Greyhawk Adventures

The Treasure list...


Here is a list of treasure. Both monies and magic.

Total Gems/Jewlery: $13,600. Since Greenfire does not want any particular magic items, we are giving him a double share of treasure. So, dividing 13,600 / 6, gives each share at 2,225.

Greenfire: 4,450gp
Everyone Else: 2,225gp.

Magic: I’ll go with what was claimed/distributed.

+1 Keen Longsword – Andris
Potion of Heroism – Andris
Circlet of Charisma – Andris

Bracers of Defense +2 – Taladar
Luckstone – Taladar
Potion of Cure Disease – Taladar
Spell Book – Taladar

Wand of Fear with 8 charges – Eldryn
Ring of Spell Storing (levels 1-3) – Eldryn
Pearl of Wisdom – Eldryn

2*Potion of Healing – Inkee
Potion of Haste – Inkee
+2 ring of Protection – Inkee

Mace+1 – Tom Stoutly (Hireling)

Still available
Cloak of Protection +1

We also have a tablet that we took from the encounter in the stables.

The Ruined Temple

As the party is attempting to leave the Temple, they encounter a group of Orcs returning fromn Highport, with a slave in tow. The party surprises the Orcs, slaughters them and releases the slave…who proves to be an Elf Cleric. The Elf warns that more Orcs are riding from Highport and will arrive soon. The party takes the advice, steals the horses, and rides iinto the wilderness, taking shelter in the lee of a ruined stonecutters shed.

They spend the night discussing plans.

The following evening, the PCs again sneak up to the Temple, where Inkee discovers a secret entrance. He fails, however to discover the trap on such entrance and is seriously injured.

Once inside, the party discovers more ruins and corridors. They encounter anothe rband of men and Orcs, but Inkee talks (bluffs) his way through, avoiding an altercation.

Continuing on the party disturbs the lair of ghouls, accompanied by two ghasts. The combat is bloodless, as Andris is paralyzed, but the Elf Cleric destroys the Gghouls, and forces the ghasts to flee.

Delving deeper into the ruins, the party discovers underground branch leading to the gatehouse and winch room. Another tunnel ends in an insect nest, but these insects are 6 feet tall and humanoid. They seem to be protecting a queen (cow) and rush to her defense. Armed with Halberds and dual shields, they are quite formidable, dealing out multile blows wit the halberds and defending skillfully with paired shields. Eventually the party overcomes, and finds themsleves in desperate need of rest. Inkee identifies a more ligtly used section of tunnel, and there our heroes hole up for the day to rest and recover.


Sailing from Elredd to the once proud city of Highport was uneventful.
The crew found Highport to be far from the jewel of the Sea Princes that it once was.
Walls remain tumbled, vines grow in the streets. Blackened walls and ruined and burned building prevail. Humanoids prowl the tsreets during the day, and Goblinoids prowl the tsreets at night. Strange winged creatures can be seen fluttering above the city. Armed bands of men are seen througout the city, and merchants only travel in the company of such groups.

The party seeks out an out of the way tavern frequented by humans to ask for info.
They learn that the inner city is ruled by goblinoids, led by an Orc chieftain. The outer city is rough and tumble anarchy. They learn that ships from the northern coast arrived a few days ago.
They also learn that the city nad the majority of the Pomarj (Poor March) is under the iron grip of a group known as the “Slave Lords”. They learn that the slavers run a clearing house, just outside the city, within the walls of a ruined temple compound.

The players scout out the temple, and assault through the stable into the inner corridors. Teh temple was obviously sacked some years ago, and remains burned and ruined. Orcs and others stand the walls on guard, and winged creatrures flutter in and out of the inner courtyard.

Withiin the ruined temple, the party kills the stable guards, Andris kills a giant Sundew, and mount a surprise attack on a slave merchant. The merchant proves to be a very tough and expeirneced fighter, with apwerful wizard ally, and a whole cadre of guards. The wizard is sent fleeing, but the Pseudo-Dragon gives chase and puts him to sleep, where he falls to his death. (Having polymorphed into a bat.)

