Shadowed Keep on the Borderlands Campaign Guide

Total Page:16

File Type:pdf, Size:1020Kb

Shadowed Keep on the Borderlands Campaign Guide Shadowed Keep on the Borderlands Campaign Guide About the Campaign If all goes well, the party will investigate the massacre of a merchant’s party, explore an Inside the Guide: abandoned keep and delve into a dwarven hall. The successful party will have the op- tion of picking an additional adventure if they choose to. Characters surviving the Keep Paizo & Pathfinder 2 should reach third level, with fifth and seventh in reach if the party continues on. Rules are entirely from the Pathfinder Core Rulebook (except for traits). If it’s in the The Party 3 Core Rulebook section of the Pathfinder PRD, it should be fine. Karlae & the 4 Arthfell Forest This is my first go at GMing. Feel free to point out mistakes: important ones as they happen in Game Play; others more likely via the Discussion thread. Also use Discus- Olfden 5 sion and IMs to let me know about things that aren’t working or concerns you have. I’d Swallowfeld 6 prefer to work through those as best we can, rather than something festering and a player quitting in frustration. Arthfell Groups 7 IronFang Keep 8 Golarion 9 GolarionTimeline 10 Gods & Religion 11 Village of Hommlet 12 Play By Post 13 Glossary 14 Character Sheet 17 NPCs 19 Campaign Log 20 What Are We Doing and Why? Things people often wonder about me. I wanted to recapture some of the fun of table-top roleplaying. But things are a bit more difficult than they were back in the day. Priorities have changed and we have a bit more perspective and maturity (perhaps more of the former than the latter…). Time is both our most precious resource and the hardest to pool. So, I decided to shoot for a Play by Post game. We’ll use a message board structure where I will post as the Games Master (GM) and you (the Player) will post in response as the charac- ters. This should allow everyone to participate as their schedules allow. It won’t be perfect, but I think it will work overall and the game will progress somewhat steadily. Paizo & Pathfinder World of Warcraft –like, came out backlash for 4th Edition: in fact, in 2008. it’s already being abandoned as they are developing Dungeons and 4.0 also had a much more restric- Dragons Next, which is essentially tive version of what had been the fifth edition. Many former D&D Open Game License and third players are playing Pathfinder. party product dried up, relatively Aside from the similarity to speaking. But the strength of the 3.0/3.5 rules, the shelves of re- OGL was that it could be used source books that players owned forever. So people kept playing were still useable with a little work. 3.0/3.5 and new products kept Gary Gygax created Dungeons and coming out for it. D&D 4.0 was D&D was in danger of disappear- Dragons and founded TSR. He actually competing against itself in ing when Wizards purchased TSR was actually forced out of his own D&D 3.0/3.5. for $25 million in 1997. Wizards company and TSR, nearly bank- had previously hit it big by creating Paizo had been contracting with rupt, was bought by Wizards of the Magic: The Gathering. They Wizards of the Coast to publish Coast in 1997. Three years later in scored again in 1997 by introduc- Dragon and Dungeon magazines, but 2000, D&D Third Edition (3.0) ing the Pokemon Trading Card Wizards ended that agreement in was released to succeed AD&D Game. The success of those games 2007, bringing both in-house as on 2nd Edition. and the D&D brand name led the -line mags. Most of the folks running Paizo mega-company Hasbro to buy (the company that created Path- Paizo produced OGL products Wizards for $325 million in 1999. under the Game Mastery line, in- finder) worked for Wizards of the The OGL was a community driven cluding game mats for miniatures Coast and were key figures in the concept. Hasbro runs Wizards and the like. In 2009, with a roster development of D&D 3.0. This much more like an IBM-type cor- of D&D 3.0 talents, they launched version utilized what is now the poration, wanting 100% of the the Pathfinder RPG, which has standard format of the d20 System. profits, even at the expense of been commonly referred to as It also incorporated The Open D&D popularity. Thus, the OGL version 3.75. It is seen as what Game License (OGL). In a nut- was terminated and in 2009 they D&D 3.5 would have evolved into shell, third party developers could stopped selling pdf products had Wizards not decided to scrap produce products using the D&D through other vendors. Paizo/ the existing game and go more system without paying for use of it. Pathfinder have benefitted from MMORPG-like. The market was flooded with the ‘open approach’ in contrast to modules, campaign books, rules Pathfinder has been very success- the current marketing of D&D. changes, you name it. Some was ful in the declining market of pen In November of 2011, Paizo an- bad, some was good. But it result- and paper RPGs. Some of their nounced they are developing a ed in a surge of popularity for products are outselling Wizards of Pathfinder MMORPG, while D&D. the Coast’s and there is quite a bit D&D Next (i.e., Fifth Edition) is of third party material for the Only three years later, a revised in the works from Wizards. version came out, D&D 3.5. Pathfinder RPG. More than there Among other