Greyhawk

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Greyhawk

Prestige class notes

Black Flame Zealot (Complete Divine): In Living Greyhawk, Black Flame Zealots are limited to worshippers of the Elder Elemental Eye (fire aspect only), Huhueteotl, Joramy, Pyremius, and Surtr.

Divine Prankster (Races of Stone): In Living Greyhawk, Divine Pranksters of deities other than Carl Clittergold exist. Gnome and human worshippers of Olidammara and Zagyg, elven worshippers of Erevan Ilesere, gnome worshippers of Carl Glittergold and Baravar Cloakshadow, and halfling worshippers of Brandobaris are considered to have met the Race and Special Requirements for this prestige class.

Radiant Servant of Pelor (Complete Divine): In Living Greyhawk, Radiant Servants of deities other than Pelor exist. Characters with any of the following deities as their patron deity meet the Special Requirement of this prestige class: Atroa, Azor’alq, Ehlonna, Hiatea, Iallanis, Lydia, Nola, Pelor, Pholtus, Phyton, and Skerrit. If the deity isn’t Pelor, substitute the deities name in the name of the prestige class; for example, Radiant Servant of Pholtus.

Shining Blade of Heironeous (Complete Divine): In Living Greyhawk, Shining “Blades” of deities other than Heironeous exist. The list below shows the variant names of this prestige class and the deities they apply to. Characters with any of the following deities as their patron deity meet the Special Requirement of this prestige class. Shining Maces, Hammers, and Clubs have the class features of shock blade, holy blade, and brilliant blade apply to bludgeoning weapons instead of slashing and piercing weapons.

Shining Axe • Heironeous • Garl GlittergoldClangeddin Silverbeard
Shining Blade • Heironeous • Al’Akbar • Azor’alq • Kundo • Mayaheine • ArvoreenYondalla
Shining Hammer • Fortubo • Jascar • Ulaa • Gaerdal IronhandMoradinStronmaus
Shining Mace • St. Cuthbert • Berronar Truesilver
Shining Club • St. Cuthbert
Shining Pick • Bahamut

Stormlord (Complete Divine): In Living Greyhawk, Stormlords of deities other than Talos exist (as Talos is not even a deity in Greyhawk). Characters with any of the following deities as their patron deity meet the Patron Requirement of this prestige class: Aerdrie Faenya, Hurakon, Osprem, Procan, Stronmaus, Tezcatlipoca (only as Apocatequil), Velnius, and Vogan. Characters with Osprem or Procan as their patron deity may use Weapon Focus (trident) in place of Weapon Focus (any spear or javelin) to meet that Feat Requirement of this prestige class; if they do so, all class features of this prestige class that apply to spears also apply to tridents. Stormlord is a Core prestige class in Living Greyhawk (the LGCS incorrectly lists it as Restricted).

Temple Raider of Olidammara (Complete Divine): In Living Greyhawk, Temple Raiders of deities other than Olidammara exist. Characters who worship any of the following deities meet the worship portion of the Special Requirement of this prestige class: Brandobaris, Erevan Ilesere, Kuroth, Lirr, Lydia, Norebo, Olidammara, Shargaas, Vecna, Vergadain, Vhaeraun, and Zagyg. If the deity isn’t Olidammara, substitute the deities name in the name of the prestige class; for example, Temple Raider of Erevan Ilesere.

Deities & Demigods

Al’Akbar

(High Cleric, Restorer of Righteousness), LG Baklunish demigod of Guardianship, Faithfulness, Dignity, and Duty

Living Greyhawk Gazetteer, p.165 • LG Deities v.2.0The Strategic Review #7 • See also Al’Akbar

Holy symbol
Eight-pointed star or an image of the Cup and Talisman of Al’Akbar
Domains
Community, Good, Healing, Knowledge, Law, Protection
weapon of the deity
+1 defending falchion

Al’Akbar (ahl AHK-bar) first came to prominence in the days following the Invoked Devastation, when he was called by the gods of the Paynims to restore the Baklunish people to the path of righteousness and dignity. In earnest of this mission, he was given the fabled Cup and star-shaped Talisman that now bear his name. He taught that true religion must include proper devotion to the gods, protection of the community, and guidance of the faithful. Eventually, he caused his own mosque to be constructed and allowed his followers to call upon his name in their prayers, soon thereafter ascending to take his place among the gods, although he remains a demigod out of respect for the rest of the pantheon. His symbol is an image of the Cup and Talisman artifacts.

Be as a vessel of kindness and emblem of devotion, for the righteous man is both steadfast and merciful. Be not as the untutored infidel, but rather heed your superiors, and submit to their wisdom and guidance. Let the faithful strive always to nurture the seed of Good in the soil of Law, that by doing so they are received into the Garden of Al’Akbar.

