Showing posts with label 2nd edition. Show all posts
Showing posts with label 2nd edition. Show all posts

Sunday, November 24, 2024

Greyhawkery Comics: Saga of Valkaun Dain #5

Welcome again Greyhawkers to another installment of the semi-autobiographical saga of Valkaun Dain. Check the links below for his previous escapades. Back in 2E my players had loads of gold, like so much gold, copper pieces was beneath them. I mainly blame the module Greyhawk Ruins for making characters like Valkaun into Flanaess millionaires. Well, when you already have all the best magic items and armaments, and you have multiple residences and henchmen on staff, what thrill is left for the ultra-rich adventurer? Never fear, in Greyhawk City there is always a challenge...Enjoy!


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Saturday, November 9, 2024

Greyhawkery Comics: Saga of Valkaun Dain #4

Welcome again fans of Greyhawk, to another episode in the ongoing saga of Valkaun Dain. If you've never met this larger-than-life hero from my 2E campaigns, follow the navigation links below and find out. One of the fun things about high-level D&D is the ability to travel to other planes. Valkaun for one, never shied away from planar travel especially when he held a grudge. Enjoy!


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Saturday, October 26, 2024

Greyhawkery Comics: Saga of Valkaun Dain #3

Enter, dear readers! It is time to regale you with another tall tale in the Saga of Valkaun Dain. If you are just stumbling onto this comic, this is a series based on my friend's epic 2E D&D character. Some of the stories are mythical, and some actually happened. Follow the navigation buttons to read the previous comics. Today's yarn would have better told around the release of the new Monster Manual in 2025, but who can wait that long? Until then, enjoy!


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Saturday, October 14, 2023

Dark Greyhawk Forum Letter

Well met Greyhawkers! Today I was reminded that way back in 2000, at the turn of 2nd Edition to 3rd Edition, before the internet became an everyday means of communication, I wrote a letter to the Forum page that was published in Dragon #273. This was in response to the Question of the Month" in issue #270: “Does your campaign have a particular theme? Is it swashbuckling, epic, gritty, or wahoo? Tell us all about your campaign style!”

Here is my response. Enjoy!

Dark Greyhawk

I wrote this in response to the "Question of the Month" and also to add to the discussion in #264 through #270 about evil characters. The campaign I run is set in the northwest of the Greyhawk campaign setting and uses heavy Al-Qadim sources. The Arabic feel is very refreshing. All the characters are foreigners and have had a wonderful time trying to blend in by learning new customs, dress, and especially language. They have adopted new names and even acquired their hirelings from this area. New and exotic locales always liven a static campaign. The land is full of mystery and intrigue, but the PCs fit in perfectly because they are all schemers and shady fellows as well. They always parlay or even deal with villains rather than just outright slay them. Every monster or encounter is assessed for its benefit, not just used as a stepping stone for the next encounter. Their motto is, dealing with evil is better than a pat on the back. Then, if necessary, you can always turn on evil and side with good in the end.

I do not rigidly control alignments, except in the case of priests. All the characters are decidedly shady but not evil. As long as the PCs can at least trust one another, then it doesn't matter what their alignments are. The lawful evil fighter in my group has shown many instances of paladinlike behavior toward the common man and even his foes. You don't wear alignment like a badge; your actions define your character.

In fantasy literature, the greatest heroes are what I term "shady." Elric, Conan, Fafhrd, and the Grey Mouser are all shady characters. Alignment never stopped any of them from doing the right thing in the end. The only recent characters from literature I can imagine fitting this description are Raistlin or Drizzt. Why are the shady ones the favorites? They have more fun.

It seems to me the only classes purely concerned with their alignment are the religious ones (cleric, druid, and paladin). They are the ones who have their beliefs dictated by a higher power. I am not saying you shouldn't play good guys, but some campaigns could use a change in locale and attitude.

Wednesday, September 27, 2023

Aerial Items of Greyhawk

Welcome again Greyhawk enthusiasts! I recently had a fun discussion on Legends & Lore stream about aerial related things in Greyhawk (or D&D in general). After talking about cloud castles, playable flying races and our rules preferences for flight, I had some left-over material about magic items related to flying. Let's have a look. Enjoy!

Wings of Flying (DMG) The prototypical D&D flying magic item. This cape flies for a couple hours per day and can carry 500 lbs weight!

Wings of the Rakers (Greyhawk Adventure) This is one of the first items I think of when it comes to flight thanks to the good ol' Greyhawk Adventures hardback source book. This white cloak was made by a wizard who was friends of the aarakocra of the Rakers. It acts like normal wings of flying, except the wearer appears to have sea gull wings. The Wings also allow the user to speak and understand aarakocra language and to dive attack like a member of that race. Love that flavor!

Winged Boots (Unearthed Arcana) This item was always a player favorite in my campaigns. Little wings sprout from your heel (kind of like Hermes) and they impart the ability to fly for 2 hrs without concentration. They come in four different speed and maneuverability types as well.

Cloak of the Bat (Unearthed Arcana) Another fun piece of apparel. This one works in darkness making the wearer virtually invisible and allows you to hang upside down like a bat! In darkness the wearer can fly of course or polymorph into a regular bat! This makes a pretty good villain item and can trick players into thinking they're a vampire!

Cloak of the Couatl (The Scarlet Brotherhood) A bat not good enough for you? Okay try this feathered cloak from Hepmonaland and Amedio. Wings spread out from the wearer and allow flight for two hours. The cloak also can make its wearer invisible while flying but it cuts the time in half. Now if this cloak turned its owner into a couatl it'd be amazing, but alas it's not that powerful.

Gargoyle Cloak (Temple of Elemental Evil) I guess while I'm talking about cloaks that give the user flight, I'll mention this one. This time the cloak does polymorph the wearer. As a gargoyle, the wearer has all the abilities of this creature, including flight, but each turn (10 minute) there is a cumulative chance your mind is permanently changed into a gargoyle's. Not cool!

Broom of Flying (DMG) Back in the day, I would have never handed one of these out in my games. However, since the popularity of Harry Potter, I'm rethinking this item's usefulness. It allows unlimited fly power. Carries just 200 lbs though, so yeah not for the armored fighter. Neat part is you can call it to your hand from 300 yds out. That could lead to some fun escape scenarios!

Book of the Griffon (From the Ashes) This magic tome is intentionally left for the DM to tailor for their campaign, but its suggested powers are: summon a group of "magical" griffons once a day. Charm natural griffons, plus spells of flight, elemental air and magical mounts. The book has a price tag of 60,000+ gp so this is a nice diamond in the rough.

