Wednesday, May 22, 2019

Project - Blackmoor Land of a Thousand Witches - The Moon Hall

Project - Blackmoor Land of a Thousand Witches - The Moon Hall

The gathering place for the Sisterhood has no set location. It exists when the moons, Celene and Luna, are in certain conjunctions with the Oerth. The Great Veil is created and the Sisterhood passes within to seperate plane of existence. This is the Moon Hall of the Sisterhood. Three of the Nine who guide the Sisterhood hold the portal open while three others help to guard it with a large contingent of witches, warriors and summoned or allied creatures.

Once a year at the passing of the long night there is a great gathering where challenges for rank among the Sisterhood are conducted. None but members of the Sisterhood are allowed at this gathering, though at other times any witch may take a non-witch with them through the Great Veil and to the Moon Hall.

The Moon Hall is sometimes a mansion or palace or even a castle with many rooms. At other times it appears to be glades and groves within a think forest. There is no sun within the Moon Hall only the light from Celene and Luna. No matter what its appearance there will be room for gathering, dancing, feasting. 

Amidst all this the spirits of dead witches wander and particpate and interact with the living. They appear semi-translucent and may change from young to old as they speak. Many of the dead are hard to converse with as they appear to be dreaming or distracted by things unseen to the living. 

Beneath the Moon Hall are the crypts where the spirit jars of the dead are kept. Some are large and contain the bodies of the dead. Other jars are small and hold only the ashes or even the spiritual essence of some long fallen sister. But the crypts are also a prison and a vault holding items of great power. Sisters whose spirits have fallen to evil or madness are imprisoned and guarded by the honored dead of the Sisterhood. Items of power deemed to dangerous to use except in dire neccessity are entombed beneath the spirit jars of the strongest of the Sisterhood from times past.

Beyond the Moon Hall the plane becomes chaotic and home to terrors drawn from the nightmarish depths of the mind. Any interlopers or those who seek harm to the sisterhood within the Moon Hall are cast into this border of churning chaos. 

Tuesday, May 21, 2019

Ghosts of Saltmarsh Index (First Draft)

Ghosts of Saltmarsh Index (First Draft)

This first index is just a quick one featuring the first chapter's new Greyhawk, NPC and Monster references. The modules don't appear to have been updated to reference the new material and the adventures not in the U series don't appear to reference any Greyhawk material. There are some references to the new material in appendix B which I will add to the 2nd draft.

Ghosts of Saltmarsh = GoS


Abbey Isle [ILE]
GoS - 20,23(Map),28

Abyss [PLN]
GoS - 24,29

Against the Giants [ADV]
GoS - 28

Amedio Jungle [PLC]
GoS - 26

Anders Solmor [NPC]
GoS - 7,10,11,20,28,30,34

Animated Armor [ITM][MON]
GoS - 27

Apparatus of Kwalish [ITM]
GoS - 14,26

Azure Sea [RVR]
GoS - 4,12,13,16,23(Map),26-28


Banshee [MON]
GoS - 24

Black Pudding [MON]
GoS - 25,26

Blight [MON]
GoS - 24

Blood Hawk [MON]
GoS - 27

See Scarlet Brotherhood

Bugbear [MON]
GoS - 24,27

Bullywug [MON]
GoS - 16,25,26

Burle [CTL]
GoS - 20,21,23(Map)


