D&D Summer 2003
Home Up D20 Insane Campaign D20 Modern Horror Autumn 2004 D&D FR Summer 2004 D&D Autumn 2004 Arcana Unearthed Summer 2004 D20 Futuristic Winter 2004 GURPS Winter 2004 D20 EQ Summer 2003 GURPS Fall 2003 D20 Futuristic Spring 2003 D&D Summer 2003 Bunnies and Burrows d20 Gamma World D20 Alpha Spring 2004 Gamma World D20 Beta Spring 2004

 

  • Deep Horizon
  • Time Frame:    Unknown Time
  • Genre:    Fantasy (d20)
  • Progress Level: D&D = Dungeons and Dragons 
  • Life:    Dwarves, Beholders, Mind Flayers, Duergar, Bat-Men, and more
  • Setting:    David's Greyhawk 
  • Plot:    An adventure company on a mission for a lord Gelbin 
  • Goals:    
    • Search for the cause of earthquakes
    • Who knows what else???? 
  • Characters:    3 Magic Users, 1 Rogue, 1 Cleric, 1 Monk, and 2 Fighters

    Player Characters

    Ulfgar the bowmen played by Jean Claude. Meldor of Kuhl is a half-elf Sorcerer/Wizard  played by Mike.
    Char "Shar" a female human Sorceress/Alienist played by Mandy.
    Magnarus a human Cleric played by Mark.
    Ashrem  is a (Resurrected)  human Rogue played by Manny. Gelb Flinderhop a (Resurrected) human Wizard played by Ryan.
    Horken - Meldor's NPC cohort

    Now King of some forgotten land.

    Saranus an annoying gnome Bard played by Manny.
    Missing since Ashrem went to have a talk with him about his crossbow.
    Lydia is a beautiful (Resurrected)
    human Cleric played by Mandy.  

    Leaving the party to do good works in Blasingdale.

    Nick a (Resurrected) human wizard played by Keith.
    Left the party to live at Night Fang Spire.
    Lysander of Blackmoor is a human Fighter played by any new players.

    Presently not with the group.

    Holg a (Deceased)  half-Orc Ranger played by Andrew
    Chin Lee is a human Monk played by Danny. (Deceased)  Dekkar is a human Fighter played by Andrew. (Deceased) 

    Now available in Audio form

Hero Backgrounds

Name: Lysander

Lysander comes from a great family. His father, Alexandre, was a great and respected military leader. As a child, Lysander started learning the ways of the sword. Then ill fortune fell upon the family. Alexandre was defeated by the three headed monster, Ovakiel, who then destroyed their city, Mornec. Alexandre was not killed, though. Lysander's family has a wrongly deserved reputation in his home town, as they blame them for the destruction of their city. Ever since Alexandre was defeated, the name of Aristides has been a word of scorn. Alexandre later died of shame. Lysander, his young brother Leander and his mother, Dijana, left Mornec as refuges and went to Blackmoor. Lysander took up a life on the streets, and was forced into the militia after being arrested one too many times. After he was released, he vowed to make a name for himself as an adventurer. He set off on the road, not knowing where it was going to take him.

Home Community
Lysander grew up in a large town which served as regional and provincial centers its size ranges from 2,001 to 5,000 inhabitants.

Climate
Lysander feels at home in mostly flat and often cultivated by nearby settlements. Lysander grew up with cold winters, but warm summers.

Education
Lysander learned basic wilderness survival skills. Lysander has military training, from which commoners typically become infantry or archers, and those with higher social status become staff officers or squires. Lysander spent time on the street which taught him minor thievery and con games.

Family
Sometimes Lysander's family had to beg for food and shelter. They own no property and income barely covers basic needs. The male members control Lysander's family. Lysander's family trains actively in matters martial and is prepared for combat with a few days of last-minute preparation. Lysander's family has neutral ethics or no consistent family ethical direction. Whether Lysander's family is unfairly painted as cheats or has a better reputation than they deserve, it's clear the community has the wrong idea. Lysander's family has no specific political stance. Lysander's family has no commitment or an inconsistent family religious direction. In
general, Lysander's family is upstanding, but one or more members of family are known to be disreputable. Lysander's family are like most laborers and servants. Lysander's father, Alexandre, was a great military leader who was eventually defeated.

Events
Lysander's father eventually died of shame after his defeat.  Lysander aided in the defense of the community against raiders or a marauding monster. As a result of some calamity, Lysander was forced to become a displaced person.

Relationships
Lysander has 1 younger brother, Leander. Lysander remembers his grandparents, but they have passed away. Lysander has 2 living relatives. Lysander is a loner by choice or circumstance. Lysander's Father instructed him in basic skills. Lysander's family has earned the enmity of the whole of his home town where his family name is anathema.

Name: Ashrem

Home Community
Ashrem grew up in a large city which had more than 25,000 residents.

Climate
Whether itís a tangled jungle or sparser pines, trees are the dominant feature of the landscape, that makes Ashrem feel at home. Ashrem grew up with cold winters, but warm summers.

Education
Ashrem was curious about government and how officials wielded power. In his youth Ashrem was exposed to an unusual skill ... the secret art of assassination. Ashrem spent time on the street which taught him minor thievery and con games.  He desired to become an assassin.

Events
Ashrem lost both parents and other significant family members to an assassin. Ashrem broke the law and got caught and suffered many years of punishment, from this Ashrem learned how to dodge the consequences and survive. As a result of his ways, Ashrem was forced to become a displaced person.

Family
For some reason, Ashrem's familyís economic status was difficult to measure. Perhaps Ashrem lived a solitary life on the streets with frequent retreats to the surrounding wood. Ashrem's was family is lead by an outsider; to whom the family has sworn support. Ashrem's family has no ability to defend themselves considering they are all dead. Ashrem's family took actions detrimental to the community. Regardless of Ashrem's familyís actual ethics, public opinion is so ingrained about his family that itís essentially unchangeable. Public opinion is accurate, his family deserved its fate.  Ashrem's family hid this commitment from the public. Ashrem's family has no specific political stance.. Ashrem's family has inconsistent family religious direction. Ashrem's family is treated in general with contempt, but occasionally a family member has demonstrated positive qualities and earned respect. Members of Ashrem's family may be guilty of crimes, or wrongly convicted of them. Either way, other members of the community treat Ashrem poorly as a result. Ashrem's familyís ancestors of note are unknown or forgotten. Information about them could be revealed in a future adventure, however.

Relationships
Ashrem's parents are deceased. Ashrem may learn more about them in a future adventure, of course. Ashrem is an only child Ashrem does not remember his grandparents, since they were executed as well. Ashrem does not believe that he has other relatives out there. Ashrem is a loner by circumstance. Ashrem has angered or otherwise alienated an instructor of note. A person of an opposed alignment has a philosophical beef with Ashrem, Meldor of Kuhl, although Ashrem has never harmed the sorcerer.  Ashrem's believes his ways of dealing with enemies unsettles Meldor.   Ashrem has often stolen things for Meldor that Meldor could not get the courage to acquire for himself.  Ashrem has entrusted Lysander with knowledge of a secret ritual and he feels close to Lysander because Lysander and he were both inflicted with Lycanthropy of the were-rat kind..

Meldor doesn't trust Ashrem, but it is only based on sneaking suspicions that Ashrem killed Horken's grandmother.  Horken is totally oblivious to this fact and only Lysander knows the truth.

Misc
Ashrem has a strange affinity for collecting body parts of those enemies he has found formidable.  He has a collection of mounted pieces in his room.  Visit Ashrem' Room  No one has yet to ask Ashrem why he decapitates his enemies, but it is believed that he is searching for the beasts who murdered his family. Ashrem has collected many heads of defeated foes.  

Ashrem also likes to collect exotic poisons, this only enhances his abilities as an assassin.

Ashrem has an affinity for platinum, and eagerly gives away all gold and silver, especially silver, he finds.  Ashrem was never one amass wealth since he figured he can always gather, in the loosest sense, what he needs.

Name: Lydia

Pseudo Background

Home Community
Up to 500 halflings live in these semi permanent villages called Shire is where Lydia grew up.

Climate
Whether itís a tangled jungle or sparser pines, trees are the dominant feature of the landscape, that makes Lydia feel at home. Lydia grew up with cold winters, but warm summers.

Education
Lydia learned basic wilderness survival skills. Lydia has advanced studies in a formal church setting. Includes training as an acolyte or special functionary for religious practice. Lydia learned to illustrate, sculpt, dance, or create art in other ways.

Events
War or some other disaster ruined Lydia's community. Lydia broke the law and got caught and suffered some form of punishment, or Lydia learned how to dodge the consequences and survive.

