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#AFTER the drow was talking about him like he's your slave with no free will???
blujayonthewing · 10 months
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so I actually am normal about astarion but I cannot stop thinking about looking up the thing with the drow in moonrise towers just out of curiosity about some minor thing about the followup conversation at camp and finding out that 'help, I'm romancing astarion but I made him bite that drow way back in act 2 and now he's breaking up with me 😰' is apparently a really common problem and I JUST-- YOU DID WH-- I AM TAKING HIM AWAY FROM YOU
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spacebarbarianweird · 9 months
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something i've found that really doesn't get much attention are drow elves. my first Tav was a seldarine drow and she faced so much scrutiny and verbal backlash just for simply existing, even though she was a follower of eilistraee and lived on the surface. would you happen to have any HC's (SFW or NSFW i'm not picky) about astarion with a Drow elf?
Drows are fucking interesting, people shouldn't ignore them! Especially this rivalry between Lolth-sword drows and Seldarine Drows, who refuse to bow before the Spider Queen.
And since I am in angsty mood, I will write some headcanons abour poor Drow!Tav who pissed Lolth and became a Drider.
Masterlist
Headcanons
Astarion x Drow!Tav
You are an outcast who denied Lolth and embraced the old Seldarine gods of your ancestors.
Your eyes are red, and you can see in the dark.
A native to Menzoberranzan, you were inspired by stories about Drizzt Do'Urden.
Who'd denied Lolth, fled the city of slavers, and left to see the world outside the Underdark.
Of course, as a woman, you have nothing to fear. You are a daughter of a matriarch, an heiress. Why leave the city? Why embrace struggles?
Drizzt was a man, after all, and men are worth nothing in the eyes of the Drow women.
Still, you left.
And saw the sunlight for the first time in your life.
It burnt your eyes and left terrible sunburns on your delicate dark skin, but it was the happiest day of your life.
You got a hood and glasses, and some people think you were a vampire.
Actually, sometimes it's better to pretend you are a vampire than tell the truth about being a drow. Especially, to the elves.
But you are still very afraid. You are afraid of Lolth, who can get you and do something awful to you.
You find yourself with a tadpole in your brains - a tadpole that promises to save you from Lolth and your own kin.
You share your fears with Astarion - who also sees the tadpole as an opportunity to free himself from his evil master.
You actually have a lot in common. You understand his awe when he faces the sunshine - you felt the same when you left the Underdark.
And stories about Drizzt! You are two absolute fanboys!
He's read stories about him, and you grew up in his homecity. You even personally know people who knew him (and you are a bit related). 
You talk about every single story about him, building theories and discussing facts. 
And Astarion makes you tell him about Menzoberranzan. And the Underdark. And drows.
Besides, he has his racial stereotypes, you have yours.
By telling him this, you realize how much you miss your homeplace.
Of course, the surface is nice, but you notice your sight is getting worse and the skin suffers under sunshine.
When you face Oblodra at the Moonrise Towers, she orders you to give her Astarion, considering him your slave and concubine.
You refuse. One of the reasons you left the Underdark was because you hated that men were treated like something less than women (and gender inequality sucks in every form).
Of course, there is a lot of talk about boundaries. As a drow female, you love being in charge, you've been raised like that. Women rule, men obey.
Difficult to change.
Astarion, let's say, is ok not to be in charge, but he just stops talking to you if you command or order.
At the same time, it's something new for you as well. You've had lovers back home, obedient men, smaller in size and weaker in strength.
Having relationships with a man who isn't like that is something new.
When Astarion refuses to ascend and confesses he is afraid to lose his immunity to the sun, you take it as a sign.
Time to return home.
No matter how you love the surface, Astarion will be safe in the Underdark.
And all these spawns who owe you two their freedom. They can become your personal army, should you decide to start a war against the Spider Queen and her minions.
--
Tag list
@tugoslovenka @marcynomercy @wintersire @vixstarria @not-so-lost-after-all @ashiro20 @theearthsfinalconfession @herstxrgirl @starlight-ipomoea @micropoe10 @astarion-imagine-archive @veillsar @elora-the-slutty-songstress @fayeriess @lumienyx @astarion-beloved @tallymonster @caitlincat-95 @tragedybunny @valeprati
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iamthunderhearmehowl · 10 months
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BG3 HeadCannons that WONT LET ME SLEEP
I have to share the headcannon that is living rent free in my head rn otherwise I will NEVER go tf to sleep bruh.
Okay so like WHAT IF - hear me out, WHAT IF, Halsin did have a child?? What if he - during the time he was held a prisoner in the underdark (as basically a sex slave) actually sired a daughter. He said he broke out during an altercation and didn't know what happened to his captors. He obviously wouldn't about his kid.
WHAT IF he had a daughter who was half drow - who grew up and was raised in the underdark; maybe she's the bastard child of a princess? Who knows. But what if she realizes that something is up - she's different than the other drow. She has his eye color, she has his kindness/ gentleness - she is unlike her mother who is cruel and abuses her power of position.
She is more than likely just as beautiful as her father, if not more. A flirt? 100% this kid would have Halsin's rizz.
She's a druid for sure - doesn't quite know it yet. You think Halsin is a mf tank as a cave bear???? I have reason to think that his child - can turn into an ABSOLUTE NIGHTMARE OF A BEAST. I'm talking like a Carnotauros.
While she is gentle and kind, she also has her mother's temper. Do not cross her, do not trust her little doe eyes. If you were ever to hurt someone she loved or double crossed her she wouldn't think twice about gutting you like a fish.
Another thing:
We all know that Halsin's heart is made of gold - he sees nature as a thing of beauty, bountiful, warm, fertile, prosperous. He sees balance.
His daughter sees nature as survival; chaos. She understands that there is thriving and then there is SURVIVING.
He is the warm mountain breeze and she is the tempest of the storm.
(forgive me - I can see in my head what I'm speaking of but typing it out and explaining it in words is difficult)
I would think that as different as they are Halsin would love her fiercely (that's his kid after all), though she would be a young adult at this point
Maybe be a little over protective??
ANOTHER THING:
in BG3 you're supposed to be able to have a companion of each class - what if you have:
Mol as your Rogue (young adult)
Arabella as your Sorceress (young adult)
Halsin's Daughter as your druid
BUT THEYRE LIKE BEST FRIENDS. IT WOULD JUST BE SO CUTE.
maybe they're a polycule? Maybe they're like idk the powerpuff girls? Maybe they're 3 best friends who - constantly get into mischeif ?
Would Halsin not approve of TAV romancing his daughter????
Can his daughter romance Dammon?? (I'm still butthurt that I can't romance him in game)
WILL I EVER FUCKING SLEEP? I CAN'T STOP THINKING THAT THIS IS A MOVIE/GAME I WANNA WATCH/PLAY
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anyways thanks for coming to my ted talk. Hope my melatonin kicks in soon <3
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katnaxel · 1 year
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Hey so idk ur ocs so just go off about your fave. Talk about em. Gas em up. Talk about them like a parent talks about their child. Embarass them!
I can't pick my favorite because I love them all, but I will talk about Vasyrrin as he's recently finished his campaign!
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Vas is the second son of a lesser family to the lesser court of his drow home in our homebrew campaign. His home life was quiet in the sense that any sudden movement might cause an eruption of conflict, but he had no qualms keeping his head down alongside his older brother and just doing what needed to be done within the family mines. Unfortunately for him, his mother had plans of grandeur for both of her sons, and the two were quickly sent to be soldiers due to their large builds. Vas' brother, Vynlar, fell upward and became a crowd favorite in the Pit (or a gladiatorial arena) and was later dubbed Champion of their court. This put a lot of pressure on Vas to preform just as well, if not better. Unfortunately for him, he was never as good as his brother, and this lead him down a road of grueling punishments, isolation, and constant fights in the Pits. He became a brute, armed with a hammer rather than a sword, and grew cold and calloused to those around him.
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Fortunately, he found himself on the surface after a mission gone wrong, after he was sent to exterminate an escaped enemy during a clash of the Courts. He and a drow named Valjasna (played by @anna-yells-stuff) were now free of the madness of their home. They were quickly scooped up by slavers, and sold off as exotic goods. A long boat ride later and they found themselves as farmhands in the human nation. This is where the campaign began - they were randomly selected and voluntold to go deal with The Corruption, a 30yr blight that was slowly swallowing the land. He would do what he was told, as that's all he's ever done, but that didn't mean he had to like it.
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The early days were rough. Vas was explosive, determined to be respected as a person, not a lesser being. He also hated mages, and the fact that our assigned leader was a High Elf Wizard only created more tension. But, over time, the gang realized that Vas' real problem wasn't the need to feel powerful, but it was the fear of being disposable. The party assured him he wasn't something to be beaten and thrown away if he failed, but that they also needed him to protect them instead of turn on them whenever he was scared. And slowly, over time, he got better. Underneath all that snarling violence was a pretty chill dude that just wanted some peace and quiet as he tried to unlearn years of toxic behavior.
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However, that all changed when Vas, and the party, learned about the secret weapon his mother had turned him into. The BBEG arrived, and said "Looking Glass." Vasyrrin was now mind controlled, and a puppet of the enemy for the months that followed (as IRL I had to move across the country tehe)
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He was put on the throne of the very kingdom he was once a slave in, a pawn in the game of Arch Mages and Royalty looking to establish their view on world order with the Corruption looming overhead. His party was captured and prisoned, but eventually broke out and managed to help Vas break free of his spell. One crazy fight with a mad mage later, and the party escaped the castle.
At this point though, the party was at a breakneck speed to end the Corruption, and Vas was left with a paranoia of questioning which reality he was in at any given time. The party ranger, Briar (played by @shahenor ) took the time to check on Vas, and the two grew very very close at the end days neared.
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And we did it! We fought the Corruption, The Undead Dragon, and the BBEG - which turned out to be the Human King Augustus himself, who was feeding an endless supply of adventurers to the Corruption in the name of immortality. We even met the God of Gods, and made a wish to cleanse the world. The Corruption was gone, and Vas was officially free of his bond with the party, some of which he never really liked. With it confirmed that their mission was complete, he simply turned and walked off. No longer would he be a pawn in someone else's schemes, he was to live his own life by his own rules and finally be left alone. ...Well, alone after one last night with Briar of course...
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And that's it! That's the story of Vasyrrin Khalazza!
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amaranthsynthesis · 11 months
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Hey um, if its not too much trouble (I get sometimes a character is trans and that's not the big part of his story) would you mind talking about that for Ballard?
I'm trans and its been really nice seeing all the trans Tavs/Durges. Ballard is my fav. :3
hi anon it is not too much trouble at ALL, I have a lot of thoughts about trans characters in fantasy in general and Ballard in specific because I am incapable of being chill even for a moment. THANK YOU for asking and for saying he's a fav <3 <3 <3
Quick disclaimer: Like. A trans character (either hc or oc or canon) is never gonna be something I don't love; I remember when this just wasn't something you saw in fandom spaces at all, let along in actual media. I remember reading Khaos Komix in 07 or 08 and getting to Tom's story and feeling so strange and overwhelmed in a way I genuinely did not understand for another decade, bc I didn't even know it was an option, let alone one that I was identifying with--and I didn't encounter it again for fucking ages! But we're here now!! That's exciting!! That being said: I don't really get a ton out of settings where it's normalized and perfectly accepted and easily obtainable, the kind of toothless fantasy escapism that just tacks it on like it changes nothing about that character's childhood or adolescence or relationships or ability to connect with others. I'm not saying every setting has to be violently transphobic (although there is a kind of validation to that kind of story!), but the opposition to/hostility to/ignorance about transness is such an integral part of my experiences that I don't connect without those elements. So all of my trans characters (which is most of them, at this point) are very deliberate in how I conceptualize their gender and how it affects their story.
So to Ballard specifically! Backstory dump et all below the cut, this turned out.... rly long. I'm doing an ask game as well, feel free to send some questions in :3
Ballard grew up in Menzobarrenzen, fostered into House Halvyriin after the Matron received a dream from Bhaal about the baby he made and just kind of dumped on the side of the road (thanks dad). Drow society is matriarchal, and he was raised as female with the intention of taking a leadership role in the House and in Menzobarrenzen in general--his education consisted entirely of martial skills, diplomacy and communication, oration, discernment, etc. He wasn't permitted to learn any of the arts, or to really associate at all with anything 'frivolous'. Getting a beautifully crafted knife and just wishing for it to have been a necklace, or a doll, or a lovely tunic. I think he understood even at the time that this wasn't even a standard all girls had to meet, or even all presumed-heirs, but because of his nature he had to be the best weapon possible, without weakness or flaw. They do not hide it from him that he's Bhaalspawn, and in fact make it very clear that he was a gift to them from Bhaal and he has a grand purpose to achieve, but in the House and in the world outside.
His training was accelerated, and very intense, because the first time the Dark Urge came for him he was six years old and took out a a dozen or so people in the House before anyone thought to be prepared for a two foot tall murder machine--mostly servants or slaves, so the Matron was able to take it in stride easily enough, but after that he was very closely monitored and controlled, and severely emotionally repressed. This is the first time Sceleritas Fel showed up, after the bloodbath when Ballard was alone again. He offers some amount of advice and comfort, and indicates he knows much that Ballard does not: "You are ahead of schedule, my lady--no, that's not right at all, is it? Worry not, my lord, and know that your father has a plan for you. You must focus on your lessons, for now, and we will meet again in time."
(I think if you have a demonic butler who can die and be resurrected with zero difficulty or complication he SHOULD have some weird timeline powers, imo. Love Sceleritas as comedic relief, but also as the first and only genuine care even approaching parental feelings that Ballard ever had.)
