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IUZ AND THE POWERS OF GREYHAWK




Iuz has been able to rise in power so swiftly in part because no great Power of Oerth has struck out against him. There is an important reason for this. Iuz has the Prime Material as his home plane, and Oerth as his home world within that plane. Other Powers dwell elsewhere and look over many worlds on the Prime Material. Thus, they do not give Oerth the undivided attention Iuz does and it is almost a Law of the Powers that they do not intervene directly in the Prime Material to strike at a deity which has its being there. The key word, of course, is directly.

Rather, the good Powers of Greyhawk empower their servants to oppose Iuz. To this end, they grant spells and special powers, such as those of priests and the protection from evil and healing skills of paladins. if they did more, then evil deities would regard it as fair game to do more likewise. Oerth would become a battleground of the Powers and might ultimately be destroyed. On Oerth, even the appearance of a Power's avatar is extremely rare. Oerth is a world where mortals suffer, triumph and perish without the Powers favoring or opposing them by direct action.

There is one exception to this non-intervention law. St. Cuthbert of the Cudgel has been allowed to strike against Iuz, when his avatar assisted those imprisoning Iuz in 505CY. That St. Cuthbert would wish to fight Iuz is not unexpected. Of the "martial" lawful good Powers, Heironeous has his great struggle with his hated brother Hextor, while other lawful good Powers are more peaceable and kindly; guiders and protectors rather than warriors. But St. Cuthbert is a doughty, tough fighter, and he hates Iuz's chaotic evil nature. That he was allowed to strike against the Old One is surprising. He could only have done so if powerful evil Powers agreed to this, for all Powers must agree to such an action. Istus could tell us that Incabulos cared not, but that Nerull's croaking voice was decisive in giving permission.

One final point bears stressing here. On Oerth, if a Power acts directly with the permission of the other Powers (and the Greater Powers are the ones who really count), that Power and its allies are then indebted to the others. When evil Powers allow a good Power to act directly, good Powers may at some later time have to stand back and allow an evil Power the same opportunity. Small wonder that such direct actions are rare! Whether St. Cuthbert can, or would wish to, appear to combat Iuz again, only Istus can say.

As for the Old One, of course, he hates good Powers with a passion. St. Cuthbert is his greatest nemesis, obviously, but he has no special enemies among the rest. Iuz regards neutrally-aligned Powers as pathetic, fence-sitting irrelevants. But when it comes to evil Powers, ah, then Iuz the Old grows truly terrifying in his malefic rages and fear. Iuz hates and fears Nerull. Many of the Hierarchs served The Reaper, and Iuz fears the wrath of the sickle-wielding one. Iuz knows rationally that Nerull is unlikely to act directly because of the loss of one small land in the many worlds where he reaps his grim harvests, but still Iuz fears. Above all, Iuz fears Tharizdun, the buried Dark God, and those who would free him from his slumber of ages and raise him to become undisputed overlord of all evil Powers of Oerth. Iuz simply spits derision against other evil Powers, even Incabulos.

Iuz plays a difficult and dangerous game with Lolth, tanar'ri Queen of Spiders, goddess of the drow. Drow attend Iuz's court and Lolth has an ambassador-priestess there. Eclavdra and Iuz smile and bow to each other, but they dance a deadly pavane together.

So, Iuz has his own domain and other Powers cannot, or choose not to, act against him. However, Iuz still has a few spots of special weakness. He daily series his soul gem, hidden by Zuggtmoy's servants, paranoid that something might happen to it. Also, the secrets of the Soul Husks of the Howling Hills gnaw at Iuz's soul, or the remains of what was once his soul. Philidor the Archmage, the Blue Wizard, looks calmly out over Iuz's lands from the Vesve Forest, biding his time. Iuz is an emperor now, but he is not invulnerable.

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.



