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#Free City of Greyhawk
oldschoolfrp · 1 month
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Old time religion -- A mendicant collects alms outside a temple in the Free City of Greyhawk. (Jeff Easley, AD&D supplement Greyhawk Adventures by Jim Ward, TSR, 1988)
In the world of Greyhawk the priesthood of St Cuthbert is divided into three orders: the Chapeaux, the Stars, and the Billets. All three orders have access to the beguiling spell, which imbues their cudgels with the power to charm one opponent by touch. The cleric may tap the target to help convert them to the faith, or attempt a damaging attack on a more incorrigible soul.
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Freaks & Facades: Session 0 - Cast of Characters
Welcome to all you wonderful readers!  
Here is an introduction to the wonderful character cast for the Freaks & Facades campaign!  This is meant to be a brief overview on the characters’ starting personalities and goals (with some insights gleaned after feeling them out between sessions 1 and 3). 
We hope you love them all as much as we do!   Check them out below the cut!
-- Aboleth Eye!
Pryrrish Norfaer - ( @moonstruck-vixen )
Pryrrish of House Norfaer was once one of the serene and mysterious star elf race; now exiled from their cloistered and dying realm of Sildeyuir.   
She is a forsworn scholar, hunting for the most hidden secrets of the otherworldly.  In her hands she clutches a tome of spiraling script, the cause and salvation to her quest for knowledge.  Only she can truly understand what the maddening, spiraling script deigns to tell her.  For her eyes and souls both hold that same spiral of unreadable darkness within them…  
Her youth was cut short after witnessing devastation on the Material Plane.  The dreaded Day of Mourning.  And when she endeavored to uncover how it had come to pass, that foolish quest brought her no answers.  Only terrible personal disaster.  Paying a price she never anticipated, Pryrrish was branded a heretic.  Forced to embrace the darkness of her new accursed patron--the Elemental Dark itself--to save and begin her life.  The dark book’s secrets both doomed and saved her; perhaps it will now guide her to what it all means?  There must have been a reason behind her misfortune.  A reason for why she was offered the brand of the Elemental Dark upon her soul…  
Will she find what she seeks through her determination to reclaim knowledge thought lost?  Or will the Elemental Dark, forever whispering in her ear, consume her in this foolish quest’s end?
Star Elf Warlock 6
Ludwig Hossler Schrödinger - ( @atlysium )
Ludwig Hossler Schrodinger is a young man fascinated by the world around him; and people fascinate him more than anything, for reasons we all take for granted...
He appears a proud scientific noble of Lamordia, tastefully austere and rational to a fault.  Except when it comes to human osteology, the study of bones.  His parents (who love him very very much) helped him acquire a taste for this little-understood branch of science.   But they never truly introduced to the world beyond their cryptic household.  How odd, considering their influence as Markgrafs of the mountain village of Schwartzsteinburg…
It was a great surprise when Schrodinger’s idea to travel beyond the town was embraced wholeheartedly by his parents.  For their darling son hoped to meet with the Society of the Enlightened Mind in Ludendorf!  Lady and Lord Schrodinger thought it would be a life-changing opportunity for their son to share the fruits of his labor in the field of osteology (and osteomancy).   And so, departing from the safety net of his protective and equally gifted parents, he has proudly shared his life’s work to the Society! But the Society, unfortunately, quite misunderstood his enthusiasm for this strange new science.  
Is he a victim of academia tirelessly struggling to be understood?  Or, perhaps, the Society saw his endeavors in self-experimentation as the unnatural obsession it truly is?  
Human Boneblade 6
Fenri Sunwillow - (Redbrown [not on socials])
Fenri Sunwillow is an exceptional, strong-willed halfling priestess; her smile lights up a room even in the darkest of times.  
She is tirelessly devoted to the teachings of the Dawnfather Pelor–God of the Sun, Healing and Mercy.  With her unshakeable faith, Fenri has gone on many adventures beyond the Free City of Greyhawk.  She has faced monsters, scoundrels and failure, all alongside friends who welcomed her gifts and her optimism.  She treasured them wholeheartedly and offered them the grace and healing of her god!  
