcoming adventure paths (or what passes as APs for WotC) to notice that Greyhawk's influence is still strong with writers and designers of RPG leaders Pathfinder and D&D respectively. An enterprising Greyhawk DM could thus easily use the various AP modules below to their own advantage.

First I'll touch on the most obvious, this spring's Elemental Evil is set in the Forgotten Realms, but I'm sure its theme of ancient elemental cults and the Elder Elemental Eye is epic enough to work in the Greyhawk setting with little revision. If the tables had been turned I'm sure the same would be true for Faerun. It's the near compatibility of both medieval worlds that make these type of storylines enticing for WotC's creative team.

Coming soon from Paizo is the AP Giantslayer. The theme here is evident from the title, but here is the story synopsis anyhow:

"Deep in the Mindspin Mountains, a storm giant warlord known as the Storm Tyrant has seized control of a cloud castle and an Orb of Dragonkind, and is gathering an army of giants from across western Avistan—first to bring the orc hordes of Belkzen under his banner, then to conquer the neighboring realms. Heroes defending the human town of Trunau from an orc raid discover that the attack is just a precursor to the Storm Tyrant’s larger plans. Working their way through an abandoned border fort, an ancient giant temple, the tomb of an undead frost giant, and an elite fire giant training facility beneath a dormant volcano, the heroes eventually take the fight to the Storm Tyrant himself inside his flying fortress. Can the giant army be defeated before it can conquer the human lands of the Inner Sea, or will all of Avistan bow down in fealty to the Storm Tyrant?"
Paizo has done many original Pathfinder APs since their departure from doing Greyhawk in Dungeon Magazine, yet once in a while I see a storyline set in Golarion that could fit perfectly in Greyhawk and this has to be one of them. Even though giants are standard fantasy tropes, you can't read that and not think of the classic Against the Giants series, which is surely the inspiration for this story. Paizo's newest AP is well timed because in my opinion Wizards could just as well done the same storyline instead of Elemental Evil.

What other adventure paths could make good material for the World of Greyhawk? Paizo's last one, Iron Gods is a good candidate:

"Numeria has a long history of mystery and wonder buried under its rugged landscape, for on that one fateful night thousands of years ago, the Rain of Stars scarred the land. The fragmented remnants of a ship from beyond the stars fell from the sky, scattering strange technological ruins and deadly perils across the land. Today, these sites are feared by the barbaric tribes and coveted by the sinister spellcasters of the Technic League. Yet something worse than brutish berserker or super-science wizard has risen to power in these hidden technological halls. The Iron Gods are ready to make their presence known, and if they are not opposed by the region’s newest heroes, a scourge unlike any the Inner Sea has seen will arise! From small Numerian towns to strange technological ruins to the region’s infamous capital of Starfall—and perhaps beyond"

Though this one is probably over the top for your average Greyhawk campaign, you can't deny modules like Expedition to the Barrier peaks and places like the City of the Gods or Blackmoor aren't in a perfect position to introduce material from these Pathfinder modules. If anyone has more info on Iron Gods I'd be keen to hear about it.

Lastly, 2013's Reign of Winter always struck me as a good fit for Greyhawk and for good reason.

"It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea region. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world?"

This one ties indirectly to Greyhawk already since we learned from Greyhawk canon that Baba Yaga is the mother of witches on multiple worlds, after dropping Iggwilv off on Oerth. Her reign in Perrenland wasn't as long as Elvanna's in Irrisen however, and she went off to dabble in the Abyss. However, with Reign you could either run it as is in Greyhawk or perhaps in a grand campaign that crosses worlds with Iggwilv and Elvanna involved in some scheme. Again, if anyone who has ran Reign, I'd love to hear about it's story elements.

I'm anxious to see Wizards' storyline will be after Elemental Evil. You know game designers plan those in advance. Forgotten Realms has a wealth of novels and sourcebooks to draw upon, but will the next threat to Faerun be from the Zhentarim, the Red Wizards of Thay or perhaps it will be a previously unheard of group of "slavers" who pop up near Waterdeep? ;)

"What If" Greyhawk Wars Ending

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One of the best ongoing Marvel comics is the What If series. If you haven't heard of it, they are one-shot issues that tell a story of how history would be different if certain situations were changed. This type of brainstorming is thus a Greyhawk fan's favorite past-time because there's a lot of canon people would change if they put their mind to it. Some alterations of course are monumental and change the entire scope of canon that follows. One interesting item came up in Thursday chat last week and I decided to elaborate on it here:

What if...the Scarlet Brotherhood didn't come out of the shadows at the start of the Greyhawk Wars?

