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Maure Castle Memories

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Who remembers this ad? I certainly didn't until I came across it again in the pages of an old out-of-print issue of Dungeon. For some reason, no published adventure had me more stoked than Maure Castle in Dungeon #112 (in fact like a true fan-boy I own several copies). The collaboration of Robert Kuntz, Erik Mona and Paizo was certainly lightning in a bottle and they were lucky enough to follow up on the initial issue with two more levels in the later years (#124, #139). But look at the ad again, in my opinion no adventure path or seasonal event has more going for it in so few words. 
Those fans who followed Greyhawk for a long time must've been shocked and overjoyed to see Eli Tomorast, the main villain from the classic Kuntz module, Mordenkainen's Fantastic Adventure return from the dead for some payback. For me it was sort of like a Trekkie getting to see Ricardo Montalban in the Wrath of Khan for the first time. This ad had great art and a great title logo (with theWorld of Greyhawk masthead which you wouldn't see again), the only problem is they misspelled Eli's last name. Oh well, you can't have everything!


Castle Greyhawk: Dragons and Dweomers

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Welcome back friends of Greyhawk! I'm seriously slipping in my duties to promote the third chapter of our ongoing Castle Greyhawk graphic novel. Check out pages thirtyandthirty-one plus follow some eloquent extras by the bardic 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: There has been a ton of great art work in these last two pages that I don't know where to start except panel one page 30. Drawing a dragon taking flight is a challenge on many levels from draconic anatomy to scale of composition. When Scott has me drawing a dragon it's a huge deal, but the same dragon from three different angles on one page is madness! 

The panel of Murlynd rubbing wool with a glass rod (old school components) is also among my favorites in this entire chapter. There is something about his expression and the magic lettering that feels like I'm channeling Dave Trampier. The lightning bolt itself (and sound effect) was fun for me since I've always been a super fan of the Mighty Thor (nearly 500 issues). Lastly, the dragon descending to the cave floor was the hardest of the page. I went over it a few times before I was content. Then the next page happened....

I must admit, I love drawing this rendition of Tenser. I've done it so many times I can now freehand him without needing much reference. That's huge when it comes to comics. What I also like about Tenser is he keeps looking rougher each room they come to. the other guys have scuffed armor at worst, but the wizard is clearly the one taking the most hit point damage so far. That is until the dragon gets close...

Three more dragon angles, and now some up close scale issues. How big are white dragons? I'm not sure, I do know they aren't as big as red dragons but this isn't exactly a baby dragon either. Terik and Serten take some hits and Tenser gets to look dramatic with his wand for the first time. But what does it do? Tune in next time!

Reactions: Chris Perkins Panel

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Man am I kicking myself for not going to Gamehole Con this year! Over at ENWorld, Morrus has posted some quotes from a panel that WotC'sChris Perkins took part in and it has once again got me and a lot of people buzzing on Greyhawk. Here's my thought and reactions to selected parts of this panel, also you can listen to the rest of the panel for yourself HERE.


"Gone are the days, in 3rd and 4th Edition, when we were bound by the model of having to release a book a month or two books a month, or three books a month. We have no commitment or desire to do that going forward.
And part of that is just driven by business realities, part of it is driven by our knowledge of certain facts that we've obtained through surveys, through talking to people at shows, that there is kind of a certain amount of material that people can actually absorb before the stuff that we're releasing no longer has any value and is no longer serving anybody. A lot of 3rd Edition products, I'm sure, and 4th Edition products, I'm sure, that maybe you've bought or your players have bought are sitting on shelves having never been used, or used precious little. We don't sell products so that 5% of our audience can use 5% of it. We're now trying to sell products that 100% of our audience might use, and they'll use all of it."


I appreciate this honesty because we all know splat books get ridiculous and it's even more ridiculous trying to keep up with buying them. This is a big reason I only play Pathfinder core rules. I got off the book a month club early. It would be different to me if that was a Greyhawk source book every month but a dozen bestiaries or an ultimate-ultimate character building guide is too much. I'm glad Wizards is sticking to just story related material, though that does hedge out extra setting support which us diehards clamor for.

"...one of the things we are going to be doing in the future is looking out at some of our other worlds. That doesn't mean we won't come back to the Realms, or have adventures that visit multiple different locations, start in one place and end in another... one of the goals with our stories is to go beyond Forgotten Realms, safe to say.
The other thing that we're driving to with our stories is to, whenever possible, draw upon the past, key elements from the history of the game that have not seen a lot of attention lately."


This is a tricky proposition. What elements haven't got any attention? What old D&D themes have not been done already by WotC (or Paizo) in recent memory? I've got a few ideas HERE. Place your bets!

"The story that follows Rage of Demons is not going to be anywhere near the Underdark, and it will have its own feel, its own flavour, its own atmosphere, its own thing. The story that follows that is going to be very different. It allows us to do things like ... Princes of the Apocalypse and the Elemental Evil story was very dungeon driven; it was a dungeon-based story... in the future we want to maybe do intrigue. What story would we have to tell in D&D that is fundamentally an intrigue story. Would it be like city based? Would it be planar based, where you're basically on some sort of planar hunt for something? And then maybe the story after that is ... [audience member suggests "horror"] ... horror, or something more light-hearted and flaky, or a little off-track, or like Eberron, a little more steampunkish, or Victorian pulpy... making sure every story has a different feel, flavour, making sure we get to visit some of our other worlds.."


This line of thought implies good chances for settings like Ravenloft or Planescape to be explored, which would feel quite different than their Realms stories. For Greyhawk to stand out, avoiding diungeons or underdark will be difficult but not impossible.

"So, yeah, vampire, classic monster, yeah, we'll do a story with vampires... [more classic monster suggestions].. yeah, we'll do a story with giants."