Seeing that the inner courtyard contains camps for several groups of men and Orcs, the party decides to leave and return after having rested up.


Two days out from Safeton, the “EWE” calls on the port of Elredd to sell some cargo and take on fresh supplies. Inkee and another crew member are deathly ill on the sea.

At port, which us a poor excuse for such, flotsam and refuse float in the bay, decrepit fishing scows line the wharves, and a miasma of smoke chokes the shoreline.

The sick crewman abandons ship, and the party goes ashore to look for clues.

The sick crewman sees the PCs and explains that he too is looking for kin that were taken by slavers…and the only thing he knows is to go to the Broken Rudder Inn.

At the Broken Rudder, the PCs share a few drinks, GreenFire fails a Con check and succumbs to a poison, while Inkee notices a situation and gives alarm as a spell is cast, and several thugs attack the party.


The Inn is busy, cramped and full of obstacles.

Next session we roll for initiative and begin the brawl.


A week after the assault on the Sahuagin lair, the party is awakened to the smell of smoke, and rushes out to find Dame Golds manse in flames! Two ships can be seen sailing away, Saffron sails billowing in the heady wind.

A lone survivor tells of how the raiders came at dawn, the gates were open, and many were taken, those who resisted were killed. Dame Gold and her guests were taken alive.

A journal is found on the body of one of the raiders.

The Party hires a ship, and sets sail to Highport….

The Final Enemy

With the assist of Old ELmo’s magic trove, Inkee descends into the lower flooded levels polymorphed as an innocent Hagfish.

In just under an hour he returns.

After a quick summary, and accounting for several hundred Sahuagin, a Giant WHite Shark, and a 4 armed Giant Sahuagin Baron, the party decides to head for Safeton….mission accomplished.

The ship doesnt arrive, and a body found amid the flotsam confirms their fears, the ship was taken by Pirates/Slavers. Its a 6 day hike through the swamp back to Safeton.

Along the way, GreenFire ensures that dangerous encounters are avoided.
A strange den of nasty creatures is avoided, a shallow valley choked with flies, and swarms of other nasty insects…and some demonic creatures that co-habitate. In the Valley, a large ovoid stone lies dominates the center of the v alley, and the attention of the creatures.

The party meets the Ranger Axel, just shy of Safeton, and he provides shelter and conversation.

The party is met with much gala at Safeton, and as the information is shared, the alliance begins to make their plans. A hundred Mermen, a hundred Locathah, and a hundred men join arms to extinguish the Sahuagin threat.

The party is given their reward, 1000GP and homes in Safeton, as well as honorary council members. They take no part in the battle plans nor the assault.

The alliance takes the field and is gone for a week, before they return..victorious. Victory was assured, only due to the intel provided by the PCs. Many lives are lost, but the Sahuagin are defeated. “And as the Great White shark and its attendants died, with a great shudder, the island returned to its proper level, rising back out of the sea.”

Sahuagin Fortress- Level 1

After some careful exploration, the party discovered a Sahuagin guard post, and laid into the offensive. One Sahuagin ran to raise the alarm, and was pursued.
the guard was caught, but not before alerting another group of guards, who were guarding a slave stonework crew. The slaves took the opportunity of the players arrival, melee and distraction to turn on their guards, and kill them.

The party released the lizard men slaves, but Inkee murdered the Orc and Hobgoblins. “Just to be sure.”
The party also rescued Old Elmo, the leader of a previous expedition sent from the free City state of Fax. His party entered the sea cave, which then was still above sea level. They were beaten and captured. His team were all killed, and he was kept alive and interrogated regarding the nature of his teams weapons and enchanted items.

Before the party could find the cache, Elmo succumbed to his wounds (0 Con).

Inkee discovered the secret door in the Supply room, and the party took the loot back to the firebase to Identify the items.
The party decided it was time to leave and return to the ship, and after packing up and marching out to the rendezvous, the ship never showed up.
Returning to the fortress, Will and Tom set to reestablishing their defenses.

