Friday 25 November 2022

Thoughts on S1 Tomb of Horrors


“We’ll never survive!”
“Nonsense. You’re only saying that because no one ever has.”
― William Goldman, The Princess Bride


S1 Tomb of Horrors
In the far reaches of the world, under a lost and lonely hill, lies the sinister TOMB OF HORRORS. The labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil demi-lich.
[S1 Tomb of Horrors – 1]

That’s evocative, isn’t it? A labyrinthine crypt, terrible traps, ferocious monsters. All those things scream early D&D play, making this adventure module reputedly most iconic and fabled adventure of all times. Everyone who has ever played D&D has heard of it, even if they’ve never actually played it, or even peered within its covers. I wonder how many have, played through it, that is? Fewer than those who ventured into the Caves of Chaos, surely. I suspect that far few survived the ordeal. It’s not a hack and slash adventure. Indeed, there’s precious little combat to be had at all in it. But there is a fair bit of misdirection, and just as many traps. It’s a tomb, after all – Acererak’s tomb – not an invitation to the bold to come-one, come-all and take what’s presumed deservedly theirs for having ventured in. Acererak desires his resting place left alone, even forgotten, and he went to great lengths to ensure just that. He has been successful in regard to his first desire, thus far, if not in the second. The location of his tomb remains a mystery, no matter how many wizards and sages may have tried to divine its whereabouts; but he and it have certainly not been forgotten.

The legend of the tomb is an old story with many parts, some of which may be lost or obscured. [S – 2]
Possible locale of the Tomb
1) The highest hill on the Plains of Iuz
2) An island (unmapped) in the Nyr Dyv
3) In the Bright Desert
4) At the western border of the Duchy of Geoff
5) Somewhere in the Vast Swamp south of Sundi [sp]
6) On an island beyond the realm of the Sea Barons
[S – 2]

Acererak is something of a mystery – a legend, in fact. What’s known depends on what side of the DM screen you happen to be sitting on; PCs should know little, players less, and DMs a fair bit, depending on how many resources they have at their disposal.
Little is known concerning the being called Acererak, for the name was ancient when eastern Oerik was still ruled by the Flan peoples, and the frightening tales of the Tome of Horrors had long been a part of the folklore throughout the Flanaess when the Kingdom of Aerdy was but an idea posed by an Oeridian chieftain. [Dragon # 225 – 53]
Acererak is ancient, then. And his name still raises the hackles of those who hear it uttered. Deservedly so, as he appears to have been a sadistic tyrant in his time.
While alive, Acererak built an unholy temple in the name of a now deceased power. When the project neared completion, he slew every worker, excavator, and consecrating priest who had assisted in the temple’s construction. The murderer instructed his few remaining servants to place the dead and their effects into the lower catacomb level of the temple, which was sealed off and paved over, consigning the mass grave to memory. Eventually, Acererak succumbed to the lure of lichdom, refusing to allow age and infirmity to end his existence. [Dragon # 249 – 38]
He was also reputedly as dangerous dead as he was alive. Liches tend to be, aren’t they?
What can be said, however, is that if Vecna was the most powerful lich ever to walk the face of Oerth, Acererak was a close second, for only a being of great might could strike so much fear into the hearts of men yet remain mostly absent from the eyes of history. [Dragon # 225 – 53]

How ancient was Acererak, anyway? Truly, apparently, if he lived at the dawn of Flan civilisation. His longevity as a lich is what one might call impressive, as well, if he was still out and about thousands of years after having risen to his undeath.
45 CY (5516 SD)
Acererak
Rumours of a powerful lich, Acererak, building a stronghold in the Vast Swamp caused some alarm, as the Brotherhood feared another magical war with possible cataclysmic consequences – especially as the undead mage was presumably unconcerned about any damage to the local ecology.
[SB – 4]
That he was of concern to the Kingdom of Shar is as impressive, to my mind. I wonder, though, why there is no mention of Acererak’s demesnes in the annals of the Kingdom of Aerdy? Then again, perhaps there is. Aerdy never did venture into the Vast Swamp, or not deeply into it, as far as we know.
There are many tales and legends concerning this area, but the most likely is that of the lost burial place of the demi-lich, Acererak, who once ruled the morass and beyond into the cockscomb of Tilvanot. [WoGA – 51]
There are many tales and legends concerning this area, especially in old times before the wild swamp was as extensive as it is now. The most oft-told one is that of the demilich Acererak, who is said to have ruled the swamp in the distant past and now has his burial place somewhere within its confines. [FtAA – 60,61]
Perhaps the Kingdom of Aerdy knew more than they cared to admit, preferring to extoll their successes, their greatness, rather than their failures and humiliations.

There’s a great deal more backstory, if you’re privy to Bruce Cordell’s Return to the Tomb of Horrors, but that lengthy boxed set is another creature altogether. It’s 2nd Edition, and bares little resemblance to its progenitor, to my mind.
Is the Return as celebrated as the first? I believe not. The Return does not spark the same level of interest or discussion, either, I believe.
Why’s that, I wonder? Might that be because the sequel is meant to be an epic adventure, while the original challenges players and not PCs?
Perhaps.
The original Tomb is daunting in its introduction.
Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demi-lich who still words his final haunt. (Be warned that tales told have it that this being possesses powers which make him nearly undefeatable!) Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demi-lich Acererak lingers, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demi-lich has so well hidden his lair, that even those who avoid the pitfalls will not be likely to locate their true goal. So only large and well-prepared parties of the bravest and strongest should even consider the attempt, and if they do locate the Tomb, they must be prepared to fail. Any expedition must be composed of characters of high level and varied class. They must have magical protections and weapons, and equip themselves with every sort of device possible to insure their survival. [S – 2]
This was written for the DM, obviously. Little of this information (none, actually) could possibly be known by the PCs, because no one has discovered the location of the tomb, to date. It is still sealed when they first arrive, and no one has tampered with it in any way since Acererak laid his weary head to rest.
And no wonder: Weeks, if not months have been spent in investigating each of those widely placed possibilities, and trekking through the hellish morass to stand at the foot of his barrow.
The Vast Swamp
The party has arrived at the site of the demi-lich’s last haunt. Before them is a low, flat topped hill, about 200 yards wide and 300 yards long. Only ugly weeds, thorns, and briars grow upon the steep sides and bald top of the 60 high mound. There are black rocks upon the top of the hill, and if these are viewed from a height of about 200’ or so above the mound, it will be seen that the whole is shaped like a human skull, with the piles of rock appearing as eye holes, nose hole, and the jagged teeth of a grinning death’s head. A thorough inspection and search of the entire area will reveal only that the north side of the hill has a crumbling cliff of sand and gravel about 20’ high in about the middle of the whole. […] A low stone ledge overhangs this eroded area, and shrubs and bushes obscure it from observation at a distance.
[S – 2]
Is Acererak’s tomb in the Vast Swamp? We all declare it to be so, now, but that was not the case, originally. That list of potential locations was just that, then, when published. It did not need to even be in Greyhawk at all; and to a great many games, it very likely wasn’t – such was the way of plug-and-play. So long as there a swamp, a marsh, a bog, a wetland nearby, you were good to go, so long as it was vast and mysterious, uncharted and dangerous. But that was then; this is now. It’s widely accepted that Acererak’s tomb is in the Vast Swamp (unless you don’t want it to be, that is).

Acererak's Tomb
What follows is what divides players.
As clever players will gather from a reading of the Legend of the Tomb, this dungeon has more tricks and traps than it has monsters to fight. THIS IS A THINKING PERSON’S MODULE, AND IF YOUR GROUP IS A HACK AND SLAY GATHERING, THEY WILL BE UNHAPPY! In the latter case, it is better to skip the whole thing than come out and tell them that there are few monsters. It is this writer‘s belief that brainwork is good for all players, and they will certainly benefit from playing this module, for individual levels of skill will be improved by reasoning and experience. If you regularly pose problems to be solved by brains and not brawn, your players will find this module immediately to their liking. [S – 2]
Is the module unfair? Capricious in intent? Is it purposely lethal? Was Gary Gygax out to kill your players’ characters? Of course not. He was out to challenge HIS players, Ernie Gygax and Rob Kuntz, specifically.
There were several very expert players in my campaign, and this was meant as yet another challenge to their skill – and the persistence of their therefore-invincible characters. Specially I had in mind foiling Rob Kuntz’s PC, Robilar, and Ernie Gygax’s PC, Tenser. [RttToH – 3]
Must I mention that they survived? And that others who’ve played through it have, as well?

You will too if you’re cautious. If you’re attentive.
There are clues everywhere, some disguised as taunts:
"ACERERAK CONGRATULATES YOU ON YOUR POWERS OF OBSERVATION. SO MAKE OF THIS WHATEVER YOU WISH, FOR YOU WILL BE MINE IN THE END NO MATTER WHAT!
Entering Acererak's Tomb
Go back to the tormentor or through the arch,
and the second great hall you'll discover.
Shun green if you can, but night's good color
is for those of great valor.
If shades of red stand for blood the wise
will not need sacrifice aught but a loop of
magical metal – you're well along your march.

Two pits along the way will be found to lead
to a fortuitous fall, so check the wall.
These keys and those are most important of all,
and beware of trembling hands and what will maul.
If you find the false you find the true
and into the columned hall you'll come,
and there the throne that's key and keyed.