Ring of the Wind Dukes (Dungeon #129) This ring comes from the Age of Worms adventure A Gathering of Winds. As expected, this ring belonged to one of the Wind Dukes of Aaqa from Greyhawk prehistory. Among its aerial powers are an immunity to strong winds and the ability to charm monster on Air subtype creatures, so it opens the possibility of riding an aerial mount. Its other offensive powers make this nearly artifact level in rarity. Check out this issue!

Ring of Elemental Metamorphosis (Tome of Magic) Hey speaking of wind themed rings, this item (in our case Air type) can polymorph the wearer into an elemental once a day. As you would expect the wearer gets the form and physical abilities and defenses of an air elemental (so flight). It doesn't screw with the wearer's mind luckily!

Ring of Elemental Command (DMG) Possibly better than the previous rings, the Air subtype here has loads of powers. Among them is communication with elementals, the fly spell, invisibility and control winds

Flying Carpets (DMG) Probably my favorite aerial themed magic item of all time. I mean who didn't grow up with stories of Aladdin on his flying carpet? In Greyhawk, Mordy and company ride one in Mordenkainen's Fantastic Adventure. In the DMG, they come in four various sizes and speeds. The smaller the carpet, the faster it is, but it also carries less weight. For a fun idea, I once created a flying carpet that also teleported randomly when fed expensive gems.  

Ebony Fly (DMG) Figurines of Wondrous Power are classic magic items. The ebony fly however is one I don't think I ever used. It grows to the size of a pony, flies for 12 hours straight and can carry up to 350 lbs. Seeing a hero riding on a giant house fly would be quite a sight! 

Bronze Griffon (3.0 DMG) This is a new type of figurine found in 3rd edition. Naturally it grows into a magical griffon that can be rode for 6 hours at a time, twice a week.

Saddle of Flying (Tome of Magic) Okay I knew this item had to exist and I finally found it. When secured to a horse, this saddle causes the mount to sprout wings and the ability to fly at its normal movement rate for one hour per day. Not bad if you're a paladin or cavalier who wants to ride a cheap Pegasus into combat!

Coruskian Stone (Greyhawk Adventures) Another hidden gem from GHA. This greenish stone set in a gold necklace gives the wearer the ability to charm griffons into being aerial mounts. The stone however does not impart any special skill in riding griffons, so combat will be dicey. 

Headband of the Corusk Mountains (Greyhawk Adventures) Okay one more from GHA, this one is even better. There is something about the Thillonrian Peninsula that screams the need for flying items, I guess. This headband is fun, because it's made from the skull of a white dragon! Its purpose is to charm white dragons into being a mount and yes, the item imparts the ability to ride aerial creatures.  What's more, the headband makes the wearer immune to cold attacks. Very cool!

Friday, September 15, 2023

Expressions in the Land of Ull

Well met, Greyhawkers! One of my absolute favorite Greyhawk source books is Anne Brown's Players Guide to Greyhawk from the 2E era. Among the many useful tidbits of Greyhawk lore and info on how to make a character set in the Flanaess, there is a section on expressions and sayings. This kind of stuff is a delight because it adds spice to your roleplay, further adding to the immersion of the setting. By now most of you have heard gems like "I Spit on the Old One", "Cold Iron Avail You", or "May the Axe Grow Great." Well in this post I am going to attempt to add to this cultural exchange with some custom expressions from the frontier land of Ull. Keep in mind Grey-scholars, these sayings are translated from the original Ulagha dialect of Ancient Baklunish, so the actual wording may or may not be accurate. Until the Starbreak!

"Yoll, Yoll, Yoll!" This is an ancient battle cry used by Uli warriors, predating their occupation of the Oeridian lands. It was most famously yelled by the united forces of Ull when it turned back the invading Brazen Horde at the Battle of Ulakand in 308 CY. Over time however, this specific expression has fallen out of popular use by the many khanates of Ull who have developed their own local battle cries. Only the small warband called the Wild Men still cling to this expression as they harass travelers passing though Ohkir Khanate. Note: this expression originally comes from Gary Gygax's novel Sea of Death, where for copyright reasons the land of Ull was renamed Yoll.

"I'd sooner go to Kester." The derision felt between the traditional northern nomadic clans of Ull, and their corruptible southern kin is no more evident than in this familiar saying which has now spread across the neighboring plains and steppes. Kester's reputation for danger and depravity lends itself well to this forceful rejection of an obviously perilous request. Example: "You want to go in the Tomb of Horrors? I'd sooner go to Kester!"

"The arrow has been loosed." Variations of this idiom are found throughout Eastern Oerik. In Ull, it is commonly asserted that once an arrow is launched there is no changing its course. To put plainly, it refers to a decision that is made which cannot be taken back. Example: "I told the sheik we will not give in to his demands. The arrow has been loosed!"

"Ride fast, ride far." Many nomadic tribes in the north of Ull will travel vast distances in a shorter time than most riders due to the strength and resiliency of their horse breeds. This expression of parting is quite popular among the khanates and has even found use by their distant kin on the Plains of the Paynims. The saying is also the rallying cry of the annual Najaam Trials (during Richfest), a cross-country horse race that brings honor to a rider's family.

"Come down from your saddle." This expression is used to imply someone is being stubborn or unreasonable and needs to humble themselves. This usually includes a subtext of violence. For context, it is customary in Ull for negotiations to be conducted on foot, mainly in the event combat breaks out to decide the matter. Example: "Seventy gold pieces for that old bow? Come down from your saddle..."

"Blood is strength." Ull is a land of internal strife with warring raiders and contentious nomad families. When Uli have common foe however, the entire domain will rally together behind a strong leader. The phrase "blood is strength" is thus used by locals as a rousing means of setting aside differences to deal with a foreign problem.

Your god did not follow you here." While not outright hostile, this expression is often invoked as a way to rebuke clerics and missionaries foolish enough to come to Ull. Uli are distrustful of religions in general believing more in spirituality centered on their ancestors. They do believe the gods exist but only harmful ones like Incabulos or Ralishaz pay any mind to Ull. Example: "Keep your prayers and begone beggar, your god did not follow you here."

Wednesday, August 30, 2023

Greyhawk A-Z: Named Fiends

Welcome again Greyfolk! I got another fun A-Z list coming at you! Some of my previous alphabetical lists of peopleplaces, deities, and most recently magic items, can be found on the Best of Greyhawkery Page. This time around I will try my hand at discussing named fiends (demons or devils) from the many editions of D&D. Fiends of the lower planes have always been an integral part of Greyhawk lore from the very beginning. I am quite sure there will be no ill side effects by listing all these evil beings, I mean it worked for Iggwilv in her Demonomicon right? Enjoy!

Arendagrost: (Dragon #290) Right off the bat I'm throwing out an obscure fiend. Arendagrost, the Maw of the Abyss, is the three headed, draconic offspring of Demogorgon and Malcanthet the Queen of Succubi. Arendagrost's significance is it was summoned as a byproduct of Lord Kargoth's betrayal of the Knight Protectors and the resulting creation of the death knights. While Arendagrost was sent back to the abyss by the forces of good, it waits to cause more carnage in the future.