But now Fenri the halfling is no longer among friends.  She is a light with no one to shine upon.  She continues what the tenets of Pelor ask of her, seeking to find those most in need of her gifts.  And her friendship.  Everyone is a friend Fenri hasn’t met yet!  But life is hard on such a small bundle of joy, and the Sun does not shine all day without rest.  And yet Fenri shines and shines–through true faith, inner strength or misguided delusion, who could say?  
Will she push through what awaits her, through the darkest time in her life?  Or shall the Sun inside her heart not be enough to sustain her once its out of reach?
Halfling Cleric 6 (Patron Deity: Pelor)
Channa Devir - ( @aureliagaming )
Channa Devir knows much about sacrifice; and she is willing to risk much in order to reclaim what is hers.  
An aspiring prodigy in the arts of elemental theory and magic, Channa was lifted up and taught by some of Khorvaire’s greatest conjurers.  They taught her about the laws of reality, and how to make a life with the gifts she was given.  She followed their guidance and friendship, becoming attuned to the  principles of elemental earth in the process.  Earth is steadfast and patient while the world seems in flux.  And she felt through her mentors she had sacrificed enough of her body and soul to have real achievement in this crazy world.
But then her foundation for living was suddenly lost.  Her best friend; gone without a trace; not even a note...  She went to their mentor, supposedly the greatest conjurer in the realm for answers.  Together Channa learned more and more, hoping to unravel the elemental ritual left behind by her friend...  But then her mentor, her only support and teacher, vanished as well.  The ritual remnants in their laboratory...   Channa had lost everything to this mystery, so she decided to follow in her friend and mentor’s footsteps.  To make them answer why they had abandoned her.  The sacrifices needed to for such a ritual would be great, but Channa would follow it to the end.  To be with them again!
Will those she searches for weep that she was drawn onto their same path of mistakenly pursuing knowledge?  Or has Channa offered herself before a hungering evil that has fed upon greater mages than she and her friends?
Human Duskblade 6
Solange Therese Charron -( @owldork1998 )
Solange Therese Charron has long embraced her lot in life, forever on the outskirts.  
She had a rough start of it: a strange foundling raised by a pair of poor gravediggers, just beyond the walls of decadent and lively Port-a-Lucine.  She was born touched by the grave in more ways than one, however; for Solange is a caliban, a creation of humanity’s aspirations twisted by the darkness of taboo and unforgiveable sin.  She is forever forced to hide her  deathly beauty behind the veil of the mourner; which suits her fine.  No one asks a  gravedigger why they hide their face...  But those that linger beyond death have taken notice of her, a being trapped between worlds.  And to hone this connection and defend the living, she was invited to watch over the crypts of the city’s oldest bloodlines.
She became a gravekeeper of St. Leonburg’s Cemetery by night, hoping to earn the experience to see what the Order of the Moonlit Vigil protects within the uncharted catacombs below.  The dark of those bone-decorated labyrinths calls to Solange, but she instead pushes towards her duties of protecting the noble dead (and tolerating the living nobles who visit the cemetery to socialize and scheme).  But she cannot truly escape the call, literally and metaphorically...
Can one seemingly born to serve death find peace in her duties among them?  Or must Solange dare to walk among the living to find answers about her spectral-afflicted existence?  
Caliban Gravedigger 6
Read the next part, Session One - Vignettes (Part One) here!
Thanks for reading!  We hope these characters fascinate you with their tales!
Parts: Zero/Cast, One P1, One P2, Two, Three [tbd]
-- Aboleth Eye @aboleth-eye
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kaznaths-thoughts · 6 months
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Changing the Lore of Old Worlds
My Thought is simple - do not be so stringent.
Ownership is often a grey area for players of TTRPGs when they begin playing in a built setting. Settings like those I described last time, whether Dark Sun’s Athas or Planescape’s City of Doors, we hold rather tightly onto the book’s descriptions; sometimes at the expense of fun. 