First some background. Greyhawk Wars boxed set was a tactical board game which used the map of the Flanaess and its various nations as territories to battle over. In a sense it is the Axis & Allies of Greyhawk. The backstory for the game used story elements left over from an unproduced third module in the swords series, Five Shall Be One and Howl From the North (both set in the barbarian north). To put in short terms, Iuz starts trouble in the north and it kind of snow balls into a continent wide war as opportunistic rulers launch war against their rivals. The Scarlet Brotherhood were one of the factions vying to rule the world in this module-becomes-board game.

My suspicion is that the designers added the mysterious, unseen Brotherhood for board game balance and not out of a need necessarily based on canon. Iuz hates Furyondy. Nyrond and the Iron League hates the Great Kingdom. But who is there to fight Keoland? Two direct mainland threats to Keoland, the Pomarj is listed as a neutral site and the much more formidable Baklunish nations (sans Ull damnit) are listed as "evil" but aren't a player faction at the start either. So curious enough, instead of these two real martial powers, it's the Scarlet Brotherhood who has come out of the shadows and killed most of the rulers of the Sea Princes and took over with a swift coup. Instantly, the Brotherhood after a long wait evidently, has gone from a monastic spy network to a conquering  naval power with unlimited troops from the jungles, ready to fight whoever they will. Game on!

Well as the setting canon plays out (not your board game results mind you) because of GHW the Brotherhood ends up owning most of Onwall, Idee, the Lordship of the Isles, Sea Princes and has secret ties to the Pomarj. Furthermore, these relative newcomers are allowed in on the great gathering of nations in the City of Greyhawk to end the wars. If you're still with me, here is how I would've set up Greyhawk Wars from a canon and board game perspective:

The Brotherhood has their network of spies and assassins in place already, that is a given. I would have all the Baklunish nations (as a playable faction in the game ) unite and pour through Ket to create a new front in the Iuz-Furyondy conflict (Ket was in the wars anyhow albeit as an ally of Iuz). Keoland would be drawn into this immediately because of ancient rivalry. The Sea Princes could then be free to aid or hinder any side much like the Lordship of the Isles in the game. The wars rage on as normal in the storyline with little difference except Keoland now has a foe to match their size. This is when the Brotherhood springs out of obscurity at the end instead of the beginning of the wars. Using their spies, assassins and even diplomats in every capital, they are the ones to call all nations together (yes to neutral Greyhawk City) and end the conflicts. Smaller players like the Sea Princes, Lordship or Idee could still be used as stark examples as their rulers are all snuffed overnight; or in an even bolder change of direction, the wars could grind to an instant halt as every faction's ruler is murdered on the same day. Kings Archbold, Skotti and Belvor - dead. Ivid the Undying - Dead. Iuz the Evil - Dead or banished.

It's a deus ex machina for sure, but it sets up the later Scarlet Brotherhood sourcebook and From the Ashes boxed set as a much more tense Greyhawk setting. Much like in the actual post-wars storyline, every kingdom is reeling and broken; Nyrond and Furyondy is depleted, Iuz is gone but his power vacuum can create all kinds of future trouble with new villains and the Great Kingdom was going to break up anyhow. All this works, except now the Brotherhood is the only nation who is fresh and they have their tendrils everywhere.



Castle Greyhawk: Symbols and Suspicions

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Welcome back stalwart Greyhawk fans! I'm rrady to promote another page in the third chapter of our ongoing Castle Greyhawk graphic novel. Check out page twelve and read some integral inscriptions by savvy scribe Scott Casper. On our site you can also check the archives and follow the entire Castle Greyhawk story from the very beginning.

Artist's Commentary: This page marks an interesting twist. With a group of that make up and ego, there's bound to be some whispers and mistrust. That stuff happens all the time with my friends at the game table. After the intensively cool eiger battle pages this page was more relaxing to me in that Tenser, Rob and Yrag are all characters I've grown used to drawing. The communication between brain and hand are never better in scenes like this, whereas with newcomers like Mordy, Serten and Murlynd I need constant reference. I'm sure by the time I get used to drawing the whole cast Scott will switch gears again. I can't wait to see what comes next!

Classic Greyhawk: What Hasn't Been Reused?

