CAS

CAS

Wednesday, March 28, 2012

Languages of Oerthly Magic - Sleep

25). Sleep

Amedian - Kulala (Ku-La-La)

Bakluni (Ancient) - Ekae (Ek-A)

Drow - Laevas (La-Vas)

Dwarven - Soeva (So-Va)

Elven - Naeka (Nak-Ka)

Flan - Codlaeh (Cod-Lah)

Fruz - Soevae (So-Va)

Giantish - Zalfen (Zal-Fen)

Gnomish - Slaepen (Sla-Pen)

Oeridian - Spaeta (Spa-Ta)

Olman - Tankue (Tan-Ku)

Suel - Somnam ( Som-Nam)

Monday, March 26, 2012

Languages of Oerthly Magic - Shocking Grasp

24). Shocking Grasp

Amedian - Kuzhaata Faama (Kuz-Ha-Ta Ku-Fa-Am-A)

Bakluni (Ancient) - Soke Edeak Bar Kavaraze (Sok Ed-Ak Bar Ka-Var- Az)

Drow - Sokekole Markaebol (Sok-Ek-Ol Mar-Ka-Bol)

Dwarven - Chokarendae Grebe (Cho-Kar-En-Da Greb)

Elven - Arkettava Otetta (Ar-Ket-Ta-Va Ot-Et-Ta)

Flan - Taezkent Ten Azteake (Ta-Ezk Ent Ten Az-Te-Ak)

Fruz - Atakanlegame Greapa (At-Ak-An-Leg-Am Gre-Pa)

Giantish - Zokegriff (Zok-Grif)

Gnomish - Zokkendae Greepe (Zok-Ken-Da Gre-Ep)

Oeridian - Zokenuzeka Ponemana (Zoken-Uz-Ka Pon-Em-An-A)

Olman - Aterkea Pital (At-Erk-Ke Pit-Al)

Suel -Emprobize Mana ( Em-Pro-Biz Man-A)

Saturday, March 24, 2012

Languages of Oerthly Magic - Shield

23). Shield

Amedian - -Naego (Na-Go)

Bakluni (Ancient) - Kalekan (Kal-Kan)

Drow - Paeza (Paz-A)

Dwarven - Skaeld (Ska-Eld)

Elven - Kaelpa (Kal-Pa)

Flan - Seakath (Sek-Ath)

Fruz - Seakakdare (Sek-Ak-dar)

Giantish - Seakald (Sek-Ald)

Gnomish - Skeald (Ske-Ald)

Oeridian - Skeakt (Ske-Akt)

Olman - Ketama (Ket-A-Ma)

Suel - Skatam (Ska-Tam)

Sunday, February 26, 2012

City of Greyhawk Random Dwelling Generator #1




1) Single story 20x30 home with cellar and attic.

A common building often found in the:

Beggar's Quarter
Brewer's Quarter
Clerksburg
Carftsman's Ward
Foreign Quarter
Labor Quarter
Low Quarter
River Quarter

It is less commonly found in the:

Garden Quarter
Hutsham
Slums
The Shacks
The Strip
Thieves Quarter
Trade Areas
University Area

It is rarely found in the:

The Halls
High Quarter
Plaza D'Haut

As with most homes found in the city:

Cellar:

The cellar is normally a dirt floor whose walls are constructed of stone slabs or boulders. Two wooden support beams help to hold up the wooden floor of the first level. This is typically used as a storage place for food (jars of preserved fruits and vegetables, meats, herbs, etc...), beverages, normally kegs or barrels of ale or beer, sometimes smaller barrels or bottles of stronger drink. These cellars are normally dank and musty, mice are common, but rats can be found (more likely to be encountered in the Beggar's Quarter, River Quarter, Hutsham, Slums, The Shacks & The Thieve's Quarter).

In some areas, most notably in Old City Quarters, as well as the High Quarter, Trade Areas and the River Quarter, these cellars will be floored with stone and access to the sewer system beneath the city is common through grates or metal-lidded passages.

The First Floor:

Stone is easy to come by in the City of Greyhawk so most dwellings have either their first story walls constructed of stone, or of stone halfway up (three or four feet) and then wood.

Exterior doors are stout, often studded with iron nails or banded in bronze or iron in the Plaza D'Haut, Thieve's Quarter, River Quarter, Hutsham & The Shacks. These doors will often have a simple iron lock, and all will have staples and a bar ready to be dropped in place on the inside.

In the Beggar's Quarter and the Slums doors are commonly found broken or in disrepair. Most have a set of iron staples so that the door can be barred from the inside, but, for the most part, doors will have a simple wooden latch (in these quarters anything as valuable as a lock will most often have been pried or cut from an unprotected door.

