IUZ AND THE POWERS OF GREYHAWK
WORMCRAWL ISLAND


The Worm that Walks is imprisoned within an obelisk at the heart of Wormcrawl Island, a remote place not found on any nautical chart, forgotten by all but the wisest sages and most despicable cultists. This island is wild and deadly, filled with monsters of incalculable horror and might, infested with the worst sorts of creatures imaginable. The people who entombed Kyuss here chose wisely, for none but the most courageous (or foolish) would dare explore the haunted jungles, brave the swarms of biting vermin, or contend with the monstrous threats contaminating the place. Through the ages, many have settled here, including savage humans, forest giants, and others. No settlement has survived the perils of the island, instead succumbing to beasts of the jungle, madness inspired by the obelisk, or violence committed against one another. Ruins filled with bones and rot testify to the carnage of the inhabitants’ deaths.
KEY FEATURES
To an outsider, the island is like any other tropical paradise, with high, mist-shrouded peaks and lush jungles buzzing with life. The forest canopy is home to several varieties of monkeys, birds whose plumage runs the spectrum, all sorts of crawling insects, and, of course, worms. Beneath its breathtaking exterior lies rot, decay, and pulsing evil. Wormcrawl Island is about four miles in diameter. Two mountains dominate the terrain. The eastern mountain is older and covered by dense jungle, and the western peak is jagged, bare, and topped with a smoking crater. Runoff from the mountains drains down to the interior and gathers in a large freshwater lake. The lake feeds a river that cuts a path to the ocean. Gathering on the shores of the river is dense foliage consisting of thorny bushes, tall grasses, and odd flowers. The most notable feature of the island is at its center, where the Worm that Walks languishes in the prison of its obelisk. All around the 100-foot-tall spire is blood rock, stone infused with the blood of countless sacrifices. Spewing up from this stone are pools of slime infused with Kyuss’s pestilence. The islet rises in the center of a sea of hot tar. Great bubbles rise from its depths to burst and release poisonous fumes that waft across the shores and fill the air with toxins.
DEFENSES
The island is home to numerous creatures—undead and aberrations mostly—but there are all sorts of vermin, magical beasts, and other predators as well. Although these threats are many and varied, characters of a level likely to be exploring this place should be more than a match for such creatures.
ENCOUNTER AREAS
The encounter map depicts one possible approach, placing the obelisk in the center of the island. If the adventurer travel from a different direction, change the compass to a direction serving your needs or sketch out the rest of the island. The following encounter areas are but a sample of those that could take place here.
A. Gruesome Greeting
Skulls mounted on stained poles along the island’s shores serve as warnings to drive off unwanted visitors. The skulls are all humanoid, and a check reveals small holes riddling each.
B. The River
The river is not deep enough for a seafaring vessel to navigate; characters equipped with rowboats can move upstream without a problem. The river is 100 feet wide on average. It is home to giant crocodiles, schools of flesh-eating fish, and a variety of water snakes. Swarms of biting insects carry filth fever, and each hour of travel adventurers must succeed on Fortitude saves or contract the disease.
C. The Lake
Waterfalls spilling down from the mountain create a beautiful spectacle for those coming upon this place, masking the danger lurking beneath its waters. Five hideous leechwalkers rise up and attack any who come too close.
D. Caves
A few caves and fissures pierce the slope of the volcano. Venting out from these gaps are plumes of poisonous gas. Characters flying over the island or climbing the volcano must make a Fortitude save against the poisonous air each minute they remain in the area. Each cave descends 1d4×100 feet into the volcano. In their depths, at least a dozen blessed spawn of Kyuss work to breach the walls and flood the tunnels and the island with lava to destroy the obelisk and free their master.
E. Volcano
A volcano towers over the island, rising above the lower slopes at a sharp climb up to 2,000 feet above sea level at the lip of the caldera. At the top, the ground gives way to a 500-foot-deep pit a thousand feet across. At the bottom is a churning soup of lava, spewing clouds of poisonous gas and the occasional spray of flaming rock into the air. Characters lingering here are subject to the same In addition, there’s a 20% chance each minute that something belches forth from the flaming pit, striking a random character. The creature struck must succeed on a Reflex save or take bludgeoning damage and fire damage.
F. The Unquiet Jungle
The jungle that covers much of the land west of the volcano is crawling with fierce insects and contaminated by parasites and diseases delivered by clouds of thirsty mosquitoes. Each hour the characters travel through the jungles exposes them to slimy doom.
G. Shattered Idol
Rising up like a crone’s finger from the western mountain are the remains of a shattered idol. Little is left to testify to its original form, though it’s clear the figure wore robes. Rubble litters the ground around the idol, and 50 feet down the slope lies the head, which is carved to look like a mass of worms.
H. Sacred Pool
This pool served as a sacred meeting place. It is now black and corrupt, with a skin of green slime coating its surface. The water feeding the pool spills into the murk without disturbing the surface. The grass and underbrush all around is brown and slippery with rot. A successful Search check of the area turns up a few scraps of cloth, a shattered symbol of Obad-Hai, and a scattering of maggot-infested flesh.
