grey hawk

February 10th, 2016

We follow the directions and come to the south facing stairs leading to a large room. There is an alcove to the side with a statue of a wizard, head back as if singing. As we pass near, the statue begins to sing. This room is a vaulted chamber lit by torches dominated by a large table with padded chairs. On one wall is a large curtain. There are verbeeg tracks throughout this room but none are present at the moment. Behind the curtain is a crude map of the towers which shows some lower levels and and a couple of areas of interest. Obregon copies the map. Sanna activates the detect secret doors wand to find the portal Rhiani spoke of. Pike manages to open it and Obregon determines that it has not been used in a long time. This is just a 5’ square room. We guess it is the teleporter and squeeze in and close the door to see what happens. We reopen it but are still in the same room so we have Pike search it. He finds another secret door which opens on to a bedroom with a thick rug and a chandelier, canopy bed, small table and chair covered in parchments and a teak wardrobe. A door to the west is the only other obvious means of egress. We search the room and find a secret door to the east. We find 6 fine tabards, 4 noble outfits and a royal outfit, and some silk blankets. These all go in to the PH along with the chandelier. The parchments contain drawings of Greyhawk and plans for assaults in different circumstances. Those go in to Beltin’s haversack. Pike is unable to determine how to open the secret door so we will need to wait for his knock ring to recharge. Pike checks the regular door and it opens to a landing and short staircase leading to a large room. This room contains multiple forges with verbeeg smiths laboring and a red skinned giant with 2 small horns commanding them. There are 3 work tables with partially completed iron golems upon them. We move in to the room and Beltin spits acid, Obregon finishes off 4 of the verbeeg with an arrow storm, and Sanna throws lightning and finishes number 5. Gonoan steps in and hits the efreet, killing it. A human in full plate wielding a composite long bow comes down the hallway into the room and shoots Gonoan. Pike begins to move stealthily towards the new player. Beltin approaches him but misses. Obregon finishes the last verbeeg and then puts an arrow in to the fighter. Sanna hits him with an orb of electricity and he falls though his body continues to jerk and spark. We search the room and find 6 MW morningstars, +1full plate, +1 heavy steel shield, MW longsword, +1 frost composite longbow +2 str, and a minor ring of cold resistance. The remaining door opens on to a hall with blue pillars that are each shaped like different wizards running along it. The floor resembles a shallow bowl which is lower in the center than along the walls. There is an opening in the far wall. We decide to throw the golem pieces in to the forges and rest in the bed room. When we wake up, Pike uses his knock ring on the secret door and it opens to reveal a narrow passageway that turns almost immediately to a wider area with a black stone disc set in to the floor and another door. Pike opens the door and sees a winding set of stairs going down which he immediately descends. After about 40’, he comes back up as they just keep going. Sanna believes the disc is the teleporter and likely sends you somewhere else in the dungeon and possibly back here as well. Pike drinks a potion of invisibility and steps on to the teleporter. After a moment, he vanishes though the rest of us can’t tell right away. The room he arrives in has 2 black discs, one of which is highly polished while the other is crumbling. In an alcove between them is a statue of a handsome wizard in purple garments decorated with gold runes. A heavy curtain covers one end of the room so he sneaks over to it and looks behind it. There is more of the room which is completely empty and a passage off to one side the turns after a few feet. He peeks around that corner and sees a long set of stairs going down. He returns and checks out the statue but finds nothing of interest. He then steps on to the black disc and tells the rest of the party what he found. Where to now?

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January 27th, 2016

We search the alcove and find nothing of interest. Pike checks the east door and it opens easily to reveal stairs that go down. The west door opens onto an identical set of stairs. We decide to go back to a couple of areas that we skipped earlier. As we begin to leave, Sanna goes down the stairs and looks around the corner to find there are yet more stairs. The door we go back to opens on to a storeroom full of dust covered crates and boxes. There is another door on the opposite wall, a collapsed passage to the east and a hallway back the way we came on the same wall we just entered through. We check the crates and find they contain old, dried up food. Obregon can tell that there has been an orc through here within the last week. Suddenly we hear a loud alarm like noise and it appears to be coming from a rock near the other door. Sanna knows it’s an alarm spell so Gonoan smashes the rock which stops the piercing noise. We open the other door and find a large cavern. There is a 10’ ledge across the back and a pool of dark green sludge to one side in this high ceilinged room. It doesn’t appear that the orc ever left this room and there are no obvious exits. Beltin spider climbs up the wall and over to the ledge. Sanna steps in to the doorway and uses detect magic which finds an aura near Beltin. She can tell it is moving up the wall above him and he moves around trying to see it. Beltin sprays the area with acid and then jumps off the ledge. Obregon shoots an alchemist arrow in to the same area. Gonoan moves in to the room and readies himself for an attack. Gonoan and Sanna all of a sudden begin reeling as if they have been stunned. Pike moves in, closes the door and hides. Obregon casts entangle on the ceiling. Beltin unstuns Sanna and then he hears a voice in his head “Oh, you really need to recover all of our abilities so you should take a nice bath in the green pool over there”. Beltin disparages its suggestion. Pike picks out its shape and shoots a couple of bolts at it but doesn’t seem to connect. Obregon begins shooting arrows, seeming to hit 3 times. Sanna throws a lightning ball, covering the ceiling. It reappears, dead and entangled, and looks to be a mind flayer. After the entangle ends and it falls to the ground, we put the body in the PH. We search the room and find 2 studded leather armor, and a wand of greater invisibility w/26 charges on the creature. We head back to the t junction past the pillar room. To the east is a door a short ways down and to the west is another t junction a few feet down. There is an alcove here with a statue of boccob. Pike hears something behind the door. Sanna looks at the statue and notices it is hollow and has Zjarcon written on its palm. Gonoan kicks in the door and we see a large cave stretching in front of us. Stalagmites and stalactites dot this room as iridescent colors stream along the walls and fungus and mushrooms cover the floor. There is a flying creature attempting to hide behind a stalactite. Beltin calls out “Kalystys, come down here”. She claims to not be Kalystys but a priestess forced to wear her form whose name is Rhiani. She has been here for 184 years and suffers from a planar binding. She tells us her tale: After Zagig abandoned his apprentices, one of them , Telvaeran Pash wanted to use eldritch magic. He is using her form to attempt to fool adventurers. He had fallen under the influence of Fraz-Urb’luu, a demon prince. Kalystys used her magic to swap forms and killed the wizard. She is a dark elf princess and trapped here. She recognizes the name of Rian but can’t be sure of where. She asks us to set her free with Mordekainens injunction or anti-magic field. She offers us her cloak of resistance2 in exchange for getting the spell she needs. Pike walks up to her and gets the cloak, noticing runes tattooed on her body. We ask if she has heard of Robilar or Bilaro? She remembers Robillar from decades ago when he came with Mordekainen and more recently, Billarro was near here as there was an alarm because of him. She believes he would be in the tower of zagig not here but points us in the direction of the warroom where there is a map for going between the towers. There is also a teleporter somewhere. She warns us that there are some fierbolg, and efreeti and a high level commander set up in the Golem Forge. We follow her directions towards the warroom and …..