But we also don’t own that world - right? Someone else has crafted it and handed it down to us. But that is the thing - they handed it to us. Goblin, elves, halflings, trolls and ogres alike, they have handed it to us and now - IT IS OURS. As soon as the cash register closes and the proof of purchase is passed, the world does not belong to Wizards of the Coast nor to the authors and writers of whatever ttrpg - it now belongs to you.
Being loose with the Lore is an important step, in my Thought, to making a place your own place. And so I think we should feel liberated to make it a home for our adventures. Whether it is the Athas of Dark Sun or the DragonLance canonical universe, Storytellers and their companions should feel liberated to explore, reshape, and mold the world they play in; including its history, lore, and cultures; in a manner that is fun and contributes to the co-creative nature of Role Playing Games. I am thankful for Athas, which I am currently Hermiting, because its game guides are open and loose with its Lore, admitting that its histories are vague and somewhat conjecture, freeing up players like myself to craft out the events that happened in that past at our own table with the freedom to do it as we please. Some will hold their source books for Greyhawk tightly as Science texts or Fantasy Bibles, but I recommend leaning into the grey in your Greyhawk and building out YOUR table’s Lore of Greyhawk. 
But then again, you do you. If Greyhawk as it is suits you and your players and your stories, that is quite alright as well. But please, play liberated not constrained.
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unbound-shade · 11 months
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I've now played some and they're very fun, but I've always, likely incorrectly, considered people who bought adventure modules and used established campaign settings in D&D to be community outliers.
When I got into late AD&D and early 3.0 in high school, I didn't know anyone who owned modules to go with their core rulebooks. The books were $90 all together. You got a player guide, a Dungeon Masters' guide, and a monster manual and that was all you needed to play. The books gave you some information on Eberron, but that was literally it. No maps, no noble houses, no cities. Wizards of the Coast were asking us for another $30-$80 or some such if we wanted more than that. For single campaigns. Meanwhile I could write my own world and campaigns for fucking free.
The first people I ran into who used modules were adults who had been playing since they were teens, and rich kids. I played Neverwinter Nights, I read Elminster and the Cleric Quintet, so I knew what canonical settings could be like, but I didn't even let myself look at and get jealous over the expansion books at the local shop. Greyhawk, Faerun, Eberron, Dragonlance, and so on were for the hyperlexic or the "rich" nerds.
I still consider canon settings and module play to be "fancy" as a result.
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juddgeeksout · 1 year
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Kill Acererak 5: Afterglow Spending, Building and Partying
Kill Acererak 5: Afterglow Spending, Building and Partying
In which the Sigil 6 spend a dragon’s hoard on Greyhawk, Faerun and Sigil. Who are the Sigil 6 – Trundle, Helewynn, Bugwump, Kuru, Jusko and Shepherd what have they been up to? We discussed the party breaking out in the Free City of Greyhawk. “How do people know?”“The gods tell their priests and the priests tell the people. ‘For the next 6 days let us celebrate the end of the archlich,…
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lifylv782 · 2 years
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D_ampD Lords of Waterdeep 1.0
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Stonekeep Similar Games - Giant Bomb.
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Every TSR-item is featured in BOTH lists. Version 2.6 Added 3rd Edition list Version 2.5 Cleaned up and added bookmarks Version 2.4 Converted to file, for cross-platform accessability Version 2.0 Added cover picture Version 1.0 Finished file TSR Code. SubCode. Title. Original D&D. Hardcopy. Copy. PDF.
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Expanding D&D: The Psionics. Eldritch Wizardry also introduces a new magic-like system: psionics. Though the core of it is a new combat system (which originated with Gygax's divine class), psionics also includes special abilities that are an alternative to the cleric and magic-user spheres of magic (and which originated with Marsh's mystic class).
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Index Long Signature Thread (Archive) - Giant in the.
Pro natalist vs anti natalist 1-877-473-4487; katharine hepburn cause of death Request More Info. Fantasy story featuring a colorful cast of characters and events. Journey through the realm of Athkatla to rescue your childhood friend Imoen from the clutches of the Cowled Wizards of Spellhold. AD&D Setting - Forgotten Realms (Original) - Free ebook download as PDF File (), Text File () or read book online for free.