The faith of Al’Akbar dominates the Baklunish culture with its sense of community and propriety. They teach Ancient Baklunish as the language of poetry and learning; they are generally well disposed toward other faiths that use the classical language in their liturgy. Two historical branches of this faith exist. The followers of the Exalted Faith recognize the supremacy of the holy caliph (the ruler of Ekbir); they are masters of rhetoric and diplomacy, with high regard for academic achievement. Followers of the True Faith defer to the authority of the grand mufti of the Yatils, taking a more fundamental approach to religion that emphasizes hard work, plain speech, and obedience. More obscure divisions exist among Paynim dervishes.

Clerics of the Exalted Faith usually bear the title of qadi, and tend toward lawful good or neutral good. Clerics of the True Faith are called mullahs, and strongly favor lawful neutral. Both types hold office as ministers, judges, scholars and teachers in civil government, while also serving as healers, advisers and guardians for the military. Adventuring clerics are tolerant of infidels, though they are still expected to uphold the ideals of the faith. The wandering clergy may travel to any land in search of the Cup and Talisman of Al’Akbar. Ritual prayers may be made at dawn and dusk.

Charmalaine

(the Lucky Ghost), N halfling hero-goddess of Keen Senses and Narrow Escapes

Living Greyhawk Journal #3 • LG Deities v2.0

Holy symbol
A burning bootprint
Domains
Luck, Protection
weapon of the deity
+1 defending heavy mace

Charmalaine (TCHAR-mah-lain) is a young halfling goddess concerned with awareness of her environment and the ability to react to its hazards. Sponsored by Fharlanghn and Brandobaris (halfling god of adventurers and thieving), she is an energetic and spontaneous person, unafraid of danger, for she expects to be able to detect it when it approaches and evade it before it brings her harm. The holy text of her faith reads like an adventurer’s diary, detailing her escapes from an army of sahuagin, a newly-released demoness, hundreds of magical traps, and even the lair of an ancient red dragon. Charmalaine is depicted as a young halfling with bright eyes, black oiled leather armor, and muddy boots. She carries the light mace First Warning and is usually accompanied by her ferret familiar, Xaphan. Her holy symbol is a burning bootprint. She is called the Lucky Ghost because of her ability to send her spirit out of her body to scout ahead safely, and is said to warn halfling adventurers of impending danger while in her incorporeal form. “Be attuned to your surroundings at all times, for the one who is off-guard is the one who gets caught. Hone your reflexes until your body reacts before your mind has time to make you pause, for a moment’s hesitation can cost you your life. Be quick on your feet, and don’t get weighed down with too many material things, as they make you slow. Enjoy the ability to explore, and revel in the times you are safe, for soon enough you’re going to put yourself in danger in the hopes of getting the big catch.” Charmalaine’s clerics are almost always adventurers, but some find work in other risky professions such as monster-catching, military scouting, and guarding public officials. Her adventuring clerics are thrill-seekers, for the danger and the rewards it brings. Some join specific quests to experience new things and have interesting tales to tell.

Personalities

The Rogues Gallery (AD&D, 1980) pp.39–48

This is perhaps the most unique section of The Rogues Gallery, detailing, as it does, fully developed characters. All the personalities here have been used and played by people in different campaigns. Some characters may be recognized from the spells they have created in the Players Handbook, but others will be totally new. Some of the characters came from campaigns played in Lake Geneva, home of TSR, but more came from campaigns around the country, unrelated to TSR.

The descriptions given include physical appearance, personality, behavior, and magic items possessed. From these the DM should be able to decide how the character will react to any given situation.

This section is included for several reasons. The DM may find these personalities useful as foes for high level player-characters. Many of the characters described are evil, clever, and powerful. Careful use of a personality should create problems for many player-characters. In doing so, the DM is reminded that no one likes to see their character die and the same will apply to these personalities. If the battle is not going their way or if things are going against them, they will retreat to fight some other time. How they will do it is suggested by their descriptions.

Second, these personalities allow the DM (and player, if the DM shows these to the player) to see the wide variety that different campaigns allow. Many things are non-standard, such as a lizard man and a centaur, and some new magic items are detailed. Although this does not mean that these things are recommended for AD&D, they do show the variety of individual campaigns.

Finally, they allow the inexperienced DM and player to see what is meant by character development. Some players have difficulty understanding what it means to play a character. Each of these characters has developed in its own unique way. Some are close to ordinary, while others are truly one-of-a-kind. Individual personalities have emerged not only by accident, but by choice on the player’s part. Hopefully, these characters will show what it means to develop a personality.

Before using any of these personalities, read through the description with care. If any of the items do not seem to belong in your campaign, remove them. In general, make the personality fit the campaign, and not the other way around.

Abi-Dalzim

An evil archmage.