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December 30th, 2015

Nat heals up Gonoan with the healing belt. We choose the far passage and while checking this well locked door, we hear several verbeeg on the other side. Pike manages to pick this complicated lock after a few tries though we can hear that they know we are coming. Gonoan heaves the door open though there was a cot shoved in front of it. There are 3 verbeeg in this room and another door with a cot in front of it. Sanna sends lightning arcing between each of them and they begin to smoke. Gonoan moves in and mows one down while Pike shoots at another, which somehow knocks his bolt out of the air. Beltin moves in and melts them both with acid. We loot the bodies and take glaives+1, breastplates+1, and composite longbows from each. Pike spots a peep hole in the wall when suddenly Beltin is stunned, and hit by a dark beam of energy. Pike rushes to the hole and shoots a crossbow bolt through it but there is no evidence that it hit anything. Beltin heals himself of his conditions. Obregon attempts to discover where the entrance to this hidden chamber is. Sanna uses the detect secret doors wand and finds the entrance right next to the door we came in. Gonoan manages to find the door as well. Then Pike is stunned, exhausted and hit with fire. Beltin steps up and blocks the peep hole with his shield. The shield is attacked by fire but it fails to do any damage. Pike becomes unstunned and Beltin heals his exhaustion. The creature attacks the shield with fire again to no effect. Pike gets the door unlatched and Beltin pushes it open. In this room is a bloated sphere with a group of tentacles and a large central eye. There is an archway out of this room and the skeletal remains of a verbeeg as the foul stench of decay flows towards us. Sanna fires 2 scorching rays at it but misses. Gonoan charges it with his eyes closed and scores a good hit. The creature moves away and hits Gonoan with paralysis and exhaustion, but only the exhaustion sticks. Pike throws his orb at it, hits it but it resists the effects. Beltin heals Gonoan’s exhaustion while Obregon puts 2 arrows in it. Sanna moves up and casts a blast of flame on it. Gonoan hits it once, bringing it near death. It shoots a ray of paralysis at Sanna but she shrugs it off. And then it hits her with a scorching ray but her scarab absorbs most of the damage. Pike kills it with a well placed bolt. We put its carcass in the PH and begin to look around this beholder-kins lair and find a metal ring set in the floor. Sanna tries to pull this stone trap door open but fails miserably. Gonoan struggles as well but Beltin manages to get it open. As we begin to look inside, Gonoan and Obregon hear something coming and move to intercept. This skeletal creature with tattered wizard robes and glowing red eyes moves in to view to take 2 arrows from Obregon. The creature sends out a cone of cold; catching most of the party. Elaine and Natauru are killed outright, Obregon dodges out of the way and Gonoan and Sanna get whomped. Beltin runs out of the room and spits acid at the skeleton. Obregon kills it with 2 more arrows. The skeleton has bracers of armor+4, cloak of resistance 1, potion of gaseous form, scroll of summon monster IV 8th lvl, wand of magic missiles 9th lvl, ring of prot1. Our dead companions go in to the PH. We go back and find that this small hollow contains some treasure: 1600cp, 980sp, 640gp, 3pp, 5 moonstones, bejeweled short sword scabbard, scroll expeditious retreat, scroll delay poison, scroll vampiric touch, wand cure light 32 charges, wand scorching ray 12 charges. We head to the other door blocked by a cot, move the cot and open the door, revealing a set of stairs going down. At the bottom is a cavernous room being used for storage which contains some stacked barrels. Some of the barrels contain the mark of Iuz and the others have local merchant marks. They contain water and foodstuffs. We destroy them all to deny them to the enemy. To the right is a passageway with a door a few feet down which then turns a corner and goes down quite a ways to a t junction. We open the door on to a long, wide hallway with green pillars along it. There a doors to the right and left at the far end and an alcove at the end. Obregon checks for tracks and finds that verbeeg have been coming in here regularly. In the alcove is mural of a wizard holding aloft a glowing staff and a spell book with the heavens opening above him. Sanna believes this is where worshipers of Zagig left offerings to him but none have done so in ages. Lets look around…

