Living Greyhawk Redux

Set in the Yatil Mountains

Travelling back to Krestible, you ran into an ambush on a caravan in progress. Dealing with the ogres, you chased those who had escaped into the hills. You talked to the caravan owner, Aramet, who said that some of his people had been kidnapped, and his goods stolen. After a number of hours of tracking, you found the light failing, and the weather turning ugly, and so made camp in a sheltered area. Overnight, you captured a goblin who had infiltrated your camp in search of food. Turns out she was just hungry, and had some information for you on the location of those you pursued. She led you to where she said an ambush would be prepared, before running off. You thwomped the ogres who lay in wait, and headed for the bandit camp. A few orcs were present, drilling, and you thwomped them too, but it appeared that somebody got away, a disappearing act of sorts. In the cave at that location, you rescued some prisoners, and found some loot, as well as stolen goods, and evidence of a much larger force who were out. You stocked up with those you found and returned your way to Krestible. Aramet promised to give you a discount on an item of your choice at some later time.

XP: See next adventure (ran as a pair)
GP: 1300gp

Set in Schwartzenbruin

Last session, Illene decided that being out of Schwartzenbruin was a good idea, and so hightailed it into the hills. Brottor, Jarik and Kendrik, however, took the more daring route of attempting to confront what was about to happen. They were asked to investigate Karl Hussen’s plan as best they could, and given badges of the Voormansgardt to assist them in whatever way possible. Deciding to investigate the tunnels under the city, their first lead was to a man in den Toren, who suggested they talk to the ratters of the undercity. Talking to the ratters was no trivial task, however, and Kendrik needed to promise to return to Tantie Jessa when he had a chance before they would give him the information he desired – that there are some old, unused tunnels, lying deep below the city, and that there were strange goings on at the entrance to one of these tunnels recently, down at the docks. Making for the docks with all due haste, the trio started noticing a trail of death leading through the tunnel. Various thugs and Auszugen were left dead. Eventually, a pitched battle was heard, and the party burst in upon a group of armed thugs holding off against a group of Auszugen. The party valiantly joined the fray, only to have the Auszugen reveal themselves as traitors and turn on the party at an inopportune moment. Brottor’s eyes kept him out of trouble as he spotted the assassin preparing his death, but nothing could prevent the death of poor Buck, son of son of Buck, Buck’s revenge. About a minute into the battle, the traitor Karl Hussen joined the fray, and he eventually met his end at the hands of a mighty swing from Jarik. Battered but victorious, the party healed their wounds and travelled on into the darkness from whence Karl had come. Alas, they were too late, as an explosion shattered the peace well before they got to it. Disheartened and dismayed, the party returned, looted, and took Karl’s corpse back to the surface.

Back on the surface, a scene of chaos unfolded, as the council chambers had been blown up. The council had just reelected Karenin Weisspeer as Voorman, with Orgus Bildgear as Untervoorman. However, Karenin Weisspeer has disappeared, and Hasten Weisspeer has been slain. Worse, Hasten’s soul has been somehow stolen. Furthermore, Gutherie Roodberg, Pfaltzgraf of the Roodberg clan, has also been killed with his soul stolen. None currently know how or why.

A Sepian gnomish seeress entered a rapture shortly after the explosion, producing the following prophecy:

The Soul of the Judge,
The Soul of the fist,
The Soul of the Nation,
All snatched by the twisted lover.
Three Souls for the Prince of Laughter,
Three Souls to fuel his greed,
Three Souls to awaken in the darkness the thing that he most needs;
Only a mother’s ill choice now can undo.

Karla Hussen, Pfaltzgraf of the Hussen clan, requested Karl’s body and possessions, which you gave to her. You got the feeling that Karla is not a lady to be trifled with.

Orgus Bildger has been declared interim Voormann whilst Karenin is missing, and he has, together with the Old Kerk Hetshoolmann, Reanulf Solcarde, declared martial law. The Voormann is missing. The Pfaltzgrafs of the Weisspeer and Roodberg clans are dead, their souls stolen. Worse, news soon reaches you that Karl Hussen’s body is gone, missing, vanished, and once again it appears that Hanne Weisspeer has been abducted under strange circumstances. The future is oh so uncertain.

Thus sets the stage for Perrenland, and the continuation of our adventures.

GP: 2820 gp gained.

  • Boots of Striding and Springing (claimed by Jarik)
  • Friendslayer the cursed rapier (Brottor is cursed)

XP: 1350 gained for Brottor, 1440 gained for Jarik and Kendrik.