Cambion [MON]
GoS - 14

Carpenter's Guildhall (Saltmarsh)[GLD]
GoS - 17

Castle Spiral [CTL]
GoS - 22

Chuul [MON]
GoS - 27

Common [LNG]
GoS - 9

Copperlocks [PPL]
GoS - 21,31
See Manistrad Copperlocks

Crab, Giant [MON]
GoS - 26,27

Crabber's Cove (Saltmarsh)[PLC]
GoS - 17

Crocodile [MON]
GoS - 13,25,26

Curiosity (Boat)[ITM]
GoS - 26

Cyclops [MON]
GoS - 27


Danger at Dunwater [ADV]
GoS - 28

Death Knight [MON]
GoS - 24

Dead in Thay [ADV]
DoS - 28

Djinn [MON]
GoS 18

Draconic [LNG]
GoS - 9

Dragon, Black [MON]
GoS - 21,25,26

Dragon, Bronze [MON]
GoS - 26

Dragon, Green [MON]
GoS - 24

Dragon, Half-Red [PPL]
GoS - 27

Dragon, Red [MON]
GoS - 27

Dragonborn [PPL]
GoS - 11

Dreadnaught (Boat)[ITM]
GoS - 27

Dreadwood [WD]
GoS - 9,10,16-18,20-22,23(Map),24,26,28,30

Dretch [MON]
GoS - 25

Drow [MON][PPL]
GoS - 13

Drowned Forest [WD]
GoS - 16,17,23(Map),24,25,32

Duergar [MON]
GoS - 14

Dunwater River [RVR]
GoS - 23(Map),26

Dwarf [PPL]
GoS - 7-14,16,17,19-21,28,34

The Dwarven Anvil (Saltmarsh)[SHP]
GoS - 16

Dwarven Mine [MNE]
GoS - 23(Map)


Eda Oweland [NPC]
GoS - 7,8,30,31,33,34

Elemental, Water [MON]
GoS - 27

Elemental Evil [Deity]
GoS - 20

Elf [PPL]
GoS - 11,16,18,24,26,27,31

Elf, Half- [PPL]
GoS - 20

Elf, Wood  [PPL]
GoS - 11,20,22,26

Eliander Fireborn [NPC]
GoS - 9,10,12-14,16-20,28,30,32,33,35

Elvish [LNG]
GoS - 9

Emperor of the Waves (Boat)[ITM]
GoS - 28

The Empty Net (Saltmarsh)[INN]
GoS - 14,19,29

Escape (Boat)[ITM]
GoS - 26


Faithful Quartermasters of Iuz [ORG]
GoS - 14,19

Feldrin [PPL]
GoS - 22
See Marik Feldrin
See Obertus Feldrin

Feliza [NPC]
GoS - 16

Ferrin Kastilar (Halfling)[NPC]
GoS - 18

Feywild [PLN]
GoS - 26,30

The Final Enemy [ADV]
GoS - 28

The Forge of Fury [ADV]
GoS - 28


Gelatinous Cube [MON]
GoS - 26

Gellan Primewater [NPC]
GoS - 7,8,10,11,14,16,20,21,28,30,33-35

Ghost [MON]
GoS - 13,31

Ghoul [MON]
GoS - 22,24

Gnasher (Boat)[ITM]
GoS - 27

Gnoll [MON]
GoS - 10,25

Gnome [PPL]
GoS - 16,17

Gnomish [LNG]
GoS - 9

Goblin [MON]
GoS - 10,16,22,24,27,30

Gorgon [MON]
GoS - 24

Granny Nightshade (Night Hag)[MON][NPC]
GoS - 22,24

Gray Ooze [MON]
GoS - 26

Great Kingdom [KNG]
GoS - 17

Green Hag [MON]
GoS - 22,24,25

Green Market (Saltmarsh)[PLC]
GoS - 16

Greyhawk, world of [PLC]
GoS - 26


Halfling [LNG]
GoS - 9

Halfling [PPL]
GoS - 11,18,20,29

Hanna Rist [NPC]
GoS - 16

Haunted House [PLC]
GoS - 23(Map)

The Hidden Shrine of Tamoachan  [ADV]
GoS - 28

Hobgoblin [MON]
GoS - 22,24,27

Hool Marshes [RVR]
GoS - 13,16-18,21,23(Map),24,25,28,32

Hoolwatch Tower (Saltmarsh)[CTL]
GoS - 16

Human [PPL]
GoS - 7-11,13,14,16,17,20,25,27,28

Hydra [MON]
GoS - 25


See Ingo the Drover

Imp [MON]
GoS - 14

Ineca Sufocan, Captain (Elf Vampire)[MON][NPC]
GoS - 27

Ingo the Drover (Illinar the Fifth, General) [NPC]
GoS - 11,17,20

Isle of the Abbey [ADV]
GoS - 28

Iuz [Deity]
GoS - 14,19,28


Jackelwere [MON]
GoS -  22,24

Jasker [NPC]
GoS - 16

Jilar Kanklestein [NPC]
GoS - 17


Keledek the Unspoken [NPC]
GoS - 11,14,22,33

Keoland (Keoish)[KNG]
GoS - 4,7-12,14,16,19-22,26,27,29,32,35

Keraptis [NPC]
GoS - 28

Kester's Leather Goods (Saltmarsh)[SHP]
GoS - 16

Ket [KNG]
GoS - 14

Kiara Shadowbreaker (Half-Elf)[NPC]
GoS - 20,21

Kimbertos Skotti [NPC]
GoS - 7,8,22,28,32

Kingfisher River [RVR]
GoS - 15(Map)

