Gateway To Adventure

Thoughts on A1 Slave Pits of the Undercity

2025-10-16T19:04:48-04:00September 11th, 2020|

Thoughts on A1 Slave Pits of the Undercity Thoughts on A1 Slave Pits of the Undercity “Begin, be bold, and venture to be wise.” ― Horace It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken bythe slavers and have never been seen or heard from again! [A1] For those of you who are of a certain age, or those who have read my thoughts on A0 Danger at Darkshelf Quarry, and Lowdown in Highport, you know the events leading up to this module. For those who haven’t, this is how the adventure was introduced: For several years, organized bands of pirates and slavers have made a living by raiding the coastal towns on the Sea of Gearnat. Ranging from Onnwal to the Wild Coast, they have descended quickly and ruthlessly on the small towns and villages, and carried off innocent citizens into the night. Although these marauders were not approved of by the lords and rulers of the lands they raided, they were allowed to continue their depredations. Feuding amongst the lords and lack of funds prevented all but an occasional naval battle with the villains and the slow fortification of towns. Bribery was often a more effective method of protecting one’s lands from the incursions of these avaricious seawolves.  Recently, however, the slavers’ attacks have become more frequent and vicious. Believing their prey to be weak and helpless, ... read more!

A Fifth of Greyhawk Part 6 – Dungeon Master’s Notes on “Housecleaning.”

2022-03-01T13:56:59-05:00August 13th, 2020|

A Fifth of Greyhawk Part 6 - Dungeon Master's Notes on "Housecleaning." As you read this, Oerth Journal #33 is out, and along with it, my Fifth Edition Greyhawk Adventure, “Housecleaning.” If you plan to play it, please stop reading. SPOILERS BELOW. If you plan to run the adventure, here are some notes. The idea behind Housecleaning was that often there is a Boss Bad Guy at the end of an adventure that the players don’t have any connection to because they only encounter them when it’s time to roll for initiative. He’s really just a pile of Hit Points at that point. I thought of this adventure as a way for the PCs to gradually learn the backstory of the victim (Faedra) and the evil Mahone throughout the adventure so when they finally met them both, they were motivated to fight because the adventure dribbles out the story while the PCs plow through Moonglade Spire. The main Greyhawk element I wanted to get across was the concept of the Great Kingdom once ruling over most of the continent. So all the heraldry and the talking Pearl of Power (who works great if played like C-3PO) and the abundance of mundane magic items were all meant to sell the idea of this past golden age. I hate reading texts to PCs for lore purposes so I tried to think of as many ways to make it come alive as I could. The Harry Potter-esque Magic Paintings, the talking ancient Pearl full of concern, the books on the shelves, all of it is there to avoid ever having to tell the players “Hundreds of years ... read more!

Thoughts on A0 Danger at Darkshelf Quarry

2022-03-01T16:07:07-05:00July 24th, 2020|

Thoughts on A0 Danger at Darkshelf Quarry “The advantage of a bad memory is that one enjoys several times the same good things for the first time.” ― Friedrich Nietzsche Skip Williams has had a long history with TSR, first as a part-time clerk at the Lake Geneva game store, then as an administrative odd-jobs man, and finally as a convention coordinator and game designer.Darkshelf Quarry holds more than limestone and granite. Whispered rumors abound that the quarry’s dwarf overseer isn’t what he pretends to be, and that he’s involved in unscrupulous dealings with foreign threats. Investigation is the only way to learn the truth, but beware! The quarry is well defended, and danger lurks within its dark tunnels and hidden chambers. [A0] Thirty years after the classic Slavers tournament modules were first published, Chris Perkins asked Skip if he would pen a prequel to the much-revered series for a proposed compilation to mark the anniversary of their release. Skip rose to the challenge. He most certainly did. Personally, I think he hit a home run with Danger at Darkshelf Quarry. He adhered the structure of old-school tournaments, but also updated it to today's desire for verisimilitude and story. Nothing seems out of place, unlike some of the ol' old adventures; indeed, everything that is included feels like it ought to be there. It’s set in Nyrond, far from the Pomarj. As it should be. This introduction need be set where the slavers are harvesting their victims, not where those victims end up. So, It could have been set in Keoland if you've a mind to, or in the Holds of the Sea ... read more!