Baphomet: (MM2) Now this is more like it, the Prince of Beasts. Good ol' Baphomet rules abyssal layer #600, the Endless Maze. Baphomet is one of those demons extracted from real world mythology though in D&D lore he is the patron of minotaurs as you'd expect. As a bonus tidbit, I wrote the Minotaur Mask of the Ulsprues with Baphomet in mind.

Charon:
(MM2) Another outlier on this list, Charon is obviously the famous skeletal boatman of the Styx from Greek myth. This doesn't change in D&D except he is a unique daemon (I believe yugoloth in 2E parlance) whose duty is to transport beings on the same river Styx that connects all the Lower Planes. What's fun is that Charon has his own look-alike daemon servants called Charonadaemons who also runs skiffs because I suppose the high demand for ferry services in the afterlife?

Dagon: (Dragon #349) You thought I might go Demogorgon here, eh? Too easy. The Prince of the Depths. Dagon is a classic baddy who lurks in layer #89 The Shadowsea. I like Dagon because he is an ancient evil (obyrith) from real world myth and is well-known in other fantasy lit (Cthulhu, Conan).

Ereshkigal: (MM2) Surprisingly not much going on in the E department so I'll punt. This female demon lord somehow has evaded detail in D&D, but Gygax definitely lifted the name from Sumerian myth. Ereshkigal is one of many gods of the underworld, and in these myths, she is married to another "fiend" on this list (see below).

Fraz-Urb'luu: (MM2) Fraz, the Prince of Deception comes from abyss layer #176, Hollow's Heart. He is quite familiar in Greyhawk lore, like Zagig Yragerne once trapped Fraz as a trial run for capturing real gods. One you may not know is Fraz-Urb'luu once had a side gig as drummer on the Graz'zt Show.

Gargoth:
(Dragon #91) Nope, not going to do Graz'zt either, too over-exposed in Greyhawk. Let me show you an arch-devil you can use in your campaign! The Lord Who Watches, Gargoth was once only second to Asmodeus in the Nine Hells but now he wanders the Prime Material Plane on his own terms! If you want to read more about what Gargoth is up to and what this devil can do, check out Nine Hells Revisited in Dragon #91 by Ed Greenwood. I also hear a rumor "Gargauth" is dabbling in godhood in the Realms...

Hutijin: (MM2) This Duke of Hell is found in the 8th layer of Hell, Caina serving his master Mephistopheles. He looks like a pit fiend which is by design because he personally leads two companies of pit fiends. Though I couldn't find it in writing, the best I could find online is that there are 333 devils in a company. An army of 666 pit fiends sounds pretty epic!

Ilsidahur: (Dungeon #10) I had to dig deep for this demon. The Howling King is from the adventure "The Shrine of Ilsidahur". From layer #99 The Guttering Grove, he is a giant ape with ram horns who is the patron of bar-lguras. This module might be worth looking into!

Juiblex: (MM1) Yes of course I have to mention the Faceless Lord here. This famous ooze demon lord is from layer #222, Shedakalah which he shares with another featured fiend on this list (see below). Little known fact, Juiblex loves stand-up comedy.

Kostchtchie:
(MM2) I would've gone with Kerzit on this letter, but Kosty will forever be a favorite thanks to the classic cover of Dragon #119 (left). The aptly named Prince of Wrath rules layer #23 The Iron Wastes. According to his background, Baba Yaga had a hand in his ascension to demon lord status which is fitting because both are based on Russian folklore.

Lolth: (D&DG) Everyone and their cousin knows Lolth, Demon Queen of Spiders who runs abyss layer #66 the Demonweb Pits. No demon lord or duke of hell has probably influenced Greyhawk or D&D for that matter, more than Lolth. I mention her nonhuman entry in Deities & Demigods, but I also first saw her evil glory in Fiend Folio.

The Malgoth: (Dungeon #117) You're probably wondering, what, no Mephistopheles? No Malcanthet? Well folks this is a sleeper pick, check out the Dungeon module, Touch of the Abyss by Greg Vaughan. The Malgoth was once an ancient obyrith that was so awful he was destroyed by an alliance of demon princes (sorta like Tharizdun level badness). His evil was so great that his essence continued to linger invisibly over the aeons, until Lolth unsuccessfully tried to take the city of Istivin into the abyss. This brief overlap allowed the Malgoth to enter Oerth, where he can now possess a single creature, becoming his "voice." It's an insidious demon, and one helluva module.

Nergal: (Dragon #75) This "devil" is intriguing. The Bringer of Pestilence and Fever is an exiled Duke of Hell, one of the "Rabble of Devilkin" who roam Avernus looking to regain his status. That's cool and all but I know a more prominent Nergal from the original Deities & Demigods where he is an underworld god of the Babylonian pantheon (and according to myth is married to Ereshkigal). My favorite however is Nergal the pestilent Chaos god from Warhammer fantasy lore. All in all, there is probably a lot of crossover in these Nergals.

Orcus:
(MM1) No brainer on this letter. Orcus, ruler of layer #113 Thanatos, is the classic Prince of the Undead and wielder of the iconic artifact, the Wand of Orcus. Orcus has featured heavily in D&D and Greyhawk lore, though in my opinion he's best known for his efforts to become a true god in the Planescape module Dead Gods

Pazuzu: (MM2) AKA Pazrael from Iuz the Evil, this demon lord is well known in Greyhawk lore. The Prince of the Lower Aerial Kingdoms is unique in that he rules the skies of all, I repeat ALL the skies in the 666 layers of the Abyss. Pazuzu's main enemy is Graz'zt yet he makes deals on Oerth with the Dark Prince's demigod son Iuz. Like any good demon lord, ol Paz' cannot be trusted!

Queen of Chaos: (Rod of Seven Parts) Thank goodness for the Queen on this letter. She is the elder evil ruler of all abyssdom before Demogorgon. She is so old in fact she has no name except "Queen of Chaos." The Queen was the demon lord who was infamously defeated by the lawful Wind Dukes of Aaqa at the Battle of Pesh. The Queen now lurks in defeat on level #14, the Steaming Fens. 

Rhyxali: (Fiendish Codex I) Quick question, would Raxivort count as a fiend since he spent so much time serving Graz'zt before becoming god of xvarts? At any rate speaking of Graz, Rhyxali the Queen of the Shadow Demons is his sister! Allegedly. Rhyx resembles Graz'zt though, six fingers and all that. There isn't much on her, but she rules layer #49 Shaddonon where all shadow demons originate. Cool!