He's six, so he fuckin forgets, and the urge is quieted enough that it doesn't trouble him for another ten years; so he very dutifully allows himself to be pruned and shaped into a perfect female heir and a perfect tool. At 16 he has his first period, and that, combined with the effects of puberty he is already having, drives him into a rage he cannot define the source of. He is in the process of destroying his room to the stonework when Sceleritas comes back--he only doesn't immediately kill him because he's so surprised to see this person he had assumed was a figment of his childhood imagination. They go through this whole exchange of 'my lord', 'why are you calling me that', 'I'm not wrong, even if you don't see it yet', 'well I don't have time to deal with this right now do I so (chucks it back in the vault)'. And then Ballard only interacts with the concept of his gender very intermittently and with both hands over his eyes for the next twenty years. Sceleritas is very firm in only calling him 'my lord' and 'young master' as he teaches him knives, poisons, etc but he simply does not address him in mixed company, which is not very often. Everyone else finds him deeply disturbing.
Only two other people ever know, while he still lives in the underdark. The first is Imton, a follower of Loviatar who is brought in as one of Ballard's many tutors to teach him a) 'to teach him stoicism in the face of pain' and b) to teach him how to apply violence and brutality without killing. (He is based on every fat drag queen I have ever fallen briefly in love with from the audience seating--super pretty, gorgeous, draping clothing, tons of jewelry--very sparkly shiny). Imton is known as 'the Jeweled Whip of Menzobarrenzen'--he is a very highly regarded sex worker, as much as anything else, and he ends up being Ballard's first lover. He has a lot of feelings about his first time, since Imton was still teaching as much as he was fucking and Ballard was somewhat infatuated with him, but he has such a bad physical reaction of disgust and shame afterward.
That's the final nail in the coffin for 'ah, I cannot keep ignoring this, can I' and he ends up having a bit of a breakdown trying to explain it to Imton without having any of the necessary vocabulary. Imton, being a worldly and reasonable guy who interacts with people who are not just Lolth and Bhaal worshipers, is like 'Ah! Ok. I can work with that. Let's get you some information.'
(Imton gave Ballard his dagger earrings he wears most every day and is also who the Emperor sniped it's dream guardian look from, fun little facts that don't make me upset at all.)
The second person to know is the Matron Halvyriin, and it is not until the second time Ballard tries to challenge her when he is 36. (A 'challenge' being my way of reconciling WotC 'elves reach social maturity at 100' with the actual timeline in BG: drow are expected to mature faster, and can prove their growth by besting their head of house in combat in order to be treated as full adults). His first, a decade prior, he failed; it's not expected that this time he will succeed either, as most don't until their 50s. He does manage to beat the Matron, however, to everyone's surprise including his own. She expresses the first pride she ever has in him, and says he will be the best Matron the House will have seen in generations when he takes the position from her.
Ballard confesses that he cannot be the Matron, and reveals himself to be a man to her, and it all goes to shit very rapidly after that.
He explains to Gortash later than any other Matron would most likely have killed him for that, and that she would have, too, if she had not loved Bhaal more than Lolth. She tried instead to banish and disown him. "Her mercy was her own ending," he says. He killed her and most of her guard and then everyone between him and the exit, and he burned House Halvyriin behind him when he fled. Later he finds out hardly anyone survived, and the house itself is no more--he still uses the house name so other drow are occasionally surprised to find some far-flung male of the lost House Halvyriin.
Sceleritas guides him to Baldurs Gate, when he leaves the underdark, and he's able to use some of the information Imton gave him to pursue transition. I imagine that HRT isn't too difficult to find, given alchemy being so easily accessible, but it is a bit more specialized so not every shop will be able to help. Part of me wants to say Sceleritas helped with top surgery but we have seen his surgical skills and I do not think that wise! It's reasonably straightforward at this point, except that the combination of the dark urge, a lifetime of repressed emotions suddenly given the opportunity to express themselves, and the hormonal volatility of second puberty means that for a year or so Ballard has a really hard time maintaining control of the Urge, and does a couple of really badly managed murder sprees he doesn't remember well.
This is before he's able to take control of or clean up the remnants of the Bhaalist cult in Baldur's Gate, so he ends up commandeering like a single dingy cell in the temple to lock himself in werewolf-style whenever he takes the potion equivalent of his shot every couple of weeks. Once his body got used to the new hormones it settled down! And, freed from the expectations of the rigid society he grew up in, he experiments more with pretty things. Earrings, necklaces, costume jewelry just as much as actual gold or silver, beautiful and embroidered and sheer fabrics, growing his hair out, wearing makeup etc. He likes to be pretty. He doesn't let it impact his mobility or access to weaponry, and he has to be fairly practical about things getting ruined by blood, but he's never without some simply jewelry or makeup prior to the tadpole.
I imagine that trans people aren't common in Faerun, but they aren't super unusual either. Most of Ballard's lovers have been surprised to find that he doesn't have the equipment they expected, but are reasonably willing to adapt to the situation. Bottom surgery isn't something he is interested in, but there are certainly some options available for both sides of the fence, both in terms of actual surgery and in terms of augmentative devices.
After the tadpole, when Ballard doesn't remember anything, he doesn't even think to wonder about his body or top surgery scars--it registers as normal. If prompted he is able to retrieve the information, but it's also very funny to imagine the first encounter he has with Astarion has a brief moment of 'what is THAT' (local man has forgotten about penises).
This is such a ramble and I'm sure I will remember things I meant to include later, but yeah! There are soooo many trans tavs and durges and they have been nothing but a delight to see, I love them all and I love hearing everyone's interpretations.
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wolffyluna · 5 years
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Hi, I'd love to know your drow OC's backstory. I've finally started to read about drows and made my first drow OC last week, so now I'm loving them.
Hello!
Before I get into the backstory, I have to note that this character isn’t from any one DnD setting, and the setting he’s from is kind of a high speed mishmash of various settings. So there’s probably a few things in his backstory that won’t fit eg the Forgotten Realms settings.
Also he still doesn’t have a name. Woops. He shall be, for the purposes of this, referred to as The Currently Nameless Drow, or TCND.
He was born in a reasonably sized drow city, to an accountant mother, a bodyguard/guard-of-valuable-stuff father, and later on had a younger sister. His family were not the lowest of the low. They were vassals, not slaves. And they were not the poorest of the poor--
--but they were pretty dang poor. There was always running right along the edge of being able to buy food (which can be quite expensive in the Underdark) and pay their taxes to the noble house they owed fealty to (which was the one thing stopping them from becoming slaves.) Guards are pretty dime a dozen, unless they were particularly skilled, and while his father wasn’t unskilled, he wasn’t skilled enough/didn’t officially go to the fighter’s school to be able to command a higher price for his services. And accountancy also wasn’t spectacularly paid. And it was dangerous work-- no House wanted to be caught cheating their tithe to the Church of Lolth, but they all did it. So an accountant was in the dangerous position of knowing the real numbers, and having to convincingly create fake ones. If they screwed up, the House they worked for would throw them under the bus.
When he got older, his dad taught him how to be a guard. But he also taught him a few things under the table: worship of Vhaeraun (god of drow men, and also ‘oh my god Lolth is a disaster, we gotta fix this’) and how to steal. (His mother...she wasn’t a devout Lolthite, but she was of the opinion ‘better the deity you know’ and had a low opinion of Vhaeraun. So her husband took steps to make sure she never found out he or her son worshiped him.) The learning how to steal was so that they could stay on that ragged knife’s edge of both being free and full of food. 
One of the things you learn as a drow thief is that if you can, you never steal from a noble house. And regardless of that, you never steal from a noble house on behalf of another noble house.
...but, shortly after The Currently Nameless Drow reached the age of majority, his father was injured. Not in a way that couldn’t heal, but he’d be out of work for a few months unless he was magically healed. ...they very much couldn’t afford magical healing. They very much couldn’t afford ~1/3 of their money making capacity to be out of action, either.
TCND took a contract from a noble house, to steal a magic item from another noble house. He knew that, at least in common understanding, that was a bad idea-- but the amount of money would cover magical healing. He wasn’t in a position not to take it.
He managed to steal the item, and give it to the noble house that had contracted him. But he’d failed at leaving no trace.
There’s a reason you never steal from one noble house on behalf of another. When you steal for commoners, it’s hard for them to throw you under the bus if you get caught. But nobles? Oh boy, they have a  great stock of buses to throw you under.
TCND fled to the surface. He had two noble houses baying for his blood, and he figured that’s how far away he’d have to get before he became more effort than it was worth it to catch. And sure, there was a great risk he’d die before he got to the surface-- but a great risk is much better odds than the certainty if he’s stayed in the city.
He fled. He reached the surface.
He had no money. No friends, community, allies, anything. No one trusted him as far as they could toss him. He didn’t speak the language.
He had two skills: fighting for people, and stealing things. And when you can’t speak the language, and even if anyone could talk to you, they probably wouldn’t hire you-- you have to steal.
(Things may have gone different if he’d ran into any other worshipers of Vhaeruan around this time. But he didn’t.)
So he ran around panickedly burgling things. (In the middle of the night, because the Moon was really bright, and his eyes hadn’t quite adjusted to that, let alone the gods-damned Sun.) And he was stressed and panicked all the time, and the way that surface houses were designed different kept messing him up, and maybe the noble houses were still following-- in short, he was stressed. And he got sloppy.
...to the point that he fell down the stairs of the house he was burgling, and woke up the occupant.
The occupant was a cleric of the dwarven god of travel. Who was probably more thrilled to find a slightly panicked drow trying to steal his silverware than he should be.
Recently, he had been part of a drunken theology debate that turned into a bet.
The other cleric believed that once someone acted habitually evil, even if they were only slightly evil or only doing evil because of outside forces, it was incredibly difficult for them to break the habit and become good. Those raised in drow societies, or had tieflings that had slightly-evil tendencies fiendish blood tended to give you, were, in their drunken words, fucked.
But our cleric didn’t think that. Breaking the habit of evil wouldn’t be easy, no, but it would be easier if someone was only slightly evil or coerced into evil. With time and attention, it would be quite possible for drow and tieflings and other people raised in evil societies to become good. They just needed to form the habit! And he would -*hic*- prove it... with an adventuring party! Yes, an adventuring party. Those he brought into the party would be stuck with him over a long period of time, and adventuring would be a good way to help build new good habits.
...when they sobered up, the other cleric hadn’t forgotten the debate, but didn’t care about it. But our cleric still did. And the adventuring party idea would be a good proof of concept... He kept an eye out for likely candidates, and he’d found a few. A tiefling sorceror trying really hard to pretend to be an elven wizard and failing badly (though she probably barely counted. She was a tiefling, yes, but she didn’t seem the habitually evil.) A grumpy bard, who’d escaped the fall of the local Wannabe Evil Overlord’s microsociety (now, she could be called habitually evil, so that was a good start... but she had also been rescued by a paladin who’d started some of the work of breaking those habits, so she wasn’t exactly a fresh case.)
But now, tangled in his stair bannisters, he‘d found a bona fide, raised-by-drow drow, who was currently in the middle of an arguable evil act (ie, stealing from a good aligned cleric.)
So TCND ended up joining the part of complete misfit weirdoes. And our cleric’s plan-- worked? Especially for TCND. Because when he wasn’t having to steal and kill from people to survive, when he had the spare resources-- he wanted to help people. And he wanted people to not ever be in a position where they had to steal and kill and double cross to survive, and he wanted to help that come to pass.
(Along the way, he ended up converting to the worship of Eilistraee (the goddess of good aligned drow, and also freedom.) He lost his liking for Vhaeraun the more time he spent away from the Underdark, especially Vhaeraun’s goal to make drow the rulers of the surface. And he appreciated Eilastraee’s belief in free expression, because he feels things deeply and enthusiastically, and likes not having to keep that under wraps like he used to do in the Underdark.
Though he has Opinions about the branches of Eilastraee’s church that don’t let men be clergy, even though he has 0 interest in being a priest. He’s glad his ‘local’ church does let men be priests.)
(He also later met a drow wizard that made magic items and sold them, who was pretending to be a non-drow elf (somewhat more effectively than the tiefling sorceror, too.) They hit it off fairly well, occasionally met each other at church does as well-- and ended up falling in love. Their currently affianced, and when TCND isn’t adventuring, he’s helping with the shop.)
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bedlamgames · 6 years
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Q&A #94
Today we have various forms of removal, the new biomancy assignment, and corruption among others.
nh-maikochan said: Regarding the bimbo slave not being sold: Yes she did have bimboborn. Also, I think I may have sent a message like this before and have totally forgotten. If this is just a repeat, feel free to ignore it. 
Thanks that really did help solve the issue. Should be sorted now as of the current update. 
doof-ex-machina said: Hello! Could I ask some question about one particular problem I'm facing playing No Haven? The thing is, when I try to save a game and then load it, all the names of slavers and slaves in the boxes disappear, and that's just 'Slaver 1', 'Slaver 2' and so on that are visible in Inventory, Visible Characters and Room Objects boxes. I tried all the versions of RAGS available but none of them helped to solve the problem.
That’s a RAGS issue. Make sure you’re saving only when it is safe as detailed at the beginning of the game. Other than that if you finish day the names should update back to normal. 
Anonymous said: I cannot for the life of me figure out how to remove someone from a current role in the camp on No Haven.... would you be willing to tell me? I am probably missing it because it's stupid simple.
No problems. Same way as setting them to the role so Right click > Talk to > Assign to an Encampment Position > -None-.
There’s a couple of positions like second-in-command where slavers will resist giving up power and for them you’ll have to use more nefarious methods. 
Anonymous said: [NH 0.821] Bug / suggestion: My slaver has Dolled Up, and a ton of other corruptions, which is great, but the description is weird. Due to DU, it describers my slaver as having "dark crimson rubber skin[...]" and then "have eyes[...]covered up entirely", but the very next line describes my ponytail. Hair on red rubber is a weird mental image. Might I suggest that DU simply makes the skin rubbery rather than changing the color? That, and not replace the eyes? I miss my heterochromia. Thank you!
It is corrupted rubber of perversion and evil so is capable of having holes for hair :)
Also one of the risks with corruption is you can very much lose as well as win such is the risks of flirting with depravity for power be it traits, arms, or even your nice eyes. 
