At any rate, the Adri is a huge, dense forest with a lot of history and geography going on. This map is a hex-to-hex copy of the Darlene map with elements from Ivid the Undying thrown in, like the Coldwood which I first became enamored with in Dragon #208 when they did an excerpt of Carl Sargent's work. I also know places like Knurl and Innspa are well discussed these days in the Greyhawk community. Those are two local towns that I know relatively little about. If you like my "cartoony" style of maps suggest another region I can zoom in on and try next time I'm bored. Enjoy!
Wednesday, June 22, 2022
Greyhawk Mini Map: Adri Forest
Monday, June 13, 2022
Ull: Land of a Thousand Villains - Khafir the Slicer
Well met Greyhawk faithful! This week's entry to Ull: Land of a Thousand Villains is a baddie drawn from the original Fiend Folio. Despite the book's reputation for some of most vile creatures in all D&D fandom, let's see if this particular antagonist ends up being sympathetic to you and your players. This is Ull after all...
“Life in Kester is harsh, and tragedies are all too common to the point locals can become inured by its daily presence. This makes the back alleys of the city a haven for all manner of dangerous creatures”.
Khafir
the Slicer (skulk, male)
A few years ago, news of a back-alley serial killer
known as Khafir the Slicer first spread among the rumor-mill of Kester. The
Slicer, nicknamed by fearful beggars who discovered his eviscerated victims,
has allegedly never been seen, nor has his home been found. Despite this, locals
know the Slicer as Khafir, because the name is often marked in a grisly fashion
on his victims or on nearby walls. Another calling-card of the Slicer is broken
mirrors, leading some to wonder if Khafir is a vampire, though no blood is ever
drained from the deceased. The truth is even more strange, in truth Khafir lives
among the commoners of Kester yet beneath their notice. The only person who has
claimed to see the Slicer is a nine-year old street urchin that considers
Khafir an imaginary friend and protector, much to the scorn of other street
gang youths.
DM’s Campaign
Notes: Khafir the Slicer is a lone Skulk. (see Fiend Folio,
AD&D, or Mordenkainen’s Tome of Foes, 5E) The Slicer has been living
in Kester for a long time now, thus he has advanced knowledge of the city’s roads,
alleys, and shortcuts. Due to his natural “invisible” camouflage, the Slicer
can move about day or night unseen by all but those with mirrors, or at times
by certain small children. Lonely and generally paranoid, Khafir used to kill
indiscriminately in order to survive, but he has now become skilled enough to
inhabit the town without bringing too much attention. Khafir leaves his name
scrawled at murder-sites not only to scare away troublemakers who get to close
to finding his hideout, but also in hopes that another skulk recognizes this
and makes contact.
Khafir’s
hideout changes as needed, and he has got exceptionally good at concealing his
presence. His current home is in the shop of an apothecary, that according to signs
hung on the entrance is either “closed” or “will return shortly”. All doors to
the shop are locked, and the windows are dark and curtained. Persistent customers
are directed by another sign to leave written orders with some payment through
a slot in the door. So far, these rare orders have always been fulfilled,
though no customer has ever seen who delivered the goods. In reality the skulk
made the apothecary vanish and is now doing his best to keep up appearances as
long as possible. The Slicer has no use for money, being able to take what it
wants with ease. He has taken to watching over local street children, stealing
them food and money and leaving it discreetly to be found. So far only one
child has actually glimpsed Khafir. Surprisingly this development has now led
the skulk to become protective of the kids, indeed more than a few adult thugs
have met their end after harming these street youths.
Khafir the Slicer makes an excellent villain for an urban-based murder mystery plot, as PCs follow the trail of bodies and clues to their inevitable source. The Slicer also makes a good foil for roguish characters who sneak about Kester at night or become too rich and arrogant. Given circumstances of the campaign, this villain could even become a valuable ally for certain character classes that are not so quick to judge.
Wednesday, June 1, 2022
Greyhawk Monsters: Thessalworg
THESSALWORG (5E)
This
horror is an unforeseen branch in the family of magical hydra hybrids called thessalmonsters.
It partly resembles the thessalhydra, except that instead of the giant maw in
the center of the ring of snake heads, it has a large wolfish head. Unlike sentient
speaking worgs, the thessalworg is a slavering beast, that in particular attacks
normal worgs and other canines on sight. Thessalworgs can be found in most any
climate or terrain, either singly or in packs.
THESSALWORG (5E)
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 40 ft.
STR 16 (+3)
DEX 13 (+1)
CON 15 (+2)
INT 5 (-3)
WIS 9 (-1)
CHA 7 (-2)
Skill Perception +3
Damage Immunities acid
Condition Immunities blinded, charmed, deafened, frightened, stunned
Senses darkvision 60 ft., passive Perception 13
Language -
Challenge 2 (450 XP)
Keen Hearing and Smell.
The thessalworg has advantage on Wisdom (Perception) checks that rely on
hearing or smell.
ACTIONS
Multiattack.
The thessalworg makes two attacks: one Bite attack, and either one Flurry of
Bites attack or one Tail Pincer attack. Alternatively, it may use its Acid
Saliva.
Flurry of Bites. Melee
Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:
7 (1d6 + 3) piercing damage plus 5 (2d4) poison damage.
Bite. Melee
Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 +
3) piercing damage. If the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
Tail Pincer. Melee
Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3)
slashing damage, and the target is grappled. As an action, the target can
escape the grapple by succeeding on a DC 13 Strength (Athletics) or Dexterity
(Acrobatics) check (its choice). Until this grapple ends, the thessalworg can’t
use its tail pincer.
Acid Saliva (Recharge 5-6).
The thessalworg spits a glob of acid at a point it can see within 30 feet of
it. Each creature within 10 feet of that point must make a DC 15 Dexterity
saving throw, taking 14 (4d6) acid damage on a failed save, or half as much
damage on a successful one.