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A Note About AD&D 2nd Edition This adventure is written for the AD&D 2nd Edition game rules. Terms and references new to AD&D 2nd Edition should be self-explanatory to DMs who are not familiar with this new edition. Some noticeable differences are changes in name only. The term magic-user has been replaced by wizard and mage.
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D&D 3.5 - Races of Faerun (OEF).
Чихуахуа - на редкость здоровые собаки, не подверженные каким-то конкретным болезням, и большинство их владельцев обращается к ветеринарам только за очередной ежегодной прививкой. Однако из-за крошечного размера.
(D&D 4.0) Halls of U | Wizards Of The.
• Waterdeep, known as the City of Splendors, is one of D&D's most iconic locations. Also the setting for the board game Lords of Waterdeeep, it's the jewel of the Sword Coast—a sprawling melting pot held together by firm laws and swift justice. • Dungeon of the Mad Mage is the second of two Dungeons & Dragons books set in Waterdeep.
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Salvar Salvar D&D - 3.5 - Forgotten Realms - Grand History of th... (NR): Used in the City of Waterdeep, Northreckoning dates from the year Ahghairon became the first Lord of Waterdeep. A more archaic system called Waterdeep Years (WY) dates from the supposed first use of Waterdeep as a trading post.... It is from these feudal lords.
Elven nobility titles.
» 5e thorn whip grappling hook | 笑顔溢れる住まい創り. Volo's Guide to Waterdeep (Accessory, Forgotten Realms Game) 1560763353, 9781560763352.... Van Richten's Monster Hunter's Compendium, Vol Two (AD&D 2nd Ed Fantasy Roleplaying, Ravenloft) 0786915072.... These lords of darkness are not subject to attacks from nonmagical weapons. To a vampire, mundane weapons are not even an annoyance.
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dnd-apothecary · 3 years
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Hello friends, artists, and artist friends. I am looking for some art for the DnD campaign I am running - if you have any inspiration art (complete with the artist who made it, please! we love credit in this house) for the following, please give this a comment or reblog so I can check it out
Vecna/Necromancers/Death Gods in general
Anything under the ocean that is creepy octopus/kraken
Anything lizard folk, crab, or sahuagin
Maps/cartography of Saltmarsh/Seaton/The Free City of Greyhawk
Also if anyone has character commissions open, please send me your name and art so I can check out your stuff. I am going to be commissioning at least one NPC and probably also one of my PC in a different campaign.
Remember: CREDIT. REQUIRED. FOR ARTISTS.
If you don't know the artist, and can't find them via a reverse google image search, please do not share it. We want artists to get credit. Thanks!
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vintagerpg · 3 years
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Wilderlands of High Fantasy (1977) is a massive step forward in terms of what we now know as a campaign setting. It lays out regions of the world totaling about the square miles of Cuba, organized in such a way as to be similar to areas surrounding the Mediterranean. It is a massive sandbox largely unrivaled at the time. By way of comparison, the Greyhawk campaign folio was still three years off.
Wilderlands comes with two booklets. We’re still in the period where the school of thought centers on helping facilitate players in the creation of their own world, so there isn’t a ton of concrete information laid out here. Instead, you have nested random tables, lots of them, to use in filling out the landscape yourself. They work the same basic way as the Random Dungeon Generator in the Dungeon Masters Guide (still a year off!), with the designer moving from table to table, filling in details as indicated, until the thing seems finished. Wilderlands provides tables for tons of fine detail.
With the broad strokes of the world laid out, JG was free to fill it in over time from one end while players did the work in their home campaigns from the other end, meeting, eventually, theoretically, in the middle. Judges Guild would do this in two ways: releasing stuff like Modron, where the details are pre-defined (a nice thing about Wilderlands, too, is that it shows you where the City-State, Tegel Manor and Modron are relative to each other). Then there were more products like this, full of modular tools for creating your own stuff. And so it went, for DOZENS of products. Ground breaking stuff!
