CAS

CAS

Friday, February 15, 2019

Sudden health problem - If I disappear for a few months I hope to be back

Hey

Just had a problem with my ankle. May have to be amputated (I'm a diabetic) in which case I may disappear suddenly and be gone for a few months of rehab and getting a prosthetic made. Till then I will keep posting and hopefully the anti-biotics will take care of things and I will be able to keep the leg.

Prayers and well wishes gratefully accepted.

Jason

Verbobonc - Sir Anglrieve's Manor - Part 2 The Map




Verbobonc - Sir Anglrieve's Manor - Part 2 The Map

Each square is 10x10 feet
Walls are worked stone with a dirt center 10 feet thick with last 10ft crenelated. 30ft high with top 10ft crenelated


1.  Moat
2. Drawbridge
3. Gate Tower
4. Gate Walkway
5. Wall Walkway
6. 10ft verge at base of wall
7. Workshop - Tanner/Hideworker
8. Wagonshed
9. Wainright
10. Stables
11. Main Buildings
11a. Great Hall
11b. Old Tower - Armory, Barracks, Treasury
11c. Barracks covered entrance.
11d. Family and Servants Residence
11e. Connection between buildings
11f. Kitchen, Brewery, Servants Residence, Food Storage
11g. Workshop, Storage
12. Smithy
13. Kennels
14. Well House
15. Stream connecting to Moat
16. Packed earth grounds.

Thursday, February 14, 2019

Verbobonc - Sir Anglrieve's Manor - Part 1


Verbobonc - Sir Anglrieve's Manor - Part 1

Sir Anglrieve is a distant relation of the Viscount. he served the Verbobonc Guards with distinction in the Battle of Emridy Meadows but is now retired to his manor on the south-eastern edge of the Viscounty in a wide valley within the Kron Hills. The lands are a bit more wild than those closer to the city and the surrounding area is just starting to repopulate after the last rising of the Temple of Elemental Evil. The forests are near, though the elven kingdom of Celene patrols the woods the Wild Coast is still near enough to bring bandits, monsters and trouble without much warning.

All the farms are close and many of the farm families have members who work within the manor, Two of the three nearest towns are still abandoned and the third, Waymarket, survived only because the large inn, The Wyverns Tail, was almost as well fortifed as the manor. Waymarket now sports a wooden pallisade and watch towers with most farmers living inside the walls and going out to work their land.

There are a score of professional guardsmen inside the manor while the farmers have a militia that Sir Anglrieve leads in times of trouble. 

Wednesday, February 13, 2019

City of Greyhawk - Gygax or Maldin - Which version?


Gygax Post-TSR City of Hawks


LGJ #2 Version

As I delve deeper into a new Greyhawk campaign I find myself struggling between which version of the City of Greyhawk map to use. As  seen above Gygax produced a rough sketch version of the city for his novel City of Hawks (A much more detailed version can be found at the Mage of the Striped Tower blog).

While the differences are quite marked I'm not sure how much of an effect they have on the character of the city or the ability to incorporate Gygax's city descriptions into Maldin's version. Maldin's is much more detailed and he has added the Gygax street reference material to the LGJ#2 map as well as a host of other descriptive material. 

In general I'm a do it yourself kind of DM but I'm not great with city maps (or wilderness maps) and the amount of effort Maldin has put into his version is very appealing. My only negative reaction is my post-Gygax TSR bias. 

Tuesday, February 12, 2019

NPC - Delia


NPC - Delia

Delia is a thief by trade but a survivor by nature. Some locals call her the Weeping Mask or the Black Kiss but not to her face. Her main residence is in the City of Verbobonc and she spends most of her time at the Mercenaries Guild when she is in the city. Otherwise she will be hired on with treasure seekers for the most part. Her skills are as well known as her remarkable face and the Viscount hires her for tasks that require someone with agile hands and a cautious attitude.

In her younger days Delia found herself in a magician experiment one wrong and no bears the burden of it. Delia's kiss will cause 1d10 damage and the chance to afflict the Black Rot (a magical disease that will turn the kiss-e into a shadow). Delia is immune to many of the effects of the Negative Material Plane and cannot be harmed by Shadows and resists all such attacks by undead creatures very strongly. She can see Shadows and any Undead perfectly clearly regradless of their abilities to hide or conceal themselves.

Cities of Greyhawk - Verbobonc Part 12 - Farmers


Cities of Greyhawk - Verbobonc Part 12 - Farmers

The bulk of the population of the viscounty is made up of the humble farmer. These folk fill the towns and villages, though not the city itself. Numerous farms do surround the city though far enough from the walls to prevent any buildings from being used as cover by a besieging force. Three towns have been built within one mile of Verbobonc and each is center for farm goods entering the city, much to feed the citizens but much to be sent downriver in trade to Dyvers and the City of Greyhawk.

Farmers are freefolk in the viscounty. They belong to small militia that take care of much of the law and order beyond the city walls usually commanded by some minor noble cleric or proseprous land owner, but some villages will have retired guardsmen or Verbobonc Lancers. One notable militia in the village of Hommlet is commanded by an experienced warrior with a mage, his partner, in support.

Farmers provide not only the manpower for the Verbobonc army should it be necessary to call upon them but also represent most of common society of the viscounty. Adventurers will no doubt encounter farmers more often than any other type of inhabitant and they can prove to be a great aid for all those things that go beyond simply slaying monsters and creatures. They can help with shelter and hirelings, pass on information, be a source for rumors and supplies. It is on their backs or in their wagons that many a hoard of coin has been brought from lairs to the city. 

Most farmers in Verbobonc follow the Old Faith, but a goodly number of Cuthberite worshippers have been growing even in smaller villages. Many follow both Cuthbert and the Old Faith and this is especially true further from the city. In any case there is no conflict between the druids of the viscounty and the clerics of Cuthbert.

Monday, February 11, 2019

Adventure Idea - The Thing Under the Bed


Adventure Idea - The Thing Under the Bed

In a hidden chamber within the walls of the castle of Verbobonc Darena the daughter of Istarnus the wizard advisor to the Viscount is kept. An adept of magic herself she has become caught between the planes of existence. But she is not alone.

Something dark and loathsome has crawled from the nightmare realm of Incabulos and has been bound to her. This monstrosity of evil is a pale multi-limbed creature whose hair is black as the pit and her face a festering maggot-filled wound. 

Istarnus has been unable to aid her and the clerics of Rao and Saint Cuthbert are powerless. Somewhere between the planes a part of Darena is trapped. Word has come that the Tower of Eldorath has been opened and beneath its ancient foundations a portal has been found that might lead across and between the planes. Istarnus seeks adventurers willing to step beyond the Oerth and into the great beyond to rescue his daughter. The risks are great but so are the promised rewards. 

Adventure Idea/Alternate Oerth - The Nightmare of Incabulos


Adventure Idea/Alternate Oerth - The Nightmare of Incabulos

From time to time I'd run a Greyhawk campaign that would have some element that would take over the setting so I'd run it as alternate Oerth campaign. I ran a CthulhuHawk campaign where the Lovecraft pantheon and creatures were taking over the Flanaess, or a Gunpowder and Greyhawk game with a major introduction of guns and cannon, this idea is a zombie apocalypse theme where a plague settles over the Flanaess.

All across the Flanaess every human and humanoid is afflicted by the same nightmare vision of Incabulos rising from a sea of bones. A fire rages in the distance, the air is choked with ash and black bats, the Oerth has become a world of death.

From this point on all clerics have lost the ability to turn undead. Those who die rise as zombies and attack the living and the gods themselves have become remote and distant to the anguish of their worshippers.


Plague is sweeping the land and the spells of priests cannot cure it. (The plague causes 1d4 damage 1st day, 1d6 2nd day... progressing to a greater die of damage till the 6th day causes 1d20). Infection is by zombie attack, but anyone who dies for any reason rises as a zombie. Cities become necropoli as the streets soon fill with hordes of the dead. Only those of power can survive or those kept from the touch of the dead. The player characters must find a way to survive and hopefully a way to find the source of the rising dead and stop it.

NPC - Durbar of Clan Steel Mountain


NPC - Durbar of Clan Steel Mountain

Durbar is an experienced dwarven warrior currently recovering from wounds in the city of Verbobonc. He is a mountain dwarf but from a clan and kingdom long thought dead. The Clan Steel Mountain is very old and its last holding is a fortress city in the Jotens where they have remained cut-off from the Flanaess for centuries. The recent rising of the giants and the stirring of the UnderOerth has ended their generations of hiding and now they are sending scouts out far beyond their borders.

Somewhere in the Lortmils there was a dwarven kingdom, cousins to the dwarves of Steel Mountain. Long ago this kingdom perished and Durbar has only been made aware of this when his party of fellow dwarves were forced from its ruined halls. Before returning to Steel Mountain Durbar seeks to return to the ruins, which are considered a holy place  by the small groups of dwarves and gnomes nearby. Now he looks for a party of adventurers to join him in his search. He knows that such adventurers will despoil the ruins and loot any treasure but Durbar is more interested in finding the archives of the city than the treasury and will guide any adventurers to fulfill that goal while talking, truthfully, of the wealth once held in this city.

Durbar is a powerful fighter. His weapons are good Mountain Dwarf made with a shield of arrow attraction and a spiked mace named Morgenstern the Bonebreaker which is both enchanted and intelligent.

Friday, February 8, 2019

Item - The Pot of Infinite Tea


Item - The Pot of Infinite Tea

The Verbobonc wizard Symes receives the Pot of Infinite Tea from the enchanter Kasaamat of Ket during his visit.

The Pot of Infinite Tea is a powerfil item of magic from legendary lands far west of Zeif and the plains of the Paynim. What Symes, perhaps the greatest wizard who calls Verbobonc home, and one to be noted even in the City of Greyhawk, did to recive such a precious gift, payment or reward is unknown.

The Pot is filled with enough tea for a dozen servings and each cup of the tea has a random effect upon the inbiber. Some allow the casting of extra spells, some allow the seeing of visions past, present or future, some leave the drinker inebriated. Each cup produces a different effect with results that last no longer than a day. 

After the first drop is poured the pot we refill itsell  in 24 hours. Drinking from an additional cup of tea will dispell the previous effects.                                          

Thursday, February 7, 2019

NPC - The Raven Queen

NPC - The Raven Queen

She is a mysterious figure seen wandering the lower Kron Hills east of Hommlet where the ruins of old villages and farms remain from the time of the Temple of Elemental Evils first rising and defeat. Many of the locals fell under its sway at the time or were driven out or killed and the area became wild and abandoned. Now that the temple has again been defeated and Hommlet risen in prominence with the outer walls of the castle completed people are again returning to the area. To the south one of the garrions of the Verbobonc Lancers is no more than 10 leagues away and they have made great inroads on the monsters and tribes and bandits which had been calling these lands home.

The Raven Queen been spotted many times but never approached. Always great flocks of ravens and crows surround her and she herself can disappear among them perhaps transforming into one of the birds herself. She is seens as a good omen to the returning farmers and offerings are made to her and her conspiracy of ravens and murder of crows. She is said to have driven of monsters and predatory beasts from the newly formed villages forming in this wild land, but no one really knows who or what she is.

Wednesday, February 6, 2019

Monster/NPC - The Green Woman


Monster/NPC - The Green Woman

In the Gnarley Forest east of the Town of Nulb can be found a dryad grove, now deserted, the beautiful and dangerous tree-maidens having been slain or captured. This grove is now haunted by a creature much like them but far more elusive and dangerous.


She is called the Green Woman by those who have seen her. There is no fear in her but she is approached only by those with no intent of harm within their hearts. Quick as the strike of lightning, strong as the roots of trees, the Green Woman is immune to magic. She can summon trees and plants to aid her. Her flesh is as tough as ironwood and her hands clawed with razor-edged thorns.


The Green Woman is an elemental of nature and has been summoned from that plane by the death-cry of the dryads. Deep within the grove hidden by paths that are both on the Oerthly plane and the Plane of Nature is the portal that allows the Green Woman and her sisters entranced to Oerth. They are here to exact vengeance on those who have slain the dryads. Elves are seen as potential allies and they hold no animosity to rangers and druids, but creatures such as orcs and goblins they kill on sight.

Tuesday, February 5, 2019

Adventure Idea - The Bullywugs of Gnatsmarsh


Adventure Idea - The Bullywugs of Gnatsmarsh

The Bullywugs held a fairly inhospitable area of the Gnatsmarsh as their home and were seldom encountered. Within the last generation they have made alliance with the Wives of Incabulous and their numbers have swelled. A large colony of Bullywugs has been established by the monastary the Wives use as their base and temple. The Bullywugs now provide large patrols of 30-50 who keep the more common interlopers from surving the marsh while also providing the monastary with an early warning of any strong enough to overmatch them.

Bullywugs are not particularly powerful but the Wives have armed them a pole-arm that has been steeped in disease. If struck by a polearm 1d8 dmg their is a 25% chance that the person struck will be infected. The disease prevents normal healing for six days and cause 1d4 on the first day, 1d6 the second, progressively  up to 1d20 on the sixth day. A cleric or paladin needs to cast cure disease to stop this process. Once cured the character can be reinfected and if they die during this process will rise as an infected zombie who serves the will of Incabulos.

This pole-arm  also has a dart that can be shot from its top at the center. The darts range is 20ft for close range +1 to hit, 40ft medium and 60ft long -3 to hit. The dart cause 1d4 dmg and a chance to infect the same disease as the pole-arm, Bullywugs carry a pouch with 10 more darts in it. It takes 1 combat round to reload the pole-arm.