Anonymous said: [no haven 0.843] so I tried to do basic bimbo training with a slave that had advanced obedience, selected 2 slavers and noticed it needed 3 so I clicked on slavers and then it began the assignment blocking the slave slot but not starting the assignment AND removing the slave permanently, seems like it is also overflowing because I'm getting "not enough to defend the encampment" while I have 6 out of 8 slavers in the camp.
Thanks for letting me know and will sort it for the next update.
Anonymous said: Love the new update, though I have several questions. A: How does one start the quest to gain better Biomancy? B: Say I had a Second-in-command who was set as my characters former owner. This seems to give the character massive bonuses to respect checks. My character has Dominator and Thrallforge, but I still cant succeed Dominating to get him to go nude, etc. Is it currently possible to succeed at such a check? C: Is there currently no way to force a 2nd out of their role via the respect check system? Surely we should be able to dominate or trigger them into giving up the post? D: On a related note, why is there no option to dominate when trying to force a merc to join the camp? E: Is there some kind of block preventing me from shrinking an Amazon Futanari's cock with Biomancy? I tried dozens of times, and never had any results. Anyway, thats all I can think of for now. Look forward to your answers. If I remember more Ill ask. Again, love the game and update! 
The new assignment that will start the biomancy chain begins in the City of Aversol. It's a rare assignment, can be done by anyone with or without biomancy, and like bred to be broken you need a certain amount of gold in the stash to find it.
Theoretically I think? It’s going to be a long shot though unless you can mess with them like making them a bimbo through corruption or send them off on quick as you like.
Not currently. Will think about it. 
Dominating is a short term will overwhelm so once it’s done the merc would just be unhappy and leave.
Futanari for plot related reasons which I swear I’ll get to eventually can’t have their cocks shrunk by biomancy.
Anonymous said: Since we already have Recruiter customization options for brother/sister, any chance we'll see father/mother or son/daughter added as options? I'd love to see that feature expanded on in general, especially if it adds more options for incest.
I’ll think about it. Not super into incest as it is, and the parental versions even less so. Saying that next update will have some implication in regard to one of the assignments so it’s possible as long as it’s not that much of a focus.
madron-fc said: Had the following happen to me in 0.843 of NoHaven, not sure if it is intended behaviour: I went on the Mountains asignment to catch the male drow after which I did get the request to fullfill. After doing some training on the new slave, I realised that the opportunity was no longer listed amon the asignments. I thought it might have just timed out without me noticing, but way later into that same game I got a notice for that very opportunity to soon time out. my guess is that when I completetd the advanced Sissy Training and the Slave changed name, the asignment disappears, but I do not have a save of that time so I cannot test this.
Huh, okay. That opportunity is timed in regard to expiry, but that does sound off. Will check, thank you. 
And now some more from outside of the tumblr:
From Hypnopics: Is the demi Angel commission added to the game?
If you mean the four-winged Truly Divine one then that commission is being used for an assignment next update.
From Hypnopics: This game really needs a way to quickly and easily dismiss slavers and slaves you don't want. You should be able to immediately sell slaves taken as loot, even if only for 15-20 gold and able to R. click - dismiss slaves and slavers. I keep hitting a wall with content blocked because i have too many mediocre slaves/ slavers.
Update following the next one is going to be about having a more reliable way of freeing slaves than sending them to the whore makers. Slavers I always wanted to be one of your challenges to manage with more events coming involving them working to undermine your authority which is why you're limited to assignments like Sudden Betrayal. Saying that there likely will be more options to manipulate their morale/reputation to get them to bugger off coming in future. I'm also planning to introduce slave mines/farms/temples where you'll be able to parcel off a whole number of slaves and slavers at once for an ongoing bonus and the occasional choice/assignments to keep them going.
From TFGames: Loving the new update so far. I was playing with the slave mantras and really liking them, but had something happen. Had gotten two mantras on one slave, Obedience, which had fully embedded, and Sissy, which was at the advanced stage. I was planning on adding some more later, but wanted to finish his proper training first. I ended up getting a crit on Advanced Obedience training and giving him the Obedient trait (there's too many uses of the word Obedient in this paragraph). After that, I couldn't select him for hypnosis. I suspect because of the Obedient trait, it thinks that he has the Denial mantra embedded (which also gives the trait and blocks other mantras). Also, I haven't tried yet, but does the Bimbo mantra block Bimbo training? I had a couple odd situations in the previous version where traits gained outside of training blocked those associated trainings. Two main examples: Had a slave escape, recaptured with a crit, then escaped and recaptured with a crit again, giving them Obedient. However I couldn't do Advanced Obedience Training with them any more. Second was had a slave at Basic Sissy training stage and they got the Pretty Maid corruption result, switching them to the Sissy gender, but also blocking the Advanced Sissy training option. No I know these might be redundant, but the trainings alone add value to the slave, but then getting traits with shortcuts or luck could be a balancing factor, so it might be intentional. Anyway, this was in the last version so it might not be in the current one.
Those are both connected issues and kind of working as intended. If you get what the training/hypnosis is basically trying to achieve then that training/hypnosis becomes no longer available. Think about it as having different paths to the same result. Does mean that you don't get the same value bonuses, but I think I'm okay with that as it reflects how long you spent perfecting the slave and keeps them from being quite so similar in the long run. I do agree though that this can feel off and I'm open to other takes on this as it's feedback I've heard a few times now.
From TFGames: I voted Lamia because I feel like keeping track of all your slavers and all their traits is exhausting and starting with one fewer gives you a bit of time to get familiar with them before adding more.
There's also elitist and proactive under the full custom options if you want to start with less slavers. If you want to go full minimalist there's also the golem scenario where you start with only three slavers.
(This is in regard to the current poll running on the TFGames discussion thread)
From TFGames: Hello, I just spent about 20 hours playing this awesome game for the past 3 days!! It made me insane. I especially loved exploring the limits of corruption and biomancy. There is a lot of content with cum consumption, which is pretty cool =). There's one thing I didn't get: how to raise the encampment leader's tolerance for highly rated armors and clothes? I could wear a 55 rated item at most, but that's it. Oh and also, can the encampment leader get corrupted to the point of getting Babydoll? Or is that just for other players? I managed to inflict Babydoll on two slaves, but never on myself. Anyway, this game is awesome =D. Thank you for doing this.
Thank you, I'm glad you've been enjoying it! The clothing limit is in place to prevent you completely fucking your ability to lead by putting yourself in bondage. Then now the takeover options are included I may just remove it so you can see how long you can last while being in an armbinder and the like   Babydoll for now is limited to others. Will possibly change this again given the takeover options as such a naive and gullible leader is also not going to last long at all. Though for that I'd want to include more personalization for the player to properly reflect that corruption. 
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terrahistorian · 6 years
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TELL ME ABOUT JAX'S BACKSTORY :D
Okay, so, this might get a bit long. Jax is one of the most funcharacters I’ve played in D&D in years, and his story has takena lot of turns I didn’t expect, as the best ones always do. Thefinal draft of his backstory was born from several conversationsafter the game began, ways of integrating his story into what we weredoing, and giving him a personal stake, without redefining him.
JX-195 is a 6 year old Construct that killed his creator.
His first memory was of looking out from a pane of glass, floatingin this strange, viscous fluid. After many tests were done on him toconfirm he’d survive his, “Birth,” he was taken out of thechamber, and given his designation, JX-195. The Archmage who createdhim was never given a name, simply being referred to as, “MyCreator.” JX-195 was but the latest in a string of experiments,constructs made using different parts, different methods, differentarcane tricks, all in the hopes of reaching, in a sense, godhood.Creating life from nothing. In order to blend the organic andinorganic parts in JX-195′s creation, the Archmage developed avariation of the Mending spell, transcribed as runic tattoos alongall of his joints. This kept his flesh from rejecting the densermaterials comprising most of his skeleton, but had an unforeseenconsequence; every wound JX-195 received scarred rapidly. Overtime,he’d be more wound than flesh.
JX-195 was a failure. Through teaching him how to read, write, anddispatch of some of his lesser, “Siblings,” his creatorlearned that while JX-195 was an impressive machine, he had noemotions to speak of. No drives, no sorrows, no joys, he simply didas he was told. The archmage saw JX-195 as a blemish on his work,something to be wiped away quickly and thoroughly. JX-195 disagreed.So he took a surgical knife, and stabbed his creator in the backuntil he stopped twitching.
Taking the clothes on his back, the coins he’d been told hadvalue, and his creator’s hidden research notes on his construction,JX-195 set out to see what was out there in this grand world that hadbeen kept from him. He soon learned, however, that his creator wasnot the only foul being out there. In fact, he was nothing if not thenorm.
Beaten, bloodied, his coin stolen, barely holding ontothe, “Meaningless gibberish,” that were the tomes of hisbirth, JX-195 was found by a seemingly generous man. He offered warmmeals, a roof overhead, and work that involved travel and delightsbeyond imagining. He was a slaver, and appealed to JX-195′s baseneeds. Which, technically, were met, and JX-195 understood his placein the world. While there, he was branded across his right eye, andmarked as property of The Matron.
One night, bandits came. Freedom fighters, slaughtering themasters and freeing their slaves. Their leader, Cre’en, an old,jaded, cynical man, who was in it more for revenge than freedom, sawthat JX-195 had nowhere to go, and asked if he wanted to join him fora bit. Thus, JX-195 joined forces with The Wanderer, who gave him hisfirst proper name. Jax. Jax traveled with Cre’en for a year,far longer than most who stayed with him, and was taught how toprotect himself, and how to live among, “Normal, not crazy,slavin’, ass people.” Then, one night, Jax had his first dream.
A crossroads, his first real choice. Down one path, ease, andsolitude, a measure of peace, but ultimately a death and destructionthat shatters the heavens. Down the other, strife, battle, sorrow,but ultimately survival and peace. Along the second path strode threesilhouettes, under the marker of a town not too far from where Cre’enhad made camp. But above both paths, two warriors in gleaming sets ofarmor, beautiful, beguiling, and deadly, to any in their path. And onone warrior, Jax recognized a silken cloak, that had played a part inhis creation.
That night, Jax packed what supplies Cre’en had given him, andleft without a word. Making the short journey to the town in hisdream, it wasn’t long before Jax was found by those threesilhouettes. Mordai, the Tiefling, and defacto leader of this motleycrew. Sparky, the Ifrit, who was literally only there because agolden pineapple he stole told him to. (It was actually Mordaithrowing his voice to make it seem like the pineapple was talking. Atleast, at first) And finally Eren, an Elven cleric who always seemedjust a bit miffed that her god had forced her to work with the othertwo. They had also received dreams from various gods to find eachother, and hunt these two sets of armor. We later learned that theywere called the Greyguard and Paladin sets, eons old artifacts ofHoly Grail level of power and obscurity. Jax lead the way to thefirst piece of armor they’d collected, the cloak he’d recognizedin his dream, and bought his way into the group.
Some time later, the party found another piece, a brass bottlewith a cork topper, in a clearing without any hint of wildlife. Withthe usual stupid bravado of adventurers, we opened it, and a plume ofpurple smoke erupted from the bottle. Rising up out of it, a form farbeyond the size of the bottle itself, a creature of flame, smoke, andmagma rose up to it full height; an Efreeti stood before us, a FireDjinn.
Now, it’s important to note that my DM likes to leave as much tochance as physically possible. She plans a lot, but it’s largelybased on rolls, so twists are as much as a surprise to her as theyare to us. This bottle was no exception. As soon as the bottleopened, she rolled a percentile die. There was a 10% chance that theEfreeti would come out enraged, most likely killing us all. An 80%chance that it would do our bidding for an hour, then disappear. Andfinally, a measly 10% chance that it would arrive magnanimous,offering us three Wishes.
Her dice either hate her, love us, or some sick mixture of thetwo, because the Efreeti bellowed out in Ignan, “What are yourwishes?”
Two game breaking wishes later, that our DM is still pissed offabout, our party was trying to figure out what to do with the finalone. I mean, it’s a Wish, they can’t just be wasted on limitlesscoin and a fast travel system (Oh wait, we already did those). So, mylittle soulless self piped up, “Humanity. I want humanity.”
After some convincing, Mordai, the one who opened the bottle andhad to word the wish, started rattling off a list of, “I wishfor a soul that is kind, just, loyal, brave, trustw-”
The Efreeti cut him off by simply saying, “You cannot havea soul that is all good,” before a glowing orb of color appeared inhis hand, he rammed it into my chest, and disappeared as Jax fellunconscious onto the grass.
That day, Jax had his second dream. He was in a dark void, litonly by the six figures in front of him. They were all differentsouls the Efreeti owned, either by trade or force, and one was to beJax’s. They were of different races, genders, heights. Drow,Dwarves, Humans, and on the very end, a 6 foot tall Dire Pigeon. Ithink that’s the one my DM was hoping I’d get. One roll later, Igot the soul of Yeska Kreskoff, a human cleric, and inadvertentlyestablished Russia as some part of this fantasy world.
This started an arc where Jax struggled to understand threethings. First, his newfound feeling, both emotional and tactile.Second, the lingering consciousness of a tortured and insane Yeska,who began trying to take over Jax’s body to reclaim his life.Eventually, Jax had to beat down and kill Yeska’s consciousness,during a particularly vivid dream. This freed both Yeska and Jax, asJax claimed his soul as his own, and Yeska finally found peace withRoe. And finally third, Jax worked to understand the connection henow found with Yeska’s god, Roe. It turns out that Roe was the onethat sent Jax his first dream, which pointed him down the path offreeing one of his acolytes, and eventually stopping whatevercataclysm is connected to these armors.
So, Jax multiclassed from Fighter into Cleric, as a way to bothatone and thank Yeska and Roe for their sacrifices in freeing Jax.And that choice has been a lot of fun, and I’m really proud thatwas able to give my GM pause with one of the questions I posed Roeduring a communion with him. It had been a few months, and I simplyasked, “Are you pleased with how I’ve grown with this soul?”