So Ravenloft naturally, and Against the Giants will be touched upon sooner or later. Check. Whether Greyhawk's giants are more compelling a story than those already seeded in the Realms stories we shall see. As for horror, I'd still love to see Vecna used. He is arguably Greyhawk's greatest villain and is also a planar threat to boot.

"A great bulk of those who play D&D run homebrew settings. But of those home-brew campaigns, over half of those homebrewers do pillage from other settings ... 15% or 50% of the world they've created has hawked stuff from other worlds. They're comfortable pillaging our products for ideas. That homebrew number, I can't remember the exact percentage, but I think it's like 55% homebrew. And then it's like 35% Forgotten Realms, and then everything else ... Very few people right now, turns out, running Dark Sun campaigns. A sliver of a sliver. Very few people running Hollow World campaigns. Very few people are running Mystara campaigns. It pretty much goes Homebrew, Forgotten Realms, I think Greyhawk's at 5% ands then everybody else is at 2% or 1%."

Meh. A few years ago I'd rail against this figure, but realistically ever since 4E they've been burying interest in Greyhawk beyond nostalgic reasons. Most Living Greyhawk players probably migrated to Pathfinder's Golarion long ago, then two editions of Nentir Vale and Realms have led to people either doing their own homebrew or going with what's published. So Greyhawk at 5%? I'll take that! With no RPG support, video games, or novels for years? What other brand can still keep that big a slice of the pie?

"But we are looking at bringing in consultants beyond the range, beyond the pale... people that obviously love D&D may not actually have ever worked on a D&D product. Or maybe they have! Who knows? If I could resurrect Gary Gygax I would bring him in as a consultant, certainly. But we have to stick to the living."

This is something I've been harping on for a long time and now that WotC wholeheartedly embraces their "consulting" model it seems Greyhawk does stand a chance if the right people are there at the right time. Sure Gygax is gone, but the best people on the inside right now are Perkins and Mike Mearls themselves! Outside of those two, I know more than a few people still in the industry or without it who would jump on a Greyhawk consulting gig if given the chance.

"So the question is "What is the next Sword Coast Adventurer's Guide?" Who knows? I don't know. ... But let's say we did a Greyhawk adventure, Greyhawk has been out of circulation now for how many years? Although you can still ... there's nothing stopping you from running a Greyhawk campaign because everything out there is still there and its still timely. And it remains, as far as I'm concerned it's an open question whether we would even change the timeline. Greyhawk's current timeline is perfectly cromulent. So is its original timeline. So the question then becomes "Is it a better user experience to put all the information you need to know about Greyhawk in the adventure product because it's really for the DN's information, or is it better, and it's going to be better received, if that information is parcelled, divorced from the adventure as a separate thing that you have to buy? That you have to spend money on now."

Greyhawk or more appropriately the City of Greyhawk region would fit the SCAG template perfectly. Taking all Greyhawk's existing guides, timelines and story elements you can draw a line through them all that will make a single coherent sourcebook full of useful material for DMs and players alike.

"What makes Greyhawk, Greyhawk? Is it Gary? What else about Greyhawk makes Greyhawk, Greyhawk? Is it low magic? Because you have Mordenkainen - he is not low magic. So it's that magic is more exclusive in Greyhawk? Unless you goto the Valley of the Magi, where it's not. It's got barbarians, a whole lot ... look at the Greyhawk map, there's a whole lot of barbarian territory up there. We don't know a whole lot about them except that they're tigers and... we've got Scarlet Brotherhood which are aryan monastic wanna control the world type organisation, somebody at work, I can't remember it was Mike Mearls or somebody else, described Greyhawk as almost Fafhrd and the Grey Mouser-esque, Fritz Leiber, Lankhmar-esque. That would certainly make sense based on things I heard about what Greyhawk was like when Gary was running it, sort of maybe he felt that way."

"If we were to do a Greyhawk story, one of the things I'd be sorely tempted to do is focus on Iuz. I'm not going to give you a full campaign setting. I'm going to tell you a story about Iuz and all of the **** that he's doing right now and all of the repercussions that are happening because of that... Iuz is going to be the glue that holds this story together."


Totally agree. It's a lot of things to different people. There is no way you can pigeon-hole it. Thus, given the limited time WotC devotes to promoting a story or setting I will never expect an adventure set in the Sea Princes or Ull for instance, but do I expect Greyhawk City or Iuz? Hell yes it's almost unavoidable.

5 Reasons to Visit the Bandit Kingdoms

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Welcome aficionados of the World of Greyhawk to a new regular segment I'm entitling "5 Reasons to Visit...". Most people who have played D&D for a long time will at least be probably familiar with the classic adventure locales of the game and some even the minutiae of Greyhawk's timelines and geopolitical history. With 5 Reasons I only seek to put a spotlight on five of hopefully many good plots and places in each of the nations of the Flanaess. Perhaps a new DM will be intrigued by these locations or an experienced one will be reminded or inspired to revisit these areas. As always I'm open to comments, suggestions and additions. Enjoy!

1. White Plume Mountain: Let's start with the 500 pound gorilla in the room. The classic module, S2 White Plume Mountain is among the best known adventure locales on Oerth. The magic weapons Wave, Whelm and Blackrazor are stolen and hid here by the mysterious Keraptis who then taunts heroes into trying to obtain them from his dungeons. What more set-up do you need for a dungeon crawl? White Plume was so successful it also garnered a return sequel which expanded upon the mountain's backstory. One more thing, a single mountain out in the middle of the lawless Bandit Kingdoms can also evoke the dangerous air of The Hobbit and the Lonely Mountain.

2. Rookroost: The large hill top city of Rookroost is the epitome of the Bandit Kingdoms. There is a good map and write-up on the city in the module Fate of Istus and further information is found in Iuz the Evil. The rogue city's concentric walls conjures images of a dark and gritty Minas Tirith. Indeed the remote city's boast that it has never been conquered lends to this comparison. Rookroost makes a good home base for adventurers striking out into the frontier and even the setting for an urban intrigue campaign. There's a lot going on here and yet the city is still raw enough for good DMs to create their own material.

