Wednesday, January 25, 2023

Ull: Land of a Thousand Villians - Habahk the Flame Death

Welcome back Greyhakwers! Today I submit for your campaigns, a new entry in my ongoing Ull: Land of a Thousand Villains column. For more villains like the fiery foe below, go to the Best of Greyhawkery page. Enjoy!

 

“Ull is a popular destination for the most deranged and desperate criminals in the Baklunish West. The smart ones know they cannot easily blend into Uli society, so they stay out of trouble. The foolish ones end up as thralls. Then there are the rare ones that only seem to get worse”. 


Habahk “the Flame-Death” (human, male, rogue 5)

   The man known as Habahk arrived in Ull a few years ago while working odd jobs in a Tusman caravan heading south to the Dry Steppes. Originally from the city of Dhabiya in Zeif, the gruff Baklunish man is infamously known as the Flame-Death for committing many heinous crimes including murder and arson. Wanted by authorities in Zeif, Habahk has evaded justice so far by hiding in plain sight among Ull’s chaotic society, where he now openly works as an alchemist assistant and sometimes as a cook for the decadent pit-masters of Kester. Habahk’s reputation is beginning to catch up to him, however. His special talents have recently been sought out by vengeful locals wanting to see their sworn rivals ruined by fire. So far, the serial arsonist has been unable to resist the opportunity, even though the Flame-Death knows he will eventually attract the wrong attention.

   DM’s Campaign Notes: Habahk makes a good mid-level villain of the week. He is an otherwise unremarkable rogue NPC with a decent bounty on his head, whose capture could lead players on to even bigger story implications. The Flame-Death has indeed earned the enmity of the Mouqollad Consortium, the Royal Navy and many in the Qudah (Al’Akbar) not only due to his many acts of arson against these groups, but also since he is part of an outlaw Cult of Imix (evil-elemental prince of fire) once based in Dhabiya. Known for the creation and employ of many deadly fire-based magic items (such as Brazier Commanding Fire Elementals, Neckless of Missiles and Wand of Fire), the surviving members of the cult like Habahk, are on the run from Baklunish bounty hunters and heroic agents of Alhamazad the Wise. Sooner or later, these other potentially more dangerous cultists will gather in Ull to rejoin with the Flame-Death. If Habahk is killed or captured, they will certainly exact vengeance on any who have gone after one of their own.

Wednesday, January 18, 2023

Greyhawk Quiz #3: Module Covers

Greetings, fans of Greyhawk trivia! This is the third installment of my Greyhawk quiz, check out this link to see the previous ones. This time my friends, we are not doing multiple choice, so you'll need to type in your answers. Get ready to show off your knowledge of Greyhawk module covers. Enjoy!

Sunday, January 8, 2023

Wars of Greyhawk: Battle of Blackwater Bend

Happy New Years Greyhawkers! Let's get back to my continuing military history of the Flanaess. If you haven't seen the previous entries in the Wars of Greyhawk, go to the Best of Greyhawkery page on this blog. This entry pits the forces of Iuz versus the tenacious Wolf Nomads. Enjoy!

Siege of Eru-Tovar and the Battle of Blackwater Bend

Conflict & Date: 
The Battle of Blackwater Bend occurred eleven weeks after the Siege of Eru-Tovar, on the 22nd day of Harvester, 578 CY. 
 
Armies & Commanders: 
Eru-Tovar (3,400 total)
Wegwuir tribal chiefs
2,400 light infantry, 500 medium infantry, 500 archers. 
Wegwuir Horde (Wolf Nomads) (20,000 total)
Bargru, Tarkhan of the Wegwuir.
10,000 light cavalry, 2,000 medium cavalry, 1,000 mounted crossbows, 7,000 mounted archers.
*****
Northern Host of Iuz (25,500 total at Eru-Tovar)
Lord Choldraf, High Priest of Iuz.
2,000 heavy infantry, 1,000 light cavalry, 2,000 heavy cavalry, 2,000 crossbows, 4,000 hobgoblins.
Mellard-Plict the Mage.
6,000 orcs, 3,000 gnolls, 3,000 goblins, 100 ogres, 2,400 other (norkers, ogrillons, bugbears, etc).

Result: 
The Wegwuir Horde routed the forces of Iuz the Evil.

Casualties:
Eru-Tovar (500 total)
350 light infantry, 50 medium infantry, 100 archers. 
Wegwuir (Wolf Nomads) (2,000 dead, 4,000 wounded, 6,000 total)
(dead) 900 light cavalry, 200 medium cavalry, 100 mounted crossbows, 800 mounted archers. (wounded) 1,800 light cavalry, 400 medium cavalry, 100 mounted crossbows, 1,700 mounted archers.
*****
Northern Host of Iuz (13,200 total, plus 8,750 deserters)
250 heavy infantry, 400 light cavalry, 300 heavy cavalry, 700 crossbows, 1,000 orcs, 600 hobgoblins, 325 gnolls, 1,200 goblins, 25 ogres, 400 other (losses at Eru-Tovar).
50 heavy infantry, 100 light cavalry, 50 heavy cavalry, 100 crossbows, 2,700 orcs, 1,000 hobgoblins, 1,675 gnolls, 1,000 goblins, 75 ogres, 2,000 other (deserters at Eru-Tovar)
800 heavy infantry, 200 light cavalry, 475 heavy cavalry, 525 crossbows, 2,100 orcs, 2,100 hobgoblins, 1,000 gnolls, 800 goblins (losses at Blackwater Bend) 

Prelude
Ever since the return and increasing rise in power of the demigod, luz, the Wegwuir avoided their ancestral lands east of the Blackwater, instead focusing their annual raids upon the neighboring Chakyik tribes (Tiger Nomads) to the west and south into rugged Perrenland. In the spring of 578 CY, Iuz capitalized on the predictable absence of the nomad hordes and directed the Boneheart to form an army to conquer the town of Eru-Tovar, the only permanent settlement of the Wolf Nomads. Iuz hoped this bold move would crush the Wegwuirs’ morale and force them into his subservience. 

Battle
A):   The Northern Host of Iuz was placed under the joint-command of Lord Choldraf, a high priest of Iuz (Cleric 14) and the lesser Boneheart mage, Mellard-Plict (MU 12). Lord Choldraf for his part raised human mercenaries for the campaign; 2,000 heavy cavalry, 1,000 light horse, plus 2,000 heavy foot and 2,000 crossbowmen. In addition, he rallied 4,000 hobgoblin shock troops to compliment his well-armed soldiers. Mellard-Plict on the other hand, drew his forces from the worst corners of Iuz’s land, raising about 6,000 orcs, 3,000 gnolls, 3,000 goblin and xvart scouts, as well as a huge mixed horde of ogres, ogrillons, norkers, and bugbears. Swelling to over 25,000 in number, the Northern Host gathered in the arm of the Howling Hills between the Dulsi and Blackwater Rivers, and at the start of summer 578 CY they force marched westward toward Eru-Tovar. 
B):   Unsurprisingly, the leaders of the Northern Host did not work well together, and both were unhappy with sharing command. The pair quarreled incessantly during the march through Wegwuir territory; Lord Choldraf was incensed that the evil wizard could not firmly control his diverse rabble of humanoids, and in turn Mellard-Plict insulted the Iuzian priest’s personal powers and disputed the quality of his well-armed, but relatively weak troops. 
C):   The Host arrived at Eru-Tovar the following month and a siege was laid on the Wegwuir stronghold according to Iuz’s design. The bitter feud between commanders continued however as each ran a separate campaign in an effort to claim the glory of taking Eru-Tovar. The chaos on display before Eru-Tovar allowed its warriors, outnumbered by over eight to one, to withstand ten weeks of siege. Initially, the hardy Wegwuir ignored calls for surrender, then repelled any attack sent against their town with skill and discipline, while harassing the dual sieges with their own destructive sorties. The casualties suffered by the Host was significant, compounded by the tendency of the rival besiegers to slay the other’s wounded. This general disarray also allowed Eru-Tovar to send fast riders, easily eluding the siege to warn the Tarkhan’s horde and rally aid among the Wegwuir tribes.
D):   Meanwhile to the west, the annual feud between Chakyik and Wegwuir hordes abruptly ended with a treaty. As Istus would have it, the Tiger Nomads turned their focus to the Caliphate of Ekbir just as the dire news from Eru-Tovar reached the Tarkhan. Incensed by the craven attack on the Wegwuirs’ only permanent town, Bargru turned his force of 20,000 lancers and mounted archers to ride back in haste. The Tarkhan’s horde arrived at Eru-Tovar by late summer, just in time to raise the siege as it was already faltering. 
E):   The Northern Host of Iuz had been alerted of the Tarkhan’s return, so the call was made to retreat eastward by their original trail along the Black Water, in order to reach the Howling Hills where they hoped Iuzian reinforcements would be amassing. Lord Choldraf was furious as his well-trained units were forced, at a considerable loss, to provide a screen for the main Host’s withdrawal.  
F):   Yet again, Lord Choldraf blamed the undisciplined humanoid troops under the cowardly Mellard-Plict for their misfortune, as a great number of the wizard’s troops began to desert, many splitting off into smaller tribal bands to fend for themselves in the wild.
Many of these deserting bands were further scattered across the plains and highlands as reinforcements for the Wegwuir arrived from the northeast. Lekkol Noyon, seventh son of Bargru (half Flan), hastily returned from the Barren Plains with 800 veteran horsemen at his back, fresh off a grueling campaign allied with the Rovers of the Barrens against the despised Horned Society. Lekkol’s riders were gladly added to the Tarkhan’s horde, further increasing the nomad’s morale.
G):   Taking his time, the Tarkhan closely pursued the remaining Host over several days, methodically steering them in a series of hit and run skirmishes, off their path and toward the wide bend of the dark and muddy Blackwater. Now cornered and outnumbered by a more mobile army, the remaining Host of Iuz had no choice but to stand and fight a pitched battle which occurred on the 22nd day in the Dozenmonth of the Squirrel (Harvester). It is said in the outset of this battle, the priest Lord Choldraf begged for intervention by Iuz the Evil, but his prayers fell on deaf ears. The vile mage Mellard-Plict was likewise ineffective during the battle, using his spells instead to escape from the wrath of the Tarkhan. The brutally efficient Wegwuir archers and lancers easily routed the desperate invading Host, who soon abandoned their arms and fled over the brackish tributary. The Wegwuir took no prisoners, slaying nearly 8000 enemy soldiers including many drowned while crossing the Blackwater. The Wolf Nomad victory was decisive, losing about 2,000 and twice that many wounded. Only a few thousand of luz’s once formidable army survived that day and finally made it back to the Howling Hills. 

Aftermath 
Lord Choldraf returned to Dorakaa in disgrace and never again commanded Iuz’s armies; worse yet the priest was demoted in Iuz’s unholy hierarchy. Choldraf continued to serve in the Old One’s court, seeking atonement for his infamous defeat. Unlike his rival, Mellard-Plict did not return to the Land of Iuz to answer for his failure at Eru-Tovar, instead abandoning his position in the Lesser Boneheart. Rumor has it the mage not only feared the judgment of Iuz, but also the vindictive Lord Choldraf. It is said, the wizard fled to the Vast Swamp far to the south, where he now serves another demigod, Wastri, the Hopping Prophet.
Following the Battle of Blackwater Bend, Bargru returned to Eru-Tovar in triumph, but rather than celebrate the Tarkhan immediately reinforced the garrison and began repairing the badly damaged defenses of his capital that had barely held out during the weeks-long siege. Once Eru-Tovar was secured, the Tarkhan journeyed to the border of Lake Quag near the Sepia Hills, territory of the Guchek tribe, also known as the Wild Dog Nomads. Bargru met with their leader, Jicta Khan, to seek answers for why he alone among the Wegwuir had not joined the Tarkhan’s horde that spring, nor offered succor to Eru-Tovar against Iuz’s siege. The angry Tarkhan and his retinue was instead welcomed with a deadly ambush by Jicta Khan. Bargru’s personal guards were slaughtered defending the ever-wary Bargru, who barely managed to escape the trap using his ancestral powers of illusion. 
It was later discovered Perrenland secretly made an alliance with the Guchek, backing the rebellious tribe in their independence from the Wegwuir, as a hedge against future raids by the Wolf Nomads. The Tarkhan returned to Eru-Tovar more incensed than before, though by spring of 579 CY he still had not taken action against the traitorous Jicta Khan.

Heroic Hooks
   DMs who wish to feature the Battle of Blackwater Bend in their own campaign should note this conflict takes place about two years after the starting timeline of the World of Greyhawk boxed set. This battle is set during a time when the demigod Iuz the Evil, is rising in power, and is expanding his domain in all directions. The Battle of Blackwater Bend could make a good historical flashback, or a climatic event for a Bitter North campaign. The following hooks are suggested for DMs who want to have player characters participate in the Siege of Eru-Tovar and the Battle of Blackwater Bend without necessarily reenacting all the events.
  • Hold the Gate: Your party was unfortunate to be in Eru-Tovar as the siege was brought by the Host of Iuz. Now the locals have turned to the PCs to take a lead in the defense of the small town. Eru-Tovar is no fortress however, so the players must use their power and cunning to keep the disorganized enemy from breaching the gated walls of this earthen-work domain.  
  • Ride Them Down: Your band of characters has joined the Tarkhan’s horde in driving off the armies of Iuz. There are many skirmishes along the way, as mounted Wolf Nomads harass the routing Iuzians. Your unit is at the forefront of one of these skirmishes, as luck would have it they must contend with a squad of heavy cavalry sent to stop them by the vile priest Lord Choldraf.
  • Locate Deserters: The forces of Iuz are on the run. The Tarkhan is trying to steer the fleeing army toward the bend of Black Water. While the main horde accomplishes this, your allied band of adventurers are split off to hunt down deserting bands of dangerous humanoids and soldiers formerly commanded by the evil wizard Mellard-Plict.
  • Neutralize the Wizard: The Wegwuir town of Eru-Tovar can withstand conventional siege warfare for weeks, but the PCs special talents are needed to step in and help fend off the magical depredations of the Lesser Boneheart mage Mellard-Plict and his arcane assistants.
Sources:
Gary Gygax. World of Greyhawk Fantasy Game Setting (1983).
Gary Holian; Erik Mona, Sean K. Reynolds, Frederick Weining. Living Greyhawk Gazetteer.
Gary Gygax. Greyhawk’s World: Events of the North Central Flanaess. Dragon Magazine #56.
Carl Sargent. Iuz the Evil.

Monday, December 26, 2022

New Maps: Pre-Wars Flanaess 576 CY

Merry Needfest Greyhawkers! I got one more present for everybody before the end of the year! I've been working on this map project for a few weeks now. There is a map of "Post-Was" Flanaess in the booklet with the Greyhawk Wars boxed set. I always enjoyed how it was a simple B&W map with dotted lines for borders that changed during the story line. I eventually photocopied that map and made additional changes for my campaign's progress into other wars. See Best of Greyhawkery for more on these 2E Greyhawk Wars Campaigns.

The Pre-Wars Flanaess map is the same map but cleaned up a bit and with additional content thrown in that I believe would exist during the start of the 576 CY game setting. This is retroactive canon like Sasserine from Savage Tide, or popular community additions like Melkotia from Maldin's Greyhawk. Lastly, I may have got carried away and did borders/labels for the individual Wild Coast towns, Bandit Kingdom lands, and the various principalities of the Great Kingdom. If this map is well received, I have pondered doing a first level breakdown of the other major kingdoms, but for now this map feels finished. I have thrown in an unlabeled version of the map as well in case someone wants to do a different info-map using these borders. If there are any glaring errors let me know but trust me, I tried my best to research from several different sources when laying this out. Until then, download and enjoy!





Tuesday, December 13, 2022

Ull: Land of a Thousand Villains - Granth the Old-One

Welcome back Greyhawkers! Today I have a new installment of my ongoing series of NPCs, Ull: Land of a Thousand Villains. To see previous NPCs, check out the Best of Greyhawkery here or at the top of the home page. This time I am featuring an orc NPC, but don't roll for initiative yet, like most villains in Ull this guy may be useful if they can stay on his good side. Enjoy!

“In the Flanaess, orcs are feared and mistrusted as irredeemably evil monsters. In the Baklunish West however, many orcs whose ancestors also fought in the Great Wars, have found their place in society. Sure, most of them still make a living off violence, but they are making progress.”

Granth “the Old-One” (orc, male, fighter 9)

Hailing from the foothills of the Ongusk Khanate, Granth is a rarity, an orc who has lived to old age. In Ull, he is known as “the Old One” a nickname that is not at all lost on visitors from the Flanaess. Granth may be advanced in age but besides a hunched back and a slight limp he is no less imposing than in his younger days. Over the last few decades, he has earned a reputation, especially among Ull’s warbands, as a reliable weapon dealer. Granth and his loyal cadre of followers travel throughout the plains and steppes of the Baklunish West, trading and acquiring armaments from an extensive network of contacts he has built over the years. When there is a demand for a type of weapon the Old One is assuredly the best source, and at times he has even created the market for certain weapons. It is likely the proliferation of polearms in the south of Ull is due in large part to Granth’s influence.

Granth can usually be found in Kester, though his caravan ranges from Antalotol in the north to Kanak in the Dry Steppes as well as the borderlands of Ket near the Bramblewood Forest. Few bandits or Paynim mercenaries dare mess with this well-guarded caravan, fearing the standard of the bloody scimitar. Granth is an intimidating yet fair negotiator who remarkably speaks several languages and dialects. He is respected by many in the Mouqollad Consortium, though the Worthy Elders consider him to be no more than a contemptible smuggler.

DM’s Campaign Notes: Granth is a former member of the Uruzary Corps from the Sultanate of Zeif. He never speaks about his past or why he left this vaunted military group, but he does indeed still have contact with his brethren as he routinely smuggles used Uruzary weapons out of Antalotol. Since Granth travels a lot, he constantly shuffles his stockpile of weapons between several caches throughout Ull and the surrounding highlands. These hidden stores are rarely guarded though they are often trapped and intentionally sealed by rockslides, later to be cleared by his ogre bodyguards. In addition to these half dozen ogres from the Ulsprues, Granth typically employs orcs, half-orcs, ogrillons, and halflings in his service. The latter are favored for their culinary prowess and an ability to move stealthily. Despite his age, Granth is still hardy and walks with a halberd at all times mainly for show and to help with his balance.

Granth makes a good low-medium level contact or rival for player characters. He is well-travelled and can be a font of information on Ull and the Dry Steppes. Granth of course is easily the best person in Ull for adventurers to quickly sell off weapons and armor in bulk, not being too picky about quality or origin of goods. He pays half price for any items sold by PCs and sells his items at a 150% mark-up. Granth does not deal in magic weapons considering them to be too risky to move and store. Heroes who run afoul of one of Granth’s deals may find that he is vindictive and resourceful as any villain they encounter.

Thursday, December 8, 2022

Greyhawk Monsters: The Dry Ones

Well met Greyhawk denizens! Today I offer you another 5E monster design of my creation. If you haven't seen my previous entries, check out the Best of Greyhawkery section above. The Dry Ones are based off the quite popular "Drowned Ones" zombies from Greyhawk Adventures. Where they are created by Nerull, these bad boys have another unholy creator. Naturally, these creatures can appear in any arid land of your choosing, but I made them with the Dry Steppes and Ull in mind. Particularly because they are a favorite threat associated with the infamous necromancer-elementalist Abi-Dalzim. whose Horrid Wilting spell surely inspired this new undead. Beware and enjoy!

DESERT ZOMBIE (“DRY ONES”) (5E)

Legend has it the Dry Ones were created by Incabulos, god of droughts, to spread terror on the steppes and deserts where they roam at night. Desert zombies appear to be typical humanoid undead though instead of rotting bodies, they are gaunt and leathery, unnaturally preserved by the arid environment. In fact, a Dry One can often be mistaken for a normal creature either stumbling around in the dark or laying half-buried in sand during the daytime. Dry Ones are slow but silent and cunning for they are drawn to living creatures with an insatiable need to consume all liquids from their bodies. A creature slain by such unholy desiccation rises as a new Dry One the following night.

DESERT ZOMBIE (“DRY ONES”) (5E)
Medium undead, neutral evil
Armor Class 11
Hit Points 37 (5d8 + 15)
Speed 20 ft.

STR 14 (+2)
DEX 12 (+1)
CON 16 (+3)
INT 5 (-3)
WIS 6 (-2)
CHA 5 (-3)

Saving Throws Wis +0
Damage Immunities poison
Damage Resistances cold
Damage Vulnerabilities thunder
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Language understands the languages it knew in life but can’t speak
Challenge 1 (200 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Turning Defiance. The desert zombie has advantage on saving throws against effects that turn undead.

ACTIONS

Multiattack. The zombie makes two attacks: one slam attack and one desiccating bite attack.

Slam. Melee Weapon Attack: +4 to hit. Reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Desiccating Bite. Melee Weapon Attack: +4 to hit. Reach 5 ft., Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) necrotic damage.

Wednesday, November 30, 2022

New Greyhawk Regional Product Map

Welcome back Greyhawk readers! We have had a discussing going on the classic Regional Product map found in the 1983 Greyhawk setting books. I've always loved the runic symbols used to denote the resources found in each country. It's a quick and easy reference for a DM to know what can be found or traded in an area. The Living Greyhawk Gazetteer further expanded on this information by including new resources and elaborating on those already presented. In this post I'm not trying to go into more detail than what was done in the LGG. The purpose is to somehow merge two good sources into one easy referenced set of maps. 

There is only a few caveats and liberties taken, first being the map is set in 576 CY. The LGG is set in 591 CY so there is some variance in resource access and export for nations. Second, I did not adapt all the new referenced resources out of the LGG for the sake of brevity, indeed I combined the listing of some resources to save space, such as platinum and electrum, livestock and horses, or standard timber and rare wood. Third, I added the city of Sasserine from Savage Tide as a region. Its resources are based on the proximity of the Amedio Jungle and on info from the Savage Tide Players Guide. I feel the inclusion of Sasserine is important in better understanding the Hold of the Sea Princes and the south seas during 576 CY and beyond. Lastly, after some consultation, I made a few judgment calls concerning the lack of published goods or services out of the Wild Coast and Horned Society. The Vale of the Mage was removed and Lendor Isle while on the map, has been left blank for now. There is just too little trade or contact with these two places. Otherwise, the majority of the data should be listed as it's referenced in the published source. 

Feel free to voice your thoughts on this document and maybe in the future, a more comprehensive Flanaess product map can be constructed. Until then, enjoy the download!

DOWNLOAD REGIONAL PRODUCT MAP