Shami-Amourae: (Dungeon #148) The Lady of Delights. She is a rival of Malcanthet whom was once the consort of Demogorgon. Shami however was imprisoned in abyss layer #73 The Well of Darkness. She appears in the adventure path Savage Tide because she knows intimate information about the Prince of Demons. Oh my!

Titivilius:
(MM2) I'm picking Titivilus because the wily ambassador/messenger of arch-devil Dispater looks fun to use in a roleplay sense. This goat-legged devil is wicked because he can spew the most corrupted twisted words and causes fear and confusion like no other. Fiends even hate talking to him!

Ugudenk: (Dragon #333) The Squirming King is an obyrith demon rules that layer #177 the Writhing Realm. He is best known for having his wormy creatures burrow into Fraz-Urb'luu's realm while he was imprisoned by Zagyg. Let's leave it at that. Nasty.

Verin: (MM2) Tricky letter. This demon lord is mentioned in Monster Manual 2 but is not given any detail. Later on, Verin would be made the "Voice of Graz'zt", the demon who filled in for his demon prince while he was imprisoned by Iggwilv. I believe this role is synonymous with the demon Vuron from Gygax's Gord novel series. Either way, Verin is a cool customer.

Wejinhastala: (Dragon #357) Okay this is an obscure reference, but W isn't a popular letter with fiends evidently. Wejin is the Tempest, a demon lord from antiquity that allied with several others to take down the Malgoth (see above) before falling into ruin themselves.

Xaxx'aa: (Rary the Traitor) This is a hidden gem. Xaxx is an Ultroloth (the toughest of daemon-kind) who is in the service of Rary the Traitor. Xaxx is in the Bright Desert voluntarily to aid Rary, overseeing the epic teleportation of Rary's tower from Ket to the desert. He has uncertain motivations, perhaps displacing the mage as ruler? Xaxx'aa is not only highly intelligent, but deadly in combat, carrying a sentient sword +3 called Doomcutter whose special purpose is to slay demons and devils. This guy needs to be used more!

Yeenoghu: (MM1) The Demon Prince of Gnolls is well known from early D&D lore. He lives on layer #422 "Yeenoghu's Realm" a barren plane that once belonged to other demon lords. Yeenoghu has many enemies, including Baphomet (see above) who have been scheming over events in Western Oerik

Zuggtmoy: (TOEE) Let's finish this list properly. Zuggtmoy has been featured in adventures and novels from the very beginning of Greyhawk. The Lady of Fungi is of course most famous for her um, association with Iuz, and her role in the classic adventure Temple of Elemental Evil. When not imprisoned, Zuggy lives on abyssal layer #222 Shedakalah along with her slimy friend Juiblex. Spoiler: this realm is where Zuggtmoy hides Iuz's soul object. This fiendish show of devotion reminds me of an old blog post from 2019. Enjoy and until next time!

Wednesday, August 9, 2023

Greyhawk A-Z: Magic Items 2

Welcome back Greyhawkers! It's time for another fun A-Z list! Some of my previous alphabetical lists of 
peopleplaces, deities and yes magic items can be found on the Best of Greyhawkery Page. This time around I will look at some magical items that are not swords or artifacts. Wish me luck! I hope you'll enjoy!

Apparatus of Kwalish: Debatably this is an artifact, but it's always been listed among wondrous items in DMG's. We all know this most famous of aquatic magic items, but for future readers I want to make clear, Kwalish is human, and he originally worked out of the Baklunish West in Zeif.

Bucknard's Everfull Purse: This is an item I rarely gave out in my old campaigns, though every group had a Bag of Holding or Heward Haversack. The purse just seemed game breaking to me at low level and useless at high level. Why did Bucknard, a former member of the Circle of Eight, need to make this item? I guess he always got stuck paying for drinks at the tavern.

Cloak of the Couatl: Here's a rare one from The Scarlet Brotherhood. This feather cloak is only found in Amedio or Hepmonaland. As you'd expect it allows the wearer to fly. It also lets you turn invisible. Wow, talk about game breaking!

Dream Cap of Veluna: Greyhawk Adventures really is the best source for GH specific items as you'll see throughout this column. The dream cap gives premonitions in your sleep, usually of bad stuff that will happen. Later on, you get a bonus to save when whatever happens. I never used this before, but it sounds like a good roleplay device for DMs!

Ebon Skull: Possibly a relic (since only three were made), but this major magic item is found in Iuz the Evil. The user can do typical necromancer stuff, animate dead, cloud kill, etc. I believe the book lists which NPCs has the three skulls. I can't recall if I ever used these, I think I'd remember if my players acquired one though...

Flaming Mirror of Tenh: Yes, another gem from GHA. The Flaming Mirror is a cool plane-travelling device (elemental plane of fire) that I did use in the past but for the Baklunish West instead. Tenh sounds cool, but I don't see the thematic connection except to give this item a place name. Personally, I'd trade this one with the Whip of Zeif to make the Flaming Mirror of Zeif.

Gargoyle Cloak: From the Temple of Elemental Evil, this garment obviously polymorphs the wearer into a gargoyle! (helpful if one plays the module Gargoyle?) Interestingly if the wearer takes 20 hp damage from edged or fire attacks the cloak is ruined and stops working. The worst drawback is each 10 minutes you remain a gargoyle there is a 10% chance (cumulative) that your mind is changed to a gargoyle permanently. One more note, the module says there is other cloaks that turn wearers into other types of creatures. See below!

Hasty Barge of Nyr Dyv: Another from Greyhawk Adventures, this is a Rhennee barge that has magical movement, and it automatically repels unintelligent sea creatures. This is one of the only items attached to Rhennee culture that I'm aware of, so this makes the hasty barge valuable indeed!

Iron Bands of Bilarro: Well, this item is pretty standard across D&D editions (and we know by now what the anagram name is about), but what I just realized on re-reading it is the bands start off as a "ball" of iron that you throw at an opponent. The bands unwind and wrap around the target to catch it. Holy crap guys, it's a Pokemon ball!

Jug of Geshtai: Throwing you all a curve ball here. This item was created by ME way back in 2005! Check it out over on Canonfire!

Keolish Plate Mail of the Seas: Interestingly demonym spelling from GHA. Keolish? Misprint or intentional? At any rate this item is great because it has historical relevance. The King of Keoland gave it to his admiral for defeating the Sea Princes. That's the Battle of Jetsom Isle folks! Naturally the armor allows the wearer to not sink in water. Makes you wonder if the Sea Mages of Gradsul made more of these?

Leomund's Labile Locker: I'm a sucker for alliteration. From TOEE once again, Leomund sure knows how to make extra-dimensional storage space. This small box does it all, it shrinks, grows and can be used as a Leomund's Secret Chest spell. More of this please!

Mantle of Celestian: A unique magic item from Unearthed Arcana. This black cloak allows the wearer to breathe and act normally in space! It also has numerous extra-dimensional pockets to store things like food & water while you um, float around in space?