3. Stoink: Speaking of roguish urban adventure. Stoink is another perfect bandit town to visit. Nestled on the Artonsamay River, Stoink is a boisterous, drinking, brawling, thieving town and is notable for being featured in Gygax's "Gord" novels. Stoink is ruled by a ostentatious character named Boss Renfus the Mottled, a loud, overweight bandit who I can only imagine is Greyhawk's answer to Jabba the Hutt. Stoink's position on the map makes it a great hotspot for adventures in or around major lands like Nyrond, Urnst and the Theocracy of the Pale.

4. Riftcanyon: What trip to the Bandit Lands is complete without mentioning the big rift in the middle of the landscape? Rumors say it was magically created and many awful monsters lurk on its fringes and within its depths. The rift at times has been ruled by bandit lords, agents of Iuz the Old (Cranzer the wizard) and in times past even giants (Kings of the Rift from the Age of Worms Adventure Path) or ancient Flannae civilizations (namely the cliff city of Veralos). The most dangerous place in all the Riftcanyon however, is the aptly named Wormcrawl Fissure. Mentioned in the sourcebook Iuz the Evil, and featured in the Age of Worms module Into the Wormcrawl Fissure, this is the reputed home of the infamous demigod Kyuss and his undead sons. Only the foolish tread this dark path.

5. Fleichshriver: You'll see it on some maps of the Flanaess, but word of Fleichshriver is only found in the sourcebook Iuz the Evil. This fiend-crafted citadel devoted to Iuz is quite possibly the most dangerous place in all the bandit territory, including Riftcanyon. The place is home to Iuz's upper echelon of henchmen, the Boneheart to do their experiments on new magic and monsters. To borrow yet another Tolkienism, imagine Minas Morgul (home of the Nazgul) when venturing here. Besides the usual dark sorcery and abundant humanoid guards, Fleichshriver also has a gate to the Abyss and is impenetrable to scrying. Yup, this is one of those places heroes go to and never come back. If your players think they've seen everything Greyhawk has to offer I'm willing to bet they haven't tried to clear a high-level threat like Fleichshriver.







5 Reasons to Visit the Great Kingdom

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Welcome back fellow fans of the World of Greyhawk today I continue my newest feature titled "5 Reasons to Visit...". As I stated last time in my survey of the Bandit Kingdoms, most people who have played D&D for a long time will at least be familiar with the classic sites of Greyhawk and some may even know the minutiae of the setting like myself. With 5 Reasons I seek to put a spotlight on five good plots and places in (ideally) each of the nations of the Flanaess. Perhaps a new DM will be intrigued by these locations or an experienced one will be reminded or inspired to revisit these areas. Naturally, all comments, suggestions and additions are appreciated. Enjoy!

1. Undead and Fiends: The Great Kingdom (in particular the central lands directly ruled by the mad Overking Ivid V and his relatives) is home to a dizzying array of undead and fiendish characters. There is the Demonic Knights of Doom first detailed in Dragon #59. These golden armored knights are actually enchanted with fiendish powers and weapons beyond normal men. Utterly loyal to Ivid and archmage Xaene their creator, the formidable Knights of Doom lead regiments such as the mounted "Bolters", heavy-foot "Howlers" and mounted-archer "Pointers". 

Beyond these terrors is the Death Knights, created by the demon-prince Demogorgon from the old order of the Knight Protectors. Many of these undead knights are major villains in their own right and pay no heed to Ivid. Furthermore, Ivid V and his fell priests of Hextor created the undead Animus to instill greater loyalty in his nobiles and commanders. Not as strong as a lich or a death knight, these undead are still highly intelligent and powerful in many unique ways. Lastly, due to the diabolical magic at Ivid's disposal, even his personal Companion Guard is said to have fiends among their ranks.

2. Rauxes: The capital of the Great Kingdom of Aerdy for centuries, was Rauxes. This city has undergone many changes in just the last few decades of Greyhawk publication history and all are quite suitable for a campaign built on tyrannical intrigue, high magic and impending warfare (see the free PDF, Ivid the Undying). The Rauxes seen in the module Fate of Istus (with a decent map) once had a lofty population of 41,000 but the brutal rule of Ivid brought this number down to 35,000. By the time the Greyhawk Wars had concluded, Ivid's atrocities had reduced the city to about 22,000 that is until the city's ultimate ruination following the battle for succession of the Overking (see Living Greyhawk Gazetteer).

Rauxes thus has a few eras that DMs can utilize for a long story arc of self-destruction, from once mighty imperial capital to a magically hazardous ruin where only treasure seekers now venture (I like to think of GW's skirmish game Mordheim).
Rauxes is also home to a few arch-magi (Xaene, Karoolck, etc.) and artifacts of irredeemable evil. First and foremost is the fiend-seeing Malachite Throne, where the line of House Naelax sits (or used to pre-wars). It is also possible more than one of the Regalia of Might are found in Ivid's lands nevermind other relics of power mentioned below. Whatever era you play in, the fate of these high magic people and items is still entirely within the DM's hands to this day. 

3. Dastryth and Errantkeep: These Naelax lands were probably once prosperous fiefs in the heart of the Great Kingdom, but in the post-wars era, they are now ruled by two deranged animus brothers, Darrien and Marinn. The two have a life long rivalry that continues in undeath with both turning all their remaining citizens into armies of zombies to continue their blood feud while they watch safely from their castles. This setting is a suitable gothic horror (or zombie survival) environment to have players wander into before encountering the hard stuff. The brothers are notable for their treasured magic tomes which would be highly prized by power players like the Circle of Eight or the Scarlet Brotherhood.

