The Gray Weirds are the remains of certain wizards and sorcerers who sought to escape the ravages of Ur’s Fifth Cataclysm by transforming themselves into gray oozes.
In their inactive state Gray Weirds resemble stone columns supporting a stone mask or bust depicting the person they were before their transformation. When provoked they lose their rigidity and display all the characteristics of gray oozes. In addition to these abilities Gray Weirds may cast each of the following spells once per day: ESP, mirror image, and hold portal.
Gray Weirds tend to lair in the habitats of their former selves – wizards towers, isolated research facilities, etc. Whether or not they retain any aspect of their former personalties remains unknown — to date no one has successfully communicated with a Gray Weird or knows if such a thing is even possible. Gray Weirds often cultivate other slime creatures in their lairs.
The party started out on the banks of a forgotten subterranean river having come across by rope-pull after their boat sunk. They wandered through many caverns and encountered many strange things. Some of these things tried to kill them, others made them try to kill each other, and a few just gave them the willies so bad they turned tail and ran in the opposite direction. But when the night’s over, where’s the party? Back on the same riverbank. . . doing their laundry. All except the one guy who died trying to wrestle a REDACTED.
What cracks me up is when I make the adventure the day of the game, and it’s just a broad-stroke scribble-map of “Room 4: 3 Ghouls — 50GP in gems hidden under rock” – and then the players end in the dungeon, giving me another week to add stuff so that when we game again it’s “Room 4: 3 ghoul outcasts from the undercity. If the ghouls hear the party approach they move to the opposite side of the pit in Room 5 and leave a trail of gold coins to the trapped sarcophagi in Room 6.”
So players – if the DM says the adventure got made that day, then that’s the time to be bold. Otherwise those wheels within wheels start turning. . .
Artwork by one of my 3rd grade students.
Here’s my list of what I bring to the table when running the Vaults of Ur.
1. Red Tide.
2. Chronicles of Future Earth
3. Basic Labyrinth Lord
5. Moldvay Basic
But pretty much it’s Moldvay Basic.
In case anyone’s curious about what’s been going on with the Vaults of Ur, Dennis has been doing a stellar job writing up play reports.
Dennis (AKA Thidrek the Sleestak) has done a writeup of the last adventure over at What a Horrible Night to Have a Curse. And for a full expose of Thidrek in all his greenness checkout this picture by Jeremy/Oxide (AKA Ripper). Good stuff. Now I need to think of something for them to do this weekend when they once more head into the ruins.