Arrarat

(Player: Tim Jiardini)
RA SX AL CL S I W D C CH LV HP AC +H +D DB SB R/AT #AT
H M CG FT 17 13 12 16 18 14 8 94 2 +1 +1 −2 +1 3/2

Tall and muscular with black hair and green eyes, Arrarat was at one time a ranger, but after a time found that he could not live within the restrictions of that stoic group and so abandoned it to become just a fighter. He is brave and courageous, but is somewhat casual in his duties. He is quick to form friendships, for even the slightest of reasons, and is prone to follow his whimsical nature into trouble.

Arrarat has been known by several titles—Arrarat the Gifted, the Unfortunate, the Lucky, the Foolish, the Bold, and the Avenger. He is liable to change titles as often as his fortunes change.

Magic items:

  • +1 shield
  • +4 sword of defense
  • potion of heroism
  • potion of frost giant strength
  • potion of red dragon control
  • potion of speed
  • scroll of protection from magic
  • scroll of protection from undead

Bigby

(Player: Gary Gygax)
RA SX AL CL S I W D C CH LV HP AC SL +H +D DB SB R/AT
H M N MU 11 17 16 18 15 10 13 42 10 6 −4 +2 +3

Reclusive, Bigby seldom adventures anymore unless it is absolutely necessary. Instead he conforms to the traditional role of the wizard, pale and studious. Although smart and wise, Bigby is less of a leader of men and more a spectator. He is always willing to let others do his tasks for him. When adventuring, he prefers to travel in the company of friends, partaking of their adventures and fun, but seldom instigating any himself. He does enjoy the deception of posing as a withered trader; he finds that it often gives him the advantage of surprise he needs. He is a member of the Circle of Eight.

Bigby is quite willing to describe some of his greater exploits and is in general a talkative man. He is just slightly moody and when certain ill-fated expeditions are mentioned, his good humor becomes forced.

Magic items:

  • staff of power
  • +2 dagger
  • ring of protection, +3
  • ring of x-ray vision
  • djinni bottle
  • self-made potions and scrolls

Ceatitle Trodar Northman

(Player: Jean Wells)
RA SX AL CL S I W D C CH LV HP AC SL +H +D DB SB R/AT
H F CN MU 12 16 11 14 13 14 10 25 10 5

Ceatitle (Cea as she is called by family and friends as well as for convenience) is a slight, short woman of moderate bearing and beauty. She generally wears worn-looking clothing with the colors green, brown, and yellow predominating. She usually has a bag of goods slung over one shoulder and a quiver for her wands over the other.

Cea by nature is a miser. She buries caches of treasure about the countryside to be used later. She tries to portray herself as a poor but studious magic-user. Cea values information greatly, although she seldom uses it. She enjoys being curious. Finally, she is very mischievous, often getting herself and her party into trouble. Although she will generally aid a party all she can, she will use her dimension door spell to escape the minute things look bad. In extreme cases she will teleport home. Usually she will feel insecure if there are less than two escape routes available to her.

In general, Cea carries the following spells: magic missile, ESP, stinking cloud, web, fireball, lightning bolt, suggestion, ice storm, dimension door, cloudkill, and teleport. She may have more spells memorized, though.

Cea has a passion for collecting things of rarity not normally seen as useful nor designed to provide immediate comforts, but seen as a standing of luxury. These include a singing teacup, an ivory ring carved with bears, a small crystal statuette of a dolphin, a magical portable bathtub, and a singing book. She also possesses a familiar—a black cat named Light, who has a permanent unseen servant to open doors for it.

Magic items (her more useful ones):

  • staff of commanding
  • ring of protection, +3
  • bag of holding
  • wand of illusion
  • wand of metal and mineral detection
  • wand of secret door and trap location
  • wand, hollow (filled with non-magical poison)

Drawmij

(Player: Jim Ward)

An archmage member of the Circle of Eight.

Erac’s Cousin

(Player: Ernie Gygax)
RA SX AL CL S I W D C CH LV HP AC SL +H +D DB SB R/AT #AT
H M LE FT/MU 13 15 8 17 18 16 7/14 72 10 7 −3 +2 3/2

This mysterious figure (who has never revealed his true name) was once a lawful good magic-user. However, an unknown insanity overtook him and he slew all of his henchmen and companions, stealing their goods. After this, he left off being a magic-user and began anew as a fighter, eventually to become a double-classed human magic-user/fighter.

Erac’s Cousin is thoroughly evil, having made a pact with Baalzebul. In exchange for the souls of those he slays, Baalzebul has agreed to make a major devil of Erac’s Cousin when he dies. He is, however, afraid of death and if there is any means to prevent or delay it (i.e. wishes, potion of longevity, etc.), he will try to obtain it.

Obviously with such a character, Erac’s Cousin has no friends. If he associates with people, it is either to fulfill his bargain or to further his own greed. This greed is great and especially so for magic items. He will do whatever is necessary to acquire such items.