4. Permanence: Speaking of the hard stuff, there is the nearby castle named Permanence. This many turreted horror of leaning, twisted architecture is built on a slab of red rock and is home to one General Kalreth an animus warrior loyal to Ivid. Kalreth and his equally formidable lieutenant Balraize command a score of Doom Knights from this dubiously magical castle. What's most attractive about this castle for a high magic campaign is the lure of coveted banestones within its dungeons; magic stones which greatly aid in the enchantment and permanency of magic items. The trouble is, Kalreth hates wizards and will slay any who sets foot in Permanence with his dark artifact the Spear of Sorrow. Adventurers had better bring their A-game to this place.

5. Rifter: Near the capital is another interesting keep built by Ivid II as a fall-back point should Rauxes fall. This magically reinforced bastion is armed with an array of ballista plus a garrison of Companion Guard and Fiend-Knights as well. What is most hair-raising is that the bunker allegedly contains a Sphere of Annihilation and the famous Machine of Lum the Mad. Imagine the possibilities of breaking into or assaulting this small keep. Good luck!


Castle Greyhawk: Doors and Delays

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Welcome back loyal Greyhawk readers! It's the weekend and time to promote the third chapter of our ongoing Castle Greyhawk graphic novel. Check out page thirty-two plus follow some riveting writings by the director, 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 spell slots are flying now! Last page, the whole party was getting knocked around pretty good so it's no surprise now that we have an enraged white dragon, the casters are on the defense now. I mention the spells flying because the floating magic script has been an ever-present effect in our tale and when those are added to other visuals such as a glowing daggers, arch-ways or McFarlandesque ropy strands, they should give the readers more than a clue what is being cast. It's a fun exercise in comic storytelling.

As for the dragon, it keeps getting angrier it seems as the encounter goes on. So far it hasn't tried to bite anyone though, but two ice breaths in one battle is a big deal. That traitor Murlynd saved his own skin, let's see how Tenser's last ditch effort pays off next page...

5 Reasons to Visit Furyondy

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Welcome stalwart fans of the World of Greyhawk as I continue my ongoing feature titled "5 Reasons to Visit...". If you haven't seen my overviews of the Bandit Kingdoms and the Great Kingdom check them out now. Again, for people who have played D&D you should at least be familiar with the classic adventures set in Greyhawk and possibly, some of you also know the setting's gritty details. With 5 Reasons I seek to put a spotlight on five good plots and places in (ideally) each of the nations of the Flanaess. Perhaps a new DM will be intrigued by these locations or an experienced one will be reminded or inspired to revisit these areas. As always, comments, suggestions and additions are appreciated. Enjoy!
1. Castle Ehlenestra: The first thing you should think of when contemplating the Kingdom of Furyondy is knights. The three branches of the Knights of the Hart figure prominently in all the history , politics and adventures based around this land (such as the crusade on the Temple of Elemental Evil by Prince Thrommel). One castle dedicated to this order, Castle Ehlenestra, stands out from the rest. Named for the elven goddess Ehlonna, this castle is first mentioned in the sourcebook The Marklands, Ehlenestra sits is at the western edge of the kingdom and is home to Sharnalem, a ranger swanmay Knight of the Hart who trains tyrgs to hunt down goblinoids. More unusual than it's owner, the internal castle is made of wood, surrounded by a stone wall. Furthermore, there is a walled forest preserve where Sharnalem's sylvan allies such as brownies and beastmen. Castle Ehlenestra is undoubtedly a safe-zone for PCs; a place to seek wisdom, healing and strength before tackling the forces of evil abroad.

2. The Flare Line: The second thing to know about Furyondy is that it has been in a state of war with the Empire of Iuz for decades, and during the Greyhawk Wars era, Iuz the Evil advanced by conquering the northern tip of the kingdom. This led to a no-man's land running from Ehlenestra in the west all the way to the town of Morsten on the Veng River to the east. Along this war-front is the road called the Flare Line where Furyondy's barons and counts are building defenses against Iuz's undead and humanoid hordes. This is an area of tense standoffs, daring sorties and spying missions. The adventure Border Watch is a nice low-level intro to this theater of war. Other hot spots along the Flare Line include the Razing Line a strip of land west of Crockport where Iuz's magicians have despoiled and desecrated the ground making it the perfect place to animate dead. Then there is the Swarming Ground where fort construction is hazardous because the area is infested with Giant Ant Lions. Enterprising DMs could create an entire campaign centered just on this line of defenses and holding them against the tide of evil.

3. Bronzeblood Haunt: The Kingdom of Furyondy is a large, well-settled realm. As such most dangers here come from without (namely Iuz or the Horned Society). There is exceptions however, like the ruins of a castle referred to as Bronzeblood Haunt. Long ago there was a sadistic noble who rumor says consorted with cults and vampires. It became so bad that King Thrommel I had this ruler deposed and his castle reduced to rubble. The entire area unfortunately still has an aura of evil with mysterious mists and unnaturally blood red trees during autumn, No hero to this day has been brave enough to get within miles of this ruin's dungeon to search for whatever was left behind. Bronzeblood Haunt is a perfect opportunity for a DM to create their own old-school dungeon in a location far-removed from most other famous modules and the meta-plot of war in the north.

4. Claw Gorge: Another area of danger within Furyondy's borders is the quarry named Claw Gorge. Located in the west near Castle Greylode, Claw Gorge is vital to the kingdom for its limestone and is worked by a community of gnomes. The rift however, has recently come into trouble as the miners hit upon pockets of corrosive gasses and tunnel complexes where frequent encounters have occurred with monsters such as cave fishers, a behir or worse. Rumors say the mines are cursed or that agents of Iuz have summoned the monsters here. Either way, Claw Gorge is a good place to send characters who are just looking for a break from Furyondy's political-war drama to do some good old fashioned hack and slash action.

