Friday, 25 February 2022

On Otiluke


“Thou shalt not stir one foot to seek a foe.”
― William Shakespeare, Romeo and Juliet


Otiluke
What makes the measure of a man? Certainly not height. Some men, though short and slight, are a force to be reckoned with. Otiluke, for instance. Otiluke never cut the figure of a hero, or even a man of note, for that matter. He could never be what one might say imposing.
Otiluke is 39 years old [in 581 CY {born Patchwall 542; calculated from 580, the date I chose for the City of Greyhawk Boxed Set, set after 579, the last Dragon Magazine timeline updates, but before the events of Vecna Lives}], 5’1” tall, 102 lbs., with short cropped black hair and thin beard and brown-hazel eyes. [CoG:FFF – 25]
He dressed well in a variety of clothing, but the thinness of his arms and legs was often secretly remarked upon by those who saw him. [OJ#7 – 19]
His long hands are always active, gesturing and emphasizing. [CoG:FFF – 25]

Might the measure of a man be character? His skill?
It is surely Otiluke’s small size and physical puniness […] which have made him compensate by becoming an aggressive and abrasive personality. Otiluke specializes in, and loves studying, area-effect spells which cause physical damage in a wide variety of ways, and he is always interested in bartering or buying offensive magical items.
Otiluke’s ioun stone is an interesting indicator of his mood; he has possessed it for many years, and it has become attuned to him. The mage is easily animated and irritated in discussions, and the more aggressive he feels, the faster the stone whirls around his head. [CoG:FFF – 25]
Or might it be the legacy he leaves?
Still other mortal wizards, villains, thieves and heroes have had such an impact that in a hundred universes great spells and magical devices bear their names: Mordenkainen, Iuz, Bigby, Drawmij, Heward, Iggwilv, Tenser, Acererak, Nystul, Tuerny, Ehlisra, Otiluke, Serten, Bucknard, Sustarre. These people made the Flanaess the greatest of legendary lands. [PGtG – 18]
Otiluke was President of the Society of Magi, a member of the Directing Oligarchy, and secretly a member of the Circle of Eight. [TAB – 110,111]

Otiluke was without doubt powerful. And he was a truly a force to be reckoned with, even more so when considering his temper, and temperament.
Young, short, and puny, Otiluke has overcompensated for his drawbacks by being overly aggressive and abrasive. Unlike the older and contemplative members of the Circle, Otiluke believes in the use of offensive firepower. Uncertain of his standing in the Circle, he wonders if it is only his political role as an Oligarch of Greyhawk that causes the others to tolerate him. [WGA4 - Vecna Lives! – 86]

16th-Level Mage
Neutral
Hit Points: 39
Str 5* Int 17 Dex 17 Wis 8 Con 10 Cha 11
Spells*: 5 1st, 5 2nd, 3 3rd, 5 4th, 5 5th, 1 6th, 2 7th, 1 8th
[CoG:FFF – 25]

Otiluke’s Traveling Spell Book: (spell/day)

1st Level (5): Affect normal fires, audible glamer, burning hands, cantrip, charm person, color spray, feather fall, grease, jump, Otiluke’s bubbling buoyancy*, Otiluke’s smoky sphere*, read magic, spider climb, spook

2nd Level (5): Alter self, blur, deep-pockets, detect invisibility, ESP, fog cloud, forget, hypnotic pattern, invisibility; irritation, knock, locate object, pyrotechnics, Otiluke’s boiling oil bath*

3rd Level (5): Blink, clairvoyance, delude, fireball, fly, gust of wind, hold person, hold undead, non-detection, Otiluke's acid cloud*, Otiluke’s force umbrella*, spectral force, suggestion, wraith form

4th Level (5): Charm monster, dimension door, emotion, Evard’s black tentacles, fire charm, ice storm, Leomund’s secure shelter, monster summoning II, Otiluke’s resilient sphere, Otiluke’s steaming sphere*, phantasmal killer, polymorph other, rainbow pattern, wall of ice

5th Level (5): Animate dead, cloudkill, domination, hold monster, Otiluke’s dispelling screen*, Otiluke’s electrical screen*, Otiluke’s polar screen, Otiluke’s radiant screen*, seeming, shadow magic, summon shadow, wall of force, wall of stone

6th Level (3): Chain lightning, globe of invulnerability; lower water, mass suggestion, monster summoning IV, Otiluke’s diamond screen*, Otiluke’s excruciating screen*, Otiluke’s freezing sphere, part water, programmed illusion, shades

7th Level (2): Finger of death, limited wish, monster summoning V Otiluke’s death screen*, Otiluke’s fire and ice*, power word stun, prismatic spray; reverse gravity; shadow walk, vanish

8th Level (1): Maze, Otiluke’s telekinetic sphere, polymorph any object

Magical Items: cloak of protection +4, dagger +2, gauntlets of kobold power (increase Str to 9), horn of blasting, ioun stone (*pale green; adds 1 level of experience and additional spells accordingly: increases level by 1 to 16), necklace of missiles (1 of 8DH, 2 of 6HD, 3 of 4HD), periapt of proof against poison +2, ring of spell turning, wand of fire, and wand of frost. [CoG:FFF – 25] [WGA4 – 86]

I would not say that he was particularly amiable.
Otiluke was not only a government member but volatile, vengeful, and dangerous in the extreme. [OJ#7 – 18]
If anything, he was irascible, and argumentative.
How did be become thus? Was he bullied? Did he have a deep desire to avenge earlier abuses done to him? We will never know, as he never spoke of his past.

542 CY
Otiluke is born.
He was slain only a month before his 42nd birthday, which fell in early Patchwall. (He was born in 542.) [OJ#7 -18]
Otiluke is 39 years old [in 580 CY {see above}.] [CoG:FFF – 25]
It is very likely that he was born in the Free City of Greyhawk.
[It] is possible that he was born here and merely moved back after long years of adventuring [.] [OJ#7 -18]
Where and with whom this adventuring took place is anyone’s guess. None boast earlier camaraderie with the mage; but knowing what we do of the irascible fellow, none might wish to.

Mid-500s CY
Young Otiluke
While he was adventuring, events were apace that would ultimately seal his fate.
In the mid-500’s, a Wild Coast wizard named Mordenkainen quietly began to confer with several sorcerers in the Greyhawk area about the possibility of forming a group dedicated to the preservation of the Flanaess from external threats. This group became known as the Circle of Eight, an outgrowth of an earlier group of eight powerful individuals formed by Mordenkainen known as the Citadel of Eight, said to be headquartered in the Yatil Mountains at Mordenkainen’s retreat. A few of the members of the Circle of Eight have been publicly named, such as Bigby and Tenser. The latter was already a semi-resident of the Domain of Greyhawk, as he had taken control of an ancient castle on the southern shore of the Nyr Dyv near the city. [TAB – 60]

570 CY
Mordenkainen
The chaos surrounding the return to power of the demigod, luz, in CY 570 prompted Mordenkainen to consider a new paradigm. Though the Old One worked to check the growing power of the Horned Society, and kept Furyondy's eyes on its northern borders, Mordenkainen knew well that the situation would not last. The dissolution of the Citadel left Mordenkainen without a tool to shape events as he would and though he hardly admitted it to himself, he longed return to a life of adventure.
The Citadel's primary failure, he surmised, had been its inclusive philosophy. As its founding concept had been arcane, he had been foolish to assume that men like Robilar or Riggby would rally to his cause without subtly working against it for reasons personal, spiritual or political. Men of intellect and sorcerous skill, whose primary interests were more than material, would replace them. Thus was born the Circle of Eight. [LGJ#0 – 6]