Oerth Journal #33 is Released

2025-10-16T19:01:57-04:00June 30th, 2020|

Another issue of the Oerth Journal has now made it to press!   It's been a long row to hoe, but not really any more so than usual. *<insert winking emoji of your choice>* This was a pretty big issue, as far as publishing things. There's always a lot going on behind the scenes, but that too, is normal. About the Issue We've got a whole bunch of articles again ... this month, there isn't a "theme", per se, like some of our more current issues have had. There's almost a cornucopia of topics that ought to find a way to please most everyone! There are several articles about Dwur of various regions which tie together nicely. There's an adventure by John Roy, too! It's a sequel to his Unwelcome Guests (a free PDF download) which he published in October of 2019. And it's straightforward enough that which edition it's written for is almost irrelevant. More of Gary Holian's Death Knights are making an appearance, this time alongside an NPC featured in one of the AD&D Greyhawk Trading Cards. There's a surprising number of magical items, too ... which we might have to look at data on that and see if that's something readers want more of. Speaking of which, be sure to tell us in the comment section below what it is you'd like to see!! About the Cover Art We're especially pleased to feature cover art by one of our most well-known community artists, "LadyLoth". You can find her on both Instagram and Twitter. She's a wonderful artist and has a unique style that looks very "painterly". The piece is called Nyrondese Soldiers. One ... read more!

Adventure (Seed) – The Pool of the Beregyna

2020-04-10T05:54:27-04:00April 10th, 2020|

The Pool of the Beregyna Since the Battle of the Opicum the Rovers of the Barrens have retreated to their most secure fields and distant hunting grounds. Some places are long disused and have not seen a Rover in generations. It was with some surprise that they rediscovered the Beregyna inhabiting the streams and pools of their old abandoned lands. The Beregyna, water spirits always in the form of beautiful women, are more wild and dangerous than Rover legends speak of. No longer do the simple ceremonies and symbolic sacrifices taught from shaman to shaman down the years appease the Beregyna; they demand lives not reeds shaped as men and women. Their pools and homes along riverbanks have become deadly places where Rovers are lured to their deaths in a watery embrace. The Vodianoi, the male appearing water spirits are rarely seen and never at the river's edge, but they too take the lives of any who come near to their lairs found only in deep waters of pools and lakes. Of old the Rover shamans used to worship Beregyna and Vodianoi, but the ancient rites are forgotten and the Rovers now hate and fear these ancient spirits, so much so that they would welcome and reward any who could rid the waters of them. Originally published on the Hall of the Mountain King blog.

Adventure (Seed) – At One Stride Comes the Dark

2020-03-26T15:23:55-04:00March 26th, 2020|

  At One Stride Comes the Dark There are terrible things beneath the streets of Old Blackmoor. A world exists deeper than the catacombs where the dead reside. The bowels of the earth do not hold this realm though it can be reached all too easily. The great ruined towers of Blackmoor where past generations built upon the foundations of races and beings older than humanity reach down into these dark realms. Tunnels, stairs, pits beslimed with horrific use, descend past the corridors of burial chambers and tombs, down and down till the stone gives way to textures that are smooth and warm with the fires of the oerth and not of this oerth; some passages constrict the body first into a crouch, then a crawl, then to a twisting and wriggling as if a great wyrm had shaped the passage to no bigger than its flesh could fit. Deeper still, whether narrowing tunnel or broad stairs with steps wide and steeper than the breadth a man could lift foot to tread, the passage twists; it twists the souls of men, twists their bodies inside out, twists their minds until each step is a scream, a nightmare that eats at them, gnaws their bones, crawls among their fears, deeper, deeper into the dark. And when no more can be born to those who have not turned away or lost themselves, body, mind and soul along this narrow twisting way, those who have survived, they step into the darkness, a wall, a pool, a great suffocating cloud deep in the earth and out onto a plain of silver grass and starlight. The land of Evening beyond ... read more!