The iron men of visage grim do more than
meets the viewers eye.
You've left and left and found my Tomb
and now your soul will die."
[S1 – 3]

Shall I disclose what lies within? No. Good Lord, why would or should I? It’s not that I haven’t done as much with other classic modules. But this one is different. There are no plot elements to unravel or piece together.  No complex web of NPCs and encounters. It’s a collection of tricks and traps and death magic. To deluge them is to ruin the experience. If you’ve played through this you know what’s in store; if you haven’t, I wouldn’t wish to spoil your fun, or relieve you of the tension that is sure to twist your guts into knots throughout your delve. Besides, more than many have waxed upon this adventure already, probably to great effect than I might. Moreover, it’s been updated and expanded upon over the years. 
Acererak
  • In 1987 it was included as part of the abridged super-module Realms of Horror.
  • In 1998, as mentioned above, it was treated to a substantial expansion and sequel in 2nd edition’s Return to the Tomb of Horror.
  • It was re-released in 2005 as a free download by WotC, updated for 3.5e.
  • It was realised as the novel Tomb of Horror in 2002.
  • In 2010, two Tomb of Horrors were created for 4e.
  • The original was published again in 2013 along with all four “S” modules in Dungeons of Dread.
  • Recently, in 2017, it was updated yet again for 5e in Tales from the Yawning Portal; and it was adapted as part of the Tomb of Annihilation campaign.
  • If that were not enough, it was included in the 2018 special edition of Art and Arcana and was “included” in 2019’s Infernal Machine Build, insofar as characters could travel back in time to its construction.
That’s a lot of love over the years. That’s a lot of spoilers over the years, too.
So why should I not, too? I prefer to leave well enough alone, lest those few people who are not familiar with the original might enjoy it as it was intended.

Do I like it? I do. Of course I do. I love it. I didn’t risk a character in it, though, preferring a pregen instead. Good thing, too: I, we, did not see its end. In my, our, defence that might be because it designed for a specific style of play, one quite dissimilar to ours when attempted. You’d think then that I would not have fond memories of it; but I do, and I still do reminisce on it, picking it up on occasion to leaf through its scant pages and its exemplary art booklet (a practice fallen into disuse, sadly), to thrill at how imaginative it was, how it reflected the style of play of its day, and how it inspired what was to come. I marvel at how obviously beloved it still is, considering how many times it’s been revisited. And how reviled it is by some.  Maybe that’s why it’s ranked 3rd greatest adventure of all time in Dungeon magazine: because it’s so polarizing.
The Green Devil Face
It’s worth the read, if you’ve never, if only to learn how a tomb should be, or could be, designed. It’s not a dungeon, insofar as others are. No one lived there, worshipped there in secret, plotted there, sallied out from it, or did what others have done in innumerable others. Someone, some thing, was secreted there, and it wanted to safeguard its possessions, its relics, its secrets.
Is the tomb realistic? Not really. It bares no resemblance to any of the tombs of Egypt’s Valley of the Kings, nor Saqqara, nor Celtic burial barrows. It’s like no other in the real world. Those barrows and tombs are true crypts, religious in nature, not puzzles to be puzzled over, mazes to be mapped, death traps to survive. I might mention, though, that very few of them, if any, have green devil faces, teleportation portals, or orbs of disintegration.


“Life is for the living.
Death is for the dead.
Let life be like music.
And death a note unsaid.”
― Langston Hughes, The Collected Poems





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:
Cover Art, by Jeff Dee, from S1 Tomb of Horrors, 1981
Interior cover art detail (originally Monochrome cover art), by David Sutherland III, from S1 Tomb of Horrors, 1981 (1979)
Jungle, from pg. 9, Tomb of Annihilation, 2017
Tomb corridor, by David A. Trampier, from S1 Tomb of Horrors, 1979,1981
Acererak, from pg. 145, Return to the Tomb of Horrors, 1998
Back Cover Art, by Erol Otus, from S1 Tomb of Horrors, 1981

Sources:
1015 World of Greyhawk Boxed Set, 1983
1162 Return to the Tomb of Horrors, 1998
2011A Dungeon Masters Guide, 1st Ed., 1979
1064 From the Ashes Boxed Set, 1992
9022 S1 Tomb of Horrors, Monochrome edition, 1978
9022 S1 Tomb of Horrors, Green cover, 1978,1981
11374 Scarlet Brotherhood, 1999
Dragon magazine, #225, 249
Greyhawkania. by Jason Zavoda
The Map of Anna B. Meyer

Friday 18 November 2022

Bigby’s Spells


“Great is the hand that holds dominion over
Man by a scribbled name.”
― Dylan Thomas


Bigby the Archmage
Bigby’s spells: We all know what they’re about: Hands.
Interposing, Forceful, Grasping, Clenching, or Crushing hands. Or so they were until the Greyhawk Adventures Hardback was published.
They’ve broadened their scope a little since the 1e PHB was published, but the first thing I note about Bigby’s spells, even the latter ones, is that they are all evocation spells. The second thing I note is that they were all martial in the beginning, before James Ward began to mix them up a bit, even if they remain dedicated Gary’s initial theme. They are evocations meant to interact with the physical world. Violently, mostly. Most later spells continue to be martial, but there are a few that deviate from that initial intent: the Bookworm Bane, the Dextrous Digits, the Sculptures, and the Construction Crew. How useful they might be in an adventuring campaign is debatable; but these at the very least bestow a little imagination on Bigby’s creations.
Do the spells mirror the man?
Who is the man, then?
Bigby is a somewhat retiring and secretive man [.] [WG5 – 31]
[H]e conforms to the traditional role of the wizard, pale and studious. [Rogue Gallery 1e – 40]
[H]e is known for being cautious, quiet, nervous and puritanical. [PGtG – 22]
The mark to which Bigby adheres is simply “Caution.” [WG5 – 31]
Thus far, they don’t. But when we consider that Mordenkainen took Bigby in tow and again ventured into the dungeons [,] [Dragon #289 – 28] Bigby might have learned early on that “fists” and “battering rams” and the like were rather useful down there; and he might also have been coached by his perpetual mentor, Big M, that such spells might be just the thing to research.
Yet, despite how useful “lockpicking” hands might be while dungeon delving, the thought didn’t occur to Bigby, apparently; indeed, there are no initial “touchy-feely” type hands to speak of; no early “lifting,” or “sorting,” or “door opening” hands developed, at all. That seems a bit of an oversight, it would seem. There were, however, Interposing, Forceful, Grasping, Clenching, and Crushing hands. Why, one wonders, were those early spells so combat oriented? The question seems a little rhetorical, these days, I believe, regardless how many fighter-types there might be about, what with Robilar and Terik and Yrag clanking about nearby. My theory is that Bigby—the perpetual apprentice, once—was just a second set of spells for Gary Gygax to cast in combat situations. That makes Bigby less an apprentice and more a glorified henchman, to my mind. Not a real character, at all, really.
Bigby outgrew that role, I expect, thankfully. So too did his spells outgrow his original one-trick-pony purpose, too. The final tally? Combat oriented 10. Non-combat 7. Not quite 50/50, but he was getting there.


Level One
Bigby’s Bookworm Bane
Bigby’s Feeling Fingers

Level Two
Bigby’s Dextrous Digits
Bigby’s Silencing Hand

Level Three
Bigby’s Pugnacious Pugilist

Bigby’s Battering Gauntlet
Bigby’s Construction Crew
Bigby’s Force Sculpture

Level Five
Bigby’s Fantastic Fencers
Bigby's Icy Grip (4e)
Bigby's Interposing Hand
Bigby’s Superior Force Sculpture
Bigby’s Strangling Grip

Level Six
Bigby’s Besieging Bolt
Bigby’s Forceful Hand

Level Seven
Bigby's Grasping Hand

Level Eight
Bigby’s Most Excellent Force Sculpture

Level 9
Bigby's Crushing Hand


Bigby’s Bookworm Bane (Evocation)
Components: V, S, M
Range: 20 yds
Casting Time: 1 segment
Duration: 1 turn/level
Saving Throw: None
Area of Effect Special
Explanation/Description: This spell is used to seek out and destroy one of the most feared enemies of the mage: the bookworm. When cast, the spell creates a disembodied hand that will search through a library and crush all bookworms it finds. The hand can search through 100 books or scrolls per round, seeking out bookworms with a 95% chance of detection. Once a worm is found, the hand will pursue the bookworm relentlessly, attacking with the skill of a fighter equal in level to the caster. A successful hit by the hand means the bookworm is instantly crushed to death. The hand possesses a strength of 8, so it can move aside books and scrolls in pursuit of a fleeing bookworm. The hand cannot be harmed by physical attacks, but it can be destroyed by four or more points of magical damage. The hand is incapable of performing any other function or combatting any other foe. Bigby uses the spell periodically to safeguard his valuable library. The material component is a child-sized glove made of tough leather.
[GA – 51]

Bigby’s Feeling Fingers (Evocation)
Level: 1
Components: V, S, M
Range: 60 yds
Casting Time: 1 segment
Duration: 1 hour + 1 turn per level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell calls into existence a disembodied hand under the caster’s command. The hand cannot hold, grasp, or carry, but it does have an amazingly sensitive sense of touch. The hand’s sense of touch is so fine that it can note miniscule cracks, separations, or openings in a surface, and thus detect the presence of a secret or concealed door with a 50% chance of success. The hand can search a 10 foot by 10 foot area each turn. The hand cannot be destroyed by physical attacks, but it is dispelled if dealt four or more points of magical damage. The hand can trip a nonmagical trap if the location of the trap is known. The material components for the spell are a child-sized silk glove and a swan’s feather.
[GA – 51]