571 CY
Over the next year, Mordenkainen invited some of the most prominent magi in the Flanaess to join him. [LGJ#0 – 6]
Mordenkainen the archmage (N male human Wiz20+) formed the Circle of Eight as a tool to manipulate political factions of the Flanaess, preserving the delicate balance of power in hopes of maintaining stability and sanity in the region. Mordenkainen's view of "enforced neutrality" is not tit-for-tat equality, but rather a detailed theoretical philosophy derived from decades of arcane research. He has fought ardently for the forces of Good, most recently during the Greyhawk Wars, but just as often has worked on darker plots to achieve his ends. In all things, the Circle of Eight prefers to work behind the scenes, subtly manipulating events to ensure that no one faction gains the upper hand. [LGG – 156]

573 CY
Where one might speculate upon Otiluke’s past, 573 CY is without question when he arrived at, or returned to, the city that would forever more be his home.
[A] retired brewer [..] sold the residence [the house on Summoner Court] to Otiluke in 573 for an undisclosed sum. (The papers are marked "based on separate agreement" here.) Otiluke is noted as having moved to the City of Greyhawk from an unknown location in that year; it is possible that he was born here and merely moved back after long years of adventuring, but this is not clear. [OJ#7 – 18]
Otiluke purchased his home here in mid-573. (The date given may vary by up to 5 years, depending on the speaker's memory.) The wizard claimed at the time to be almost 30. He lived there with a few minor servants (the numbers varied from three to six) [.] [OJ#7 – 19]
Otiluke turned 31 in Patchwall 573.

574 CY
The membership of the Circle changed little in the years between its inception and 574 CY, when Tenser, still bitter over the dissolution of the Citadel, sought membership. After one of the founding mages of the group abandoned Oerth to explore other planes of existence, the petition was granted, and Tenser brought his unique, if less-than-subtle, ambition to the ideology of the group. [LGJ#0 – 6]

There were those who Mordenkainan ought to have invited into his select group, but did not, opting for a decidedly NEUTRAL world view.
Kieren [Jalucian, Master of the Guild of Wizardry, Principle of Greyhawk University of Magic Arts,] cultivates and almost frivolous attitude to his work, which belie the seriousness which he undertakes it. […] Kieren is also highly amused by the serious politicking of his fellow members of the directing Oligarchy and refuses to get involved in what he sees as their petty rivalries. Kieren has satisfied what lust for power he ever possessed and intends to enjoy it, using it for the common Good rather than abusing it. [CoG:FFF – 16]
Kieran [Jalucian] was considered unacceptable to join the Circle by virtue of alignment [.] [CoG:FFF – 27]
This is not to say that Kieren is not an influence upon that influential group.

576 CY
Two other mages known to have joined the Circle were Bucknard (who vanished in 579 CY and was later replaced by Jallarzi) and the ancient mage Leomund, an immigrant from the east who retired from the Circle in 576 CY and has been little seen since. Otiluke replaced him later that year. [TAB – 60]
Why might such a man as Otiluke be chosen for the Circle? Are not the members cool and calculating? And manipulative? Might not Otiluke have been manoeuvered into his position?
The Chamber of Oligarchs
He was maneuvered into his position [as President of the Society of Magi] by Kieren Jalucian […]; the Circle knew they needed a member permanently in residence in the Free City—and who better than an Oligarch?
[CoG:FFF – 25,27]
Otiluke would have been flattered, why ever their reason. Finally, he would think, recognition of his power and worth!
Otiluke’s position in Greyhawk is of major importance. As President of the Society of Magi, he is one of the ruling Oligarchs. As President of the Society of Magi, he is one of the ruling Oligarchs. [CoG:FFF – 25,27]
Kieran [Jalucian] was considered unacceptable to join the Circle by virtue of alignment […], so Otiluke was approached. He enthusiastically accepted the invitation from Otto and Tenser. Otiluke’s membership in the Circle is a complete secret within Greyhawk, and he is often under some strain because of the need to maintain total secrecy in this matter. Otiluke is a direct (one-way) line between the city rulers and the Circle of Eight. [CoG:FFF – 27]
Otiluke is 34 years of age.

[W]ith the addition of the mage Otiluke, the Circle solidified its reputation as a political power in the Central Flanaess. As president of the Society of Magi, Otiluke brought with him a seat on Greyhawk's Directing Oligarchy, and the group initiated its long-anticipated drive to influence the policies of temporal leaders throughout the Marklands. [LGJ#0 – 6]

576 - 580s CY
The Circle has never been a static group. Members come and go.
Two other mages known to have joined the Circle were Bucknard (who vanished in 579 CY and was later replaced by Jallarzi) and the ancient mage Leomund, an immigrant from the east who retired from the Circle in 576 CY and has been little seen since. Otiluke replaced him later that year. [TAB – 60]
In the early 580s, the Circle of Eight included Bigby, Drawrnij, Jallarzi Sallavarian, Nystul, Otiluke, Otto, Rary of Ket and the archmage Tenser. [PGtG – 21]

580 CY
Otiluke is 39.
Otiluke has been a member of the Circle of Eight for only some five years, and some within the Circle were unsure of the value of the impulsive, aggressive wizard. [CoG:FFF – 25,27]
[Rary {70 years old}] would, in any event, have found it hard to deal with the aggression of Otiluke, and regularly expresses irritation at the younger mage’s intemperance. [CoG:FFF – 25]
Ravel [Dasinder, Patriarch of Boccob in the Free City of Greyhawk] is a member of the Directing Oligarchy, elected precisely because he virtually never interferes in the affairs of the city. Rabel knows much and says almost nothing. He is only truly concerned with the safety of Greyhawk, and cares little about the day-to-day minutiae of politics. […] The High Patriarch has unequal knowledge of future events, and it is this that makes him a valued contact of Mordenkainen. […]
R15 Otiluke's River Quarter
Ravel Dasinder has a great dislike of intemperate people. Cunning, deviousness and downright dishonesty are acceptable—he finds Nerof Gasgal [Mayor of Greyhawk] amusing on this score—but aggressiveness is not. Thus, he strongly dislikes Otiluke, and is currently trying to get him removed from the Oligarchy, making representations to an amused (but concerned) Kieren Jalucian on this score.
[CoG:FFF – 28]

One thing is for sure, it was useful that one of their number always remain in the Free City.
Otiluke is in the Free City some 90% of the time. His own home is at location R15, and he may be found in any of the following places at certain times: at Otto’s home (location G2), Jallarzi Sallavarian’s home (location H16), or at any reputable hostelry, often in the company of the noted mages [.] [CoG:FFF – 27]
One wonders if they thought it prudent that someone keep an eye on Otiluke, just the same….

R15: House of the Mage Otiluke
[Otiluke’s] house is a simple dwelling that he shares with a young apprentice/concubine named Glorial, and several servants.
Glorial: AC 8 (ring of protection +2) […] M5; hp 17; […] Spell: 4 1st, 1 2nd, and 1 3rd.
Otiluke has numerous art objects and valuable trinkets about, mostly reflective in nature as he greatly admires his own looks. His collection might be worth as much as 25,000 gp.
Aside from the lock on his door, Otiluke maintains no sort of security system for his belongings. Instead, he has studied each one to the most minute detail.
In the event anything is removed, he notices immediately. Using a locate object spell, he simply goes to the object, finds the thief, uses a polymorph spell on the thief—or meteor storm or other bombardment if the thief is part of a gang—and returns the stolen object to his collection. [CoG:GotF – 83]

[F]rom 580 on, a young female human apprentice named Glorial, who simply moved in one day with almost no possessions. [OJ#7 – 19]
Glorial

Glorial, Otiluke's apprentice, is thought to have moved to Greyhawk from Dyvers. She was very short, under 5 feet tall, a little on the heavy side, with green eyes and long dirty blonde hair generally described as wavy, frizzy, or thick. Reasonably attractive and cheerful, she was widely believed to be much more than a mere apprentice to Otiluke. Several neighbors recall that she was rumored to have been his lover; it appears that several of Otiluke's servants, with some discomfort, admitted such a relationship existed between the two wizards. Glorial was often heard to complain to friends and acquaintances about how little money she had, and the public supposition was that she managed to find "other ways" to pay for her tutoring in magic. The relationship was widely believed loveless. Glorial appeared subservient in Otiluke's presence, and he was sometimes seen shouting at her about one matter or another in public, usually involving her magical lessons. Though verbally abusive, he was never seen to strike her. She appeared eager to please him, but he offered her no visible affection. This further lessened his image in the eyes of the neighbors; there was talk about quietly complaining to someone in authority about his behavior, but nothing was done. Who complains about such a powerful wizard who is part of the government? Besides, Glorial was a wizard, too, and she should take care of her own life, it was thought.
[OJ#7 – 19]

581 CY
Might Otiluke consider looking into it?
Otiluke loved his city and all it availed him: culture, entertainment, influence, power.
But he was once an adventurer. Every so often he pined for more than the sedentary influence he held. He wanted action. He wanted excitement. Weren’t the other members galivanting across the Flanaess, doing their bit?
Mordenkainen reminded Otiluke that he was a secret member, and that should be out and about, in the company of the other seven, his membership might not be so secret anymore, and that his usefulness might be less than it once was.
Otiluke persisted. Mordenkainen relented.
There were rumours about some doings in the north, and might Otiluke consider looking into it?
He did.