Kiorna Kester [NPC]
GoS - 16

Kobold [MON]
GoS - 24,25,27

Kraddok Stonehorn [NPC]
GoS - 13

Krag (Half-Orc)[NPC]
GoS - 18-20,33

Kreb Shenker [NPC]
GoS - 14,29


Lamia [MON]
GoS - 24

Lankus Kurrid [NPC]
GoS - 14

The Leap (Saltmarsh)[PLC]
GoS - 18

Lizard, Giant [MON]
GoS - 27

Lizardfolk [MON]
GoS - 21,25-28,31,32

Lizardfolk Lair [PLC]
GoS - 21,23(Map)

Lorys (Bullfrog)[MON][NPC]
GoS - 18

Loyalists [ORG]
GoS  - 8-10


Mafera [NPC]
GoS - 16

Manes [MON]
GoS - 25

Manistrad Copperlocks [NPC]
GoS - 9,10,14,20,31

Marik Feldrin of Seaton, Duke (Human)[NPC]
GoS -  21,22

Marilith [MON]
GoS - 26

Mariner's Guild (Saltmarsh)[GLD]
GoS - 31

Mariner's Guildhall (Saltmarsh)[GLD]
GoS - 17

Merman [MON]
GoS -13

Merrow [MON]
GoS - 27

Miner's Respite [INN]
GoS - 21

Moradin [Deity]
GoS - 16

Mordenkainen [NPC]
GoS - 26

Mummy [MON]
GoS - 24

Myconid [MON]
GoS - 25


Ned Shakeshaft [NPC]
GoS - 28

Needle Blight [MON]
GoS - 25

Night Hag [MON]
GoS - 22

Nine Hells [PLN]
GoS - 22,24


Obad-Hai [Deity]
GoS - 18

Obad-Hai, Sea Grove of (Saltmarsh)[TMP]
GoS - 18

Ochre Jelly[MON]
GoS - 25,26

Octopi, Giant [MON]
GoS - 27

Oerth [PLC]
GoS - 22

Ogre [MON]
GoS - 22,24,26,27

Old Harbor (Old Saltmarsh, Sartmarsh)[TWN]
GoS - 13

Old Saltmarsh 
See Old Harbor
See Saltmarsh

Oni [MON]
GoS - 22,24

Orc [LNG]
GoS - 9

Orc [MON]
GoS - 10,22,27

Orc-Half [PPL]
GoS - 18

Overking [NPC]
GoS - 17

Oweland [PPL]
GoS - 20,30,33
See Eda Oweland

Oweland House [PLC]
GoS - 17

Owlbear [MON]
GoS - 9,24


Pale Prow (Boat)[MON]
GoS - 27

Peryton [MON]
GoS - 27

Petra Solmor [NPC]
GoS - 10,11

Pleiosaurus [MON]
GoS - 27

See Gellan Primewater

Primewater Mansion [PLC]
GoS - 16

Procan [Deity]
GoS - 18,28,29

Procan, Temple of (Saltmarsh)[TMP]
GoS - 18,29

Pteranodons [MON]
GoS - 27


Quipper [MON]
GoS - 26


Rat [MON]
GoS - 25

Rat, Giant [MON]
GoS - 22,27

See Hanna Rist


Sahuagin (Sea Devil)[MON]
GoS - 13,22,27,28

Sahuagin Fortress [PLC]
GoS - 22,23(Map)

St. Cuthbert (Saint Cuthbert)[Deity]
GoS - 17

Salted Glade (Boat)[ITM]
GoS - 27

Saltmarsh [TWN]
GoS - All, 15(Map),23(Map)