Bigby’s Dextrous Digits (Evocation)
Level: 2
Components: V, S, M
Range: 90 yds
Casting Time: 2 segments
Duration: 3 turns/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell summons into existence a pair of disembodied hands that will follow the mage’s every order. The hands can perform all the functions of an unseen servant, but can also accomplish deeds requiring fine coordination, such as tinkering with tools, working with laboratory equipment, sculpting, painting, or playing a musical instrument. The hands can perform any task the caster can accomplish, including non-weapon proficiencies known by the mage. The hands will perform with a dexterity equal to that of the caster. Each hand can hold and carry up to 200 g.p. weight individually, or 500 g.p. weight together. The hands can move no farther apart than the caster’s own hands. The hands can move 120 feet per round, regardless of weight carried, but can move no farther than 90 feet away from the caster or they vanish. The hands cannot act out the somatic component of a spell. The hands cannot wield a weapon in melee or punch or grapple. Although the hands are immune to physical attacks, they can be destroyed by six more points of magical damage. The material component is a pair of gloves embroidered with the mage’s initials.
[GA – 51]

Bigby’s Silencing Hand (Evocation-Enchantment)
Level: 2
Components: V, S, M
Range: 40 yds
Casting Time: 2 segments
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: One creature
Explanation/Description: This spell creates an appropriately sized hand that will fly toward the chosen creature and clamp tightly over the creature’s mouth unless the creature makes its saving throw. A creature affected by the spell will be unable to talk clearly, cannot cast any spell requiring a verbal component, or use a magical item triggered by an audible command word. The hand cannot be pulled away from a creature’s mouth or be harmed by a physical attack, but can be destroyed by six or more points of magical damage, although most magical attacks carry the risk of harming the affected creature. A successful dispel magic spell destroys the hand without injury to the creature. The material component is a cloth glove smeared with sticky syrup or honey.
[GA – 52]

Bigby’s Pugnacious Pugilist (Evocation)
Level: 3
Components: V, S, M
Range: 60 yds
Casting Time: 3 segments
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell creates a pair of man-sized hands, appearing as clenched and padded fists. The hands pummel with the effectiveness of an 18/50 strength fighter of one-half the caster’s experience level. The hands together fight as a character with AC 4 and 3 hit points per level of the mage. The hands are dispelled when they run out of hit points. The hands can pummel only, and cannot hold a weapon or grapple. The hands cannot be grappled or overborne, since they can easily flit away. The material components are a mitten stuffed with cotton and a brass bell.
[GA – 52]

Bigby’s Battering Gauntlet (Evocation)
Level: 4
Components: V, S, M
Range: 60 yds
Casting Time: 4 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell brings into existence a shimmering violet force shaped like a battering ram with a clenched fist as the ram’s head. The force assumes a cylindrical shape 12 feet long by 2 feet in diameter, but the caster can shorten its length to 3 feet in order to fit in a cramped space.
The spell acts as a battering ram of great power, destroying a normal door with one hit, destroying a reinforced door with three hits, destroying a stone door with five hits, and having a 50% chance to destroy a metal door (the spell is destroyed if the gauntlet fails). Only one attack can be made per round, as with any ordinary battering ram. Used against a smaller physical obstruction, such as a dungeon door or metal grate reinforced with magic, a saving throw is made for the door at the level of the mage who cast the reinforcing spell on the door. If the save is successful, the gauntlet spell is destroyed. If the save fails, the gauntlet spell begins working on the door.
Against a living target, the ram has no effect. The caster must always remain within 60 feet of the ram or it will dissipate. The ram cannot be damaged by physical attacks, but it can be destroyed by magical damage if it suffers one-half the number of hit points of the caster. Dispel magic or disintegrate spells can also destroy the gauntlet. The spell cannot be used to open chests or batter anything but a door. It only functions against portals that are designed to open at some time. The material component is a metal rod with a chain mail gauntlet slipped over one end.
[GA – 53]

Bigby’s Construction Crew (Evocation)
Level: 4
Components: V, S, M
Range: 120 yds
Casting Time: 1 turn
Duration: 12 hours
Saving Throw: None
Area of Effect: Special
Explanation/description: This spell creates as many pairs of hands as the caster’s experience level. All of the hands come equipped with carpentry tools. The hands do the work of a construction team equal in ability to any crew of professional carpenters, masons, miners, or sappers. The hands never need to rest or eat. Each pair performs as one worker. They are unable to fight or inflict physical damage on anything. They cannot be destroyed by non-magical means and each pair has as many hit points as the caster has levels. The material components include an assortment of miniature tools, worth at least 500 g.p.
[GA – 52]

Bigby’s Force Sculpture (Evocation)
Level: 4
Components: V, S, M
Range: 30 yds
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This very flexible spell enables the mage to create a visible plane of force that can be shaped into any form the caster wishes. The caster could create a table, ladder, club, bucket, stilts, or cane, for example. Once an object is formed, it retains its form for the duration of the spell. The object imitated must be fairly rigid, can have no moving parts, cannot have a sharp point or edge, and cannot possess finely detailed features. A rope, long bow, sword, chariot, or accurate statue cannot be created with the spell. All objects formed out of force cannot be harmed by physical attacks, but can be dispelled by magical attacks that inflict more points of damage to the object than the creator’s hit points. Up to one cubic foot of matter per level of the caster can be simulated. The material component for the spell is a lump of soft clay with diamond dust mixed into it.
[GA – 52]

Bigby’s Fantastic Fencers (Evocation)
Level: 5
Components: V, S, M
Range: 60 yds
Casting Time: 5 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell creates one hand for every three levels of the caster, each of which holds a long sword. Each hand fights with the skill of a fighter of one-half the experience level of the caster. Each hand is AC 2 because of its small size and speed, and each can sustain 15 points of damage before being dispelled. Each fencer is capable of disarming an opponent and does so on a roll four greater than the roll needed to hit. A fencer likewise disarmed of its sword is dispelled automatically. The caster need not concentrate on the fencers to keep them functioning, but only has to give them orders as if they were henchmen. The material component is a small, silver amulet shaped like a mailed gauntlet holding a gem-encrusted sword, worth at least 1,000 g.p. (this vanishes when the spell is cast).
[GA – 52,53]

Bigby’s Icy Grasp (4e)
You conjure a giant floating hand made of chiseled ice that clutches a foe and freezes it. 
Daily
Arcane, Cold, Conjuration, Evocation, Implement 
Standard Action 
Ranged 20 
Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range. The hand lasts until the end of your next turn. When the hand appears, it immediately makes the following attack. While the hand persists and doesn’t have a creature grabbed, you can use a standard action to command it to make the attack again or a move action to move it up to 6 squares. 
Target: One creature adjacent to the hand 
Attack: Intelligence vs. Reflex 
Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. The hand uses your Fortitude or Reflex if the target attempts to escape. You can end the grab as a free action.
Sustain Minor: The hand persists until the end of your next turn, and a creature grabbed by the hand takes 1d8 + Intelligence modifier cold damage.
[Dragon #401 - 57,58]

Bigby's Interposing Hand (Evocation)
Level: 5
Components: V, S, M
Range: 1"/level
Casting Time: 5 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: Bigby's Interposing Hand is a large to huge-sized magic member which appears and places itself between the spell caster and his or her chosen opponent. This disembodied hand then remains between the two, regardless of what the spell caster does subsequently or how the opponent tries to get around it. The size of the Hand is determined by the magic-user, and it can be human-sized all the way up to titan-sized. It takes as many hit points of damage to destroy as the magic-user who cast it. Any creature weighing less than 2,000 pounds trying to push past it will be slowed to one-half normal movement. The material component of the spell is a glove.
[PHB 1e – 79]

Bigby’s Superior Force Sculpture (Evocation)
Level: 5
Components: V, S, M
Range: 30 yds
Casting Time: 1 round
Duration: 3 turns + 1 turn/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell is a more advanced form of the 4th level force sculpture spell. The object or objects formed from force can be more complex, composed of large, moving parts, or have an edge or point, but still must be fairly rigid. A wagon, quiver of quarrels, shovel, sword, or water wheel could all be simulated, but not a mechanical timepiece, crossbow, or spring. Fine details can be worked into an object, provided the caster has sufficient skill as an artisan or sculptor. Fine details take 2d4 rounds to place on an object, but remain for the duration of the spell. Up to 8 cubic feet of matter per level of the caster can be simulated. The duration of the spell is also longer than force sculpture. Superior force sculpture is otherwise identical to the 4th level spell. The material component is a lump of clay with diamond dust mixed into it.
[GA – 53]

Bigby’s Strangling Grip (Evocation)
Level: 5
Components: V, S, M
Range: 10 yds/level
Casting Time: 5 segments
Duration: 2 rounds
Saving Throw: None
Area of Effect: One creature
Explanation/Description: This spell creates a pair of disembodied hands that will seek out a creature’s throat and strangle the creature with the same effect as an attack with a garrote. The hands must make a successful attack roll to grab the creature’s throat, attacking with +4 to hit on the mage’s usual attack roll, because of the speed and ferocity of the attack. The strangling grip will strangle its victim to death by the end of the next round unless the creature is freed of the hands. The victim can break the grip if he makes a successful roll to bend bars. The grip can also be released if the mage’s concentration is broken. The limits on which creatures can be affected by the spell are the same as the restrictions on the use of a normal garrote. The material components are a pair of gloves sewn into a clutching grip around the neck of a bottle.
[GA – 53]

Bigby’s Besieging Bolt (Evocation)
Level: 6
Components: V, S, M
Range: Special
Duration: 1 round per 2
Area of Effect: Special
Explanation/Description: This spell is similar to magic missile. When the spell is cast, the mage is able to fire one magic siege bolt for every two levels of the caster. The bolt will behave as a given siege engine missile in range and effect. The type of siege missile the bolt mimics depends on the caster’s level.