Adventure (Seed) – The Sorceress of the Hool Marsh

2020-03-10T14:20:56-04:00March 10th, 2020|

The Sorceress of the Hool Marsh There is a monstrous evil at the heart of Hool Marsh that warps the bodies and minds of those who abide in the secluded fishing village Midland Wold. Something is terribly wrong and the residents are shunned and abhorred by their neighbors. That there is some power hidden among the misty fens and the deep mires within the marsh cannot be doubted.  It is said that the villagers of Midland Wold venture forth on moonless nights or send forth their less repugnant fellows to buy or steal women, for their own have often degenerated past the ability to birth any but abominations. The sorceress of the Hool is the daughter of one such captive and her beauty is said to be more powerful than her enchantments. She has brought a new force and vitality to the people of the Wold and the fen mists rise and spread, encroaching on cleaner lands of the Keoland coast as far north as Saltmarsh and even Seaton, polluting the waters, warping the plants, crops and trees, corrupting the people. The Council of Saltmarsh is gathering their folk for a raid but it will take time. Now they call for those who would adventure into the subverted village and find out what Shadow lurks over Saltmarsh, and what can be done to defeat it or drive it forth. Great danger is promised but so is great reward and the gratitude of the people of Saltmarsh and the surrounding lands. Originally published on the Hall of the Mountain King blog.

Owner of a Broken Hart- a 5e Adventure

2022-09-01T12:52:24-04:00February 22nd, 2020|

Greyhawk Online would like to welcome Guest Author, Nathan Doyle. Nathan is offering an adventure he wrote and produced himself as a free download There's incredible high-resolution maps suitable for printing or use at a 1-inch scale on VTT!! There's pregenerated stat blocks for new monsters, and seperate appendices for DMs to make it easier running this adventure! GHO is pleased to present his work to our readership, and encourage all of our readers to read his adventure, see how it plays, and talk about it right here on GHO! Let us know what you think, and offer Nathan some feedback! Go out there and get to adventuring, you intrepid adventurers! Owner of a Broken Hart - A 5e adventure intended for 4 to 6 characters of 6th to 8th level. Way, way back in the good ole days of Oerth Journal #30 I wrote an adventure for you all and everyone titled "Who Watches the Watchers?" and thanks to Greyhawk Online it has been downloaded by almost 900 people! This exposure has been a great boon to my start into a hopeful career (or at least a lucrative side gig) into creating 5e content. I have the intention of continuing the story of our villain, the Eldritch Knight known as Ephriam Argent, and present to you all part two of a trilogy, "Owner of a Broken Hart". It seems that Ephriam has a penchant for surrounding himself with knights and wishes to corrupt any that he can to achieve power. If you play the adventure as I've written it, your players will receive a suspicious parcel containing a human heart, presumably ... read more!

Adventure (Seed) – The Dream Barracks of the Brain Assassins

2020-02-22T04:48:21-05:00February 22nd, 2020|

I've recently started delving into Frog God Games Tome of Adventure Design and I'm experimenting with the location generator. The Tome is a fantastic resource either as a series of random generators or a detailed list of plot types, adventure ideas, potential monsters, items or simply a list of useful descriptions. The location generator gives me a bit of a Small World flashback so the creation of adventure seeds from the Tome seems a bit tongue in cheek and if I had any skill at humor I'd use it here. Adventure (Seed) - The Dream Barracks of the Brain Assassins The Mind Flayer culture is dark and mysterious. Their language is strange and unoerthly, their society seems fragmented as they are found frequently in enclaves or individually among other societies but with no cities or nation of their own. One legend says that they came down from Luna ages ago and their true home is there. Other speak of other planes or the Outer Void where terrible creatures of evil and madness dwell and that Mind Flayers are some combination of these beings with humanity. Whatever the truth is Mind Flayers are a power within the Flanaess  and the Brain Assassins are a power among the Mind Flayers. Their leader, C'Reln, is said to be incredibly old and if his body dies he is reborn from a hidden chamber within a fortress called the "Dream barracks" whose location is known only to the leaders of the Brain Assassins. The Brain Assassins operate mainly among other Mind Flayer's and Drow whose society is most openly populated by the creatures. There is a guildhouse of sorts in ... read more!

Adventure (Seed) – The Abbey of Grobund – Perrenland

2020-01-22T12:44:05-05:00January 22nd, 2020|

Adventure (Seed) - The Abbey of Grobund - Perrenland (This idea is a conversion work based on 'The Evil Abbey' from module X4 Master of the Desert Nomads.) The  Abbey of Grobund is a half-ruined ancient abbey devoted to Pelor in his aspect as the Sun and as a healer. Anyone with sickness or injury is welcome and many who come to the abbey choose to remain or at least are never heard from again. The abbey is located in the Yatil Mountains west of the Mounds of Dawn along the narrow and dangerous pathway that links the Backlunish west with Perrinland and the Flanaess. What is unknown to travellers is that the abbey and the monks have become corrupted by a terrible disease spread to them by the Wives of Incabulous (a powerful cult most prominent in the Gnatmarsh). Why one of the Wives was travelling through the pass is unknown but she left her mark upon the once good and peaceful monks.During the day the monks are normal with no memory of their transformation which occurs with the setting of the sun and the strength which Pelor's light gives them. Once it is fully dark they transform into semi-vampiric monstrosities with a bestial thick hide, clawed hands and the fangs of a viper. The Abbess Somaruga is only herself for two hours at mid-day when the sun is at its height otherwise she has been completely subsumed by the evil of Incabulous and bears a tattoo marking her as a Sub-Wife of the cult. Like the others she has no memory of her evil transformation during this time and if she is made ... read more!

Ghosts of Saltmarsh – Secrets and Lies part 4

2020-01-05T08:55:46-05:00January 5th, 2020|

Ghosts of Saltmarsh - Secrets and Lies part 4 The weasals kept a wary eye from the edge of the thorn bushes, at least the three females, while the charmed male talked with Ash. Ory and Gerrin watched from a few feet away and kept their on wary eye split between all four while Berrin watched from the gate, his bow drawn but pointed downward. Ash gently stroked the chin of Ratbiter, the largest of the giant weasels, whispered something to him and turned to speak to Ory and Gerrin. Ratbiter turned with a smooth and sinuous motion and joined his denmates before all four disappeared back into the cover of the overgrown rose-bushes.  "We should avoid that well," Ash pointed to stone-well surrounded by waist-high weeds and covered with a decaying wooden cover. "From what my friend has said it sounds like snakes." Gerrin gave a shudder. "Good, I hate snakes." "I always said having a druid in the party brings good luck," said Ory. "No chance having your new friends help us explore the house?" she asked.  "Ratbiter I'd trust, but not his wives," said Ash. "They are very distrustful of us, and humans in general. Someone killed their last litter and it wasn't ghosts." "Well, that surprises none of us," said Gerrin. "Not after what your cousin told us," agreed Ory. "Then its onto house," Gerrin nodded to the broken stairs leading to the porch with the leaning roof where the corner support was at an angle. "I think we have seen enough of the garden," said Ash. She put two fingers to her lips and gave a piercing whistle. The raven ... read more!

Adventure (Seed) – Rovers Across the Border

2020-01-02T04:39:49-05:00January 2nd, 2020|

Adventure - Rovers Across the Border A Knight of Tenh clashing with a raiding party of Rovers of the Barrens. As winter of 579cy comes to the north the Rovers drive south and raid the warmer lands before retiing to their winter enclaves that are hidden among the Barrens.  Scouts are sent out weeks earlier to find the weakest most unpatrolled spots along the borders before they ride in force and raid and rampage in lightning quick attacks. Many an expedition has been sent by Furyondy, Tenh and the Pale anf even the Horned Society to find these encampments but those few expeditions who return have never been successful. It was hoped that after the Battle of the Opicm River the Rovers' depredations would be halted, and for a few years they were while the surviving warriors and the remnant clans withdrew to their furthest and most secure hunting grounds. But under the leadership of the young chieftain of Wardogs, Bohadan Opensky, all the surviving clans are united for the first time since the days of the great khans. While great numbers of Rover warriors perished the children and young mothers of the clan survived as well as those too old to have joined in the great battle. With each passing season young women and men join the hunt and seek to bloody their swords and spears and prove their worthiness on raids. It may take a generation to refill the saddles of all the dead but more children have been born to the tribes than ever before and the day will come when the Rovers will blacken the steppes and fields with their numbers ... read more!