Magic items:

  • imp familiar
  • +2 plate mail
  • +2 shield
  • +1 sword (+2 vs. lycanthropes)
  • ring of fire resistance
  • displacer cloak
  • medallion of ESP
  • phylactery of detecting secret door and trapsUsable by all classes. A leather band with two beaded tassels worn on the brow. When concentrating upon the desired thing, either secret doors or traps, it will reveal the location of all such within a 10′ radius of the user. It will only perform one function per round.
  • portable hole
  • wand of fire

Evard the Black

An evil archmage.

Fletcher Dandairia

(Player: Bob Waldbauer)
RA SX AL CL S I W D C CH LV HP AC +H +D DB SB R/AT #AT SL PP MS HS BS CP
H M N BA 17 14 16 16 17 18 8 68 5 +1 +1 −2 +2 +1 1/1 D3 60 55 43 ×3 40

Fletcher has been a wanderer all his life, seldom staying in an area for more than one or two adventures. Originally serving as a mercenary in many different lands, he gained a reputation as a heartless adversary and this ruthless side of his character remained as he matured. He constantly keeps one eye to the future and will sometimes act in ways that seem out of keeping with his character. In actuality, though, he has some plan in mind for how it will benefit him in the days ahead. It was in this way that he became a bard. At the same time, he is sociable and will often spend time in an inn or a public house, demonstrating his storytelling skill.

When adventuring, Fletcher is usually quiet and reserved as he tries to plan the best course of action for himself. On occasion his temper will flare and then he will not shirk from a fight. His instincts lead him to support the underdog and often cause him to aid the weaker when they are threatened.

Fletcher’s fighting ability is that of a 5th level fighter. His thieving skills are equal to a 7th level thief.

Magic items:

Grimslade

(Player: Harold Johnson)
RA SX AL CL S I W D C CH LV HP AC SL +H +D DB SB R/AT
H M N MU 9 16 12 10 9 10 5 14 10 3

Grimslade (also known to some as Edalsmirge) is a secretive and confusing figure to many, being a mix of black humor, deception, stubbornness, invertiveness, and self-preservation. On adventures, Grimslade is extremely reluctant to use his spells, preferring to rely on a plethora of small devices he has prepared. When questioned or bored, he may answer with a lie or half-truth (the Grey Truth, as his words are known) and may prove to be obstinate at the most difficult of times.

Grimslade is a strong believer in free will and will customarily refuse to accept orders or suggestions from other party members. To further protect his free will, he has had a permanent suggestion cast on himself to cause him to reply in half-truths to all questions he is forced to answer. He also feels that others should be allowed to do as they wish. At the same time, Grimslade is a prankster and will concoct elaborate hoaxes on other characters to alleviate his boredom. These hoaxes often stop just short of permanent damage to the character.

He dislikes situations where there is only one route of escape. He prefers open spaces to rooms and will not allow himself to be backed into a corner. He usually carries the following spells: enlarge, magic missile, read magic, knock, mirror image, and phantasmal force. He may have other spells memorized.

Grimslade has a pet creature–named Fido– which appears roughly as a cross between a wombat and a miniature umber hulk; its only ability is its bite.

Some of the devices Grimslade carries Includes sealed pots of green slime and ochre jelly, rice paper pouches of pepper, cinnamon, sand, flash powder, and sulphur, “fire seeds” of oil-soaked cotton wrapped around lead, a dissecting kit, a globe of phosphorescent water, vials of wyvern poison and sleeping drug, a pot of hot coals, a magnifying lens, and figurines of an umber hulk, bugbear, triton, werewolf, and gargoyle (for concentrating on when casting a phantasmal force). Presently he is trying to construct a very primitive flamethrower.

Magic items:

  • ring of delusion (not worn)
  • ring of telekinesis (which he keeps secret and concealed)
  • potion of gaseous form
  • scroll of protection from wererats

Gormadoc

(Player: Greg Fleming)
RA SX AL CL S I W D C CH LV HP AC +H +D DB SB R/AT PP MS HS BS
½ M N TH 12 9 11 17 15 10 5 28 8 −3 0/+4 +2 60 55 51 ×3

Gormadoc is a freelance thief of non-descript appearance. He is cautious about making friends and talks little, as he does not wish to draw the attention of any local thieves guilds. He absolutely prefers the company of other halflings, whether adventuring or not.

When adventuring, Gormadoc will always avoid engaging in melee, if this is at all possible. Instead he will retreat and then try to find an opportunity to move to the rear of his opponents. Once there he will try to make the most effective use of his backstabbing ability. Still, he is able to withstand most surprises and shocks, having high spirits to carry him through.

Gormadoc’s present ambition is to see (and possibly buy) an elephant. If news comes to him of such a chance, he will strive hard to follow the clue down.

Magic items:

  • +2 leather armor
  • +3 sword

Heward

(Player: ?)

A bard and member of the Company of Seven, who wanted to train a new generation of heroes after the Company disbanded.