5. Chendl: Lastly is the capital of Furyondy, Chendl. This planned city of 15,600 (at it's height) was first detailed and mapped out in the module Fate of Istus, with more recent updates for the wars found in The Marklands. Chendl once boasted to be the most extravagant city in all the Flanaess due to its grand temples and palace, broad avenues and gardens, and its signature feature, a system of canals plied by gondolas (think Venice but inland). All the beauty was smashed during the wars however as Chendl became under siege by the forces of Iuz. During this era (until Belvor IV's counter-crusade) the city is half demolished and every person of worth is rallied to  the defense. While all looks grim for Furyondy's capital, the haughty aristocracy still maintains their high society lives, unabashed by the threats outside or the plight of their own people fighting for them. When running PCs thru this city think the desperation of Minas Tirith, but much less defensible. This can be the launching pad for a series of Furyondy adventures including all the above or perhaps the climax to a story arc leading to the retreat of evil.

5 More Days

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Aww yes! The only thing I love more than Greyhawk...Star Wars is almost here! Punch it!

Castle Greyhawk: Webs and Wyrms

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Well met Greyhawkers! It may be Star Wars week around the world, but today I'm proud to promote the 100th EPISODE of our ongoing Castle Greyhawk graphic novel. Check out page thirty-three to see some incredible visuals dreamed up by 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: Well folks, this milestone page was difficulty 9/10 for me. Dragons and webbing is a lot of work and this took me three sketch runs to get it halfway right looking to my eye. The last panel was particularly good in my opinion. The dragon looks angry and frustrated. I like the variation in webs too, some thick, some wispy, some broken free. A lot going there.

The easiest part of illustrating it was Serten whacking the tail with his mace. That little "crunching" attack makes made laugh cause I imagined this in game terms; a cleric putting all he has into a swing and at best has a 50% chance of hitting, then perhaps only doing about 8 hp damage (magic mace? dunno). The white dragon obviously felt it, but I'm sure it was a distraction for Tenser to get away more than a lethal attack.

Meanwhile...where is the front line fighters? More next time! ;-)

Greyhawk Shields On Twitter

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I'm sure by now most Greyhawk users on Twitter like myself have seen Mike Mearl's teaser pic of some full-sized shields he had made with Greyhawk heraldry painted on them. Talk about a cool Christmas present! I wish I had thought of that now.

The nations represented, left to right, are Onnwal, Sunndi and Bissel. Since Mearls had these delivered to WotC, rampant speculation will occur, but I'm not biting this time. All I want to know is who did those and where can I get one made of Ull?

5 Reasons to Visit Keoland

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Welcome back, lords of the World of Greyhawk as I once again enthrall you with my ongoing feature titled "5 Reasons to Visit...". If you haven't seen my overviews of the Bandit Kingdoms , Great Kingdom or Furyondy, be sure to check them out. People who have played D&D should at least know the classic adventures of Greyhawk and hopefully, many of you also know the setting's esoteric material. With 5 Reasons I seek to put a spotlight on five good plots and places in (ideally) each of the nations of the Flanaess. Perhaps a new DM will be intrigued by these locations or an experienced one will be reminded or inspired to revisit these areas. As always, comments, suggestions and additions are appreciated. Enjoy!

1. Saltmarsh: The classic intro adventureU1: The Sinister Secret of Saltmarsh is a seminal work in the history of D&D. Placed on the fringe of the kingdom, this cozy town is an excellent place to launch a small regional campaign. The module is a haunted house mystery that then spins off into further adventures. The town of Saltmarsh itself has a notable character, and it got further development in a 3.5'sDungeon Master Guide II.

2. Gradsul: If a DM wants to run a larger Keoland campaign that is urban or perhaps even sea-based, why not have both? The perfect place for you is Gradsul, the most populous (49,400) city in all the kingdom. The "Haven of the Suel" is an ancient city ruled by House Rhola and sits at the mouth of the mighty Sheldomar River on the western Azure Sea.

First detailed in Living Greyhawk Journal #1, there is a lot going on in Gradsul. The city is mercantile, cosmopolitan and well defended; it's focus was once on exploring the south seas and jungles. Since the Greyhawk Wars however, the threat of the Scarlet Brotherhood keeps Gradsul's navy on alert. Gradsul is friendly to free-wizards (unlike the rest of Keoland) with a guild of Sea Mages supported by the legendary arch-mage Drawmij. There is also plenty of thievely work to be done in this wealthy city, or maybe you have a fighter who'd like to join the Knights of the Watch whom are found in great numbers.

As a base of operations, Gradsul is centrally located for adventures striking out in all directions such as east across the high seas, to the west within the ominous Dreadwood, south to the Hool Marshes or farther inland where courtly intrigue and knightly quests await.

3. The Silent Tower: Speaking of free-mages, their antithesis in Keoland is an order of sorcerers called the Silent Ones. Detailed in Living Greyhawk Journal #4, the Silent One's tower dates back to the earliest origins of the kingdom, jutting from the plains 25 miles south of the capital city of Niole Dra. The sorcerers of the tower are only ruled in name by the Lion Throne of Keoland, though they do serve as tutors and advisers to their nobility. Uhas of Neheli famed for penning the Chronicle of Secret Times, is said to once be part of this order long ago. The leader of the Silent Tower however, is The Wyrd, Mohrgyr the Old, an ancient man with a dubious past.

The blue-gray Silent Tower is clearly visible for many miles around and is easily three times higher than any tower in the kingdom and holds numerous dungeon levels as well. The Silent Ones main purpose is to bury or keep secret any magic that may be harmful to the Sheldomar Valley (such as lore concerning Vecna). With so many lost relics, artifacts and books hid in their vaults, the Silent Tower is therefore the Greyhawk equivalent of Area 51.