Necklace of Missiles: Found in the DMG, this fireball inducing item isn't necessarily uniquely Greyhawk. But I will tell you a story from my campaign when the players got a bunch of missile beads from the module Greyhawk Ruins. No joke (spoiler) there is a room with 13 jars holding 300 beads each. A chart in the module says 94% are missile beads of various strength (the remaining 6% are beads of force, no big deal). That means this dungeon yields 3666 fireball missiles. Needless to say, my players invented carpet bombing in Greyhawk.

Oracles of Greyhawk: Oracles in this case are specialized crystal balls (likely created by Zagig Yragerne). There is seven of them and once per day the oracle will answer a sagely question about a specific area such as Greyhawk City, Horned Society or the Wild Coast. I like these items because it can allow a DM to insert meta-knowledge into a game. The added danger to this orb is that the rulers of these areas may not want an oracle that can reveal their secret troop strengths or hidden resources. I need to use this next time!

Purple Robes of Tharizdun: Hilariously, these robes first seen in Forgotten Temple of Tharizdun, are given magic item status in Return to the Temple of Elemental Evil. It just protects against the magical cold of their temples, pretty basic, like their cultists. There I said it.

Quaal's Feather Tokens: A classic from the DMG. These were always easy to dish out because they are one shot items. I think my players liked the Anchor best because they would use it offensively like a Looney Tunes cartoon. Tell me I'm not the only one.

Rary's Ring of Memories: This plain ring is from Slavers surprisingly (not Rary the Traitor). I thought it would be cooler, but all it actually does is cast Rary's Memory Alteration. I guess that could be evil if played right. *activates ring* "No Tenser, I didn't try to kill you and Otiluke! It wasn't me, I swear."

Shoes of Fharlanghn: Another very cool item from UA and also Land Beyond the Magic Mirror. The wearer never fatigues from walking and if they are neutral the boots give extra movement powers. But wait, that's not all! If the wearer is a Fharlanghn worshipper, they get even MORE powers. I don't think we ever had someone play a Fharlanghnite, so this item never got used in my campaign. A shame.

Tenser's Girdle of Giant Strength: From Return of the Eight. This module has a bunch of Tenser created items mainly for fighter-types to use, but this one is of particular interest because it's for only for wizards. This is significant because the original DMG says strength girdles do not work for magic-users. A custom magic rope belt that gives a mage hill giant strength is definitely on brand for Tenser.

Universal Solvent: A classic magic item but who has ever used this actually? It's funny to have an item whose main purpose is to negate its opposite, Sovereign Glue. That's the Gygax era though!

Vecnan Wafers: Okay this one is from way out there. Found in the 2E module, Die Vecna Die this unholy magical flat bread is consecrated to Vecna. If one who worships Vecna eats the wafers it will give a variety of buffs/heals, whereas non-Vecnans can expect reallllly bad stuff to occur. Fun!

Wand of a Wonder: You've heard of the Wand of Wonder, yes? Well, when that item runs out of charges, try the Wand of A Wonder from the TOEE mega-module. It's similar to the DMG version and has a whole new list of random wild effects. Good times!

Xaren Cloak: This is a nifty cheat for the list. Technically it's a variation of the Gargoyle Cloak above, but in the Encyclopedia Magica Vol 1, the listing for this cloak includes a d20 list of other monster cloaks. Xaren was unexpected, why not Xorn? At any rate, there ya go!

Yagrax's Spellbook: Here's another obscure one for the A-Z list compliments of Encyclopedia Magica. In Dragon #82 there is a tome subtitled Alterations of Tangibles and Intangibles. This has the spells melt, transmute water to dust, item, material, fabricate, and the always classy crystalbrittle.

Zagyg's Flowing Flagon: One more from UA to finish off this column. Zagyg is a whimsical mage who has some eccentric magic item tastes. This one is a vessel that refills itself up to six times with ever more potent alcohol each time. Somehow, I have never used this item but I'm putting this one in my next game you can bet!

Wednesday, June 7, 2023

Travel Guide to Inns of Greyhawk

Greetings fellow Greyhawk travelers! This post is being made in conjunction with the Legends & Lore stream. I'm rather shocked I haven't attempted this topic before, and now that we've broached the subject, I'm eyeballs deep into research on Inns and Taverns of Greyhawk. My obsession with this topic of course is because I'm a 20th-level former innkeeper. This is knowledge you can't unlearn. Any time I've ever ran a scene at an inn for D&D my professional experience has always crept into the game. Well, I'm not going overboard with this post I promise, but what I am doing for fun is highlighting as many published source inns, hotels, and hostels in the Flanaess as I can find (this list is in no way exhaustive). Using my vast insights on inns and hotels I will be using a scale of 💀 to 💀💀💀💀 skulls for my travel guide. One other caveat, I'm only featuring establishments that have a shred of business information about them in a module (no spoilers but will cite the sources). What that means is I won't be using the dozens of taverns and inns marked on various city maps that only have a name to go on. It also means that most of these inns will be from the City of Greyhawk. Oh well! Read on and enjoy your stay!

Free City of Greyhawk
The Green Dragon Inn. 💀💀 The favorite haunt of adventurers and other rough types in the River Quarter. Offers mundane fare, but in copious quantities. Weapons and armor are allowed here. 
(City of Greyhawk Box, The Adventure Begins, Expedition to the Ruins of Greyhawk)

The Blue Dragon Inn. 💀💀 This establishment is a poor imitation of the Silver Dragon Inn next door. Everything found at the Silver Dragon including their prices is copied here, but the place is lesser quality. Noticeable lack of customers. (City of Greyhawk Box, The Adventure Begins)

The Silver Dragon Inn. ðŸ’€ðŸ’€ðŸ’€ A grand inn in the Foreign Quarter. Prices are average and servings are huge. Menu items range from all across the Flanaess. Rooms vary from single private rooms to large bunk rooms. Costs are reasonable but not cheap. (City of Greyhawk Box, The Adventure Begins)

The Gold Dragon Inn. ðŸ’€ðŸ’€ðŸ’€ðŸ’€ A place of splendor and snobbery and exorbitant prices. Even nobles may have a two hour wait to get in this place. The food is good but not the best, all prices are at 125% the cost of other upper-class establishments in the city. Rooms are high ceilinged with elaborately carved beams. (City of Greyhawk Box, The Adventure Begins) 

The Brass Dragon Inn. ðŸ’€ðŸ’€ The first building many travelers see entering the city, this grand-looking establishment is a maze of wings, towers, sleeping and dining rooms, quiet lounges and noisy beer halls. Prices are high for the Old City, 1 gp/night for an average room and their food is very bland. (City of Greyhawk Box, The Adventure Begins) 

