CAS

CAS

Tuesday, November 13, 2018

Where the Bandits Are - Wormhall Part 3 The River Tower Part 2


The River Tower Part 2

The Gnolls -
Around 50 Gnolls inhabit the tower. They are all armed with longbows. Their armor varies between leather, studded leather and chain. Sone use large shields and all use one-handed weapons, longswords, battle-Axes, flails and maces prefered. There is a distinct order of authority from their pack leader to the last follower but none of these gnolls is a runt or weakling.

Rex is their pack leader and he is head and shoulders above the intelligence and ability of the others. He was something of an experimemt by a Wizard who resides in the Rift Canyon. He is bigger, stronger and most importantly stronger than your common gnoll. He wears enchanted plate armor and carries a two-handed sword can that break unchanted armor and weapons on a natural 20. 



`The River Tower 2nd Floor

1. Murder Holes line the floor. A large barrel of oil is in each corner of this area. The Gnolls will break open one of the barrels and let oil pour onto intruders beneath. The floor is sloped so that the oil will pool in the center and empty through the holes. A torch applied to the oil will send a stream of flame down to ignite any soaked beneath and the pool below. The Gnolls havent need to use this before and are unaware that the burning oil will ignite the inner door but not the portcullis. The outer portcullis is meant to be dropped in place after intruders have gained entrance hopefully trapping them in the hall below. The mehanism for raising and lower both sets of portculli are in this area.

2. This area is similar to the first floor area 2 but the crossholes for archers are set lower and there is no step below them,

3. Steps going down to first floor

4. Steps going up to third floor.

The River Tower 3rd Floor

1. This is a crenalated balcony. A Gnoll watchman is always on guard here, though often asleep.

2. This area is similar to second floor area 2.

3. Stairs going down to second floor.

4. A ladder going to a trap door in the roof.

The River Tower Roof

1. A trap door and ladder going down to the 3rd floor

2. The roof is peaked and sharply angled except for a small walkway around the outer edge that allows access to the four small guard towers. The roof is kept slick with tar and is sheeted in metal. It has enchantment to rersist it from heat and flame. Landing on the roof is extremely difficult.

3. A small guard tower. Each has a stout door and archer crossholes in the two walls facing out from the tower. Extra quiversd of arrows are kept in these rooms and a gnoll occupies each one. The duty is boring and the are often asleep.

Sunday, November 11, 2018

Where the Bandits Are - Wormhall Part 2 The River Tower



Wormhall Part 2 The River Tower


The River is Constructed on a small, rough island of rock that sits in the middle of the Ritensa River between Wormhall Port and the lands of the Horned society.

1st Floor

1. These are the main doors. A path leads down from them to a small quay where a single medium boat can tie up and offload goods. There is a small crane for offloading bulky items.

The entrance doors are thick and stout with a metal portculus that can be lowered in front of them.


The doors themselves are damp and swollen from the spray of the river crashing against the rocks and even magical fire will have a difficult time setting them ablaze. The tower is constructed of thick stone. It radiates faintly of evil if detected for as it was raised by devils summoned by the Hierarchs of the Horned Society.

The roof of this passage is lined with murder holes in the cealing.

The interior doors are thick and a second portculus can be lowered in place before them. These doors, while stout, have no special resistance to fire.

2. The interior of the 1st floor is filthy. The floor is covered in dirty hay, cracked bones, and cloth scraps pushed into piles. At least 10 gnolls can be found here at any given time.

The stone walls are all pierced with loopholes for archers. The ceiling is 10ft high and there is a small step before each loophole which is set 6ft above the ground giving the archers on the 1st floor the ability to fire down a little on those outside without the ability for the loopholes to be used against those inside. There are pegs on the wall by the loopholes to hold quivers of arrows.

There are weapon racks on each wall and quivers full of longbow arrows at hand.

3. Stairs going up to Level 2

4. A trapdoor leading down to the Basement

5. A metal cage usually contain a captive or two. The gnolls have a taste for fresh meat.

To be continued

Saturday, November 10, 2018

Where the Bandits Are - Wormhall - Part 1



2. Wormhall -

Leader - Baron Oltagg Ftr/Thf 4th/9th
Troops - Cav 150, Inf 400, Gnolls 100
Population - 9,000


Wormhall gets its name from the ancient fortified manor on the banks of the Ritensa River. There is a town and small port on the river. An out-cropping of rock in the center of the stream holds a small fortified tower. The Baron keeps a contingent of 50 Gnoll archers in the fortress. Their longbows tipped with tarred arrows waiting to be ignited are a fearsome deterent to any attacks across the river by the Horned Society.



Baron Oltagg maintains the appearance of a cultured gentleman but is actually under the control of thew Horned Society. He supplies them with slaves purchased from other Bandit Kingdoms or taken as captives in the endless border fighting. He maintains logging camps and exports lumber up the river but also uses his camps to raid the Fellreev Forest attacking Sylvan Elves for the most part.