Like most other Judges Guild products, Wilderlands was in a state of constant revision. This is the first edition, far as I can tell. Later ones add color to the cover. They might have gotten revised and expanded over the years too – most of the other popular products did.
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dmsden · 3 years
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Adventure on the Fly - Personal Plot for Aarakocra
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Hullo, Gentle Readers. This month’s personal plot article takes us into the Elemental Evil Player’s Companion for a look at that high-flying race, the Aarakocra. If you need a copy of the Elemental Evil Player’s Companion, well, you can grab the PDF for free! Check it out at https://dnd.wizards.com/products/tabletop-games/rpg-products/player%E2%80%99s-companion
Aarakocra have been in D&D since the 1st edition Fiend Folio, but I’ve rarely seen them used. I was excited when they were given PC status, and I’d love to see someone play one over a long term campaign.
Just to get the elephant in the room out of the way, yes, the fact that they can fly at first level is a big deal. Their ability to fly is pretty much their only real racial trait, other than the rather limited ability to use their talons as weapons. Sure, I suppose a player could RP kicking at at enemy, but, unless they’re flying to begin with, it’s hard to imagine this being used super regularly.
With this in mind, this is going to inform some of your storytelling. If anything, you can use this ability to inform some of your storytelling decisions. If the PCs need to scout ahead as they travel, view a region from above, scale a cliff, or cross a bridgeless ravine, obviously an aarakocra is going to be enormously useful. This doesn’t make them completely immune to all the perils normally associated with similar activities, however. A human-sized eagle is going to be pretty noticeable, allowing goblins in the dense forest to begin preparing an ambush, or a cave fisher to start checking out a choice morsel.
Another storytelling element that immediately jumps out at me about this race is the “fish out of water” feeling. Unless it’s an all-aarakocra party, the aarakocra PC is likely VERY different from their companions. They are going to get stares if they enter even a fairly cosmopolitan city, and some people might treat them as a hunting prize, or want to collect feathers from them as a souvenir. While the novelty of having people gawk will lose its luster quickly, realizing they have a target on them might make things very uncomfortable very fast. Many people might not consider the aarakocra civilized, never having run across such people before. 
An aspect of the aarakocra that’s very interesting is their tie to the Elemental Plane of Air. This means that, historically, they have battled with the forces of Elemental Evil Earth, such as gargoyles, immediately giving a foe that an aarakocra PC should recognize as a foe. They are also tied to old D&D lore involving the Wind Dukes of Aaqa and the Rod of Seven Parts. That immediately sets me thinking about old modules, including the Age of Worms, which also involves said Rod and mentions the Wind Dukes from the first adventure. If I knew I was going to have an aarakocra PC, you can bet some of these plot elements would become important in my campaign.
One thing I would talk to with the player right off the bat is where their character comes from. If they are native to the Elemental Plane of Air, as many aarakocra are, I would work with them to find out what brought them to Greyhawk, or Faerun, or my campaign setting, or what have you. Do they have a quest? Are they in exile, seeking redemption? Are they hunting down a threat from the Elemental Planes? Undergoing some kind of rite of passage?
Even if they’re native to your world, they’re still generally presented as keeping to their own, so the same questions will still apply. What brings them out of their general isolation to get them adventuring? To my mind, it seems like this journey from isolation would provide a lot of fodder for adventure and story.
I would absolutely provide moments for the aarakocra to use their speed and flight to save the day. A message might need to be delivered to a wizard in a tower, or a daring scout to fly ahead and warn the king’s army of the ambush lying before them. Maybe a puzzle laid by a people known for levitating around reveals clues when viewed from above. Or perhaps there are Nazca Line like formations that reveal a secret when viewed from the sky.
I hope this has made you think about having an aarakocra in your campaign. I know many DMs who wouldn’t want to allow it, but I definitely would. Rather than fear the aarakocra’s flying ability, I would tend to embrace it. It’s part of what makes this race so unique, and, if you’re aware of it, you can design around it.
Next month, we’ll be looking at that most reclusive of backgrounds, the Hermit. Until then, stay healthy and warm.
