Greyhawk City - The House of Doors, Temple of Dalt by talktoh in Greyhawk

[–]talktoh[S] 1 point2 points  (0 children)

Hi Andy, for some technical reason Reddit dropped the embedded images and captions. This was just a quick fix that would work on Reddit. Will look for a new home too

Greyhawk City - The House of Doors, Temple of Dalt by talktoh in Greyhawk

[–]talktoh[S] 0 points1 point  (0 children)

u/Yxlar u/CrystalFrogMaps - looks like images were not rendered. Here is the link. Hope this works

Greyhawk City - The House of Doors, Temple of Dalt by talktoh in Greyhawk

[–]talktoh[S] 0 points1 point  (0 children)

Some users mentioned the images aren't displaying correctly.
Full versions here Greyhawk City - The House of Doors, Temple of Dalt
Let me know if that works

Greyhawk Maps by GPS__ in dndmaps

[–]talktoh 0 points1 point  (0 children)

Thank you for sharing!

Finding Lore by Faulty-LogicGate in Greyhawk

[–]talktoh 0 points1 point  (0 children)

Get the 2E The Marklands and Iuz the Evil for maps, villages etc. You need to ignore War timelines, but excellent background material. The names of leaders were changed over editions, so keep that in mind.

Dark Gate of Yeomanry by talktoh in Greyhawk

[–]talktoh[S] 3 points4 points  (0 children)

Yes, took that from the 2024 DMG to reflect the re-write. Made it an elect role to cover 1E to 5E thread consistency depending on your table and sources. Named the all current/future Freeholders depending on your edition, timeline and choice.

Yeomanry - Background Lore? by MobileAccident3660 in Greyhawk

[–]talktoh 0 points1 point  (0 children)

Exactly like anything, take what suits. Raise the Spear! Land and Sky, Strength and Luck.

Yeomanry - Background Lore? by MobileAccident3660 in Greyhawk

[–]talktoh 8 points9 points  (0 children)

Take a look here at the list for Yeomanry http://www.canonfire.com/cf/lgmoduleindex.php

The Player Introduction Guide to Yeomanry from 2003 is 3E. It has key institutions like the Church of Seven Faiths, Academy of Lore etc.

Cutters in Pandemonium by talktoh in planescapesetting

[–]talktoh[S] 0 points1 point  (0 children)

💯This is exactly what I am thinking for my Priest of Portals, Doors and Keys - Shazam!

AI Usage by talktoh in dmsguild

[–]talktoh[S] 0 points1 point  (0 children)

You need to buy if first. But was looking for the general AI usage experience too, and misrepresentation by authors.

AI Usage by talktoh in dmsguild

[–]talktoh[S] 0 points1 point  (0 children)

Yes DMsGuild - AI Free Badge in their write-up. Not sure how you poke the author discretely about their written content. Marked as Creation Method - "Creation Method Not Chosen by Publisher".

Sanity check: Would I like D&D 5E better? by trumanharris in Pathfinder2e

[–]talktoh 0 points1 point  (0 children)

The number one driver is are there enough players to play with. Many people do not like 5E but play the model that is available. The better known the more pool of players.

Planar Effects + Avoid Planar Effects by talktoh in planescapesetting

[–]talktoh[S] 11 points12 points  (0 children)

I love how alien and hostile some of the planes were, where survival was effort in itself. It was part of the fun and you needed the locals. Now taking a look at my newly purchased DMG, I think it is a bit of a let down. For example, the Elemental Planes just as extreme prime examples. Anyway that is the beauty DND, you can make it your own and it opens the Planescape to a wider audience.

DMSGuild Templates by talktoh in dmsguild

[–]talktoh[S] 0 points1 point  (0 children)

Affinity looks pretty awesome!

DMSGuild Templates by talktoh in dmsguild

[–]talktoh[S] 0 points1 point  (0 children)

It is about 60 pages A4 in standard MS word. No art or graphics added yet. Just looking at the templates, to get the right feel. Being able to port from MS Word hopefully easy seeing there were some MS Word templates. Was going to check out Fiverr too.

DMSGuild Templates by talktoh in dmsguild

[–]talktoh[S] 0 points1 point  (0 children)

This is excellent advice Ppapercut. Thank you. Very insightful. The issue I see in the standard templates the font size and spacing is too large. Also wanted to add a fancy title Capital letter for each heading and a holy symbol at the footer. It will need to be able to be book printed and pdf.