C1 Grey College
This highly respected school […] has a number of small and highly specialized libraries, each serving a different department. The libraries are scattered throughout the complex of buildings. Visiting each library takes a minimum of two hours, not including the time spent studying any books found there. [WGA4 – 20]
Several visits by Otto and Otiluke are noted within the past few months. The texts consulted are the Gnomicspheris, Imaginary Landscapes, and The True Relation of the Nyr Dyv and the Lands Surrounding. [WGA4 – 20,21]

The Great Library of Greyhawk
The books consulted at the Great Library were few. Otiluke used the Poems of Thalac Jiwo and The Book of Stone. [WGA4 – 21]

[Gnomicspheris] tells how a group of Humans arrived about a century ago and hired the gnomes to construct a special tomb. The gnomish builders thought it odd, because the tomb was built more to hold something in than to keep grave-robbers out. [WGA4 – 22]
Imaginary Landscapes contained a tale in which a hero discusses the death of Magic with the Incomplete Man—a character whose body is constantly dividing and reassembling during the course of the conversation. The Incomplete Man takes credit for the death of Magic, which he brought about to make himself whole. [WGA4 – 22]

One of the last poems of the [Poems of Thalac Jiwo] is suggestive of current events. In it, Thalac writes of a time when sight pales, the key will turn in the locked gates of Time, and the halls of heaven will hail a new king. In general, Thalac’s description does not sound good. [WGA4 – 24]

In The True Relation of the Nyr Dyv…, the Historian repeats the tales of Halmadar the Cruel […] and fixes the location of Osnabrolt on the shores of Midbay. He even tentatively locates the Tomb of Halmadar with a simple sketch map. […] Finally, he suggests that the Cult of Vecna may still be active in parts of the Kron Hills and the lands farther to the northwest. [WGA4 – 24,25]

The Cult of Vecna? What might they be up to, Otiluke wondered? He was concerned. And excited! What treasures might they find in this Halmadar’s Tomb?

The Eight set out to foil the Cult of Vecna, whatever their intent.
Their quest did not turn out as planned.
A truly important, though seldom noticed, event occurred when an avatar of Vecna, the Whispered Lich of legend, struck down the entire Circle of Eight, a collection of archmages that included such respected names as Bigby, Tenser, and Otiluke. The Circle had acted subtly as a balancing agent for years, preventing any one power from dominating the Flanaess. Though the Circle’s leader, Mordenkainen, returned his colleagues to life, the Circle was weakened when the Greyhawk Wars finally erupted. [WGG 3e – 4]

Most of the Circle are powerful. Most are resourceful. They are certainly all capable.
But they are not invincible, no matter people might believe, no matter what tales are told of them.
The Cult of Vecna
Alerted to a rising evil in the Flanaess, the Circle hastily gathered for a nearly unprecedented field operation in 581 CY. A new power sought to join Oerth’s vast pantheon, and its efforts threatened to corrupt the magical order of the known world.
The Circle traveled to the hills south of Verbobonc, where they investigated the tomb of a long-dead Oeridian tyrant who was thought to have possessed the awesome artifacts known as the Hand and Eye of Vecna. Finding the tyrant alive, after a fashion, and completely controlled by the Whispered One, the ill-prepared Circle of Eight panicked, and was defeated.
Vecna destroyed the entire Circle, save Mordenkainen, who had elected to remain in Greyhawk as a safeguard against just such an occurrence. When news reached the archmage, he mobilized the Circle's allies, and a small cadre of apprentice wizards, former companions, and long-time confidantes embarked on a nearly hopeless bid to thwart Vecna's apotheosis [.]
Otiluke’s henchman, Imiric von Suss-Varren, a powerful count from the Principality of Ulek [OJ#7 – 19] was among those gathered.
Somehow (it is whispered that they employed the aid of luz, who stood to lose much under the deification of the Lich Lord), the intrepid adventurers managed to banish the Maimed God at the strange stone circles known as the Tovag Baragu, and Oerth returned to relative normalcy, save for the absence of the Circle of Eight. [LGJ#0 – 6]

Otiluke vanished for a few months a few years ago around 581-582, when some of the other great wizards of Greyhawk were rumored to have been slain by a dangerous being (Vecna himself, it is said in low whispers). [OJ#7 – 19]

Even in his absence, Otiluke’s presence was felt.
Greyhawk's River Quarter
Everyone had heard of Otiluke's habit of tracking down and destroying any thief who dared steal from his home, which had only a lock on the front door to protect the valuables scattered on shelves and tables around the first floor. (He often bragged of this, too.) The last time such a thing had happened was about 581, when a half-elf is rumored to have been frozen to death by Otiluke's spells outside the city walls for stealing a jeweled cup. Some neighbors suspect that Otiluke actually hoped for a theft, daring others to give him an excuse to attack them with some new spell he'd invented. There is no proof of this, of course, but the suspicion is strong.
[OJ#7 – 19]

Their loss was quite a blow.
An important though seldom noticed event took place in 581 CY, when an agent of Vecna, the Whispered One of ancient Flan legend, struck down the entire Circle of Eight [.] The Circle had acted subtly as a balancing agent for years, preventing any one power from dominating too much of the Flanaess.  [LGG – 14]
What happened next may shine a light on how great a blow it was.

582 CY
The recent deaths of the members of the Circle of Eight was the prelude to an attempt by the evil Vecna to overthrow the entire pantheon of Greyhawk’s deities and install himself as absolute ruler of the gods. Only the bravery and fortitude of a brave handful of adventurers was able to thwart Vecna’s machinations and put an end to his plans. [WGR2 Treasures of Greyhawk – 32]
The Flanaess was in shock. The Circle of Eight was gone? Dead? Was that possible? Surely it was a lie!
But it wasn’t.
They were dead. Truly dead.
But Death is not always the end, is it? There is always hope. Especially where archmagi are concerned.
Mordenkainen addressed this absence by recovering what was left of his fallen comrades and cloning them. This endeavor consumed time that otherwise might have seen him addressing the reports of the Circle's allies in the North, who warned of alarming developments in Stonefist and the Barbarian Lands. When those events spiraled into the first conflicts of the Greyhawk Wars, the Circle's clones remained undeveloped and half-aware. By the time the clones reached full maturation, the Circle of Eight had been forced to take a reactive stance to the tumultuous events unfolding before them. [LGJ#0 – 6]
Glorial