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masterlegendario · 3 years
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The Free City of Greyhawk beckons. Touted as the Gem of the Flanaess, it offers excitement and adventure in the form of magic to be learned, deals to be made, and streets to be explored. But wait - something else lurks here that threatens adventurers at every turn. Is someone following youu - or is it your imagination? Why is your party receiving threats - you've been in town only a few days! Something evil does lurk in Greyhawk. But before it can be eliminated, it must first be discovered. Can your party find it before it finds you? Falcon's Revenge is the first of a three-part series of adventures for the ADVANCED DUNGEONS & DRAGONS 2nd Edition role-playing game, but it can also stand alone. Set in the famed City of Greyhawk, it gives adventurers a taste of life in the big city - with someone or something brewing trouble. Falcon's Revenge is designed for five to seven characters of levels 5 to 7. #greyhawk #gygax #old #art #game #tabletopgame #vintage #advanced #master #masterlegendario #dnd #dungeons #collector #classic #mordenkainen #apexlegends #garygygax #gygax #oldschool #dungeonsanddragons #advanceddungeonsanddragons #5ednd #dnd5e #dragon #drow #edgreenwood #salvatore https://www.instagram.com/p/CUFOHZxrdSd/?utm_medium=tumblr
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borderland-ranger · 3 years
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Rangers of the Gnarly (Greyhawk)
The Rangers of the Gnarley is an organization of woodsmen dedicated to the welfare of the Gnarley Forest. Since the Greyhawk Wars, the organization has become more cohesive, and many of its members fought as volunteers in Furyondy. The Rangers of the Gnarley number about 200, and while most are human, a few members are half-elves. The organization is essentially democratic, having no leaders who issue directives or orders. However, the group does have seven Ranger-Knights who meet at the Gilded Acorn in Corustaith every two to three months to share information. Each of the seven Ranger Knights is served by a number of younger rangers, each of whom swear personal allegiance to their respective Knight. In exchange, each Knight trains his juniors as needed, and holds a yearly feast for his juniors every Brewfest.      The oath of allegiance is not very restrictive, but involves promises to defend the integrity of the Gnarley, to aid good folk in need, and to honor a Power of Good (usually, but not always, Ehlonna). Ranger Knights don't have formal spheres of control or delineations of territory, although each oversees a particular area (which sometimes overlaps with others) where he has staunch allies and channels most protective efforts. The Rangers of the Gnarley strive to bring together the good folk of the forest. They have very strong ties to the gnomes, most woodsmen, werebears, and swanmays of the Gnarley. The Rangers are very cautious in their dealings with elves; they are shown respect, but not trusted. "Cool politeness" best describes encounters between the groups.      The Gnarley Rangers are not concerned with politics, and do not care about the squabbles between the Domain of Greyhawk and Dyvers over territory. The Rangers would like Celene’s influence in the forest diminish, but realize that the Free City is not exactly a bastion of morality and righteousness. However, they are pleased to see the Greyhawk militia helping to protect the people of the Gnarley, and individual friendships between militia leaders and Rangers are not unknown.
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oldschoolfrp · 3 years
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The World of Greyhawk, original 1980 folio edition with David Sutherland cover showing the Free City to the south of the great Nyr Dyv lake, and featuring some of the heraldry of the Flanaess
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fullmoontavern · 4 years
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Slow day at the Full Moon. Closed RP with @realmoflust
Along the banks of the Nyr Dyv following the road northeast out of the glorious Jewel of the Flaness, the free city of Greyhawk, up towards The Kingdom Of Nyrond, there had scarcely a week before appeared a most unusual structure. It was unusual in that moments before its appearance there was nothing there but an empty shoreline overlooking the resplendent lake. It was a tavern. The large edifice seemed comfortable and welcoming on the outside, warm wood tones over creamy masonry. A sign hanging above the door depicted a cliff top with a wolf howling at a large full moon, proclaiming itself in the common tongue to be “The Full Moon Tavern.”
Inside was a spacious but comfortable taproom, large round tables spread out across the floor with chairs around them. In one corner was a modest sized stage, where at present a trio of musicians were tuning up their instruments for what promised to be a decent evening of business. A woman in multiple layered skirts stood along the wall near the stage and stretched her long legs as she prepared for her rehearsal. Lustrous black tresses of hair hung down to the middle of her back.
A young woman, more a girl in her late teens with long blonde hair moved from table to table, wiping them down with a damp cloth, the aromas of slow cooking meats and baking breads and pastries emerged from the entrance to the kitchen, making the place smell heavenly.
A door near the bar, marked with a placard identifying it as the office abruptly swung open and another young woman came out into the taproom. She wore tight leather breeches dyed a rich and deep purple, rolled up above her calves, and a red open front leather skirt that came down to her thighs. Her midriff was bare but a purple and red sleeveless top showed off her chest and arms. A jeweled black leather choker was snug around her throat. Her long raven ponytail hung to her waist and there was a smile on her face and a gleam in her violet eyes.
She practically danced, barefoot as she always seemed to be, behind the bar and began carefully wiping down tankards and glasses before inspecting the taps connected to the massive kegs of freshly brewed ales, meads and beers.
She heard the traveller approach long before the wooden front step creaked. The door swung open with a musical jingle from the bell attached to the top of it.
“Welcome to the Full Moon!” She called over her shoulder, as she finished her inspection. Turning around, she gave the lone customer, the first one of the day a warm and welcoming smile. “Have a seat anywhere you like!”
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elliegoose · 3 years
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Tell me about Grimaia! I don‘t know her but I’m super curious about your OCs and how dateable they are
Grimaia Mafaris, or just Grim for short, is my high elf death cleric in a D&D campaign I'm currently playing. here's some art i drew of her over on twitter! (nsfw warning for other content on the account).
Now how to describe what she'd be like to date...
I'll list some facts about her.
She's a cleric of Wee Jas, a death and magic goddess whose underlings are mostly retired succubi. (Weird name, I know. We're using the Greyhawk setting.)
She became a cleric because she pulled an Orpheus and waltzed right into the underworld through some fucked up magic, but she got stuck. She was eventually released back to the living world on the condition that she'd become a Jasian cleric. She has promised to make similar arrangements for multiple of her party members if they die and decide they want that.
She doesn't sleep. She just falls over seemingly entirely dead for four hours each night and then comes back well-rested and ready to go.
Another "was dead for a while and now I work for a goddess of the afterlife" perk is that she can consume the food of the dead as often as she likes with no ill effect. Which she does. Regularly. (I mean, hey, she doesn't have to cook anymore!)
And lastly...
Grim once animated an undead bone servant, who we named Teddy Anne. (Well actually, to be more specific, she was first named Teddy Bob in-game, but because of a joke I made several months later here on Tumblr we ended up deciding that she, like her mother Grim, is a trans woman. So we renamed her Theodora Anna Roberta, or Teddy Anne.) Teddy pretty immediately began collecting and incorporating into her body the bones and flesh of those she killed and consumed. Within a day, she grew to the size of a large building.
And then, after 24 hours were up, Teddy was free from the control of her mother.
The party skipped town as Teddy Anne The Bone Kaiju began to level the city.
I'll let you decide what's a dating pro and what's a con here.
Send me an OC and I’ll give you the pros and cons of dating them.
(If anyone wants to ask me about ratgrl, my other tabletop character i'm currently playing, well...)
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feyariel · 3 years
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Fey’s D&D Woes, Partie Deux:
What Campaign Would I Run?
I have a few ideas for a campaign I would run, regardless of group. For this group, it’s probably a choice between Rise of the Runelords and Strange Aeons. Below is just me weighing pros and cons; feel free to comment.
Rise of the Runelords
Pros
I own it in print
Minor Lovecraftian elements, especially towards the end
Establishes Golarion
Pretty straight-forward
Options for combat, investigation, crafting, and socializing
Great for beginners, appreciated by experienced players
Well-written
Cons
Not especially novel
The last campaign I ran
I don’t particularly find The Seven Deadly Sins compelling
Have to look elsewhere for the Elder God they might awaken
Strange Aeons
Pros
H.P. Lovecraft. (The shop is named “Nameless City” because the owner is that much of a Lovecraft fan.)