The Silent Ones' practices have made them enemies however. The Seekers are an adventuring society who want to uncover lost lore for profit; notably the outcast Eli Tomorast is the worst of their lot. Then there's the Scarlet Brotherhood who are always interested in the secrets of their Suel heritage. Where do the PCs fall into this mix? Well they could serve either side by retrieving magic before the other, or they could be real greedy and try to break into the Silent Tower's Sanctum Maleficarum for a handful of major artifacts. Trying to raid a dragon's hoard might be easier!

4. Hool Marshes: If cities and sorcerers aren't your thing, there is the Hool Marshes. These marshes form a natural border between Keoland and the Hold of the Sea Princes to the south. Surprisingly this wetland is a hotbed of published adventures. The sequels to Saltmarsh, U2: Danger at Dunwater and U3: The Final Enemy are set here. For more scaly threats, the generic AD&D module I2: Tomb of the Lizard King was retroactively placed in Keoland in the County of Eor. And lastly, another generic adventure,I7: Baltron's Beaconcan be found in the depths of the Hool Marsh, its ghastly green glow a warning to foolish heroes. Beyond these published modules, the Hool is a vast tract of swamp that can support hidden cults, bandit hideouts and other abandoned edifices from past imperial expansions.

5. Dreadwood: Lastly is the dense forest that dominates southern Keoland, aptly named the Dreadwood. The edges are ruled by tribes of elves, noble woodsmen, druids, haughty wizards and the like, but within the Dreadwood "preserve" is the real dangers. These good residents of the forest must constantly contend with incursions of humanoids and monsters from the deepest parts of the Dreadwood. Some rumors persist there's even an elder green wyrm within the Dreadwood. If PCs are looking for a good hack and slash wilderness romp the Dreadwood might be a good outlet for them.

For more information and adventures set within the Kingdom of Keoland, checkout the ongoing tales that began in Living Greyhawk over at Greyhawk Reborn - coming to a convention near you!

New Years Resolutions?

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I don't do resolutions in real life, but over at our gaming podcast, Gamerstable we do an annual resolutions and challenges episode. Check it out! Maybe you'll get some ideas to spice up your own gaming lifestyle.

As for Greyhawkery, I try to keep my goals here separate, if not realistic in what I can accomplish. At any rate here is a few things I would like to do in 2016:

1. Continue with my Five Reasons to Visit series. I'm having fun with this informative series. Should be an easy project to carry on since it's already started.

2. Try to do a few more Ring of Five Questions interviews. I have a very short list of some good candidates. I just need to get back in the groove.

3. Compile Castle Greyhawk webcomic chapters 1-3 into PDFs. Should be easy, but do I have the software to make it look nice?

4. Create another regular Greyhawkery feature. Since Greyhawk news and events is few and far between, creating content is always a struggle. I am open to suggestions for new blog content. What sort of things subjects should I cover or start focusing on?

5. Social media increase? I know the Thursday night Greychats have pretty much faded into undeath, so I'd have to assume I can reach more Greyhawk fans if I start to focus more on Facebook (ugh) or maybe create a Greyhawk-centric Twitter account? I already have a Twitter for my podcast group @GamersTableMike so maybe all I need to do is start tagging Greyhawk posts? 

That's all for now. Hopefully more comics and Greyhawk visiting next time!

New Year New Stuff

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Happy Needfest Greyhawkers. It's finally 2016, or, 606 CY in Living Greyhawk time. Either way, I have a couple 'hawk related things to show off that I got this season:

At our annual Gamerstable secret Santa party, I got this very Greyhawk-y shirt from my oldest, best friend Jayson (@GamrstbleJayson ) It's a pretty popular parody-design and I hadn't even put it on my wish-list but I am definitely wearing this to the next GenCon Greyhawk Meet-Up. Be sure to thank Jayson on Twitter for me. I am a Son of Gygax indeed!



Speaking of Greyhawk originals, my other item is a gift from one of the all-time best hawk fans out there, Allan "Grodog" Grohe. He sent me a pair of Olidammara's Dice, which I had been looking to get someday. These dice aren't easy to come by, so I feel honored to know Allan and have earned his friendship over the years. Hopefully we'll get to cross paths and roll some dice at a convention in 2016.

What do Olid's Dice do you ask? It's high risk, high reward. Sort of like the Deck of Many Things, but not a campaign killer. Just because obscure Greyhawk stuff like this needs to be shared, here's the write-up from the 3.5 Epic Level Handbook (all content owned by WotC of course):

This pair of yellowed ivory cubes appears much like any other pair of typical (6-sided) dice, though in place of the "1" spot is Olidammara's symbol. the mask of comedy and tragedy combined.
A character with a pair of Olidammara's dice who wishes to roll them must announce that he is rolling the dice (accidental rolls have no effect). Rolling the dice is a standard action, and both dice must be rolled simultaneous to have any effect.
To mimic the roll of Olidammara's dice the player should roll 2d6 and consult the table below.

2      Lost 10,000 XP and dice roll again next round.
3      Permanently lose 1d4+1 dex
4      Gain 1d4 negative levels (Fortitude DC 20 to remove)
5      -1 penalty to all attacks, saves, and checks for 1 hour
6      -4 penalty to AC for 10 minutes
7      +1 morale bonus on attacks and saves against fear for 10 minutes
8      Gain effects of blur for 10 minutes
9      +1 insight bonus on all attacks, saves, and checks for 1 hour
10    Gain effects of freedom of movement for 1 hour
11    Gain one limited wish (must be used within 1 minute)
12    Gain 10,000 XP and may roll again next round

 No character can gain any effect from an additional roll of the dice within 24 hours, with two exceptions. If you roll a 2, the dice automatically roll themselves at the beginning of your next turn and you must accept the additional result. If you roll a 12, you may choose to roll again in the next round (if more than 1 full round elapses between the roll of 12 and your bonus roll, you lose the bonus roll).
There  is no method (mundane or magical) to predict or influence the result of a roll of Olidammara's dice. Even powerful divination magic can't predict the outcome of a roll before it is made.