He was not known then to have been a member of the Circle of Eight, though this news is known to many now following his death in Harvester of last year. It is thought that Otiluke was himself slain at this time; Glorial shut herself in the house for two weeks, and suddenly Otiluke was back. The earliest memory anyone has of his reappearance is that he simply walked out of the house with Glorial and left, as if nothing had happened. The neighbors thought he had managed somehow to bring himself back from the dead, and they were suitably impressed. (Cloning and time travel are the means usually mentioned for his "revivification" by more intellectual sorts, who have no evidence on which to base their theories.) Otiluke's temper improved for a while during this time, then worsened again to his former state.
[OJ#7 – 19]
Imiric von Suss-Varren, a powerful count from the Principality of Ulek and until recently a henchman of Otiluke […] retired from Otiluke's service shortly after the Vecna affair. [OJ#7 – 19]

The entire Circle of Eight was slain by an agent of Vecna, and so would fear and hate this cult greatly. [TAB – 3]

Though the Circle's leader, Mordenkainen, returned his colleagues to life using powerful magic, the group was in disarray when war again erupted in the distant north in 582. [LGG – 14]

582 - 584 CY
Mordenkainen and the Circle can be forgiven for not noticing what was transpiring while they were occupied during this trying time.
Rary’s admiration of Iuz and the Brotherhood grey during the war. As other members of the Circle worked frantically behind the scenes to head off the conflict and preserve what civilization remained in Greyhawk, Rary’s mind turned more and more to thoughts of evil. He researched long-forbidden spells, studied the histories of ancient conquerors, and learned more from his Payim friends as corruption and wickedness slowly crept into his heart. [WGR3 Rary the Traitor – 6]

583 CY
Otiluke (I hate this picture)
No one noticed Rary’s change. He was as irascible as Otiluke, and as those two were ever at odds, it came to no surprise that their dislike of one another mounted.
During a particularly unproductive session of the Circle, Rary quietly withdrew in the face of Otiluke's bluster and returned to his tower in Ket. There. brooding upon his decades of ceaseless toil and frustration and his lack of success in the path of neutrality. Rary finally and irrevocably fell under evil's sway. Returning to Greyhawk. Rary enlisted the aid of Lord Robilar. a powerful if somewhat unstable nobleman with a substantial household guard. and together the two formulated a plan to put themselves into a position of power in the Flanaess. [WGR3 – 7]

584 CY
No one could have foreseen what was to happen. Perhaps someone might have, if they had looked for the signs. But none did.
Autumn of 584 CY saw the signing of the Pact of Greyhawk, an event that would close various hostilities plaguing the continent. [WGG 3e – 4]

Diplomats and high officials from all across the continent would soon arrive in Greyhawk for the Great Signing. Using his access to the Great Hall. Rary planned a series of magical traps which would destroy everyone in the building, including diplomats, nobles, the Lord Mayor and his staff, several guildmasters, at least half of the Circle of Eight, and the detested Otiluke. That done, Rary would assume control of the Circle. As an emergency measure, Rary would dispatch agents to those countries whose diplomats had been slain. These diplomats would gain the confidence of kings and chieftains, eventually giving Rary access to and control over numerous nations. The killings themselves would be conveniently blamed on the Scarlet Brotherhood, which had made itself unpopular during the war. [WGR3 – 7]

The Death of Otiluke
Unfortunately for Rary and Robilar, as Rary finished setting his magical traps, several members of the Circle entered the hall for a last-minute inspection of the site before the signing. Caught red-handed, Rary first attempted to flee. Forced at last into open conflict, he attacked with a fury born of years of pent-up anger. He set off the still-incomplete magical traps. Tenser fell first, caught by surprise. Otiluke struck back savagely, wounding Rary and forcing him back.
Instead of counter-attacking Otiluke directly. Rary set off several more traps, injuring Bigby, who had just joined the fight. Overcome with concern for his friend. Otiluke's concentration broke, and suddenly Rary's spells had him, rending and burning him at once. [WGR3 – 7]

Rary’s Vicious Missiles
A particularly nasty variant of magic missile, this spell is believed largely responsible for laying low Otiluke (if not also Tenser) in that fateful battle in the Great Hall. Rary jokes badly with Lord Robilar about renaming this spell “Otiluke’s last tickle.” [Dragon#249 – 92]

Abruptly all the remaining traps went off, plunging the hall into noise, fire, smoke, and the lambent glow of magic. As the smoke cleared, amid the crash of falling masonry and the tinkle of broken glass, Bigby, himself badly wounded, crawled over to see to his friends, only to find both of them slain beyond hope of resurrection, and Rary had vanished without a trace. [WGR3 – 7]
[Otiluke] was slain only a month before his 42nd birthday, which fell in early Patchwall. (He was born in 542.) [OJ#7 – 19]
Glorial, Unprepared
On the day that Otiluke was murdered, a large squad of men in medium armor (chain mail) rode up to Otiluke's home from Marsh Street, having assembled at some point in the northern end of the River Quarter. […] The men spoke a foreign language that one onlooker, a baker, recognized as Baklunish, though they wore armor and clothing typical of the city of Greyhawk. […] The five servants (three male, two female) who worked for Otiluke at the time were all slain by the men who looted his home. They were local people, all elderly. Their bodies have long since been buried.
Glorial, his apprentice, was at home that morning. From her words to neighbors later, she had been upstairs when the men attacked. She had snatched up a dagger to defend herself, as she was magically unprepared and her spells for the day were not offensive in nature. (She was studying divination spells and had not finished learning her full range of spells for the day, as she had not planned to leave the house.) In the ensuing melee, she killed one attacker and wounded two others, driving the men from the second floor, though one man (the one she later slew) managed to throw a device into Otiluke's workroom that detonated and destroyed his workshop. [OJ#7 – 20]

When Robilar's troops sacked Otiluke's and Tenser's citadels, they carried off several of the dead mages' magical items, including Otiluke's horn of blasting, which Robilar now carries. [WGR3 – 11]

Before escaping from Greyhawk, Rary also managed to steal Otiluke's celebrated green ioun stone. He uses it to artificially boost his experience level. He has since become interested in ioun stones, their nature, powers, and origin. One of his own pet theories is that the Bright Desert is a potential source of natural ioun stones, but so far his attempts to prove this theory, and gain unthinkable power for himself, have proved fruitless. [WGR3 – 12]

Help Arrives
When the fire and dust cleared, constables discovered smoldering robes belonging to two powerful members of the mysterious Circle of Eight, Otiluke and Tenser.
[LGG – 38]
Nothing was left of their bodies to allow revival by clone, resurrection or any other spell. [Rot8 – 2]
A badly wounded third, Bigby of Scant, claimed that their assailant had been their one-time ally, Rary, member of the Circle of Eight. [LGG – 38]
The murderer of these wizards, undeniably a powerful mage, was Rary, a third member of the Circle of Eight. [WGR3 – 4]

Glorial was battered and wounded herself in the fight, but was treated by several minor clerics of Trithereon who arrived on the scene as the men were escaping. [OJ#7 – 20]

R15 Otiluke's River Quarter
Glorial moved out of the area that evening, staying at a guarded inn elsewhere in the city for weeks afterward. She refused to speak to anyone about the event, except for official investigators and a few trusted neighbors. The Guild of Wizardry issued a statement that completely cleared her of any complicity in the attack on Otiluke's home, the guild going so far as to commend her for her courage in resisting the attack, reflecting that she resisted three armed men and killed one while armed only with a common dagger and no spells.
[OJ#7 – 20]

Otiluke's membership in the Circle of Eight was revealed immediately after the raid on his home by his apprentice, Glorial, in speaking with the investigators on the scene. This revelation, combined with the already common knowledge of Otiluke's position as an Oligarch and President of the Society of Magi, caused a lid of secrecy to be clamped down over the investigation into the raid. Imiric von Suss-Varren, the famed count of the Principality of Ulek, also confirmed Otiluke's secret. [OJ#7 – 21]

Within hours, Greyhawk warriors had occupied Robilar's citadel and began to search for the pair, but it was too late. Faced with the collapse of their plot, Rary and Robilar fled, along with those troops loyal to them, and no one knew where. [WGR3 – 7]