Magic-user’s Level           Siege Engine Missile Mimicked

12th                                     catapult, light

14th                                     catapult, heavy

16th                                     trebuchet.

The bolts must be launched at the rate of one every two rounds in succeeding rounds. During this time the caster can do nothing else. If the spell is interrupted, no additional bolts can be launched. The bolts strike their target unerringly. The material component is a small stone sprinkled with diamond dust.
[GA – 53]

Bigby’s Forceful Hand (Evocation)
Level: 6
Components: V, S, M
Range: 1”/level
Casting Time: 6 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: Bigby’s Forceful Hand is a more powerful version of Bigby‘s Interposing Hand (q.v.). It exerts a force in addition to interposing itself, and this force is sufficient to push a creature away from the spell caster if the creature weighs 500 pounds or less, to push so as to slow movement to 1” per round if the creature weighs between 500 and 2,000 pounds, and to slow movement by 50% of creatures weighing up to 8,000 pounds. It takes as many hit points to destroy as its creator has. Its material component is a glove.
[PHB 1e – 83]

Bigby's Grasping Hand (Evocation)
Level: 7
Components: V, S, M
Range: 1"/level
Casting Time: 7segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: Bigby's Grasping Hand is a superior version of the sixth level Bigby's Forceful Hand spell (q.v.), being like it in many ways. The Grasping Hand can actually hold motionless a creature or object of up to 1,000 pounds weight, or move creatures as a double strength Forceful Hand. The material component is a leather glove.
[PHB 1e – 86]

Bigby's Clenched Fist (Evocation)
Level: 8
Components: V, S, M
Range: ½ "/level
Casting Time: 8 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: Bigby's Clenched Fist spell brings forth a huge, disembodied hand which is balled into a fist. This magical member is under the mental control of the spell caster, and he or she can cause it to strike an opponent each round. No other spell costing or magical activity may be undertaken for the duration of the spell. The Clenched Fist never misses, but the effectiveness of its blow varies from round to round.

Die Roll                Result

1-12                      glancing blow – 1 to 6 hit points

13-16                   solid punch – 2 to 12 hit points

17-19                   hard punch – 3 to 18 hit points and opponent is stunned next round

20                         crushing blow – 4 to 24 hit points and opponent is stunned for next 3 rounds

Note: Any stunned opponent allows the magic-user to add +4 to his or her die roll to determine how well the fist strikes, as the opponent is not capable of dodging or defending against the attack effectively. (This spell can be used with any of the other Hand spells of the Archmage Bigby.) The material component of this spell is a leather glove and a small device consisting of four rings joined so as to form o slightly curved line, with an "I" upon which the bottoms of the rings rest, the whole fashioned of an alloyed metal of copper and zinc. The Fist is destroyed by damage equal to the hit points of its caster being inflicted upon it.
[PHB 1e – 89]

Bigby’s Most Excellent Force Sculpture (Evocation)
Level: 8
Components: V, S, M
Range: 30 yds
Casting Time: 1 turn
Duration: 6 turns + 1 turn/ level
Saving Throw: None
Area of Effects: Special
  Explanation/Description: This spell is the most advanced form of the force sculpture spells. The object formed can be highly complex, containing many moving parts, such as a siege machine or sailing ship. Parts of an object simulated could be as flexible as a rope or the wood of a bow, so a large net, ballista, rope bridge, or collection of crossbows could be formed. As with lesser force sculptures, fine or accurate details require an additional 2d4 rounds to form, along with sufficient skill as an artist or artisan. Up to one cubic yard of matter per level of the caster can be simulated. With the exceptions noted above, the spell is otherwise identical to the 4th level spell of the same type. The material component is a lump of clay mixed with 1,000 g.p. worth of diamond dust, which vanishes when the spell is used.
[GA – 53]

Bigby's Crushing Hand (Evocation)
Level: 9
Components: V, S, M
Range: ½ "/level
Casting Time: 9 segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: Special
Explanation/Description: Bigby's Crushing Hand causes the appearance of a huge disembodied hand which is similar to Bigby's Forceful Hand and Bigby's Clenched Fist (qq.v.). The Crushing Hand is under the mental control of the spell caster, and he or she can cause it to grasp and squeeze an opponent. Damage from this constriction depends on the number of rounds it acts upon the victim:

1st round                             1-10 hit points

2nd & 3rd rounds                 2-20 hit points

4th & beyond                      4-40 hit points

The Hand can sustain hit points equal to those of the magic-user who created it before being dispelled. The material components of the spell are a glove of snake skin and the shell of an egg.
[PHB 1e – 92]



"Behold the hands, how they promise, conjure, appeal, menace, pray, supplicate, refuse, beckon, interrogate, admire, confess, cringe, instruct, command, mock and what not besides, with a variation and multiplication of variation which makes the tongue envious."
― Montaigne 





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.


The Art: 
Bigby’s Dextrous Digits, by Dave Sutherland (?), from Greyhawk Adventures, 1988
Bigby’s Besieging Bolt, by Dave Sutherland (?), from Greyhawk Adventures, 1988
Bigby’s Crushing Fist, by Karl Wailer, from Lords of Darkness 2e, 1988

Sources:
2010 Players Handbook 1e, 1978
2011A Dungeon Masters Guide, 1st Ed., 1979
2011 Unearthed Arcana, 1985
2023 Greyhawk Adventures, 1988
9031 The Rogues Gallery, 1980
9112 WG5 Mordenkainen’s Fantastic Adventure, 1984
9578 Player’s Guide to Greyhawk, 1998
Dragon Magazine # 401

Wednesday 16 November 2022

Stopping by Woods on a Snowy Evening

 

A Snowy Evening...
Whose woods these are I think I know.
His house is in the village though;
He will not see me stopping here
To watch his woods fill up with snow.

My little horse must think it queer
To stop without a farmhouse near
Between the woods and frozen lake
The darkest evening of the year.

He gives his harness bells a shake
To ask if there is some mistake.
The only other sound’s the sweep
Of easy wind and downy flake.

The woods are lovely, dark and deep.
But I have promises to keep,
And miles to go before I sleep,
And miles to go before I sleep.

Stopping by Woods on a Snowy Evening
—Robert Frost, 1922
From New Hampshire, published 1923

The Art:

 

Friday 11 November 2022

On Bigby, Part 2

 

“Be with a leader when he is right,
stay with him when he is still right,
but, leave him when he is wrong.”
― Abraham Lincoln


Bigby the Archmage
What do I think of when Bigby comes to mind?
Bigby’s “Hands,” whether they are Interposing, Forceful, Grasping, Clenching, or Crushing. Those were/are powerful spells: 5th Level and up! They’re combative. They hold enemies at bay, sweep them aside, and do such damage as would kill. They called out to my early gaming heart. Having begun my gaming playing fighters (most people did, I suppose), I was naturally combat-minded when I rolled up my first magic-user, imagining what spells I would choose then, and which I would choose when my character reached those as yet unattained levels. Bigby’s spells jumped off the page. He was surely a mage after my own heart, the mage I wished to be.
Or was he? Was he ever really his own man?
I wonder now whether Gary Gygax played Bigby [see Rogues Gallery 1e – 40] as an extension of Mordenkainen, ostensibly to “double” the number of spells he could cast while down in the depths of Castle Greyhawk? If that were the case, then Bigby was just Mordenkainen2, the 2nd half of the first. Always an apprentice…, so to speak. That makes me sad. Maybe angry. If that were the case, Bigby was always merely an extension of Gary’s actual character and never one in his own right. Which he most certainly is, or became, considering Bigby’s compiled History thus far, seen in Part 1.
I doubt that much of that compiled history, if any, was actually pulled from Gary’s game. Most was likely embellished from what little could be gleaned from his spells and his sparce mentions in TSR’s earliest modules, most specifically from 1980s Rogues Gallery supplement. That said, the embellished Bigby has been epic up to now. He’s got personality: He’s shy, studious, learned. Very much an introvert. Yet he turned his back on the lure of what might have been his expected destiny, that of an alchemist or sage, and became an adventurer (credit is probably due Mordenkainen for that), and later the meddlesome mage that got himself in such deep trouble in his homeland that he had to hightail it out of the Great Kingdom, lest he lose his life. Might that be because he dared do what he did there alone? Maybe. Unlike Tenser and Mordenkainen, he had no vast network of informers and spies, and still doesn’t, just friends in high places. He may “go it alone,” but he is powerful enough to give his enemies pause and make them think twice about the wisdom of tackling him on his own turf.
I’m talking to you Iuz, and you Ivid.
With enemies like them he needs be careful. Cautious. Maybe a little paranoid. He travels disguised. Prudent. He even has an alter ego in Fraznier.
But Bigby being Bigby, he wouldn’t keep his head down and go to ground. That wouldn’t be Bigby, he who penned those Interposing, Forceful, Grasping, Clenching, and Crushing Hands.