Family
Lydia was raised as part of a religious order. While Lydia's ďfamilyĒ didnít have much direct income, it had access to resources through its church. The members with the most talent (usually ability in the family business) control Lydia's family. Lydia's family maintains a low level of readiness including a few weapons and an occasional discussion of how to defend against raiders or low-level monsters. Lydia's family holds to the letter of contracts and agreements. Lydia's family is a part of the system but is open to suggestions for change. As above, but Lydia's family hides this commitment from the public. Members of Lydia's family may be guilty of crimes, or wrongly convicted of them. Either way, other members of the community treat Lydia poorly as a result. Lydia's family produced a cleric of some repute.

Relationships
One of Lydia's parents has a long term illness or infirmity. Lydia has 1d4 older siblings. Lydia's fatherís parents are deceased. Lydia's significant friend is dead or missing. The person who taught Lydia the most isnít actually in Lydia's area of expertise. A fellow apprentice or student of the arcane arts develops an intense dislike for Lydia. Perhaps you were the instructorís favoriteÖ.

Meldor of Kuhl's Background

 Meldor grew up in a quiet, farming hamlet of humans in a relatively civilized, peaceful region of the Great Plains called Kuhl, not too far from Greyhawk.  His family, all humans, had been farmers for generations.  From watching his father and older brothers manage the farm, and his mother and older sisters manage the house, Meldor learned the importance of careful planning, hard work, and simple determination in the face of adversity.

 Unfortunately for Meldor, he was a very weak child, and not physically capable of most farming tasks.  He could no more guide a plough or fell a tree than fly to the moon.  On the other hand, he had striking good looks and remarkable talent for talking his way out of trouble or getting what he wanted.  So, with some misgivings, his parents apprenticed him to Gehru, the local village bard.  Under Gehru's tutelage, Meldor learned more about the world outside his village, honed his speaking and acting skills, and even developed a mild flair for the dramatic, but he never could sing or play an instrument any better than average.

 It was just beginning to appear that Meldor was not much good for anything, other than perhaps village jester, when his parents finally confirmed to him what he had been beginning to suspect for some time Ė he was not really their son.  They had found him as a baby, wrapped in swaddling clothes, on their doorstep one morning, with only a simple note accompanying him: "May the Creator protect this child."

 Plunged into an identity crisis, Meldor hid in some nearby woods to sort things out, and there had an epiphany: the note did not refer to Pelor, as his human parents had assumed, but to Corellon Larethian, and Meldor's unusual looks were actually the result of having a measure of elven blood in his veins.  But he was even more surprised when the intensity of his emotions over these sudden discoveries, catalyzed by a chance accident, triggered his most astounding discovery Ė he could perform magic!

 Deciding he should no longer stay in Kuhl, Meldor bade his family and Gehru goodbye and headed for Greyhawk, with no particular goals other than to develop his new-found magic talents and make a name for himself.  Fortunately for Meldor, he soon met up with Lord Gelban, who saw to it that Meldor began to be trained properly as a sorcerer.

 Home Community:  Actually a half-elf but thought to be human, Meldor grew up in a quiet, farming hamlet of humans in a relatively civilized, peaceful region of the Great Plains called Kuhl, not too far from Greyhawk.

 Climate:  The Great Plains have mild weather and a temperate climate.

 Education:  As a child, Meldor learned about farming and household economics.  During times when he was too weak to help with the heavy manual labor, his mother taught him to read and write.  Later he was apprenticed to Gehru, the local village bard, from whom he learned public speaking, basic acting, a little about the world, and very little music.  After Lord Gelban took Meldor under his wing, Meldor began to learn some basic spellcasting.  Nevertheless, at the start of his adventuring career, Meldor knew very little about magic and almost nothing about the various monsters that inhabit the world.

 Events:  Meldor's early childhood was entirely noneventful, unless you count watching fireworks at the annual Kuhl Fair.  As a youth, Meldor struggled to fit in with the guys, without much success, although the girls usually seemed to like him.  The pivotal event in his life, of course, was his sudden, triple discovery that his parents were not really his parents, that he is part-elven, and that he has innate magic powers.

 Family:  Meldor's parents own a small house and farm.  Through careful planning, hard work, and determination, they grow enough food and produce enough simple craftworks on the farm to support themselves.  His family has farmed in Kuhl for generations, and are considered solid, dependable, if unexciting, folk.  They have no military or combat training, but most of the men and some of the women can wield a mean pitchfork in a pinch.  His family members are generally fair, good, and trustworthy, although there are exceptions now and then, and the family reputation in Kuhl reflects this track record.  His family has worshipped Pelor for as long as any of them can remember, and is apolitical.  His family is something of a "meritocracy" Ė respect goes to those who get the job done most efficiently and well.  His family's ancestors have been largely forgotten.

 Relationships:  Meldor's parents are both alive and healthy, tending their farm in Kuhl.  Meldor does not know who his biological parents are or anything about them, other than that one or both of them has some elven blood, and they apparently were faithful to Corellon Larethian.  Meldor has three older brothers and two older sisters; he does not know whether he has any biological siblings.  Meldor's grandparents have all died, but he has a fair number of cousins and other kin in the Kuhl area.  Due to his charm and generally good nature, Meldor has always made friends easily, but has usually not been particularly close to any of them.  His closest friends are generally the members of the party with whom he has traveled the longest, the obvious exception being Ashrem, whom Meldor finds disturbing.  Meldor does not know of any living enemies.  Meldor was instructed by Gehru, the local village bard, and later by agents of Lord Gelban.

 Miscellaneous:  Meldor started his adventuring career with a "chaotic good" alignment and a desire to worship Corellon Larethian, largely due to his reaction to his discovery of his elven blood and magic powers.  Over time, however, he has switched to "lawful good" and reverted back frequently to honoring Pelor, influenced both by his upbringing and by his association with Lydia and Magnarus.  He has also been troubled by his own drift away from goodness toward neutrality, seemingly under the pressure of the moral dilemmas so often posed by the exigencies of adventuring.

 Meldor has a definite penchant for planning and analysis, traits that were highly respected and encouraged by his family, and brings these talents to bear in his use of magic.  Thus Meldor carries a wide-assortment of scrolls for every occasion, almost always maintains his concentration, and takes true pleasure in casting a well-placed, carefully-sculpted, four-cube fireball.  He tries hard to use the right spell at the right time, and one of his favorite sayings is the single word, "Control."  He often uses the wrong spell, however, because his knowledge of monsters is based almost solely on his own experience.

 Due to his good looks, preference for finesse rather than sheer power, and perhaps some lingering influence of Gehru, Meldor enjoys using his diplomatic skills, specializes in enchantment spells, and has even developed his own style of casting magic missiles with unnecessary flair and uttering suggestion spells in rhyming couplets.  Meldor looks on Gelb's larger-than-life, dramatic antics with a mixture of admiration, amusement, and friendly rivalry.

 Meldor's leadership abilities have developed with the experience he has gained through successful adventuring, and he currently has four followers Ė one adept and three experts.  Meldor sorely misses his cohort, Horken, not only because of their mutual friendship but also because of Horken's extraordinary defensive capabilities in combat.  Meldor has never adopted a familiar.

Name: Ulfgar

Ulfgar comes from a long line of adventurers. He was trained as a fighter from when he was young. As he got older, though, his family shifted into politics. Not interested in politics, Ulfgar decided to become an adventurer. A good basic fighter, Ulfgar got involved in a quest to raid the lair of the local monster, Karthadoc. In the course of his first adventure, Ulfgar's party is all killed off except for him and his friend, Marthek, whom Ulfgar saved from terrible peril. But, Ulfgar stole Karthadoc's Flaming Mighty Longbow and blinded Karthadoc's left eye with it. Karthadoc vowed revenge, but couldn't catch Ulfgar. Ulfgar's family urged him to leave the city, and he did so, happy to go on new adventures. On his travels, he learned as much as he could about archery using his new Flaming Bow. After another adventure, he came across a small monastery. This was no ordinary monastery, though, for it was not filled with monks. Instead it was filled with masters of the "Order of the Bow". Here he started training and became an Order of the Bow Initiate. Filled with his new skills and knowledge, he set off adventuring again, and ended up in Brindinford...

Home Community
Ulfgar lived in a city of up to 12,000 residents, small cities are big enough to be the capitals of smaller nations.

Climate
Ulfgar feels at home in high altitude and rugged lands where vegetation is sparse above the tree line, but forests and meadows predominate lower down. Ulfgar welcomes the cold all year long, although where he comes from seasons are still discernible. The length of day and night changes greatly from season to season. 

Education
Ulfgar learned basic wilderness survival skills. Ulfgar has military training, from which commoners typically become infantry or archers, and those with higher social status become staff officers or squires. Ulfgar learned basic local or national history.

