>Greyhawk Rebooted is STILL down for "trust and safety"
Greyhawk bros... did the Pinkertons get them?
It's All Fucked Shirt $22.14 |
It's All Fucked Shirt $22.14 |
>Greyhawk Rebooted is STILL down for "trust and safety"
Greyhawk bros... did the Pinkertons get them?
It's All Fucked Shirt $22.14 |
It's All Fucked Shirt $22.14 |
You WILL play sanitized zoomer greyhawk.
Are you saying Rebooted was or wasn't sanitized zoomer material?
I am honestly quite distressed about this. Will they just abandon the project with no Patreon? They should do a print run of the Player's Handbook and see if they can get people to shell out $40 for it but I suppose then Wizards would sue them for profiting directly from publication.
You basically can't make a living in this hobby so there's no reason but love to write anything.
Rebooted wasn't sanitized, but when WOTC inevitably releases a Greyhawk splat it will be
>
I am honestly quite distressed about this. Will they just abandon the project with no Patreon? They should do a print run of the Player's Handbook and see if they can get people to shell out $40 for it but I suppose then Wizards would sue them for profiting directly from publication.
You basically can't make a living in this hobby so there's no reason but love to write anything. #
Rebooted wasn't sanitized, but when WOTC inevitably releases a Greyhawk splat it will be
Nah, they won’t ever do anything with it. After Gary Gygax died, they lost all interest in it.
Good. Assuming they just silence old school voices on One D&D "social gaming platform" I wouldn't want them to even offer their interpretation.
I want to believe this Patreon thing isn't a Wizards NCO and rather is just some lone rogue bluehair b***hing about something or other in there - I can't imagine what though.
Any ideas? I post that capture of the pages about why the setting is human-centric and why drow are default-evil and so forth but it has an assurance right in there that they intend to provide rules for playing humanoid campaigns in the DM material. I can't imagine where any of that would violate even the most liberal "trust and safety" standards. Is it maybe a copyright claim? Gary's Widow what's-her-face seems like kind of a b***h about that and Ernie's probably in a shit mood over his TSR thing.
>Celene not even labeled
Neat. Secret Elfland.
>did the Pinkertons get them?
You don't know how real that is.
>In 2023, Wizards of the Coast hired Pinkerton to seize products from the March of the Machine: The Aftermath card set for the trading card game Magic: The Gathering from Youtuber Dan Cannon of oldschoolmtg who had received them in an order from a local game store. The YouTuber published a video showing their contents on YouTube ahead of the release. The Pinkertons used intimidation and threats of detention, arrest, fines and jail to force compliance with their goal. According to Wizards of the Coast, this was after several attempts had been made to contact the individual in private, with no response.
I feel like it was an informed reference.
I got that. I just didn't have another generic reply line at the ready to match the context.
Have they given no reason at all why their patreon is down?
They have no other method of communication I could find. Just a dead facebook from 2017
Wow, what sort of thing gets Patreon’s enforcers after you?
all I know is they better hit their second stretch goal and produce these minis for the Black country
what the hell are you talking about? I can't understand a word you are saying.
>whaaaaaaat??
>I e-entered a thread on a subject I'm uninformed about and now...now I don't understand what peole are saying
Yous a moron.
That's why I am asking so I can understand the topic and say something about it, moron.
Do I look like your fricking mom?
Have I got a blown out vegana and the BMI of a blue whale? No?
Then I guess it's not my problem.
The sentence below is false
The sentence above is true
Damn dog if you are gonna be moronic at least try to be funny
Greyhawk is a setting for D&D. It has been largely neglected by WOTC, the company that makes D&D, for years. Some fans put together a project to make content for it, and it has now been taken down.
Ok, thank you for informing me. And honestly I am not shocked seeing they did the same thing with Dark Sun. I wish people would learn to make projects but ignore saying that it is D&D inspired to avoid the insanity that is WotC. The fans will pick up what setting you are trying to emulate.