things, this allowed has been for official D&D. Wizards of the Coast to publish a Each Pathfinder book (and there whole new set of rulebooks, mod- are new ones monthly, including ules, etc. A lot of D&D 3.0 players their signature Adventure Paths) were pissed. But even more so are available in both print and pd when D&D 4th Edition, a major form, which has proven popular. overhaul to make the game more Wizards has received considerable The Party Beau Trill— Born a Chelaxian slave, this halfling was liberated by Andoran knights while visiting Almas. He was taught by acolytes of Desna and became one of her clerics himself. Finding freedom a new way of life, he searches for both lost treasures and his sister Amelia, who the knights could not save. Darpan— This human monk hails from the continent of Vudra. He came to Avistan as assistant to a swami who then passed on. Roaming this new world, he went westward from Absalom and found himself in the Darkmoon Vale region. Petracleus— Heir to a large barony, the human named Araneus Chrome III, Petracleus escaped a peas- ant uprising one step ahead of the pitchforks. He eventually returned home, only to find burnt out ruins and no signs of his family. But realizing how poor the ‘have-nots’ lived, he forsook his noble birth, changed his name to Petracleus and earned a living by his sword arm. Shane Greenbottle— This halfling druid is, literally, a tree hugger. He loves to climb trees. He pre- fers to spend his time in the wilderness: this is no ‘urban druid.’ Wix Knickershins— Third son of a barely noble human family, Wix was basically ignored and en- joyed causing mischief around the house. He also learned some skills not quite normal for his standing. Final- ly tiring of his trouble causing, his family sent him off to become a priest. Since he is now a rogue, he clearly had other ideas. Shadowed Keep Karlae Siegfrost Karlae was the leader of the Azure Guard, the most successful adventuring com- pany in Andoren history. After the group disbanded, she remained in Olfden and now plays an important role in nearly all town matters. It is well known that she stood tall in the Night of Silver Blood. She is also a semi-retired Pathfinder and still assists the Society. In addition to magical research, her most common activity is hiring non-members to perform a wide variety of tasks, such as this one. You answered a call for adventurers and Karlae met you at the Silver Bulette Inn, located in the city of Olfden. You must have had all the right answers, as the five of you have been given a commission on behalf of the Pathfinder Society. The Arthfell Forest Olfden Swallowfeld Shadowed Keep The Arthfell Forest of Western Andoran was once part of the same forest as its better known northern counterpart, Darkmoon Wood. Due to its relative paucity of darkwood, it has been much less heavily harvested by the Lumber Con- sortium than the Darkmoon and was home to the Forest King, Narven. Another reason the Arthfell sees fewer axes is because of the Shadow Pack, a group of lycanthropic druids who violently protect the forest. This sometimes puts them at odds with another faction, the FangWatch. The Watch is much more moderate and primarily patrols the northern part of the Arthfell. Thatch Wormtar leads a band of hobgoblins in the northern part of the forest. They occasionally cause problems, though they aren’t strong enough to make much of an impact. Olfden is the largest city nearby. To the west are the Aspodell Mountains, Piren’s Bluff and the Chelaxian Border. Baron Harald Klaustad, a noble who sided with neither Cheliax or Andoran during the Revolution, rules Piren’s Bluff, which plays a valuable role in keeping Cheliax out of Andoren.
Recommended publications
  • The Incomplete Devout Handbook Benjamin Huffman and Ross Leiser
    The Incomplete Devout Handbook by Benjamin Huffman and Ross Leiser Sample file Desktop Publishing by Nathanaël Roux Contents Introduction he Complete Devout Handbook was Cleric 3 written to expand the options available Prophecy Domain ...........................................................3 to you in your Dungeons & Dragons campaigns. It includes original archetypes Druid 3 for the cleric, druid, monk, and paladin Circle of the Bond ...........................................................3 classes. These new archetypes broaden the fiction of each of these classes, letting Monk 4 Tyou play everything from a cleric who finds divine inspiration in the invisible hand of the market to a Way of the Tattooed Temple ..........................................4 paladin communing with the spirits of their ancestors. Paladin 5 In addition to the new archetypes, The Complete Devout Handbook also adds new spells and magic items. Oath of Rebellion .............................................................5 But you’re not reading The Complete Devout Spell Lists .........................................................................6 Handbook! This is The Incomplete Devout Handbook, Spell Descriptions ...........................................................6 a sampler platter of the goodies you can add to Cleric ..................................................................................6 your campaign if you pick up The Complete Devout Druid ..................................................................................6 Handbook.
    [Show full text]
  • Kingdoms of Kalamar (4Th Ed.) Preview
    BOOK 1: CAMPAIGN SETTING SOURCEBOOK Design Team: David S. Kenzer, Brian Jelke, Steve Johansson, Lloyd Brown III, and Jolly R. Blackburn Sourcebook Revision: Mark Plemmons Editors: Brian Jelke, Jennifer Kenzer, Pat Horn, Mark Plemmons Cover Illustration: William O’Connor Interior Illustrations: Matthew Armstrong, Jennifer Burke, Anthony Carpenter, Caleb Cleveland, Storn Cook, Thomas Denmark, Henry Glass, Lars Grant-West, Renato Guedes, Scott Kester, Ginger Kubic, Hung Vinh Mac, Matt Mitchell, Travis Moore, William O’Connor, Eric Olson, C. D. Regan, Kevin Stephenson, Rebecca Tudor, Ray Vantilburg, George Vrbanic, Kevin Wasden Cartography: Bob Burke, Brian Jelke, David S. Kenzer, Mark B. Tudor, Craig Zipse Art Director/Layout: Mark Plemmons Production Manager: Steve Johansson Table of Contents Introduction . .2 Chapter 8: Organizations . .163 Chapter 1: Races of Tellene . .7 Chapter 9: Languages . .169 Chapter 2: Brandobia . .21 Chapter 10: The Gods of Tellene . .181 Chapter 3: Kalamar . .41 Appendix A: Celestial Bodies and Calendar . .239 Chapter 4: The Young Kingdoms . .77 Appendix B: Cities and Law . .245 Chapter 5: The Wild Lands . .101 Appendix C: The Imperial Legion . .251 Chapter 6: Reanaaria Bay . .125 Appendix D: Quick References . .257 Chapter 7: Svimohzia . .141 Appendix E: Pronunciation Guide and Glossary . .269 © Copyright 2008 Kenzer and Company. All Rights Reserved. Questions, Comments, Product Orders? Kenzer & Company Phone: (847) 662-6600 511 W Greenwood Ave Fax: (847) 680-8950 Waukegan, IL 60087 email: [email protected] Visit our website: www.kenzerco.com This book is protected under international treaties and copyright laws of the PUBLISHER’S NOTE: United States of America. No part of this book may be reproduced, without the This is a work of fiction.
    [Show full text]
  • Dragon Magazine #236
    The dying game y first PC was a fighter named Random. I had just read “Let’s go!” we cried as one. Roger Zelazny’s Nine Princes in Amber and thought that Mike held up the map for us to see, though Jeff and I weren’t Random was a hipper name than Corwin, even though the lat- allowed to touch it. The first room had maybe ten doors in it. ter was clearly the man. He lasted exactly one encounter. Orcs. One portal looked especially inviting, with multi-colored veils My second PC was a thief named Roulette, which I thought drawn before an archway. I pointed, and the others agreed. was a clever name. Roulette enjoyed a longer career: roughly “Are you sure you want to go there?” asked Mike. one session. Near the end, after suffering through Roulette’s “Yeah. I want a vorpal sword,” I said greedily. determined efforts to search every 10’-square of floor, wall, and “It’s the most dangerous place in the dungeon,” he warned. ceiling in the dungeon, Jeff the DM decided on a whim that the “I’ll wait and see what happens to him,” said Jeff. The coward. wall my thief had just searched was, in fact, coated with contact “C’mon, guys! If we work together, we can make it.” I really poison. I rolled a three to save. wanted a vorpal sword. One by one they demurred, until I Thus ensued my first player-DM argument. There wasn’t declared I’d go by myself and keep all the treasure I found.
    [Show full text]
  • Gaz Wendar V3[1].2.Pdf
    Unofficial Game Accessory The Realm of Wendar Editor J. T. R Content by Jesper Andersen, Traianus Decius Aureus, Marco Dalmonte, Gary, Geoff Gander, Bruce Heard, Lost Woodrake, Mortepierre Malepeste, J. T. R, Shawn Stanley, Patrick Sullivan, Thorfinn Tait, and Zendrolion Table of Contents Welcome to Wendar ................................................................................................................................... 2 History as the Characters Know it ........................................................................................................... 3 History as the Immortals Know it ............................................................................................................ 4 Geography ................................................................................................................................................... 9 Society ........................................................................................................................................................ 12 Military....................................................................................................................................................... 15 Personalities .............................................................................................................................................. 16 Special Rules for Wendar ........................................................................................................................ 18 Monsters....................................................................................................................................................
    [Show full text]
  • By Jeff Grubb, Aaron Allston, and Thomas M
    , TM By Jeff Grubb, Aaron Allston, and Thomas M. Reid Karameiko.1 ... a cla.1.1icf antady .Jetting where bouJ a'Jventurer.1 can become legendary beroe.J. Whether you have played only the FIRST Q UESTT"' audio CD game or have enjoyed the AD&D ® game for years, you'll find high adventure in the kingdom of Karameikos. Discover a magical land sure to challenge the bravest hearts and sharpest swords. Hear this realm come to life in two extraordinary quests featuring dramatic sounds on compact disc! ln.Jide you'll di.1cover ... an interactive audio compact disc featuring thrilling sound effects, character voices, music for two adventures in Karameikos a 32-page Adventure Book compatible with the rules of the FIRST Q UEST audio CD game and the AD&D game Player'.J Handbook and Du GEO N MASTER® Guide a 128-page Explorer's Guide, lavishly illustrated in full-color 2 full-color poster-sized maps 12 parchment maps, iUustrations, and player props 8 full-color hero cards See the wonders of Karameikos, from deadly Fort Doom to King Stefan's castle . Study at the School of Magecraft. Clash swords with th~ noble Knights of the Griffon. Match wits with nefarious thieves of the Iron Ring. Uncover dark mysteries of the past, including the jackal-headed Hutaakans ... and much more! TSR, Inc. TSR Ltd. POB 756 120 Church End Lake Geneva Cherry Hinton I SBN SampleWI 53147 Cambr idge CB1 3LB file U.S.A. United Kingdo m ADVANCEDDunGEONS & DRAGONS, AD&D , DUNGEONMASTER are registered trademarks owned by TSR, Inc .
    [Show full text]
  • Deep Breath: Lord Chance's Meetings
    Deep Breath: Lord Chance's meetings a.k.a Races manual by /tg/, v0.1.6 Picture from Ona Zelda “ViolentCosmos” Pitschka Ye olde introduction So yeah, this is the manual for Deep Breath. It’s still a WIP, though. This introduction itself is a WIP, since it should start with something like “Welcome to this wondrous work of imagination!” or something equally cheesy. Here’s what you need to know: Text that is written like this is just information dumped in the PDF. While they are true, they’re not assimilated in the “official” lore and description yet. Text written like this constitutes the “official” lore and description. As I write, there are nine PDFs: – The Book of Legends; – Cosmogony and Geography manual; – Crunch manual; – Esoteric manual; – Flora, Fauna and Spells compendium; – Quotes and Shenanigans compendium; – Races manual; – Technology compendium; – History and Geopolitics manual. Enjoy! Children of Death Those races were given birth by Death herself, that decided to create something able to play a game with her and to defy her power; thus, life. Though Time meddled in this, deciding that nothing should be given the power to fool a god eternally, and gave mortals a life expectancy. Some time, one of those is born “marked”. The marked either have draconic features (scales, horns, vestigial wings), and are considered a blessing, or aquatic features (gills, webbed hands and feet, constant smell of brine) that is considered a curse from the Deep Ones. The dragonmarked most often rise in the clergy and social status, and the deepmarked are often abandoned a birth, sometimes taken in by a wandering halfling.
    [Show full text]
  • The Domain and City of Greyhawk
    THE GREYHAWK CAMPAIGN The GREYHAWK® campaign was surprises held by a certain "dungeon" in the Barrier Peaks, about which we the first setting designed for the will say no more here. ADVANCED DUNGEONS & Materials were scarce for a few years before the GREYHAWK Adventures DRAGONS® game, and is also the hardbound saw print in 1988, marking the start of the "second wave" of the second-oldest fantasy roleplaying campaign's life. The world was converted to the AD&D 2nd Edition game campaign. It is familiar to many rules in the wide-roving adventure WG8 Fate of lstus, and the City of thousands of gainers the world over, Greyhawk was detailed in its own boxed expansion in 1989. Carl Sargent, though the campaign world has Rik Rose, Doug Niles, Jim Ward, Dan Salas, Nigel Findley, Anne and undergone considerable change over Richard Brown, Dale "slade" Henson, and more joined the crowd of the years. It began with E. Gary Greyhawk designers and authors. Most notable in this period were the Gygax, who created and developed WGA1-3 "Falcon" adventure trilogy, set in the City of Greyhawk, and the the world as a home campaign. The notorious WGA4 Vecna Lives!, which contained probably the most shocking world took shape with the publication beginning and end of any AD&D adventure published. The campaign years of the WORLD OF GREYHAWK for these adventures were around 582 CY or shortly before. folio in 1980, which was greatly The "third wave" of publications for the official GREYHAWK campaign expanded and improved in 1983 as began in 1991 with the publication of David Cook's GREYHAWK Wars the WORLD OF GREYHAWK boxed boxed game, which detailed the cataclysmic political changes brought about set.
    [Show full text]
  • Religions of Mystara
    BY MARCO DALMONTE BBOOOOKK TTWWOO RREELLIIGGIIOONNSS OOFF MMYYSSTTAARRAA This work is a freeware manual in the form of an e–book: a paper version of the “Codex Immortalis” does not exist and it never will nor will it be published for financial gain. This manual is freely downloadable from the net and it is possible to freely print it out in part or in its totality. Any activity of sale, gain or profit is prohibited, such as the alteration of the present document; any form of non-profit making distribution must however be authorized previously by the author (for any request, refer to the e–mail address of the author of the current book). The imagery present in this document has been taken from the net without the consent of its owners: the owners of such can write to the e–mail address shown on the following page and I will see to the immediate removal of his work. Dungeons & Dragons®, D&D® and the Mystara™ setting are registered marks of TSR Inc., a division of Wizards of the Coast Inc.: their use isn’t in any way a form of competition for their intellectual property nor, however, does it imply TSR Inc. approval or permission. Any part of this work that refers to Third Edition and to “d20 System”: this latter (and the relevant logo) are registered marks of Wizards of the Coast, Inc. and are used according to the terms in the d20 System License version 6.0. It is possible to obtain a copy of this license on the www.wizards.com/d20 site.
    [Show full text]
  • Lista De Libros En
    El Orbe de los Dragones http://www.orbedragones.com DRAGONLANCE Chronicles Crónicas Vol I: Dragons of Autumn Twilight El Retorno de los Dragones Vol II: Dragons of Winter Night La Tumba de Huma Vol III: Dragons of Spring Dawning La Reina de la Oscuridad El Ocaso de los Dragones Vol IV: Dragons of Summer Flame Vol I: Los Caballeros de Takhisis Vol II: La Guerra de los Dioses Legends Leyendas Vol I: Time of the Twins El Templo de Istar Vol II: War of the Twins La Guerra de los Enanos Vol III: Test of the Twins El Umbral del Poder Preludes I Preludios I Vol I: Darkness and Light El Guardián de Lunitari Vol II: Kendermore El país de los kenders Vol III: Brothers Majere Los Hermanos Majere Preludes II Preludios II Vol I: Riverwind, The Plainsman La misión de Riverwind Vol II: Flint, The King Flint, Rey de los Gullys Vol III: Tanis, The Shadow Years Tanis el Semielfo Meetings Compañeros Vol I: Kindred Spirits Qualinost Vol II: Wanderlust El Incorregible Tas Vol III: Dark Heart Kitiara Uth Matar Vol IV: The Oath and the Measure El Código y la Medida Vol V: Steel and Stone Pedernal y acero Vol VI: The Companions Mithas y Karthay Tales I Cuentos I Vol I: The Magic of Krynn La Magia de Krynn Vol II: Kender, Gully Dwarves, and Gnomes Kenders, Enanos y Gnomos Vol III: Love and War Historias de Ansalon Tales II Cuentos II Vol I: The Reign of Istar El Reino de Istar Vol II: The Cataclysm El Cataclismo Vol III: The War of the Lance La Guerra de la Lanza Heroes I Héroes I Vol I: The Legend of Huma La Leyenda de Huma Vol II: Stormblade Espada de Reyes
    [Show full text]
  • Kingdoms of Kalamar Player's Primer
    PLAYER’S PRIMER: A GUIDEBOOK TO TELLENE Authors: Doug Click, D. Andrew Ferguson, Chris McFarlane and Mark Plemmons Additional Contributor: Brian Jelke Editors: Brian Jelke, Mark Plemmons Art Coordinator: Mark Plemmons Cover Illustration: Keith DeCesare Project Managers: Brian Jelke, Mark Plemmons Production Manager:SampleSteve Johanssonfile Behind the Scenes: Jennifer Kenzer, Clayton Van Sickle © Copyright 2004, 2008 Kenzer and Company. All Rights Reserved. Questions, Comments, Product Orders? Phone: (847) 662-6600 Fax: (847) 680-8950 Kenzer & Company email: [email protected] 511 W. Greenwood Waukegan, IL 60087 Visit our website: www.kenzerco.com This book is protected under international treaties and copyright laws of the United PUBLISHER’S NOTE: States of America. No part of this book may be reproduced, without the express This is a work of fiction. Names, characters, places and incidents either are the written consent of Kenzer and Company. Permission is granted to the purchaser of product of the authors’ imaginations or are used fictitiously, and any resemblance this product to reproduce sections of this book for personal use only. Sale or trade of to actual persons, living or dead, events or locales is entirely coincidental. such reproductions is strictly prohibited. With respect to trademarks: Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. Player’s Primer and the Kenzer and Company logo are trade- marks of Kenzer and Company. © 2004, 2008 Kenzer & Company, Inc. All Rights Reserved. Dungeons & Dragons and Dungeon Master are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. TABLE OF CONTENTS Introduction .
    [Show full text]
  • Introduction Welcome to Kalamar What Is
    Note: This document was written and designed by the staff at Terminal Studios with the approval of Kenzer and Company. while maintaining the kick-ass attitude that always set it apart (and some would dare say head and shoulders above) many of Introduction the other games on the market today. The original HackMaster game was a D&D inspired orgy of But for those who loved the tone of Original HackMaster, do old-school roleplay and next generation hack-and-slash. It took not despair. The new HackMaster maintains much of that the high adventure feel we loved from 1st and 2nd edition sentimental Old School feel. Don’t believe us? Crack open a Dungeons & Dragons, turned it sideways, dialed the amp up to copy of Frandor’s Keep and thumb through the pages. You’ll find yourself looking at a classic concept that’s been expanded, 11, and blasted it at us with a high-energy abandon. impeccably re-designed, and brims with enough campaign In 2009, that game finished in the epic adventure known as options to leave your players busy and happy for months, if not Hacknarok. It was then that the Garweeze Wurld saga ended, years. And yet, while the feel is Old School, the look of the system leaving HackMaster players without a home and original edition is new, innovative, and – rare to any game – actually makes sense. HackMaster without company support (although Garweeze enthusiasts remain). Luckily, the pieces were already in place for Rather than having characters and monsters take turns, an even greater setting, known as Kalamar.
    [Show full text]
  • The Official History of the Greyhawk Wars
    The Official History of THE GREYHAWK WARS by David "Zeb" Cook edited by J. Robert King prepared for America Online by Roger E. Moore ©1999 Wizards of the Coast, Inc. All rights reserved. Preface The defining event in the recent history of the continent of Oerik was the series of conflicts known collectively as the Greyhawk Wars. This file presents, in its entirety, the actual campaign history of the fighting, taken from the Adventurer's Book in the Greyhawk ADVENTURES WARS boxed board game (1991). This material should be common knowledge to any characters in a Greyhawk campaign who have paid the slightest attention to current events or their history lessons. Any number of adventures may spring from this material—but that is for the Dungeon Master to create. Introduction: The Antagonists Philosophers say that war is always born of lust—lust for power and loot. Perhaps this holds true for the petty forays and border raids that have plagued the Flanaess through history. However, the grand carnage of recent years cannot be explained by mere lust. Rather, the complex alchemy of mortal passions, foibles, and dementia is what hurtled nation against nation in the wars that reworked the Flanaess. To understand the so‐called Greyhawk Wars, therefore, one must understand the cast of characters. The cast ranges widely—from demigods to outcasts and from heroic warriors to red‐hooded spies. Together they comprise a grand dramatis personae, the cast of a great tragedy. Iuz the Old "His Most Profane Eminence, Lord of Pain, Fiend of the North, Child of the Evil One, Master of the Dread and Awful Presences, Iuz the Evil, Iuz the Old"—so was this foul demi‐god hailed by the corrupt and evil things that served him.
    [Show full text]