Weeeeeeeeeird.
Cons
Haven’t looked through it yet
Probably need to have a better grasp of Lovecraftiana (I’ve read some, but not enough -- and I never finished Call of Cthulhu, which is the only part of the actual mythos I have read [unless Herbert West, Reanimator is part of it]) = significant homework
Reign of Winter
This was the module series I ran for my kinda crappy, overpopulated newbie campaign a few years back
Pros
Weather! Difficult terrain! Survival campaign!
Well-written dungeons (indoor and outdoor)
Lots of travel -- with a TARDIS!
Russian folklore!
YOU GET TO KILL RASPUTIN!
AND BABA YAGA! (I think.)
Fey? FEY!
Cons
Weather! Difficult terrain! Survival campaign!
Seriously, the above. Survival campaigns are where all that bookkeeping about what equipment you have comes in. It’s Oregon Trail, except you have to do the paperwork. (There are some other APs that do this, but not many because it takes the right group.)
If you don’t want to deal with the cold, there’s a campaign trait that gives you Cold Resistance 2. That turns the rest of the survival issues (wind, snow and ice as difficult terrain, wind-blown snow, frozen water, etc.) as more annoyances than as dramatic obstacles
The game is on rails:
-No real room for crafting, town stuff, etc.
-The TARDIS does that thing where the TARDIS won’t let you leave wherever it sets you until it decides it’s ready
If you don’t know Russian folklore, none of the encounters make sense up until the fifth book.
If you don’t know anything about the Russian Revolution, the fifth book doesn’t make sense. This was the second major problem my newbie campaign faced, but it ruined the game.
Ashardalon Cycle
This is the pseudo-AP from 3.0 that introduced Ashardalon, the most badass dragon in all of D&D. I say “pseudo” because the adventures are only loosely interconnected, unlike most of Paizo’s.
Pros
I’ve played Sunless Citadel (it was either my first or second game ever) and was an audience to the DM who ran The Standing Stone in undergrad, so I’m mildly familiar with it.
It’s loose enough that if I chose, I could easily integrate Return to the Temple of Elemental Evil or another module into the mix -- making a Frankensteinian mess of modules into my own campaign.
A. SHAR. DA. LON. This is the dragon who’s set up a cult to initialize his apotheosis after he’s replaced his heart with a Balor -- not the heart of a Balor, no, an en-fucking-tire balrog.
Generic D&D setting, meaning I can plop it into any world I choose so long as I excise specifically Greyhawk bits (unless I don’t care to).
Cons
3.0, so all parts of the modules will need updating to Pathfinder at least.
More prep work on top of the rest because the modules are so loosely connected.
Pretty sure there’s no intrigue in any of the series.
Bumming a Campaign Off of My Old DM
Pros
Some of his ideas were rather fun!
I’m intimately familiar with the workings of one (having played in it) and the other I know enough about to use
Cons
Not mine, so will be a mixture of asking him and coming up with stuff on my own (so may as well run my own)
Creating My Own Campaign
Pros
Freedom! Creativity! Huzzah!
Cons
A mountain of prep work I do not want to do
I don’t have an idea for where to start.
I get sidetracked by the power privilege allowance I have to make the setting work as I want. Like, elves are now True Fey rather than Humans with Pointed Ears and Oddly Long Lifespans.
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juddgeeksout · 1 year
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Kill Acererak 3: Just South of the Cairn Hills
Kill Acererak 3: Just South of the Cairn Hills
In which the Sigil 6 get to the Free city of Greyhawk and purchase a flying carpet to head to the swamps south of the Cairn Hills. Who are the Sigil 6 – Trundle, Helewynn, Bugwump, Kuru, Jusko and Shepherd what have they been up to? They made solid rolls in getting out of the negacano, avoiding the 48 Days Later Frost Giants and the grasping undead hands. Gord the Rogue took them to a portal…
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