Wormhall of Wormhall is actually in a decent state of repair. 100 of the Baron's infantry are based in the Manor. and 50 of his cavalry. There is a gnoll tribe that serves Oltagg based in the cave system within the forest to the north. He maintains two small forts along the border with his fellow Bandit Kings with his remaing cavalry and infantry split evenly between the two.

The bulk of the population, 5,000 people, live in the town and farms around the manor. The rest are split between forest camps and small farming villages.

Friday, November 9, 2018

Adventure Idea - The Deer Hunters


The Fruztii Shaman Vainamo leads a band of hunters dressed in enchanted Deer Cloaks and carrying Bone Lances as the look over a herd of deer. They are actually waiting to ambush a party of Schnai hunters who are stalking the herd.

Vainamo is a man of middle years. He has never sworn oath to the Schnai and has commanded a small rebel force against them. He is a Shaman (A priest/magic-user in my home campaign) of at least 9th level. He has a large number of followers but they never congregate in groups larger than 30. He is popular among the Fruztii except for the King and his loyalists, but his warbands tend to consist of Rangers, Druids, Shamans, and Fighting Men.

In my home campaign the Fruztii have no single class priests but have a Shaman (priest/magic user) hierachery. Both Shamans and Druids follow nature gods. The Raven or Crow God, the Fox, The Ice Queen, the 4 Winds, the Thunder God.

NEW Magic Items

Deer Cloak

The Deer Cloak allows the wearer to be seen as a Stag and appears so to all the senses including leaving tracks of a large Stag. If the wearer attacks he will suddenly appear as someone in the Deer Cloak only to transform back into the appearance of a stag 3 turns after the last combat action. While wearing the cloak the wearers speed is increased and they gain resistance to cold.


Bone Spear

This spear is magically transformed from the antler of a stag. It has the ability to slay a deer with a single hit. It is balanced for throwing. The Bone Spear is -3 to hit against metal armor but +3 to hit against leather armor, hide or no armor. It inflicts 1d12+1d8+1d4 damage.


Vainamo is a wanted man. There is a large reward for him dead or alive. He is also a charismatic and successful leader. He accepts men from all nations in his band except for Schnai.

Thursday, November 8, 2018

Where the Bandits Are - Warfields Part 1


Bandit Kingdoms

Warfields

Leader - Guardian General Hok (Ftr 11)
Troops - Cavalry 300, Infantry 500
Population - 12,000

Warfields is one of the most stable and strongest of the Bandit Kingdoms. It maintains a peaceful yet wary existence with the Shield Lands and has not proven a thorn in the side to the Horned Society worthy of exerting the forces needed to destroy it.

Guardian General Hok was once a common soldier in the Shield Lands. He served the previous lord of Warfields till he overthrew him and seized the leadership for himself. Since then he has trained his followers and bloodied them against the encrouchment of his neighbors and tribes of demi-humans. But the real strength of Warfields is the old castle that overlooks the Ritensa River. Hok has reinforced it and with his dwarven architect Gralon turned it into a formidable citadel for its size.

Warfields the castle and port-town are the main population center for Hok's territory. Over 10,000 people occupy the port with a small scattering of demi-humans (mostly Dwarves). The Horned Society deals with Baron Oltagg of Wormhall but the merchants from the Shield Lands and beyond find it safer to base themselves in Warfields. In any case Hok applies a small tithe on all goods sailing up the river on the way to Critwall.

The rest of the Warfields population is generally close to the castle in small fortified farming towns and cattle ranches. Hok's cavalry spends most of their time patrolling the area around the herds and ranches while there are two small fortifications that watch the border with Wormhall to the North and Tangles to the East.

Guardian General Hok



NPC - Qaabil of Ekbir



Qaabil of Ekbir is young to be so powerful a magician as well as a scholar of ancient Suel enchantments. He has walked the Sea of Dust and returned, but now he is an exile from his own land. The Caliph has ordered his death and now Qaabil finds himself dwelling in the City of Greyhawk and hiring mercenaries for his own protection.

The young mage is hiring more than mercenaries. He is assembling a powerful group of adventurers for a grand expedition. Some say he seeks to return to the Sea of Dust, others that he has found the location of the fabled lost city of the Suss Forest. There are rumors he seeks to find a tomb of a long dead sorceror in the Vast Swamp. Whereever he intends to go he seems to be taking a small army with him.

Wednesday, November 7, 2018

Painting - Inn of the Welcome Wench - Hommlet


While travellers use he main entrance and large common room the Hommlet locals use a side entrance to a smaller room. During the summer tables and benches outside this side door are favored. By sunset the farmers and locals have normally returned home for their supper and dark sees them sleeping early since their day begins before the crack of dawn.

Tuesday, November 6, 2018

Painting - A Street in Hommlet


Module T1 has always been one of my favorites and the starting point for at least two campaigns set in Greyhawk each of which lasted more than 5 years. This painting captures the feeling that the old blue and white map always inspired me to picture in my mind's eye.