In all other quarters exterior doors are stout, and capable of being barred from within but normally do not have locks.

First floor windows do not normally contain glass. In the Plaza D'Haut, Thieve's Quarter, River Quarter, Hutsham & The Shacks iron bars are often found. A double set of shutters is often in place, both capable of being bolted or barred from within.

In all other quarters first floor windows normally have a single set of shutters capable of being barred from within. In both the Beggar's Quarter and the Slums shutters are often missing or broken, with boards nailed into place over the empty window-frame.

First floor interiors normally consist of a single 10x15 bedroom. The rest of the first floor is a small area set around the fireplace with perhaps a cabinet for food, a stone sink, water-barrel, small table and chairs. There is a back door immediately across from the front in most dwelling with cellar stairs to onside and attic stairs to the other. Ceilings tend to be six to ten feet.

Second Story

Second stories are wood construction. In areas where the first floor windows are barred, so too are attic windows. There will also be shutters, normally a single set capable of being barred, latched or bolted from within. Even in the Beggar's and Slum Quarters these shutters are often found intact.

The two upstairs rooms are often bedrooms, but sometime used for storage. A trapdoor and ladder allow access to the roof and the area around the chimney stack often has a table or work-bench.

The roof is wooden with curved brickwork tiles. A gutter runs along the edges front and back. In the Beggar's Quarter and the Slums these roof tiles are often missing and the roof sagging or warped.

The Exterior

The back of most homes has an outhouse with a honey-pot and a shed containing gardening equipment (most tools of any value are kept indoors). The fence is most frequently made of wooden boards.

Most Greyhawkers grow food in their small plots of land. Larger areas will likely have a few hens and henhouse, goats or a pig or two.

At each corner of the house a gutter runs down to a water-barrel. Plumbing or wells are rarely, if ever, found in these dwellings.

Occupants

These homes are inhabited, for the most part, by small families of two parents, three to five children and a grandparent or great uncle/aunt. These are dwellings of peasants and commoners who have some form of employment.

In Hutsham and The Shacks these dwellings are often in good repair and occupied by the more well-to-do of the down-and-out of Greyhawk. They are sometimes used as guardposts, or homes of overseers and minor bosses.

There are likely to be found 2-5 1st Level Fighters or Thieves with a 2nd level Fighter or Thief in charge.

Walls surrounding these dwellings in Hutsham and The Shacks will be 8 to 10 feet high of stone with broken glass or spikes on top, or tree-boles with spiked tops. A door or gate in the back fence is likely. Yards may contain a shack or shed with 2-4 0-level servants living within.

Wednesday, February 22, 2012

City of Greyhawk Outer Wall and Gate



Sorry for the rough map, but I'm terrible at drawing.

This seems to match the City of Greyhawk outer wall description from the City of Hawks novel.

"A double wall encircled the city. All of Greyhawk - Old City, the larger area called New Town and the Citadel too were within it. The outer curtain was some twenty-five feet high. This wall splayed out at the base where it met a ditch, or moat, or some other watercourse, and was topped with serried merlons and crenels to protect defenders in time of war.

Between the outer and inner walls was a relatively level sward a hundred or more feet broad. The outside edge of this strip of grass was level with the battlements that topped the outer wall. The crowning stone of the inner wall was much higher. The city had been built on a large hill - not especially high, but large in area. Those on the sward between the walls could look upward forty feet to where machicolated battlements stood topping the massively thick curtains of the inner wall. At intervals there were bastions on the outer wall, and matching them on the inside were tall towers.

Wherevere the walls were pierced by gates, the sward was broken. Every way that led into the city resembled a road at the bottom of a canyon. Travelers from the outside would pass through a gatehouse first, then a long passage, open above, but flanked by walls on either hand; then a tunnel that bored through another, bigger tower."

I've seen the fan drawn map of the City of Hawks and the map published in LGJ#2. Both are excellent and well beyond my own cartographic skills, but while the first is much more faithful to the map from City of Hawks I dislike the squareness of the streets and districts. I also haven't compared the scale of this map with the scale from the book. The Greyhawk of City of Hawks is vast. About six miles wide by nine mile long within the walls.

The latter, Maldin's map is about one third of this size. It is also not faithful to the City of Hawks maps in a number of ways. The exterior rivers are missing, the Bastion outside the walls is missing, the Citadel and many districts have been moved. The interior wall seperating the Old City and smaller wall seperating the Foreign Quarter, etc...