Bigby
The Grey Mage Bigby
18th-Level Mage
Neutral
Hit Points: 46
Str9 Int 17 Dex17 Wis 15 Con15 Cha 12

Bigby’s Traveling Spell Book:
1st Level (5): Bigby‘s feeling fingers*, burning hands, charm person, dancing lights, feather fall, hold portal, light, protection from evil, read magic, spider climb, spook, taunt
2nd Level (5): Bigby’s silencing hand*, darkness 15’ r., detect invisibility, ESP, fog cloud, glitterdust, levitate, rope trick, shatter, Tasha’s uncontrollable hideous laughter
3rd Level (5): Bigby’s pugnacious pugilist*, blink, clairaudience. fireball, fly, hold undead, phantom steed, spectral force, wraithform
4th Level (5): Bigby’s battering gauntlet*, Bigby’s force sculpture*, fear, ice storm, Leomund’s secure shelter, minor globe of invulnerability, monster summoning II, polymorph self, solid fog, wall of fire
5th Level (5): Bigby’s fantastic fencers*, Bigby’s interposing hand, Bigby’s strangling grip. magic jar, stone shape, summon shadow, transmute rock to mud, wall of iron
6th Level (3): Bigby’s forceful hand, conjure animals, death spell, disintegrate, lower water, part water, Pnser’s transformation, true seeing
7th Level (3): Bigby’s grasping hand, control undead, delayed blast fireball, finger of death, limited wish, power word stun, reverse gravity, teleport without error
8th Level (2): Bigby’s clenched fist, Bigby’s most excellent force sculpture*, monster summoning VI
9th Level (1): Bigby’s crushing hand, imprisonment, weird

Magical Items: Bracers of defense AC 5, ring of protection +3, boots of striding and springing, ring of mind shielding, wand of fire, wand of frost, scrolls of protection from acid, fire, werewolves, poison, and possession

Bigby is a lean, severe-looking man with brown hair and eyes. Bigby is known for being too nervous, too cautious, and too puritanical. He strongly favors defensive spells and items, believing in safety before attack. He is quick to find fault with little things and can be difficult to get along with. However, his close friends value him for his steadfastness and his sense of humor. [WGA4 Vecna Lives! – 84]

Sadly, as we’ve seen, Bigby came to an early end.
Or did he?
581 CY
Vecna
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 – 15]
The unthinkable had happened: Bigby was dead. Indeed, the whole of the Circle of Eight, except for Mordenkainen, was dead, laid low in their pursuit of Balance while investigating Vecna’s rumoured return.
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. [WGR2 Treasures of Greyhawk – 32]
Bigby was 48.

582 CY
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 [.] [LGJ#0 – 6]
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 – 32]
Bigby’s friend, Ortux the Hand, was among those gathered.

Ortux the Hand
Ortux the Hand
Male Human 15th-Level Paladin Lawful Good
Tall, lean, and wiry, Ortux is not what most people expect of the heroic paladin. He’s good-looking, but not stunningly handsome: strong, but not muscular; and, while brave, Ortux is far from foolhardy. Still, he has a magnetic appeal that seems to flow from inside him. He acts and people believe. They know he can be trusted. Ortux finds it impossible to betray the trust of others. He has worked all his life in the cause of justice.
Ortux is careful in his own life, following his own code of puritanical laws. As a Knight of the Hart, he does not drink, eats not to excess, never swears, and avoids all temptations of the flesh. He was not always so careful. To his eternal shame, in his youth he sired a half-elven son, Only the severest of atonements proved him worthy of paladinhood. Since then, he has been aided by his old companion, Bigby, who, for a wizard, is not entirely bad. [WGA4 – 93]

The Circle of Eight was gone? Dead? Was that possible? Surely it was a lie!
But it wasn’t.
They were dead. Truly dead.
Bigby being Bigby, getting into Bigby’s home to expedite what wishes he might have was a problem.
Bigby's Home
Mordenkainen [...] asked [a group of seasoned adventurers] to travel to Scant, the coastal city in Onnwal where the wizard Bigby once resided. It seems that the security systems and magical defenses that the overly-cautious Bigby set up did not fade upon his demise, and officials have been unable to enter his home to take an accurate accounting of the valuables within. Mordenkainen is particularly interested in recovering the large number of magical items that Bigby is reputed to have kept, in order to keep them from falling into the wrong hands.
[WGR2 – 32]
Long story short, the adventurers did indeed gain entry. And they discovered his will.
Bigby’s will is in an unmarked envelope under the pillow. His first request is that his friends in the Circle of Eight clone him from a flesh sample he has left for the purpose. If this is not possible, he will leave his magical items and all but three of his spell books to Mordenkainen. The other three spell books go to Andrui, with an apology for not being able to teach him more magic himself. [WGR2 – 38]

Andrui’s education had not progressed very far when suddenly Bigby disappeared without a word [.] WGR2 – 38]
[Bigby’s] money is to go first towards paying off Fraznier’s creditors, with 75% of the remainder going to his old friend, Ortux the Hand, and the rest to a charity of Ortux’s choosing. The will mentions a few items of sentimental value that Bigby wished to leave to Otto, Nystul, Drawmij, and the others. [WGR2 – 38]
They also discovered something far more important than his will.
Bigby had a secret room in his home where he kept a veritable horde of magical items. […]
The Greatest Treasure of Them All
Also kept in Bigby’s secret room is perhaps the greatest treasure of them all: a blue crystal roughly four inches in length and one inch in diameter. This crystal contains a carefully prepared living sample of Bigby’s flesh, which can conceivably be used to clone the wizard.
[WGR2 – 32]
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]

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]
Mordenkainen [recovered] what was left of his fallen comrades and [cloned] 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. [LGJ#0 – 6]
The entire Circle of Eight was slain by an agent of Vecna, and so would fear and hate this cult greatly. [TAB – 3]

582 – 584 CY
Those of the Circle who could fight did what they could amidst the struggle.
Mordenkainen
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.
[LGG – 156]
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.
Though the Circle never acted concertedly during the Greyhawk Wars, certain "hotspots" received a good deal of their attention. Mordenkainen, Bigby and Otto fought against the Old One's army at the infamous Battle of Critwall Bridge, and Drawmij was instrumental in organizing the flood of refugees from the Lost Lands to fastnesses in the Good Hills. Nystul worked primarily alone in besieged Tenh, while Otto and Bigby left Mordenkainen in the Vesve Forest to do what they could for the Iron League. Citing pressing personal needs, Rary retreated to his tower in Lopolla and refused to come to the aid of his companions. [LGJ#0 – 6]

All except Rary, it would seem.
Citing pressing personal needs, Rary retreated to his tower in Lopolla and refused to come to the aid of his companions. [LGJ#0 – 6]
His companions were not pleased, to say the least. Some even felt betrayed by him.

583 CY
Bigby turned 50.
For some, this is an age of reflection and realisation. There’s less time ahead than that lived, they realise, and wonder if they’ve made their mark upon the Oerth.
I suspect that Bigby had precious little time for such frivolous self-indulgence.

584 CY
Meanwhile, back on Oerth….
Onnwal, unlike Irongate, failed to recognize the treachery that caused it to fall into the hands of the Scarlet Brotherhood during the Greyhawk Wars. The land had never been invaded and had previously been subjected only to periodic naval raids by South Province. The Scarlet Brotherhood assassinated Szek Ewerd Destron and took over the land almost overnight. Some anticipated the takeover just in time, particularly the thieves' guild in Scant, which absconded from the city to the countryside in 584 CY. [LGG – 80]
Bigby discovered that he had another enemy, as ruthless and tenacious as was Iuz.
Bigby by was driven from Scant by the fall of Onnwal, and now lives in Mitrik [, in Veluna]. […] Bigby's new home is common knowledge. [WGR5 – 5]
When Onnwal fell, the only effective resistance to the rule of [the Scarlet Brotherhood’s] Sister Kuranyie was the Wreckers (Scant’s Thieves guild) under the leadership of Rakehell Chert. [LG Onnwal Gaz – 14]
Rakehell Chert
Before the night of the Scarlet Knives, Chert was aware of the Brotherhood’s plans. Exactly how he became aware is a matter of speculation—some say that Tenser or Bigby alerted him, others say that Chert has the sight of one touched by the Goddess Johydee
. [Dragon #299 – 100]
Chert had somehow gained knowledge of the Brotherhood’s imminent attack on Scant and moved his headquarters to the countryside. [LG Onnwal Gaz – 14]
It was most likely Bigby who alerted Rakehell Chert. He had recent roots there. Friends and allies, trade contacts and underworld connections—like any good “merchant.” But Tenser and Bigby were always tight, and one was always willing to aid the other in their endeavours.
Chert also managed to make contact with the archmage Bigby. An erstwhile companion of his, Bigby gave him aid and the names of several of his apprentices and associates that remain in Onnwal that could help Chert’s cause. [LG Onnwal Gaz – 14]

The rulers of the Iron League states created a shadowy organization called the Jade Mask, populating the group with some of the most skillful saboteurs, burglars, and professional liars in all the southeast Flanaess. [Dragon #302 – 98]
Rumors of tensions between the mask and the archmage Bigby abound, but the particulars of the situation remain unknown. [Dragon #302 – 99]