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As I watch with reserved interest at the upcoming releases for D&D's Elemental Evil story line I think back on the last few years of Greyhawk adaptations. 4E era Dragon and Dungeon publications weren't bad as we saw complete adaptions of Tamoachan, Tomb of Horrors, the Giants Series and several new modules not to mention a reprint of the Slave Lord series in its original AD&D format. As always I credit Chris Perkinsa lot for this recent Greyhawk love. Wizard's organized play also got into the Greyhawk cookie jar and used among other storylines Beyond the Crystal Cave and the Ghost Tower of Inverness.

Before this run of course was Paizo's longer 3rd Edition tenure with the magazines where we saw expansions of Mordenkainen's Fantastic Adventure and a few epic APs and more original modules set in the Flanaess than I can name at the moment. Then of course there was the Expedition series modules. I wonder now, what's left of the World of Greyhawk's extensive library of modules (pre-dating 3e) that hasn't been reused, expanded upon or outright swiped.

EX1 DungeonlandandEX2 Land Beyond the Magic Mirror: These Lewis Carroll inspired modules aren't for everybody but comics, shows and movies with the Wonderland theme are in abundance so I can't see these as a bad option.

I1 Dwellers of the Forbidden City, I2 Tomb of the Lizard King,N1 Against the Cult of Reptile God, U2 Danger at Dunwater, U3 The Final Enemy: Perhaps some day there will be a renewed interest in jungle adventures and/or scaly folk as antagonists? Personally I've never ran any of these but I own them all. There has to be something worthy to use in all these adventures.

UK2 The Sentinel and UK3 The Gauntlet: These little regarded modules are set in a remote part of the Sea Princes and could make a good place to set expansions without much interference with canon.

WG6 Isle of the Ape: This may have been touched on in Paizo's Savage Tide AP but I know there hasn't been a major adaption or expansion done on this homage to King Kong. Again, jungle based modules aren't the in thing yet, however Greyhawk has gobs of them.

Crypt of Lyzandred the Mad, The Doomgrinder, the Star Cairns, WG9 Gargoyle, WG10 Child's Play, WG11 Puppets: Also known as the modules no one in their right mind would adapt. If anything they need gritty reboots with completely different plots.

Vecna Lives!, (Vecna Reborn) and Die Vecna Die: Not all technically Greyhawk modules but they all tie together. If I had to pick the next big Greyhawk thing to be exploited, Vecna would be it. He is an uber-NPC villain with a rich background, more than a few associated artifacts and multi-planar reach.

WG8: Fate of Istus: This module is in a class all its own and it's adaptation value is mostly in a city sourcebook. It could be interesting to do another Fate storyline however if we're talking something more Arabic in flavor this time.

WGA1 Falcon's Revenge, WGA2 Falconmaster, WGA3 Flames of the Falcon: This series based in Greyhawk City is undervalued and so isn't likely to ever be adapted. It still was a successful trilogy which is more than I can say for...

WGS1 Five Shall Be One, WGS2 Howl From the North: I loved the premise and set up of these modules but they were awfully written. It was so bad that evidently the third in the series was cut short and folded into the follow up Greyhawk Wars board game. People like Viking flavor, so this would be my personal choice for an adaptation or expansion module. The five swords could easily be scattered again and the quest renewed, but this time with a real goal in mind.

Incabulos Strikes Again!

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Every so often I fail my saving throw and get sick, resulting in a backlog of projects including Greyhawkery. As always I blame that devious lord of evil Incabulos, god of disease, famine and nightmares. With him in mind here is some useless information on this under-utilized deity.

A quick check in the new edition of the Players Handbook shows that Incabulos is the god of plagues and famine, he is Neutral Evil, his domain is Death and his symbol is a reptilian eye inside of a horizontal diamond. This symbol is called the "Eye of Possession" and is referred to as a green eye in other products though inferring this is reptilian isn't necessarily wrong.

For brevity's sake the PHB didn't show Incabulos' entire portfolio which according to the 1983 boxed says, Evil, Plague, Sickness, Famine, Drought, Disasters and Nightmares. Sickness and plague seems redundant but okay, and droughts and famine certainly go hand-in-hand. Disasters are a big thing to consider. Does this mean he has a way of controlling the elements by wreaking earthquakes, floods, tornadoes or mudslides on villages?

Incabulos also delights in general acts of wickedness, check it out.





D&D: Is One Setting Enough?