Events
Ulfgar contracted a lingering sickness or developed a congenital defect. Ulfgar participated in a minor adventure such as building a homestead or working on a caravan on a new route. A significant monster, Karthadoc, threatens Ulfgar's home community and is eventually either destroyed or driven off. 

Family
Ulfgar's family owns a moderate dwelling. The family's income slightly exceeds its needs. The male members control Ulfgar's family. Combat is a regular part of the lives of Ulfgar's family.  Most adult members are veterans of some combat, and martial weapons and training are commonplace. Ulfgar's family has neutral ethics or no consistent family ethical direction. Ulfgar's family's ethical reputation matches their private ethics. Ulfgar's family is now a part of the political system and supports it. Ulfgar's family is also a member of a religious order. Ulfgar's family is known as stalwart companions. Ulfgar's family is closely tied to a group that's generally well regarded by the community, like a local church or helpful monastery. Ulfgar's Father holds a high position in the
current political system.

Relationships
Both of Ulfgar's parents are alive and healthy. Ulfgar has 2 younger siblings. Both of his grandfathers are living. Ulfgar has 10 living relatives. Ulfgar doesn't make friends easily, but Ulfgar is a good friend to those he has. Ulfgar has a few close friends. A top-notch instructor taught Ulfgar more advanced military, religious, or arcane techniques. One local monster, Karthadoc, has chosen to direct his hatred toward Ulfgar, because of some minor adventure Ulfgar completed.

Name: Horken
 
Born in the Dwarven province of Mrid, Horken proved to be an exceptional youth. Enlisting in the Guard at Mrid's Gate, Horken soon became well known for countless heroics performed during a period of intense activity from the Karak Guun.
 
During this time, Horken met Caithana, a barmaid at a tavern he frequented. One year later they were married, and at Caithana's request, Horken retired from the Mrid's Gate Guard early, as a Captain.
 
Horken and Caithana lived happily for three years until a particularly fearsome attack by the Karak Guun managed to breach the Gate (a feat the Karak Guun have managed only a handful of times in all of recorded history)
 
Horken's house was burned to the ground in the fighting, and while Horken survived, Caithana perished. Horken slew the orcs responsible for her death, but in his despair found little left to keep him in Mrid. Distraught at his beloved wife's death, Horken left Mrid, declaring himself an outcast, unable to ever return except with the express permission of the King.
 
Horken traveled for some time, before eventually settling down again in Brindinford with his aunt Shoomma, likewise a Dwarven outcast. Shoomma was also, however, a master smith, renowned throughout the Great Plains. Horken buried his sorrow at his wife's death by learning the art of the forge, proving himself an apt pupil under Shoomma's teaching.
 
When Shoomma died under mysterious circumstances during an attempted coup within the city, Horken again found himself alone in the world. Vowing to avenge his aunt, Horken decided to join the adventuring party which had prevented the attempted coup and driven out the fiends behind it.
Name: Gelb Flinderhop

Gelb Flinderhop was born the only son of a merchant. Mr. Flinderhop had high hopes for his son. The family wasn't wealthy by any standard, but they had more coin than some noble houses, and Mr. Flinderhop wanted his son to rise high. The military, civil service, it didn't matter
much to Mr. Flinderhop. His wish was that his son would somehow, through word or deeds, get a foot in the door of land and title. Mr. Flinderhop, sadly, would probably never get his wish.
When Gelb was about 13, he accidentally set the house on fire. The details aren't important, but suffice it to say that, as a result of the incident, Gelb was discovered to have some latent talent for magic. Mr. Flinderhop was overjoyed by the news, and arranged for Gelb to attend an
exclusive wizard's academy.

Sadly, Gelb did not flourish in the structured environment of the academy. Indeed, he earned a reputation for laziness, and had a penchant for practical jokes. Gelb was more concerned with entertaining his classmates than practicing his spells. He managed to learn the basics in his one and a half years at the academy, but, much to his father's dismay, he did not distinguish himself for anything other than tomfoolery. When he and his best friend, Jert Angelhort, somehow
managed to inadvertently summon a dire rat into the headmaster's study (they were trying to steal a flask of the headmaster's brandy; it's a long story) Gelb decided it was best that he head out on his own. Gelb left the academy. He got a job working in a tavern, and continued to learn bits and pieces of magic lore from passing wizards. Indeed, it's surprising how much you can learn from drunken mage, and Gelb learned quite a lot. It was also during this time that Gelb
learned to sing and play the lute, and to tell tall tales, and party with the best of them. He would put on shows combining magic tricks with music. He got many compliments on his magic, but much fewer on his singing...

Eventually, Gelb honed his wizardly skills enough that he was able to take odd jobs here and there. He became an "adventurer" of sorts. Gelb, as he'll eagerly tell you, has seen many things and done many quests. Half of his boasts and stories might even be true. And this leads us to the present:

Gelb Flinderhop. A true renaissance man. A singer, a poet, and a wizard. (and a carouser, and a dandy, and occasional exaggerator).

Name: Magnarus

Pseudo Background

Home Community
Magnarus lived in the smallest community that supports a number of craftspeople. The population ranges from 401 to 900.

Climate
Magnarus' home included swamps, moors, and other low, wet areas. Magnarus grew up with cold winters, but warm summers.

Education
Magnarus learned basic wilderness survival skills. Magnarus learned an unusual trade such as bookkeeping or the law. Magnarus studied comparative cultures of other races, or other nationalities.

Events
Magnarus was born under a strange moon, a comet in the sky, or some other phenomenon. Magnarus participated in a minor adventure such as building a homestead or working on a caravan on a new route. Magnarus' home community has a crisis which could included structural problems like earthquake, climate shifts, famine, or repeated waves of plague.

Family
Magnarus was raised as part of a arcane order. While Magnarus' ďfamilyĒ didnít have much direct income, it had access to resources through the magic of wizards and sorcerers likely provides the resources. One branch of Magnarus' family follows one leadership structure, and one or more others follow a different structure. Most of Magnarus' family members are versed in basics of using clubs, spears and knives in self-defense and defense of the family home. Magnarus' family is known for involvement in the community and acting to help others. Magnarus' family is a part of the system but is open to suggestions for change. Magnarus' family has a historical conflict with followers of a particular deity (player decides which) assumed to be disreputable. Individuals are treated without regard to Magnarus' family name. Magnarus' family is closely tied to a group thatís generally well regarded by the community, like a local church or helpful monastery. Magnarus' familyís ancestors of note are unknown or forgotten. Information about them could be revealed in a future adventure, however.

Relationships
Both of Magnarus' parents are deceased, and the player chooses how the parents passed away. Magnarus has 3 older siblings and 1 younger siblings. Magnarus remember his grandparents, but they have passed away. Magnarus has 7 living relatives. Magnarus' significant friend is dead or missing. A favorite instructor of note has requested an oath or service from Magnarus (describe the oath or service). Magnarus has no known enemies, yet.

Name: Holg

Pseudo Background

Home Community
Holg comes from a town large enough to appear on most maps which has a population somewhere near 2,000.

Climate
Holg grew up in a subterranean community far beneath the surface world.

Education
Holg learned how to read and write. Holg has apprenticed with a political or bureaucratic functionary. Holg read poetry and prose extensively, and Holg has some skill in composition.

Events
Holg saw a horrible crime or violent event. Holg served his faith in a minor capacity perhaps including a minor vow or oath. An armed conflict engulfs Holg's community. This can be a traditional war, a revolution, or an invasion by a monstrous host.

Family
Sometimes Holg's family had to beg for food and shelter. They own no property and income barely covers basic needs. Holg's family is lead by an outsider; liege lord or other person to whom the family has sworn support. Most of Holg's family members are versed in basics of using clubs, spears and knives in self-defense and defense of the family home. Holg's family has neutral ethics or no consistent family ethical direction. Family policy has changed for better or worse, but Holg's familyís reputation has not yet been affected. Interesting question: How did the policy change, and why? Holg's family supports the current political structure and rulers. Holg's family is deeply committed to a patron deity (you choose which one). Holg's family is known to produce upstanding individuals but has an occasional bad apple. Holg's family are like most laborers and servants.

Relationships
Holg's parents are lost or unknown. Holg may learn more about them in a future adventure, of course. Holg has 1d4 older siblings. Holg's fatherís parents are deceased. Holg has no living relatives beyond the ones already mentioned. A favorite instructor of note has requested an oath or service from Holg (describe the oath or service). A fellow apprentice or student of the arcane arts develops an intense dislike for Holg. Perhaps he was the instructorís favoriteÖ.

Name: Nick Delozier 

Pseudo Background

Home Community
Nick Delozier's grew up in an encampment. Most elven camps are at least semi-nomadic and support between 10 and 50 elves.