The Black Dragon Inn. ðŸ’€ðŸ’€ The largest inn in Clerkburg. Good food for breakfast, lunch and dinner. Rooms range from common room straw pallet for 2 sp/night to good private room 5 sp/night, or luxury room 2 gp/night. (City of Greyhawk Box, The Adventure Begins)
 
The Nymph and Satyr. ðŸ’€ðŸ’€ðŸ’€ Reputedly has the most exotic collection of alcohol in the city. Reasonable costs for food and drink. Rooms are relatively cheap and plain. Place has a bawdy reputation and is avoided by more respectable citizens. (City of Greyhawk Box, The Adventure Begins)

High Tower Tavern and Hostelry. ðŸ’€ðŸ’€ðŸ’€ A favorite of the upper class, unpretentious and not as expensive as neighboring establishments. (City of Greyhawk Box, The Adventure Begins)

The Golden Phoenix. 💀💀💀💀 Do not come here unless you have plenty of gold and can afford to put on weight. This glorious establishment in the Garden Quarter has 30 rooms and two fine dining restaurants, the Velunese Grill and the Celene Feast Hall each with their own unique dishes. Meals cost from 10 to 50 gp. Rooms are exquisitely furnished with 24-hour room service. Prices range from 10 gp/night to 15 gp/night. Only persons of refinement, good manners and sound dress habits allowed. (City of Greyhawk Box, The Adventure Begins)

The Wizard's Hat Inn. ðŸ’€ðŸ’€ðŸ’€ðŸ’€ This excellent hostelry is one of the best kept secrets in the city. Rooms are reasonably priced, but weapons must be checked at the door. Superb food (signature roast venison is the best meat in the city), drink and hospitality. (City of Greyhawk Box, The Adventure Begins)

The Low Seas Tavern. 💀💀💀 Favorite inn of wealthier Rhennee bargefolk. Good food in small portions served here, as well as expensive, high-quality drink. (City of Greyhawk Box, The Adventure Begins)

The River Rat. 💀 Central gathering place for Rhennee of the city. The inn is a smelly dive. Food, drink and rooms are cheap. Any damages to the inn are often charged in the morning. (City of Greyhawk Box, The Adventure Begins)

The Barge Inn. ðŸ’€ðŸ’€ Favorite location for dwarven visitors. The largest inn in the River Quarter, it is also one of the busiest and rowdiest in the city. (City of Greyhawk Box, The Adventure Begins)

The Whistling Fish. 💀💀 This two-story inn is unusually tall, with oversized windows and doors. The inn is owned by a short, good tempered hill giant. Prices are reasonable and the food is good. (The Adventure Begins, Falcon's Revenge)

The Whitehorse Inn. ðŸ’€ðŸ’€ The grand old inn of the Old City. Ideal stop for caravans, has a large stable and corral. Rooms are clean and cheap; food is plain but in large portions. (City of Greyhawk Box, The Adventure Begins)

The Gold Digger Tavern. ðŸ’€ðŸ’€ A raucous establishment that is the primary gathering place for dwarves in the Old City. Only dwarves are allowed weapons here. Cheap drink, rooms and meals. The longest bed in the place is not quite five feet long. (City of Greyhawk Box, The Adventure Begins)

Madame Zaccaruso's Rooms for Rent. ðŸ’€ðŸ’€ This grand boarding house charges 4 sp/week which includes daily breakfast. Madame Z is rumored to be a witch, but the rooms are clean, and the house is quiet. (City of Greyhawk Box, The Adventure Begins) 

Black Orchid Boarding House. ðŸ’€ðŸ’€ This small house is hard to find. It has no signage, and it only takes customers by referral. The privacy of boarders is kept without question. (City of Greyhawk Box, The Adventure Begins)

Phoenix Boarding House. 💀💀 This new building replaces the Black Orchid in 584 CY. It is three-stories and has a bright yellow roof. Mainly attracts immigrants with a bit of money. (The Adventure Begins)

The Hanged Man Inn. ðŸ’€ A grand inn that services the low life of the Thieves' Quarter. The outside is kept in repair, but the interior is a run-down dive. The inn is rumored to be Thieves Guild controlled; thus, it is a safe place to visit due to its unwritten rules against thievery and fighting. (City of Greyhawk Box, The Adventure Begins) 

Mama Esther's Bakery and Boarding House. ðŸ’€ Shabby little building with a wonderful aroma. There is four single rooms for rent at 1 sp/week. (City of Greyhawk Box, The Adventure Begins)

The Left Hand Inn. ðŸ’€ Non-descript inn with cheap food, drink, and lodgings. The place is usually fairly empty and quiet. Drinks and food are free to anyone who can hit a bullseye target using their left hand. (City of Greyhawk Box, The Adventure Begins)

The Broken Staff. ðŸ’€ðŸ’€ This Artisan Quarter inn caters to wizards, sages, and academics. The tavern is well-maintained, and service is good though understaffed at times. Entertainment often involves displays of magic. (Living Greyhawk Journal #2)

The Dragon Turtle Tavern. 💀 This small Slum Quarter inn is the cheapest tavern in the city. Lice-infested straw beds, warm ale, but delicious food in small portions. (City of Greyhawk Box, The Adventure Begins)

Viscounty of Verbobonc
The Rock Powder Inn. ðŸ’€ Small country inn, set near an old quarry outside Verbobonc. Not a dive but has seen better times. (Vecna Lives!)

Kron Hall. 💀💀 Located in the Gnomeburg district of Verbobonc, it is the only establishment that is built to cater to small and big folk. (Vecna Lives!)

Village of Hommlet
The Inn of the Welcome Wench. 💀💀💀💀 The only inn for many miles, higher than normal food and drink costs. Renowned for its good food and collection of ales and wines from all over the Flanaess. Rooms are warm, clean and have a variety of furnishings. Prices range from 1 sp/night to 5 ep/night. (Temple of Elemental Evil)

Village of Nulb
The Waterside Hostel. 💀 A scurvy place. Rich guests have been known to disappear. Prices are low, about half those of the Inn of the Welcome Wench. (Temple of Elemental Evil)

Village of Orlane (Gran March)
The Golden Grain Inn. 💀 Large wooden inn with a stable and corral. Food and drink quality is poor and prices are outrageous, from 1 sp to 1 gp per pint. Rooms are poor going from 12 sp to 4 gp/night. Rooms and drinks are sometimes discounted however to attract business. (Against the Cult of the Reptile God)

Inn of the Slumbering Serpent. 💀💀 An old, small inn with sign of a sleeping dragon out front. Prices are reasonable compared to the Golden Grain Inn, plus the food and drink is good. Keoish brandy is on stock here. Rooms are clean and well-furnished from 6 sp to 4 gp/night. (Against the Cult of the Reptile God)

Town of Elredd (Wild Coast)
The Captain's Haven. 💀💀 Caters to visiting merchants and sea captains. Offers breakfast at 3 sp and dinner for 6 sp. The rooms at 1 gp/night are well appointed and decorated with a nautical motif. Hot baths are available for 1 sp. (Slavers)

The Lady of the Sea. ðŸ’€ Sailor's tavern that has cheap grog and cheaper furniture. The second floor "drunk tank" is a large common room where patrons can sleep on the floor for 3 cp. (Slavers)

The Rest in Peace. 💀 An inn that caters to those slightly better off. Common room beds cost 5 cp/night, while private rooms are available for 4 sp/night. Breakfast costs another 1 sp. (Slavers)

City of Hardby (Greyhawk Domain)
The Mistress of the Coach. 💀💀💀💀 Possibly the best inn in Hardby. An expensive place with formal dress code that prohibits armor and weapons. (Slavers)

Berei's Bounty. 💀💀 A sturdy inn decorated with shafts of wheat. Low-priced, run by a former priestess of Berei. (Slavers)

The Spotted Cow Inn. 💀💀 One of the more famous establishments in the Dock District. Nothing out of the ordinary about this place, just has good word-of-mouth advertising. (Slavers, Polyhedron #92)

Town of Restenford (Lendor Isle)
Falco's Tavern. ðŸ’€ This hostelry has four rooms to rent at 11 sp/night. The bar has ale, beer, mead and hard liquors. (Secret of Bone Hill)

Inn of the Dying Minotaur. ðŸ’€ðŸ’€ðŸ’€ Minotaur head mounted above bar. Good drink and meals ranging from 6 to 15 sp. There are 18 various rooms available at 13 to 24 sp/night. (Secret of Bone Hill)

The Tavern of the West Wind. ðŸ’€ðŸ’€ Sells beer and liquor only. Has six rooms going for 12 sp/night. (Secret of Bone Hill)

Village of Garroten (Lendor Isle)
The House of Abraham. 💀💀 Rooms go for 6 to 12 sp/night. Weekly rates give a 20% discount. Meals run from 6-20 sp. Ale, beer, mead and wine is served here. (Assassin's Knot)

Town of Heldarn (Furyondy)
The Heroes' Return. 💀💀 Small hostelry. Has four single-rooms, two doubles, and a common room that holds up to eight. 25% discount on food and drink to those fighting on the front against Iuz. 
(Marklands)

City of Chendl (Furyondy)
The Heroes' Rest Inn. 💀💀 Above average quality service. Visitors are more likely to find rooms available here. During the war with Iuz, prices are triple cost here. (Fate of Istus, Marklands)

King's Arms Tavern. 💀💀 Better than average quality inn. During the war with Iuz, prices are triple cost here. (Fate of Istus, Marklands)

The Weatherhaven Inn. 💀💀💀 The best place to meet war veterans and officers. During the war with Iuz, prices are triple cost here. (Fate of Istus, Marklands)

The Wyrm. 💀💀💀 The best inn in Chendl. Tastefully appointed bar and dining room. Rooms are quite luxurious. During the war with Iuz, prices are triple cost here. (Fate of Istus, Marklands)

City of Willip (Furyondy)
The Billet. 💀💀 A hostelry and gaming house where many exiled Shield Land nobles drown their sorrows. (Marklands)

City of Monmurg (Sea Princes)
The Weary Traveler. 💀💀 A place of constant merriment, it is the best inn in the dock district. (Treasures of Greyhawk)
 
Jetsom Island (Sea Princes)
The Captain. 💀💀 A respectable inn (at least compared to a dock district tavern called the Warship). (Treasures of Greyhawk)

Free City of Dyvers
The Diamond Dagger. 💀💀💀 Good quality. Large bed, closet, dresser, desk, large fireplace. Food and lodging 2gp/night. (Puppets)

The Come On Inn. 💀💀 Average quality. Bed, closet, small fireplace. Food and lodging 1 gp/night. (Puppets)

The Sleepy Dragon. 💀💀 Average quality. Bed, closet, small fireplace. Food and lodging 8 sp/night. (Puppets)

The King's Arms. 💀💀💀💀 Excellent quality. Large bed, closet, dresser, desk, large fireplace, bearskin rug. Food and lodging 5 gp/night. (Puppets)

Town of Tristor (Theocracy of the Pale)
The Sogenford Inn. ðŸ’€ðŸ’€ Three story building just inside the town gates. Average food, drink and lodging. Horses can be stabled for 1 cp/night. (The Fright at Tristor)

Rookroost (City of)
The Drunken Dragon. 
💀💀 Moderate accommodations. Hostelry and tavern. What arms trades are not happening at the Temple of Zilchus may be happening here between the Bandit Kingdoms and the Frost, Snow, and Ice Barbarians.
(Five Shall Be One)

Sunday, April 23, 2023

Greyhawk Gods Walk on Oerth

Greetings Greyhawk faithful! Today I'm going to look into a situation that has always bothered me about Greyhawk setting lore, and that is a contradictory suggestion that deities of Oerth do not directly get involved in mortal affairs. This is one area where I'm for classic Greyhawk over latter day authors. Let me explain in more detail...

From the Ashes by Carl Sargent on How Do Powers Look Upon Mortals:

"The Powers of Oerth rarely intercede directly in the affairs of Oerth. They expect their servants to be their right (and left) hands in the world...The Powers have an implicit understanding that if one of them should act too directly, others will act in concert to oppose the meddler, for if all acted in such a manner, Oerth would be destroyed by the Powers.

This helps us understand why the demigod Iuz has been able to effect so much evil in the Flanaess. The Prime Material Plane is his home plane, and therefore, he has a direct involvement in its affairs that other Powers do not...One partial exception is St. Cuthbert of the Cudgel. Other Powers allow St. Cuthbert to act in limited ways to oppose Iuz."

Indeed, this Cuthbert-Iuz rivalry is suggested previously in Temple of Elemental by Gary Gygax and Frank Mentzer but it is not explicitly stated the gods overall are barred from Oerth:

"Because of the plots of Iuz and various demons and evil elemental types, St. Cuthbert has become actively aware of events, and has indirect assistance from Beory (who resists elemental destruction). The enmity between Iuz and St. Cuthbert may result in direct confrontation!"

What does Beory giving assistance look like?!? Cuthbert interferes with Iuz, and in turn Iuz has interfered in the affairs of Vecna more than once (Vecna Lives!). The Living Greyhawk Gazetteer meanwhile, follows what I shall now term, Sargent's Law, and further clarifies this limitation to the "Powers" of Oerth:

"No god above demigod level may enter the Prime Material Plane of Oerth without the consensus of a majority of the gods of Oerth. A few exceptions to this are Ehlonna, Fharlanghn, Obad-Hai, and Olidammara (who chose the Prime Material Plane as their native realm), Beory (who may actually be the Oerth itself), and St. Cuthbert (who was allowed to come to Oerth to fight Iuz on more than one occasion)."

Older sources paint a slightly different picture than what Carl Sargent initiated in the 2nd Edition era of Greyhawk (if there is an earlier source of this law let know in the comments). Len Lakofka and Gygax seemed to have a more classic mythology flair to the pantheons of Oerth. In addition, Greyhawk Adventures by James Ward states in the first paragraph of the first chapter:

"The gods often visit the Prime Material Plane in avatar form to aid their worshipers or just to enjoy themselves. In one way or another, they influence actions of all creatures on the Plane...For some unknown reason, the city of Greyhawk gets an unusual amount of attention from these deities-at least one of these beings usually has an avatar in the city. Many ballads tell of awe-inspiring confrontations between avatars of opposing alignments on the city's crowded streets."

The gods may not directly appear to mortals in their true form in most cases, but they DEFINITELY walk among mortals frequently. Have a look at more of these instances:

Syrul lesser goddess of deceit (Dragon #88) "When a member of the Scarlet Brotherhood who is an assassin, illusionist, thief or monk attains the 9th level of experience, Syrul will personally attend the level-advancement ceremony to wish the character "evil-luck". Such a character is granted a vision spell with no strings attached."

To remind you, the Scarlet Brotherhood is comprised entirely of assassins, thieves and monks. Syrul doesn't just visit her special worshippers then, but ALL those high-level characters in the organization. That's not to say the goddess of deceit does this overtly in front of everyone, but she is there in person for a ceremony! 

Wee Jas greater goddess of magic and death (Dragon #88) "She can summon groups of lawful undead or lawful dragons (not Tiamat or Bahamut) to do her bidding...Summoned creatures will come to her in Acheron or on the Prime Material Plane..." 

Wee Jas is a vain deity, so why wouldn't she want to meddle in mortal affairs? Now admittedly this example is not as concrete as the one for Syrul, but it does infer that Wee Jas can call down heavy aid if she is on Oerth and needs to fight. That's not subtle at all for a greater deity.

Kord the Brawler greater god (Dragon #87) "Kord is quite the fool for a pretty face. He favors elven and human women, but has also consorted with other humanoids and even giants. The world is full of his sons and daughters, but few, if any, of them can claim demigod status (less than 1%)."

Kord, another greater god, is a classic example of meddling in mortal affairs, in the fashion of Zeus, by having actual affairs with mortals! The article in Dragon goes on to explain how a PC can possibly be a child of Kord and the game bonuses inherited. Later sources like From the Ashes completely omit this behavior by the Brawler in deference to the new "non-interference pact".

Phaulkon greater god of air and avians (Dragon #87) "Phaulkon is a relatively active traveler, and enjoys the company of men and elves. He can shape change into any normal or giant bird at will, as well as into the form of an elf or sprite."

Even Kord's dad likes to hang out on Oerth, and though it doesn't state he is promiscuous, there is no reason to believe he couldn't sire hero-gods like his son.

Norebo lesser god of luck and gambling (Dragon #86) "Norebo enjoys visiting taverns and gambling houses in the guise of a cheerful, innocent stranger and setting up dice games against other patrons...it is impossible for someone to know Norebo's true identity unless the deity wills it."

This roguish deity is discreet about his interactions at least!

Heironeous lesser god of chivalry and justice (Dragon #67) "Heironeous often leaves the Seven Heavens in order to move around the Prime Material Plane, aiding heroic causes and championing Lawful Good...he has the power to create an illusion which makes him appear as a young boy, a mercenary soldier, or an old man. In the latter guises he will be garbed appropriately, but he always wears a suit of fine, magical chainmail."

Yes, even the patron of paladins and knights everywhere in the Flanaess cannot help but get involved. He isn't directly appearing in all his glory, but he is there (perhaps even on the front lines helping Shield Lands and Furyondy vs Iuz!) in contradiction to later canon law. Then there is his brother...

Hextor lesser god of war (Dragon #67) "Hextor dwells on the Planes of Acheron but can wander to those of Hell or even Nirvana. Most frequently, though, Hextor treads the Prime Material Plane in search of warfare, aiding lawful evil, opposing good...Hextor appears as a normal, handsome man when in disguise, for he can cause four of his arms to meld with his torso whenever he so desires. His complexion is fair and his hair jet black, as are his eyes. He is well spoken and charming, a hale fellow and a man’s man, yet irresistible to women."

Hextor is MOST FREQUENTLY on Oerth doing his business. Why wouldn't a war god hang out on battlefields with mortals? It's what Ares would do. Speaking of war gods...

Erythnul lesser god of hate and slaughter (Dragon #71) "Erythnul stalks battlefields in order to strike fear and rout whenever possible...when Erythnul engages in combat, his visage mutates from segment to segment, flowing in form from human to gnoll to bugbear to ogre to troll."

Think about this, mean ol' Erythnul could potentially be on the SAME battlefields as Heironeous and Hextor. Erythnul is not as subtle as the brothers though. Oeridian gods don't seem to play by Sargent Law. How about Baklunish gods?

Istus greater goddess of fate (Dragon #69) "Istus does certainly make appearances on other planes, including the Prime Material. Sometimes she is an old crone, other times she appears as a noble dame, then again as a lovely lady or even as a shepherd girl."

Istus is another deity that can meddle in disguise as much as she wants, but she is also responsible for the Oerth-spanning retcon during 1E-2E that was Fate of Istus. I suppose she had permission from a majority of gods for that one...

Nerull greater god of death (Dragon #71) "Nerull stalks the many planes-particularly the Prime Material when shrouded by night...However, most of the time he does not venture from Tarterus save to wreak havoc on the Prime Material Plane."

The grim reaper likes the hands-on approach, do not accept any lesser imitations.

There is more exceptions and instances than I can possibly list in this post. So just saying all Powers are flat-out barred from Oerth is just lazy writing in my opinion (which I never accuse Sargent of being any other time) and it robs the deities of much of their flavor and uniqueness. Was it done for game balance? Most likely. But for years we at least had DM agency to have divine intervention if we wanted as authors heaped us with game stats for D&D gods. No one wants a god-killing Time of Troubles situation like in Forgotten Realms of course. Deities shouldn't be superfluous in appearance like the Syrul example above, nor dropping like flies in the street like Greyhawk Adventures suggests. Also using avatars versus actual deities manifesting on Oerth is a semantic argument. Either they influence mortals directly at will or they only allow exceptions like St. Cuthbert. Whatever you decide for your own game, the examples from Dragon Magazine above are all reasonable ways to reward (or punish) PCs for learning mythic lore and having patron deities by showing the players that the gods are real in the World of Greyhawk.