Salvage Operation [ADV]
GoS - 28

Scarlet Brotherhood [KNG]
GoS - 10,11,17,20,22,27-29,32

Sea Ghost (Boat)[ITM]
GoS - 28

Sea Princes, Hold of the [KNG]
GoS - 7-12,22,26,28,30,32

Seaton [TWN]
GoS - 10,12,14,21,22,23(Map),29

Sinister Secret of Saltmarsh [ADV]
GoS - 28

Semuanya [Deity]
GoS - 25

Shadow [MON]
GoS - 22,24

Shadowfell [PLN]
GoS - 22

Shambling Mound [MON]
GoS - 17,24-26

Shark [MON]
GoS - 31

Shark, Reef [MON]
GoS - 27

Sharkfin Bridge (Saltmarsh)[BRG]
GoS - 16

Shield Guardian [MON]
GoS - 17

Shrieker [MON]
GoS - 24,25

Silverstand [WD]
GoS - 11,23(Map),26

Sinker (Boat)[ITM]
GoS - 26

Siren [MON]
GoS - 18

Skeleton [MON]
GoS - 14,22,24

Skerrin Wavechaser [NPC]
GoS - 10,11,17,31

Snake, Giant Constrictor [MON]
GoS - 22

Snake, Poisonous [MON]
GoS - 25

The Snapping Line (Saltmarsh)[INN]
GoS - 16,19,29

See Anders Solmor
See Petra Solmor

Solmor House [PLC]
GoS - 17

Specter [MON]
GoS - 24,27

Standing Stones (Saltmarsh)[PLC]
GoS - 18,31

Stirge [MON]
GoS - 24,25,27

See Tom Stoutly
See Will Stoutly

The Styes [ADV]
GoS -  28

Suel Imperium [KNG]
GoS - 10

Suel (Suloise)[PPL]
GoS - 10

The Sunless Citadel [ADV]
GoS - 28


Tales From the Yawning Portal [ADV]
GoS - 28

Tammeraut's Fate [ADV]
GoS - 28

Temple of Elemental Evil [TMP]
GoS - 24

Thereax Guldeer (Half-Red Dragon)[NPC]
GoS - 27

Tiefling [PPL]
GoS - 11,13,14

Toad, Giant [MON]
GoS - 25

Tom Stoutly [NPC]
GoS - 12,32

The Tomb of Horros [ADV]
GoS - 28

Tower of Zenopus [CTL]
GoS - 14,22,23(Map),32

Traditionalists [ORG]
GoS -  7,8,10

Treant [MON]
GoS -20,24,26

Troglodyte [MON]
GoS - 14

Troll [MON]
GoS - 13,22,24,25

Twig Blight [MON]
GoS - 25


Underdark [PLC]
GoS - 14

Unicorn [MON]
GoS - 24


Vampire [MON]
GoS - 17,22,24,27

Vampire Spawn [MON]
GoS - 24,27

Vigr Thrass (Human)[NPC]
GoS - 27

Vine Blight [MON]
GoS - 24,25

Violet Fungi [MON]
GoS - 24

Vrock [MON]
GoS -  25


Wander Root (Treant)[MON]NPC]
GoS - 20

Water Elemental [MON]
GoS - 25

Wellgar Brinehanded (Human)[NPC]
GoS - 18,28,29

Whale [MON]
GoS - 34

White Plume Mountain [ADV]
GoS - 28

The Wicker Goat (Saltmarsh)[INN]
GoS - 14,19,29

Wight [MON]
GoS - 24

Wild Flame Pact [TRT]
GoS - 20,26

Will Stoutly [NPC]
GoS - 12,32

Will-o'-wisp [MON]
GoS - 25

Winston (Halfling)[NPC]
GoS - 18,29

Wolf [MON]
GoS - 24

Wolf, Dire [MON]
GoS - 24

Wraith [MON]
GoS - 24


Xendros (Captain)(Tiefling)[NPC]
GoS - 14,19

Xolec (Vampire)[MON][NPC]
GoS - 17


Yem (Ogre)[MON][NPC]
GoS - 27


Zenopus [NPC]
GoS - 22

Zivmal (Imp)[NPC]
GoS - 14

Zombie [MON]
GoS - 14,22,24,25

Zuggtmoy [Deity]
GoS - 24

Encyclopedia Greyhawkania Category Abbreviations

BC = Back Cover
DIS = Disclaimer
FC = Front Cover
HO = Hand Out
IBC = Inside Back Cover
IC = Inside Front Cover
IN = Insert