Using secrets gained in confidence, Rary not only destroyed his two fellows, but also tracked down and destroyed every clone the pair held in preparation. [WGR3 – 4]
In the ensuing confusion and shock, Lord Robilar's own troops struck, destroying every one of the dead wizards' hidden clones, assuring the permanent death of both Tenser and Otiluke. [WGR3 – 7]
Their magical clones likewise shrivelled and perished, and their own bodies could not be resurrected. [FtAA – 9]

Magical scrying and the strenuous efforts of sages have not availed to give the full story of what happened that day. [FtAA – 9]
The treaty to end the war was to be ratified in the Grand Hall of Greyhawk, but brief moments before the signing ceremony, an explosion destroyed the area [.] [WGG 3e – 4]
Even today a haze obscures the details. Apparently someone plotted to annihilate the entire diplomatic corps in attendance, but the scheme misfired. A blazing explosion destroyed a good part of the Grand Hall only minutes before the ambassadors assembled for the day. A fierce magical battle immediately ensued, spreading havoc through much of the old city. [WGR3 – 4]
The assassin was, incredibly, another member of the Circle, Rary of Ket. [WGG 3e – 4]
Rary, one of the Circle of Eight, destroyed his companions, Tenser and Otiluke, in a great magical battle. [WGG 3e – 4]
Rary, turned traitor on the city, killing fellow wizards Tenser and Otiluke and immolating several blocks of the city in magical fire. [LGJ#5 – 8]
The treachery left the Eight (now Five: Bigby, Drawmij, Jallarzi Sallavarian, Nystul and Otto) reeling. [Rot8 – 2]
The motive behind Rary’s treachery remains clouded. According to many who knew him, the wizard probably saw an opportunity to seize power and land in the confusion that would follow the assassinations. Others suggest Rary was a pawn of the Scarlet Brotherhood. [Wars – 24]
Many suspected that Rary wished to hold the ambassadors hostage, but instead, he fled to the Bright Desert to form his own kingdom. Fearing further disruptions, the delegates hurriedly signed the pact. Ironically, due to the site of the treaty signing, the conflicts soon became known as the “Greyhawk Wars.” [WGG 3e – 4]

[Otiluke’s] place as President of the Society of Magi has been taken by Kieren Jalucian. [FtAC – 8]
Three factors have changed the internal politics of the Guild of Wizardry. First is the destruction of Otiluke, previously the President of the Society of Magi. Kieren Jalucian has been forced to take on this role, in addition to his duties as Guildmaster. This is against his will, but an alternative acceptable candidate really couldn't be found. [FtAC – 8]

What happened to Rary and Robilar?
Rary and his co-conspirator, the wily Lord Robilar, were nowhere to be found, and Rary's tower, in Lopolla, also vanished. Months later, the duo and the tower surfaced in the Bright Desert. [LGG – 38]

Rary has become especially interested in the powerful magical energies found in ioun stones after he stole Otiluke’s pale green stone from the dead arch-mage’s smoking robes. Dragon#249 – 93]

585 CY+
Tenser was returned to life in 585 CY [,] but chose not to return to the Circle of Eight. Otiluke is still dead. Three new members were appointed in 585 CY: Alhamazad the Wise, Theodain Eriason and Warnes Starcoat. The three former members are listed here. following the members of the Eight in 591 CY. [PGtG – 21]

Rumors tell that Kieren was invited to join that august order after the destruction of Otiluke and Tenser, but that he refused due to his duties as master of the Guild of Wizardry (on top of his position with the university). Now that he has passed on his role in the guild to another, it may only be a matter of time before he opts to join Bigby, Otto, and the others. That is, if Mordenkainen, who has openly derided Jalucian as a "hopeless idealist," will have him. [LGJ#5 – 6]

R15: Fallen Mage Townhouse
The River Quarter
This two-story townhouse was formerly owned by Otiluke, a wizard slain in 584 CY by Rary the Traitor.
[…] The townhouse has been sold or rented several times since his death, but no one stays long. The place is locally known as the fallen Mage Townhouse, though it has no other name. It is coming up for sale again soon. Apparently, Otiluke had many enemies and keep visiting the place to look for him, driving the inhabitants off. [TAB – 110]
No information on the house can be gained from the Thieves' Guild, either, though it seems obvious that the guild had nothing to gain by trying to rob someone in the city's government. All thieves were encouraged to avoid the place at all costs, as Otiluke was not only a government member but volatile, vengeful, and dangerous in the extreme. [OJ#7 – 18]

T8: Gold Digger Tavern
Count Imiric von Suss-Varren
A famed gnome noble from Ulek often visits this tavern, and he hires adventurers to strike into the [Pomarj] on various missions to break the back of the humanoid army occupying the eastern half of the principality. The 110-year-old gnome, often remembered for his actions when the dreadful Cult of Vena arose in 581 CY in Greyhawk is Count Imiric von Suss-Varren [LG gm F11/W11 (illusionist)]. He knows most of the Circle of Eight personally, as he was once the henchman of the now-dead wizard Otiluke. 
[TAB – 119]
He is about 100 years old. His face is wrinkled and his neatly trimmed beard and hair are starting to go white. Of late he has been considering that it is time to settle down and retire from the dangerous life of adventuring. [WGA4 – 91]

Although born into nobility, Imiric is no fop or pampered aristocrat. He has earned his titles and offices through hard work and cunning. Most of his adventuring has come while defending the Suss Marches against raiders from the Wild Coast and the Pomarj. He has led several expeditions into these lands, sometimes punitive and sometimes to recover treasures lost when the Pomarj was overrun. It was during these expeditions that Imiric met and befriended the wizard Otiluke. Imiric owes the mage his life for more than one timely rescue. [WGA4 – 91]

As noted above, Otiluke was a bookish sort. A bibliophile, as it were.
It comes as no surprise that he liked to write, as well as read.

Gazette on the Norse Climates, by Otiluke
Gust of wind, ice storm, control weather, Otiluke’s freezing sphere, cone of cold, wall of ice [Dragon#82 – 58]

Otiluke’s Practical Gardening, by Otiluke
On the floor, lying face-down but otherwise undamaged, is a book titled “Otiluke’s Practical Gardening,” a treatise on cultivating flowers and herbs by the celebrated mage of the Circle of Eight. Anyone reading the book will automatically gain the Agriculture proficiency (with a check modifier of + 1 when dealing with raising flowers and herbs in a small garden, - 2 on matters of greater scope such as crop rotation and large-scale farming. [WGQ1 Patriots of Ulek – 19]

Spherogenesis of the Multiverses, by Otiluke
Otiluke’s resilient sphere, Otiluke’s telekinetic sphere , Otiluke’s freezing sphere, globe of invulnerability, flaming sphere, prismatic sphere [Dragon#82 – 58]

Otiluke was also prolific in creating spells:

Level One
Otiluke’s Bubbling Buoyancy
Otiluke’s Smoky Sphere

Level Two
Otiluke’s Boiling Oil Bath

Level Three
Otiluke’s Acid Cloud

Level Four
Otiluke’s Force Umbrella
Otiluke’s Resilient Sphere
Otiluke’s Steaming Sphere

Level Five
Otiluke’s Dispelling Screen
Otiluke’s Electrical Screen
Otiluke’s Polar Screen
Otiluke’s Radiant Screen

Level Six
Otiluke’s Diamond Screen
Otiluke’s Excruciating Screen
Otiluke's Freezing Sphere
Otiluke’s Orb of Containment

Level Seven
Otiluke’s Death Screen
Otiluke’s Fire and Ice
Otiluke’s Siege Sphere

Level Eight
Otiluke’s Telekinetic Sphere
[PHB 1e – 85] [UA – 57] [GA – 128] [UA – 57/ Dragon #68 – 24]