You are a cuck
Heh. Gary spent a lot of time doing just that with his "Yggsburg" material. I really lament that he only completed the Upper Works of his version of Castle Greyhawk before he died.
Please share what was made, keep it alive.
https://mega.nz/folder/eUJy2SjL#_VtulDPRj0nI5KznVCRSWg
Bumping with The Great Flanaess River Adventure. Not 5e but very Greyhawk. A Grand Tour if you will.
>You were born in the Village of Arneson, at the headwaters of the Fler River, between the Burneal Forest and the Land of Black Ice. Your small village has remained at peace in your lifetime with only the occasional stray threat by some beast outside the gates. The village is surrounded on the north side by a large mount with a draw down the center, and the south side is protected by a stockade. The central feature of your village is the oversized pool of hot water that is derived from a natural spring, which is then warmed by a process of vulcanism beneath the earth, thus providing warmth to the village itself.1 In addition, water channels its way down the draw and then splashes from an overhang into the pool. When the cold water strikes the hot water it causes the entire village to be enveloped in a fog, making for the perfect camouflage. Those unfamiliar with the location of the village often wander for days looking for it because of this interminable mist. As the pool overflows, it spills gently over the south edge of the pool and begins to make its journey downhill, becoming the Fler River.
I made a collected PDF of this whole thing, 600 some pages but it was like 52mb. I spent the better part of an hour finding the best DPI and level of JPG compression that would squeak it under 8mb and still have legible illustrations but it absolutely borked the maps so I'll just post it in its original serialized format.
>The strangest thing about the pool, however, is the monkeys. The snow monkeys lounge around all day in this pool. They play on the rocks, bathe in the water, and spend hours grooming themselves and each other. They never leave, they never eat, and no, they never poop in the pool. It is a mystery no one has ever bothered to solve, but they are friendly, entertaining, and wholly amusing to watch. The snow monkeys are truly the central feature and symbol of the village.
>Your first ten years in the Village Arneson were memorable only in terms of matters of daily life, learning how to hunt, to fight, and to survive in the hills of ice. While your village is small, only numbering about 120, it is full of all manner of race, class, and skill. All are welcome in the village, for there being such a limited population, it is a matter of practicality; it is a matter of survival. What is most memorable from when you were ten, however, was when the man who called himself Sormod came to visit. He was clearly a warrior and a man of high charisma, for the whole village was mesmerized by his presence, and although he never said anything, he appeared to be looking for something; something he did not find.
It's funny, I thought these were written longer ago than 2017. It's crazy how so much work can so easily be in danger of evaporating off The Internet in less than a decade.
>In the two weeks that he stayed, he told many a fanciful tale, some of which were about Blackmoor and beyond. Oddly, these were tales the village elders had never told. One was of an adventurer who mounted an expedition through the Land of Black Ice to a place he said the cavemen called Rigodruok or, the Rainbow Vale. After defeating many monsters, including an “ice worm” he made it to the strange world that lay beyond the ice. While exploring this new land, the expedition was attacked by blue colored bugbears and giant spiders, and most of the party fell victim to the spiders’ webs. A few, including the party’s leader, managed to escape and eventually found a tunnel that traveled south under the Black Ice. They faced further dangers along the way, explosive jets of hot water and thousands of large spiders everywhere. They also found diamonds in abundance, protruding from the walls and simply laying on the ground. They grabbed as many as they could carry, but had to abandon most of them for the weight slowed them down. Finally, they reached the tunnel’s exit at the headwaters of the Fler River. Little did you know that the Village of Arneson was so famous! Although you also know there are no secret tunnels in Arneson. When you asked what happened to the survivors, Sormod told you that they fled south through the Burneal Forest where the leader was killed by a poisoned arrow from one of the local tribesmen and the others fled to destinations further south.