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December 16th, 2015

It appears the kobolds have kept the first four levels (Zagig’s gauntlet, Ogre crypts, apprentices walk, and another that seems to be class and study rooms) cleared so we keep moving down. The next level is the vaults of creation, where golems and other constructs were made. Sanna begins scanning for magic and discovers a secret door that leads to a wide staircase going down. These steep stairs lead in to large chamber with a flickering orange light and a pungent acrid smell coming from within. There are 3 balconies with pillars supporting them, and 4 doors. At the rear of the northern balcony is a thin line of fire beyond which is a cavernous area. The ground underneath that one has been dug out and is filled with water which has what appears to be an oil slick on it. As we move closer, the stench is very acidic as if someone had been urinating or disposing of garbage here. Obregon moves up and dips the tip of his arrow in the pool which causes a wave and the arrow is damaged and smoking. Pike shoots 2 bolts in to it, causing it to reshape in to a couple of spheres. Obregon hits one with 6 force arrows and it gets smaller and smaller until it is only a quarter of its original size. Beltin climbs on to a balcony and sprays the creatures with acid. Sanna hits the larger one with a couple of ice blasts. Pike hits the smaller one with 2 bolts but nothing seems to happen. Obregon finishes them both off with his force arrows. Pike begins checking around the perimeter of the water as Beltin notices a couple of verbeeg beyond the flames. Pike checks out the doors and they are locked and all look the same. We hear nothing from behind the doors as Beltin calls out about the verbeeg. The creatures run up, jump through the flames (catching on fire in the process) and aim bows at Beltin. Obregon takes his 6 shots, almost killing one. Beltin hits them with acid, killing the first one. Pike hits the other one with a bolt. Gonoan climbs on to the balcony with it and kills it when it attempts to extinguish itself. He can see there are 6 more coming. 2 of them shoot Gonoan with arrows. One of the others calls out in giant “there is a party down below, somehow they bypassed the pudding. Let them come to us”. Sanna attempts to climb up to the balcony but can’t seem to get a purchase. Obregon climbs up the nearest balcony and jumps across to join Gonoan. Beltin spider climbs across the ceiling and jumps through the flames. Pike attempts to open the lock of the door in front of him but fails. Gonoan moves through the fire and hits the closest verbeeg. 2 of the verbeeg move up and hit Gonoan, one pretty badly causing him to go into a rage. The other 4 shoot at Beltin but his shield deflects the arrows out of the air. Obregon kills one of the creatures attacking Gonoan, while Beltin and Gonoan kill the other. The remaining four send one off to sound the alarm and the others move up and shoot at Beltin again, though he still blocks their arrows. They look pissed. Pike gives Sanna his grappling hook and rope and then uses his ring to magically open the door. It swings open to reveal a brick wall, and he screams in frustration. Sanna tosses the grappling hook and manages to catch it on something. Obregon kills one of the remaining three and injures another. Beltin hits both of the others with acid while Pike climbs up to the balcony and takes a shot but misses. Sanna climbs up as Obregon finishes off another. Beltin moves up the ledge and hits the last one. Pike moves through the flames and puts a bolt in it, and it collapses. We loot the bodies and get glaives+1, composite longbows, and breastplates+1 from each of the 8 which we put in the PH. There are 2 doors off the lower area and an extensive cavern above the ledge. Pike checks the furthest door and opens it to reveal a large room with a number of barrels piled haphazardly as well as a door, a cavernous area and a passage that appears to lead to the other door from the last room. He taps on one of the barrels and it sounds empty. Sanna comes in and checks one, finding it full of tar. We move in and go through the next door, finding an empty alcove with another door. Nat says he senses evil ahead and that door opens to a rectangular chamber with 3 doors, decorated with murals featuring lumbering large humanoids pillaging a village. There is blood splattered on the walls and paint scraped away in places. There is rubble that could have been a statue and a rotting corpse. Pike moves near the body and can see it was a humanoid but not human. He checks the far door and it opens on to a passage with a door at the end. He then checks the other door in this room which reveals another passageway that turns to the right down a ways. Which way do we go?

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December 2nd, 2015

Its early afternoon on the 16th and Beltin, Obregon and Sanna begin reading their books. Nat heads off on his own errands, Gonoan goes drinking and Pike heads to the Dark Moon monastery to see what he owes. The monastery is large and extremely well manicured with the door open and inviting. Pike meets with the head monk, Iquoyan. He appears wise and unflappable. Pike shares his reason for stopping by and is led further inside. He is told he will be facing up to 3 of their best warriors to which Pike objects but ultimately accepts. The rules are non-lethal damage only; weapons must be blunted and magic items removed until the fight begins. The arena is quite large with covered pits scattered around and a large open pit in the center with water in the bottom and a small platform in the center at ground level. There are monks at each of the 3 single doors out and Pike comes in through 2 large double doors. Without preamble, the monks begin to move, one immediately moving adjacent. Pike puts on his blink ring and manages to avoid an attack. The other 2 move up as well. The first monk takes a couple of swings but cannot catch Pike, who now tumbles away and shoots Purple. Red moves up and misses, Purple does the same but still can’t’ catch Pike. Pike rolls away again, hitting Purple again. Purple hits him but the other 2 miss. Pike attempts to cross the beams to the center platform but falls. He still hits purple again. He takes another hit when they approach. He manages to climb the middle platform and hits purple again. Red climbs on to a beam but misses as does purple. This continues for a number of rounds until Pike manages to take down 2 of the 3 at which time Iquoyan calls it a victory. He offers him a healing tea and tells him a story about Zuwokan, their god. Elders of the order have long suspected that Zuoken is imprisoned in the dungeons below Castle Greyhawk, for Zagig is known to have captured several demigods—including Iuz the Old—about the time Zuoken vanished from Oerth. To this end, about fifteen years ago the monks hired the disgraced Lord Robilar to escort an elite group of devoted masters into the castle in hopes of discovering their patron’s whereabouts. Some in the order questioned the wisdom of employing a known criminal, but all ultimately agreed that Robilar’s expertise would serve them well in the dungeons below Zagig’s ruined estate. The order thereafter heard nothing from the expedition, and after a month divinations revealed that the monks had all been killed. But Robilar remained alive. When the fighter was seen in the city thereafter, he claimed no knowledge of the monks and warned the monastery to leave him alone or face dire consequences. The monks believe that Robilar murdered their brothers and sisters and simply pocketed his exorbitant fee, a suspicion all but confirmed by the fighter’s subsequent betrayal of the Circle of Eight on the Day of Great Signing. The elder monks believe that Robilar has returned to Greyhawk for Riggby’s funeral in the guise of Ricard Damaris’s friend Captain Gallancz, and they know outright of Robilar’s former ownership of the Green Dragon Inn. He requests our parties assistance with rescuing their god from the ruins. He offers a fist sized ruby to Pike who gladly accepts it. He decides not to show it to us in a fit of pique. Sanna and Elaine go shopping for new outfits for the funeral the next day. We hang out at the Green dragon Inn and ask after Galanz who hasn’t been around in a while. Pleasant conversation ensues. The next day, we receive some special information on when and where to show up if we are interested in attending the funeral. We all attend at the temple of Boccob and see Riann again standing near the casket. They speak about Rigby and his life. They bring out a large rod, a group of different magic users and begin a ritual to imbue it as an artifact with Rigby’s life energy. The crowd begins to disperse and Sanna waves at Riann who comes over. She is lost about what to do next and Sanna invites her to join with us. She is not ready but will contact us when she wants to talk. She comes a few days later and we speak. She compliments our house and Sanna tries to impress her. Pike points out the statue of Boccob that we have. She tells us that the temples intelligence believes a blasphemous half demon/dark elf is hiding in the ruins. Her name is Kalystys and has staged attacks in the past. No one remembers what happened to earn her enmity. The attacks seem to be trying to find a weakness in the defenses of the church of boccob but she flees when discovered. We call Natauru out and ask if he knows anything about the demon. He does not know of her specifically but believes we have the tools necessary to defeat a demon. Riann asks us to bring her proof of the demons demise and heads back to the church. We finish our reading, collect our items on order and head back to the ruins. We approach the tower of magic and Nat calls out a couple of the kobolds on guard to assure them that we are going to free their people. They respect him and we are unmolested. We can see Grandfather magic off a ways but he doesn’t seem to notice us. Sanna attempts to put the key in the ruby skull which begins to glow and vibrate. Suddenly, it opens and a butterfly comes out. Sanna tries to grab it and misses. It begins to fly towards the acolytes and the purple smoke ceases. The kobolds open the main door and some other kobolds exit, seeming relieved to be out. The acolytes attempt to get Grandfather Magic to come our direction but he resists and then exclaims that the barrier is down and that “they succeeded”. “The butterfly, the butterfly, now it will lead me to the one true portal”. He begins to follow it, ignoring us. The door is open…

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November 18th, 2015

Pike moves in to a narrowing area that curves around and exits in to a room littered with bones scattered amongst a number of boulders. He is 2/3 up the wall in a hole and there is a ledge above him. He can hear a humanoid sized creature is moving around up there. He secures a grappling hook at his feet and then climbs up to the ledge. He peeks over the edge and sees 2 odd looking humanoid creatures that resemble winged kobolds. There are 2 small boxes on either side of the ledge and a large boom like apparatus with manacles attached. He drinks a reduce potion and attempts to sneak past them successfully. As he moves in to the next cavernous area, it y’s and one ends at a door so he approaches it. He can hear more small humanoids on the other side and as he moves away, notices the creatures on the ledge have been startled and it appears something else has come through and is moving through the bones. He keeps moving and the surroundings become more man made. As he moves, he notices there is a door ahead. As he approaches he can see the passage opens on to a large room with 5 verbeegs, armed and dangerous. He immediately hides and moves to the door, through which he hears more verbeegs on the other side. He decides to attempt to sneak past the verbeeg he can see. He continues on and a short ways down, there is an odd looking door. He puts up a light to check it out and he hears the verbeeg begin to move his way. He immediately moves to the odd door and as he opens it, it almost feels diaphanous. He moves through and closes it behind him. This chamber is filled with oddities and misplaced items, including Kellicks lost cloak clasp. He has found the Lost Room! He hides the Demon cube and searches through the other items. He finds an unusual looking short sword (of throwing+1), a scroll(locate object), a vial(universal solvent), assorted keys, assorted jewelry, random coinage. After packing all of the stuff in his haversack, he notices the curtain door keeps moving. He moves the curtain aside and there is only wall behind. He follows the curtain around the room but seems unable to locate the exit. Meanwhile, Beltin spits acid at the demon and moves around to its other side. Obregon steps back and puts 4 force arrows in it. Sanna moves away but is nauseated as is Gonoan who stands fast. The demon steps aside and attempts to use an ability but we are not affected. Beltin hits it twice as Obregon puts 2 more arrows in it, and it vanishes. We immediately leave and shut the door behind us. Pike continues to look for an exit, and after an hour or so, pulls the curtain and finds himself back near the verbeeg. He sneaks past them and makes his way past the Urd, down the wall and back through the hole. The carrion crawlers are amongst the bones. He retraces his steps, eventually rejoining the monk. They hear a cough from behind and Pike turns, shooting twice but not hitting anything. He orders the invisible creature to show itself or the next one goes in its eye. Nothing happens so Pike tries to convince the monk to attack it for him but fails to convince him. The monk leads him back to where they met up and Pike moves up to the exit. He makes it back to Greyhawk without incident and proceeds straight to Kellicks tower. He returns the clasp and accuses Kellick of having him followed. Kellick denies it and casts a spell but nothing appears. It is in the room but he doesn’t wish to reveal it to Pike. Kellick advises him to stop worrying about every little thing and asks him which reward he chooses. Pike ultimately chooses the Fist of Emirikol and its ability to cause harm to an enemy. He gets Kellick to identify the vial for him and it is universal solvent. Pike thanks him and leaves. At the house, Natauru finally reappears the following dawn and seems to be exhausted. Nat wants a nap and a snack. Pike arrives shortly thereafter and immediately seeks out Nat who promptly shuts the door in his face. Elaine grabs Pike and pulls him away and they go out for breakfast. He puts the sword, the scroll, half the coin(250 gp), the jewelry (500 gp) and the books on the table and leaves with her. Beltin looks through the books but they don’t seem to be interesting. Elaine attempts to find out what Pike was up to and he is very vague. Later that morning, Beltin, Obregon and Sanna go shopping, ordering a number of new magic items. Eventually, Nat gets up and is puttering around the kitchen, glaring at Pike when he comes through. Sanna checks the items on the table for magic. Pike starts some shit with Natauru, and yelling commences. Pike accuses him of spying for Kellick though Nat says he was there in case he got in over his head or was betraying the party. Pike starts calling him names while Nat insists Pike is untrustworthy. Should we book them on Jerry Springer?

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November 4th, 2015

Pike arrives at the ruins and heads in to the center tower. He encounters no one and makes it to the trap door. He leaves a trail of stones leading towards it and manages to get it open using a lever. He moves down the stairs, portcullises closing behind him as he continues. He finds his way to the basilisk’s former area, passing by the large mirror we moved. He heads towards where all of the people turned to stone were but is unable to get himself lost. Next, he tries the area with the cave room whose gravity is reversed. After passing through, he comes to the fountain with the magic water. Wandering around the dungeon at random, he eventually comes across one of the monks. The monk greets him and he tells them he needs to find a new area. They know of a place but want him to give them some time at their monastery in Greyhawk in exchange. They tell him of a place where trolls seem to vanish and they are not sure how to get through. The monk agrees to give him an hour of help and leads him back to the magical fountain. They have watched trolls go in but not come back out. It is very deep and clear so Pike jumps in and sinks to the bottom. He searches around but can’t find any other exits. He looks up and notices he can’t see the monk any longer so he slowly floats up and peeks over the lip. The fountain is identical but the surroundings are slightly off. Meanwhile, the rest of the party heads down the hallway. Obregon feels that there must be some sort of magical maintenance active here preventing things like footprints from showing. Further down the hall, there is an open door with blue light radiating out. There are 7 wizards clustered around it, watching intently. We hear them talking about trying to hold something, that they think they have it but we can see they are straining. We stop at the double doors and it is labeled as some sort of library, Eldritch Magic. We think we are looking for the special collections room in order to learn the secret entrance to the room with Zagigs key. Gonoan opens the doors and we see huge bookshelves dominating this room with 1000s of volumes. We begin to look around when Sanna notices the lights blinking off, one section at a time heading around the room in alphabetical order. As the light goes out around us, our magic ceases to work and a grumbling voice asks what our business is. We tell it we are looking for a book and it asks what book. We say that we are looking for the special collections and he tells us to look elsewhere. We leave and our magic begins working again. As we head down the hall, we see other rooms with signs such as the pentagonal path, cities of red night, etc. Eventually we come to a room labeled special collections and Sanna opens the door. This looks the same as the other libraries though the books seem to be much older. We look for books about the founding of the mages guild while avoiding the areas where the lights go out. We find a couple of volumes that may be what we are looking for so we grab them and step in to the hall. These do not tell us what we want to know and we realize we should probably be looking for details about the architecture. We return the first 2 and look through the A’s. We find the Yagerne accord of 393, which details information about the construction of the mages guild. There is a passage which talks about the hidden room at the top of the ziggurat. It says to find the indigo pillar in the chamber of seven secrets, and speak his name instead of the answer to gain entrance. We head down the hall until we find the chamber of seven secrets. This room has seven stone pillars, each in different colors with a smiling wizards face projected above, each with slightly different expressions. We go to the indigo pillar and nothing happens. Sanna touches the pillar and it asks what are the other 4 worlds besides Oerth? We respond Zagig, the face says welcome and the mouth stretches to become an opening with a ladder going up. Back in the ruins, Pike looks out of the fountain and sees bones on the ground and 4 passageways leading away from here. In front of him, the hall ends at a door, behind it opens to a room, one of the others opens to an odd shaped room and the other widens and y’s. He looks in to the room behind him and there are signs of habitation, some old and some recent but nothing seems to be here currently. He checks the door in front and it opens to what appears to be an art gallery. There are multiple alcoves in here with different art in each. He is tempted but can tell that these are all trapped so he continues to look around and comes across a 3 dimensional image of his birthplace. He moves on and sees more art but finds no other exits so he begins searching. The rest of us climb the ladder and enter a strange room with some sort of magical light and notice the shadows flicker as if from a flame but no flame is evident. Along each wall of this study are 2 windows but there are no windows visible from outside. There is a large bookcase down the center of this room with hundreds of books and scrolls stuffed in it haphazardly. There is comfortable chair to one side and a large statue of Boccob almost blocks passage around the other side. We begin to search the room. The books seem to be lore collected by Zagig when he was mortal. One corner table is covered with alchemical materials and on a desk is a large bronze monkey about the size of a Halfling child. The chair swivels and a bald, distinguished looking man smirks at us, welcomes us to Zagigs chambers and asks what we are doing in this sacred ground, and introduces himself as Mordekainen. We tell him we are looking for Zagig’s key and he says he has it and is impressed that we made it this far. He wants to talk before handing it over. He pulls a foot long obsidian key from a drawer and begins to talk, almost more to the key than to us. “Twenty-seven years ago, Riggby, lord Robilar, and I released Iuz from a magical prison in the dungeons below Castle Greyhawk. We had thought to slay the imprisoned god once and for all so that he could never harm the Flanaess again, but we failed. The Old One walks Oerth once again, and no one is safe. The years since then have not treated us well. Even now, Riggby’s corpse lies at the temple of Boccob. And Robilar is… changed. A few years ago, at the close of the Greyhawk Wars, my old friend Rary betrayed me and the other wizards in the Circle of Eight. When the smoke cleared, Otiluke and Tenser lay dead, and my old apprentice Bigby clung to life by only the barest of thread. Rary’s betrayal was unexpected, though not entirely out of character. He always fancied himself a master chess player, so in retrospect, it was not surprising that he might seek to upset the board. The Circle had been struck before-indeed, it’s members had even been killed before. To prevent catastrophe, each of my wizards prepared special samples— bits of hair or flesh—from which a new version of himself could be created should disaster strike. But Tenser and Otiluke never had a chance, because their strongholds had been raided and sacked by none other than Lord Robilar, my oldest friend and companion. Robilar threw in with Rary for reasons I have never been able to comprehend, and his betrayal galled me and my associates since the moment it occurred. Rary’s defection made a certain kind of sense, but Robilar’s did not. Ironically, the journals in this very room unlocked the mystery. Centuries ago, at the height of Zagig’s adventuring career, he and his companions discovered a powerful artifact called the Orb of Opposition that acted as a key to an alternate world -Uerth, a place similar to Oerth but several shades darker. Strange doppelgangers of Zagig and his friends existed on this world, where they lived a life of villainy. Zagig and company swapped places with their doubles by touching the orb, and only after a series of great adventures did they manage to return to Oerth, imprison their enemies, and lay the orb to rest in the dungeons of Castle Greyhawk. Since Rary’s betrayal, I have become convinced that Robilar, in his exploration of the castle, somehow touched the orb and swapped places with his evil double - a being we encountered once before who calls himself Bilarro. My divinations reveal that Robilar— or rather Bilarro—has once again entered the dungeons of Castle Greyhawk and lurks there even as we speak. I once made a promise to Zagig that I would never again enter Castle Greyhawk, and I intend to honor my oath. You, however, are headed there now. You need this key get in, and I will give it to you freely on one condition. Find the Orb of Opposition. Touch it to Bilarro’s skin and return my friend to Oerth. Agree to this quest, and the key is yours, along with my best wishes. What do you say?” We agree and he hands over the key and with a swirl of his cloak, he vanishes. We search the room and discover Boccobs blessed book, manual of bodily health +2, manual of quickness and action +1, tome of clear thoughts +1 and a scroll of wish. We put them all in the haversack, besides the blessed book. Pike searches until he finds a secret door that opens to stairs which leads to a dusty room with a long corridor leading off of it. There is a desk here that he searches but finds it to be empty. He begins searching and notices footprints on the stairs that weren’t’ there before so he stops and hears footsteps on the stairs. The footprints are identical to those he saw in the forest. So he heads down the corridor, drinks his invisibility potion and sneaks back. He finds the monk moving down the stairs without actually touching them, calls out to Pike and tells him that he is being followed. Pike puts caltrops at the bottom of the stairs and gives the monk a sun rod. The monk asks what is down the corridor but pike says he needs to deal with the follower. Pike can still hear the follower on the stairs but they decide to move down the corridor anyway. It stretches a long way and ends at what appears to be a natural chimney. Pike climbs up through the rocks blocking the chimney and comes out onto a ledge overlooking a large cave. Moving down, and through the room he finds a small chamber with a rock column in the center. There are ropes hanging down and bones lying on the ground when suddenly he realizes that the ropes are tentacles and quickly moves through the room managing to not attract the attention of the 2 carrion crawlers lurking here. He hears something behind him so he stops at the exit and throws his tanglefoot . He can see that something is trying to pull out of the goop. The carrion crawlers appear to have heard it and are moving that way but don’t appear to find anything there. Pike then heads out again. The rest of us move back through the ladder, out of the chamber and back down the corridor. Where the wizards were, the corridor is now empty though the door is still ajar and the blue light is still pulsing. This room is a summoning chamber and we glance in on our way past, seeing 4 long pews and a summoning circle. A red robed female is gesturing madly in front of the flickering light coming from a demonic creature. All of a sudden, the bottom half of the woman hits the door and the creature breaks free. We take off at a run, and it teleports in front of us. Crap…

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July 28th, 2015

There is a short hallway which opens onto a medium sized room with a statue and items scattered around the floor. The statue is partially blocking the entrance and appears to be a human wizard turned to stone. The rest of the room is supernaturally dark and even Gonoan can’t see. He looks hard and there appears to be items of value among the detritus scattered about the floor. We move in to the room and begin searching, and notice another door. We find 1500 gp, 3300sp, 3 potionsM(vitality,oil of fiery burning, fumbling), ring of blinking with dwarvish scriptM, and plate mail +3 of elven makeM. Pike checks the other door and finds it is stuck so Gonoan and Beltin pry it open. We see another hallway with a Halfling thief turned to stone partway along. He appeared to be bending over to pick up some copper pieces when he was turned. There is a door at the end of the hall which opens to reveal another room with a large ogreish creature set to receive a charge turned to stone. There is another door beyond it which is stuck. Gonoan and Beltin manage to force it open and find a large room with multiple exits. A hallway and 2 doors lead off this room. The hallway leads to an empty room with stairs leading down. We start with the southern door and it opens to reveal 2 piles of bones in this otherwise empty room. There are 2 doors off this room as well. While we search the bones, Gonoan goes partway down the stairs in the other room and see a large table with chairs. There is a recent meal on the table being eaten by rats, which scatter when he peaks in. There is a doorway out as well. The bones hold nothing of value so we move back a couple of rooms and check another door. It is untrapped but a lot of moisture is present. Gonoan and Beltin open it and behind it lies a cavernous room with stalactites and stalagmites jutting from floor and ceiling with a door on the opposite wall. We notice bones on the ceiling, some of which are impaled on stalactites. Gonoan realizes the orientation of the features in this room is wrong. Obregon and Pike check the other door and behind it is a hallway that has been barricaded with a door just before it. We decide to start with the cave room and as soon as Gonoan steps in, he falls up to the ceiling taking some cuts and scrapes. Obviously gravity is reversed in this room. Beltin steps in and floats to the ceiling courtesy of his feather fall ring. Beltin spider climbs down to the other door and tries to open it but it is stuck. Gonoan manages to climb down using only his brawn and together they get the door open. There is a small chest towards the back of this room. We get to the other door in this room and force it open to reveal an empty room with another door. We get everyone across to it and find a hallway behind it. This long hall opens on to a 4 way intersection with a fountain in the middle. This operational fountain has crystal clear water. 2 other halls lead off while one direction descends via a staircase. Sanna checks the fountain for magic and scans the chest and other gear at the same time. Pike opens the chest and there is a severed orcs head with a large green gem in its mouth. Pike yanks it free and shoves a dagger in its place. The fountain is deep and clear, with necromantic and conjuration auras that Sanna believes could be either harmful or beneficial. Nat wants to pray and try to figure out what the fountain is. We decide to rest for the evening and the next morning Nat senses that this area is supposed to separate us. We decide to head down to the next level. The stairs lead down to a medium sized empty room with stairs going up and another door which opens easily. Beyond it is a medium sized room with some melted troll remains and two more doors. We pick through the remains and find nothing of real value. We inspect the southern door and Pike finds a trap on it. He manages to disable it and opens the door, revealing a short hall to another door. The next door hides irregularly shaped 2 rooms, empty but for some bones. There is a hallway leading off that goes to a 4 way intersection. One way is a long hall, another is a door and the 3rd goes to the room with the oversized table. We check the room first and Obregon can tell that some armored trolls have been through here recently. The tracks lead back the way we came and the only other exit is the stairs back up. We move back and go down the other hall, and take the first door to an empty room. So we head to the door at the other end and we hear what sounds like a number of armored trolls on the other side. The door appears to be easily knocked down, so Beltin steps up and kicks it in. Right in front of the door is a deep chasm before this fairly large room with a table at the far end and a door. There are 10 armored trolls and one human in purple robes with silver stars in this room. Sanna drops a lightning ball on the room as Beltin spits acid; shock and burn! The wizard attempts to cast a spell on Beltin and then flees the room through the other exit. Gonoan jumps across the edge of the chasm, avoiding a hit from the first troll and chopping off its left arm in exchange. With a roar, the troll hits him back with a swipe of its claws. Most of the others move forward, one of whom attempts to hit Beltin but can’t get through his armor. The ones in the rear shoot arrows at Beltin but all miss. Pike hops over behind Gonoan and lines up his shot. Obregon fires off 6 shots, hitting twice. Damn trolls!

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October 21st, 2015

We get through the other portcullis with the blink ring and make our way to Greyhawk unmolested. We arrive around midafternoon and head home. We split up the loot and Gonoan and Beltin move out to sell it. Sanna goes to the Mage’s Guild with Elaine and Natauru and has them look at the sword. They recommend taking it directly to Bigby for the best answers but he is not in at the moment. The dwarves keep it and study it for a few hours. In the meantime, she does some reading in their library, practices skills with other warmages and chats with an air elemental. Pike and Obregon head to the Thieves Guild to meet with Tiira. She arrives after a while and greets Obregon warmly. They relate what we found in the tower and ask what the city is saying about the impending attack. There doesn’t seem to be any immediate signs of it happening. She appreciates the information and tells them she has things to handle. Kellick has a task for Pike if he is willing. She then requests that he stay away from the church of boccob and the funeral of rigby as he is disruptive. So they split up, Obregon heads home and Pike goes towards Kellicks tower. After disposing of our treasure, Beltin and Gonoan proceed to the church of St. Cuthbert. There are a lot fewer people around now. Eritae sees us and greets us warmly, providing food and drink. We share our adventures and she questions us to her satisfaction. She shares that they have not discovered any new cultist cells and that church of boccob is being very secretive about the funeral plans. She thanks us and we go home. Pike arrives at Kellick’s tower and is escorted in to the sitting room by Arodotus. He looks around and see 3 domes under glass. One has a sack with something in it, another has a globe with mystical symbols and the third is a spiky evil looking cube. Kellick arrives after a short while and comments on the newer items Pike has acquired. Kellick wants a favor and asks him to dispose of something that is very dangerous. He wants Pike to lose it without getting lost himself. It is a cursed item that needs to be left where it will be hopelessly lost. It is called the demon box that once opened will allow unlimited demons to enter the world. There is a room in the ruins called the lost room where everything lost in the dungeon eventually ends up at. He needs to get lost in the tower to discover this room and then leave the box there. Kellick says lost a gold cloak clasp some years ago that may be in there and would appreciate having it back. He offers one of the other 2 objects as a prize, a deck of many things and the fist of Emirikol. Pike agrees and immediately leaves the city for the ruins. As he leaves, he makes a scene at the gate on his way out. Sanna returns to the guild and learns that a number of major figures went to the tomb of Halmadar the Cruel and were all killed. The big players were brought back to life but the sword likely belonged to one of their cohorts. She meets the rest of us at the Green Dragon Inn. As we approach the bar, Gonoan tells them to give a free drink to everyone in the bar which earns him some huzzahs and thanks. Sanna looks around, sees Tenser and finally finds Bigby talking to Kellick which raises our eyebrows. Sanna approaches and shows the sword to Bigby who asks to look at it. He says it belongs to a friend of his and he would like it back. Sanna would like a reward, actually a favor, and requests access to the secret room in the mage guild. Bigby says that if the room existed it is not in the building she is thinking of. Bigby offers to see what he can do to help and asks what she would like in exchange for the sword. She wants to ask the rest of us. Kellick leans in and asks where Pike is. She responds that he was last talking to him so he should know. Kellick says he asked him to do a task but didn’t expect him to go so soon. He then excuses himself. Pike is walking through woods and hears someone following him. He hides and hears some rustling. He believes it is someone of small stature like himself and has a general idea of where it is currently but can’t see anyone despite feeling that he should. It climbs a tree and Pike determines that it must be invisible or something similar. All of a sudden, he hears it take off down the road at a run. Pike continues on, moving silently. At the Green Dragon Inn, we talk to Rikard while Sanna talks to Tenser, both sharing our adventures. Sanna attempts to convince Tenser to tell us about the secret room and give us access. He says that it is not in his abilities to access. He will try and see what he can do and then leaves. sAnna does give the sword to Bigby without asking for any more reward. The bar begins to lean towards dead drunk so we go home. On the door is a note with a door symbol outlined in silver, a purplish column beneath it and Zagig written below that. Gonoan opens the door and closes it, suddenly there is a shimmering door shape hanging right in front of him. He sticks his hand through and Beltin pushes him in, and follows behind. There is a bed, dresser, table with 2 chairs, a few books and another door. We all enter and Sanna says it looks like a study room from the wizard’s guild. Nat says he doesn’t like it here and runs out. We look around and have Elaine hold the door open. Gonoan opens the other door and there is a hallway with other doors identical to this one as well as a couple of double doors. Is Zagig’s key behind one of these doors?

