CAS

CAS

Wednesday, March 20, 2019

Spell - Gremorley's Portal




Spell - Gremorley's Portal

The mage Gremorley, a sneaky, cunniving and untrustworthy enchanter developed this spell from looted spellbooks of a powerful Suel thaumaturge Y'sn El'et who lived during the age of the Imperium. 

Using a bar of pure gold enchanted with the blood of a dragon (the type of which will influence the type of gateway opened) Gremorley learned to inscribe a certain set of forgotten runes in a precise geometric pattern. The Sage P. Greco is said to have found the translation of these runes through painstaking and arcane research and it is to him that those wishing to employ the portal should consult.

The spell creates a man-sized opening between dimensions which allows both access and egress to either side like a gate standing open. The dangers of such a portal should be immediately apparent. Luckily the duration of the portal is limited. It is said to be effective from either dimension but it cannot be canceled or dispelled as it is a rift between the dimensions which must heal itself rather than an ongoing magical effect.

Project - City of Greyhawk Random Dwelling Generator #1



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.

Tuesday, March 19, 2019

Project - Regional Products of the Flanaess - Cloth and Fur



Regional Products of the Flanaess - Cloth and Fur


Blue = Fur
Red = Cloth

As can be seen the origional resource map shows a strong interconnection between areas exporting fur (almost all the northern realms with the exception of Blackmoor and the Snow Barbarians. The same is reasonably true regarding cloth production and export. 

Fur in this case can be guessed at as referring to heavy winter furs rather than the inclusion of pelts, skins or hides. 

Cloth production and especially exportation seems much more questionable. It is so widespread that it makes me wonder who is buying the exports?

Project - Regional Products of the Flanaess By Nation (Expanded)



This is an old post of mine but it is step one in a Project that  I mentioned under the Project Ideas post. I want to create a consistent listing of goods, their prices per region, where they are produced and where they are traded. Part of this will include armor and weapons, hoping to give a bit of regional flavor to the arms encountered across the Flanaess.

Regional Products of the Flanaess By Nation (Expanded)

From the map found in the 1983 World of Greyhawk boxed set (Pg#45 A Guide to the World of Greyhawk) depicting regional products we are given 15 symbols representing major exports of the various nations (2 symbols of which depict unknown products or that no major exports exist).

Cloth - (Almor, Bissel, Celene, Ekbir, Furyondy, Geoff, Gran March, Great Kindom, Medegia, North Province, Nyrond, Ulek Duchy, Urnst County, Yeomanry)

Copper - (Almor, Blackmoor, Geoff, Gran March, Great Kingdom, Ice Barbarians, Idee, Nyrond, Pale, Perrenland, Snow Barbarians, Ulek County, Veluna, Verbobonc, Wolf)

Electrum - (CoG, Iuz, North Province, Pomarj, Sterich, Sunndi, Ulek Duchy, Urnst Duchy)

Food - (Almor, Bissel, Celene, Ekbir, Frost Barbarians, Furyondy, Gran March, Great Kingdom, Idee, Medegia, North Province, Nyrond, Pale, Sea Princes, Shield Lands, South Province, Tenh, Tusmit, Ulek County, Ulek Duchy, Ulek Principality, Urnst County, Urnst Duchy, Veluna, Yeomanry, Zeif, Hepmomaland)

Furs - (Frost Barbarians, Ice Barbarians, Iuz, Ratik, Rovers, Stonefist, Tiger, Wolf)

Gems - (of 4 types) (Bissel I, Blackmoor II, Bone March I and II, Geoff I, Gran March III, Great Kingdom IV, CoG I-IV, Ice Barbarians I, Irongate II and III, Ket I and IV, Nyrond I and II, Onnwal III, Pale IV, Pomarj I and II, Ratik IV, Scarlet Brotherhood I and III and IV, Snow Barbarians I and II, Sterich II and III, Stonefist I, Sunndi II and IV, Tiger I, Ulek County I and II, Ulek Duchy, Ulek Principality II and IV, Ull II, Urnst Duchy Duchy, Verbobonc I-IV, Yeomanry II, Zeif III, Hepmonland ?)