>While the stories of Rigodruok were exciting, it was when Sormod spoke of the City of Greyhawk, which he called the “Gem of the Flanaess,”4 that you became the most excited. You asked him if it was truly a gem and he answered, “The biggest gem in all the world.” In your youth you envisioned a giant gem, so valuable it would be worth all the riches in the world. But Sormod’s stories of the city with its temples, towers, and grand spires; its dark alleys, secret hide-aways, and intricate tunnels underground; and a place called the Green Dragon Inn where every adventurer worth his weight in gold wants to be seen, all made you think and dream of Greyhawk every morning, noon, and night, and the dreams you remembered from your slumbers, were always of the Gem. You also knew how you were going to get there as well for Sormod told you that all one had to do was travel the river to the second great lake, hug the southern shore to the next river, and there you would find Greyhawk.
>The dream, then, was to set canoes in the River Fler and paddle all the way to the city. Each of you held this dream in common, the dream that one day you would journey to Greyhawk. This passion enkindled in you a fire that has continued to grow, and grew even stronger when you discovered that nearly all of the elders at one time or another had also ventured to Greyhawk. This was too much for you and your friends. You all shared the desire and you were all of age. It was time to go; time to go to Greyhawk.
>This adventure is intended as the type of
journey so often found in some of the greatest
literature ever written, including Homer’s The
Odyssey, C.S. Lewis’s The Chronicles of Narnia, and J.R.R. Tolkein’s The Hobbit and Lord of the Rings, as well as the real life journeys of such people as Lewis
& Clark (The Journals), Francis Parkman (The
Oregon Trail), and John Wesley Powell (The
Exploration of the Colorado River). Like all journeys, however, it must be remembered that while the destination (Greyhawk!) is the goal of this campaign, in the famed words of Ralph Waldo Emerson, “Life is a journey, not a destination.”
Just flipping through this campaign really gives this "comfy" sort of level of Adventure. I should really get a physical copy made. Maybe in a couple years both my boys will be a good age to play it together and we can rope more of the senpai in too.
>Well shit I failed at that green text lol. Copy pasting out of PDFs is a b***h about <CR>. I'll be better off just greentexting my own commentary
Chapter 1: Blackmoor – Now that the players have
received the call to adventure and decided to go
on their journey to Greyhawk, they must prepare.
Their mentors will assist, but they must do all of the
work. There are then some basic considerations for
this journey. They will need a canoe, or two or
three, which will necessitate a trip to the Burneal
Forest, a forest overrun with quaggoths. They will
need food, necessitating several hunting trips; and
they will need items of value to barter for goods
downriver. One option may be the hide of the
winter wolf they saw while hunting elk, or, if they
figure out the secret of the monkeys that lounge in
the pool all day, they may find the secret tunnel to
Rigodruok which is full of diamonds, but also some
very deadly spiders.
Chapter 2: Burneal Forest – this portion of the
campaign will be the most dangerous as they will
be of low level and the forest is filled with all types
of perils, ranging from the natural, such as
waterfalls, portaging the canoes, and other hazards
of the forest. They will also face a variety of native
species including stirges in the trees, quallan in the
water, or quaggoths on land. There are also the
barrow mounds, the lost tomb of the real Sormod,
and the Lost City of the Suel to explore. And did we
mention the place was overrun with quaggoths?
Chapter 3: Tiger & Wolf Nomads – As the
adventurers come out of the forest, they will find a
cabin where they have wood for a
fire and some dried food stores. It is unoccupied
and they will be unharassed, so it is a good place to
rest. As they continue southward on the river they
will find it slow and easy going through the plains of
the Tiger and Wolf Nomads. That is, at least, until
they find themselves in the middle of a battle
between the Wolf and Tiger Nomads, right before it
is about to begin. Will they pick sides? Will they
fight both? Or will they try to play the diplomat and
negotiate a peace settlement – fighting or roleplaying, it is up to them. Then further down the river
they will discover a gnome in need (aren’t they
always?) which if the adventurers offer their
assistance, it will lead them to the Yatil Salt Mine,
now under the control of a band of goblins.