The War wound down, the combatants exhausted, as one would expect after prolonged bloodshed. Troops were spent, munitions depleted, coffers empty. The victors would wish to consolidate their gains, the others had need to shore up their defenses and prepare for what they knew was sure to resume.
There was a rumour of peace. Before long, those rumours became fact.
9 Goodmonth
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 [.] [Rot8 – 3]
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. [Wars – 24]
Rary's Betrayal
Instead of counter-attacking Otiluke directly. Rary set off several more traps, injuring Bigby, who had just joined the fight. […] 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]
When the fire and dust cleared, constables discovered smoldering robes belonging to two powerful members of the mysterious Circle of Eight—Otiluke and Tenser. The murderer of these wizards, undeniably a powerful mage [.] [Wars – 24]
According to [rumour], Bigby the wizard is dead. He is not dead. (The reports of his death were greatly exaggerated.) [Dragon #191 – 67]
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]
Nothing was left of their bodies to allow revival by clone, resurrection or any other spell. [Rot8 – 3]

Rary and his co-conspirator, the wily Lord Robilar, were nowhere to be found, and Rary's tower, in Lopolla, also vanished. [LGG – 38]
Rary's treachery that day killed Tenser and Otiluke, and gained the Archmage of Ket everlasting infamy. [LGJ#0 – 7]
Using secrets gained in confidence, Rary not only vaporized his two fellows but also tracked down and destroyed every clone the pair held in preparation. [Wars – 24]
Simultaneously, Rary’s ally Robilar entered Tenser’s castle (four days’ travel away) and initiated an attack. When the battle ended, Tenser’s forces were slain, his castle was looted and all Tenser’s cloning materials were destroyed. [Rot8 – 3]
Lord Robilar
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]
However, after the battle that killed Tenser and Otiluke, all discoverable clones of the two mages were destroyed by co-conspirators of the assassin, Rory of Ket. [PGtG – 23]
When Robilar's troops sacked Otiluke's and Tenser's citadels, they carried off several of the dead mages' magical items [.] [WGR3 – 11]
Quij was once a henchman of the notorious Lord Robilar[.] Quij took part in the sacking of the castle of the slain Archmage Tenser, but the orc became separated from his comrades after the raid. [TAB – 98]

Mordenkainen’s divination revealed that Tenser was truly dead and could not be resurrected by any means. [Rot8 – 3]
Tenser was dead! Truly dead! Again!

The treachery left the Eight (now Five: Bigby, Drawmij, Jallarzi Sallavarian, Nystul and Otto) reeling. [Rot8 – 2,3]
The treachery of Rary in 584 CY saw the destruction of Tenser and Otiluke, leaving the Circle at five. [LGG – 156]
In the last two decades, the Circle has seen members come and go, but its dedication to Mordenkainen's goals and methods remains steadfast. Current members include Bigby of Mitrik (N male human Wiz19), once Mordenkainen's apprentice and now an archmage in his own right; the rotund and jovial Otto (N male human Wiz15/Clr3 of Boccob), who favors the kitchen over the laboratory; Jallarzi Sallavarian of Greyhawk (NG female human Wiz15), one of the most dynamic wizards in a city of mages; the reclusive Drawmij (N male human Wiz18), who oversees Keoland and the south from his undersea lair near Gradsul; and Nystul (N male human Wiz17), a Tenha expatriate who wishes to expand the Circle, beyond eight if need be, to combat the growing threats presented by Iuz, Turrosh Mak, and the consolidating factions of the former Great Kingdom. [LGG – 156]
Following a near-tragedy at the hands of Vecna’s followers, all members of the Eight kept a number of active clones. [PGtG – 23]

Spurned from his family by his brother and banned from Greyhawk itself by Mordenkainen, Rary fled to the Bright Desert, to uncover its secrets and inaugurate an empire. [LGJ #0 – 7]
Many favored simply leaving him to rot in self-imposed exile.
Mordenkainen and Bigby, who had been wounded by the renegade, did not agree. [WGR3 – 8]
But Rary was hidden from their scrying.
If they could not act directly against Rary in his Bright Desert fortress they could at least deny Rary of whatever magics he had left behind when he fled the scene of his crime.
A hero in possession of the Lost Spellbook of Rary might find herself in a dangerous situation politically. A wary hero having the tome might want to keep the knowledge of it to herself. The recently reformed Circle of Eight […] would be but one group among many on Greyhawk who would actively work to acquire one of Rary’s Spellbooks. Should the owner decide to keep the book for herself, she might soon expect a personal visit from Bigby, Otto, or one of the other members of the Circle. [Dragon #249 – 93]

585 CY
Bigby spared no time of expense in setting up shop in Mitrik.
He had vowed he would not abandon Scant and Onnwal; and if he could not remain in his chosen city, he would do what he could to help them carry on their resistance against their conquorers.
Work has begun on a great stone tower in the inner walled city of Mitrik. Construction is amazingly fast, so much so that magic must be involved. It is said that one of the Circle of Five is making his abode there (Bigby). [FtAA – 79]
Mitrik of Veluna
Within Mitrik there is a hidden teleportation circle which allows the transfer of inanimate objects to and from Irongate, and this is used to transport ores and metals from that beleaguered city here for sale, with vital material needs (food, cloth, utensils, weapons, etc.) passing in the other direction. Only small quantities can be transported each day, but this trickle of exchange is vital in supporting Irongate. It is rumored that one of the Circle of Five is responsible for establishing this, probably Bigby, who fled from his home in Scant when the Scarlet Brotherhood struck. He was known to have links with the dwarves of Irongate.
[FtAA – 43]
Sunndi has almost no way of communicating with Nyrond, the encircled folk of Ironwall have turned now to Veluna, through Bigby's teleport link to Mitrik. [WGR4 – 59]

Bigby did not abandon those loyal to him when he fled Scant. He took all those he could with him to Mitrik.
Valash Kador
Bigby the Archmage has been a supporter of the Onnwal freedom fighters since the invasion by the Scalet Brotherhood.
To assess the current situation, Bigby has sent his representative Valash Kador to speak to the Onnwal Freedom fighters. [ONW1 – 05 – Last respects – 3]

Valash Kador
Valash is a […] mage […] who has been an apprentice to Bigby for many years. [ONW1 – 05 – Last respects – 4]

Why did Bigby work so tirelessly? Because he must. He was devastated by the loss of his friend, Tenser. But with such strife in the Flanaess, he had no time to mourn. And so he spent every waking hour in the pursuit of bringing Rary to justice—he might just kill Ray, he thought—and ridding Onnwal of its Scarlet infestation—he expected that he would have to kill a great number of them, too, to do so.

2nd week of Goodmonth
Bigby broached the subject of bringing the Circle back up from Five to Eight. He brought forth a candidate he thought worth of inclusion; but there was disagreement on whether he was suitable or not.
The Principal [of the University of Magical Arts in the Free City, Kieren Jalucian,] keeps personal rooms at the apex of the pyramid, where he can sometimes be found in the company of his paramour, Jallarzi Salavarian of the Circle of Eight. 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]
Bibgy pointed out that Tenser was just such a “hopeless Idealist,” as well. That did not go over well.

3rd week of Goodmonth
Events of Return of the Eight
Jallarzi and Tenser, Transformed
If the loss of Tenser and Otiluke were not enough, Jallarzi Sallivarian had gone missing, too.
Bigby, still devastated by the loss of his best friend, demanded that he look for her; but Mordenkainen refused him. We are stretched to our very thinnest, he said. Adventurers were gathered and dispatched instead to discover what had happened to her, and return her if they could, or report her lost, if they discover her fate.
Tenser’s last clone was discovered, but he was not himself:
One clone of Tenser was finally recovered from a secret location. [PGtG – 23]
Tuerny has tortured him by changing him to a dretch marked with an imitation of the sword from his coat of arms, Tenser retains his awareness, but he currently has no spell powers, armor, weapons or anything else. [Rot8 – 50]
Nor was Jallarzi:
Tuerny the Merciless has chosen to torture her, as well. After making a simulacrum, he changed he sex and cast potent spells to alter her alignment, just for the amusement of watching her turn into something she hates. [Rot8 – 50]

More than anything, Tenser wants to be human again, and he wants Jay revived if necessary and restored to her good-aligned female form. One wish can return Tenser to his human form. Two other wishes can change Jay to Jallarzi and restore her old alignment. [Rot8 – 52]
Tuerney might have been the means, but it was Iggwilv who hatched the plot.
Of course it was Iggwilv. Did you even for one moment believe that Graz’zt could keep that cagey witch caged?
After a successful mission to rescue one of Tenser's clones from the clutches of the infamous necromancer-witch Iggwilv, the Circle added three new members, rounding out the membership. (Tenser, chafing at Mordenkainen's agenda, left the group in disgust after his rescue.) [LGG – 156]
The startling restoration of the archmage Tenser in mid-585 CY, followed by the announcement that the Circle of Eight was once again at full number, heartened many people in the difficult days after the end of the wars. [TAB – 19]