Castle Greyhawk: Ice Breaker

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Welcome again fans of Greyhawk! Today I'm happy to plug the latest episode of our ongoing Castle Greyhawk graphic novel. Check out page thirty-four to see some breath-taking battles conjured up by 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 more I draw this dragon, the better it seems to get. The chapter has got to end soon though, so I can't get too attached to this ol' ice wyrm. He doesn't even have a name! 
I think a lot of the artistic weight to these panels comes from the fact I've been watching The Hobbit extended edition movies and at the same time finished playing WotC's Rise of Tiamat. Any dragon worth his salt, like Smaug, just bully their way around a movie screen or comic page for that matter. 
It's fun then to see how Scott manages to squeeze our heroes into the scene while the white dragon is flailing about in all directions. 

With that in mind, it's also good to have dungeonmaster experience in composing these types of comic scenes. Positioning is good to know. Terik is on the left, Robilar to the right, Serten behind and well, Tenser was up front but bailed. Speaking of bailing, where did Murylund go?

More next time.

Vault of the Drow Poster

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Comic artist Jason Thompson is at it again, this time in keeping with WotC's love of the Underdark, he has drawn a remarkable walk-through poster of the classic module Vault of the Drow. Jason has done many many other wonderful maps such as this which I've covered in years past. Now check this one out too!

Finally! D&D 5E OGL

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The internet is aflame with the news. No not David Bowie's death and not the president's state of the union address. What's up is WotC has finally released an Open Gaming License (and SRD) for 5E! Well about time, right? It's progress yes, but for aspiring Greyhawk creators, it's not quite time to celebrate.

According to Wizard's official article, writers can now use the OGL and sell their material through the approved Dungeon Masters Guild website (from what I seen Wizards gets a 50% cut) provided your 5E product uses original IP or is set in the Forgotten Realms. Well that of course crushes the hopes of many Greyhawk fans such as myself who want to share some quality material for the new edition. Of course it's mentioned in their FAQ that other settings' IP may be opened later, but the pessimist in me says this will be hew closer to 6th Edition than the start of the OGL. Then again, with so many people potentially developing FR maybe Wizards' staff will focus on Oerth for once (pipe dream?).

Greyhawk gripes aside, this new OGL set-up is indeed great news for everyone, especially for people who want to develop and sell a homebrew setting. In the very least it will be good to get into the practice of self-publishing in the event Greyhawk or some other loved setting comes open for general use. Who knows, maybe then a clever team of Greyhawk fan-writers can revive the setting like they did almost two decades ago...

Curse of Strahd

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Well, this is tangential Greyhawk news, but no less exciting. On the heels of the new OGL and DMGuild news, Wizards has officially announced their next adventure is Curse of Strahd and from the blurbs and chatter, it's entirely set in Barovia in the setting of Ravenloft. Check the link to get all the details as they continue to roll in daily. D&D celebrity Chris Perkins again takes the lead on this with original creators Tracy and Laura Hickman. It doesn't get much better creatively than this.

I am a huge fan of Ravenloft second only to Greyhawk of course. I've already ran a couple one-shot 5E adventures in Ravenloft and was planning to do a longer campaign when this news coincidentally dropped on my head (I've postponed the idea since). Needless to say I'm anxious to get this book and possibly the tie-in Tarokka deck by GF9, and what's more, if it is true to the setting and not just another Forgotten Realms exploit then that's grand news for the future of the D&D multiverse.


Castle Greyhawk: The Tide Turns

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Greetings fans of Greyhawk! Today is the day I promote the latest episode of our ongoing Castle Greyhawk graphic novel. Check out page thirty-five to see some manic monster melee manuscripted by 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 has taken a turn in favor of the heroes! The more I draw this encounter the more I've learned about dragon anatomy and keeping a consistent look has been a challenge. I've also, probably belatedly learned how to give the dragon some emotion be it through the glance in panel one or pain in panel five.

It's good to see Murlynd again. It's fun to think in hindsight how he hung back for most of the chapter just being the light bearer or as my friends call it "the sherpa". In truth he might be the highest level character in this bunch. I wondered while drawing this page what spell he was casting. Surely it isn't magic missile but that's the obvious choice. These arrows of force seem to have more oomph behind them is all I can observe.

As always Tenser is overly brave and dramatic in using his unidentified wand. (do players even do that anymore?) Terik likewise throws caution to the wind just so he can get a lick in on the dragon. By my count so far, I think Yrag has done the least damage to the dragon. What will happen next? Check in soon to find out!

Five Shall Be One: Prelude

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Welcome fans of Greyhawk, today I'm undertaking my first campaign in the Hold of Sea Princes using 5E and I intend to try and do session recaps in my distinctive storytelling fashion like my original Sea Princes campaign years ago. I play and run a lot of campaigns though, so what makes this one special is that I'm making an effort to reboot the 2E modules Five Shall Be One and Howl From the North, set in the south seas. This means in addition to some game play accounts, I will provide some custom free 5E Greyhawk material. Enough set-up, let's get to the adventure and for future reference spoilers ahead!

Dramatis personae:

Cullen (finessed first-mate, human rogue)
Ms. Loreweaver (querying-quartermaster, human bard)
Tyrrus Bandale (daring-deckhand, human fighter)
Kuma Sand (crab-curing, human druid)
and Lash Driftwood (longbow-bosun, sea elf ranger)

The Sea Hag is not much to look at; a dingy, old crabbing ship crewed by a motley group of sailors from about the Azure Sea. But this outward appearance belies the Sea Hag's true stature, for it's originally a warship built for speed and seaworthiness thanks to its aged captainSid "White Beard" Cragg. The year is 578 CY and the Hold of the Sea Princes is enjoying a relative peace, truces with neighboring Kingdom of Keoland and foes in the far-south Pirate Isles have proved profitable for all.