Climate
Highlands, cliff dwellings, and any other rugged terrain makes Nick Delozier feel at home. Nick Delozier grew up with cold winters, but warm summers.

Education
Nick Delozier was curious about money or government. Nick Delozier helped plant, weed, and harvest a crop. Nick Delozier studied political philosophy.

Events
Nick Delozier saw a horrible crime or violent event. A significant monster or villain threatens Nick Delozier's home community and is eventually either destroyed or driven off.

Family
After fleeing some calamity or war, Nick Delozier's family owns nothing and has no regular income. The members with the most talent (usually ability in the family business) control Nick Delozier's family. Nick Delozier's family relies on outside protection such as guards or mercenaries. Nick Delozier's family holds to the letter of contracts and agreements. Whether Nick Delozier's family is unfairly painted as cheats or has a better reputation than they deserve, itís clear the community has the wrong idea. Nick Delozier's family supports the current political structure and rulers. As above, but Nick Delozier's family hides this commitment from the public. Individuals are treated without regard to Nick Delozier's family name. Nick Delozier and family are settlers or refugees in the community.

Relationships
Nick Delozier's parents are lost or unknown. Nick Delozier may learn more about them in a future adventure, of course. Nick Delozier is an only child Player choose which of Nick Delozier's one grandparent is living. Nick Delozier has other relatives out there somewhere, but doesnít know who or how many. Nick Delozier has several friends who are companions or associates but who arenít intimately close. Nick Delozier wronged someone (either actually or only in that personís imagination) in a social or business context.

 

Name: Saranus

A peace loving gnome who does nothing but sings.

Name: Char

The daughter of Rilatin the Infernalist and one of his human-concubines, Char was singled out at an early age for the exceptional inborn magical abilities that she possessed.

Taken into Rilatin's tutorage, Char rapidly began to master the magical arts, especially that of the school of Evocation, which her master favored. Her childhood years were spent in continuous study under Rilatin. In his keep she remained, never being permitted to leave.

Char's potential, however, was more than even Rilatin had dreamed. Enticed by her beauty and budding power he soon sought to claim her as his consort.

It was not long, however, before being consort to her father and mentor began to have a detrimental effect on Charís psyche. She began to spend long hours in the keepís extensive libraries, studying ancient volumes which even Rilatin feared to read. Unknowingly surpassing Rilatin in knowledge and power, Char soon became obsessed with one particular tome that contained formulae suggesting the existence of creatures beyond the boundaries of the multi-verse itself. As her studies intensified her power began to grow exponentially, and with each bit of knowledge gained another bit of her sanity was lost.

A few years into their curious relationship Rilatin began to grow intensely jealous and fearful of his young loverís ever growing power. Unwilling to allow himself to be surpassed as the penultimate Sorcerer in Theralu' acli, he decided to eliminate his lover and daughter while he could still overpower her. Knowing she would like be warded against magical assault, Rilatin chose instead to utilize the deadly Cunoxiuos Poison, distilled from the spores of Vapon mushrooms.

Cunoxious Poison is exceptionally rare, its actual existence in fact doubted by some. In small doses Cunoxious simply produces hallucinations of a maddening and terrifying nature for a short period of time. But a large enough dose can easily drive an imbiber into a catatonic state, tormented by horrifying visions for the rest of their days.

Placing the poison in Charís evening drink he sat back and waited expectantly for the scene to unfold. With relish he imagined her fevered screams as her hallucinations overcame her. However, when she ingested the poison, something peculiar occurred. As the hallucinations came to her, she was not frightened but instead considered them curiously. She found herself captivated by them, as fantastic images began to dance in her head and whisper dark secrets in her ear. Pushing down the cacophony, she began to look curiously at the only man she has ever known in her life. Without hesitation she struck down her father, master, and lover, the Drow Sorcerer Rilatin the Infernalist.

Freeing his slaves and leaving his keep to burn, Char left Theralu' acli, never to return again.


Setting Background

The Great Plains: A large expanse of land, spotted throughout not only by the great City-States, but also small patches of forest, Druidic grove, and small hamlets. Much of the known world consists of the Great Plains. Indeed, the Plains stretch from Greyhawk to the Kalkist Mountains, as well as encompassing the Ne'hael Sea and lands beyond.

The Plains are bordered on the South by the Elven Forest, a wholly different kind of forest than those who live on the Plains are used to. To the North and West the Plains are bordered by the Waste, a desolate desert that stretches for many miles. The Eastern half of the Plains contains the majority of the great City-States, and is generally considered to be one of the bastions of culture in the world. The Western half of the Plains is much more agricultural, with small towns and hamlets slowly giving way to the Waste. Temperate, the weather is often rather mild on the Plains.

Ne'hael Sea: A large freshwater sea only two walking days away from Greyhawk, the Ne'hael Sea is one of the only bodies of water in the nearby area. Vessels sail back and forth across its waters, speeding travel across the central Great Plains. The Ne'hael Sea evenly splits the Great Plains in half, and is one of the distinctions between the area controlled by the City-States and the areas slowly being abandoned to nature.

Named for a legend involving the forbidden love between a Succubus and a Paladin, the Ne'hael Sea supposedly houses some ancient relics at its bottom, but those who have dared to delve its depths have never returned.

Kalkist Mountains: Bordering the Great Plains to the East, the Kalkist Mountains have always been the home of the Dwarven people. High and craggy, most of the Kalkist peaks are ringed in snow year round. Deep within the Mountains the Dwarves mine veins of rich ore, and forge their chains of Mithril. Little known to most folk, is that the Dwarves are not the only inhabitants of the Mountains. Many other subterranean species inhabit the Underdark, a series of caverns that not only crisscross throughout the Mountains, but backtrack underneath the Great Plains themselves.

Within the Underdark, a constant war is fought for dominance, between the myriad of races that live there. Other things live deeper still within the ground, some creatures of darkness unimaginable, some of light undefeatable. Whenever one is unburied, however, it surely means large scale change is coming.

Beyond the Kalkist the lands once again flatten out into more plains, but these are generally not considered part of the Great Plains themselves. The plains beyond the Kalkist are more rocky than the fertile lands of the Great Plains, and they are home of the Karak Guun, or "Great Orcs" in that harsh tongue.

Karak Guun: A nomadic, barbaric people, the Karak Guun are almost constantly at war with themselves. Occasionally a few bands have attempted to push their way through the Kalkist, but they have always been stopped by a combination of the City-States and the Dwarven Kingdoms.

The Dwarves have proven less successful in defending against the Karak Guun alone, however. While the Karak Guun prefer the open land of their home to the underground Kingdoms of the Dwarves, more than one Dwarven City has found itself abandoned at the pounding of the Karak Guun War-Drums, and more than one Dwarven Thane has found his head impaled upon the point of a Karak Guun spear.

Elven Forest: The Southern border to the Great Plains has often been something of a mystery to the people of the Plains. Few who enter ever return, even the Elves who inhabit the Plains. Supposedly the Elves of the Forest are feral. The wood itself is rumored to be an Eldar Wood, one of the first forests of the world, perhaps the only one left.

A few settlements have been built within its confines in recent years, as settlements had been built there in years past. Trade with such settlements is often slow, and news from what villages exist is often slower still. Whether the Elves of the Forest have come to some agreement with the settlers, or they simply lack the strength to drive them out is unknown and only helps to make the Forest even stranger to your common Plainsman.

Greyhawk: One of the biggest and strongest of the City-States of the Great Plains, Greyhawk holds its massive strength mostly on account of two things. Greyhawk's ruling council of Merchant Lords provides the City with considerable economic power and abilities. Secondly, the Salindane, Greyhawk's Guild of Magi, provide them with terrifying power in battle. After the massacre at Rendath Ford, no one has challenged Greyhawk in open conflict for a decade.

Brindinford: One of the second biggest of the City-States, and something of an ally to Greyhawk, Brindinford is ruled by a familial line, the head of whom is titled Duke. Renowned as the current home of the Church of Pelor's head, Brindinford attracts a lot of negative attention. Recently, Brindinford managed to repel an attempted invasion by extradimensional forces with the aid of Meldor of Khul, Lysander of Blackmoor, Ulfgar, Ashrem, and Lydia of Pelor.

Extradimensional Forces: The most learned of Sages and Magi can tell you that beyond our Plane lies other shades of reality, other Planes of existence. What few of them know, much less understand, is that those said "Outer Planes" are only the beginning. Beyond even them lies a place so twisted and foreign to a rational mind that even naming it a place is a mistake.

Home to beings of horrific image and unknowable motive, only the insane even consider dabbling within its domain.

One commonly known fact about these realms is that the beings known commonly as Mind Flayers, or Illithid among the learned, originate in some way here. Often entering into the Material world for unknown regions, forces Good and Evil often hunt these creatures down ruthlessly. For when dealing with the Outer Regions, Good and Evil do not matter. It is simply Sanity, or Madness.

