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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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