Was Otiluke always so irascible?
Was Otiluke always so irascible?
I don’t know. I once heard tell that Otiluke was Brian Blume’s character, but when I posed the question whether that was true of Allan Grohe and Luke Gygax, I was relieved of that notion by both. Otiluke was and always had been an NPC, which seems obvious, considering Gary Gygax’s love on word and letter play, finding clever ways of slipping both his and his sons’ names into the setting. Why then was he made so difficult by latter setting contributors to the setting? I’ve no clue as to why. But I’m thankful that each of the Circle have distinct personalities. But with a little imagination, Otiluke’s intemperate nature might be explained: as I hinted at, perhaps he was bullied as a child; perhaps he, being as slight as he was, found the need to prove himself to any who might dismiss him; and perhaps he discovered that he was a pawn in the Circle’s machinations, and took offence.
Do I like Otiluke? Not as written. He would be hard to like. But there are redeemable aspects to his character. He is dogged. He is tenacious. He is prolific. And even if I painted his apprentice/concubine as a potential nursemaid and spy set upon him by the Circle, one could also take another tack, and consider their relationship as bonified and loving, and that Otilule’s “abusive” treatment of her just might have been Roger Moore’s venting his personal dislike of how Otiluke did not have a “region of influence,” or ready-made adventurous background. Tis of no matter; I’ve no idea why, and am only drawing at straws here.
However you see Otiluke, he was an archmage, he did venture north with the rest of the Circle, despite his “secret” inclusion in the Eight, and he did perish in defence of his city, in a bid to foil the planned assassination of the Flanaess’ delegates at the end of the War.
So, yes, he died a hero.
That should mean something.



“The fury of a demon instantly possessed me. I knew myself no longer. My original soul seemed, at once, to take its flight from my body; and a more than fiendish malevolence, gin-nurtured, thrilled every fibre of my frame.”
― Edgar Allan Poe, The Black Cat - an Edgar Allan Poe Short Story




One must always give credit where credit is due. This piece is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable.
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.
And too Roger E. Moore for his article, The House on Summoner Court, in Oerth Journal #7.



The Art:
WG5 Mordenkainen's Fantastic Adventure cover detail, by Clyde Caldwell, 1984
Greyhawk City map detail, by Diesel, from The City of Greyhawk Boxed Set, 1989
The River Quarter, by Sam Wood, from The Adventure Begins, 1998
The River Quarter, by Valarie Valusek, from City of Greyhawk Boxed Set, Gem of the Flanaess, 1989
Otiluke detail, by Ken Frank, from From the Ashes Reference Card #13 (the only canonical picture of Otiluke)
The City Watch, by Valarie Valusek, from City of Greyhawk Boxed Set, Gem of the Flanaess, 1989
City of Greyhawk map detail, by Sam Wood, from The Adventure Begins, 1998
The Free City Wall, by Valarie Valusek, from City of Greyhawk Boxed Set, Folks Feuds and Factions, 1989

Sources:
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
1043 The City of Greyhawk Boxed Set, 1989
1068 Greyhawk Wars Boxed Set, 1991
2017 Unearthed Arcana 1e, 1985
2023 Greyhawk Adventures Hardback, 1988
1064 From the Ashes Boxed Set, 1992
9309 WGA4 Vecna Lives, 1990
9360 WGR2 Treasures of Greyhawk, 1992
9385 WGQ1 Patriots of Ulek, 1992
9386 WGR3 Rary the Traitor, 1992
9576 Return of the Eight, 1998
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11742 World of Greyhawk Gazetteer, 2000
11743 Living Greyhawk Gazeteer, 2000
Dragon Magazine 68,82,249
Oerth Journal #7
LGJ et. al.
Greyhawkania, Jason Zavoda

Friday, 18 February 2022

Thoughts on C1 The Hidden Shrine of Tamoachan


“We live in the flicker – may it last as long as the old earth keeps rolling! But darkness was here yesterday.”
― Joseph Conrad, Heart of Darkness

“Yeah. I guess I gotta find my own way.”
– Luke, ‘Cool Hand Luke’


C1 The Hidden Shrine of Tamoachan
Your party is lost! You should never have abandoned the ship and struck out into the marshes, but your pursuers were closing on your trail, and it seemed the only way. Stumbling onward through the fens, your party makes for higher ground ahead. As you cross the ridge, the sun sinks below the horizon and night comes. Breathless, the party drops to the ground, and you try to catch your wind with the welcomed rest. Somewhere behind you comes the sound of distant shouts. Scrambling back to your feet, you force your way further into the brush, past great carved stones which lie overturned on the ground.
A full moon rises, sending moonbeams and ghostly shadows to flicker through the branches. Ahead in the woods a light glows and seems to beckon – perhaps a shelter for the night. Though thorns tear and impede your progress the source of illumination is reached at last. Before you is a clearing. There is an ancient ruin – a worn and overgrown pyramid fills the courtyard, shining in the moonlight, seeming almost brighter than the moon itself. A refuge? Perhaps; tomorrow with daylight the party may explore, but tonight you must have rest. [C1 The Hidden Shrine of Tamoachan – 2]

Lost! Breathless! Chased by distant shouts! One wonders what the PCs must have done to warrant the dire straits they find themselves in at the onset of The Hidden Shrine of Tamoachan.
Sadly, few experienced the events leading up to the beginning of the adventure. They were never meant to, either, as this was an early tournament module, first unveiled at the 1979 Origins International Game Expo (Origins ’79), and designed for play in a set timespan, to accommodate the needs of the convention hosting it and not the adventure itself.
I’m of mixed mind concerning tournament modules. They serve a purpose: So many encounters, so many traps, so many puzzles. Most tournaments seem forced to me, but this one doesn’t. It’s supposed to feel rushed, for reasons I will cover later.
It does not have to be, of course. There is an extensive backstory, easily (if laboriously) fleshed out into a far larger campaign, if you would prefer that. Imagine Cool Hand Luke, First Blood, and Heart of Darkness for inspiration. I feel excited just thinking about it. However, that possibility is not within the scope of this review.

As far as the published module is concerned, its introduction far more cinematic than most, and it has pre-gens that have a fully realized backstory. That is/was unusual. Most pre-gens were mere stat blocks with the unlikely, and whimsical, names of Fonkin Hoddypeak, Beek Gwenders, and Gleep Wurp the Eyebiter. Their backstories were no more detailed than the vague: a party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. [G1- 2]

Rhialle, Cair, and Myrrha
Let’s look at our heroes’ backstories, shall we?
There are three: Cair, a magic-user and thief by trade, with a price on his head: Myrrha, a banished cleric who seeks escape from her former colleagues: and Rhialle, a barbarian fighter, outcast of his people. In recent weeks past, Rhialle and Myrrha helped Cair escape the clutches of bounty hunters, and thus became fair prey as accomplices. Taking passage on a ship faring south the party had thought to evade the hunters, but the persistent trackers followed in a hired ship. In final desperation the party had abandoned their vessel for the wild jungles of the savage land. [C1 – 2]
If that wasn’t enough for you, they are presented in far greater detail at the end of the module (where most pre-gens usually reside.