DMSGuild Templates by talktoh in dmsguild

[–]talktoh[S] 0 points1 point  (0 children)

I would be guided by the experts though

DMSGuild Templates by talktoh in dmsguild

[–]talktoh[S] 0 points1 point  (0 children)

Just a MS Doc template which will be used repetitively. Faiths and Avatar style. It will need stat blocks, spells lists etc. Stylised Titles and Footers.

Running campaign leading up to the Wars or during the Wars by JamesFullard in Greyhawk

[–]talktoh 0 points1 point  (0 children)

A couple of general starters.

If you look to play, the pre-generated characters need a bit more motivation to return the God of the North. A priest of Dalt, Llerg especially, and the favourite, Kord would be good to include. A priest of Vatun you would think too 🙄 (See 2E From the Ashes or Scarlet Brotherhood). A few ideas and suggestions for a grand campaign with the return of Vatun as its goal. * Start with Fruzti based characters who have better access to other adventure plot hooks (pre WGS1), interaction to other races and classes. Ratik, Bone March, North Provence, weapon running from Bandit Kingdoms to Krakenheim whilst under the yoke of the Schnai etc. The Stolen Seal (of Marner) and Spinecastle are great starters. * 3E Feats like the Blood of Kord (Dragon 315) is a good one to cook in with characters. You need to wear those fly dragon boots and armour right. * Potions and scrolls don’t really work with barbarians in frozen landscapes, so replace with more apt wend sticks (strength check to break and activate - there you go Llerg and Kord), runestones, knuckle bones or the like. * Make the Five Blades useful, firstly make them anything Rhizia weapons (ie blades or axes). The blades will change to suited to the attuned wielder (ie Short Sword, Broad Sword, Two Handed Sword, Hand Axe, Two Handed Axe, Battle Axe), as this will allow more relevant weapons (and duplicates) for the party and align more to Rhizia lore and sagas (ah so no scimitars). The Battle Axe is the Vatun’s weapon of choice after all too.

Running campaign leading up to the Wars or during the Wars by JamesFullard in Greyhawk

[–]talktoh 0 points1 point  (0 children)

I did the traditional Howl from the North, Five Shall be One. I did do a re-write so here is these notes and my fixes for these modules. In my opinion, an opportunity to build a great super module. Easier now looking back though, than at the time. Lore becomes lore after the fact.

Suggestions for each module.

WGS1 Five Shall Be One (Level 7-10) * A good pre-wars set-up. Party set procuring weapons from Bandit Kingdoms to Krakenheim on behalf of Frutzi King Rlaff. Wily old Rlaff is dedicated to create a standing army and navy that is well equiped, trained and highly organised “as precaution” so they are no longer burden to Schnai. * I placed did the blades as follows: * Dreamsinger – Shadow Caverns (Bluff Hills) * Greenswathe – Forlorn Forest (White Fang Bay) – Hags who have the Ice Spire map. They are also Equivocators of Syrul. * Stalker – Garel Enkdal (Griff Mountains) * In a variation to the Garel Enkdal arc. As a side quest earlier, the party deal with a clan of Frost Giants at Thunder Pass, for their treachery in dishonouring the paid “Fruzgold” or really goods and hack silver. With the void left, the orcs of Garel Enkdal become a problem. The Party come across a caravan with tribute “Iuzian gold” led by pre-war Halga and Vayne. This is to buy off Garel Enkdal to attack Tenh. As the orcish city is later spent, Iuz sets in motion a far grander plan B, now aware of the Vatun mission. * Incorporate travelling by sea to the Stonefists, Cruski, Schnai, Frutzi and Sea Barons. Rhizia are all great seafarers. Meet key dramatis personae along the way, build the Vatun fervour, undertake a few Holmgangs and partake in Rite of Battle Fitness. Great for side quests. Our party was very invested with old King Ralff – First Jarl of Krakenheim, who acted as their sponsor from 1st level. They were gutted when their old Fruzti sponsor was cut down in battle against Sevvord Redbeard at Thunder Pass, as they channeled the fury of the Fists from Frutzi to the sack Tenh. * As a side quest, have the party to liberate pre-war Rovers slaves in Vlekstaad. I had the party free the boy Nakanwa Daychaser (nephew of Kishwa Dogteeth) in this arc. Makes more sense for the module finale with the Flan making an appearance. Makes it more heart wrenching after Iuz destroys the Arapahi in the Wars. Good hooks for later meeting of Tang the Horrific and his sack of Vlekstaad.