[ADV] = Module/Supplement
[BK] = Book
[BTL] = Battle/War
[BRG] = Bridges
[CAL] = Date/Event/Time
[CAP] = Capitol
[CLN] = Clan/Family/Tribe
[CLS] = Class, Occupation, Profession
[COIN] = Coinage
[CTL] = Castle/Fort/Camp
[GLD] = Guild/League/Union
[GTE] = Gates
[ILE] = Islands
[INN] = Inn/Tavern/Bar/Restaurant
[ITM] = Item/Spell
[KNG] = Country/Kingdom/Province
[LIB] = Library
[LNG] = Language
[MNE] = Mine
[MON] = Monster
[MT] = Mountain/Hill
[NPC] = Characters
[ORG] = Organization/Society
[PHL] = Philosophy/Belief
[PLC] = Place
[PLN] = Plane/Dimension
[PPL] = People/Organization/Position
[PRV] = Province
[QTR] = City Quarter/Districts/Buildings/Offices
[RVR] = River/Lake/Stream
[SCL] = College/School
[SHP] = Shop
[STR] = Street/Road/Path
[TMP] = Temple/Church/Shrine
[TRT] = Treaty
[TWN] = City/Town/Village
[WD] = Woods/Forest/Jungle
[WST] = Wasteland

Project - .Languages of Oerthly Magic - Shield

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)

I think Ive worked out my language equivalents if anyone wants to work up some of these for themselves. 

Amedian - Swahili
Bakluni (Ancient) - Turkish
Drow - Magyar
Dwarven - Danish
Elven - Finnish
Flan - Irish
Fruz - Icelandic
Giantish - German
Gnomish - Dutch
Oeridian - Russian
Olman - Tamil
Suel - Latin

These are just the base for the very slightly altered languages. It helps me a great deal in fiction but it is also helpful DMing and adds a good reason to have a comprehend languages spell on hand. I chose them with a few ideas in mind. The Suel always remind me of ancient Rome so Latin. The giants, dwarves, fruz, and gnomes always feel linked to me. Elves and Drow should have some link but strained over the centuries that have separated them so Finnish and Magyar.

Monday, May 20, 2019

The Hill Giant Chief - Nosnra's Saga - Part 53

The Hill Giant Chief - Nosnra's Saga - Part 53

"This I do not like," Ivo said looking back the way they'd come.

"Yes," Telenstil agreed speaking slowly, "both our scouts are gone."

"I've heard you both say the same before and it came to naught," Harold said, "I'm going to find Harald, you stay here and wait for Ghibelline." The halfling turned aside and gestured to Little Rat to follow.

"Wait, Harold Wait," Telenstil called after him. To his surprise the halfling stopped. "We will go, but I will not abandon Ghibelline or Harald."

"You will have us split again," said Ivo.

"No, we will search for Harald first then for Ghibelline," Telenstil told them all.

"No, Telenstil, we cannot leave Ghibelline," Gytha objected.

"Ghibelline may be well," said Telenstil, "he works to hide our trail, but Harald should have come back, something is wrong there."

"I will go back and find him," Gytha said firmly.

"Gytha, no," Telenstil looked her in the eye. "We may need you. If there is something wrong we would lose you as well. We will not abandon Ghibelline...."

"We are, Telenstil, we are," she said regretfully. "Let us be gone then, I will not abandon Harald as well."

* * *

Stillness: A slight breeze that ran across the denuded woods and raised a small dancing ghost of shredded leaves, then stillness again. Ghibelline did not move. Time passed, he worried that he was too long away from the others, but the feeling that something watched, something followed; that feeling was strong. His only cover was the thickness of the brush, but it was enough. Something stirred, the debris were furrowed by its passage.

At first Ghibelline could not make out what it was, all that appeared was a depression where branches were pushed down and a stirring of the leaves that were driven aside. Then as it came near he could see the scales, translucent but tinged with red. A fanged head turned and looked at him, a tongue split like a two pronged fork shot out and seemed to taste the air and then it turned away.

Ghibelline launched himself from behind the bush, his sword drawn, slashing at the long and sinuous neck.

* * *

"It just looks dark to me," said Talberth.

"There is light enough," Ivo told him, "I've spent too much time under the sun of late."

"The orcs are eager to get away from the light as well," Talberth looked back at the small group waiting behind him.

Telenstil went ahead with Harold and Little Rat, they showed him where the found the hole clawed through the stone floor, all three stood above the shaft and talked of what to do.

"It's an easy climb," said Harold. "I'll go first, he'll follow," he said pointing to the young orc.