The biggest concern now was food and water. There was some food available in the Larder….octopus and manta ray, but very little fresh water. Andris set about to prepare the proper spells to provide for the Assault team.
The Wizard studied up on Identify spells, and in two and a half days, the party was not accosted or were any other creatures seen. This level must truly be abandoned.

After finally identifying the items, the party prepares to scout the lower levels in disguise….either polymorphed into Sahuagin or invisibly.

Please post your plans….it may be easier to resolve through email and form than wasting everyones time at the table…..especially if only one or two PCs partake. (And more fun for the others to have to mount a rescue if they dont return……) Buwahahahahah!!!

Second Foray, Firebase

With the aid of 12 excise men, led by Will and Tom Stoutly, the party skirts the Sahuagin lair, and lights on the marshy shore south of the outcropping. The ship is spotted by Sahuagin pickets in the sea, and give chase to the ship. The party on land, are not noticed.

The party creeps up to the main entry, obviously spotted by those within, who seem unconcerned…trusting in the sturdy construction of the stone doors.

The new party Wizard produces a chime, and suddenly the doors swing open!

The party leads the assault, and with the aid of the men at arms, quickly establishes a forward base inside the foyer of the undersea lair. The guards are killed, and the alarm goes un-sounded.

Setting up Will and Tom to barricade and hold the foyer, the PCs begin their exploration of the Sahuagin lair………

First Foray, Failure

The party explores the Sahuagin lair, and decides to swim down and explore the undersea cave. The above water entry seems too impregnable.
The Lizard men envoys express dismay that their previous home has been so altered by the Sahuagin, to be almost unrecognizable. “Its as if it has been sunk into the sea floor by 80 feet!”

Swimming down to the sea cave, with the aid of Greens druiding magics, the party opens a metal portcullis, only to see that the very large sea cave is full of Sahuagin warriors and sharks!

The party flees, but is swiftly caught and engaged. Brin is captured and drug into the lair, while the rest fend off the Sahuagin and their shark companions. The lizard man allies are killed. With the aid of some well placed light spells, the party escapes. The party sets sail for Safeton, and the Sahuagin give chase, but are quickly out distanced.

Arriving back at Safeton, the council is ill advised to hear this depressing news. An organized evacuation is ordered. Dame Gold, still believing in the party, arranges for another swift strike by the party to secure the info they need to thwart the threat.

An Alliance of Aquatics

The party is brought before the Lizard man chief…their bonds and gags removed.
The Lizard man minister questions them, and once satisfied that they are not Sea Devil sympathisers, are allowed to speak their case.
The Lizard man minister tells the tale of the Devils of the Sea, and how they infested the Lizard Mens old home…a small island just south of their present location. They describe the Sea Devils as the scourge of all sea races. He explains that the weapons on the smugglers ship were to fend off this threat. They have sought the alliance of other aquatic races, the Locathah, Koalinth, Mermen. They say they had not asked for man folk help because the threat is not heirs. He admits seeing the error of this thinking. Oceanus speaks for the Sea Elves and says he will go to his people and urge them to join. The party, led by Inkee (Andrus being incapacitated by a virulent lizard toxin) offers to urge the town council of Safeton to join the alliance. Andrus and his squire remain behind with the Lizard men.
The town council is reluctant to interfere with the threat until they realize that they are next on the menu. Meanwhile, Andrus returns….saying that the Sea Devils attacked and exterminated the Lizard men. he barely survived.

The two Lizard men accompanying the party draws a map of the island, and the Council asks the party to investigate the threat. They are to take 10 men with them. They will be paid 1000 Gold upon completion of the mission.

Dame Gold gifts the party members each an item to help them in their quest. {I let the players select an item of up to 3k gp}

As preparations are underway, some party members leave, not willing to stir up the hornets of the sea, that are the Sahuagin. Will, Tom and 8 soldiers, 2 Lizard men, and the ships crew assemble to discuss the plan of attack…..


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