It took her a few minutes to answer, but it’s stuck with me eversince. “It’s... Not about me. Am I happy? Yes, absolutely.But all of this is for you, and your growth, and your learning. Whatmatters here, and what I hope you remember, is that you’re not mypawn. You’re not a toy for me to tire of and set aside. I thinkthere are good things we can do together, and ways I can help you,but it has always been, and will remain, about you and your newfoundhappiness. So, if I may ask you a question. Are you happy?”
I ended that communion with a quiet, “Yes.”
Sadly, that was the last truly happy memory Jax has. Since then, him and his party have been collecting more and more of the Armor, and now they have completed both sets. Utilizing their power, the sets have been split among the party, and just recently we’ve let individuals wear a full set. Jax, specifically, has been wearing the Greyguard set. The Alignmentally Evil set. Each set has a consciousness connected to it, and a desire to be used for their own purposes, and the Greyguard has been patient with Jax. The longer he’s worn it, the less he sleeps, the more he depends on the armor, and the more open he is to death. At one point, Jax even contacted the Greyguard’s steed, an Ancient Black Dragon named Dryn, and struck a deal with him. Knowledge for power. I told Dryn all of our plans, everything we had done, and in return he allowed Jax to cast Power Word Kill once a day so long as he wears the full set of Greyguard armor, whose continued use is fraying what stability Jax has left.
Jax has never known peace. His six years have been nothing but imprisonment, battle, slavery, harsh travels, and feeling as though he’s a hacky sack for the gods. But I doubt that’s how his story will end. I suspect something with books, maybe a library. He hasn’t found his happy ending, but his story isn’t done yet. And I think that’s all any of us can say.
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aspiring-dm · 7 years
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On making "evil races” not evil
There’s been a lot of discussion, especially on Tumblr, about how making a race evil creates a racist world, and that a DM or writer is racist for using it.  On the one hand, I agree with the basic concept of what these people are saying, but also I don’t particularly agree with a lot of the execution of ideas on this site.  So many people just want to not make orcs evil, or goblins, or whatever, but that takes away the whole purpose of orcs: to have a horde of monsters to fight.  Lots of people want to break that down, and maybe in your world that works, but in most world it’s a fairly crippling idea.
Now, before I put up the “keep reading” button, I want to say that I’ve never had an excuse to not have racism in my games.  What I mean by that, is that in a fictional world racism serves two purposes for players or audiences: one is simply to create a conflict for the story, and the other is to teach them about racism.  In my gaming history, only 3 of the 16 people I’ve ever played D&D with have not been white.  White people, it goes without saying, don’t often have a solid grasp on the concepts of racism, and while none of my friends are explicitly racist, I think it helps to keep something consciously in front of them, some example that they don’t have to encounter in the real world.  So many times, a player will ask if they can play, say, a tiefling in one of my games, and my usual answer is “You can play whatever you want, but people are going to look at you differently depending on your race.  A tiefling will most likely be shunned in most cases.”  Almost every single time, the player will whine or sigh and then play something else because they don’t want to deal with it.
So, as far as my worlds are concerned, this won’t be a discussion about how to eliminate racism within the games, but rather how to eliminate racist views of the players or audiences looking at these races from outside.
So, the most egregious offenders in my view are the duergar.  A race of dwarves enslaved by mind flayers, escaped and then became evil slavers themselves.  Wtf.  Maybe there’s some lore I’ve missed, but on a macroview level, that doesn’t make any sense at all.  In order to fix duergar, you have to change their background altogether.  I can understand a powerful leading group of duergar enslaving or hunting mind flayers as a vengeance upon them, the key being that you still have a majority of less-powerful duergar who see the hypocrisy in it.  Maybe this creates an interesting conflict for the players: both mind flayers and the ruling class of duergar could be perceived as evil, and the common duergar beg the party to free the mind flayer slaves, and the party has to decide what the moral course of action is.  Besides that, the best thing you can do is erase the slaver thing and just make duergar xenophobic, distrusting of outsiders.
One my girlfriend complained about a lot, and which I hope I’ve managed to fix in an upcoming game where she’ll be playing a member of this race, is yuan-ti.  Here, I didn’t actually change anything about them, I just fast-forwarded their history a few thousand years.  See, yuan-ti were once a race of humanoids that sought to become more like snakes, which they revered.  In becoming both physically and mentally snakelike, concern for law vs. chaos was erased, so you still can’t play a lawful or chaotic yuan-ti, making your options (in this game) neutral good, neutral evil, or true neutral.  Historically, yuan-ti were neutral evil.  This is because canonically, in order to become more like snakes, they worshiped and made sacrifices to evil snake gods, proceeding to enslave and corrupt other humanoids as well.  They seem to largely be based on the Aztec religious sacrifices, if I have that right.  So, all I did was jump a thousand years into the future after their empire has crumbled and very few yuan-ti still worship the evil gods, and voila, free alignment snakemen.  Obviously, older races such as elves and dwarves are more likely to still remember when yuan-ti were a primarily evil race, though.
Orcs are pretty simple: Just take out the “call to Gruumsh” thing.  Suddenly you’ve got a race of creatures that have been raised for eons believing that their only choice was to slaughter in the name of Gruumsh, and then die and go slaughter more int he afterlife, but now you also have the ability to have some orcs say “Wait, what if we turned our backs on Gruumsh?  Worshiped another god, went to serve, idk, Lathander in the afterlife?”  Obviously, most orcs will continue to serve Gruumsh out of fear, or tradition, or even because they like it, but you as a DM can choose any amount of orcs to just walk away.
Goblinoids- I actually like goblinoids where they are.  According to their lore, they used to have their own pantheons, but then Maglubiyet (maybe I spelled that right) killed all but four of them- 1 for goblins, 1 for hobgoblins, and 2 for bugbears.  This overlord god now forces the original gods to command the goblinoids to follow him, and whenever different kinds of goblinoid meet each other they know its a sign that it’s time to form a horde and start a war.  They all have the option to disobey, but goblins are usually too cowardly, hobgoblins usually are too loyal, and bugbears... are honestly too lazy to obey in the first place, so do what you like with them.
The last one I’ll talk about here are drow, and drow are another one I actually like where they’re at.  Their ancestors were the followers of Lolth, and so were banished along with her to the Underdark.  Lolth has built their whole society on some kill-or-be-killed principles, but there’s plenty of existing lore about gods the drow turn to in order to escape that society.  I’ve designed plenty of good-aligned dark elf NPCs and I’ve never had to change any of their lore.  
If you’ve got any others you want me to take a look at, let me know.  Obviously, demons and devils and such are inherently evil- their souls are formed and molded out of evil, changing them accomplishes nothing without reworking absolutely everything about the multiverse.
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Chapter One: Break A Leg...or Two - Reflection (She’s Still There)
So it's been a while since I last posted a “text” on here. I have been skeptical about doing so for some time now (because of past stalkers); but quite frankly, I just don't care anymore.  So whoever is reading my blog, enjoy! :)
On to more important things...
Last week, one of my best friends asked if I was up to joining a new bible study. Now, Ive done quite a few in the past- and let me tell you, Im just terrible at keeping up with stuff; but I decided to NOT answer right away. I responded that I would look into the book-- and once I did, I knew that this time would be different. Why? Because Im at a point in my life where I no longer recognize the person standing in front of the mirror. I want more. I desire more. Yet, I feel like Im stuck in a box. I feel like a mess. I feel like Im drowing. I feel...lost. As I read about the book, I knew this was it. This book is what I need at this particular time in my life. This book arrived in the perfect season.
I was telling my friend earlier today, that I can feel God calling me. I know He's drawing me near- and I made the decision to re-open the door. To make things clear, Ive opened this door before; but somehow, life happened and I pushed God to the side kinda just kicked Him out of my life. Awful, I know.
Through God's Word (first and foremost) and this new book, I feel a transformation brewing. Today was the first day of the study. I believe know that the woman I long to be, is still inside me- and she wants to break free. Ive wanted to hit the reset button so many times- for numerous reasons. Ive cried. Ive fallen. Ive failed. Ive felt unloved, unworthy....BUT it's not too late to become the woman that God wants me to be; and even though Im not there yet- He still calls me His masterpiece. Yup. My life, with all the mess and all the chaos, all the good and all the bad, its all art in His eyes. When I look at myself, I see a wreck. Yet, He looks at me and He sees a finished product. Man, I need to trust God a whole lot more.
With that being said, it was comforting to read “you are allowed to be both a masterpiece and a work in progress simultaneously”, as Chrystal Evans Hurst put it.
“Beautiful things take time”. Im choosing to enjoy my beauty, my uniqueness, while still being a work in progress. Im choosing to see what God sees in me- not what man sees or fails to see. Im choosing to embrace the Hands of my Maker as He molds me into who He has already destined me to be – since before I was in my mothers womb!
One of the questions at the end of the chapter was “do you believe in the idea of a masterpiece for your life? Why or why not?” My answer is: yes, I believe in the idea of a masterpiece. Why? Because I believe God's Word when He tells me that everything will work for good. I reflect on the Biblical stories that I love. Take a look at Joseph, and Job- everything that they went through, but in the end, it was beautiful. Check out Esther, Im sure she couldnt understand why she was in the position she was in- but God knew why all along. Paul (who was first called Saul) was a scary person- before he had his encounter with Jesus. He wasnt the same person after that; God changed him. The Bible tells me that God doesnt change; He's the same yesterday, today and forevermore. I may not have been sold as a slave like Joseph, I may not have lost everything like Job, I may not live in a palace like Esther, and I may not live a life like Saul- but if God changed their lives into something beautiful, He can surely do it with me too. All of the stories mentioned above have one thing in common- God was glorified. I want Him to be glorified in/with my story too.
So to summarize chapter one: I saw it as a pep talk.
I can do this.
Its not too late.
I  will  keep going.
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daniellethamasa · 6 years
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Hey all, Dani here.
I’m kicking Middle Grade March off with a big set of reviews. All four books featured today are just a little over 100 pages in length, and they are choose your own adventure stories, so the more I thought about it, the more I doubted my ability to write good and decently sized posts about each of them…so you get one big review featuring them all.
Oh, and apparently this series has done well enough that the author has mentioned that he is working on two more…which have been revealed, and I’ll talk about those adventures later in the review.
So obviously I am a huge nerd, and a big part of my fiance and I’s life together is our shared love of Dungeons & Dragons. Learning that they were bringing back the Endless Quest series for the modern era–I never read the originals–I knew I had to pick them up.
Summaries
Welcome to the Forgotten Realms Endless Quest books, where you don’t just read a fantastic tale. You become the hero — and choose your own fate.
When evil giants attack your home in Ardeep Forest, your parents think you’re dead and they go hunting for your missing little brother. You wake up and set out after them, helped by a giant wizard who lives in a flying tower. You don’t know where they’ve gone, but you know that if you don’t find them, you’re all in big trouble. Wield your magic wisely against the giants, wizard. 
Welcome to the Forgotten Realms Endless Quest books, where you don’t just read a fantastic tale. You become the hero — and choose your own fate.
When you tried to pick the pocket of a civilar in the night-shrouded streets of Waterdeep, you never thought she’d catch you — and you never dreamed she’d force you into her service. Now you must find the baby griffon stolen by the beholder Xanathar, leader of the city’s powerful Thieves’ Guild. And if you should fail . . . you can count on spending the rest of your life behind bars, rogue.
Welcome to the Forgotten Realms Endless Quest books, where you don’t just read a fantastic tale. You become the hero — and choose your own fate.
The Harpers have lost one of their own, a legendary adventurer named Artus Cimber, keeper of the artifact known as the Ring of Winter. They’ve hired you to travel to the jungle-clad land of Chult to find him. If only you can manage to find Cimber before the frost giants do — or the zombies that infest the land get you first. You’re in the jungle now, cleric.
Welcome to the Forgotten Realms Endless Quest books, where you don’t just read a fantastic tale. You become the hero — and choose your own fate.
You awaken in an underground cell, stripped of your armor and your sword. Your fellow prisoners inform you that you’re trapped in the Underdark, soon to be taken to the great drow city of Menzoberranzan and sold off as a slave. But word is that demons are stirring in the underworld’s depth. Perhaps you can use that to break free, fighter.
My Thoughts
Ratings: 5 stars for all
I will be the first to admit that I am not particularly good at choose your own adventure stories. Inevitably I choose a path that kills me, and I do this over and over and over again. But I still enjoy the experience. Well not so much with the horror choose your own adventures of my youth–I was never big into Goosebumps or anything like that, so trying to make my way through one of those choose your own adventures was almost a nightmare.
But these were fun, a little one person D&D adventure. And okay yes, they are definitely written with an intended audience of like 8-11(ish), but I am a 30 year old woman and I still had a fun time with them.
I chose wrong about 5 or 6 times with the Cleric and Fighter adventures, 3 times with the Wizard adventure, and shockingly enough, I made it through the Rogue adventure on the first try. Do you know why this is so upsetting to me? Because I play clerics about 85% of the time, so I know how they work pretty well. The fact that I did the worst with Cleric, in a region where I had actually just finished an actual campaign (Tomb of Annihilation) was just so frustrating.
Oh, and the Fighter adventure…happens to be parts of a campaign that I ran as the Dungeon Master. It did not give me any sort of advantage in decision making.
But what mattered was the fun. There were some wonderful settings in some of D&D’s popular settings, and they included some intriguing characters of various races and creed. The stories were easy to read and they built in a decent amount of action as well as intrigue and even some interesting relationships.
I can see myself picking these up randomly in the future and trying to get through the adventures again, just to see what happens. And I will definitely allow my nonexistent (so far) future children read these when they’re ready. I think they could be a pretty decent introduction for kids to fantasy and/or Dungeons & Dragons.
Upcoming Releases
Both of these adventures will be out on September 3, 2019. I can admit to being a little sad that they are more cleric and rogue adventures. I was hoping for other classes. I want barbarian, bard, druid, monk, paladin, ranger, sorcerer, and warlock. Based on the cover images I would say that the cleric is a human and the rogue is an elf, so again, races that were already featured.