The Waste: A desert of sorts, the Waste is mile upon mile of barren stone that stretches as far as the eye can see both North and West. Created, so legend claims, during a battle between the great Dragon Ashardalon and the Druid Dydd, the Waste has proved uncross able time and time again. Even the Salindane have failed in their attempts to move past it, blocked by a strange magical effect emanating somewhere within the Waste. Whatever it is, it has puzzled their greatest minds, and is still a curiosity today.

The Northern parts of the Waste often get quite frigid in Winter, much more so than other regions of the Plains. Snow is not unknown, despite the general lack of rain in the warmer seasons. One of the better known (although still quite obscure) landmarks of the Waste was Nightfang Spire, a towering piece of rock molded in between two sheer cliffs. Lying a short way into the Waste, Nightfang Spire recently resurged back to life, an unknown master taking control. A noble band of adventurers managed to slay him within his home, however, and lift his vile curse. Few people on the outside world noticed such events, although it was of interest to Sages and Magi. Nightfang Spire had long presented a bastion of knowledge that any Sage would eagerly jump at a chance to learn. Blackwing, the Dragon who had lived there had kept all unwanted visitors away, however.

Adventure 1

After receiving another letter begging for help, as well as reporting sightings of large ominous flying creatures, everyone set out for the small town of Blasingdell and the Glitterhame.

Roughly two days out from Greyhawk, Ashrem suddenly received a message from a friend, warning him that a band of assassins had been seen leaving Greyhawk after them. The party took a few extra precautions but traveled on.

Two days after that, four days total since the party had left Greyhawk, everyone was setting up camp. Lydia had wandered into the forest to pray to Pelor when a hawk suddenly dove from the trees, attacking Ulfgar.

Two invisible men appeared and struck at Ashrem and Meldor. Combat quickly broke out, but the two men were not alone. The hawk scratched Ulfgar, bestowing a curse of unluck upon him.

The half-elf attacking Meldor proved resistant to Meldor and Char's spells, and quickly began to wound Horken who had moved to protect Meldor.

A large creature of astral matter suddenly appeared and charged Magnarus, while two spell casters stepped from behind the trees.

Char summoned a celestial bison to combat the large astral construct while the man fighting Ashrem turned invisible. He appeared a few seconds later next to Horken, and proceeded to viciously strike at Horken's vitals.

One spell caster launched a spell towards Gelb, causing a large monster to suddenly appear before him. Bending downwards, it began to eat him and Gelb suddenly fell over dead, from fear.

The other spell caster began causing huge explosions of fire to detonate within the party, burning several members badly.

Magnarus managed to heal Horken of all his injuries, as Meldor managed to confuse the two warriors attacking him. Meldor followed that by throwing several balls of lightning to engulf all four attackers. The construct, as well as one of the warriors and one of the spell casters fell, but that left two more.

Ashrem fired at the remaining warrior as he charged forward and the assassin finally fell.

When the group turned to the late spellcaster, however, he had vanished.

Magnarus moved to get a better view when suddenly the last assassin reappeared at the other side of the party. Letting loose a wave of mental energy, Char, Meldor, and Horken suddenly found themselves reeling in pain.

Ulfgar managed to shake it off, however, and quickly placed two arrows into the spellcaster, despite his curse. Searching the bodies, the party spent some time dividing up the large amount of loot, and the next day Magnarus brought Gelb back to the world of the living, albeit weakened.

The next few days passed unevntfully as the party continued to divy up the large amount of potions and scrolls found on the dead assassins.

Finally reaching Blasingdell the aprty found it in ruins. After questioning the mayor, as well as an old woman who had seen the flying monsters, the party decided to hold an impromtu fair of sorts, with several party members singing, telling stories, preaching, or putting on firework shows, all in the effort of cheering the towns people up.

The plan worked and the towns people appeared greatly relieved. Gelb spent much of this time identifying the rest of the assassins gear and again time was spent dividing it up.

Finally, three days after arriving in town, the group set off for the Glitterhame, without Lydia, who revealed that she would be leaving the group to start a temple in Blasingdell.

At first Ashrem and Meldor could only vaguely remember the Glitterhame, but once inside everything came rushing back.

Moving through rooms of no longer unworked stone, the group entered into a large fungal cavern. Meldor and Ashrem remembered that once this cavern had housed gricks, and that Ashrem had nearly died when they attacked.

They also noticed a mine shaft leading down that had not been there before. Heading down, the group walked for several hours. After a while, the mine shaft changed from smooth worked stone into a more natural cavern, still heading downwards.

Deciding to not follow the cavern, the party back tracked, and went to the door leading to the dwarven residence.

Examing the throne room, kitchen, forge, and sleeping quarters revealed that indeed dwarves had returned to the Glitterhame, but that none were there now. They did not appear to have left in a hurry, however, and the party was begining to think solving this mystery would be harder than they thought when Char's bat familiar, Fluffy, started squeeking.

"Uh, Mistress, the bats up there say the dwarves left a couple of days ago."

The fact that Fluffy could talk to other bats quickly led to an indirect questioning of the bats by Meldor, but they seemed to know nothing aside from the dwarves being absent.

Remembering that there were bats in the mine shaft, Gelb lent Char his flying carpet so that she could quickly go back down and see.

And indeed, the dwarves had all passed that way. The party now knew where the dwarves had gone. It was just a matter of finding them ...

Adventure 2

After finding out where the Dwarves had disappeared to, the party camped out in one of the abandoned Dwarven bedrooms before moving back to the mine shaft.

Plunging downwards, the party traveled for miles, rapidly leaving the worked area of the mine shaft and reaching the natural caverns of the Underdark.

Walking through the seemingly endless darkness, the party finally stumbled upon a large, natural cavern. And were summarily ambushed by archers within the darkness.

Ulfgar charged forward as others cast multiple defensive magics, and quickly moved within sight of the attackers. They were large, humanoid bats. Ashrem and Ulfgar peppered them with crossbow bolts and arrows, respectively, while Gelb, Meldor, and Magnarus blasted them with spells.

More of the bat creatures jumped down from a ledge above, and began to attack Ulfgar with strange staff weapons while arrows continued to rain down from above.

More spells and arrows from the party quickly slayed the beasts on the ground, however, the ones on the ledge retreated upwards, just in time to escape Magnarus's Blade Barrier.

Fluffy, Char's familiar, flew up and found that a rope was hanging from an opening in the ceiling. Refusing to enter himself, Fluffy returned to Char's shoulder as Ulfgar, invisible, climbed up the rope.

At the top he found two remaining bat creatures, and both began attacking them. Letting go of the rope, Ulfgar fell, turning into a hawk as he did.

Meldor launched a Fireball up into the room while Ashrem began climbing along the walls towards the opening. Suddenly, one of the bat creatures called down. "I give up. Don't kill me!"

After a brief amount of distrust, the bat creature descended down the rope. It came from a city deeper into the Underdark, which it simply called "the Enclave". He admitted he was a slaver, and had recently enslaved a number of dwarves.

Sensing his lifespan growing increasingly short as Belkas began complaining about being hungry, the slaver suddenly released an ear splitting scream, stunning Char, Magnarus, and Ulfgar. Then turning about, he bounded down the ledge and began to run on all fours for the end of the cavern. Horken and Gelb fired after him but he made it to the end of the hall and escaped.

Meanwhile Ashrem had entered into the room at the top of the rope, and found three prisoners against the wall. Two humans and another bat creature, all unconscious and bound by chains. Picking the locks holding the humans in place and slitting the throat of the unconscious bat, he then turned to the pile of equipment and money in the corner of the room, and started dumping it out of the hole.

As the Magnarus came to, he activated his Winged Boots and flew up the hole into the room above, intending to heal any prisoners up there. Gelb meanwhile hopped onto his Carpet of Flying and flew after the slaver, Ulfgar in hot pursuit in hawk form.

Ulfgar rounded the corner in time to see Gelb hop down from his carpet and systematically mutilate the dead slaver, stabbing it repeatedly with his sword, which seemed to faintly glow a deep, blood red.

Magnarus healed the two humans, who revealed themselves as Dekkar and Chin, a pair of adventurers captured by the slavers. As to the identity and fate of the enslaved bat, no one seemed to care.

Gathering their belonging from the equipment now lying dented and scratched on the ledge eighty feet below, the group, now two members larger, gathered together and proceeded deeper into the Underdark.

More miles passed as the group trudged through the darkness, and Horken guessed the party's overall depths as several miles under the ground.

And then the party discovered the city. Situated in an immense cavern, the city was wrecked, with all of its buildings lying in rubble and buried under piles of rock. Except for one building seemingly left mostly intact towards the center of the city.