"Cool here," said Little Rat, "let's go."

"Wait a moment," Telenstil said, "I will have the others come up. We will need a rope to lower Derue."

"Better just to leave him up here," said Harold. "It'll be harder getting him back up."

"We need to watch him, and we need a place where we can leave him safely," Telenstil looked down the shaft. "This may prove a convenient spot, a temporary prison."

"I'm for getting rid of him," Harold agreed.

"I am hoping to cure him of this curse," chided Telenstil. "Wait here, I will bring up the others." 


Ghibelline's sword slashed through scales and then on through a neck as thick as the trunk of a tree. It passed with no resistance, the only sign that it had struck the monstrous snake was a crackle of red, a glowing line like a coal split open on a fire showing its blazing heart. The fanged mouth lunged, it bit at Ghibelline's arm, and as the sword had passed through the snake's body, the teeth passed through the elf's arm. Ghibelline felt a jolt as if lightning had struck nearby, his arm throbbed and a burning pain made him draw in his breath with a sudden hiss, he almost dropped his sword.

His blade was just an old longsword used by the bugbears of the steading, taken from some human warrior or bought from a merchant years ago. It had seen hard use, but had been kept sharp and oiled; no rusted orcish blade.

Ghibelline stabbed the snake, drove the point down into its head and buried a good foot of steel in the oerth. There was another crackle of red, but no feel of flesh or bone; the sword did not bite, only moved like an arrow through a cloud of smoke. The snake pulled back its head drifting through the steel like it wasn't there, but a line of red showed where the edge had cut. For a moment the skull split in two, flapping open wide then it pulled together in a flare. Ghibelline drew his blade from the oerth and dove into a roll. A pair of fangs snapped at the air where his face had been and Ghibelline swung, the sword passed through its head again. There was another flash of red but it did not slow the beast. The elf rolled clear and sprang to his feet.

There was no stopping the monster Ghibelline decided, not with ordinary steel. He ran to warn the others from a fight he knew that he could not win. Behind him he heard a hiss like white hot iron quenched in water and the crunch of branches but he did not look back.

* * *

The skittering was all around him, left and right, front and back. The ranger moved forward waving his torch before him but as he fought back the dark the noise retreated as well. As the light was carried away the black filled in the space and the sound of claws on stone joined in with the dark. Harald moved away from the center of the hall, at first he went toward the sound, but when he neared the source it disappeared and began again to his side, joined by another behind him. He swirled around expecting to catch whatever made the noise as it clawed for his back, but there was nothing, no attack, just the noise. Soon he was surrounded by the sound of scratching claws; the noise was just beyond the edge of light cast by his small torch. A wave of anger came over him, Harald swept his sword through the air, swung it in a circle around him, but neither the light nor his blade caught what made the sound.

Harald paused, he leaned on his sword letting the tip settle within a crack of the tile beneath his feet, and he laughed. "Come then!" he yelled, his voice echoed in the ancient hall. "Can you do nothing but make that noise! Bah! I have wasted enough time."

The hall went silent; the sound of claws, the scratching on the stones came to a sudden halt. Harald began to march across the floor, he had a sense of direction that would put a dwarf or elf to shame, and made for the passage leading out. And then his torch went out and the skittering noise erupted once again.

"Hells!" Harald cursed.

* * *

"Ahh!" Little Rat exclaimed with pleasure. "Nice here."

Harold shook his head. The bottom of the shaft was dank, there was an animal smell, and a thick must, and a faint scent of something burnt. A torch had been lit, the ranger, Harold had no doubt. There was a scrabbling sound from above, a few pebbles mixed with dust fell on their heads and pinged against the floor. The pair backed away and soon the old gnome stood beside them.

"You're getting sloppy Ivo or did you knock that dust down on purpose?" asked Harold lightly.

"Wasn't me," Ivo brushed at his own shoulders and hair, "Telenstil is sending Derue down next on a rope."

"He has a lot of faith that everything is safe down here," said Harold.

"I think he is just eager to get out of sight," Ivo replied. "Any sign of Harald?"

"I smell a torch freshly lit," said Harold.

Ivo sniffed the air and nodded in agreement. "Yes, I can smell the burning pitch," the old gnome inhaled deeply and walked a few steps forward. He bent and put his finger to the ground then went to a wall and examined the fragments of murals now fallen almost all to dust. "Human, work, old...very old. These claw marks are fresh."

Harold glanced down at the tiles and shuddered. "Well we know what made those marks don't we."

Behind them another fall of dust and rock showered down as Derue, still bound, was lowered down the shaft, but far ahead they heard a bellow, a loud curse then a wild roar.

"I know that sound!" cried Harold. "That's our ranger! Come on! I think he needs our help!" The halfling pelted down the hall; he drew his long knife as he ran.

"Wait!" yelled Little Rat. "Wait for me!" the small orc held a rusty knife of his own and pulled another from his belt before chasing after the thief.

Ivo said nothing but fished in his vest and belt for the components of a spell. He pulled a metal sphere from his pack then, quickly, but much slower than the younger pair, ran toward the roaring voice and the clangs of steel on stone that echoed down the hall. 

Saga of Old City Gygax Book Club Review Part 3 pgs 77-100

Saga of Old City Gygax Book Club Review Part 3 pgs 77-100

(pg101 actually which ended the chapter)

These chapters take Gord's story a little more than two years forward. They suffer from, what seems to me, fairly bad dialogue and narration. It makes me wonder if Gygax didn't have an experienced editor or someone to provide an honest critique of his writing. The story moves along but feels rather bland and false. Gygax's explicatives seem odd and out of place. Part of the narrative seems like module background material. 

We are introduced to several characters, none more important than Arentol, guildmaster of thieves and one of the directing oligarchs of Greyhawk. There really isn't much information about him and his character is a light sketch rather than fleshed out.

A poker-like game is played ivory-plaques instead of cards. While there is some talk of play no real rules are given. 

In these chapters several Gods are mentioned but just sworn or prayed to without detail. Zilchus, Ralishaz, and Istus, while Pholtus is excliamed later.

Gord's catseye ring is mentioned which Arentol takes an interest in.

Ulek's southern region produces a sparkling wine.

The Villa Noblesse either is an Inn or rents rooms located in the High or Garden Quaretr.

Three Golden Orbs will support a person in the City of Greyhawk moderately for a year. Treasure tables based on the novels should be adjusted downward.

The Nymph and Satyr is an Inn in the less prosperous section where the High and Graden Quarters meet.

Some description of Rhennee barges and customs is described.

Cavercliff Cove is a secret bay for the Rhennee located on the eastern tip of the land that surrounds the Nyr Dyvs Midbay.

pgs 101-134 will be reviewed for Monday May 27th

Sunday, May 19, 2019

Project - Languages of Oerthly Magic - Read Magic

Languages of Oerthly Magic - Read Magic

22). Read Magic

Amedian - Kuzoma Akala (Ku-Zo-Ma Ak-Al-A)

Bakluni (Ancient) - Zeharela Okaendo (Ze-Har-La Ok-An-Do)

Drow - Olvazba Majae (Olv-Az-Na Maj-A)

Dwarven - Anmeledalezare Af Magekae (An-Mel-Dal-Zar Af Mag-Ek-A)

Elven - Laae Majae (La-Ae -MaJ-A)

Flan - Leame Draoktae (Le-Am Dra-Ok-Ta)

Fruz - Leaza Galdare (Le-Za Gal-Dar)

Giantish - Majae Lezane (Maj-Ae Lez-An)

Gnomish - Leaze Majae (Le-Az Maj-Ae)

Oeridian - Ketae Majea (Ke-Ta Maj-E-A)

Olman - Maae Vakka (Ma-A Vak-Ka)

Suel - Legatar Majaka (Le-Ga-Tar Maj-Ak-A)

I think Ive worked out my language equivalents if anyone wants to work up some of these for themselves. 

Amedian - Swahili
Bakluni (Ancient) - Turkish
Drow - Magyar
Dwarven - Danish
Elven - Finnish
Flan - Irish
Fruz - Icelandic
Giantish - German
Gnomish - Dutch
Oeridian - Russian
Olman - Tamil
Suel - Latin

These are just the base for the very slightly altered languages. It helps me a great deal in fiction but it is also helpful DMing and adds a good reason to have a comprehend languages spell on hand. I chose them with a few ideas in mind. The Suel always remind me of ancient Rome so Latin. The giants, dwarves, fruz, and gnomes always feel linked to me. Elves and Drow should have some link but strained over the centuries that have separated them so Finnish and Magyar.