Welcome to the Forgotten Realms Endless Quest books, where you don’t just read a fantastic tale. You become the hero — and choose your own fate.
You have entered the mist-shrouded realm of Ravenloft, where you attract the attention of Count Strahd, who decides to make you one of his vampire spawn. After awakening to find yourself alone within the walls of Castle Ravenloft, you must figure out how to escape the vampire lord’s Gothic lair before you are doomed to become his slave for all time. Keep your wits about you, cleric.
Welcome to the Forgotten Realms Endless Quest books, where you don’t just read a fantastic tale. You become the hero — and choose your own fate.
You have been tasked with stealing the spell book of Halaster Blackcloak, the mad mage who controls the halls of Undermountain. The book is secreted away inside the halls of a magic academy, so you must navigate your way in by posing as a new student. But you need to move quickly in order to locate the spell book, steal it, and get away without being caught by the mad mage himself. Be on your guard, rogue.
Where to Buy
Rogue: Amazon, Barnes & Noble, Books-a-million, Book Depository
Cleric: Amazon, Barnes & Noble, Books-a-million, Book Depository
Fighter: Amazon, Barnes & Noble, Books-a-million, Book Depository
Wizard: Amazon, Barnes & Noble, Books-a-million, Book Depository
Reviews: Dungeons and Dragons: Endless Quest series by Matt Forbeck Hey all, Dani here. I'm kicking Middle Grade March off with a big set of reviews. All four books featured today are just a little over 100 pages in length, and they are choose your own adventure stories, so the more I thought about it, the more I doubted my ability to write good and decently sized posts about each of them...so you get one big review featuring them all.
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greyhawk5e · 6 years
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DUNGEONS & DRAGONS
To Market, To Market
A Third Level World of Greyhawk Adventure for 5th Edition Dungeons & Dragons
Main NPCs
Onar, Apprentice of Rary, Sorcerer of the Bright Desert, arrogant and charming
disguise : Vyran Flent, of the Society of Magi of Greyhawk
Lord Hayden Thistlemane, Shadowclaw Wizard undercover in Furyondy, chummy and smarmy
Rautheene, Apprentice of Mordenkainen, competent, confident, keeps secrets
Alene Wylde – Wizard of Furyondy – Expert on Aerdy Antiquities, Seeker, SO excited by the history of the Great Kingdom, able to geek out about it at the drop of a hat
Brother Ewan – The Abbott of Profound Insight Retreat, friendly, enjoys conversation and ale, an introverted academic
Vaxilla, Drow Spy, dramatic, enjoys her work, loves the hunt, and the kill
Waquonis, Warlock of Iuz, determined, cruel, short of temper, ambitious
Hodar – Academy of Sorcery – cocky, if Han Solo was a magic items dealer, thinks Dyvers is just as good as Greyhawk
Secondary NPCs
Herechel
Nat Fowler –City Watch Captain , All business, a bit distrustful,
Sam Fagyn, Inkeeper of the Salty Wizard, Laid back, loves the bar business
Gorsend
Brylla Wilkes – City Watch Captain, Friendly, but won't take any shit.  Knows rules suck, but knows they have to be enforced.
Sykes, Stable-master – shifty, dirty, easily bought, no morals, betrayer for coin
Fenwick Hollisten, Innkeeper of The Gilded Goblet, obsequious, used to kissing rich people butt, at home among the wealthy, resentful of people with less means, even though he's not rich himself.
Free Borough
Hubern - City Watch Captain of Free Borough, loves his city, appreciates tourists, but knows the weapons rule is final, tries to placate unhappy people while enforcing it
Rafendyl, Half Elf Music Star Bard, - Loves to perform, happiest when making music, will play just for the love of it, anywhere.
Eriel Willan, Light Show Wizard of Street Fest – 25, gorgeous free spirit, as enthusiastic about her art as Rafendyl is about his, hard partying artist
Quickfingers, Juggler of Street Fest – Always “on,” runs entertaining banter throughout performance,  streetwise, been in the game for years
Meladra - Rhenee Fortune Teller of Street Fest, plays up the mysterious exotic lady schtick, will only confide in fellow Rheneee
Salmaz of Ekbir - Food Cart Vendor of Street Fest, Ekbiri immigrant, hard working, thick accent, is overjoyed that Free Borough loves his food and has little prejudice
“The Druid of Dank” - Cannabis Dealer of Street Fest – cartoonish 90's movie pot-head, sells the best weed, has dreadlocks, follows Rafendyl like a Phish-head, will talk your ear off about his best shows.
Hud Glidden – Head Brewer of Glidden's Brewery, chubby, bearded, craft brewer, loves beer, excited about it, friendly and charismatic
Robyn Heward, Chef/Barkeep of Inn –owner of the Spicy Pig, young, innovative chef, knows cooking is a man's world, but determined to make her mark, just got an Able Carter star (Greyhawk's Michelin star equivalent, given out by the carriage line)
Pantarn
Byrus Rendell, Banker of Pantarn – Super enthusiastic number cruncher, knows paper money is the future, can't wait to tell you about it like a Bitcoin enthusiast
Adria Woodhammer, Garrison Leader of Pantarn – classic paladin.  Incorruptible city guard, lives for the job
Lord Myridan Greenfield, Mayor of Pantarn – insufferable back-slapper, really thinks Pantarn is on its way to be the next Greyhawk, full of himself for hosting the Wizard's Bazaar this year, already kissing wizard ass to get it next year.
Schuter Garalend – Herbalist, From Tenh, Makes Orcbane, Flan herbalist, loves his work, contemplative, amazed by plants, wants other people to be as amazed as he is
Sister Hylla - Librarian of Boccob – chubby, avid reader, 50s.  At home doing a puzzle with a cup of tea.  Friendly, but gets serious on a dime when a problem must be solved.
Durbin Pottle, Taxman - Gleeful, knows this is his shot at collecting taxes on magic items that pour in for the Bazaar, not gonna waste it. Loves the game of outwitting tax cheats.
Furyondy's Wizards
Sharapel Endereth
The Chamber of Four – Karzalin (Fire)  Ryshanden (air) , Piscentan – female (water) , Dramaynen (earth) – These are the King of Furyondy's elite military wizards.  They do not exchange pleasantries as they are here to represent the growing strength of the crown. They are friendly but formal and short of speech.
Eriel Willan, (see above)
Janziper – Cruel and full of anger. Was tortured by Iuz's hobgoblins and lives for revenge.  Is impatient with the bazaar and is mainly here to buy orcbane from Garalend.
Cupara, Apprentice to Schuyzer, goes nowhere without a tame sabretooth tiger.  Pleasant but private, reveals little.  But fierce in his defense of Furyondy should anything happen
Countess Ravelle – wealthy, politically powerful fun-loving dabbler.  Not an experienced wizard, but a total fangirl of magic.  Loves to hobnob with wizards, but here as a hobbyist.
Tobian Rushkane – important red-headed Wizard of Furyondy.  Here to scope out the state of local magic and see how well Furyondy is progressing as a magic power
Sir Fyrian Finn - Knight of the Hart, Eldritch Knight.  Finn is a spell-casting fighter, a young handsome veteran of the Northern Crusade, here to accumulate power to fight Iuz.
Greyhawk's Wizards
Gelven Binder - Greyhawk Wizard's Guild Library – Javal Severnain's Procurer, Jeff Goldblum in Jurassic Park type, looking for rare books to take home, intrigued by Arcana
Senthya Quill - Greyhawk University – professor of potions and scrolls, excited to be at her first Wizard's Bazaar after years in the classroom
From Elsewhere
Chan Tao Sen, guest of Countess Ravelle, Far wanderer sorcerer from distant Shao-feng.  Exotic presence, who Ravelle is parading around like a pet, curious about the Flanaess. Charismatic and earnest, his Common improving every day.
Elenere Forester – from Veluna, serious and eager young wizard who is here to co-ordinate magical defenses with Furyondy, and bolster the alliance
Eldrath, Elf Warlock of the Archfey from Highfolk, here for Elven artifacts to return to their proper place among his people, but once the work day is done, its party time.
Brinus, Gnome wizard from Verbobonc, here to sell things from the Temple of Elemental Evil, a bit of a a hard-sell, and his merchandise looks dubious.
Shariel, Redhead young Elf Wizard, new apprentice of Tenser, here to try and buy evil artifacts so her master may destroy them or keep them from harmful use.
Ordann, Keoland, Silent Ones Sorcerer, quiet, serious, here to see if anything from the Suel Empire is up for sale and buy it for his order.
Gredard, Shield Lands refugee Wizard, here to look for work.  Poor, but still powerful, looking for basic reagents and a job, his tower was destroyed when Iuz invaded.
Restan Bandrick - Wild Coast refugee – A wandering Wizard, out on the road, looking to win tournaments.
At the Bonefort
Gorka – Somewhat dim Soldier of Iuz, he guards the gates from intruders
Shenezek – Female Cult Leader, Devoted of Iuz, maniacally enthusiastic about Iuz
Behenek – Frustrated Cleric of Iuz, looking for chance to prove himself and move up
Melfin – Elderly rustic traveling Old Faith preacher, who ministers to the Gnarley Forest
Vaygel – Deadly competent Skull Sword of Iuz, shaved head and skull face paint, fights for money and power, grateful that Iuz gives it to him
Pog – Gnome slave trying to make the best of it.
Breena – Gnome slave, hates her captors, defiant to the end
Grimble - Gnome slave, once the caravan leader, now trying to keep his people safe
Read to Players
“It is Starday, the 9th of Harvester, in the year 597.  The nights are getting shorter but there are still three weeks of summer left.  The boats are being hauled in for the day in Cardyn's Cove.  The Wizard Segrius has given the players his Wizard's Writ and told them the location of The Wizard's Bazaar, which will begin on the last day of Summer, the 28th of Harvester, in a field several miles outside of Pantarn, a town 300 miles further into the interior of Furyondy.  
Your group carries one Null's Impenetrable Box, created by a disciple of Iuz to hide an unknown object.  It can only be opened by the spell Anti-Magic Shell.  At The Bazaar, you hope to find a wizard who will cast it for you, or perhaps a scroll containing the spell so you can cast it yourselves. Once you know what it is, perhaps someone there will want to buy it?”
DM's NOTE: The box holds a locket of the Great Kingdom, containing the life force of Waquonis, a powerful Warlock in service of Iuz. Waquonis is prevented by the magical barriers of the box from using the power of the locket, but the minute the Anti-magic Shell goes up, he intends to possess the nearest person with magic jar and escape.
Journey to the Bazaar
There are three cities between Cardyn's Cove and Pantarn – Herechel, Gorsend, and Free Borough.   There is a road that connects all three.  Along the road, the PCs will get one encounter per day in keeping with the surroundings.  You can make this up or roll on the appropriate table.  There are numerous encounters in the module so it's not necessary to add fights, but some fitting local color will help bring the journey to life. The first stop is the walled river town of...
Herechel
Read to Players
“As you approach the walls of Herechel, you notice numerous galleys of the Furyondy Royal Navy.  Magnificent vessels with crews of hundreds. High above the docks on the city walls you can see one of the Royal Navy's Wizards, conducting a drill with a squad of archers.  They are firing into a dummy vessel that floats on the water.  The Wizard lights up the target for them, simultaneously shielding them from harm. He barks commands as they fill the boat with magically guided arrows.  The scene passes out of view as you approach the looming stone walls of the town.  Ahead of you the wide cobblestone street passes through the city gate.  Four infantry-men of the Army of Furyondy stand in front of a massive iron portcullis. One of them approaches.”
City Walls Checkpoint
The PCs meet a garrison of Furyondy's military.  Nat Fowler asks the PCs their business in Herechel.  If he is satisfied, he directs them to the Salty Wizard Inn, just inside the town gates.
The Salty Wizard Inn
An accordion, tin whistle, and fiddle combo plays sea shanties.  The innkeeper, Sam Fagyn, serves lobster pies with chips.   Most of the customers are sailors and river-boat men.
At a table near the PCs is a man out of place.  He appears to be from the Bright Desert.  His name is Onar.  He is Flan.  He says he is a spice trader.  He drinks Wallech Gin from Urnst with a lemon. He sits with three men in the distinctive clothing of the Bright Desert Nomads.  They do not speak.  
Onar will ask the PCs if they are from Greyhawk.  He asks if they are going to the Wizard's Bazaar.  He asks if they want to sell him anything magical.  He is really there to find the Greyhawk contingent traveling to the Bazaar.  He is going to murder one of them for his master Rary right after the PC's leave.  
Many miles of  grassland later, the PC's see a sign informing them that they have crossed into the Viceroyality of the March, under Viceroy Luther Derwent.  They are nearing...
Gorsend
After their journey, read the following.
“The grasslands of Furyondy soon give way to small farms.  You pass more and more  travelers each hour and then a sign comes into view. Gorsend – 2 Miles.
Soon the town is visible.  You are waved through by two bored looking guards who are wearing much nicer armor than any city watch you've seen.  As your cart moves further down the well-paved road, you notice that the buildings are all well-kept, and the people you see going about their business are dressed in clean and fashionable clothes.
There are guards all about.  After several blocks, the small homes and buildings give way to a row of magnificent mansions.  A sign says “High Street” but it might as well say “Money Street.”   Each mansion on this broad brick boulevard is more ostentatious than the last.  Rows of great big, hundred year old trees line both sides of the street, and bronze street lamps keep it well lit even as the sun sets.
The entrance to High Street is blocked off by two guards.  There is a side street called “Horseman's Alley,” jutting off to the south.”
Brylla Wilkes, a town constable, approaches.  She speaks. “No horses in the town center.  You've got to pay the stable fee.” Wilkes hands the PCs off to Sykes, the Stable-master  He's a cross old fart who leads them to the Stables, a massive wooden complex down Horseman's alley.  Facing each other on opposite sides of the alley are the Grand Stables for the wealthy, and the Common Stables for everyone else.  Only the Common Stables are available tonight.  This is a series of 60 foot barns with room for wagons and animals, stocked with hay and water.  Stable Fees as per Player's Handbook.