The Sea Hag begins its tale on Jeklea Bay, a huge tropical body of water nestled between the Hold, the Amedio Jungle and the volcanic Hellfurnaces. The crew is particularly better than most rivals in their profession at locating the best areas to catch lucrative crab thanks to the weather predictions of Kuma and the undersea insights of the sea elf Lash. Their haul this voyage is potentially extra profitable because the captain intends to take them to the capital, Monmurg, where the Hold of the Sea Princes will be celebrating the three-day Princes' Festival. Their first day out was rainy and warm, a pleasant day for throwing pots and hauling lines from the blue waters of the bay. Cragg was becoming disappointed, the crew worked hard but was catching very little despite his expert's advice. Then suddenly Cullen's crab-pot was raised on deck and out spilled a trio of giant crabs!

The crew scattered because the giant species always put up a good fight, though one deckhand, Tyrrus was never intimidated by sea critters. He rushed in to aid the dual-scimitar wielding Cullen, swinging his own long two-handed blade. As Lash began to fling errant arrows at the lumbering crabs, the captain and druid both yelled sharply over the roar of confusion to take the giants alive. Any crab is money after all. Subduing the large hard-shelled crustaceans with bladed weapons proved harder than they figured, especially for Tyrrus' great sword. Loreweaver motivated her compatriots to try harder (after she found crabs aren't affected by insults) and soon the creatures were down and bound up with Kuma tending to their minor wounds (damaged crabs won't sell as well). That night the crew choked down an awful meal cooked by "Good" Bill Barden and listened to a long crabbing story (for the 17th time) by Ms. Loreweaver. The captain retired to his chamber early.

Having finally filled their hold with delicious crab, the Sea Hag sailed north to Monmurg where Prince Jeon II's festival was just getting underway. Ships crowded the port, while kites rose in the air and music played everywhere giving the city a colorful and vibrant feel. Member captains and nobles of the three rival Hold factions were all in attendance: The Princes' Fleet, the Toli Armada and the Hold Flotilla. The Sea Hag's home is Jetsom Island and thus their loyalty lay with the Prince's Fleet, which is an important fact for soon after unloading their cargo, a message was delivered by courier to the hands of Cullen imploring the Sea Hag to represent their island in the next day's Princes Cup Regatta. Evidently their ship's reputation still abounded back home. With some bardic encouragement (and the promise of a rich purse for winning) from Ms. Loreweaver, the captain and crew accepted the invite. 

The rest of the day the crew wandered the docks and streets to take part in the festival. Tyrrus' brawn proved useful in fixing a broken beer wagon earning him a hand keg for his trouble, while Loreweaver and Cullen went on a side jaunt to pick a pocket or two from drunks, then ended up in a brothel where they in turn were nearly pick-pocketed if not for the perceptively intimidating insistence of Cullen to return the stolen items (which Loreweaver would've gladly gave the working girls anyhow). That night everyone congregated at the Black Anchor Inn to crash after a full night's carousing in a third floor common room. That is when dark shapes skulked in through the windows...

Meditating Lash and the jumpy bard and rogue were awakened by a slight noise and the sign of glittery dust in the air. No one had succumbed to the magical dust, though Kuma slept like a baby and Tyrrus hugged his keg still asleep. Lash could see in the dark of the room that there were goblins dressed as sailors with a human leading them. Afraid that their mission failed, the trespassers began to flee if not for the quick grasp of Cullen and in another direction Loreweaver's thunderous wave of sound shattered glass, burst goblin eardrums and woke everyone else in the inn. The goblins began to flee down a catwalk and down trellises after that show of magic.

Groggy but alert, Tyrrus sprang toward the shattered window and leaped out not heeding their third story room and tackled two of the interlopers to the ground, crushing their skull and severely spraining his own neck in the effort. Lash retrieved his bow against the wall and discouraged another goblin climbing down, till he was too caught at the bottom by Tyrrus (though he also caught some fleas from them). Cullen wrestled with the human sailor until the charms of Loreweaver calmed him. Kuma knocked out a goblin from behind before he could rouse his boss. Outside, Cullen gave chase on the catwalk for the last goblin who leaped for the next building and came up short. With the little pirate hanging from the ledge, Cullen leaped over him to the other side then offered his hand to help. The goblin was fooled and he fell, concussed to the ground. Ms. Loreweaver soon learned from her newest "friend" that they hailed from the ship Iron Trident, the fastest ship of the Toli Armada; and they intended for their opponents to oversleep and miss the regatta, A new rivalry was created...

(to be continued)

Camapaign notes: All the prelude encounters were my own creation as a way to let the players get a feel for their characters, the crew, the ship and the background of the setting. Next session we will delve into my adapted remake of FSBO. The characters started at level 3 and rolled stats 4d6 drop the lowest, assigned any order. I want heroic characters for once not lovable losers. We also do a seventh stat, comeliness (from Greyhawk lore) to represent "looks". Next week I hope to have more material to show off, plus maybe a map in a session or two.

Quick Greyhawkery Update

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Wow it's been almost a week since I posted? Okkay, so I have been falling behind on my projects, thus I'm airing this fact to motivate myself to get back on track. 

First, I have a new page of our Castle Greyhawk graphic novel coming up in a few days. The climatic battle with the white dragon is almost done!
 
My next installment of the Five Shall Be One reboot should be tomorrow (including some nice visual aides that will make you jealous). 

I also have neglected my 5 Reasons to Visit series which I vow to get back to ASAP. I'm thinking Nyrond or the Bright Desert. 

Anyone else running some Greyhawk? I'd love to hear about it. Until then, make mine Greyhawk!
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