Cair
CAIR
is the child of a strange union. His father was a human sailor, and his mother, a sea elf. Abandoned by his mother and orphaned by his father, he grew up alone in the streets and alleyways of the seaport Scant in the country of Onnwal, with only a masterless mongoose as his friend and companion. From observing the mongoose, Cair learned the value of the lithe dodge and quick thrust. He began to undertake thievery on a small scale.
Rittorch, a kindly scholar, noticed the quick hands and wits of Cair and took him into service as a helper and apprentice. Rittarch was a dabbler in the lesser arcane arts of low magic, and Cair learned certain skills and arts that a noble's formal education could not have afforded him. In fact, he learned more than Rittorch thought he was teaching the young lad. Meanwhile, Cair continued his stealthy thieving at night.
Rittorch grew careless as he grew old, and one evening he omitted one-and-a-half crucial passes from the Rite of the Winds of Time and was filled with the spirit of a crazed devil. The old man attacked Cair in a maniacal frenzy, and the young thief was forced to kill his master in self-defense. Unfortunately, the city guard, who wanted to ask Cair some questions about a missing necklace, took that moment to enter and find him standing over Rittorch's crumpled form with a dripping blade. Though pierced by two crossbow bolts, Cair managed to make good his escape, and now flees the bounty hunters who pursue him for the price on his head. [C1 – 29]

 Myrrha, Rhialle, and Cair
MYRRHA
is from the city of Pontylver, which is a loyal daughter to the See of Medigia, where she was a cleric in the lawful neutral Temple of the Correct and Unalterable Way. Myrrha had always been faithful and obedient, following the orders of her superiors and competently completing all tasks. Her good service was noted and she rose in levels within the church, assuming more difficult tasks as her power and skill Increased. Always she was firm and faithful in her allegiance to Stern Alia, goddess of the order.
Eventually a new Archon mounted the throne in Pontylver, one who claimed Alia as her patron. The Temple of the Correct and Unalterable Way grew in followers and prestige, and as time passed, Myrrha noticed that her peers and superiors were becoming increasingly arrogant and arbitrary. Their pronouncements came to be regarded as law, and they began to see themselves as the ultimate arbiters of justice. Myrrha saw that they were falling into the heresy of believing that law is concentrated in the individual and not the community. Investigating, she discovered a well-kept secret: many members of the ecclesiarchy were no longer able to cast high-level spells, thus proving their estrangement from their deity! At last, Myrrha attempted to speak out against the heterodox clergy and reveal their fall from divine grace, but the forces of the ecclesiarchs prevented her from doing so, and she was fortunate to escape the city with her life.
Now she serves Stern Alia alone, until she can locate other faithful disciples or somehow find the money to finance a parish of her own. A landless barbarian is now her only companion, on exile from his own people too, and a kindred, if misguided soul. [C1 – 27]

RHIALLE is a native from the barbarian tribes of the Olman Islands, where he was trained as a youth in the arts of war. His training was cut short at the age of 15 when he was determined to be a Chosen One by the shamans of his tribe. Each year, the Olman nations select one youth of perfect body to be the Guesa, the Chosen One of the Sky Gods. However, Rhialle did not care to meet the Sky Gods by way of the shaman's sacrificial knife, so he fled the Olmans and the wrath of his deities.
Rhialle came to the mainland cities and took up the profession of sellsword; a bodyguard to nobility or a mercenary in wars. He does not stay in one place too long, because he doesn't care for civilization, and because wherever he goes, bad luck seems to follow. Superstitiously, Rhialle believes this ill luck to be the work of the Sky Gods, and so he continues to wander, searching far a place where he can be free from their vengeance.
On one occasion he struck up a surreptitious friendship with an urchin thief in a port town. Years later, he stumbled upon his old friend hanging onto his life by a thread. Without a second thought, he charged to the rescue. Now he finds himself fleeing to save his own life.
Rhialle has never told anyone about his ordeal with the shamen, but has let it be believed that he was exiled because of his desire to taste the pleasures and wealth of civilization. Still he misses his people and longs to be reunited with them. [C1 – 27]

That is a ton of exposition for a tournament module.
What can we glean from all this?
The characters are not evil. Cair the Apprentice is True Neutral; Myrrha the Disgraced is Lawful Neutral; and Rhialle the Wanderer is Neutral Good.
It appears that Myrrha and Rhialle have chosen to stand by their friend, when they could have stood aside and let Cair meet his fate. They didn’t. They’ve shown unparalleled loyalty and have even gone on the lam with him.
The Amedian Shore
They escaped Scant, and have made landfall in the Amedio. One might imagine they ought to be free and clear; but the powers-that be-of Scant are so incensed by Rittarch’s “murder” that they are willing to chase Cair to the ends of the oerth to apprehend him. Rittarch must have been more than just a kindly old scholar; he must have been a notable of Scant, despite his advanced years and apparent senility, for the city guard to have gone to this much effort to apprehend Cair. I have my doubts that they dispatch teams of bounty hunters after every criminal.
The Pyramid-Temple
Which brings us back to our beleaguered heroes, waking from their less than restful night at the foot of a crumbling ziggurat.
The sun has risen, and after hasty counsel and preparation the party gathers up their equipment and starts towards the pyramid-temple. You tread carefully across cracked and overgrown flagstones, stepping over fallen and shattered pillars, pushing aside vines and briars. As the party approaches the temple the sound of crashing through the underbrush comes from behind you. Turning around, the party glimpses men moving through the woods towards the clearing. Then the earth shudders and gapes open beneath the party's feet and you are falling amidst the roar of collapsing masonry. Dust fills the air and the sunlight disappears as the darkness swallows you. [C1 – 2]

Some might consider their unexpected plunge a stroke of good luck. The stern Onnwallian bounty hunters were within sight of them then, at the break of dawn, and our heroes would surely have had to put their pursuers to the sword to escape their clutches, something Lawful Myrrah might take exception to. However, fate had intervened, at a crucial moment, I might add. Perhaps Stern Alia had taken a hand, after all.
Nevertheless, I wouldn’t count my lucky stars, yet, if I were our heroes….

For Tournament Use Only:
Breathing heavily, you find that the wand has stopped tumbling and you now sit on cold, damp stone. The coughing and wheezing of your companions can be heard nearby, hidden in the darkness. To your back are rough rocks and broken earth. As you sit, the rumble and clatter of rocks diminishes to the occasional rattle of pebbles and the shush-shush of sliding dirt. [C1 – 4]
Rhialle, the barbarian, sits quietly, nose raised, sniffing carefully: after a moment, his fears confirmed, he informs the other two: "The air in this place is bad, poisonous. I fear that if we are still entombed in this place an hour from now, we shall never leave." [C1 – 4]

Our heroes have gone from the frying pan to the fire, it would seem.
[The] lower levels are filled with poisonous gas. This includes the rooms and passages from encounter areas #1 through #38. A character will suffer 1-6 hit paints of damage for every turn spent in the gas. A neutralize poison will reduce damage fa hall for 1 turn. II the character remains in the gas the next turn, normal damage will accrue. A slow poison will reduce damage to 1 point per turn for the duration of the spell. II the characters are still exposed to the gas when the spell ends, they will suffer the remaining damage accumulated from past turns. […] The gas is a thick amber color and affects name, causing it to sputter and glow redly only a pale ember of itself. Any light source caused by fire will have an effective range of only 10'. [C1 – 3]
That is one way to light a fire under the players.
You don’t have to poison the PCs, if you would rather not. It was only for tournament use, after all; but I would recommend leaving it in play, albeit toned down some to only 1 hp damage per turn, negated on a save. Even with that level of reduced poisoning the players will feel pressured to press on, and they may get sloppy in their panic to be free of certain death because of it. Nothing motivates players more than certain death. They will certainly not dally, spending what precious little time left to them searching rooms for treasure.
Tick tock, tick tock, tick tock….
By the way, the PCs had better have some sort of light available to them at the onset, or this will be a real short adventure.