Chapter 4: Lake Quag – Canoeing on a lake is a lot
harder than on a river and the waves can get
rather large, they can also conceal a crystal ooze.
It is generally safer to stick close to shore, and on
the eastern side, this would give them the
opportunity to purchase goods in the village of
Ungra Balan. If they
fought against the Wolf Nomads in Chapter 3, the
remaining force will be returning to Ungra Balan
and may very well remember the adventurers.
Whether continuing south of their own accord or
beating a hasty retreat, the adventurers will run into
the Island of the Mist Dragons where awaits an
ancient legend and an oriental adventure. Further
south they will pass the city of Traft which, they will
soon learn is currently under attack, and they will
become part of the Battle of Traft. Further along
the way they will run into other problems such as
the River (or Lake) Pirates, before arriving in
Schwartzenbruin, the capital of Perrenland, where
the elders told them they could find aid and a
safehaven with the priests in the Temple of
Fharlanghn.
Chapter 5: Clatspur Range - The Velverdyva River
flowing south from Lake Quag has a number of falls,
some of which require portaging, but when they hit
the mountains it is a good stretch of serious white
water canoeing – think Grand Canyon and the
Colorado River. In the Clatspur Range, a not-sonatural avalanche forces the party to paddle
toward the cliff walls where they get caught in a
vortex of water that plunges them into an
underground channel of the river. They enter a
large cavern where their canoes get caught in a
large fishing net and they get hauled in for dinner.
They soon find themselves in the middle of two
warring factions, with the
Temple of Kyuss in the center. If they can survive
the encounters with the grimlocks and dark
creepers and get their canoes and supplies back,
they will have to hope the underground river will
take them back to the main river because there is
no other exit from the lost caverns and temple of
the Clatspur Range.
Chapter 6: Yatil Mountains – When the underground
river merges back onto the Velverdyva River the
adventuring party will have to survive more white
water rapids, but if they make it through, they can
rest in the gnome village located on the eastern
shore in their caverns. There, they will be treated
well and potentially like royalty if they help the
Gnomes defend against the attack of the Norkers
(those silly little gnomes, always needing help!).
Assuming they survive, the Gnomes will have one
more favor to ask, could the adventuring party
clear out the cavern they discovered when they
were expanding their living quarters in the caves? It
only has demons in it. If they agree, they will fight
some gruesome demonic creatures and learn that
this cavern was the fallback position for the great
Archmage Iggwilv if she was ever forced to flee
from the safety of The Lost Caverns of Tsojcanth.
Iggwilv’s haven, however, is no haven for the
adventurers.
Chapter 7: Highfolk – The City of the High Elves is a
welcoming city, a beautiful city, a peaceful city,
and a friendly city. Here the adventurers will be
able to resupply, refit, and rest for the next leg of
their journey through Veluna. They will, however,
find the black onyx tower rising in the center of the
city to be a rather out of place structure. They will
be told - with happy smiling faces - that a strange
group of brown robed elves came out of the Vesve
Forest, although they were not Sylvan Elves, and
after being warmly greeted offered to build a work
of art for the city. It was to be a large statue of their
god, but when some of the council balked, they
offered to simply make a beautiful watch tower to
admire the commanding views of the city. Secretly,
however, the citizens of Highfolk are not happy.
You wouldn’t be either if you discovered these
strange elves were drow and that they were
building the tower over a secret cave system in
order to take over the city and surrounding lands.
Chapter 8: Veluna – Canoeing along the
Velverdyva River through Veluna is some of the
calmest and most peaceful paddling down the
river, but it also proves to have some of the most
challenging waterfalls. The one waterfall that turns
out to be a giant beaver’s dam does not, it seem,
make for a happy beaver. Other challenges along
the way include a band of rovers, the weather, and
a strange burnt area on the river’s shores that
seems to be following them. Along the way, they
also come across the circle of hands, an odd
collection of rock monoliths situated in a circle.