One of the things I want in a Gygaxian City of Greyhawk is the ability to connect the streets and place various inns, taverns and other buildings as described in the novels. While this may be possible in the fan created version I just don't feel that the shape or size of the city is captured to my liking.

This is a very crude depiction of the outer wall. I intend to crudely draw out the various streets and buildings as well as add detail of interiors while trying to keep them faithful to the available information provided for the city.

Friday, August 5, 2011

A Thief in the Tome of Horrors - Aberrant

A Thief in the Tome of Horrors
(Or Converting this Monster of a Book to 1eAD&D)


Aberrant

Frequency: Rare
No. Appearing: 2-12
Armor Class: 4
Move: 12"
Hit Dice: 8
% in Lair: 50
Treasure Type: C
No. of Attacks: 1
Damage/Attack: 2d8
Special Attacks: 1 (Thrown Object 1d10 dmg) Range 20/40/60 (To Hit +0/-1/-3)
Special Defenses: None
Magic Resistance: None
Intelligence: Low
Language: Debased Suel
Life Expectancy: 30 years (maturity age 12-14)
Size: 14 feet Tall - Extended Reach - These giant size creatures have an extended reach making it likely they can strike first against normal and small sized opponents.

Physical Appearance:
See Tome of Horrors Complete (S&W version) - Addition Description - Hair Brown or Black, Eye Color Same, Skin Color light brown to pale but normally grey or streaked with dirt.

Ecology:
Aberrants are a form of giant mutation developed after the great Suel/Bakluni war and the Rain of Colorless Fire. While often confused with Giants they are actually descended from human stock. In all respects such as what they can eat and how they breed and give birth they retain human characteristics.

Aberrant tribes will normally consist of 2-12 adult males, 3-18 adult females and 12-64 children. The men hunt and gather while the females do most of the work around the tribal dwelling. Adult females are consistent with the stats for adult males though with only 6HD on average and 1d10 damage from their attacks. Aberrant females will ferociously protect their young.

Females conceive about once per year and the infant mortality rate is about 50%. The leading cause of death for female Aberrants is childbirth.

Aberrants are extremely primitive. They build little though they do make use of cloth or hide for shelters and crude structures from the wrecks of wagons or buildings. These are extremely flimsy lean-to type structures that can be stripped down and taken with them in a few moments (mainly the cloth and rope or vines). Since most weapons and items they come across are not their size they mainly use crude clubs and stones for throwing. Occasional a human-sized sword may be found among them as a knife, but used more as a tool than a weapon.

World of Greyhawk Location:

Aberrants can be found along the hills and lower mountains circling the Sea of Dust as well as the Dry Steppes along the Sulhaut Mountains and the southern Crystalmists. They have been seen at the crux of the Jotens and the Crytsalmists at the birth of the Davish River, though not in great numbers and along the southern Jotens, the Crytsalmists and the Hellfurnaces in the Yeomanry. Sightings of Aberrants have been made in the Tors and along the arm of the Hellfurnaces as far as Hokar and as far south as the strip of land west of Jekla Bay and even where the Amedio Jungle runs against the Hellfurnaces in the far south.


Cyst Fist's Pass (Near the Hornwood - Geoff)

The trepidations of the Giants and their invasion of Sterich and Geoff shifted many a tribe and monster from their normal hunting grounds. Perhaps non-more so than Furgristle and his tribe of Aberrants forced north through the high mountains and down to the hills surrounding the embattled land of Geoff. Frost giants from the Jotens and tribes of Ogre's pushed these deformed and primitive creatures from their caves and now this small band raids through the forest of the Hornwood in preparation for the winter to come.

(See Tome of Horrors complete S&W version for the adventure hook)


Alfric watched the shaft fly true as it brought down the last of the deformed monsters. The two humans with him had feathered the giant creature with a half-dozen arrows already before it fell.

"Four..." said Oswin, a middle-aged man clad in mottled green and brown. He stood a foot taller than Alfric and pulled a longbow as big as the elf.

"The others appear to be out hunting," Alfric replied as he moved forward, another arrow nocked and ready.

The smell of roasting horseflesh was strong. Stronger even than the stink of unwashed bodies, the pile of refuse that stained the hillside and the rot of badly cured hides and decaying meat.

"Where has that little bastard gotten to?" asked Kellen, the third of their party. He was about the height of Aelfric but wide with broad shoulders and back. He'd slung his bow and drawn a long chopping sword, some type of falchion with a single-edge.

"I'm up here," cried a hushed voice high with panic. "Get me down!"

As the trio crested the hill they could see a large fire-pit and the carcase of a horse blackening on a spit above it. Nearby a tree stripped of most of its branches still held a single arm reaching out toward the fire and a crude wooden cage dangling about a dozen feet from the ground. Inside a peculiar little bird hopped about. Clad in the skin of an owl-bear a bruised and beaten halfling danced about pulling at the stout wooden bars.

"Hugh!" cried Aelfric. "How you managed to survive when the rest of those merchants ended up being eaten..."

"Those stupid giants. It was that owlbear hide," Hugh called back. "They think I'm some sort of birdman... I don't know, but they think it's funny. They'll be roasting me soon enough. Get me out of here!"

"What we need is a ladder," said Kellen.

Oswin looked from Aelfric to his blocky nephew. "You'll do," he said. "Get up on his shoulder Ael and see about cutting down our little bird."

"Make it quick! Make it quick!" Hugh chirruped. "There are a dozen more of those monsters around."

"Cut your squawking," grumbled Kellen, but up above him Aelfric went to work with haste on the vines that bound the cage together.

Monday, July 18, 2011

Oerthly Encounters Red Hanlan & Black Harris Part 6

#5 Kalib, human male, (5th Level Fighter) twin brother of Kalife
STR 18/89, INT 8, WIS 8, CON 17, HP 41, AL LE

AGE 30

Physical Description:

Kalib has a fringe of dark hair around this head but is otherwise bald. He has a heavy, black beard and mustache. 6"4' tall he is very heavy and very muscular, muscle-bound actually. He has tattoos over his right arm and shoulder. Across the right side of his chest is the tattoo of a demon showing half of its face. He has a large wide scar starting at the top ofhis forehead and running across the left side of his head.

He wears a large black poncho when on a raid with a chainmail shirt underneath. The poncho is simply a thick piece of cloth dyed black with a hole cut for his head and a belt across his waist. Over his face he wears the mask of a grinning pig-like face.

His normal wear is worn farmer garb. He dislikes his chainmail shirt and only wears it on raids or when Black Harris tells him to.

Background:

Kalib was born on a farm in Furyondy, His mother died in child birth and his father took it out on Kalib and his brother Kalife. At age12 the pair beat their father to death, gathered what money and belongings were on the farm and left.

They were quickly caught and placed in a prison where they were even more quickly sold as workers for a nobleman's farm. The life actually suited them. The nobleman was smart enough to recognize strong arms and weak minds, and violent tempers.

At age 16 the pair had grown from oversized murderous children togigantic musclebound adults. The nobleman had them trained, as much as possible, in the art of combat, and kept them on as bodyguards, and since he dabbled in the free market of the underworld, as enforcers as well.

After a few years the pairs' brutal methods became too much for the nobleman and he passed on his dangerous employees to a traveling merchant and fence for stolen goods. In their early twenties they ended up working as hired thugs living in the Old Town of Greyhawk, which is where they met and joined up with Black Harris.

Personality and attitude:

Kalib is loyal only to his brother and Black Harris. He and his brother have a surprising fondness for cats, dogs and horses and will not abide any form of cruelty to these animals.

If his brother is killed Kalib will stop whatever he is doing and will cradle his brother in his arms weeping and crying piteously. He will not defend himself and the shock will reduce his intelligence and personality to that of a five-year old's.

Equipment:
Chainmail shirt (+2)
Two handed sword +2/+3 versus Hill Giants (He is completely unaware of this aspect of the swords enchantement)
Draft Horse named Matilda

#6 Kalife, human male,( 5th Level Fighter) twin brother of Kalib
STR 18/99, INT 8, WIS 8, CON 17, HP 41, AL LE
AGE 30

Physical Description:

Kalife's appearance is similar to his brother's but he has no scar and his tattoos cover the left side of his body, a duplicate of Kalibs. He is a little more muscular but it is only apparent when the two are standing side by side.

He also wears a rough cloth poncho on raids with a shirt of chainmail underneath and a mask shaped like a donkey's with one ear is missing.

Background:
See Kalib

Personality and attitude:

Kalife is very quiet and he only talks to his brother or Black Harris. He will support either in any situation. If his brother is killed he will go into a berserk rage, ignoring wounds, and attacking his brother's killer with fanatical strength (+4 to hit/+7 to damage). He will then go on to attack anyone not a brigand who is nearby. Afterwards, If Black Harris is around he will follow him everywhere and not want to be separated from him. If both are dead he will run off and live like a wild-man or beast, and his effective INT will drop to 3.

Equipment:
Chainmail +2
Two-handed Bastard sword +2/ +3 versus the Undead (as with his brother he has no idea that the sword has any special enchantment except that he doesn't need to sharpen or polish it (which suits him fine).
Draft Horse named Sara