Tenser, Returned
All’s well that ends well, you might say; but not all endings are entirely happy.
Tenser was returned to life in 585 CY […], but chose not to return to the Circle of Eight. [PGtG – 21]
Tenser, chafing at Mordenkainen's agenda, left the group in disgust after his rescue. [LGG – 156]
Otiluke is still dead. Three new members were appointed in 585 CY: Alhamazad the Wise, Theodain Eriason and Warnes Starcoat. […] [PGtG – 21]
It would seem that Tenser was not the only one disenchanted with Mordenkainan’s methods.
Since Tenser was probably her closest ally in the Circle, [Jallarzi] now spends less time with her companions than before the wars, preferring instead to conduct her research and Circle business alone. [LGJ#0 – 9]

[In the] "Year of Peace" (585 CY) [t]he Circle of Eight was brought to full membership once more and began acting against every power its wizards perceived as tyrannical or dangerous to the common welfare. [LGG – 16]
Two merit members of that body (Otto and Jallarzi Sallavarian) have homes in Greyhawk; all the others (Mordenkainen, Bigby, Drawmij, Alhamazad, Nystul, Warnes Starcoat, and Theodain Eriason) visit on an irregular basis. [TAB – 7]
Alhamazad is an ally of Mordenkainen and knows Bigby, but is unfamiliar with the rest of the Circle. [Rot8 – 62]

586 CY
The War had not gone well for the Circle. Its aftermath was as taxing.
The famed mage Nystul, of the Circle of Five, was caught up in the exodus from Almor when Szeffrin was cementing his hold on the land. This normally humorous and flippant man was almost speechless when he fled to Mordenkainen and Bigby, and he shook with rage recounting what he had seen here. He has vowed to destroy Szeffrin, and, while the Circle's current ethos is strongly against direct action and for careful watching and learning, it may be hard even for Mordenkainen and the ever-cautious Bigby to prevent him from trying. [Ivid – 146]

Crook of Rao
But in their darkest hours, a ray of hope broke through the clouds. It was as though it were a sign from Rao.
Of late, Veluna has become a beacon of hope, a center of stability in an unstable land. After the tumult of the Greyhawk Wars, a group of adventurers in the employ of Canon Hazen recovered the long lost Crook of Rao. [LGG – 130]
[W]ord was soon received from priests of Rao, contacted by their superiors in Mitrik, that the artifact known as the Crook of Rao had been recovered, and it had been used by His Venerable Reverence, Canon Hazen, aided by many lesser priests and the archmage Bigby, to rid the Flanaess of [the pestilence of fiends it had endured.] [TAB – 19]

What had become of the Crook of Rao that it had gone missing?
After its rescue, the Crook somehow fell into the hands of Drax the Invulnerable, the calculating animus of Rel Astra. In the closing days of the Greyhawk Wars, Drax and [Canon] Hazen worked out a trade, and the Crook soon came to Mitrik, where it became the most influential item in the modern history of the Flanaess. [Dragon # 294 – 95]
After much ado it was finally but to use.
Coldeven
In a stirring private ceremony attended by the entire College of Bishops, Canon Hazen (along, it is said, with help from the archmage Bigby of Mitrik) employed the fabulous artifact to trigger the Flight of Fiends, a wholesale purge of demons throughout the Flanaess. [LGG – 130]
In Coldeven of 586 CY, His Venerable Reverence, The Savior of Our Lands, Canon Hazen of Mitrik used the Crook to stunning effect, banishing thousands of demons, devils, yugoloths, and other outsiders from all parts of the Flanaess, and possibly from throughout the lands of all Oerth. Though few sages suspected the item’s potential for awesome power, none would have predicted such pervasive effectiveness. The assistance of nearly every priest of Rao in Mitrik as well as the aid (some say manipulation) of the archmage Bigby, certainly played an important role in the effort’s success. [Dragon #294 – 95]
Iuz, the Old One
This decimated the armies of Iuz, which relied heavily on demons, and gave beleaguered Furyondy the chance for a counteroffensive. A few highly protected fiends resisted the banishment and remain in the Flanaess.
[PGtG – 11]
Bigby, it would seem, had risen up to the challenge of Iuz. Iuz had vowed to kill Bigby long years ago; but he had failed in his attempts, thus far.
Bigby reciprocated, and he too had vowed to put an end to the Old One. And so now, while Iuz was perceived to be at his weakest, Bigby put a bug in the Hazen’s ear. We can kill him, Bibgy reasoned to His Venerable Reverence, now that he’s without his wall of infernal fiends to protect him.
It would seem that the Hazen was convinced.
Planting
On the first day of Planting, 586 CY, King Belvor IV and representatives of Canon Hazen, in a unique joint ceremony, proclaimed the start of the Great Northern Crusade. […] Along a broad front, Furyondian and Velunese forces, under the command of Grand Marshal Jemian and backed by the Knights of the Hart and great amounts of magic from priests and wizards (including, it is said, Bigby of the Circle of Eight), slammed into the humanoid armies and drove them back. [TAB – 20]

Furyondy's armies smashed northward in early Planting, bulwarked by the Knights of the Hart and the archmage Bigby. [LGG – 47]
An alliance with Veluna, always a strong ally and moral compass for Furyondy, resulted in the recovery of the Crook of Rao and the Flight of Fiends in Coldeven 586 CY. [LGG – 47]

Brewfest
Bigby was not only making headway against is old enemy, the Old One; he was making inroads into the Scarlet Brotherhood’s occupation of Scant and Onnwal.
The Resistance
Onnwal continued to struggle against the Scarlet Brotherhood. The core of the rebelling force consisted of the entire [thieves’] guild of Scant, led by a notorious master thief, Rakehell Chert.
[TAB – 25]
Chert organized a resistance movement, aided by dwarven clans of the Headlands, the archmage Bigby and the archmage’s associates in Scant. [SB – 6]
[Chert’s’ thieves had worked hand-in-hand with the dwarven clans of the Headlands and with Irongate [….] Chert also received considerable help from the famed archmage Bigby, once a resident of Onnwal, and a group of Bigby’s former associates and apprentices in Scant. The rebellion began on the first day of Brewfest, 586 CY, and lasted through Patchwall. [TAB – 25]
The barbaric treatment of the populace by the Scarlet Brotherhood whet the cry for revenge, and a general revolt was launched in late 586 CY before the Brotherhood could crack down on the rebels. The countryside became a battleground during a brief, bitter struggle in which the freedom fighters drove the Scarlet Brotherhood back to the city of Scant. [LGG – 80]

589 CY
The famed Circle of Eight has many roots in the city and the nearby Wild Coast. This exceptionally powerful group is a political body of wizards who work to maintain a balance of power across the whole Flanaess, so that states can formulate heir own policies without interference or Fear of invasion and conquest by outside Forces or empire-building neighbors. Two merit members of that body (Otto and Jallarzi Sallavarian) have homes in Greyhawk; all the others (Mordenkainen, Bigby, Drawmij, Alhamazad, Nystul, Warnes Starcoat, and Theodain Eriason) visit on an irregular basis. Tenser, a former member, lives near the city in a fortress on the south shore of the Nyr Dyv. [TAB – 7]

590 CY
All he did was get Bigby angry.
Iuz knew who was behind
Belvor’s and the Hazen’s Great Northern Crusade. He decided to lop off the head, expecting that with Bigby’s demise, the Crusade would crumble.
[Bigby] nearly killed Iuz once and is greatly hated by the demigod: in 590 CY, he survived an assassination attempt by Iuz's agents. [PGtG – 22]
Iuz failed.
All he did was get Bigby angry. As if Bigby wasn’t angry enough already.

591 CY
The present. Bigby is 58.
The Circle of Eight strives to set the Flanaess right again. But it’s a long, hard, thankless task. Indeed, few would know who to thank. Because very few even know that the Circle exists. There are those who believe they’re a myth: heroes who tirelessly wage a war against the evils of the Oerth. Most scoff that such a group could, or would, exist. There are even those who think them the boogeyman, perhaps even the cause of all their woes.
If they only knew the truth.
The Circle of Eight
The famed Circle of Eight has many roots in the city and the nearby Wild Coast. This exceptionally powerful group is a political body of wizards who work to maintain a balance of power across the whole Flanaess, so that states can formulate their own policies without interference or Fear of invasion and conquest by outside Forces or empire-building neighbors.
[TAB – 7]
The mysterious assembly of wizards known as the through his powerful network of agents and servitors. Circle of Eight has long benefited from a past obscured by misinformation and enigma. The group's influence reaches from the Baklunish west to the Solnor Ocean, though its secretive methods ensure that few know the extent of its ministrations. [LGG – 156]
Theodain pushes for the Circle of Eight and their allies to take a more active role in managing conflicts in the Flanaess, particularly in the Sheldomar where he supports action in Geoff and Sterich, as well as intervention in the Scarlet Brotherhood-created chaos enveloping the region of the Hool Marshes. Bigby has often joked that in taking in Theodain they have replaced one Tenser with another. [LGJ#0 – 11]
Bigby
Certain members of the Circle are well known and liked, their talents appreciated throughout the Flanaess. The mages Bigby, Jallarzi, and Otto, for instance, are welcome in courts far from cosmopolitan Greyhawk. Others, such as Drawmij, Nystul, and Theodain, prefer to operate away from the public gaze.
[LGG – 156]
Two merit members of that body (Otto and Jallarzi Sallavarian) have homes in Greyhawk; all the others (Mordenkainen, Bigby, Drawmij, Alhamazad, Nystul, Warnes Starcoat, and Theodain Eriason) visit on an irregular basis. Tenser, a former member, lives near the city in a fortress on the south shore of the Nyr Dyv. [TAB – 7]
Rumors tell that Kieren [Jalucian] 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]