Adventure (Seed) – Listener to the Sphynx

2019-12-31T23:23:28-05:00December 31st, 2019|

Listener to the Sphynx In the Dry Steppes the old wastelands hold many mysteries. Its borders are not a place for men or even those who walk as men, but amid its wind-swept desolation can be found the ruins of man. Old  tales tell of the lost towns and cities in that terrible place, but only the statues and obelisks of that ancient land can be found jutting from the surface of the cold and barren tundra. A cult of wild-monks, driven mad by the dark and malevolent desolation all around them speak with the statues of man, God and monster and they listen for a reply which is more than the moaning of the wind. These mad men speak of a vast necropolis, of a terrible otherworldly music that floats on the wind, of the things whose shape twists the mind and the bodies which must be gathered and burned by touch since none can see such things and live.  It is said that the heart of the Dry Steppes was saved by the power of the last Bakluni God-King and that the hordes of nomad barbarians dwell in this place. If any of the wild-mad monks can be talked to it will be found in what high regard they have for these suppossed nomadic tribesmen and a hint at a greater organization and purpose behind them. What relics of the ancient Baklunish past might be found in this vestige of the green and pleasant land which existed before the culmination of the war with the Suel? What power the God-King and his Magi possessed to protect their own land and yet destroy, utterly, ... read more!

Adventure Idea – Death of a Dryad

2019-11-18T03:54:24-05:00November 18th, 2019|

Adventure Idea - Death of a Dryad The rangers of the Gnarley Forest have come upon a scene of horror where a once living grove has been stricken and one of its dryad inhabitants slain in a manner none have encountered before. Half-a-dozen other dryads from the grove are missing along with the Druidess Delphine. Huge tracks of some giantish creature can be seen in the soft earth but they disappear only a short distance from the blighted grove. Splintered trees litter the ground and all about the grove the wood and brush is as dead as if exposed to long and fridgid winter, and this only the beginning of summer. The rangers have sought both druidic and elven help while they search for any sign of the missing dryeds, druidess or giantish invader.

A Fifth of Greyhawk, Part 4 – Gateway to Adventure

2022-10-18T15:09:19-04:00October 25th, 2019|

Greyhawk online once again brings you another article in the series by John Roy, discussing how to introduce new players - especially 5th Edition players - to Greyhawk. In the past three articles, John has talked about how to let creating unique characters be part of the fun of Greyhawk, good ways of introducing the setting without overwhelming players, and gave specific examples of how to immerse players in the world. With apologies to readers, and to John, for it being late due to PDF formatting issues. Now, we move forward to the adventure itself!! Enjoy John's commentary on the adventure, as he explains all about his thoughts in making the adventure, and ways his campaign is a little different than the published version! Here is the adventure I’ve been writing about all month.  I made the map with Inkarnate Pro.  I highly recommend it to anyone else who is not a professional artist but wants maps that don’t look like they belong in an eighth grader’s notebook next to a drawing of John Wick killing Deadpool.  I love stories about soldiers caught behind enemy lines, and I thought it would be fun to flip the trope on its head.  Here, the villains are the soldiers and they are caught in the characters’ territory.  I have watched a lot of westerns recently and the town under siege is a classic western movie situation.  I have no doubt Silverado and Godless were somewhere in my unconscious when plotting out Father Zoreg’s takeover of Cardyn’s Cove.  In terms of pure RPG mechanics, it’s interesting to have the town area itself become the dungeon and have the ... read more!

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