Iggwilv

(Player: ?)

An archmage member of the Company of Seven, who sought personal power and immortality after the Company disbanded. Also known as Tasha.

Keoghtom

(Player: ?)

A cleric and member of the Company of Seven, who wanted to train a new generation of heroes after the Company disbanded.

Lanolin

(Player: Lawrence Schick)
RA SX AL CL S I W D C CH LV HP AC SL +H +D DB SB R/AT #AT
E M CE FT/MU 16 18 9 9 8 12 7/11 43 2 5 +1 3/2

Originally a chaotic neutral, Lanolin could not suppress his nasty tendencies, and, after a few adventures, there was no doubt but that he had become chaotic evil. However, there is no one alive who can actually attest to having seen Lanolin commit an overtly evil act. This could be because of freak circumstances of unusual coincidences or because Lanolin takes pains to see that things remain this way. Because of this, and his clear competence as an adventurer, Lanolin is often invited on adventures.

Lanolin is smooth-talking, slick, and totally unscrupulous. He uses others for his own ends, but in a way that leaves them to believe it was all for their own benefit. He often ends up with the lion’s share of the rewards, and it usually seems perfectly reasonable that it be so. Lanolin is relaxed and very slightly arrogant. He delights in the corruption of good characters by appealing to their greed and fear. No personal wrong to him goes without its revenge.

It will be noted that his level as a fighter exceeds that permitted an elf with a 16 strength. This increase was only through diligence and supernatural aid. His greatest ambition is to find those rare magics, wishes, so that he can raise the limits on his levels even more. He also desires to increase his spell books and, at all times, his wealth.

Lanolin prefers the following spells and typically carries them: charm person, magic missile, read magic, stinking cloud, web, dispel magic, fireball, fly, lightning bolt, fear, ice storm, minor globe of invulnerability, cloudkill, cone of cold, and teleport.

Magic items:

  • +2 non-corrosible dull black plate mail
  • +3 shield
  • +1 long sword (+2 vs. magic-users and enchanted monsters)
  • +2 spear
  • wand of negation
  • ring of powerAppears as an ordinary ring and will only show itself to be magical if a detect magic is cast upon it. Even then it will only seem to be a ring of protection. It has, however, four powers. It is a +3 ring of protection whenever it is worn. If the first command word is spoken, it will cause its wearer and all his equipment to become ethereal. It is subject to the same effects as armor of etherealness. Uttering the second command word will give the wearer strength as if a strength spell had been cast by a 12th level magic-user. The last command word will cast a charm monster at a specific target as if it had been cast by a 12th level magic-user. Each power, with the exception of the +3 protection, will have 1–6 charges. When two powers are completely used, the level of protection decreases to +2, and when three powers are drained, the ring becomes an ordinary +1 ring of protection. The ring is not rechargeable.

Lassiviren the Dark

(Player: Al Hammack)
RA SX AL CL S I W D C CH LV HP AC +H +D DB SB R/AT PP MS HS BS
H M LE AS 14 12 11 16 8 5 8 32 7 −2 +1 55 47 37 ×3

Although rumored in childhood to have jet hair and olive skin, no one today can speak with assurance as to what Lassiviren looks like. He wears a black cloak with a large hood pulled over his face, hiding it in shadows. On those occasions when he is encountered unhooded, he is invariably in disguise. The best description of him is that he is 6′ tall and wears a dark cloak.

Lassiviren has sworn his life to evil. To accomplish this end, he has built a network of spies and hirelings who will perform many of his tasks without his becoming involved. His employees fear and respect him, and he is fair, generous, and protective to those who are loyal to him. If anyone should ever cross him, he will spare no pains to track them down and exact his cruel revenge.

He has a wide knowledge of poisons and few affect him as he has dined on increasing doses of poisons over the years. In his left sleeve is a garrote of fine mithral wire; his right sleeve has a dagger that appears at the flick of a wrist. In his right boot is yet another dagger. He has a multi-purpose tube may be used as a blowgun to fire poisoned darts or may be telescoped out to blow poisonous powders through cracks and windows.

Lassiviren is also known by other epithets and aliases. These include the Anemic, the Evil, the Demon of Darkness, Lakajan, Jahleel, and Nerivissal.

Magic items:

  • bracers of defense (AC 2)
  • vampire swordAppears to be a normal +2 sword. Every time it hits it will also drain two energy levels from the opponent. The victim is allowed a saving throw vs. magic, and if they successfully save, the sword will attempt to draw two energy levels from its user. If the wielder successfully saves, no energy levels are lost and sword does its normal damage.
  • cube of force
  • scarab of protection
  • ring of invisibility (on a small chain at the wrist)
  • ring of flying (on a small chain at each wrist. In this manner he may slip the rings on and off without fear of loss.)

Leomund

(Player: Len Lakofka)

An archmage member of the Circle of Eight.