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I've been reading forum discussion regarding a recent comment by D&D brand director Nathan Stewart where he said, "The Forgotten Realms is the universe that we at Wizards of the Coast are focusing our storytelling in for the foreseeable future"

Taken at face value this quote can crush the hopes of a Greyhawk fan looking for new stories and published material in the 5E era. There are conflicting or complimentary statements from other people at Wizards of course but only time will tell if they amount to anything except minor updates. For example, as many of you already know by now, a short PDF document with 5E Eberron material was released in Wizards'Unearthed Arcana column. The blurb seems to indicate more is to come:

"The material presented in Unearthed Arcana will range from mechanics that we expect one day to publish in a supplement to house rules from our home campaigns that we want to share, from core system options such as mass combat to setting-specific material such as the Eberron update included in this article. Once it’s out there, you can expect us to check in with you to see how it’s working out and what we can do to improve it."

A compilation book built off of system articles is nothing new to Wizards, while setting specific compilations would seem quite different to me and I'd like to see one if they are serious about returning to the D&D multiverse. Naturally no compilation could do any one setting justice. In the end it'd all be crunch anyhow and not fluff, which is what Mr. Stewart refers to in his quote. The fluff or, stories are entirely focused on the Realms adventures, league play, novels, video games, etc. Outsourcing aside, and given their tendency to cut employees I don't think Wizards currently has the manpower to do two full time settings if they wanted to. Furthermore, given the status of their greatest competitor why should they?

Paizo's Pathfinder setting has been going strong for more than a few years now. Paizo does one setting in all media formats (usually ahead of the curve). There is no outcry or even suggestion for Paizo to do a whole new campaign world (yet). Obviously Wizards has been trying to play catch up since 4E to the point of replicating Paizo's model. Focusing all their energy on one setting (Forgotten Realms) makes complete sense when you put D&D side by side with Pathfinder. There may simply be no time or room to do more settings.

This post does make me feel like a kind of defeatist (if not realist) but that won't stop me from hoping to see new published stories about Greyhawk (or Dragonlance, Darksun, etc). Yes, outsourcing to 3rd parties may be the white knight we need, but if Wizards does decide to handle it in-house I have a radical idea how it could be approached. More on that another day...

New From Wizards: When Armies Clash

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When Armies Clash is the latest Unearthed Arcana article from D&D head honcho Mike Mearls. This nine page pdf document is free to download at Wizards. Having read the article a couple times over, but not actually playtested it, I get a feeling this item is still highly experimental and that's why it's been dangled out there early on for the public to peruse. Of course this is the stated goal of the UA articles and so I'm giving the designers a pass on creativity and polish. The game is intended for mass combat using the exact same 5E rules you would for normal encounters (AC, hp, attack, damage, and so on) except scaled up in groups , or"stands" of roughly ten creatures.

The scale chosen for this new "Battlesystem" is key because it incorporates skirmishing units and solo hero involvement. Why? Because it makes sense within the logic of fantasy RPGs that one fighter for example could go toe to toe with ten lesser orcs or one big monster could threaten a small army. Stands are combined into larger units but in general still keep their average stats. Movement and spells are similarly scaled to account for the size of a battlefield. Heroes are given options to lead forces and give orders.

Terrain is handled in a rather easy fashion and mission objectives are touched on as well to give opponents a scoring system in order to see how decisive a victory ends up. The most important addition to these scaled 5E rules is the Check Morale feature which can make or break a battle. Of course solo heroes can try to step in and rally those broken units. All these rules suggestions have the making for good skirmishing battles. I would also hope there's some way to better represent sieges in the rules at a future time.

My take on When Armies Clash? Compared to the old AD&DBattlesystem it's a good start (I still possess all my counters and use them endlessly) though I highly doubt I'll use it in this current form. I wonder how much magic can break this game since 5E spells seem to be frontloaded for damage at lower levels now. I'm also mainly concerned how well 5E rules hold up as you increase the size of regimented units. A small army led by play characters against the Horde of ElementalEvil is fine by these rules. However, I'm biased to large epic battles when it comes to my Greyhawk campaigns since Gygax was originally a wargamer and set up things for conflicts on a continental scale. There is easily more than a dozen battles in Greyhawk canon that involve thousands of soldiers per side. Never mind historical examples of mass combat, a typical trope in fantasy warfare is the vast enemy horde which always seems to be 10,000 strong. That translates to 1000 "stands" in this system. Now whether you use minis or counters, that's rather difficult to present and I'm sure heroes might want to stick to their regiments instead of going it solo.