Sykes directs them to the barn they have been assigned...
Common Stables
… where they  are ambushed by a Cultist of Iuz named Rado, who Lovecraft remembers from Cardyn's Cove.  Rado fled the village towards the Drow caverns, led by a vision from Iuz.  There he told the Drow spy Vaxilla about Lovecraft, who is still very much wanted by his former allies.  They are now going to kill him and his friends, and Rado will take the impenetrable box back to Iuz.  They have a Giant Spider with them in the Stable.  They have been waiting for the PCs for an hour, having paid off Sykes.  They have tracked them since Herechel, and have been tipped off several times by people who have seen the PCs.
Encounter One
Vaxilla, Drow Spy
AC 12 HP 27 DEX + 2, CHA + 3, Can Dash, Disengage or Hide with Bonus Action.
2 AT + 4,  5 damage, Sword/Hand Crossbow + 7 Dmg 5 feet from ally or w/ Adv.
XP 100
Rado
AC 11, HP 32  AT + 4  DMG 5 melee, +2 AT 5 Crossbow, Advantage in 5 feet of Ally
XP 100
3 Drow
AC 15 HP 13 + 2 DEX  Stealth + 4 Adv vs. Charm, Can't be Slept
darkness, faerie fire at will
+4 AT, 5 damage Shortsword/Crossbow.  Crossbow DC 13 Con save or poisoned, fail by 5 and pass out.
XP 50 each
1 Giant Spider
Ac 14 HP 26 Climb 30 ft.  Stealth + 7
5 AT DMG 7 DC 11 Save or Poison damage 9, paralyzed for 1 hour if HP 0
Web + 5 to hit, target restrained, needs DC 12 strength test to get free
Web Ac 10, Hp 5
XP 200, Total Encounter XP 550
If the PCs are reduced to zero, Rado will grab the box before turning to deal with the players.  Before Rado can kill them, the City Watch arrives.  Rado flees with the box but leaves the pyramid behind.  The PCs will be able to track him.  Lovecraft will be taken by the Drow for execution in the Underdark.  He will have another chance to escape.
When the PC's have dealt with Rado, they will find total coinage worth 35 silver pieces.  
They will also find a pyramid shaped black object, Null's Pointing Pyramid, of the same material as the Impenetrable Box. The tip of the pyramid swivels away from the base, pointing always in the direction of the box.  It is the magical means by which the legions of Iuz track their creation.  
The owner of the stables is mortified and allows the PCs to have the stable for the night  free of charge.  He also gives them vouchers for a night on the house at the finest Inn in town.  Sykes is long gone.
The Gilded Goblet
The Gilded goblet is a fine Inn on High Street with excellent food.  The Inn Keeper is Fenwick Hollisten, who directs the PCs to the best available table and begins to serve their tasting menu over a bottle of fine wine from Verbobonc.  At the table next to them is a group of traveling wizards, also on the road to the Wizard's Bazaar, mostly from the Free City of Greyhawk.
Mordenkainen's apprentice, a young brunette named Rautheene, is accompanied by a professor from Greyhawk Magical University (Professor Senthya Quill,) Wizard's Guild Representative Gelven Binder, Society of Magi Initiate Vyran Flent, and their companion the scroll dealer Hodar of Dyvers.  
They are loudly discussing the Wizard's Bazaar.  They call the PCs over to their table.  
Note: Vyran Flent is secretly Onar is disguise.  Onar murdered the real Vyran right after the PCs left Herechel, and has used magical means to impersonate and replace him.   If the PC's are resourceful, they can pick up the following clues.
He seems unusually jovial lately according to his friends.  
He drinks the same drink as Onar – Wallech Gin from Urnst with a lemon
He knows about the Bright Desert
He won't answer anything specific about the Society of Magi
The traveling wizards impart the following during their conversation:
Binder: Greyhawk's support for Furyondy is the only thing keeping them from being Old Wicked's vacation home.  
Quill:  Furyondy is nothing compared to the wizards of Greyhawk.  Will be interesting to see the show they try and put on, will be cute to see them try.
Flent :  Where is Segrius?  Why are you going in his place?
Rautheene: What do you have to sell?  
Hodar: What are you  looking to buy? Are you manning a booth?  Are any of you entering the Tournament of Duels?
They will also ask the PCs to travel along with them.  If the PCs say no, they keep comically running into the Greyhawk delegation's wagon on the road, and the Greyhawk wizards make jokes about this.
If they say yes, the PCs will catch Rautheene watching them.  She has heard stories of a drow, a half orc paladin, a Rhenee and a Flan killing demons.  If they show her the box, she warns them they carry something very powerful and very evil.  
Eventually, the PCs will make it to....
Free Borough
The next stop before Pantarn is Free Borough, a city of 3000.  There is a local festival going on this week, on a holy day of Zilchus.  It's The Feast of the Heavy Purse, where prosperous merchants are meant to spend money to show appreciation for the god of commerce.  Big tips are customary, and the cheap are shamed.  There are 2000 extra people in the city. The whole region comes out for the festival.  There is an extra hum on the streets even in the early evening hours as the PCs pull in to town.  
They are met by the City Watch, 4 guards led by Hubern. He orders the PCs to abide by city law and stash their weapons and any armor heavier than leather in their wagon.  He recommends staying at the Spicy Pig, an Inn known for the food of award winning chef Robyn Heward.  
The food is pork and rice in a spicy stew with sausage and corn mixed in. The place is jumping, and Robyn says the players can't miss the street festival. Rafendyl is playing!  And there's a chance he'll play a late night set in the pub after the festival is done.
In the Free Borough town square is a large street festival.  Hundreds of people buy food and drink from stalls and watch a parade of entertainers.  The clerics of Zilchus are in full robes giving out coins.  Highlights include:
Rafendyl, a world famous Half Elf Music Star Bard plays an outdoor “Globe Theater” type space, with a great big band, amplified and lit up by bardic cantrips to be the equivalent of a modern rock concert, with lights by Light Show Wizard, Eriel Willan.
A Juggler, Bellyn Quickfingers, works a large crowd in the street.
Rhenee Fortune Teller Meladra reads palms and does Deck of Fate readings.
Salmaz of Ekbir sells Baklunish kabobs and shawarma from his food truck.
“The Druid of Dank” sells weed and pipes and brags like a Phish fan about all the great Rafendyl shows he's seen.  “Dude, Verbobonc County Fairgrounds 589 was the bomb!  20 minute “Old Wicked's Balls,” with a sick mandolin solo.”
Hud Glidden of Glidden's Brewery sells Glidden's Brown and Glidden's Wheat Ale.
The Greyhawk contingent either has traveled with the PCs or they run into them again at the street fest, where there is an unfortunate assassination attempt on Gelven Binder from the Wizard's Guild of Greyhawk.  When they find Binder, he and Flent have split off from the group to get beers from Glidden's tent.  
The assassins actually do the bidding of “Vyran Flent,” who is secretly Onar.  Onar joins in the attempt to fight off the bandits to throw off suspicion.  The PC's are welcome to foil the attempt and save Binder but the assassins will try their best to kill him before fleeing into the crowd, beginning a Chase, as per DM's Guide rules.
Encounter 2
2 Bright Desert Nomads
AC 13 HP 16 2 AT + 4, DMG 5 Shortsword, At + 4 DMG 6 Longbow Stealth + 6
XP 100 Each
Marwan, Wizard of The Bright Desert
AC 12 22 HP Dex + 2
Spell DC 13, +5 to hit Spell Attacks, Light, Shocking Grasp at Will (1d8 dmg)
4 Level One Spells Magic Missile 4d4+4 DMG, Charm Person 
3 Level 2 Spells: Hold Person, Misty Step
XP 200
Total XP 400
Gelven Binder (Target)
AC 10 HP 15
Spell DC 12, +4 to hit w/ Spell Attacks,
Cantrips : Light, Fire Bolt, (1d10 dmg), Shocking Grasp (1d8)
3 Level One Spells (Magic Missile 2d4+2) DMG Charm Person)
If the PCs save Binder, he stays in town to recover from his wounds. He's not going to the Bazaar this year.  He is spooked and wants to take it easy.  He can be convinced to persevere by the players on a DC 20 Persuasion check.  As they leave, they see a sign informing them that they are entering the Barony of the Reach, under Baron Jemian.  Eventually, they will travel the final stretch of the road to...
Pantarn
Read to Players,
“The road slopes down into a shallow valley as the town of Pantarn spreads out before you.  The river Att flows wide and strong through the city center, spanned by a magnificent stone bridge with stonework in the shape of Griffins up and down the railing.  There is a bronze statue of a knight on a paved city park on the other side of the bridge, with a ring of well-kept shops around the plaza.  A large cobblestone road leads out of the plaza away from the bridge.  The road winds up a steep hill where two large stone buildings stand across from each other on the hilltop clearing.  People go about their business.  Carts and wagons travel back and forth over the bridge.  The town is abuzz with the day's business.  A small group of Furyondy infantry approach, led by a muscular blonde woman with a longsword at her belt.”
There is a garrison of Furyondy's military run by female paladin Adria Woodhammer.  Woodhammer is accompanied by the Tax Collector, Durbin Pottle, who assesses the players for their Magical Item tax and Freesword tax (10gp per item, 1gp per weapon.) He is hitting everyone who enters as the Wizard's Bazaar is a big haul for the taxman.  If the PCs refuse to pay they are not allowed into the city. Hiding anything from Pottle (18 Wis, + 6 Perception) will be tough.
This city of 2200 has an awesome stone bridge with statues of Griffins on either entrance. The statue of a knight turns out to be poor missing Prince Thrommel of Furyondy.  
Around the plaza are the following businesses:
A brand new branch of the Able Carter coaching company, the first in Furyondy, with routes to Dyvers, Greyhawk, Hardby, Narwell, and Safeton.  
Scrivener's Stationary, a front house that serves as the headquarters of the Twilight Hunters thieves guild.
There is the shop of the famous herbalist Schuter Garalend, Garalend's Garden.  He is a Flan, from the Duchy of Tenh.  He makes orcbane, an herb that is poisonous to orcs, doing an additional 1d4 to any humanoid opponent for one fight.  
There is the famous Mercantile Bank of Pantarn, the first to issue paper money.  They will convert any gold the PCs don't want to carry.
The best Inn is the Great Griffin.  
The street leading out of the plaza is the lovely, chapel-filled Church St, which winds up  Serenity Hill to the grand monasteries of Rao and Boccob.  The Library of Boccob is kept by Brother Ewan, the Abbott of the Monastery  The Chief Librarian is Sister Hyllla.  
There are also Churches of St. Cuthbert (small) , Zilchus (big!) Trithereon, and Heironeous. Around the plaza are the homes of Pantarn's citizens.
Boccob Monastery – The staff of the monastery is just the Abbott, The Librarian, 3 Acolytes, and a bunch of non-powered Novices. Brother Ewan will be very interested in the box.  If the PCs tell him what it is, he offers to keep it safe at the Monastery.  It would be vulnerable to attack, though the PCs could track it with the pyramid. The Abbott tells them the box was built by Null, Iuz's right hand wizard, and that only a powerful item would be kept in such a box, and if something is infused with the power of Iuz, it is probably also very dangerous.  
  When they check into their rooms at the Great Griffin, the PCs find invitations to a private dinner at the home of the Mayor.   There they meet Furyondy's wizards – Thistlemane, Ravelle, Endareth, Rushkane, Black, Wylde, Finn, and Janziper.  Thistlemane has a Toad with him at all times.  It appears to be his familiar  He is keen to get on the player's good side.  Janziper asks about Segrius.  All of the wizards want to know about Moonglade Spire. They want to know if Faedra is really still alive after 350 years in the Feywild.
Thistlemane is secretly an agent of Iuz.  He has heard the box containing Waquonis’ soul is missing, and it is his job to find it and save Waquonis.  He will do whatever he can to get in the PCs’ good graces, as he has heard that a Drow, a Half Orc, and two female spellcasters killed Father Zoreg.
They also want to know about Iuz.  They start telling Iuz war stories.   They will be riveted by the story of Cardyn's Cove.  Finn tells the PCs that Furyondy needs magic. He tells them about Orcbane.  He will pay good money for demon globes.  Alene Wylde discusses her love of Great Kingdom artifacts.  
Bazaar Grounds
In the morning, the wizard contingents gather a half mile outside of town in an immense meadow.  23 magic users and their personal entourages. There are wagons gathered at the camp grounds in a circle, per the instructions of Bazaar staff.  The staffers are all Apprentice Wizards from Furyondy's magical college, overseen in the Opening Ceremony by Piscentan of the Chamber of Four.  At one point, she claps her hands.  An arrangement of chairs magically appears.  They form a large open circle.  A presentation begins in the center of the circle.
First, there is a Boccobite Blessing from Brother Ewan. Then an impressive demonstration of elemental magic by the Chamber of Four Wizards  against 6 Thassalos  (Iuz's Bone Golems.) The way their distinct elemental magics weave in and out of the air as they defeat their enemies is both impressive and beautiful.
Karzalin then declares the Bazaar open.  “Three days dedicated to the sharing and furtherment of magic by the wizards of Furyondy and her allies!”  He reads a magic word off a scroll, and magical Tents appear in a circle around the clearing.  23 elaborate luxury tents with an open tent to sell magical wares and a closed tent for living quarters.   They form a second circle around the circle of chairs which appeared previously.   Each tent has wonders of the DM's discretion– an Owl Bear in a cage!  Dragon eggs!  Items of all kinds.  Buying and selling magic items can be handled through the rules in Xanathar's Guide and the DMG.