Rhialle is invaluable. These are a tomb of his Olman ancestors—think Mesoamerican, the Greyhawk equivalent—and in that regard, if he is not present, and no character reads and writes Olman, or has a lot of read/comprehend language spells handy, much of the story will be lost. I suppose that is why it’s preferable that the pre-gens be played. After all, who speaks Olman, anyway? Rhialle does, that’s who. I doubt most PCs will have “wasted” a language on it, unless the campaign was always centered on the Amedio.
It speaks the old native tongue, Olman. [C1 – 6]
The ancient glyphs are scribed in Olman and it anyone in the party can comprehend this tongue, or if the message can be understood by other means, the glyphs will translate as… [C1 – 6]

Insofar as it being a part of a larger campaign, there is a list of potential wandering monsters, all within the scope of believability: rats, bats, fire beetles, vipers, killer frogs, and spiders, with mandrills (apes), margays (cats), will-o-wisps, and zombies thrown in for good measure (it is a tomb, after all). All believable in tomb buried deep under a jungle.
Descriptions are as one might, and should expect, considering its locale. The walls are dripping with lime, and burn to touch. The floors slimy and slippery, the water brackish. Doors swelled, seized by the silt. All in all, passage will be a challenge.
The walls are wet and slimy and mud covers most of the floor in a thin coating. [C1 – 3]
The bottom of the stairwell is filled with silt which blocks the door. [C1 – 6]
A muddy stream trickles tram beneath the north side of this door and flows down the hallway. [C1 – 6]
The walls of this corridor are wet and slimy. The stucco covering has become saturated with water and is decomposing and sloughing off in spots on the southern wall, exposing the seams alone of the large stone blocks from which this structure was built. [C1 – 6]
Water beads collect upon the walls of this narrow passage and the flooring is cold and damp. [C1 – 8]

The Sacred Offspring of Chitza-Atlan
What can the player expect? What would you expect? Tricks, traps, and a combat of two. To tell would be to spoil the fun if you were to play the module.
I have to say that the rooms have evocative names, few declared unless someone can read Olman:
The Sepulcher of Tloques-popolocas Yohualli-Ehecatl; The Court of Cemanahuac; The Child of Zotzilaha; The Spirit Guard of Ayocuan; The Chamber of the Nacehual. The list goes on. They’re just window-dressing, though, tongue twisters to amuse and little else.

It takes a few reads to understand some of the text, or should I say, it took me a while to digest all that was written. I found a fair bit of it confusing, so, I would recommend quiet while doing so, and no distractions.
Point in case:
In room 9: Once the statue has fallen it will reveal a narrow passage hidden behind it, 4' above the floor. [C1 – 8]
Yet the same secret passage is written thus in room 10: The western entrance, hidden by the statue, will appear to be a blank wall from within the passage. This portal may only be opened from the inside by releasing a concealed catch at the intersection of the wall and ceiling. [C1 – 8]
You’ll have to refer to the map given often, when it becomes obvious that the passage is only accessible from room 9.


Is there a story here? There might be one, hidden in the mind of the designer, but I cannot fathom it. I expect most encounters are adapted from Mesoamerican mythology, but I only have passing familiarity with it, so I cannot comment one way or the other. The Hidden Shrine feels less like a shrine than a tomb, one with more monsters than were in Tomb of Horrors, to say nothing of the inexplicable, and sometimes impossible things in the adventure. You may brush my complaint aside, and say, magic, or it’s D&D, but I expect better reasoning now in my middle years, even if all modules used to be peppered with such things back in the day, when I took those things for granted, and didn’t bat an eye at how ridiculous they could be. I’ve aged since then. I’m far more critical. My suspension of disbelief comes at a higher price now.
Take this passage as an example:
Xipe, the Ogre Mage
The statue is an ogrish figure, outfitted in flayed skins and many skulls, with a gaping mouth wide enough to swallow a horse whole, seated atop a huge basin of redhot coals.
[C1 – 16, 17]
These days, I would wonder, shouldn’t this creature be an efreet? And, who lit the coals? Have they been burning forever?  in this sunken, and sealed, tomb. Other questions that come to mind are, why should they be lit, and why have they not been consumed in the prior 500 years?  It turns out the ogrish creature is an ogre mage. The question becomes, how has he survived in this desolate place?
They normally seek uninhabited places in which to lair - typically in a fortified dwelling or some secure cavern complex below ground. From this location, the ogre magi will foray to capture treasure and humans for slaves and food. [MM1e – 76]
Yet this ogre magi doesn’t seem to crave either.
Anything tossed into this "Well of Wisdom" will cause flaming lights to roar upwards and a voice (in ogre) will make an inquiring speech. The voice belongs to Xipe, of course, and he is asking who it is and what they want. Nothing more will happen other than the inquiring voice, for Xipe will not be bothered to leave his lair in the ceiling to investigate. [C1 – 17]
A great many other creatures exist in the Shrine without possibility of sustenance.

Another is the CHAMBER of the NACEHUAL, where two monks repose in suspended animation. Lord knows how they got there, or why, except insofar as they desired their long/glorious … end/sleep. They are perturbed if disturbed, and you must pay/repent for having done so. Apparently, the cost is payment of 500 g.p. or one magic item of value as forfeiture. If the two monks are not paid or if the party attempts to harm them while they lie on the couches the monks will attack in return. If questioned about the ruins, they know nothing to tell, save the message concerning the rain of fire, for their sleep has been long indeed. [C1 – 12]
Lethargy seems to have erased their memory.

The heroes don’t need to enter the tomb in the traditional tournament method in campaign play. They could stumble upon the ruined city and discover the temple in due course, and, presumably, find the Temple Ruin (room 54) and play the module in “reverse.”
Most of the city is toppled and almost completely covered in undergrowth. Intruders into the ruins will discover that the ancient streets now make overgown "valleys" between the debris of the crumbled buildings. The largest of these valleys all lead to the central clearing of the pyramid. [C1- 2]

Welcome to the Jungle....
The Hidden Shrine is part of the ancient ruined city of Tamoachan, once the northernmost capitol of the, Olman empire, which covered much of the southern continent centuries before current history began. Tamoachan is located in the savage lands south of the Olman islands, southeast of the Holds of the Sea Princes. The climate is sub-tropical and very damp: it rains nearly every afternoon.
[C1- 2]

I1 Dwellers of the Forbidden City would be an excellent template for fleshing out the ruined city if you were inclined to doing that. Tomb of Annihilation [5e] might be equally useful. Come to think on it, so would X1 Isle of Dread and WG6 Isle of the Ape.
Other resources include:
The Bullywug Gambit, Dungeon #140
The Sea Wyvern’s Wake, Dungeon #141
Here There Be Monsters, Dungeon #142
Tides of Dread, Dungeon #143
City of Broken Idols, Dungeon #145

Am I a fan of this module? Not particularly. I like aspects of it: the ruined city, the tomb beneath the temple, the Olman Mesoamerican alien-ness of it. I do like a lot of the rooms. But I think it ought to be more Tomb of Horrors-esque. It is somewhat teeming with undead, as it should be. The edition of Tloques-popalocas is brilliant, in my opinion. So too the mummified sacred offspring of Chitza-Atlan, the guardian of the gateway to the underworld.
I am not a fan of the Roost of the Conch. I’m not a fan of any encounter that invalidates the sacred guardian’s vigil.
This mummy has two functions: to prevent any but the dead from entering these ruins, and to keep those creatures in the ruins confined within. [C1 – 22]
How did they get in there?
Granted, you could repopulate it. I would, but I would likely remap it, too; but that’s me. I prefer campaign play to tournament play. 



And, don't you see, the terror of the position was not in being knocked on the head - though I had a very lively sense of that danger, too - but in this, that I had to deal with a being to whom I could not appeal in the name of anything high or low.”
― Joseph Conrad, Heart of Darkness


“What we’ve got here is failure to communicate.”
– Captain, ‘Cool Hand Luke’




One must always give credit where credit is due. This post is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable.


The Art:
C1 The Hidden Shrine of Tamoachan cover, by Erol Otus, 1981
C1 The Hidden Shrine of Tamoachan monochrome cover, by Erol Otus, 1980
C1 The Hidden Shrine of Tamoachan back cover, by Gregory K Fleming, 1981
C1 The Hidden Shrine of Tamoachan monochrome back cover, by Erol Otus, 1980
Map detailby Mike Schley, from Dungeon magazine # 209, 2012
Dungeon #209 map detail, by Mike Schley, 2012
Giant Spider, by Erol Otus, from C1 The Hidden Shrine of Tamoachan1980
The Sacred Offspring of Chitza-Atlan, by Scott Altmann, from Dungeon magazine # 209, 2012
Map detailby Mike Schley, from Dungeon magazine # 209, 2012

Sources:
1015 World of Greyhawk Boxed Set, 1983
9038 C1 The Hidden Shrine of Tamoachan, 1980,1981
Dungeon Magazine 209, 2012
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer