Sunday, March 11, 2012

Sea Princes #25: Meanwhile...

I'm gonna try and get caught up on some more of the Sea Princes campaign today. The subplots are beginning to entangle nicely. Last time I revealed what gambit Cpt. Rennaud and the Bird of Prey were up to in Sasserine, this week the point of view switches back to the original player characters who are currently onboard Osprem's Kiss, bound for a rendezvous at the Olman Isles port of Narisban. Would their trip be uneventful? Hardly. They are:

Victor Emmitt Hammond (rogue, rope swinger)
Araxo Tydan (rogue, serpent stabber)
Cuahtehmoc aka "Cuahto" (ranger, tattooed attacker)
Brother Pickles "of the Jar" (cleric, fish filleter)
and Henri Morgan (rogue, cannon caller)

Captain "Jet" Cassidy had more passengers on her carrack than she was used to, so she and the woman of the Kiss put them all to work, including the whining noble Lord Key. Araxo took shifts at the wheel and aided his counterpart first mate Sasha Dirk in duties while Victor was put to work with Half-Pint Moira on the rigging and in his spare time he instructed the eunuch crew in swordplay. Pickles, Henri, Olfon Trebus, Scar and Ronaldo Key were given the most menial chores like swabbing the deck, mending sails and Pickle's favorite, shining the ceremonial breastplates of the Ospremites. Cuahto for his worth also spent time up in the rigging with Hammond but also was lowered off the side of the prow to repaint the captain's figurehead, a likeness of the goddess Osprem blowing a kiss.
 
At night Lord Key met alone with his cousin Araxo to play some chess and to talk of their venture should the captain not be able to return from Sasserine. Obviously Count Tydan had put alot of money and faith in Rennaud only to find out it was a personal quest. Lord Key was torn between cutting their losses and turning back for Port Torvin or dealing with the Crimson Fleet for the sage themselves. Araxo mulled this over and other ways to be rid of his meddling cousin, but knew they were at the mercy of Captain Cassidy until then. The peaceful interlude was interrupted however as the ship shook violently and the crew cried alarm. Rushing to the deck they all saw the massively thick coils drawing around the vessel. Off the port side a serpentine head crested in black, rose from the depths to bare its fangs at the hapless defenders. Cuahto had heard of this beast only in tales, the dread sea serpent of the Amedio coast: Black Fin
 
The sailors of Osprem's Kiss rallied swiftly at the command of their captains and first among them was Cuahto who drew his strange magical maca, creating illusory tattoos on his face when he charged into battle. The sharp obsidian blades hit the coils of the monster but it obliviously went on grappling the vessel and nabbing a panicked eunuch with its maw. Morgan rushed to assemble the cannon crew below deck on the port side. It would be a hard angle to shoot from as he had to wait for a coil to come into line even as the timbers of the ship creaked around him. Araxo and Scar took to the main deck covered by arrows and stabbing spears of Ospremites, and hacked at any weak spot they could find while Victor climbed the rigging to get a closer shot at its head. Pickles meanwhile harpooned the upper length of Black Fin to hang on and get an up-close attack at the beast with his silvered meat cleaver. The fearlessly muscled cleric hacked at the serpent and took chunks out of it's scaled side.
 
Swinging from a rope, Victor slashed at the creature's eye and continued to make a pass as arrows flew all around. The frenzied battle raged on as another eunuch or two were swallowed whole, with the last put out of his misery with a crack shot while still trapped within the monster's jaws. Morgan's cannons roared and skimmed the coiled lengths of Black Fin and blackpowder pistols thundered creating more smoke and confusion. Still hungry but injured, Black Fin could take no more of the loud and painful ship, so he uncoiled and returned the lightless depths to lick his wounds. Osprem's Kiss hobbled onward lest Black Fin change his mind and a day later the ship took repairs near the coast of the Olman Isles.
 
The next morning the Ospremites conducted a ritual to protect their ship from a further attack. The priestesses lined up on deck in gauze-like robes while Sister Merci led their prayers to the Lady of the Waves. During this ceremony, Pickles was enlisted to ladle seawater over the heads of the praying women much to the envy of his onlooking compatriots, but not the eunuchs. That night after a hard day's work, the crew was unwinding with extra rum rations and Pickle's special Black Fin steaks. A slightly drunk Lord Key maliciously instigated another scuffle between rivals, Scar and Half Pint then leaving the scene, made to hit on the aloof Sasha Dirk on deck. She was enraged by his pawing hands but Key wouldn't relent. Seeing this, Victor Hammond interposed between the two and provoked Lord Key into throwing the first punch, but inadvertently he was shoved aside by Sasha who then ended up taking the punch. Having had enough of the pompous landlubber, Victor thrashed the man till Araxo had to order him to stand down. At that Vic held his hands out and happily let them put him in irons, because it was worth it to see Key beaten to a pulp. The next day Key was still out cold in a hammock while in the brig, Vic got a rare personal visit and thanks from the brooding first mate...
 
 
 

Saturday, March 10, 2012

D&D Next (5e) New Logos?

Over at Wizards of the Coast's website is a column called Dragon's Eye View by Jon Schindehette. In his latest posting he muses over the trials and tribulations that go into creating a brand logo like for Dungeons & Dragons. With the "next iteration" on the horizon you can bet the logo is changing. I doubt any of the concept logos presented in this article will be the final one, but there is some good stuff here to check out if anything else for curiosity's sake. So go on, you don't need a subscription to read this column, plus there's a poll at the end on logo design elements and a long comments section if you want to add your opinion to this semi-important issue.

Update 5/3/2021: Removed dead link to this old article. However, we all know D&D and its new logos succeeded well into the present.

Thursday, March 8, 2012

Castle Greyhawk Blog: Enter Ehlissa

First off, Scott Casper and myself are now posting completed pages of our collaborative Castle Greyhawk graphic novel on a dedicated blog aptly named, Castle Greyhawk (the Comic Strip). This will make it easy to go back and read earlier pages without having to sift through weeks of blog content elsewhere. In the meantime I'll continue to cross promote things here and provide my insights as I go along with the project.

Page three in the tale, sees the introduction of a young magess named Ehlissa. Tenser walking down the street is one of the single best panels I've drawn in the last five years. I researched the neighborhood around the Roc and Oliphant (C14) heavily for the right look. Tenser is walking toward Bard Street in the district of Clerkburg when he turns west and runs into our female protagonist.

As you may or may not see from this amazing bird's eye view rendering of Greyhawk City from the City of Greyhawk boxed set, the buildings seem to be slightly larger and more clustered than they appear in the generic game map above. In my opinion medieval cities should look crammed together so I took some artistic license (not that anyone would've noticed the difference, but there you go). For a more accurate version of the CoG maps check out Denis Tetreault's published revision that came out several years ago.

Until next time!

Sea Princes #24: Swashbuckling Action?

I'm still way behind on these reports, my apologies. Last time, the Bird of Prey sent five intrepid crewmen to go spring imprisoned Captain "Ironclaw" McGrath from his prison in Sasserine, so as to use him as ransom for the captured sage Lockard Meek. The men chosen were all of questionable judgement:


W.B. McGarnagle (fighter, desecration of a shrine)
Wodrick "Shank" Grubbyhill (bard, maiming an officer)
"Blonde" Barry Picaroon" (fighter, inciting a riot)
"Two-Bit" Jack Ginth (rogue, grand arson)
and Billy Palsy (rogue, jailbreaking)

With smoke at their back, weapons drawn and Cudgel watchmen closing in, the five sprung into action by....splitting up! Bill Palsy retreated through the kitchen and smoke to emerge in the rear courtyard. Still disguised in uniform, he went running for a far tower to bluff another guard into helping him evacuate all prisoners due to the fire. Blonde Barry Picaroon bull rushed his way past a couple guards at the door and got outside as well. In an attempt to blend in with the confused crowd of watchmen (and no doubt to show off his physique), Barry took his shirt off and went running to find Billy. Meanwhile, tiny Wodrick "Shank" Grubbyhill hid under a great hall table and drew his blades as two armed guards went peeking under them to find him. One got hamstringed, while another got stabbed in the voice box for getting too close. The guards were careful in moving in on the gnome, so seizing his chance, Wodrick ran out from under the tables and entered a side chamber then closed the doors and barred it with a tall candlestand before his pursuers could get the gumption to come after him.

Meanwhile, acrobatic Two-Bit Jack Ginth rode a rope up to the balcony and sent a chandelier crashing down around a group of guards. His comrade in crime, W.B. McGarnagle roughed his way and disarmed a guard to get outside after Blone Barry. McGarnagle sacrificed his sword to bar the portal temporarily and give him time to dash toward a sounding bell tower marked with the symbol of St. Cuthbert. An avowed pyromaniac, Ginth ran along the balcony knocking over lamps and lanterns and setting tapestries afire as the guards turned and ran up the stairs to head him off again. He kicked out a window however and deftly dropped down by way of a torn tapestry to the courtyard below In the distance he saw the same bell tower that McGarnagle had entered.

After Wodrick took the time to barricade himself in the west wing of the central manor, he did a quick search and found a small locked coffer in an office (chest sized to a gnome). Cackling at his luck, the crafty gnome bard hefted the container and looked for another way out...Billy Palsy and Barry Picaroon ran through a hysterical crowd following a duped guard toward the last tower in the garrison. The one holding the prison block. Once inside they ascended some stairs and were met by the loyally unmoving turnkey of the prison tower. Not a bluff from Billy nor an intimidating threat from Barry would move this man. "If the tower caught on fire, the scum in here would deserve to burn!" he declared. In a hurry, Palsy knifed the duped guard and Blonde Barry clubbed the turnkey unconscious. Taking both their uniforms off, they hurried up to the cells above to find Ironclaw McGrath.

Out of frying pan and into the fire, McGarnagle was discovered by a trio of armored Cuthbertian priests inside the chapel tower. up above another priest rang the bell to warn the city of the fire. Assuming he was the source of the mayhem, the priests raised their maces and closed in. McGarnagle had had enough and dashed toward a stained glass window depicting Cuthbert and crashed through it to make his escape through a garden. The cries of desecrator were faintly heard as he ran toward the nearest alley. Behind him in the confusion, Two-Bit had entered the same tower and rushed up the circular stairs toward the bell tower. Attempting to set fires as he went along the vicious Ginth finally reached the top and pushed an unwary bell-ringer down to his death on the chapel floor below. Standing on the ledge at the top of this turret he surveyed the city from the smoldering garrison and leapt into the night....

Blonde Barry and Billy Palsy finally found McGrath as well as his first mate from the Hideous, Symeon Flynch. After explaining what ship they hailed from and who was breaking him out, McGrath seemed pleased with this turn of fate and the pair manacled him and freed him from the cell. Symeon Flynch was given the keys and allowed to free himself. He would willingly go anywhere his captain went even into hostage if it meant being on a ship out of Sasserine. The Bird of Prey would be in just as much trouble as them if anyone found out who freed them after all. Using rope he brought from the ship, Barry, Billy and prisoners climbed down from a parapet to the far side of the wall; from there they slipped discreetly back to their waiting gondola to sneak back to their ship. Amazingly, W.B. McGarnagle was there waiting for them. He could only venture that Two-Bit and Shank were dead or captured. McGrath greeted his former crewman and said no more until they were safely onboard the Bird and sailing out to bay with streams of smoke rising behind them in the predawn sky.

Epilogue: Horses raced for safety, wagons rolled out of the gates, and concerned citizens rushed to and fro with water buckets. In the pandemonium none noticed a small silhouetted figure waddling out the front gate carrying a money laden coffer...

Game notes: That was an amazing session needless to say. Tracking the action in multiple directions was a challenge but the players were quite into the thrilling mayhem they caused. In the end they did the right thing, but in the process left the door open to play some of these troublemakers again someday.

Tuesday, March 6, 2012

Blackmoor, Black Ice and More Maps

Anna Meyer is on a roll over at the Atlas of the Flanaess. She has recently finished a huge swathe of maps covering the areas known as the "Bitter North" or "Old Blackmoor". The links aren't updated on her site as of yet, so here is some links to the individual area maps via the Flanaess Geographic Society. Thanks a million Anna!

Western Land of Black Ice
http://ghmaps.net/areamaps/Sq5v1.jpg
http://ghmaps.net/areamaps/Sq5v1.pdf

Northern Black Ice/ Dramidj Ocean
http://ghmaps.net/areamaps/Sq6v1.jpg
http://ghmaps.net/areamaps/Sq6v1.pdf

Eastern Black Ice/ Brink Islands
http://ghmaps.net/areamaps/Sq7v1.jpg
http://ghmaps.net/areamaps/Sq7v1.pdf

Eastern Burneal/ Western Blackmoor
http://ghmaps.net/areamaps/Sq19v1.jpg
http://ghmaps.net/areamaps/Sq19v1.pdf

Eastern Blackmoor
http://ghmaps.net/areamaps/Sq20v2.jpg
http://ghmaps.net/areamaps/Sq20v2.pdf

Northern Vesve
http://ghmaps.net/areamaps/Sq32v1.jpg
http://ghmaps.net/areamaps/Sq32v1.jpg

Update 5/3/2021: Anna's atlas efforts have evolved a lot in the last decade. The links to the individual map squares are no longer active, but you can still find a TON of Anna Meyer map content on her current website.


"Check out the Bitter North she said.
It'll be good for your health she said."

Monday, March 5, 2012

Mythos of the High Seas

Recently in my high seas Sea Princes campaign I've been using alot of deities that I normally didn't care much about in campaigns past. The reason for this usually because my games tended to be set inland on the Flanaess, centered on core type deities that everyone has heard of like St Cuthbert, Vecna or Wee Jas. With a setting now centered on the coastal realms of the Azure Sea and far-flung adjacent waters like the Oljatt Sea, Vohoun Ocean, and Jeklea Bay, I can now concentrate on the dangerous and exotic gods of the sea that would only concern sailors and other denizens of the waters.
Skimming through the entries in the Living Greyhawk Gazetteer one can see that coastal nations tend to worship many of the same gods whether they are Suel or Oerid in origin. I think the reason for this is their overlapping concerns. A sailor can never be certain which sea or wind god is angry and needs to be appeased. A rivalry does exist between Procan and Xerbo for instance but it's not a dichotomy we can easily understand like Hextor-Heironeous or Pelor-Nerull. In my opinion, centuries of seafaring history has mingled some of these religions into a pseudo-mythos that all sailors should pay homage to, be they from the Hold of the Sea Princes, Lordship of the Isles or the Sea Barons. With these common gods comes even more associated myths of the deep: unnatural monstrous gods, demons and legendary forces of nature that superstitious sailors must keep in mind. Adventuring around Greyhawk City might be dangerous, but adventurers on the high seas put their lives in the hands of the gods every day.

Mythos of the High Seas

Procan the Storm Lord, Sailor of the Sea and Sky (Seas, Sea Life, Salt, Weather, Navigation)
his children, known as the Velaeri: (normally agricultural deities, at sea they are sought for their favorable air currents)
Atroa the Sad Maiden (East Wind)
Sotillion the Summer Queen (South Wind)
Telchur the Icebrother (North Wind)
Wenta the Harvest Daughter (West Wind)
Velnius the Elder Breeze (Sky, Weather, oversees the four winds)

Xerbo the Sea Dragon (Sea, Sailing, Business)
and his occasional consort
Osprem the Sea Princess, Lady of the Waves (Sea Voyages, Ships, Sailors)

Eadro the Bather of Gills (Locathahs, Tritons and Merfolk)
Deep Sashelas the Lord of the Undersea (Sea Elves)

Vogan (Touv god of Storms)
Tlaloc (Olman god of Rain)

(Navigators)
Celestian the Far Wanderer (Stars)
Pholtus of the Blinding Light (Light, Moons)

(Pirates, Swashbucklers, Corsairs)
Istus the Lady of Our Fate
Kelanen the Sword Saint
Kord the Brawler
Kurell the Vengeful Knave
Norebo the God of Gambles
Rudd the Duelist
Olidammara the Laughing Rogue

(Evils to Avoid)
Blipdoolpoolp the Sea Mother (Kuo-Toa)
Sekolah the Great Shark, the Caller From the Depths (Sahuagin)
Panzuriel the Deep Old One, the Banished One (Evil aquatic creatures, Kraken)
Incabulos the Black Rider (Sickness, Nightmares, Famine)
Nerull the King of All Gloom (Death, Darkness)
Ralishaz the Unlooked For (Ill-luck, Misfortune)
Yan-C-Bin the Evil Elemental Prince of Air
Olhydra the Evil Elemental Princess of Water 
Dagon the Demon Prince of the Darkened Depths


Saturday, March 3, 2012

More Map of Maure

Okay it's not a new map, but recently I was impressed by a simple regional map in my all-time favorite module WG5: Mordenkainen's Fantastic Adventure. What makes this map elegant is how it's a close-up of one 30 mile wide hex on the Darlene map. This type of map brings to mind old sand box campaigns like Keep on the Borderlands where there was plenty to do within a small area. Off the top of my head I can recall one other map like this in the Temple of Elemental Evil series, but in general this one scores high for color and design, incorporating various terrains of the area and adding a few new ones like an old rutted road overgrown by a wide region brambles or nearby fens. Like I said it's nothing new, but what with all the continental maps being worked on these days, I hope this inspires a few industrious DMs to generate their own localized hex maps. There's plenty to choose from!

click to enlarge