The Tournament
There is a Dueling Ring in the center of the meadow.  There is to be a Tournament of Wizard's Duels over the weekend of the Bazaar.  The Duel bracket list is kept by Ryshanden, who stays to oversee the Bazaar. There is a grand prize of an indestructible spell book, and an elaborate, ornate hand crafted quarterstaff + 1.  Any PC entering the tournament fights three duels in front of a crowd of wizards and festival staff.  Only spells and cantrips are permitted as Actions.  The Circle is 60 feet in circumference.  It is illegal to leave the borders of the Circle, though you may fly as high as you wish inside it. The first contestant to zero HP is immediately healed by festival staff, and Wizards are told that your opponent's unconsciousness is the goal and murder is punishable by imprisonment. The winner advances to the next round.
Here are the opponents any player entering the tournament will face, in order:
Hodar
AC 10 HP 9 Spells - Save DC 12, +4 to hit  Cantrips - fire bolt, mending, prestidigitation 1st level (2 slots) burning hands, disguise self, shield         Dagger + 2 to hit DMG 3
50 XP
Chao Tan Fen
AC 16 HP 14 Spell DC +4 Sling Dagger + 5 to Hit/5 DMG
Cantrips (at will): acid splash*, blade ward, true strike, prestidigitation 1st level (3 slots): burning hands, ray of sickness, shield, sleep
100 XP
Shariel
AC 12 22 HP Dex + 2
Spell DC 13, +5 to hit Spell Attacks, Light, Shocking Grasp at Will (1d8 dmg)
4 Level One Spells (Magic Missile 4d4+4) DMG Charm Person)
3 Level 2 Spells (Hold Person, Misty Step)
XP 200
If two players enter the tournament, the second PC's opponents in order will be Brinus, Cupara, and Restan, whose stats are the same as the above three contestants.  If the players each win their first two matches, they fight each other on the fourth round, and then the winner takes on the DM's choice of Shariel or Restan.
The PC's will have time to sell magic items to whoever the DM wishes and buy whatever items the DM allows.  Use the Rules for Buying Magic Items in Xanathar's Guide but eliminate the 100gp fee and count the weeks spent traveling to the Bazaar for the bonus.  
Of note:
Alene Wylde will pay good money for any items the PCs have left over from Moonglade Spire.  She is also selling various Great Kingdom antiquities (common minor magic items from the Xanathar's Guide list)
Restan has a scroll of Anti-Magic Shell.  He wants a reagent called Dragonroot, a fiery colored plant.  He sends the PCs to a Grassy Meadow a mile away where an Ogre and 2 Goblins are eating it to get high.  He gives them three baskets to fill up, which will take three hours.
Countess Ravelle also has a scroll of Anti-Magic Shell, but she is waiting on another offer and cannot disclose her buyer at this time.  (It is Quill, who will have bought it by the time the PCs get back from collecting Dragonroot.)
The Grassy Meadow
The players come to an area where tall grasses grow 4 feet off the ground, obscuring everyone but one Ogre, Grossk.  The Dragonroot grows at the base of the grasses.  Grossk is dancing around, high as a kite, giggling away.  One goblin is jumping through the grass, two others remain unseen. They are lying on their backs but will attack if a fight begins.  The Ogre will attack the minute the PCs start picking Dragonroot.
Encounter 3
OGRE                                                                                                                      Armor Class 11 Hit Points 59 Speed 40 ft. ft.
19 STR (+4) 16 CON (+3) Prof +2 + 6 to hit/13 DMG Club, +6 to Hit 11 Damage Javelin
XP 450
3 GOBLINS
AC 15 HP 7 Stealth + 6 Can Hide or Disengage as Bonus Action
Scimitar/Short Bow + 4/5 DMG
50 XP each
The Goblins will hide in the grass and shoot at the players, hiding after every attack.  Once spotted, they will disengage and fire their arrows after every attack.
Opening the Box
Upon returning with the Dragonroot, Restan gives the PCs the scroll.  If they take a look inside, they see that it is a locket with the symbol of the Great Kingdom on it.  Alene can identify the locket as a locket of the Great Kingdom.  She tells them exactly what it does.
If the PCs have Alene with them when they open the box, she will tell them not to remove the locket from the box.  They need to destroy it while it is still in the shell.  If they remove it anyway, Waquonis possesses Alene, and she runs towards Thistlemane's tent.
If the players begin to destroy the locket, Thistlemane will attack to prevent them from doing this, having tracked the box with a second pointing pyramid in his possession. He casts dispel magic, revealing his pet frog to be a Giant Frog. Thistlemane will try until death to move the locket out of the Anti-magic shell.  The locket will possess the nearest PC, who will then run out of the tent, with the locket, to find a better body.   Waquonis intends to escape through the teleportation circle in Thistlemane's tent and Thistlemane intends to guard the way until he can.  Waquonis has no intention of killing the PC he possesses  He does, however, murder several bystanders on his way to Thistlemane's tent.
When the combat is over, they will find Quill has been murdered and Rautheene is  missing.  Asking around will reveal that “Vyran” was the last one to see them.  
If the players asked Alene what was in the box after they spent the scroll, they have to get a second anti-magic shell scroll to destroy the locket.  They will find that Ravelle has just sold it to Quill.  They look for her and find her murdered, with Rautheene missing.  They learn that “Vyran” was the last one to see Quill alive.
Vyran's Tent
If they search Vyran's tent, they find him about to kill Rautheene.  If they have not figured out that he is Onar yet, he will do a monologue and explain how easy it was to fool them. He has a servant who is a fellow warrior of the Bright Desert.  They attack.
Encounter 4
1 Bright Desert Scout. Male Flan in Desert Clothing
HP 13 AC 15 Dex + 2 Perception + 5, Con + 1
2 AT + 4/ 5 DMG Shortsword, + 4/ 6 DMG longbow
100 XP
Onar
Armor Class 12 (15 With Mage Armor) Hit Points 38 (7d8 + 7)  Saving Throws INT +5, WIS +2  Spell save DC 13, +5 to hit with spell attacks
Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray   1st level (4 slots): color spray,* disguise self,* mage armor, magic missile   2nd level (3 slots): invisibility,* mirror image,* phantasmal force*                   3rd level (3 slots): major image,* phantom steed* 4th level (1 slot): phantasmal killer*                                                                                                  Displacement – bonus action after spell projects illusion making all attacks have disadvantage, works until taking damage, recharges after spell casts
Quarterstaff. +1 to hit, Hit: 2 (1d6 – 1) bludgeoning damage, or 3 (1d8 – 1) bludgeoning damage if used with two hands.                                                    700 XP
Thistlemane's Tent
Whether the PCs fight Onar first, then deal with the locket, or whether they destroy the locket first, Thistlemane will attack when they attempt to destroy it.  He has been spying on them the whole time, and it is his mission to ensure that Waquonis makes it to safety.
Encounter 5
Thistlemane uses a dispel magic scroll to grow his Giant Frog pet to regular size at the top of his turn.
Thistlemane
Armor Class 12 (15 With Mage Armor) Hit Points 38 (
Saving Throws INT +5, WIS +2  Spell save DC 13, +5 to hit with spell attacks
Cantrips (at will): dancing lights, mage hand, chill touch, poison spray         1st level (4 slots): ray of sickness,* disguise self,* mage armor, magic missile                            
2nd level (3 slots): ray of enfeeblement,* web,* blindness/deafness*       3rd level (3 slots): vampiric touch,* animate dead* bestow curse                           4th level (1 slot):  stoneskin                                                                                  Withering Touch +5 to hit, 5 necrotic damage                                                    700 XP
Giant Frog 
AC 11 HP 18                                                                                                         Standing Leap.The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.                                                          Bite +3 to hit,  Hit: 4 (1d6 + 1) target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.                                                      
 50 XP
Locket of the Great Kingdom
The Locket holds one person's life force inside it, currently one Waquonis.  The locket enables Waquonis' consciousness to cast magic jar, animate dead, and feeblemind twice per day.  He will use the first magic jar to possess the PC and the second to switch bodies with one of the wizards he runs into along his path to freedom.
If the PCs can fight off Thistlemane and his frog, keep the locket under the shell, and then do 25 points of damage to it, they can destroy it, and kill Waquonis forever, earning 1100 XP as if they fought him.
Waquonis
AC 11 (14 With Mage Armor) HP 49 
Spellcasting - Charisma (spell save DC 14, +6 to hit with spell attacks)          Cantrips (at will): spare the dying, eldritch blast, friends, mage hand, true strike, poison spray, vicious mockery                                             1st–5th level (3 5th-level slots): chill touch, blindness/deafness, death ward, ray of sickness, silence, fear, hold monster, aura of life, contagion, false life, witch bolt
Defy Death - on a successful death saving throw or when using spare the dying, add 1d8 plus Constitution bonus hp.  Recharges after long rest
Dagger.+3 to hit, reach 5 ft. or range 20/60 ft. 4 (1d4 + 2) piercing damage.
1,100 XP
Whoever he ultimately possesses, if Waquonis succeeds in escaping, he heads to Thistlemane's tent.  There the PCs will find a teleportation circle on a rug on the ground, a chest of stolen currency worth 125 gold, 250 silver, 500 copper, and a letter from Iuz's stranded forces for Waquonis to read.  It says,
“Waquonis,
We survived Axeport.  We fled to the Furyondy wilderness.  We lost contact with Father Zoreg's group, but you will know that by now.  If you are reading this, then Father Zoreg must have succeeded in getting you back in a body.  Welcome back!  There are twenty five of us in our group.  Our orcs abandoned us.  They would not go further into human territory.  We made our way south under cover of night to the Domain of Greyhawk.  We found an abandoned keep near the Gnarley Forest.  We call it the Bonefort.
We have taken slaves and made sacrifices.  We managed to move all of the wealth of Axeport to our new home. The war in the north will never be won as long as Greyhawk's money flows to Furyondy and her allies.  We will inflict great terror on Greyhawk until they abandon Furyondy to their fate.  Then we will crush them both.  Iuz will reward us for giving him his revenge on those who imprisoned him below Castle Greyhawk.
We are reaching out to new allies who want Greyhawk destroyed as much as we do.  Together we will squeeze the city until it breaks.  Our agent, Hayden Thistlemane, has a teleportation circle which will transport you directly to our Keep, which we have named the Bonefort. Come join us as soon as you are able.  With you leading our forces, the defeat of our enemies is certain.  All hail Immortal Iuz!
Always and Forever,
Behenek the Grim, Lord of the Bonefort”
The PC's will see muddy footprints leading to the circle.
The Bonefort
If the PCs enter the teleportation circle, they will be transported directly to the front gate of the Bonefort, in the western plains of the Domain of Greyhawk, west of the Selintan river, east of the Gnarley Forest.  The Bonefort was once a Keep of the Greyhawk Militia, during the time of Zagyg the Mad.  Old heraldry of Greyhawk, portraits of Zagyg, and Shrines to Boccob dot the various rooms of the keep, but they have been defiled by the current residents with symbols of Iuz.
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Read to Players
“You materialize out of the circle in a clearing.  The air is different, the temperature is ten degrees colder.  You hear unfamiliar birds.  Behind you there is a forest in the distance.  In front of you a large ruined Keep rises from the sparse grass.  It appears to be several hundred years old.  Over the massive wooden doors is a stone relief crest of the City of Greyhawk. At the corners are the bases of what once were surely four towers but now hold up nothing. The top floors have crumbled away, and what once was the second floor is now just the ceiling of a one story ruin.  On the roof you see what appear to be three bird-like creatures the size of horses tied up to a post on the far corner of the keep.  Directly in front of you on the roof are two black-clad crossbowmen, their bows trained on the circle. In front of the wall on foot are four more guards with swords.  They wear blackened leather armor with bleached skulls on the shoulders.”
Their leader, Gorka, yells “Oi!  Who goes there!?”  If fighting starts, one on the roof runs down to the castle to warn the forces inside.
It is possible for the PC's to act like allies and gain admission to the Castle.  If they make a Persuasion check of 15, they can convince Gorka they are here to join up or were sent by Iuz's forces.  Once inside the keep, they will ultimately be brought to one of the Acolytes, who will cast detect good on them and then the jig will be up.  
6 Iuz Soldiers
AC 12 HP 11                                                                                                          Scimitar +3 to hit,  Hit: 1d6 + 1 DMG  Light Crossbow. +3 to hit 80/320 ft 
1d8 + 1 DMG
XP 150 total, 25 each
The gates are barred by a large Iron bar that is locked on the left side by a massive  padlock.  The key is in the bag of the lead soldier.
Entrance Hall
Here an ancient banner of Greyhawk has been painted over with a symbol of Iuz.  There is a wall-length painting of a man with wild gray hair and wizard robes wearing a symbol of Boccob.  The  painting is captioned “Zagyg, Lord Mayor of the Free City of Greyhawk.”  The picture has been splattered with blood and an Iuz symbol has been carved into the painting on Zagyg's forehead.
There is a rack of weapons that is missing 10 swords and 10 crossbows.  There are 8 left in the rack of each.  The room is empty.  There is a barrel of water and a barrel of jerky.
There is a dirty carpet on the ground, and new torches shoved into old sconces on the wall, lighting up the room.  There is a door on the left wall, a door on the right, and one in the center.
The Left Side Door leads to...
a Wide Hallway
90 feet long.
As the players begin to walk down the hall, 4 Iuz Soldiers enter from the far door and begin to fire at them. The knights will flee through the door they came in when they are down to 2 left.  They will join the Scout and Skull Sword behind the cover of the big dining room table, firing at the PCs.
4 Iuz Soldiers
AC 12 HP 11                                                                                                Scimitar +3 to hit,  Hit: 1d6 + 1 DMG  Light Crossbow. +3 to hit 80/320 ft 1d8 + 1 DMG
XP 100 total, 25 each
Room Two
The room at the opposite end leads to a barracks with sleeping quarters, a dining room and a kitchen.  An Iuz “Wraith” Scout is there, who will over turn the dining room table for cover and signal Vaygel the Skull Sword.  He will use his leadership ability to give the others + 4 on their rolls.  The two remaining soldiers and the “Wraith” will fire from behind cover as the Skull Sword buffs them.