For this reason my mass combat system of choice has always been the less flashy War Machine rules from the OD&DCompanion Set or the card-based but cleverly organized mass combat rules from Birthright. Sure you could scale up stands to 20, 50, 100 men but then you lose the game balance for solo hero or monster combat. Basically it comes down to the story your DM is trying to tell and how much time you want to invest in a major battle. Of course what do I know? I play Warhammer 40k! If anyone tries these rules let me know!


Castle Greyhawk: Changing Directions

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Welcome back stalwart Greyhawk fans! I'm here to promote a new page in the third chapter of our ongoing Castle Greyhawk graphic novel. Check out lucky page-thirteen and read some riveting writing by prolific plotter Scott Casper. On our site you can also check the archives and follow the entire Castle Greyhawk story from the very beginning.

Artist's Commentary: Oh, those tricky dungeons! So the party is back on the move in this page and we're lead back to the maze-like halls of Greyhawk's dungeons which we saw at the beginning of the chapter. You remember, the ones that have thousands of set stones. Not that I'm complaining, the halls are part of the charm and personality of a dungeon. Speaking of dungeons, splitting the party in this iconic place is going to be interesting...

Radical D&D Idea: Going All In

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Recently I did a post discussing why Wizards only has the ability to focus on one D&D setting currently and how this amounts to specific settings only getting minor token articles in the forseeable future. Then there is this post on Big Ball of No Fun by Callin which sums up the frustrations of classic setting fans everywhere. Callin asks a few questions which lead into my rather radical idea:

"Are they worried about diluting the 5E customer money by supporting FR and other settings.

or...are they out of new ideas. Are they incapable of producing a new setting that won't be compared to an earlier setting. If they do a dark, gritty setting will people just say its the 5E version of Dark Sun? If they make it generic will it be "just another Forgotten Realms". They can't make a new horror or kingdom management or arabian or plane-hopping setting without drawing comparisons to their older lines. Can they not come up with a new setting that doesn't remind people of other, previous settings?

Is WotC scared of producing a new setting and having it fail?

I am trying to understand why the Forgotten Realms is the default setting for 5E. Or more to the point, why aren't they producing a completely new setting?"


The answers for all those questions above seem to be yes, because they are in a position where D&D does not take any risks. Wizards recognizes that it has several established brands of which Magic the Gathering and Forgotten Realms are their flagships. One might just as well wonder why the two haven't been merged already. It's probably because their media doesn't fit well, but moving on...Wizards doesn't seem to be in sourcebook mode right now (not even FR has one slated) but rather, have their focus on rules, novels and adventures which is perfectly understandable and okay. So with that in mind, my radical idea to respectfully incorporate all worlds of D&D is to go "all in" and tie their ongoing series of 5E storylines into the overall multiverse.

One of the biggest successes of the last several years has been comic book movies and their shared universe appeal. It worked for Marvel and now DC movies and TV shows have moved to this format. Studio squabbles aside, it makes sense when you consider the source material. There is very few comics nowadays that are self contained and not part of the larger multiverse. Applied to RPGs it should be easy because Wizards (or rather Hasbro) owns all its properties and can use pretty much anything it wants however they want. So why stick with generic, Forgotten Realm-only products when the whole of D&D existence could be their playground? It's not like there isn't plenty of precedence.

Planescape and Spelljammer as "settings" already tested the waters of trying to mix all game worlds together and they met with limited success during a time when many people say TSR was spread in too many directions. These two settings were all superb in their own right, but didn't help the base game worlds they glues together otherwise, especially considering some worlds were intentionally kept apart like Dark Suns' Athas. I hate to say it, but Planescape and Spelljammer weren't necessary to bring D&D together they just add more weight. All a DM needs to achieve this is a Gate or two.

Around the same time in the pages of Dragon, Ed Greenwood was already mixing up the Realms and other worlds with his The Wizards Three articles. Top mages, Elminster, Mordenkainen and Dalamar (Dragonlance) and others would meet time to time to share stories and spells. This is the way Wizards should approach using their D&D properties. All worlds, characters, magic, dungeons, etc. should be in play across the board. Of course back in the Wizards Three article era, all the settings used contemporary timelines and since then I know Dragonlance, FR and Greyhawk's meta-plots have progressed at different rates. Still, if done right this could create epic storylines that can span many popular worlds and bring memorable and exciting threats into play.