LINK



TOMB OF THE ASTRONOMER





Realmslore
By Bruce Cordell
Art by Thomas Denmark
The djinni Calim governed Calimshan for almost a thousand years before someone challenged his rule. On the shore of the River Agis the great efreeti Memnon proclaimed his sovereignty. Despite border skirmishes, assassination attempts, and unfavorable trade status, Memnon's power grew for three hundred years until all-out war erupted between the Calim Empire and Memnonnar, ushering in the Era of Skyfire.

That war lasted for centuries.

Some of Faerûn's most appalling battles occurred during the Era of Skyfire. Battle accounts ink crumbling tomes with names such as the Blood March, the Fall of Agis, and the Battle of Ruin. Both sides suffered horrendous losses, especially so amongst the thousands of slave-soldiers forced to fight for both sides. Before the elves of Keltormir and their djinn-efreet binding ritual permanently ended the clash, many heroes of the conflict fell to noble and ignoble deaths alike.

More than powerless slaves found themselves caught up in the fighting. Stronger entities, too, who cared nothing for either of the two principles, were forced to choose sides lest they be destroyed by the other.

One of these was known generally as the Astronomer. However, the Astronomer would not choose a side. For that, she was brushed aside, and her home disappeared under what became the Calim Desert. Few histories record even that she existed, let alone the location of her buried home.

Who Was the Astronomer?
Despite being kin to djinn, the Astronomer would have nothing to do with the centuries-long struggle for dominance between Calim and Memnon. A genasi, the Astronomer concerned herself only with her study of a burgeoning planar realm she referred to as the Elemental Tempest.

According to the Astronomer, beneath the world the forces of the Elemental Tempest churn. There, elemental substance and energy crash together in an unending cycle of creation and destruction. Its substance, she claimed, was the very stuff from which the world was crafted, and once the scales of ignorance fell away from the eyes of the supposedly wise, all would recognize her claim as so.

Thus the Astronomer's lone home, far from any other home or village, was a facility dedicated to peering into this realm over which she obsessed. Her large compound could support her, her staff of mage-researchers, her household workers, and the explorers that she briefly dangled into the realm via magically insulated Tempest Cages.

When the ultimatum ("Serve me or perish!") from Calim arrived on the lips of a leering captain of one of Calim's many armies, the Astronomer dropped the envoy, unprotected, through a portal to the very heart of the Elemental Tempest.

Surface Description
In Calimshan, tales speak of a lost reliquary contemporary with the famous djinn Calim. This ancient place, called the Tomb of the Astronomer, remains lost in the midst of the Calim Desert, and some say it contains an ancient secret.

If it can be believed, an antique scroll in the library of Candlekeep explains how explorers once or twice stumbled on the entrance to the Tomb of the Astronomer. A half-sunken, shattered stone face in the sand marks the entrance. The wrinkled frown and cold sneer on this visage seems to recall images of ancient Calim, and indeed, the scroll indicates that after the Astronomer's compound was buried under a sandstorm that lasted ten years and a day, a single graven image of Calim, in all his splendor, was set upon the site as a warning to others not to gainsay the will of the djinni.

Excavation of the Tomb
Excavating the constantly shifting, fluid sand anywhere in the Calim Desert is nearly impossible. A hole fills in nearly as fast as it is dug unless the diggers use physical and magical supports.

And thus, if adventurers come upon the site with the antique scroll from Candlekeep clutched in eager hands, perhaps they will be delighted to find someone has beat them to the site and has already started digging. Then again, perhaps not.

The noted collector Dulmanico of Waterdeep is on location, and for several months he has supervised the work of his team of diggers, excavators, sages, guards, and even a few fellow wizard collectors who contributed to the cost of the expedition.

Thus hopeful adventurers discover a slowly growing pit of terraced shelves gradually stepping down to the lowest point of the deepening pit. Nearly a hundred tents, an equal number of camels, a semi-permanent barracks and kitchen, and a camp library have made a once-sterile spot in the middle of nowhere into a miniature village. Arcane and divine magic keep the draft animals, workers, and overseers fed, watered, and safe from the heat.