Approaching, the party saw evidence of markings once there but long worn away. The doorway was open (the doors seemingly having rotted into nothing) but the entire building was tilting at an extreme angle. After a brief discussion the party entered.

A short stairway led to a raised area, while the northern side of the building seemed to be completely flooded. Detecting Magic, Meldor and Horken moved towards the water, and were caught completely off guard by the two creatures within. Large hulking crustacean like monsters with tentacles hanging from their mouth, they emerged from the water with their claws snapping forward towards Meldor and Horken.

Chin struck one with his Stunning Fist, causing it to stop, while the other one struck Meldor. Jumping in the way, however, Horken placed himself in the way of the beast's claw and was grabbed.

Suddenly three more bat creatures attacked, two coming from on top of the stairs and the third utilizing a pathway to the right of the group. Unleashing bone shattering screams, they quickly wounded several party members.

Meldor, Char, Gelb, and Magnarus quickly unleashed spells, blasting the bat-men while Dekkar moved forward and quickly cut the creature holding Horken to pieces. Chin engaged the other crustacean and wounded it severely.

Several more spells, combined with Ashrem and Ulfgar's bolts and arrows fell two of the bat creatures, the third turning and running back up the stairs.

Healing momentarily, the party followed, with Char in the lead. Suddenly, a trap door opened underneath of Char and she plunged downward into water.

Thinking fast, she incanted an Alter Self, and grew a pair of gills to allow her to breath. Safer, she began to look about, seeking escape.

Meanwhile, up top the trap door Char had fell through had been propped open by Meldor. Underneath was simply a small pit, however. Gelb flew down on his carpet and began to seek some hidden passageway. Finding that the floor of the pit was another trap door, Gelb opened it, using one of Meldor's pitons to hold it that way.

Char, seeing a small amount of light swam forward and began to push on the strange object blocking her escape. Gelb, feeling something clawing on his carpet, quickly flew up. Realizing it was only Char, he dove back down and pulled her up.

After seeing that she was fine, the party asked if anything had been down there. Char explained she hadn't really looked around, and suddenly decided to head back in.

Swimming about she moved towards some bones in the southern end of the room when suddenly something large hit the door leading out. Realizing that being alone underwater with something else, possibly a big something else, was not a safe place to be, Char quickly left with Gelb again.

Seeing the danger of any more pit traps, Ashrem moved forward and easily found two more.

Stepping cautiously around, the party entered a large room with two more bat creatures standing towards the center. Behind them were a large number of bat creatures, lizard men, and dwarves, chained together and digging through rubble.

Holding their arms open, the bat creatures called out in their peaceful intentions, inviting the group into the room. Giving them general directions to the Enclave, they seemed eager to make the party leave.

However, as they began to abuse the slaves, the party became hostile, with Gelb suddenly releasing a Lightning Bolt (zapping several prisoners while he was at it)

The two bat creatures barely had time to react as Ashrem deftly shot two bolts through one of the creature's eyes and Meldor Held the other.

That was when the Beholder floated up from the stairwell leading down.

(DM attempted to call game a night. Player's rioted. DM laid smack down.)

The Beholder quickly began to spin about, rays firing in all directions. Dekkar collapsed to the ground sleeping, while Char began exclaiming that it was her friend and to leave it alone.

Chin snapped the neck of the held bat while Ulfgar was turned to stone and Ashrem began to float into the air. Gelb launched an Acid Arrow and Ashrem shot the Beholder with several bolts, just before Char ran forward and turned it invisible.  Ashrem was dropped from 20 feet in the air.

Dekkar woke suddenly, before the Beholder's death ray killed him, while Meldor and Horken turned invisible, by spell and potion. Following their example, Ashrem downed his own potion of Invisibility while Chin rushed forward to engage Char in combat, attempting to stun her.

Ashrem moved forward and struck Char in the back of the head with a poisoned dagger, while Chin continued to pound on her, pummeling her into unconsciousness.  What is it with Monks and attacking their own party members?

Gelb suddenly turned to stone, and besides the slaves, the only people in the room seemed to be Magnarus and Chin.

Suddenly Meldor, having casted a See Invisibility, launched a Cone of Cold at the Beholder, catching it full on. Freezing completely, it plummeted to the ground where it landed upon several of the slaves.

So things aren't looking too good for the group. Two stoned party members, one dead. In addition, nearly everyone is down a LOT of spells. Hope all of those slaves are really 20th level Clerics in disguise eh?

Adventure 3

After finding out where the Dwarves had disappeared to, the party camped out in one of the abandoned Dwarven bedrooms before moving back to the mine shaft.

Plunging downwards, the party traveled for miles, rapidly leaving the worked area of the mine shaft and reaching the natural caverns of the Underdark.

Walking through the seemingly endless darkness, the party finally stumbled upon a large, natural cavern. And were summarily ambushed by archers within the darkness.

Ulfgar charged forward as others cast multiple defensive magics, and quickly moved within sight of the attackers. They were large, humanoid bats. Ashrem and Ulfgar peppered them with crossbow bolts and arrows, respectively, while Gelb, Meldor, and Magnarus blasted them with spells.

More of the bat creatures jumped down from a ledge above, and began to attack Ulfgar with strange staff weapons while arrows continued to rain down from above.

More spells and arrows from the party quickly slayed the beasts on the ground, however, the ones on the ledge retreated upwards, just in time to escape Magnarus's Blade Barrier.

Fluffy, Char's familiar, flew up and found that a rope was hanging from an opening in the ceiling. Refusing to enter himself, Fluffy returned to Char's shoulder as Ulfgar, invisible, climbed up the rope.

At the top he found two remaining bat creatures, and both began attacking them. Letting go of the rope, Ulfgar fell, turning into a hawk as he did.

Meldor launched a Fireball up into the room while Ashrem began climbing along the walls towards the opening. Suddenly, one of the bat creatures called down. "I give up. Don't kill me!"

After a brief amount of distrust, the bat creature descended down the rope. It came from a city deeper into the Underdark, which it simply called "the Enclave". He admitted he was a slaver, and had recently enslaved a number of dwarves.

Sensing his lifespan growing increasingly short as Belkas began complaining about being hungry, the slaver suddenly released an ear splitting scream, stunning Char, Magnarus, and Ulfgar. Then turning about, he bounded down the ledge and began to run on all fours for the end of the cavern. Horken and Gelb fired after him but he made it to the end of the hall and escaped.

Meanwhile Ashrem had entered into the room at the top of the rope, and found three prisoners against the wall. Two humans and another bat creature, all unconscious and bound by chains. Picking the locks holding the humans in place and slitting the throat of the unconscious bat, he then turned to the pile of equipment and money in the corner of the room, and started dumping it out of the hole.

As the Magnarus came to, he activated his Winged Boots and flew up the hole into the room above, intending to heal any prisoners up there. Gelb meanwhile hopped onto his Carpet of Flying and flew after the slaver, Ulfgar in hot pursuit in hawk form.

Ulfgar rounded the corner in time to see Gelb hop down from his carpet and systematically mutilate the dead slaver, stabbing it repeatedly with his sword, which seemed to faintly glow a deep, blood red.

Magnarus healed the two humans, who revealed themselves as Dekkar and Chin, a pair of adventurers captured by the slavers. As to the identity and fate of the enslaved bat, no one seemed to care.

Gathering their belonging from the equipment now lying dented and scratched on the ledge eighty feet below, the group, now two members larger, gathered together and proceeded deeper into the Underdark.

More miles passed as the group trudged through the darkness, and Horken guessed the party's overall depths as several miles under the ground.

And then the party discovered the city. Situated in an immense cavern, the city was wrecked, with all of its buildings lying in rubble and buried under piles of rock. Except for one building seemingly left mostly intact towards the center of the city.

Approaching, the party saw evidence of markings once there but long worn away. The doorway was open (the doors seemingly having rotted into nothing) but the entire building was tilting at an extreme angle. After a brief discussion the party entered.

A short stairway led to a raised area, while the northern side of the building seemed to be completely flooded. Detecting Magic, Meldor and Horken moved towards the water, and were caught completely off gaurd by the two creatures within. Large hulking crustacean like monsters with tentacles hanging from their mouth, they emerged from the water with their claws snapping forward towards Meldor and Horken.

Chin struck one with his Stunning Fist, causing it to stop, while the other one struck Meldor. Jumping in the way, however, Horken placed himself in the way of the beast's claw and was grabbed.

Suddenly three more bat creatures attacked, two coming from on top of the stairs and the third utilizing a pathway to the right of the group. Unleashing bone shattering screams, they quickly wounded several party members.

Meldor, Char, Gelb, and Magnarus quickly unleashed spells, blasting the bat-men while Dekkar moved forward and quickly cut the creature holding Horken to pieces. Chin engaged the other crustacean and wounded it severely.