Sunday, November 4, 2018

Adventure Idea - The Halfling's Dream


Adventure Idea - The Halfling's Dream

Whether it is a magic pipe or some ability of the Halfling Twigg Twiggham of Twigghome the smoke which hovers about him is said to show the dreams of those who sit near. Twigg himself sees nothing in the smoke and the idle thoughts of the farmers and craftsmen who normally sit in the common room of the Golden Harvest, the largest Tavern in Twigghome, show little but the slow and peaceful life of this large Halfling community nestled in the Duchy of Urnst. Yet the Golden Harvest and Twigg now see visitors from across the Flanaess seeking answers in the pipesmoke to questions which haunt their days and nights.

Twigg is an unemposing Halfling of moderate wealth and great indolence, but in his youth he was an adventurer and a thief of experience if not renown. Twigghome is a typical speciman of a prosperous Halfling community if larger than most as it is home to over 2,000 (A large portion of the Duchy's Halfling population). There is an organized militia and a stone fortress with several retired adventurers in residence. They are well able to defend themselves if need arises.

Saturday, November 3, 2018

Repost - Oerthly Equivalents



Oerthly Equivalents

Here are the general sources I've used in the past (as far as I remember). For the most part these are based on movies and popular fiction rather than historical texts.

Oerthly Equivalents

Almor, Prelacy of - Cromwellian England
Bandit Kingdoms - Various
Bissel, March of - Hungary
Blackmoor - Finland
Bone March - Various Fantasy
Celene - Lothlorien
Dyvers - Amsterdam
Ekbir - Damascus
Frost Barbarians - Vikings
Furyondy - France
Geoff - Wales
Gran March - Templars
Great Kingdom - Otto I Holy Roman Empire
Greyhawk, city of - Gygax Gord the Rogue novels & Various Fantasy
Highfolk - Rivendell
Horned Society - Various Fantasy
Ice Barbarians - Vikings
Idee - Renaissance Italian city-state
Irongate - Renaissance Italian city-state
Iuz - Various Fantasy
Keoland - England
Ket - Romania/Bulgaria/Transylvania
Lordship of the Isles - Caribbean British Island ports and strongholds based on pirate movies
Medegia, See of - Loosely based on Three Musketeers Cardinal Richelieu
North Province - England of King John and Robin Hood
Nyrond - England
Onnwal - Renaissance Italian City-State
Pale - Rome
Perrenland - Switzerland
Plains of the Paynims - Mongol
Pomarj - Various fantasy
Ratik - Various fantasy
Rel Astra - Various fantasy
Rovers of the Barrens - Pre-Christian Magyars
Scarlet Barbarians - Nazi/Teutonic Knights
Sea Barons - Caribbean British Island ports and strongholds based on pirate movies
Sea Princes - Barbary Pirates
Shield Lands - Arthurian Fantasy England without Arthur
Snow Barbarians - Vikings
South Province (Ahlissa) - Spain – El Cid - kinda
Spindrift Isle - L Series Various Fantasy
Sterich - General western europe medieval
Stonefist - Cossacks
Sunndi - Renaissance Italian City State
Tenh - Northern England
Tiger Nomads - Mongol
Tusmit - Ottoman
Ulek’s - Various Fantasy
Ull - Ukraine after Mongol Invasion
Urnst, County of - Generic Medieval
Urnst, Duchy of - Generic Medieval
Valley of the Mage - Various Fantasy
Veluna - Generic medieval/ fantasy
Verbobonc - Various fantasy
Wild Coast - Various fantasy
Wolf Nomads - Huns
Yeomanry - Old Prussian
Zeif - Persian

Adventure Idea - Sentinals of Yesterday


Deep within the Adri Forest there is a place that humanity does not go. Something is changing there, something very old is returning and the Flanaess will not be the same.

For a time longer than the memory of humanity the Elves have kept guard over this place they call Bitterness. Guardians, the Elven Sentinals, have watched over this land since before the Suel Imeprium, before the migrations of the Flan and the Oerid. A time when the Adri stretched unbroken across the north, when the Kingdoms of the Dwarves held all the mountains and the Elves ruled forest and plain.

The Adri is now no place for Elves of this day, the pathways twist and twist and wind till they take you places that once were or will be or never happened. The forest is growing and yet is no larger than its present borders. It is growing inside, vast and dark; trackless and wild.

From the long march of time the Sentinels of Yesterday are appearing and neither Elf or Human know how to stop them.


Friday, November 2, 2018

NPC - Sargent Karag


Sargent Karag commands a detachment of Shieldlanders who wage an endless war against the Horned Society. The Knight-Errant who originally led the company was slain along with his squires when the were ambushed by a devil-lead band of Hobgoblins. The company's Chaplin banished the devil before he himself was slain and out of the nearly 300 men only 72 fought their way clear.

Karag wears the typical helm and chain coat of his company and carries the large kite-shield which belonged to Sir Tindus, his slain commander. The Shield bears some enchantment which drove back the Horned Societies summoned devils during the ambush. Karag also carries Sir Tindus' longsword, but does not use it. Instead he favors and ancient curved war axe that has been in Karag's family for geenrations.

The company numbers some 112 men at the moment. New recruits arrive steadily but the losses to the Horned Society whittle down the command with almost every encounter. A noble replacement for their commander is rumored to be due shortly but so far no one has matarialized.