The guards, who Dulmanico pays in ale and silver, busy themselves dealing with the increasingly frequent attacks coming out of the deep desert. The attackers consist mainly of shambling, mindless zombies whose tissues are more fossil than bone. Dulmanico theorizes that the undead are animated recently from an eon-long slumber rather than being the free-ranging zombies who've walked the desert so long that they've fossilized. He supposes an intelligent agent controls them while lurking somewhere farther out in the desert in a hidden base. Moreover, Dulmanico insists the undead attacks are not, as the superstitious workers in the dig camp mutter, the effects of a curse that strengthens with each foot the excavation descends toward the Tomb's buried entrance.

In fact, Dulmanico believes the attacks are orchestrated by none other than agents of the Twisted Rune, a group of powerful undead spellcasters that meddle with affairs in Calimshan and beyond for power and amusement.

If someone could stop the attacks once and for all, Dulmanico would command his workers to excavate the final few feet to reveal the Tomb's entrance, which both mundane and arcane methods indicate would take only a few days of uninterrupted work.

Newcomers to Dulmanico's dig site find him amenable to sharing the fruits of the excavation if they would make a good faith effort; he asks interested visitors to look into the supposed Twisted Rune base hidden in the desert, eradicate the Twisted Rune agent or agents that probably reside there, and thereby hopefully put an end to undead raids. Only investigation reveals whether any of Dulmanico's series of surmises are accurate.

Inside the Tomb
Once diggers remove the final few feet of sand concealing the Tomb of the Astronomer, a pitted iron surface is revealed. Curved seams suggest a great, eyelike iris that is currently closed. A humanoid palm print in the exact center of the iris begs to be touched. If it is, the eye responds.

A terrible scraping sound accompanies the opening eye. Excess sand around the edges pours into the opening like a liquid flood, but apparently the space beyond the aperture is more than large enough to contain it.

The rusted, newly sand-filled chamber beyond contains no immediate threats, furnishings, or distinguishing furnishings (unless falling sand buried them). The chamber is apparently carved from solid rock. Corridors lead off in several directions, though one corridor is more than twice as wide as all the others, potentially indicating its importance.

Disturbingly, demons have somehow gotten into the Astronomer's buried facility!

Soon after explorers begin to move through the chambers, several demonic creatures attack them. These demons are initially as astonished to discover visitors as visitors may be surprised at encountering them. However, demonic eyes quickly alight with anticipation as they attack.

If the explorers overcome the demons, they soon enough find the main observing dome with its rusted arcane instruments, shattered lenses, and forgotten astronomical scripts. There they can discover that the magic mechanism for opening the dome for observation still functions. If they trigger it, the dome splits, though it doesn't spill sand into dome. Instead, it opens onto a view into a different plane -- perhaps the Elemental Tempest itself!

The view through the opening is of a floor of black stone stretching away in all directions, though the landscape is broken up by rivers of lightning, seas of fire, floating earthbergs, ice mountains, and cyclonic columns of air, fire, and soil.

In the far distance, a fire-rimmed stain of darkness hangs in mid-air, as if a scar on the sky itself. According to notes found half-shredded at the observation stations under the dome, the scar is the physical manifestation of the Abyss within the Elemental Tempest.

Thankfully, despite being visible, the burning scar is hundreds of miles off, but perhaps it explains the demonic infestation of the compound. Certainly the rusted, now-useless instruments in the dome appear as if they may have once been trained on that distant blot.

What was the Astronomer really studying here? What does the view into the obviously very real Elemental Tempest have to do with the Abyss and demons who swarm and breed within it? What other secrets does the demon-infested, observatory-turned-tomb hold? And does any aspect or memory of the Astronomer herself yet walk the hollow stone halls?

Perhaps.

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