Wild Goose Chase
Set all over Perrenand

The adventure started with a message from Hasten Weisspeer requesting your assistance. Hasten asked you to investigate a suspicious customer at an apothecary. After a chase, you were led to Den Rotgat, a bar of ill repute. You found your quarry there, but had a difficult time getting the information you wanted out of him. Arguments over looting privileges were had, but you journeyed off to Schwarztenbruin before things could come to a head. A little tornado interfered with your journey, but otherwise it was fairly uneventful. In Schwarztenbruin, following the trail, you discovered the ghost of somebody who knew where Hanne Weisspeer was being held. He requested that you provide his body its funeral rites, and told you where Hanne was being held. You found and buried his body (and found a treasure trove along the way), and returned his head to his cousin (before looting his apartment). Next, you headed on Northwards to the old abandoned stadt where Hanne was reported to be.

You found the stadt and raided it, taking out the weak opposition that resided there. However, you found evidence that explosives of some sort were headed for the capital, and rode South with all due haste to see what you could do to head any explosion off.

To be continued…

XP: 555 to all, +10 to Kendrick for such beautiful funeral rites


GP: 1427 gp in selling lootstuffs (including selling your Khondkhanen).

A Long Way for a Little Knowledge
Set in Greyhawk City and the Cairn Hills

Fonkin asked you to drop by the temple of Lydia, where a man was dying from unknown causes. Fonkin said he could help, but you would need to travel to the Tower of Ramire to acquire the knowledge. The tower turned out to be a gnome illusionist’s tower, and after an exchange of riddles, he agreed to give you the knowledge you were after, from the Lady of the tower (a sphinx). She said that the circlet that the man wore was a cursed circlet of wererat origin, and that he should remove his jewellery and instead wear a special amulet for the rest of his life. Heading back to Greyhawk City, you were approached by a shady figure who offered to give you gold in exchange for the circlet, if you could return it to him. The man was saved, and you promised to dispose of the circlet properly. You took the circlet to your contact, who paid you your money, and there the adventure ended.

XP: 1250 xp for Brottor and Illene, 1400 for Kendrick

GP: 2350 gp (600 gp of which came from giving a cursed item to a bunch of wererats, you do realise?)

You paid to get Kendrick’s sword enchanted, and Fonkin produced the promised +2 Amulet of Health.

The Hidden Fortress
Set in the Bright Desert

Fonkin requested that you investigate a tower in the Bright Desert, to see if you could find any strange magical artefacts or other knowledge there. You decided to leave your modron follower with Fonkin for its own safety.

You set out on a boat to the Southern part of the Bright. Travelling through the hills towards the desert, you ran into a centaur, who bade you beware the forces of Rary in the area. A little further on, you encountered the massacre of a norker tribe. One lone norker, Narthos, survived. Giving him food and water, he travelled with you for a ways. Travelling through the desert, you saw a blue dragon fly overhead, whose moan struck fear into your very hearts, but didn’t otherwise engage you. You eventually made it to the tower you sought.

Inside the tower, you discovered that it was largely buried by sand. At the top of the tower, where you entered, a desiccated corpse clutched onto a spear and a scroll, which had a message for any who might find it. The rest of the tower was guarded by a Guards and Wards spell, much to your annoyance. The only thing of interest you found in the tower was right down the very bottom, where a room with chromatic dragon motifs was guarded by a deadly trap (that didn’t kill Brottor). Inside the room, you were assailed by a dreamstealer, who proved to be completely ineffective. There was also a prismatic sphere guarding something. Illene, however, worked out that the sphere was an illusion, and inside it lay something else. However, a cylindrical force field prevented you from reaching the funny rock inside it. You could read a fragment of a scroll however, which said something about “Unaagh” and a “bridge to darkness”. Feeling that there was not much more to do, you left the tower (forgetting to bring the corpse back as his note requested), and travelled back to meet your boat. As you travelled, you were attacked by the blue dragon, which almost brought about your ruin. Feeling lucky to be alive, you travelled back to Greyhawk City.

XP and GP: See next adventure (ran as a pair)

You paid 2950 gp for an atonement for Kendrick, having betrayed the principles of his deity. The priest let you off just this once, Kendrick, and gave you a 2500 gp discount.


Nine Lives
Set in Greyhawk City

After your travels, you eventually made it to Greyhawk City, and found the gnome who you had heard was looking for adventurers. His house had just exploded however, and he begged you to rescue his familiar, Whifflepurr. Dashing to the top of his tower and back down in record time, he then asked if you had picked up his spellbook on the way? Illene and Kendrick raced back in to rescue the spellbook, too. Fonkin paid you handsomely for your services, and asked you to come back later, as he has other tasks for you.

XP: 1250 for Brottor, Illene and Jarik, 1450 for Kendrick. Illene spent 15 XP on crafting.