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October 7th, 2015

Pike climbs the statue while Nat counsels that at least some of us should move outside the room and shut the door. Pike examines the head and gem but finds nothing odd so tries to remove the gem and a burst of magical energy surges through the room but there is no perceivable effect. The statue begins to move so Nat casts prayer on the room, and Beltin scoots over and hits it with acid. Pike tumbles off its back while Sanna teleports a few feet away and hits it with an electrical orb. Obregon hits it with 4 arrows and Gonoan moves up to hit it but misses. The stone golem swings twice at Pike, hitting once. Beltin breathes acid at it again, Pike misses with a bolt and Sanna finishes it off with some more electrical orbs. It crumbles to rubble but we are able to recover the somewhat damaged large emerald eye (500gp). We shut the door and search the room. Pike discovers a secret door in the wall behind the golem. He manages to get it open and it reveals a small room with a chest opposite the door. We search the room and find nothing else. Pike checks the chest and opens it, revealing coins, gems, and an exquisitely crafted sword +1, neutral alignment with “enchanted by Bigby for elvish prince, Elibriel”. Beltin picks up the sword and feels a wave of weakness flow over him and immediately drops the sword. Pike picks it up and feels nothing. Sanna feels its probably about 30 years old. Beltin continues to dig through the chest and finds a scroll in a case. There is 1000pp, 3000sp, and 3 gems. We move back to the room the snake was in and go through the other door and find a small storeroom with several clubs and other rusted weapons. We search the room and find a secret door. Pike is able to open it and finds a small passageway with no other obvious exits. He finds another secret door and it opens on to the room with the dead Cyclops. We head back toward the fountain and go north. This passageway has a door to the right a short ways down and one on the left near the end. The first door opens onto an empty room with a passage that leads to a stairway and another door. The door opens on to an odd shape room with some stairs going down and a passageway. The stairs lead down towards an area we have already explored. Obregon looks around and can tell trolls and a human have been through here. The door leads to an empty room with another passage that dead ends. We find a secret door which appears to have not been opened in a really long time. Pike figures out how to open it and see evidence of an epic struggle between a human and a giant unidentifiable creature whose hands are wrapped around each other’s throats. There is something about the room that seems off so Sanna detects magic and senses a strong aura of illusion. Sanna steps in and the battle comes to life as this huge magical creature appears hale and hearty. The door has vanished and the rest of us seem to be gone. She is able to see through the illusion but not before an involuntary stream of urine runs down her leg. She warns the rest of us to stay out, takes Pike’s goggles of minute seeing and searches the room but finds nothing of interest. We return to the hall from the fountain and go to the door at the end, behind which is a room with a door and passageway which leads back to the room with the stairs going up. We open the door, smell smoke from an old fire and see 4 straw mats belonging to some hobgoblins. There is a door across the room that appears to be frequently used behind which is a crude stone altar with a crude wolf head above and it is covered in blood. The items of value have been removed. We decide this is enough humanoid movement that should be reported so we go to the room with the stairs. There used to be stairs down but they have been filled with boulders and rubble. There are caltrops scattered around this room but nothing else of interest. We head up the stairs until we are in familiar terrain as these are the stairs we used to first come down in to the tower. The portcullises are still down so we use the blink ring to bypass them. After we get through the first, we come across a ghost that appears to have been a fighter with a bastard sword and short bow. Gonoan sets himself on the landing as Sanna casts a flame strike at it which it ignores. Beltin steps up and breathes acid at it which does appear to hit. The ghost moves up to merge itself with Gonoan whose attack goes off but passes through. He gets another swing but still cannot connect. The ghost merges itself with Gonoan and asks if we shall continue our way out of the dungeon. Natauru manages to cast it back out and it flees up the stairs. Let’s get out of here…

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