Luther

(Player: Helen Cook)
RA SX AL CL S I W D C CH LV HP AC WD OD OA SB MV R/AT MS HS SUR
H M LG MK 15 16 18 17 15 15 6 38 6 +3 2–8 3/2 +4 20″ +2 52 42 24

Luther is a tall man with black, curly hair and a swarthy complexion. Formerly the son of a noble, he has renounced all claim to his father’s title. He is well educated and can speak several languages.

Luther’s greatest failing as a monk is that he attaches too much importance to personal honor. He is short-tempered and will often rush into a combat before considering the consequences. It is only with difficulty that he reminds himself of the humbleness which he should live by. He prefers to fight with weapons rather than open hand. He generally disdains to use his thieving skills as he considers them dishonorable. Nonetheless, he will use them if necessary.

Magic items:

  • +3 crossbow of accuracy
  • +1 spear
  • ring of protection, +3

Melf

(Player: Luke Gygax)

A grey elf archmage.

Mordenkainen

(Player: Gary Gygax)
RA SX AL CL S I W D C CH LV HP AC SL +H +D DB SB R/AT
H M N MU 10 18 12 17 17 18 16 61 10 8 −3 +2

A great and powerful mage, Mordenkainen spends much of his time pondering over new bits of magical research. When he does travel it is usually with the company of his high-level henchmen. On those occasions when he must venture alone, he will disguise himself as an old, poor merchant. In this manner he hopes to avoid attention while still obtaining his goal (usually some rare item for his work). He is a member of the Circle of Eight.

Mordenkainen should not, however, be mistaken for some weak and withered magic-user, preferring to mind his own business. He is an active and aggressive person, not failing to attempt bold, sweeping plans when the situation demands. He has skill in diplomacy, leadership, politics, and some knowledge of religion. He is thorough in his plans and will utilize whatever resources are necessary. He is stubborn and his decisions are often harsh. For all this, he is a clever and useful ally.

Magic items:

  • bracers of defense (AC 4)
  • +1 dagger
  • bag of holding
  • crystal ball with ESP
  • efreeti bottle
  • pearl of power (1st level)
  • pearl of power (2nd level)
  • pearl of power (3rd level)
  • wand of cold
  • wand of fear
  • many self-made scrolls and potions

Murlynd

(Player: ?)

A paladin and member of the Company of Seven, who wanted to train a new generation of heroes after the Company disbanded.

Nolzur

(Player: ?)

A rogue and member of the Company of Seven, who sought personal power and immortality after the Company disbanded.

Nystul

(Player: Mike Nystul)

An archmage member of the Circle of Eight.

Otiluke

(Player: Luke Gygax)

An archmage member of the Circle of Eight.

Otto

(Player: Rob Kuntz)

An archmage member of the Circle of Eight.

Phoebus

(Player: Jeff R. Leason)
RA SX AL CL S I W D C CH LV HP AC +H +D DB SB R/AT #AT
LM M N FT 18(00) 14 9 17 18 15 10 104 4 +3 +6 −3 +2 3/2

Phoebus is presently a lizard man but certainly has not been this all of his career. Originally a fighter, Phoebus rose to 10th level before he was slain. A cleric being unavailable, a druid was prevailed upon to perform a reincarnation. Phoebus returned in the body of a lizard man.

He is the source of wonderment to those who are unfamiliar with him. He is fairly intelligent and can speak several languages. When most expect lizard men to be savage and cruel, Phoebus behaves with good-nature and tact. Due to the attention his own condition draws, he has learned to be tolerant of others. But his patience is not infinite.

Phoebus usually tries to help others and will rarely befriend other adventurers. In instances of great friendship (saving his life for example), Phoebus will make the character a “blood kin”. Involving a mingling of blood and a painful tattooing process, the result of the ceremony is a magical emblem of the sun burned into the wrist of the recipient. Its only special use is for when Phoebus or another blood kin (these are very few) has died. At the instant of death, a hot pain will throb from the tattoo. After a character is dead, the body may be located by concentrating on the victim. The pain will increase as one comes nearer to the body until it is almost searing. This pain will not do any damage, but will render the arm useless as long as the character is searching.

Magic items:

  • bracers of defense (AC 3)
  • +1 sword
  • +1 trident
  • bag of holding
  • figurine of wondrous power (golden lion)
  • figurine of wondrous power (golden lion)
  • ring of fire resistance

Quaal

(Player: ?)

An archmage who replaced Jonas Marius as a member of the Company of Seven.Lost legends of the hero-deities (Rip “Rasgon” Van Wormer)

Rary

(Player: Brian Blume)

An archmage who turned against the Circle of Eight.