  • +2 Headband of Intellect (claimed by Illene)


Ashes of Innocence
Set in the Domain of Greyhawk

The party started in Narwell, where you had met up with Kendrick once again. However, after travelling so close to Celene, Oak could not resist the lure of the Elven lands, and bade his farewell to the party. The rest of you set off East, towards Greyhawk City.

Travelling in a group from Narwell to Safeton, you started to hear rumours of villages being burnt to ashes. You came across one village in particular that was blaming a priest and a small boy who followed him. The next town you reached was being inundated with people, worried about the fire demon burning down their homes. A merchant claimed to have seen a priest and a boy heading into the woods north of the town. Heading out there, you found a druidic circle. Only one druid had survived the visit of the priest however, as the fire demon had burnt all of the rest of the druids to ashes. Back in town, you searched around for the priest for a bit, but didn’t find him. The next morning, a strange blue glow brought you to a vision of a temple. A number of priests were conducting a ritual, but three of them had medallions which corrupted it. One of the priests with a medallion was the priest you were seeking. As the vision faded, you were attacked by some devils. The next day, you looked for the priest again, and eventually found him and the boy. Confronting the priest, the fire demon appeared and insisted that you kill him, or it would start killing innocents. The priest told you to find the boy; he was the only one who could stop the demon. The boy did so, containing the demon back in his head, but it summoned another devil to attack you in retribution. The old priest finally snapped, and turned on the party too. As he was slain, the curse he was bearing came to Kendrick, who now bears the Mark of Avernus.

XP: See next adventure (run as a pair)


  • +1 Fullplate (claimed by Kendrick)
  • Divine Scrolls of Searing Light and Hold Person
  • Amulet of the Hearth x 2


Crystal Caverns (lite)
Set in the Lortmil Mountains

Leaving Hilldon, you ventured further into the mountains, and eventually reached the town of Crystal Hollow, a gnomish mining town. You managed to sell some magical items there, and found out about a gnomish adventuring party that was missing. Following in their footsteps, you fought a wraith, before finding the bodies of the fallen gnomes. Suddenly, ankhegs attacked, but they were quickly slain. You returned the bodies of the gnomes to Crystal Hollow, and were granted their magical items in reward. You were also ripped off terribly by the gnomish jeweller in the village.

XP: 1115 for Illene and Jarik, 1025 for Brottor, 560 for Oak.
GP: -392 (after expenses – restorations are not cheap!)


  • Wand of detect chaos
  • Wand of magic missile
  • Metamagic Rod of Lesser Extend Spell
  • Cloak of Elemental Protection
  • Pearl of Power L1
  • Quiver of Ehlonna
  • MW Chain Shirt Barding

Hunt for the Rogue
Set in the Lortmil Mountains

Leaving the small waytown, you travelled across the Duchy of Ulek and into the Lortmil Mountains. There, you met a strange sight – two small forces of modrons had almost completely annihilated each other, the only survivor being a lone monodrone, a funny spherical creature of law. It guided you to another force of modrons, who demanded that the little monodrone be surrendered to them. It was not difficult to destroy these modrons. Afterwards, you found that your monodrone friend was picking up basic common, and you learnt about a strike force that was due to destroy the nearby village of Hilldon, with the aim of taking out a rogue modron currently in residence in that town. “Collateral Damage Expected.”

The modron was able to lead you back to the modron command centre, where you talked to a creature that seemed to be in charge. After arguing for a bit, it seemed to assent to your party going to destroy the rogue modron, but that the strike force would ensure that the rogue was indeed destroyed. Rushing to Hilldon, you found the rogue performing in the village inn. Convincing him to stop singing was no mean feat, but eventually you persuaded him to put on a performance of his own demise, so that the strike force would be fooled into letting him live. After staging his death, you convinced him to leave the town, bound for Laufgen. Perhaps you will meet him again one day?

XP: See next adventure (run as a pair)


Set in Keoland

Having satisfied what curiosity you had about the blue-black stones and the funny kobolds in the swamp, you decide that it is high time to head to Greyhawk City. What manner of adventure will find you there? Who knows. As you travel towards the Lortmil Mountains, which will hopefully not impede your journey to the Gem of the Flanaess too much, you rest for a night in a small waytown in Keoland. Apart from good ale and a hearty stew, there is a small library to be found here.

Bound in leather, Illene finds a small book which has been neatly written by a monastery in Ket, if the maker’s mark is anything to go by. It appears to be a short treatise on Perrenland. Flicking through the neatly cut pages, you discover things that you hadn’t been aware of about the country you seem to have taken up residence in. For example, apparently Perrenland’s largest export is mercenaries, and the advertising campaign for the country has a tagline of “Your war is our business!”. Deciding that this might be a useful resource, you pocket the book while nobody is looking, for further study.

XP: +5 xp for Illene for finding the book


  • 1 book gained. The text of this book can be found here


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