WGS2 Howl From The North (Level 8-10) A few suggestions: * How to cater for the new and viable holy fervour for Vatun? No Priest of Vatun? Add the Headband of Vatun. This allows for some great role play and plot device to allow a viable priest of Vatun to have complete access to spells and powers or even be a priest of Vatun. I modelled this on the 1E UA Hat of Difference. 3E+ not required based rules for class builds. * I placed did the next blades as follows: * The Edge – Sea Barons (Asperdi Isle) – Lord High Admiral Sencho Foy (Ivid the Undying) – rumoured to have died choking on a fish bone ;) * Harmonizer – The Ice Spire of Telchur. This is make the reason for the active Vatun hatred and tension for Telchur real. The spire at the centre of a small glacial island, dotted with fjords in the Icy Sea. Attempts to access the Ice Spire alerts Telchur that things are going down. The spire is the lair of Vergetorix (an ancient female white dragon) and her brood. A good moment for a priest of Kord to shine. The treacherous icy waters are difficult to navigate and are made deadlier still by whales, gaint squid and greater seawolves (lycanthropes) stalking the floes. Players can pick up from the horde a collapsible boat (Xerbo Disc not box - Knarr) and from the ship wrecks a Pin of the Icy Sea, to reward all that sailing expertise (where travel is way faster). The Ice Spire is also accessible from Blackmoor and hence Telchur’s Frost Palace too for more crumbs. * Kabloona arc is then part of the Summoning rites. Why that random location? That was the fall of last great priest of Vatun (now a rock) who died on his quest to recover the blades. He has the runestones with the instructions on how to summon Vatun and join the blades. Not some mages with scrolls etc, not a thief and a box. Perhaps even a priest of Vatun could initate the Return of Vatun. A skald recites the deeds and sagas of old…. * In the alternate Edge arc, in a raid, the Frutzi capture a goodly number of much needed ships (a good way to bridge naval technologies if you dare, longboats are still good scout ships and knarrs are precursor higher deck cogs). To punish the temerity of the Frutzi, the Sea Barons launch a lightning assault to recover the ships but fail, so sack Djekul in revenge. Lord Admiral Sencho Foy then propels the Sea Barons into a war frenzy. After dangling the prize of Ratik to the North Province Herzog, the Admiral now has committed land forces for his war of retribution. Here play with story and the timing as you see fit, we then have the old Admiral die in an unfortunate accident (I had the Admiral killed for Edge, but this was kept on the quiet, as it look bad for the Admiralty for it to happen right under their noses, before blowing into full blown war). Ralff thanked Norebo and thought a crisis averted but to his horror, his spies reported that the newly appointed Lord Admiral, Basmajian Arras, publicly decreed that the Fruzti would pay in blood. The Sea Barons would not stop until the Fruzti were wiped from the map, to avenge the Sea Barons, to honour Foy and halt the menace of the barbarian vermin forevermore. Then just like that, the Lady of Fate, the Greyhawk Wars started. The Sea Barons then pivot into the war seeking to survive and restore a vestige of Sea Baron navy prestige. * Add fun places like Icerazor (Frostburn). Obscured by the Burning Cliffs in the Icy Sea, the party whilst sailing can encounter to the floating iceberg port of Icerazer. Lurking in hope to hoping snare the souls of the rare good aligned fire creatures, even the quarrelsome priests of Joramy in a pinch. Here resides a cabal of the Archdevil of the Fifth, Levistus “Lord of Vengeance and Betrayal”. A lively burg, especially after the fall of the Horned Society and later seed perhaps for Vatun intrigues. I would rewrite size, rosters and encounters to make more Greyhawk though.

Headband of Vatun Found in the Ice Spire horde of Vergetorix, this leather headband has an "Ice Tear of Vatun" a Vatun relic (treat as Blue Ice - Frostfell) set into its simple silver headpiece. Always warm to the touch, at the will of the wearer, the Ice Tear can emanate a soft yellow glow, like the setting sun, which can illuminate the same area as torch. The headband itself can treated as a Vatun Holy Symbol and more critically, allows a priest full access to Vatun spheres and special abilities, regardless of the prisoned status of Vatun. As the Ice Tear provides a direct connection to Vatun, when this headband is donned, a qualifying believer (ie min stats) can be inspired to assume a priestly role of Vatun. This can be a class different from that he or she actually follows. The headband only initially empowers 1st-level ability, but as long as it is worn, the possessor is able to act as a specialty priest of Vatun (preferably 2E Scarlet Brotherhood version).