Two gnome slaves, Breena and Pog work the kitchen.  They may be taken hostage during the battle, depending on how it's going.  If freed, they tell the PC's that their caravan to Grossettgrottel was attacked by the cultists and they've been serving them ever since.  A few have died, but they think six more are alive in the Priest's wing of the keep.  
Vaygel, Skull Sword of Iuz
AC 18 HP 52 Prof. + 2 
Saving Throws Con +4, Wis +2, Advantage vs. fear
2 AT Greatsword : +5 to hit, 2d6 + 3 DMG, +2 to hit, Crossbow 1d10 DMG       Leadership, 1 min, give command adding 1d4 to Attack and Save rolls of 1 follower until KO Parry. + 2 AC vs one melee attack that would hit, as reaction
700 XP
Iuz “Wraith” Scout
AC 13 HP 16  Perception +5, Survival +5, Nature +4, Stealth +6
2 AT 
Shortsword +4 to hit, reach 5 ft. 1d6 + 2 DMG
Longbow +4 to hit,  1d8 + 2 DMG                                                                        100 XP
To the side is the Skull Sword's quarters, with a statue of Iuz in his Cambion form, worth 25 gold if someone would buy it.   The Soldiers all have 10 sp each. 
The back door leads to the Interior Hallway.
The Center Door from the Entrance Hall leads to a massive...
Worship Chamber
There is a hand-painted symbol of Iuz covering the floor, surrounded by hundreds of candles.  Two giant, oil-filled braziers sit near the center of the room.  They can be tipped over and the oil will spill out in front of them in a cone that extends 20 feet.  Players must make a Dex check( Acrobatics is applicable, as is Athletics) or take 5 fire damage. DC 15. Anyone moving in the area once the oil is spilled will take 5 fire damage.   They will take 5 damage every round until they spend an action putting it out.  
When the players attack, Shenezek will cast hold person on one of them as soon as they are in range of the braziers and then the other cultists will tip them over, starting the fire, with the PC stuck in the pathway.  They will throw 3 demon globes containing Dretch demons at the PCs
Shenezek, Unholy Devoted of Iuz
Hit Points 33 Proficiency Bonus +2
Dark Devotion. Advantage on saving throws vs being charm or fright           Spellcasting. spell save DC 11, +3 to hit with spell attacks.                         Cantrips (at will): light, sacred flame, thaumaturgy                                    1st level (4 slots): command, inflict wounds, shield of faith                       2nd level (3 slots): hold person, spiritual weapon                                        Dagger. 2 AT +4 to hit, range 20/60 ft.,  1d4 + 2 piercing damage.
450 XP
2 Devoted of Iuz                                                                                                     AC 12, HP 9, 
+3 to Hit, D6 + 1 DMG (Short Bow/Scimitar), advantage on Charm,                    
 25 XP each  
3 Dretch Demons (from demon globe)                                                                AC 11, HP 18, 2 
AT + 2 To Hit, Bite : D6 DMG, Claw, 2D4 Damage                         
50 XP each
Behind a door to the left is Mefrin, a human cleric of Beory, painted head to toe in symbols of Iuz.  He was captured while traveling through the Gnarley ministering to his people.  He is soon to be a sacrifice to Old Wicked.
In the rear of the room is a door to the Interior Hallway
The Right Side Door out of the Entrance Hall leads to a 90 foot Hallway.
There are three doors on the right side of the Hallway, one leads to the..
Slave Quarters
Four Gnomes, led by Gimble, wash pans near the straw mats they sleep on.  A giant pile of things to wash is in the middle of the room.  They are guarded by one Soldier.
Iuz Soldier
AC 12 HP 11                                                                                                   Scimitar +3 to hit,  Hit: 1d6 + 1 DMG 
 Light Crossbow. +3 to hit 80/320 ft, 1d8 + 1 DMG
XP 25
The second door leads to a Storage Room
This room has all the things Iuz's forces stole from the people they captured.  There are various sets of clothing, a pile of treasure worth 56 sp, a chest of holy books of Beory, a bunch of gnome trade goods.  The gnomes' gnome-sized weapons.  There is also some things that were cleared out of the keep when they took it over.  
There is a book called Zagyg, Arch Mage of Greyhawk, which tells how he became Lord Mayor of Greyhawk, founded the Guild of Wizardry, built the City Arena and Castle Greyhawk and how he disappeared in 421 and was never seen again.  How some say he captured 9 demigods under his Castle, and how some say Boccob made him a God.
The third door leads to the Priest Quarters.  These are the higher ups in charge of the Bonefort.  They sleep on more comfortable bedrolls and they have two more gnome slaves waiting on them. Two play Dragonchess on a board worth 25 gp.  There is a statue of Iuz here.  Two argue about the duty roster.  Two wonder if they've sacrificed that old cleric yet.  When the PCs arrive they will attack.  
6 Acolytes of Iuz
HP 10 AC 9
Spell Save DC 12 + 4 to hit Spell Attacks
Cantrips : Toll the Dead, Sacred Flame (Purple), Resistance
1st level Spells (3 slots) Inflict Wounds, Command, Bane, Detect Evil and Good
Club (with Skull head) + 2 to hit, 2 DMG
50 XP each, 300 Total
One will run at the end of battle to warn Father Behenek.
A door out of the Priest Quarters leads to the...
Interior Hallway
The Interior Hallway runs the width of the Keep and separates the back third from the rest of the Bonefort. There are two doors.  The first leads to the private quarters of Father Behenek,  the Priest who led the forces of Iuz to the Bonefort.  
If Waquonis was destroyed in the locket at the Wizard's Bazaar, then Behenek is not here.  He is in the Keep Lord's Suite.   If Waquonis lives, Behenek is here.
His bed is here, as well as a writing desk.  He has a lamp and a chest of clothing, several bottles of strong booze and some opium.  He has a demon globe containing a Maw Demon that he will use upon deciding that a fight is inevitable.  He may try to enlist the players in helping him kill Waquonis if they decide to talk first and he sees which way the wind is blowing.
Father Behenek has a large Holy Symbol of Iuz, and a copy of The Book of The Old One, which explains how Iuz was born of Iggwilv the witch and the demon Graz'zt, how he was imprisoned by Zagyg, and freed by Robliar to be slain, but escaped, and how he won the Greyhawk Wars and conquered many nations.  How he will one day conquer Oerth.  How he invites you to join him in his glory.    
Father Behenek
Armor Class 13 (chain shirt) Hit Points 27 (5d8 + 5) Speed 25 ft.                     Bonus action: spend spell slot to deal an extra 10 (3d6) radiant damage on melee hit. If spell slot of 2nd level or higher, add  1d6/level
Spell save DC 13, +5 to hit with spell attacks                                                      Cantrips - Toll The Dead, Sacred Flame, Thaumaturgy                                     1st level (4 slots): Inflict Wounds, Command, Guiding Bolt                             2nd level (3 slots): Aid, Spiritual Weapon                                                         3rd level (2 slots): , Vampiric Touch, Bestow Curse                                         Skull-headed Mace: +2 to hit, 1d6  damage                                                      450 XP
Maw Demon
AC 13, Hit Points 33 Resistant: cold, fire, lightning, Immune: poison, charm, fear
Senses darkvision 60 ft.
Rampage. When it reduces a creature to 0 hp,  gets bonus action to move up to half its speed and make a bite attack.
Bite. +4 to hit, 2d8+2 piercing damage.                                                                                    
200 XP
The second door leads to The Keep Lord's Suite. This is where Zagyg's chosen commander lived in times past.  If Waquonis survived the events of the Wizard's Bazaar, then he is here. If not, then Behenek is here, as he is the lord of the Bonefort.
The suite has a small bedroom, a small study, and a large common area, with a meeting table and several chairs.  There is a door in the back to the Stairwell. At the meeting table are three representatives, Smiling Rem Renney, a ship captain of the Slave Lords out of Highport, Nurrsh, chief of the Crooked Claw Orcs in the Pomarj, and Sibasti, a Sorcerer representative of Rary of the Bright Desert.  They are making plans to destroy Greyhawk.  A map of the city is on the table. There are dots marked off where they plan to attack.  There is also a map of the Domain of Greyhawk, where various objects of power are believed to be hidden.   PCs that use stealth can overhear part of their conversation, as they plan acts of terror on Greyhawk.  If all her enemies work together, there is no way the city will stand.  
IF Waquonis is alive, he leads the meeting.  When the PCs arrive, his three guests turn on him.  
Nurrsh : You said you were strong!  Your whole keep falls to an elf, 2 women and a half blood?  Ha! You are not worthy of the Crooked Claw Orcs!
Smiling Rem : You run a loose ship, matey.  This is no good at all.  If you get yourself sorted, you know where to find me.
Sibasti : Kaedriss! It seems neither of us were content to remain good little desert girls. But you ran away, and now our people bow to me!  
They run through the door, out the back stairs to the roof.
Waquonis confronts the PC's.  What do they want?  Why must they resist the great Iuz?  They killed Father Zoreg.  And now they dare ruin his plans?  Furyondy makes him sick.  
“A nation of peasants, led by dullards and cowards.  Why defend them? They are sheep for the powerful to toy with as they will!  Are you no better than those simple fishermen, boring farmers, and fat merchants?  You worship feeble gods, Lolth, who uses you as her playthings, St. Cuthbert who prevents you from doing anything fun at all, and Boccob, a frightened old man who might as well be dead!  Now you will pay for you folly.”
If Waquonis is dead, Benehek runs the meeting, and the fight with him and the Maw demon happens here.  He says the same basic speech, but adds in
“If you had only killed Waquonis, I would thank you for getting him out of my way, but you have now ruined an alliance I had planned for months!  When I kill you, The Old One will know that I am ready to rule Greyhawk in his name!”
Waquonis
AC 11 (14 With Mage Armor) HP 49 
Spellcasting - Charisma (spell save DC 14, +6 to hit with spell attacks)          Cantrips (at will): spare the dying, eldritch blast, friends, mage hand, true strike, poison spray, vicious mockery                                             1st–5th level (3 5th-level slots): chill touch, blindness/deafness, death ward, ray of sickness, silence, fear, hold monster, aura of life, contagion, false life, witch bolt
Defy Death - on a successful death saving throw or when using spare the dying, add 1d8 plus Constitution bonus hp.  Recharges after long rest
Dagger.+3 to hit, reach 5 ft. or range 20/60 ft. 4 (1d4 + 2) piercing damage.
1,100 XP
In Waquonis’ chamber is a longsword + 1 which he looted from Axeport.  It has the crest of the Shield Lands engraved in the pommel.
The stairs lead to the...
Rooftop
If Waquonis made it to the Bonefort and just fought the PCs, The last thing they see as they climb up to the roof of the Bonefort is the representatives getting on their flying mounts and leaving for the south, in three different directions.  
Rem mounts a Giant Seagull, Sibasti a Giant Vulture, and Nurrsh a Giant Bat.  They fly off, but Sibasti circles around once more to warn Kaedriss.  Then she flies off.
“You killed my teacher.  He rescued me from being just another nomad's wife.  And one day you will pay for that.  Come home if you have the courage!”
If Waquonis died in Furyondy and the PCs just killed Behenek and the Maw Demon, then Sibasti is waiting on the rooftop to avenge Onar.  She cannot let it go.  She attacks.  When the vulture is reduced to two HP, it will circle overhead.  If Sibasti hits zero, the Vulture swoops down to save her.  
“Onar came to my village, he saw that I was a sorcerer, but no Bright Desert Man would let a woman wield power, so he saved me from their narrow minded oppression and taught me the power of the Desert Winds! It is only appropriate that I use what he taught me to avenge him!”
Sibasti
Armor Class 12 (15 with mage armor) Hit Points 44
Speed 30 ft. Skills Deception +5, Persuasion +5 Senses passive Perception 10
Spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
Cantrips (at will): blade ward, gust,* light, prestidigitation 
1st level (4 slots): feather fall, jump, thunderwave, witch bolt
2nd level (3 slots): gust of wind, invisibility
3rd level (3 slots): fly, lightning bolt
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
700 XP
Giant Vulture
AC 10 HP 22, flight 60 feet
Advantage if Ally is within 5 feet and standing
2 AT Beak +4 to hit 7 DMG, Talons +4 to Hit, 9 Damage
200 XP
Whether the PC’s fight Sibasti on the rooftop or just watch her and her two fellow representatives of hostile powers fly away, they now stand on the roof alone.  They look out over the wall and see the Free City of Greyhawk loom in the distance.  The biggest, most important city in the world.  Their enemies want it destroyed.  They have new friends there who may open up entire new worlds of influence and power.  They have maps that may be the key to magic and wealth.  Will they go back to Furyondy or go through the door that lies open, just a few miles away, in the greatest city on Oerth?
New Magic Items
Vayne’s Demon Globe (minor, rare)
A Magical Glass Eight Inch Sphere.  If thrown at the ground it shatters and releases the demon imprisoned with in it in gaseous form.  The demon grows to full size and solidity and attacks the nearest character on the next round.  
Null's Impenetrable Box (major, rare)
This item is a black box about one cubic foot in volume.  It is made of an odd black lacquered wood into which odd runes in Abyssal are carved into every surface centimeter.  It gives off strong magic and evil if detect spells are used on it. It cannot be opened by any means except by the creator of the box. It is indestructible.  In this case, the locket of the Great Kingdom (from Greyhawk Adventures) is inside it.  The soul inside the locket can normally cast magic jar, feeblemind, and animate dead but because it is inside the magical box, it cannot affect anything outside the box's walls.  The only way to open the box without it's original creator is to cast anti-magic shell. This will also negate the properties of the locket so it would have to be removed from the box and the shell for the soul inside (currently Waquonis, a Warlock of Iuz) to use it's powers to free itself from the locket.
Null's Pointing Pyramid (minor, rare)
This six inch black pyramid is made out of an odd black lacquered wood and is covered in Abyssal runes on every centimeter of it's four sides. The top two inches separate from the base and point in the direction of one Null's Impenetrable Box that is attuned to it.  It will always point to the box until it is destroyed.  It gets warm when the box is close.
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