Assuming the player characters unlock its magic,
they are about to journey on a portion of the river
unlike any they have ever seen before.
Chapter 9: Dapple Wood – The Dapple Wood are
usually not a problem along the Velverdyva River,
but in the not too distant past, a very large group of
bugbears fled to these woods from the town of
Nulb where they were serving as agents in The
Temple of Elemental Evil. Having regrouped in the
woods, they are trying to regain their numbers and
strength. The bugbears are not too happy with their
circumstances and any adventurers even thinking
of entering the forest are going to have their hands
full.
Chapter 10: Iron Wood – If the Dapple Wood were
bad, the Iron Wood prove to be even worse for it
has become home to what has to be the first ever
Lycanthrope society ever formed in the Flanaess.
From the seawolfs that attack their canoes, to the
werebears that capture them, they will see nearly
every kind of lycanthrope possible. When the
adventurers reach the Temple of Karaan, the lesser
god of lycanthropes, the reason for this odd
gathering will soon become all too clear. The
lycanthropes of the Flanaess are plotting to rule the
world.
Chapter 11: Verbobonc – After escaping the
Temple of Karaan in the Iron Wood, the adventurers
make it to the great city on the river – Verbobonc.
On the river they are met by a cleric of St. Cuthbert
who needs some assistance from strangers to the
town. The Clerics are suspicious of the ongoings in
an old church outside the wall and they want the
adventurers to explore the site for them. They can
pay in gold and healing powers. The only problem
is the cleric is actually not a cleric of St. Cuthbert,
rather, he is a cleric of Tharizdun. In light of the fact
they no longer have the old Temple of Tharizdun as
detailed in The Forgotten Temple of Tharizdun and
since The Temple of Elemental Evil is now available,
they are beginning to train new clerics to one day
Return to the Temple of Elemental Evil and people who are
not from Verbobonc are the perfect candidates.
Chapter 12: Gnarley Forest – The Gnarley Forest
couldn’t be better named. Think Ogres, Orcs, and
Gnolls – oh my! A more gruesome collection of
demi-humans has never been seen before. Andthey love nothing better than to attack those
traveling through the forest by land or river. Not to
mention the will-o-wisp in the fireplace, the red
squirrel that turns out to be a wolf-in-sheep’s
clothing, and the treants – the gnarley treants. This
isn’t a dungeon crawl, it’s going to be a river crawl.
Chapter 13: Dyvers – The independent city of Dyers
is known as “The City of Sails” because of the sheer
number of boats on this portion of river involved in
the merchant trade. As a result of the high level of
trade, there is also a distinct problem with River
Pirates in and around Dyvers. When the adventurers
stop in Dyers they will have a run-in with River
Pirates. These pirates, however, are involved in
something even more sinister, they are involved in
the slave trade. The slavers from The Scourge of the
Slavelords are about to try and expand their
territory. Things are going to get really interesting.
Chapter 14: Nyr Dyv – Nyr Dyv is literally translated
as the Lake of Unknown Depths. The adventurers
are almost to their destination, but they must learn
to never, ever, let their guard down. What
creatures lurk in the depths of the lake? What
dangers lurk when coming too close to the shore
that is the Cairn Hills? What manner of deadly flying
beast attack from the air? The adventurers are
about to find out.
Chapter 15: Greyhawk! – Once the adventurers
make it through Midbay and onto the Selintan
River, things will flow more smoothly. The river is
wide, calm, and with the amount of trade going to
Greyhawk, there is safety in numbers. They will
make their way southwest and soon see the spires
of Greyhawk rising in the distance. Here they may
celebrate their success and honor the dead who
did not make the journey. They will arrive at the
River Quarters and can then make their way up to
Cargo Street in order to celebrate their
accomplishment at the famous Green Dragon Inn.
Thank you kindly Smaugchad!
Cool.
They probally mouthed off to the patreon people when they asked about some random complaint and got shut down.