Several more spells, combined with Ashrem and Ulfgar's bolts and arrows fell two of the bat creatures, the third turing and running back up the stairs.

Healing momentarily, the party followed, with Char in the lead. Suddenly, a trap door opened underneath of Char and she plunged downward into water.

Thinking fast, she incanted an Alter Self, and grew a pair of gills to allow her to breath. Safer, she began to look about, seeking escape.

Meanwhile, up top the trap door Char had fell through had been propped open by Meldor. Underneath was simply a small pit, however. Gelb flew down on his carpet and began to seek some hidden passageway. Finding that the floor of the pit was another trap door, Gelb opened it, using one of Meldor's pitons to hold it that way.

Char, seeing a small amount of light swam forward and began to push on the strange object blocking her escape. Gelb, feeling something clawing on his carpet, quickly flew up. Realizing it was only Char, he dove back down and pulled her up.

After seeing that she was fine, the party asked if anything had been down there. Char explained she hadn't really looked around, and suddenly decided to head back in.

Swimming about she moved towards some bones in the southern end of the room when suddenly something large hit the door leading out. Realizing that being alone underwater with something else, possibly a big something else, was not a safe place to be, Char quickly left with Gelb again.

Seeing the danger of any more pit traps, Ashrem moved forward and easily found two more.

Stepping cautiously around, the party entered a large room with two more bat creatures standing towards the center. Behind them were a large number of bat creatures, lizard men, and dwarves, chained together and digging through rubble.

Holding their arms open, the bat creatures called out in their peaceful intentions, inviting the group into the room. Giving them general directions to the Enclave, they seemed eager to make the party leave.

However, as they began to abuse the slaves, the party became hostile, with Gelb suddenly releasing a Lightning Bolt (zapping several prisoners while he was at it)

The two bat creatures barely had time to react as Ashrem deftly shot two bolts through one of the creature's eyes and Meldor Held the other.

That was when the Beholder floated up from the stairwell leading down.

The Beholder quickly began to spin about, rays firing in all directions. Dekkar collapsed to the ground sleeping, while Char began exclaiming that it was her friend and to leave it alone.

Chin snapped the neck of the held bat while Ulfgar was turned to stone and Ashrem began to float into the air. Gelb launched an Acid Arrow and Ashrem shot the Beholder with several bolts, just before Char ran forward and turned the beholder invisible.

Dekkar woke suddenly, before the Beholder's death ray killed him, while Meldor and Horken turned invisible, by spell and potion. Following their example, Ashrem downed his own potion of Invisibility while Chin rushed forward to engage Char in combat, attempting to stun her.

Ashrem moved forward and struck Char in the back of the head, while Chin continued to pound on her, pummeling her into unconsciousness.

What is it with Monks and attacking their own party members?

Gelb suddenly turned to stone, and besides the slaves, the only people in the room seemed to be Magnarus and Chin.

Suddenly Meldor, having casted a see invisibility spell, launched a cone of cold at the Beholder, catching it full on. Freezing completely, it plummeted to the ground where it landed upon several of the slaves.

So things aren't looking too good for the group. Two stoned party members, one dead. In addition, nearly everyone is down to a few spells. Hope all of those slaves are really 20th level Clerics in disguise eh?

Adventure 4

Finding himself stranded in Brindinford, Meldor despaired momentarily. Suddenly, inspiration struck, and with a small curve of his fingers, he found himself again hurtling through the Astral plane, to arrive jarringly at the Temple of Lolth, back in the ruins of Chael-Rekshaar.

Reunited with the party, he informs them that the gold has been "deposited" and that everyone is now free to continue on. Gelb decides to explore the stairs leading down first, and the party soon works their way back to them.

Walking down the stairs, the party quickly encounters water. Considering the small underwater grotto in the north-western corner of the temple, and Char's brief underwater adventure through the trap door, everyone concludes that the bottom floor must be entirely underwater. Plans for aid in swimming and breathing are considered, but in the end abandoned.

Deciding to instead explore the top floor first, Gelb unrolls his carpet and quickly flies up to the hole in the ceiling. Shortly before getting there, however, he spots two Desmodu waiting right next to the hole.

Turning about and flying back down, Gelb lands and calls out to the Desmodu.

"Hey! What are you doing up there?"

A brief conversation is held. The Desmodu admit they are guarding the upper floor from the "temple thieves". They refuse to come down, and likewise refuse to let the party up.

Further discussion is held, and then combat breaks out. Gelb, Char, and Meldor quickly begin launching destructive spells through the hole as Dekkar, Ulfgar, and Ashrem fire upwards.

Desmodu begin pouring from the hole, followed quickly by another Beholder! But the Beholder barely has an eye ray off before it is brought low by combined spell, arrow and bolt.

Finally, Desmodu stop appearing, and a lone voice shouts out from above. "I give! Don't kill me and I will talk!"

A charred Desmodu appeared from the hole, and approached the party.

Under Gelb and Meldor's questioning, he revealed much of what was going on. The Desmodu had long ago nearly been wiped out by the Drow of Chael-Rekshaar. In a last ditch effort, the Desmodu Magi had somehow managed to level the city of Chael-Rekshaar, at the cost of sealing the Desmodu Enclave away from the outside world.

When the earthquakes started happening, the Enclave became unsealed, and the Desmodu once again found themselves able to venture into the outside world.

Just as he began to relate something about fire, Ashrem suddenly stabbed him in the back, finishing off the already wounded Desmodu.

Moving upstairs, Meldor and Char began to magically clean several books after looting a few magical items.

Ashrem and Gelb moved on down a hallway while Meldor and Char read up. With a little searching, and the help of some keys Ashrem had found, they quickly had amassed a small fortune in gems.

Meanwhile, Meldor and Char were reading about the end of the city. The book was written in an archaic form of Drow, so they couldn't make out the details well. But essentially, it backed up the Desmodu's claims.

Only one area was left unexplored. The cold, watery depths ...

Adventure 5

Anyway, our story begins ...

Fluffy, Char's bat familiar, quickly flew along the length of the crevasse before returning with news of a narrow point to the right of the party.

Scouting himself, Ulfgar managed to spot a cable strung between to outcroppings, creating a perilous bridge between both sides. Moving closer, the party discussed momentarily before crossing, most of the party flying across or spider climbing along the wall. Chin cart wheeled along the rope.

Now the party was presented with another problem. Two cliffs towered over them, their tops hidden in the mist. What was worse was that their sides were slick from the moisture in the air.

Dekkar shrugged, and realizing his Spider Climb would soon run out, began climbing up the cliff. Chin quickly joined in as well, leaping up through the rushing water with ease.

Fluffy scouted about again, grumbling as he went about being mistreated, before returning with new of Desmodu positioned at the top of the cliff. Ulfgar turned into a hawk, and flying up quickly confirmed it. A brief debate was held on what to do with the Desmodu, with some party members advocating a quick attack while others suggested a more diplomatic solution.

Realizing that time was running out before Dekkar and Chin gained the top, Ulfgar flew up and behind the Desmodu, assuming Human form again and drawing a line of fire on both of them.

The Desmodu seemed unsurprised, and quickly informed him that he was likewise in the sights of the other guards behind him.

Dekkar and Chin arrived at the top of the mountain, followed shortly by Ashrem, likewise Spider Climbing, and for a few moments it looked like combat would break out.

But eventually hostilities were lowered and Rikk, a Desmodu guard was called over to escort the group to the Desmodu Enclave. As the group walked, he provided a small tour of the area, pointing out the lake the Desmodu obtained much of their meat from, as well as some of their most prosperous fungal farms. The Desmodu city itself was apparently mostly situated around a immense pillar of rock, each dwelling climbing higher and higher up towards the top of the cavern.

Entering into the Desmodu Marketplace, Rikk revealed that another party of above-worlders had recently visited the Enclave, and talked to Baandar. Deciding that talking to the other above-worlders took precedent over talking to Baandar, the Desmodu leader, the party told Rikk they'd be fine within the Marketplace, and that he could return to guard duty.

Ashrem stepped into a patch of shadows and used Alter Self to alter his form into that of a Desmodu (albeit an unusually short one.) Wandering through the Marketplace, he quickly spotted the other above-worlders, and moved nearby to over hear them.

The other group was four in number and consisted of: a female ... something, looking almost like a reptilian Orc with a large greatsword strapped across her back; an Elf male, dressed in long flowing robes; a Half-Elf female sporting studded leather, and a Human male wearing an impressive set of plate mail.

Listening in on their conversation for a moment, Ashrem realized that him and his other companions were the topic of the day. Apparently news of even more above-worlders had raced ahead of the party, beating them to the marketplace. He listened for a few moments more before leaving and reporting much of his info back to the party (still in Desmodu form of course).