Riggby

(Player: Gary Gygax)
RA SX AL CL S I W D C CH LV HP AC SL +H +D DB SB R/AT
H M NG CL 14 11 17 16 15 14 9 50 2 5 −2 +3 +1

Riggby owes his meteoric rise to his skill and his acquaintance with several high level characters. Formerly the cleric of a small chapel, Riggby found himself in command of a cathedral with a sizable congregation. He is strong-willed and accustomed to the diplomacy and force required to hold a diverse band of followers in line. He is a great believer in the conversion of the pagan, either by his religion or by the sword.

Riggby is an adherent to the policy that spirituality is best maintained through temporal power. To this end, he will try to oversee the religious life of others through actions and not just words.

Riggby seldom finds time to adventure anymore, as the demands of his congregation are too pressing. He views this somewhat ruefully, almost welcoming those times when evil is “riding the high tide” and he must help strike it down.

Magic items:

  • +1 plate mail
  • +1 shield
  • +2 hammer
  • staff of the serpent (python)
  • self-made potions and scrolls

Robilar

(Player: Rob Kuntz)
RA SX AL CL S I W D C CH LV HP AC +H +D DB SB R/AT #AT
H M LE FT 18(78) 11 16 16 18 16 15 89 2 +2 +4 −2 +2 +1 2/1

Although his career started as a neutral and he still retains an attitude somewhat neutral in outlook, Robilar is presently lawful evil in alignment. He is obviously a strong man, talkative, and willing to give a gruff but hearty welcome to fellow adventurers. In spite of his alignment, he can still be trusted to an extent, though caution should be exercised. It is said that the great Robilar, jaded with the everyday pleasures of life, changed his alignment to satisfy his morbid tastes.

Robilar claims to fear nothing and no one. He tells tales of dangerous adventures he has undertaken alone. It is true that he has never shirked from any adventure, no matter how improbable it sounded. He has traveled greatly and has seen many wonders on his adventures. These he remembers well, to tell about later or perhaps to use in bargaining with those who might wish to know his odd facts.

Robilar has three passions in life—adventuring, with all its attendant dangers and glories; magic, especially those items he can use; and information. He may sometimes be found in a quiet public house, dealing with some person for a scrap of information or magic. He deals fair, unless angered, but always to his own advantage. Advice or magic are what he will offer in return. He is not at all pleasant if tricked.

Magic items:

  • +3 plate mail
  • +3 shield
  • +3 sword
  • +1 bow
  • girdle of storm giant strength
  • ring of invisibility
  • ring of spell turning
  • flying carpet

Serten

(Player: Ernie Gygax)
RA SX AL CL S I W D C CH LV HP AC SL +H +D DB SB R/AT
H M LG CL 10 7 18 15 17 15 10 53 2 5 −1 +4

Although a powerful cleric, Serten has often been more a source of exasperation to adventurers than a great help. He is, quite simply, stupid but likable. He likes to adventure, but is basically not bright enough to be trusted on his own; therefore, he will always be found with a group. He understands the physical side of melee very well and can seldom resist getting in and mixing it up with his foes. This often creates problems as he is too dumb to know when to run away, requiring the rest of the party to rescue him. He may not cast his spells for the cleverest of reasons either.

Serten is a good person, though, well-meaning and kindly. He claims to never have done an evil deed and there is no reason to doubt this. As good as he is, he does not plan ahead and often finds himself confronted by new evils and problems that could have been easily avoided. This does keep his life busy.

Magic items:

  • +4 plate mail
  • +2 shield
  • staff of command
  • ring of protection, +2
  • cloak of elvenkind
  • gauntlets of ogre power

Talbot

(Player: David Cook)
RA SX AL CL S I W D C CH LV HP AC +H +D DB SB R/AT #AT
C M CN FT 17 9 12 13 16 10 7 56 4 +1 +1 3/2

Early in his career, the lawful good Talbot died while on a mission for a druid. This druid, unable to raise Talbot, reincarnated him in the form of a centaur. As such a change of nature was difficult for Talbot to comprehend, a drastic alignment change caused him to become chaotic neutral.

Talbot is a lonely figure, unable to speak centaur and ostracized by both centaur and human society. He has loosely attached himself to a small lord’s cavalry, acting as a special scout. In return, he receives special quarters, necessities, and the freedom to adventure, provided he reports what he has seen to his lord. On such trips, his companions are few and well-known to him.

As a centaur, Talbot has discovered many advantages and disadvantages. His horse-like body has precluded all but wilderness adventures as he cannot negotiate in dungeon passages. He has also found that he must consume enormous quantities of food to sustain himself. He does have an advantage in speed and carrying capacity—his strength score applying mainly to the human and not the horse part of his body. He may fight with weapon or hooves in normal circumstances.

Talbot has traveled extensively, journeys of two or three months being typical for him. He prefers to rely on his charge and speed capabilities, a lance being his favored weapon. He will avoid using potions as he is always unsure of their effect on his metabolism. Most spells, however, appear to have a normal effect on him.