I. Polluted Lake
The marsh is a mess of mud, pools of brown water, and dead reeds. In its center is a still, black pool of stinking water. Just beneath the surface are the rotting remains of the villagers who lived here. The salts of the water preserve their bodies, keeping them ready for animation. As long as no one drinks the water, the pool and its contents are harmless. Consuming or touching the water exposes the characters to the tiny green worms crawling through the muck. The worms function as those bestowed by the blessed spawn of Kyuss’s bestow worm ability .
J. Tar Pit
The islet that surrounds the obelisk is encircled by a sea of tar.
TOMB OF THE ASTRONOMER
Game Informer Online: Storm of Zehir
Do you know the mechanical differences between Sorcerer and Wizard spellcasting in 3rd Edition Dungeons & Dragons? How about the exception to the basic rule about stacking bonuses to a single die roll? If you know what I’m talking about, this new expansion for Neverwinter Nights 2 is for you. Gamers who don’t know the difference between a fireball and a fireburst may as well turn the page, because there is nothing for you here.
Storm of Zehir has players create a four-person party of adventurers (a first for the series) and dumps them in the middle of a hostile landscape, where the heroes forge alliances with dubious powers and rely on spells and blade skills to survive daily life. A spiffy new overland map makes use of the party’s secondary skills like survival, spot, and listen, along with giving players a ton of real estate to search for and inevitably find dungeons, treasure, and monsters aplenty. Since resting is no longer trivial, building a party that can handle the challenges without blowing through half its spells every time it comes across a wandering group of kobolds (and believe me, you’ll find lots) is critical.
via Game Informer Online.
Why techies love games -- and why it's good they do | InfoWorld | News | December 03, 2008 | By Tom Kaneshige, IDG News Service
From World of Warcraft to Civilization, computer games hone skills, reduce frustration, and celebrate tech
By Tom Kaneshige, IDG News Service
December 03, 2008
Everyone knows that techies love "Dungeons & Dragons," where they can prowl the bowels of a castle and cast spells on clueless managers, er, mages. After all, it's just a game.
Or is it? Many tech staffers are also hard-core PC gamers. For good reason: In virtual worlds like "World of Warcraft: Wrath of the Lich King" and "Civilization IV: Beyond the Sword," you can show off your awesome mental powers and flex the most feared fingers in the universe. You can hone the problem-solving skills that make you good at IT, take out frustrations from your day-to-day work, and celebrate the technology that you so love.
[ Check out InfoWorld's slideshow of the six perfect PC games for IT. | Looking for other cool techie stuff? Peruse our 2008 geek gadget gift guide. ]
So what, exactly, does a kick-ass shooter game like "Call of Duty 4: Modern Warfare" or the beautifully rendered role-playing game "Fallout 3" really say about tech life? Well, saddle up your Mechano-strider and watch as the Blade of Vaulted Secrets carves deeply into the tech-worker psyche.
via Why techies love games -- and why it's good they do | InfoWorld | News | December 03, 2008 | By Tom Kaneshige, IDG News Service
Top 5 Things to Miss About D&D 2nd Edition - Dungeon Mastering - Dungeons and Dragons blog - DM tips, D&D books, RPG fun
Nine years ago I received a very special birthday present, the importance of which still persists to this day. I was given a Dungeons & Dragons Second Edition starter set, which I still have most of. I still remember my first character. He was a premade in the set, Niles the halfling thief. He trained with Dagger Daneer in the town of Haven. It was with this starter set that I had my first adventures, found a vent for my overactive imagination and made some close friends that I retain until this day. As you might imagine I am nostalgic for 2nd edition, I remember it fondly to this day. So, without further ado, the top 5 things to miss about 2nd edition:
via Top 5 Things to Miss About D&D 2nd Edition - Dungeon Mastering - Dungeons and Dragons blog - DM tips, D&D books, RPG fun
e23: Hero's Handbook: Dragonborn
Written by Jeff LaSala, Aeryn Rudel and Harley Stroh
Published by Goodman Games
99-page PDF (6.8 MB)
Stock Number GMG4411, $12.99
Add to Cart
"Do not fear death, only the shame of defeat."
Born of dragons and steeped in war, the greatest warriors have always been the dragonborn. Herein, players and DMs alike will learn the secrets of the last of the warrior-kings, the sinister plots of the Cult of Apophis, the mysteries of the Forbidden City, and the siren song of long-lost homelands.
Fearless in battle, unmatched with the blade, theirs is a martial tradition whose legacy spans centuries. Has the sun set on the ancient empire or can heroes write new legends? Take up your clan's banner, belt on your ancestral sword. A new world awaits, crying out for adventures worthy of the mantle of hero!
Whether you are a hero championing the cause of good, or dark avenger sworn to wicked Apophis, Hero's Handbook: Dragonborn is the essential dragonborn player's resource. First in a complete line of PC aids, each brings character, history and new depth to your player character.
via e23: Hero's Handbook: Dragonborn