Deciding to approach the other party, Meldor and the rest walk over and introduce themselves. Both party's introduced themselves, with the Human male acting as the other group's spokesperson. He was Rourmed, his Elven companion was Engrim, his Half-Elven companion was Erynna, and his ... last companion was Delka (she's a little touchy about her parentage he explained.)

The groups both quickly hit it off, and it was revealed that Rourmed and his friends were here investigating the earthquakes as well. Meldor quickly pulled Rourmed and the others away from the Marketplace and explained the party's current suspicions that the earthquakes were being caused by the Desmodu. Rourmed denied the allegations, blaming it on natural volcanic action. Baandar might know more.

Deciding they had learned as much as they could from each other, and happy to have finally met another band of good adventurers, Meldor and the rest returned to the Marketplace and set out for Baandar's residence. Soon they came upon a large crack in the ground, which emitted a faint red glow from its bottom. Roughly twenty feet into the crack, however, was a very small ledge which projected out from a door in the side. Lowering a rope down, the party quickly descended and entered into the Shrine to Vesperian.

Inside the party met Baandar, an elderly Desmodu who explained much of the history of his race. After exchanging Detect Evils, Baandar revealed that Rourmed and the others had been protected from such scrying, a fact which bred distrust in him. Upon learning that the earthquakes had been causing undue problems, including the deaths of many people (a fact which Rourmed apparently never mentioned to him) Baandar revealed he knew the reason for the earthquakes, and in fact knew how to stop them, although he lacked the ability to do so.

Agreeing to show the group to the location of the problem tomorrow, Baandar offered everyone places within the Shrine to sleep for the night. Unfortunately, the Shrine did not often house so many guests, and the party would have to sleep in different chambers. Splitting up evenly the party gathered into the two largest rooms inside the Shrine. Char, having offered to read book she had found in Chael-Rekshaar, decided to spend the night with Baandar, to which he voiced no objection.

Later that night, Char sat up in bed, disturbing Baandar. Magnarus walked into the room, motioning her to be silent. "Shhhh. No noise, Char."

When Magnarus reached into his platemail and pulled forth a circle of darkness, throwing it to the ground, Char began to have her doubts. When he pulled his mace and began to swing at her, she was pretty sure something was up. And when Delka, Engrim, and Erynna crawled out of the circle of darkness on the ground ...

Char began to release powerful magic, Chain Lightning careening about the chamber. Meanwhile, in the party's other two rooms, those on watch suddenly perked up, hearing the obvious sound of thunder INSIDE the Shrine. Not a good sign. Awakening the others, the party quickly began streaming into Baandar's chamber, except for Dekkar and Magnarus who stayed within their rooms to strap on their platemail.

At first confusion reigned, with Ulfgar shooting into Baandar while Ashrem wondered how Magnarus (who he had been rooming with) had managed to beat him here when he had ran out of the room ahead of him (and where Magnarus had been busily putting on his armor at the time anyway.)

More magical attacks went off, and combat was joined, with Char and Bandaar turning Invisible quickly. Meldor and Horken quickly followed suit while Delka and Chin squared off. Erynna quickly shed herself of her bow and began inflicting vicious wounds with her rapier. The air rippled as one of the Words of Power was uttered, and Chin suddenly froze, unable to move. Realizing that the enemy wizard must be stopped, Gelb tossed a Disintegrate at him, destroying him completely. The return volley from Erynna quickly forced Gelb to retreat back to Magnarus, demanding healing.

Bad Magnarus began to heal many of the wounds inflicted upon his allies, and both he and Delka continued to prove resistant to most magic anyway. At Gelb's urging Magnarus and Dekkar decided to forgo their armor and rushed to the fray where the party was quickly being shredded.

As Horken began to throw tanglefoot bags at Delka, she quickly found her mobility limited. Realizing the still immobile Chin was the only one within reach, she quickly moved forward and began to hack at him with her sword as one might hack at a tree with an axe. One slice, two slices, three and ... Chin crumpled to the ground, a bloody mass of flesh. Dekkar, unarmored except for his shield, was likewise receiving a beating from Erynna, who proceeded to quickly slice him to pieces. Dropping to the ground, he began to crawl away, quickly finding shelter underneath the Blade Barrier Bad Magnarus had summoned.

Soon the tide of the battle began to turn as the greater number of the party began to overcome the opposition. Erynna soon fell, leaving only Delka, who had been reduced to using her bow, and Bad Magnarus, who looked to be on the point of death. And then Bad Magnarus uttered a few faint syllables and laid his hands upon himself, and all of the many wounds covering his body suddenly sealed up and faded away. He had Healed himself.

The party redoubled their efforts, Meldor launching Dispel Magic after Dispel Magic at Bad Magnarus, feeling his spells crumble away under the onslaught. Suddenly Bad Magnarus began to be effected by magic again, and a quick number of Fireballs, Ice Storms, Chain Lightning's, combined with the physical attacks of the other party members, finally brought the pair of them down.

As Bad Magnarus fell, his features began to melt, turning once again into those of Rourmed. For some reason, the other group had attacked Baandar in the middle of the night, with one of them in the form of the party. Their plan had apparently been foiled but the exact nature of that plan remained unrevealed ...

Baandar, in thanks for saving him from a pretty serious ass-whuppin', gladly offered to identify any of the possessions of the would be murderers, in order to better aid you. Unless someone objects, we assume a day or two passes for Baandar to work his way through the list.

Adventure 6

Talking to the Dead

Identifying new stuff

Journey to the mountain lair

Too hot to handle

Gelb makes a daring attempt at negotiations with 2 Salamander

Adventure 7

wrecking the mountain lair

The party takes a beating by some fireballs

Magnarus walks through a firewall

Ulfgar killed everyone we met

Ulfgar shoots a salamander with a hooka

Ashrem attempts to free a half-elf trapped in a cage

Ashrem was bull rushed by and Effretti and falls off his carpet and into a pit of lava

Released Desmodu prisoners

Adventure 8

The wish that kills....

Some Effretti wished us withered

Meldor, Horken and Gelb were withered, Fluffy survived somehow

Magnarus dismissed the Effretti, but it would be return later

Maganarus brought the group back, but couldn't bring Horken back

The group waits for the Effretti to return

As Gelb finished incanting the words of power, an emerald green beam of energy burst from his fingertips, washing over the invisible magma dam. Briefly the magma dam was visible as it turned an incandescent green before shattering into a million motes of light.

Magma quickly began to bubble forth, and Gelb ordered his carpet around and out, flying from the magma at top speeds.

Outside the rest of the party, short one, waited for Gelb. Bursting forth from the entrance of the Salamander Citadel, Gelb raced ahead of the magma. Sitting at a safe range the party watched as the Citadel was subsumed, magma slowly filling every crevice before flowing outwards into a deep crevice far below. Had any Salamanders escaped alive, they certainly would be unable to survive within the Citadel now. Satisfied that they had obtained their goal, the party Teleported back to the Desmodu Enclave.

Baandar was both saddened and angered at the news of his former Salamander allies fates, but at the revelation of their betrayal, agreed at the necessity. He again extended his offer at free Identifications, which the party happily took him up on (not wanting to expend the energy, time, or pearls themselves.)

Afterwards, Baandar wished each of them good luck and good life, as was the Desmodu way, before extending an invitation to return whenever needed. They had saved the entirety of the Desmodu race, after all.

Teleporting back up to Blasingdell, the party stopped momentarily to talk to the new Mayor, Malakai Marnan, ensuring him that the earthquakes are finally over. Lydia's work is evident, as the villagers no longer show signs of malnutrition, or broken bones. The town has a long way towards being rebuilt, but it is obvious that Lydia's new Chapel to Pelor will dominate the town square when it is complete.

Wishing Lydia luck, the group teleported again, this time back home to Greyhawk. Gelb had been anxious over the past few days, ready to return and pick up the hat he had commissioned what seemed so long ago. Magnarus, who had received a vision from Pelor, thought he was on the verge of discovering a new spell in Pelor's service. Ulfgar likewise had become anxious, eager to see about commissioning a bow he had envisioned. If he could only build it, then he would truly be unstoppable ...

But the heaviest burden on everyone's mind was the fate of Horken. When he had fallen in the Salamander Citadel, little attention had been paid. The Salamander Wizard Helkitrin had unleashed a Wish, after all, and Gelb and Meldor fell at his side at its power.

But when Magnarus attempted to call Horken back to the world of the living, Horken failed to return, despite his souls willingness. Somehow, somewhere, Horken's soul was being held hostage. Who or what possessed such capabilities, the party didn't know. But they would find out.

So that is where the group left off. Magnarus planned on doing a Commune which should allow him 12 or 13 questions.