So far in 5E we've been introduced to a Tiamat/Cult of the Dragon plot and now the upcoming Elemental Evil story. Both are potent local threats, but they are also both multiversal threats that could simultaneously affect more than one world. I can think of one previous storyline that experimented with this to limited fame and the main villain was none other than Greyhawk's Vecna. The module Vecna Lives! started the arch-lich's scheme to become a greater god under the World of Greyhawk masthead. This adventure was originally self-contained, but later it was possible to follow it up with Vecna Reborn set in the Ravenloft setting and the generic D&D module Die Vecna Die! Three modules across potentially three worlds with one over-arcing storyline. This method of cross-world adventure writing combined with the charm of the Wizards Three could keep Wizards' writers busy and its fans guessing for years to come. The best part is no new worlds have to be created and all current worlds and concepts are back in play, plus given a share of the spotlight that they deserve.


Greyhawk Collecting

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I've been idle for the last week so today I thought I'd muse aloud about what out of print Greyhawk material I still need to finish my collection. I know many things can be had on PDF nowadays but part of the joy of being into a hobby like D&D is collecting classic hard copy books. Beyond books there is a ridiculous amount of Greyhawk stuff out there, cards, minis, magazines and so on. No one could possibly get all of it. For me, modules and sourcebooks is what I've been keeping an eye out for, mainly at conventions like Gen Con. I don't do Ebays or Amazons because part of the thrill is hunting and finding them. I'm not above trading with others though so if any of these can be had let me know!

N1: Against the Cult of the Reptile God I really want this one. Not sure how it's eluded me to this point.
L2: Assassin's Knot Another one that I'm sure is easily had, but somehow has evaded my grasp.
I7: Baltron's Beacon I could've swore I had this one but I'm not seeing it on my shelf.
Return to the Tomb of Horrors This is a boxed set adventure but still one that I'd like to get someday just to see what new death traps they came up with.
WG9: Gargoyle and WG11: Puppets Not necessarily cause I want to run them or even read them. Just to finish the collection!
WG12: Valley of the Mage This is the big one. How do I not have a physical copy of this sourcebook?
WGA1 Falcon's Revenge and WGA3: Flames of the Falcon The odd thing is I do have WGA 2: Falconmaster. How does that happen?
WGQ1: Patriots of Ulek I don't have this but I need it for the collection. As I recall I was underwhelmed with the direction of adventures at that time and may have chose not to buy it when it was first released.
WG7: Castle Greyhawk I have resisted the temptation to get this joke dungeon so far. I did buy a PDF copy of it for comic strip reason years ago, but the hard copy may have to wait till last...

Castle Greyhawk: Pit Falls of Adventuring

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Welcome back loyal Greyhawk readers! I'm here to promote a new page in the third chapter of our ongoing Castle Greyhawk graphic novel. Check out page-fourteen and read some pertinent plots by amazing author Scott Casper. On our site you can also check the archives and follow the entire Castle Greyhawk story from the very beginning.

Artist's Commentary: This page finally gives us a dose of every dungeon's most iconic threat, a trap. Scott gave me some interesting perspectives in this one, and we employed some creative use of text and sound effects which we do only for special cirumstances. The picture of Serten with his mace (pictured left) was also quite a bear, it took me three tries to get the view just right. And of course, there's the brick and stonework. My hand cramped but it was worth it. Remember that dungeon designers, use flagstones, it makes hiding a pressure plate easy. Looking forward to seeing how the party deals with the current set back. Stay tuned!

Greyhawk From The Other Side

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Those who followed Greyhawkery recently may have seen my post last week on old classic Greyhawk modules that I need for my collection. Quick to answer was prolific blogger and fellow Midwesterner, Timothy Brannan of The Other Side blog. Thanks to the trade we worked out, I am now in possession of an amazingly good copy of L2 The Assassin's Knot by Len Lakofka.

The Assassin's Knot is the second in the Lendore Isle series which began with the better known L1 The Secret of Bone Hill. I got my copy of Bone Hill at GenCon a few years ago but have never ran it (there's many I haven't). Now with both L1 and L2 I have a pretty complete story line at my disposal that is set in a remote area of Greyhawk which I'm pretty sure I've never used in my own campaigns.

Interestingly I discovered there is more to the Lendore series. L3 Deep Dwarven Delve was published as part of the D&D silver anniversary collection. I assume it's a continuation of whatever Bone Hill started but this is another adventure I do not possess (great). Len Lakofka also put out another sequel called Devilspawn through Dragonsfoot which I can't count  for my collection since it's not in print technically.

The Assassin's Knot will do for now though. I believe collecting is a gradual process so no rush to get them all. I'm very pleased with the RPG trade process. Thanks again to Mr. Brannan and I'm sure we'll stay in touch.

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