Finger of the Wind
A Seven-Round D&D 3rd Edition
Tournament Adventure and The 2000 D&D Open Tournament at GenCon
Below, I summarize details from the “Finger of the Wind” tournament,
which was the seven-round 3rd edition D&D Open tourney written by
Robert Weise. Interestingly, these seven rounds are labeled as “Parts
4-10 of the 2000 Year of Adventures” and I don’t have any
info on parts 1-3; if anyone else does, please email me with info/details!
The adventures take place in 561 CY in the World of Greyhawk. Mordenkainen
has just formed the Citadel of Eight, and decides that he needs to help
put down “Iuz the Second” (a cambion named Ruegen who claims
the loyalty of Iuz’s nobles, demons, and humanoid legions), in support
of King Belvor IV of Furyondy. To do so, he plans to recover an artifact
created by the Vaati/Wind Dukes of Aaqa, the Chime of Oerth/the Wind Chime
of the Wind Dukes, which apparently has some power over creatures from
the lower planes. Divinations revealed to Mordenkainen that the chime may
rest in the Cairn Hills; the oldest cairns there are believed to have been
created by the Wind Dukes.
The complete tourney consists of eight booklets, which are:
- DM Booklet (16 pages): Outlines the D&D Open and RPGA guidelines,
Scenario DM Background, Monster Summoning stats, and Player Info
for rounds 1-7)
- Character sheets pack (16 pages; per Paul Stormberg, at GenCon some
of the PC sheets were printed on parchment-like paper; these famous Greyhawk
figures were statted out for 3.0 3rd Edition D&D):
- Mordenkainen
the Mage (Wizard 10)
- Robilar (Fighter 8)
- Quij the Orc (Barbarian/Rogue
4/4)
- Bigby
the Mage (Wizard 7)
- Tenser (Wizard 7)
- Serten (Cleric
7)
- Riggby the Patriarch
(Cleric 7)
- Yrag (Fighter 8)
- Round One - The Cairns (16 pages): The PCs begin
at what Mordenkainen believes to the right cairn, and commence exploring;
there they learn
that they need to seek out a fanged mountain to the south.
- Round Two – Ogremeet (20 pages): The PCs begin to move into
the Abbor-Alz, seeking the Vale of the Wind Dukes, which they
find at the
end of this
round.
- Round Three – The Drow of Zuggtmoy (24 pages): PCs move into
the long tunnel that leads into Valley of the Eternal Storm,
and interact with
its inhabitants (a drow spy outpost beset by vampires). By
the end of the round, they escape both groups.
- Round Four – The
Great Gate (24 pages): The PCs continue to move through the long
tunnel, only to find it blocked by water.
The adventure
continues in aquatic environs, with the PCs needing to locate
the four keys to open the metal gate to allow them to enter the
Valley of the
Eternal Storm. After overcoming or bypassing dinosaurs, mephitis,
kuo toa, lizardmen,
weresharks, and medusae, PCs end the round on the edge of
the Eternal
Storm.
- Round Five – Storm Winds Blow (24 pages): The
PCs push from the edge of the Eternal Storm to its eye, from
where they may leave Oerth
for the
chime’s demi-planar cache. To do so, PCs must secure
the harp of command from its guardian celestials, which can
open the gates to the chime’s
location, but to do so must overcome demonic invaders.
- Rounds Six – Tests of the Wind Dukes (36 pages): Having opened
the gate to the Wind Chime’s demi-plane, the PCs begin to
explore it, seeking the artifact. During their travels,
the PCs are tested
by the Wind
Dukes to determine their worthiness to claim the chime.
If the PCs pass all four tests, they may claim the chime and return
to Oerth.
- Round Seven – Sounding the Chime (24 pages): The PCs come to
the rescue of Furyondian forces besieged by demons (and devils),
and use the
chime to win the day (hopefully).
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