Gold - (Bissel, Frost Barbarians, Furyondy, Geoff, Great Kingdom, CoG, Highfolk Town, Highfolk Valley, Idee, Pomarj, Ratik, Rovers, Scarlet Brotherhood, Sterich, Tusmit, Urnst County, Urnst Duchy, Veluna)

Ivory - (Blackmoor, Stonefist, Hepmonaland)

Lumber - (Hepmonaland)

Platinum - (CoG, Onnwal, Sunndi, Tenh, Urnst Duchy, Hepmonaland)

Silver - (Bandit Kingdoms, Bone March, Celene, Frost Barbarians, Geoff, Great Kingdom, CoG, Ket, Nyrond, Pomarj, South Province, Sterich, Stonefist, Tiger, Tusmit, Ulek County, Ulek Principality, Ull, Urnst Duchy, Veluna, Yeomanry)

Spices - (Lorship of the Isles, Scarlet Brotherhood, Hepmonaland)

Woods, Rare - (Highfolk Valley, Lorship of the Isles, Scarlet Brotherhood)

Most of the distributions seem a bit odd, for instance Hepmonaland alone produces Lumber for export. I propose to expand on the existing list of exports and include variations in type (in a different method than appears to be used for gems) and production level.

Here is an alphabetical listing of the nations and their resources.

Almor - (Food, Cloth, Copper)
Bandit Kingdoms - (Silver)
Bissel - (Food, Cloth, Gold, Gems I)
Blackmoor - (Ivory, Copper, Gems II)
Bone March - (Silver, Gems I and II)
Celene - (Food, Cloth, Silver)
Dyvers - (Shipbuilding Supplies - Not a Listed Export Product)
Exbir - (Food, Cloth)
Frost Barbarians - (Food, Fur, Silver, Gold)
Furyondy - (Food, Cloth, Gold)
Geoff - (Cloth, Copper, Silver, Gold, Gems I)
Gran March - (Food, Cloth, Copper, Gems III)
Great Kingdom - (Food, Cloth, Copper, Silver, Gold, Gems IV)
Greyhawk, City of [CoG] - (Silver, Electrum, Gold, Platinum, Gems I-IV)
Highfolk, Town - (Gold)
Highfolk, Valley - (Gold, Rare Woods)
Horned Society -
Ice Barbarians - (Furs, Copper, Gems I)
Idee - (Food, Copper, Gold)
Irongate - (Gems II, III)
Iuz - (Furs, Electrum)
Keoland - (Food, Cloth, Gold, Gems III)
Ket - (Silver, Gems I and IV)
Lordship of the Isles - (Rare Woods, Spices)
Medegia - (Food, Cloth)
North Province - (Food, Cloth, Electrum)
Nyrond - (Food, Cloth, Copper, Silver, Gems I and II)
Onnwal - (Platinum, Gems III)
Pale - (Food, Copper, Gems IV)
Perrenland - (Copper)
Paynims -
Pomarj - (Silver, Electrum, Gold, Gems I and II)
Ratik - (Shipbuilding Supplies - Not Listed as an Exported Resource, Furs, Gold, Gems IV)
Rel Astra -
Rovers - (Furs, Gold)
Scarlet Brotherhood - (Rare Woods, Spices, Gold, Gems I and III and IV)
Sea Barons -
Sea Princes - (Food)
Shield Lands - (Food)
Snow Barbarians - (Copper, Gems I and II)
South Province - (Food, Silver)
Spindrift Isles -
Sterich - (Silver, Electrum, Gold, Gems II and III)
Stonefist - (Fur, Ivory, Silver, Gems I)
Sunndi - (Electrum, Platinum, Gems II and IV)
Tenh - (Food, Platinum)
Tiger Nomads - (Fur, Silver, Gems I)
Tusmit - (Food, Silver, Gold)
Ulek County - (Food, Copper, Silver, Gems I and II)
Ulek Duchy - (Food, Cloth, Electrum, Gems I and II)
Ulek Principality - (Food, Silver, Gems II and IV)
Ull - (Silver, Gems II)
Urnst County - (Food, Cloth, Gold)
Urnst Duchy - (Food, Silver, Electrum, Gold, Platinum, Gems I-IV)
Valley of the Mage -
Veluna - (Food, Copper, Silver, Gold)
Verbobonc - (Copper, Gems I-IV)
Wild Coast -
Wolf Nomads - (Fur, Copper)
Yeomanry - (Food, Cloth, Silver, Gem II)
Zeif - (Food, Gem III)
NOTE - Hepmonaland - While not a nation it is listed on the regional production map of exported goods - (Lumber, Food, Spices, Platinum, Gems ?, Ivory)

Projects Ideas 4-6




I will keep posting ideas but for earlier ones check the Projects label to find them

Project Ideas 4-6

4. The Pathfinder Adventure card game is something I would love to adapt or see adapted to the Greyhawk setting. I know that there is or was a card creation program on Paizo that allowed you mto create homebrew cards. My idea was to alter the system a bit and allow for a more specific adventure simulation rather than the less detailed style of play in the current game.


5. Again dealing with cards but using them as a random dungeon generator. The original warhammer quest game came with cards showing rooms and dungeons sections. I started detailing them for use as a random dungeon generator. You can find examples listed under the label warhammerquest. These also have cards for items and I was detailing these for 1eAD&D

6. NPCs - Ive found you can never have too many but think it would be interesting to have a group of them designed under specific guidelines by varied authors. For example we design a group of Inn patrons, or the crew of a pirate ship, members of a band of evil adventurers or brigands, or thieves or mages guild.

Monday, March 18, 2019

Encyclopedia Magica Revised : Anything Item



Encyclopedia Magica Revised : Anything Item

Encyclopedia Magica Revised : Anything Item

It is said that in the dungeons beneath the ruins of the Mad Archmage's castle every item of magic and every spell can be found...

Anything Item

(Original Version):
Unearthed Arcana, Encyclopedia Magica Page #21

Somewhere between the third level below the lake of quicksilver and the gaping maw of living stone that was the entrance to the fourth the party found the workshop. The seven survivors of their party, which once numbered a dozen, found themselves on a wide landing in the middle of a broad set of stairs busily binding the wounds of those the archway had bitten when Gwen, a dwarven warrior-maiden noticed a chip on the wall. It was no more than the size of a pebble taken from the corner of a massive black near the bottom edge of the landing they rested upon.

"Kal," she called to the gnome illusionist who led them, "do you have that vial of quicksilver we found above?"

"Certainly, my dear," the old gnome fished into one of the dozens of pockets which lined his robe. Under his breath he spoke a Word and the small vial with the rough stone cap appeared in his fist. "Here. What use do you see for it?"

"That cap," Gwen answered. She bent and held it near the small chip in the stone wall. "It matches..." she began to say but as she brought the vial within a foot of the wall it sprang from her hand like a steel needle to a loadstone.

The capped end fit perfectly and joined the stone block with a klick. The quicksilver immediately flowed along the joins between the stones in a silver-metal line which formed an arching door. Silently the wall opened slowly inward.

"What have we here?" Kal wondered aloud.

The small party of explorers entered the room beyond the secret doorway. Inside they found a long chamber lined with benches and peghooks on the walls above them. Heavy aprons of varying type were on the pegs mixed with strange hats and hoods, thick gloves and goggles, some with dark lenses, some green, yellow, red or even clear. Beneath the bench were boots of different size, but all with soles padded deeply with cork.

A large double-door was set into the far wall. It opened at a touch, in fact one door came slamming down off its hinges with a boom that made the entire party jump. Harold, their thief, looked back at the other with a sheepish grin, then moved inside the room now revealed.

It was a fairly large room, wide, but still longer than its width. Several lanterns were hanging from the ceiling, still shining forth with undimmed light from enchanted stones. The rest of the room was blackened by fire and layered with scattered debris. All except one small workbench against the far wall which appeared in the light to be untouched.

"Wait," whispered Kal holding the thief back, "could be a trap."

"One that has already gone off by the look of things," Harold replied.

Whatever had caused the destruction had happened long, long ago, but still the magic lights burned overhead in a few of the remaining lanterns. Harold crept about the room while the Cuthbertian priest chanted from the safety of the doorway. The grace of the Saint revealed no dangers while Harold's search found only slagged metal, some of it precious, fragments of gems and a large amount of soot stained shattered glass. The only whole object was a small rod of quicksilver held by a crystal vice.

"What is it?" Harold asked Kal who had come to stand beside him.

Kal reached beneath the collar of his robe and drew out a medallion, a small metal disc with a ruby at its center. He rubbed it between his palms as if to warm it. A red glow shone brightly for a moment, the bones of his hands suddenly visible beneath Kal's flesh, then faded quickly so that the tanned leather of the gnome's old skin hid the medallion once more in his hand. Sagging for a moment, then forcing his shoulders back, he held the medallion to his eye and gave a startled gasp. The disc fell from his fingers and dangled on its golden chain.

"Ahhh..." Kal uttered, "that is what it first looked like."

"What? What?" Harold asked in an excited voice, he had a sudden vision of gold coins pouring into his hands.

Kal's eyes were half-lidded and he looked a century older, but he smiled at the thief.

"A very powerful item indeed. It can become any small object the holder desires, enchanted or mundane. It appears unused, untouched, perhaps freshly created and abandoned here..." Kal trailed off and looked about him at the wreckage all around. "What, waste, what knowledge lost, what power in this room and gone..."

Harold grinned back. "How much do you think we can get for it?"

***

Anything Item (Revised)

Only discovered in its original form once in the annals of the wise ( a cylindrical bar two inches in diameter and one foot long. It is composed of an enchanted metal appearing to be quicksilver, but bitterly cold to the touch, with an uncomfortably slick texture).

If the command word is known it can instantly transform into any non-consumable small object either enchanted or mundane (though of limited duration, 1 use or 1 hour and neither relic or artifact) that the possessor has held before (i.e. the has once held a ring of free action but not a rod of lordly might, he can transform the anything into a duplicate of the ring, but not the rod).

If the item has a single use effect the Anything Item can be used for that one effect. If it has a permanent effect (such as a Helm of Underwater Action) that effect will last for 1 hour. (i.e. if changed into a +3 dagger, the +3 bonus would last for only 1 hour before becoming a dagger with no bonus at all). If commanded to become a mundane item it remains in that form until commanded to change.

The Anything Item can be changed into a specific form only once, then can never take that form again. It can be commanded to change only 3 times by an individual and will remain in the last shape it is commanded to duplicate till someone else takes over ownership and commands it to change once again. The object cannot be traded back and forth. Once it has been used by a new owner the old owner, even if only 1 change was commanded, has lost ownership of the item forever.

Powers
1. May transform into any non-consumable small object magical or mundane upon command.
2. The Anything Item radiates magic regardless of its shape or magical or non-magical abilities.

Limitations
1. Can only duplicate an object that has been previously held by current owner.
2. Can only perform a single magical effect of duplicated object
3. Enchantment disappears after one hour even if duplicated objects magical effect or ability has not been used (i.e. a Horn of Valhalla duplicated but not used becomes a mundane horn after 1 hour). A duplicated item with a permanent magical effect or bonus also becomes a mundane item after 1 hour.
4. No item can be duplicated twice. (i.e. If a previous owner changed the Anything Item into a Ring of Free Action it can never be changed again into a Ring of Free Action regardless of new ownership).
5. An individual can only command the Anything Item to change a maximum of 3 times. The next owner can command a change a maximum of 3 times and so on.
6. Once used ownership is established, but should a different individual take hold of the Anything Item and command a change then they are the new owner and the previous owner may never again command the item to change, though anyone may make use of the changed item (within the limitation of class restrictions) if given by the current owner or taken from them.

Saves As:
The Anything Item saves as Metal, Hard (+5) at all times and in any form. If damaged it turns into a small pool of quicksilver which evaporates in a single hour.

In the Greyhawk Campaign;
Only 7 of these Anything Items are known to exist. No mage claims the ability to construct these items.

Project Ideas



1. Random Encounter Tables for areas all over the Flanaess.

I can see these a general encounters for specific areas and regions and left to the DM to detail. Detailed encounters that add some character and specifics to each encounter. Connected encounters that happen in sequence. Branching encounters that happen as players make different choices.

Connected encounters might happen over a period of hours, days or even weeks. For example in the Night Below/TOEE encounters I have been working on the Players encounter a party of goblins or people or places attacked by goblins. As time goes by the goblin encounters increase in severity and this alters many future encounters as this invasion of goblins affects more and more of the area they are in. As another example the players encounter a thief in the city of Greyhawk. Hours later they see the same thief and react. The thief is killed, caught or escapes, hours after this a group of thieves attacks the players in revenge.

With a Branching Encounter the initial encounter will have different results. for example the Greyhawk thief is encountered. If they are killed it triggers one branch of encounters, if they are caught a different branch, if they escape, a third branch of encounters is triggered. This much as is done in a choose the path adventure book but from a random table of possibilities rather than a single flow of one encounter to another.

The more encounters created, the better.

2. A random building/shop generator table for a city. We create a list of possible shops or buildings. Then a list of detailed buildings. For exmaple.

a. Blacksmith
b. Tavern
c. General Goods
d. Brothel
e. Gambling Hall
f. Weaponsmith
etc...

b. Tavern
1. The Acorns
2. Ancient King
3. Bates Complex
etc...

3. A listing of goods and prices for regions, cities and areas with what is produced and traded. I can this as having great use as background detail for DMs and a way to generate potential adventures.

 Those are 3 ideas. Happy to hear others and I will list more.