Magic items (that he can use as a centaur):

  • +1 chain mail vest
  • +2 sword
  • javelin of lightning
  • javelin of lightning
  • dust of appearance

Tasha

(named for a little girl who wrote to Gygax)

A mage and member of the Company of Seven. She sought personal power and immortality after the Company disbanded, and eventually became the quasi-deity Iggwilv.

A former apprentice to the Circle of Eight, who later betrayed them and revealed herself to be a powerful archmage.

Tenser

(Player: Ernest “Ernie” Gygax)
RA SX AL CL S I W D C CH LV HP AC SL +H +D DB SB R/AT
H M LG MU 10 16 11 16 16 18 14 56 10 7 −2 +1

Contrary to most magic-users, Tenser has always been a lover of battle. Occasionally he will seemingly forget his spells and charge into melee with his staff, depending on his magical protections to preserve him. In many ways, it is felt that his temperament was better suited to be a fighter. he is a member of the Circle of Eight.

At the same time, Tenser is no fool. He has no aversion to using magic and generally will chose it first. He has gathered about him a firm power base for law and good and will readily use it if necessary. He will sometimes enspell good magic-users to go on dangerous missions to aid the cause of good. He is reported to have alliances with various non-human races and even some that are considered monsters.

Magic items:

  • staff of the magi
  • ring of human influence
  • ring of protection, +3
  • displacer cloak
  • dust of disappearance
  • dust of dispelling air elementalsThis dust appears indistinguishable from the other magical dusts and is usually found in the same types of packages—bone tubes or silk packets. When a handful is thrown onto any creature summoned from the elemental plane of air, that creature will immediately be forced to return to its proper plane. It may also be used to encircle an area in a special protection ring. If the powder is laid in an unbroken circle or from wall to wall, it will cause summoned creatures from the elemental plane of air to attack at a −1 on their “to hit” rolls. The powder may not be blown away by any creature it effects, although other creatures and spells may. It is important to note that it will not affect free-willed creatures from this plane. One handful is required to dispel one creature, create a 10′ diameter circle, or a single line 50′ in length..
  • wand of metal and mineral detection
  • wand of negation
  • potion of protection from dragon’s breathThis potion causes the imbiber to become resistant to all forms of dragon breath. When attacked by a dragon’s breath weapon, the person protected is allowed a saving throw of +2 against gases—sleep, fear, slow, paralyzation, etc.—with the result being either total success or failure. Against direct attacks by dragon breath—fire, acid, lightning, etc.—the user is allowed a normal saving throw, where a successful save does no damage and failure to save results in only half damage. Note that this potion does not protect against physical attacks or spells cast by the dragon. The potion lasts for 6–15 rounds and the contents of an entire bottle must be drunk for the potion to have effect.

Valerius

(Player: Erol Otus)
RA SX AL CL S I W D C CH LV HP AC +H +D DB SB R/AT #AT
H M NG FT 17 13 9 18 16 15 12 81 10 +1 +1 −4 +3 3/2

Valerius is an independent-minded man, a trait which causes his detractors to consider him a renegade. He has rejected the idea of building a castle, considering it an exercise in foolish futility. Now, he spends his time constantly traveling, never staying in a single area for more than one adventure. He travels light, disdaining armor and encumbering items, preferring to depend on a few magical devices and his own skill. Money means little to him except for its usefulness when spent. He enjoys an extravagant lifestyle, spending money on clothes and pleasant comforts. When out of money, he will try all manner of adventures to get more. Where It comes from does not always concern him.

In many ways Valerius is an atypical man. He enjoys the arts and will at times act as a patron. He is interested in peoples, ancient civilizations, and scientific curiosities. Many of his adventures are prompted by strange rumors of these things.

The few magical objects that Valerius has collected are (as fits his nature) somewhat unique.

Magic items:

  • bracers of the blinding strikeAppear to be magical bracers customarily found. If they are worn by non-fighters they will simply act as bracers of defense (AC 4). However, they have two special powers that will reveal themselves when they are worn by fighters. First of these is that the bracers allow the user to add one to their initiative rolls when they are worn. Secondly, they can, at mental command, double the number of strikes the owner is allowed for that particular round. The fighter may only use this second power three times per day. The change in armor class may also be used by a fighter.
  • sword of skeweringThis lightweight and somewhat flimsy-looking sword is a powerful magic weapon. Although it has no bonuses to hit or damage and only does damage equal to a short sword, it can negate the bonuses given to magical armor. Hence, +4 plate mail would be treated as if it were AC 3 when determining whether this weapon would score a hit. It does not negate magical bonuses for attacks by other weapons on that opponent, nor does it permanently cancel any bonuses. The sword may also strike any monster not normally hit by non-magic weapons.
  • ring of protection, +2
  • ring of vampiric regeneration

Zagyg

(Player: ?)

A fighter and member of the Company of Seven. He sought personal power and immortality after the Company disbanded, and eventually became a quasi-deity.