One wonders if Tenser has rubbed off on Bigby, and that Bigby too has become the same hopeless idealist that Tenser, too, had been accused of.
Perhaps he is. Because Bigby appears to have aligned himself with those other do-gooders of the Flanaess.
Jerome Kasinskaia, Patriarch of Rao [Greyhawk City]
Says little in meetings but is extremely well informed on many political and religious matters of the Flanaess: superb judgment and always truthful; a masterful speaker, diplomat, and project leader, though he usually keeps to himself; close ally of Bigby of the Circle of Eight, knows everyone in the government of Veluna; considering retirement soon and may move to Mitrik in Veluna. [TAB – 63]
One of the highest-ranking priests of Rao alive, he has excellent contacts with the leadership and ambassadors from Veluna and knows Bigby of the Circle of Eight. [TAB – 110]

Indeed, Bigby, despite his tireless war against Iuz and the Scarlet Brotherhood, appears to have become a bit of a softy in the eyes of his compatriots.
The Circle of Eight have heard the bard [Gywdiesin]'s recitations; even the introverted, conservative, and repressed Bigby was shaking when the bard fell silent, and Mordenkainen himself was stirred enough not to repeat the experiment. [Ivid – 116]
Perhaps it’s the stress catching up to him.
I’ve my doubts about that. Bigby has hardened in his maturity. He may be soft-spoken, he may be supposedly sullen and repressed, but the wheels ever turn in Bigby’s mind. He is always looking for new—if ancient—magics to wield against his foes.
The Khul-Ak Tableaux
A recent discovery by dwarven explorer/miners plumbing the depths of Irongate’s immense undercity has both the magical and mining communities talking. The discovery, two six-foot high stone tablets now referred to as the Khul-Ak tableaux (after the ancient clan which the discoverers belong) is thought to reveal something of significance about the lands surrounding the free city that has yet defied identification. Divination revealed both tablets as incalculably ancient, as well as highly magical. Current rumor suggests the bizarre writings to be the religion of some forgotten sect of subterranean Ur-Flan, though a figure no less prestigious than the visiting Bigby himself was overheard to describe the writing as “unfathomably alien.”
[LGJ#1 – 29]
Perhaps these will rid Onnwal of the Scarlet Brotherhood’s yoke.
Or better yet, perhaps this will be just the thing he needs to kill Iuz, once and for all.
Everyone dies, after all. Very few are lucky enough to return from the void.
Bigby has.
He knows that makes him lucky.


Picture [Dragon #290 – 108]

Librarian, Alchemist, Sage...
Bigby was always studious. He had thoughts once of pursuing a life of research, after all. Librarian, alchemist, sage; he would have been happy being any of those. It comes as no surprise that he would take to writing.
Given his experiences, the subject matter does not surprise, either.
Manual Powers Beyond Life, By Bigby
(burning hands, Bigby’s interposing hand, Bigby’s forceful hand, Bigby’s grasping hand, Bigbys crushing hand, Bigbys clenched fist)
[Dragon #82 – 57]

We are all rather familiar with the type of spell Bigby produced.
Level One
Bigby’s Bookworm Bane
Bigby’s Feeling Fingers
Level Two
Bigby’s Dextrous Digits
Bigby’s Dextrous Digits
Bigby’s Silencing Hand
Level Three
Bigby’s Pugnacious Pugilist
Level Four
Bigby’s Battering Gauntlet
Bigby’s Construction Crew
Bigby’s Force Sculpture
Level Five
Bigby’s Fantastic Fencers
Bigby's Icy Grasp (4e)
Bigby's Interposing Hand
Bigby’s Superior Force Sculpture
Bigby’s Strangling Grip
Level Six
Bigby’s Besieging Bolt
Bigby’s Forceful Hand
Level Seven
Bigby's Grasping Hand
Level Eight
Bigby’s Most Excellent Force Sculpture
Level 9
Bigby's Crushing Hand
[GA – 127, PHB 1e – 41,42, Dragon #401 – 58]


Given the spells he researched, the item he created are not unexpected either.
Bigby
s demanding ram
A singular item manufactured by a master mage of the City of Greyhawk, this ram is a 10’ brass-sheathed battering ram, forged by dwarves from the farthest mountains. It was bathed in the boiling blood of a dozen yeti to give it strength, rune-etched with the acid of a black drag on, then tempered in a living volcano. Its head was forged from a single wedge of bronze brought from the elemental plane of Earth and carved in the shape of a clenched fist by six bound efreet. Finally, it was invested with Bigby’s clenched fist, Bigby’s forceful hand, and wall of iron. The result is a battering ram that takes 10 men of strength 13+ or the equivalent to use. On impact, it delivers a blow equivalent to triple the usual structural damage inflicted by a ram. (XP value 2,500)
[Dragon #178 – 17]

I would never have expected that he would enchant a sword, but he was always open to suggestions from a friend.
The sword is of exquisite craftsmanship. Its inscription, written in elvish runes, explains that it was originally enchanted by the wizard Bigby for an elvish prince named Elibriel. [WGR1 – 84]

His most curious creation is the non-stick floor.
Kitchen
The floor of the kitchen is wood, covered with a special non-stick coating of Bigby’s creation. [WGR2 – 37]
I suppose a wizard bent on freeing the Flanaess from tyranny has little time for household chores.


Bigby might have begun life as someone’s No.2, but I believe that he became his own man in the end. Maybe more.
Indeed, I doubt that Mordenkainen holds much sway over the Bigby that emerged after he, the Big M, left to explore the West and Bigby remained behind to hold the fort. In fact, unless I’m projecting my own wish for independence for the eternal apprentice onto him, I detect a certain rebellion in his history after his mentor went truant.
I like that. No, I love that. Every student must emerge his own master in the end. I believe that Bigby does indeed become his own master, too. You may point out that Bigby is an archmage and very much a master in his own right because of it; but I would argue that a student forever remains in the shadow of the master, no matter how learned he might become, no matter how high he may rise, if he doesn’t break free.
Bigby does just that. I see no mention of Mordenkainen in Bigby’s war in Onnwal, or Mordenkainen’s inclusion in Bigby’s endeavours in Mitrik against the Old One.
Long Lost Wanda
Does Bigby surpass Mordenkainen and Tenser in power? No. He’s forever relegated No.3, in that regard. But Bigby’s accomplishments equal Tenser’s, I would argue. Do they equal Mordenkainen’s? Mordenkainen’s accomplishments appear to dwindle upon the Oerth over time, more inclined to flit about across the multiverse than he is to be involved in maintaining “The Balance” on Oerth as he once was. He has people for that, you might say. In that regard, I would say that Bigby does indeed surpass Mordenkainen as one of the preeminent protectors of the Flanaess.
I believe, though, in my heart, that Bigby would have been happier as a Dean of The Free City of Greyhawk’s University of Magical Arts, with long lost Wanda by his side.
But the realms of the Flanaess would most certainly not be.
Such is the sacrifice of heroes.


“I'll spread my wings and I'll learn how to fly
I'll do what it takes 'til I touch the sky
And I'll make a wish, take a chance, make a change
And breakaway…”
― Breakaway
Matthew Gerrard, Avril Lavigne, Bridget Louise Benenate





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.


The Art:
Mordenkainen, from Expedition to the Ruins of Greyhawk, 2007
Rakehell Chert, by Gary Williams, from WG6 Isle of the Ape, 1986
Robilar, from Epic Level Handbook, 2002
Jallarzi and Tenser, Transformedby M.E. Kedzierskifrom Return of the Eight, 1998
Crook of Rao, by Richard Pace, from Dragon #294, 2002
Iuz, the Old One, by Sam Wood, from Dragon #290, 2000 (1998)
The Circle of Eight, by Sam Wood, from Dragon #290, 2000 (1998)
Bigby, by Sam Wood, from Living Greyhawk Journal #0, 2000
Bigby’s Dextrous Digits, by Dave Sutherland (?), from Greyhawk Adventures, 1988
Bigby's Demanding Ram, by Gerald P Sawyer, from Dragon #178, 1992

Sources:
1015 World of Greyhawk Boxed Set, 1983
1043 The City of Greyhawk Boxed Set, 1989
1064 From the Ashes Boxed Set, 1992
1068 Greyhawk Wars Boxed Set, 1991
2011 Players Handbook 1e, 1978
2011A Dungeon Masters Guide, 1st Ed., 1979
9025 World of Greyhawk Folio, 1980
9031 The Rogues Gallery, 1980
9112 WG5 Mordenkainen’s Fantastic Adventure, 1984
9147 T1-4 Temple of Elemental Evil, 1985
9292 WGR1 Greyhawk Ruins, 1990
9309 WGA4 Vecna Lives! 1990
9360 WGR2 Treasures of Greyhawk, 1992
9386 WGR3 Rary the Traitor, 1992
9399 WGR5 Iuz the Evil, 1993
9576 Return of the Eight, 1998
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
WGR Ivid the Undying, 1998
11374 The Scarlet Brotherhood, 1999
11743 Living Greyhawk Gazetteer, 2000
Dragon Magazine #82, 178, 294, 302, 401
LGJ #0, 1, 5
LG Onnwal Gazetteer
LG ONW1 – 05 – Last respects
Greychrondex, Wilson, Steven B.
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer