Tuesday, May 24, 2022

Ull: Land of a Thousand Villains - Didajin

Hail Greyhawkers! This week's humble offering from Ull: Land of a Thousand Villains is one I think DMs and players alike may grow to like. Not all bad guys have to be evil. Some can be sympathetic and useful. Enjoy Didajin.

“The inhabitants of Ull have an uncanny will to live. In fact, many individuals are quite clever at overcoming their obvious disadvantages”.

Didajin (half-elf, male, wizard 2/ rogue 2)

   Didajin is a former hedge mage who worked for one of Ull’s decadent Pit Masters. Ten years ago, he lost his sight when he was splashed in the face by a bottle of acid meant for his employer. Since he could no longer do his work blind, the ungrateful Pit Master released him from service and effectively made him a homeless beggar. It is said after Didajin was blinded, he developed other heightened senses to help survive on the streets. Today Didajin still frequents the fighting pits, and markets where he can move through crowds and take in the smells and sounds of Kester. He is known about town as an excellent informant, and is always seen with his pet camprat, a notoriously stealthy creature that picks pockets and steals from market vendors.

   Didajin is the lowest of low in Kester society but is unusually left alone by street gangs and enforcers. This is because of a long-held superstition in Ull about the god Ralishaz cursing those who harm a blind man with blindness themselves. Didajin uses this superstition to his advantage, often as a distraction for his camprat to steal something useful. The blind mage typically wears long, tattered robes and ragged headscarf that also conceals his acid-scarred eyes. His robes contain numerous concealed pockets to stash objects and weapons, including the wand focus he used as a hedge mage long ago.

   DM’s Campaign Notes: The blind mage quickly adapted to his new lot in life, in large part due to his familiar Kassik the camprat. Using the permanent arcane bond between them, Didajin can still see and hear through Kassik’s senses, even communicating telepathically, while they are within 100 feet of each other. It is this secret that has made the pair an effective pick pocket team in the crowded markets of Kester. Their shared senses also allow Didajin to practice magic. Though he still knows what spells he learned as a student and can study his spell book with the aid of Kassik, Didajin has never been able to advance in power. This ill-fate has left Didajin bitter and jealous when it comes to dealing with the wealthy and other wizards in general.

   Didajin is a good low-level foil for adventurers who openly display their wealth in the town of Kester. If the blind beggar is treated well after he is captured in some act of theft, he can be turned into a valuable source of information and access due to his harmless appearance. Camprats resemble prairie dogs and can be found in the 2nd Edition sourcebook, Greyhawk Adventures (AD&D). Alternatively, a DM can use the stats for a standard rat familiar from the Players Handbook.

Monday, May 16, 2022

Sea Princes Nobles 576 CY - Commodore Silas Oratero

Welcome back to another installment of the Sea Princes Nobles of 576 CY. According to the Living Greyhawk Gazetteer there is 30 noble domains, so yes, I will be doing 30 nobles in the long run. My previous posts were about the two top nobles, the Princes of Port Toli and Monmurg. Today I present Prince Jeon II's most trusted advisor and friend, Commodore Oratero. This character is taken directly from my own Sea Princes campaign, and I hope he will come in handy for your Greyhawk game as well. Enjoy!
His Mighty Nobility, Silas Oratero, Commodore of Jetsom Isle; Monitor of the Lion, Captain of the Rhola Prince. (House Rhola, Prince’s Fleet, Fighter 14)
As the greatest naval captain Jetsom Isle has ever known, Silas Oratero once took on a young and adventurous Prince Jeon II as his first mate aboard the Rhola Prince. Now older, he has been promoted to commodore of the Princes’ Fleet, and his grand caravel is well-known along the Keoish coast. The distinguished commodore and his family have been loyal to House Rhola for many generations. Indeed, he is presently married to Viola of Monmurg (fighter 2), a first cousin of the prince. Their home for many years is a humble villa built well inland from the bustling southern coast of Jetsom Isle. Commodore Oratero however is more often found at sea, or across the strait in Monmurg conferring with his fellow commodores on matters concerning the Hold of the Sea Princes.
Politics and Intrigues: Due to the commodore’s unimpeachable service to the Hold, and his long history with Prince Jeon it is generally accepted in the House of Peers that Silas Oratero can speak on authority for the Prince of Monmurg. He wisely does not exercise this authority very
often and is seen as trustworthy even by the captains of the rival Keoland Navy. Silas is on good terms with the commodores of Flotsam and Fairwind Isles (both in the Toli Armada), this has kept inter-fleet fighting at a minimum for a long time. Lately he has grown concerned however, that the Toli Armada has allowed too many of their ships to mutiny and join the hated Crimson Fleet. As commodore of the Princes’ Fleet, he will always command a medium to large-sized fleet in times of war.
Commodore Oratero makes a good contact for mid-level adventurers who need a base of operations in the Hold of the Sea Princes to launch their own nautical voyages or take on swashbuckling missions on behalf of the prince. Players who pledge their own sailing vessel to the Princes’ Fleet will certainly earn the respect of this ranking noble.
House of Peers in the Sea Princes
The Hold of the Sea Princes comprises thirty domains, divided amongst a dozen noble houses. A few of these houses can trace their lineage back hundreds of years to the first Suel migrations, while most are merely fabricated hereditary titles of pirate captains who settled down a century ago. While the Hold is currently ruled by the Prince of Monmurg, the Prince of Port Toli has led the House of Peers for much of the Holds’ history. In political situations, the twelve houses are evenly divided between naval factions called the Princes’ Fleet and the Toli Armada. Those Sea Princes captains who choose to avoid house politics, nominally defer to a fleet named the Hold Flotilla in times of war.

Wednesday, May 11, 2022

Ull: Land of a Thousand Villains - Ghular the Vanisher

Heya Greyhawkers! Time for another villainous addition to the Ull rogue's gallery. Unlike the previous two installments which appeared in Oerth Journal, this one is a wholly new creation for the blog. Be the first to use this wicked antagonist in your campaign, let me know how it goes, and if Ghular the Vanisher is not for you, just wait. There will be more! Enjoy.

“Outsiders think that the people of Ull do not value life. On the contrary, some know the exact value of a life”.

Ghular the Vanisher (human, female, wizard 5)

   Ghular is a ghost in Ull society. His name is well-known in certain circles, but Ghular enjoys a level of anonymity that most people in Ull never attain. It is assumed by locals that Ghular lives in the town of Kester where most of his ransoms take place. He is usually self-serving, but has been known to work for warlords, slavers, cults, and allegedly a few Pit Masters of Kester. Ghular is called the Vanisher because his victims are said to disappear without notice; abducted from their own homes, taken away in the middle of a crowded market, or silently seized while traveling overland. No one knows where Ghular lives, it is speculated he has many hide-outs throughout Ull.

  
DM’s Campaign Notes: Ghular is actually a woman. Ghular (only she knows her actual name) was once a trained mage of the Mouqollad Consortium, an unassuming, small-time appraiser who worked for a disreputable Tusman merchant. She alone knew how the merchant cheated and held out pay from his hirelings. Returning from Kanak one day, Ghular was caught using her magic to steal from the caravans’ pay-chest. Admonished for this act, the caravan left her tied up in the middle of the Dry Steppes. Ghular escaped from her bonds, and safely schemed her way to Kester by capturing and releasing the son of a nomad chief. Thrilled by the adventure Fate thrust upon her, Ghular started a new career as a ransomer.

   Ghular strives to remain anonymous, working in disguise through middle-men, paid muscle and messengers. Ransom schemes frequently involve misdirection, money drop sites, and anonymous bag men. Despite these elaborate measures, Ghular is always within eyesight of an exchange to make sure her schemes go as planned. Those who double-cross the Vanisher often vanish next. The Vanisher makes a good villain for both urban and wilderness campaigns. Player characters can be sent to foil a ransom plot, or perhaps be hired as middle-men for one instead. Ghular is a low-level mage but has specialized her spell-list towards stealth and capturing single targets alive. Suggested spells and magic item effects for her include Sending, Clairvoyance, Fly, Gaseous Form, Phantom Steed, Levitate, Hold Person, Alter Self, Rope Trick, Nondetection, Ray of Enfeeblement, Invisibility, and of course Sleep.

Wednesday, May 4, 2022

Ull: Land of a Thousand Villains - Sheik Chagan Vachir

Welcome again Greyhawkers to another installment of Ull: Land of a Thousand Villains! If you haven't read the previous baddy, Nura bint Ramil, please check out that post first to see what this column is all about. Today's villain is another revisited NPC from my Greyhawk writing past. Sheik Chagan Vachir first appeared in my Oerth Journal #19 article on Ull. In this post I am expanding on this information with more background material and suggestions on how to use this NPC for your own campaign. Rest assured, later entries in this column will be entirely new creations so stay tuned. Until then, enjoy!

Sheik Chagan Vachir, Pit Master of Kester (human, male, rogue 10)

   Sweaty, disease-marked, and profoundly decadent, Sheik Chagan Vachir is the foremost Pit Master of Kester, a rugged frontier town where blood-sports are the main source of entertainment. The Pit Masters are collectively about a dozen independently wealthy Kesterians whose power and influence are in part due to the popularity of the fighting pits, where their hedonistic rivalries are celebrated by the masses. Sheik Vachir in particular is known to excel at scouting and rearing the best non-human gladiators in Ull. Among his most storied fighters are the late ogre champion Bruzhog the Maul, the aging Abular paragon of minotaurs and the infamous half-orc Bruzharag the Misbegotten. In recent years, the sheik’s main rival among the Pit Masters is the upstart female, Nura bint Ramil who alone in all of Kester rejects his salacious advances.

   DM’s Campaign Notes: The sheik’s distinctive amber-hued pavilion tents can be found in every market selling a variety of wares, but the largest of them sits permanently on Kester’s fighting pit grounds and is the site of many debauched parties before a gladiatorial event. Despite spending most of his time in public at this grand tent, Vachir and his trusted retinue reside safely inside a walled manor within view the pits. Indeed, his manor is regarded as one of the most heavily guarded locations in all of Ull. The sheik is not married and has no (living) family. He employs a variety of henchmen, many of whom proved themselves in the fighting pits as a test of skill and loyalty. A few of Vachir’s choice lieutenants are foreign-born fighters and rogues, including one wizard that is an accomplished alchemist.

   Chagan Vachir is a vile schemer with seemingly unlimited resources and contacts. It is whispered that he may even be a member of the enigmatic Yellow Cartel, a power group based in Ull whose illicit network is starting to spread to every major region of the Flanaess. The sheik is always protected by a number of personal magic items meant to keep him from harm. While he has many enemies and rivals, he is most afraid of his monstrous thralls, preferring to control and train them through the use of hired muscle and alchemical concoctions. To that end, the sheik is always looking to add a new mage to his retinue who knows the art of potions and charms.

   Sheik Chagan Vachir is the top of the pyramid for social interaction in Kester. It is commonly known the Pit Masters, including Chagan, only pay lip service to the rule of the Orakhan. Those wishing an audience with him, usually must work through the lesser Pit Masters to gain his attention. Bribery will not work on him, and he only bets with his peers, however the sheik can easily be swayed if a party has captured an interesting monster alive. Vachir is not proficient in arms, but he is fascinated by exotic weaponry, and may at times pay a visitor just for the privilege of admiring their weapon.

Wednesday, April 27, 2022

Greyhawk Monsters: Briar Golem

Howdy Greyhawkers! Another new bit of content I'm trying out for GREYHAKWERY is some original (or so I think) 5E monsters. One thing that is nice about the most recent edition of D&D is how easy it is to create variations of existing monsters, and all you need is the core Monster Manual and an imagination. My motivation for this particular column is to come up with some creatures for places I regularly write about, Ull and the Sea Princes for example, but I imagine these creatures can be placed in any area of the Flanaess. Today's monster for example came to mind because of the Bramblewood Forest in Ket. One disclaimer before I get to it, this monster has not been play-tested or anything, I'm just throwing it out there. So, if someone has a tweak or fix, tell me in the comments. Now, onto the Briar Golem!

BRIAR GOLEM (5E)
The lesser-known briar golem is fashioned from an enormous mass of thorny brambles and vines. Vaguely appearing as a large humanoid shaped figure, this golem is often mistaken for a shambling mound. When moving, the briar golem shuffles and lurches across the ground, blending in with local foliage if motionless. Unlike other golems, the briar golem is capable of self-repair by drawing on vegetation around it, often leaving an area blighted after it moves on. Imbued with the spirit of an earth elemental, a briar golem that breaks free of its creator will remain motionless and brood, occasionally lashing out at anything that moves.

BRIAR GOLEM
Large construct, unaligned

Armor Class 12 (natural armor)
Hit Points 75 (9d8 + 44)
Speed 30 ft.

STR 17 (+3)
DEX 9 (-1)
CON 18 (+4)
INT 3 (-4)
WIS 8 (-1)
CHA 1 (-5)

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Language understands languages of its creator but can’t speak
Challenge 5 (1800 XP)
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Language understands languages of its creator but can’t speak
Challenge 5 (1800 XP)

Thorny Body. At the start of its turn, the briar golem deals 4 (2d4) piercing damage to any creature grappling it.

Regeneration. The briar golem regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the briar golem’s next turn. The briar golem is destroyed if it starts its turn with 0 hit points and doesn’t regenerate.

Plant Camouflage. The briar golem has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapon. The golem’s weapon attacks are magical.

ACTIONS
Multiattack. The golem makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 13), and the briar golem uses its Engulf on it.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target, Hit: 12 (2d8 + 3) piercing damage.

Engulf. The briar golem engulfs a Medium or smaller creature grappled by it. The engulfed target is restrained, and it must succeed on a DC 13 Constitution saving throw at the start of each of the golem’s turns or take 12 (2d8 + 3) piercing damage. If the golem moves, the engulfed target moves with it. The briar golem can have only one creature engulfed at a time.

Wednesday, April 20, 2022

Sea Princes Nobles 576 CY - Prince Varek IV

Howdy Greyhawkers. Welcome to another installment of my Nobles of the Sea Princes (576 CY). If you haven't seen the previous post on Prince Jeon II of Monmurg, go back and check that out. This new post is b
y request. Much to my delight there has been a lot of interest in the community lately for Hold of the Sea Princes material. While Jeon appears in publication, his rival Prince Varek IV of Port Toli is wholly my creation. I hope you enjoy, and there is more to come!

His Exalted Highness, Prince Varek IV of Port Toli; Earl of Sasserine; Protector of Jeklea Bay; Lord of All the Jungles. (House Toli, Toli Armada, Fighter 7/ Rogue 10)
The Prince of Port Toli belongs to a very old house whose founders were slavers and cutthroat pirates. Since then, little has actually changed, though the fabulously wealthy Varek IV portrays himself to be regal as any king in the Flanaess. The prince is middle-aged with a distinctive mane of white hair though he is still quite robust, taking personal pride at his expertise with blades. Varek is a former captain and explorer of great renown. Now concerned with rulership of Port Toli, the prince still owns the warship Iron Trident, captained by his loyal son-in-law Jarrad of Poniard (Fighter 8). Varek IV spends most of his time ruling from his grand keep in Port Toli, one of the oldest Suloise constructions in all of the western Flanaess. Whether at home or abroad the prince is never without his personal guard, a dozen highly loyal, ruthlessly efficient killers. 
Politics and Intrigues:  Prince Varek supports a large family at his palace, and he is presently married to
Madelyne of Sulward (Rogue 5), an arranged marriage that sealed a treaty with the Lordship of the Isles. Varek is still bitter that his main rival, Prince Jeon II of House Rhola, allowed Sasserine to become an independent city. Ever since this loss by House Toli, and a recent attempt by Jeon to abolish slavery in the Hold, Varek has been in constant dispute with the Prince of Monmurg, no matter how trivial the matter. Meetings at the House of Peers are always fraught with tension when Varek attends. Indeed, he keeps his own constituent houses in line through a predictable mix of bribery and fear.  
The prince is often advised by the Archmage of the Sea Princes, Thelenkar the Gray (Wizard 18), whose talents are unmatched in the Hold. He is generally avoided by Varek however, due to a personal dislike of the mage since childhood. Despite this, the prince is unaware that the presence of Thelenkar has kept certain dangerous foreign agents from infiltrating his court.  
Prince Varek IV is a pivotal character to use for all levels of play in the Hold of the Sea Princes. He is central to much of the political theater of this setting, as well as his naval faction the Toli Armada. Port Toli is a major city in which to base nautical adventures involving piracy and exploration around the south seas or the jungles beyond. Prince Varek IV is a suitable patron for such amoral groups wanting to exploit the riches of these lands beyond the Flanaess.
House of Peers in the Sea Princes
The Hold of the Sea Princes comprises thirty domains, divided amongst a dozen noble houses. A few of these houses can trace their lineage back hundreds of years to the first Suel migrations, while most are merely fabricated hereditary titles of pirate captains who settled down a century ago. While the Hold is currently ruled by the Prince of Monmurg, the Prince of Port Toli has led the House of Peers for much of the Holds’ history. In political situations, the twelve houses are evenly divided between naval factions called the Princes’ Fleet and the Toli Armada. Those Sea Princes captains who choose to avoid house politics, nominally defer to a fleet named the Hold Flotilla in times of war.

Wednesday, April 13, 2022

Sea Princes Nobles 576 CY - Prince Jeon II

Hey again Greyhawkers! Continuing on with the relaunch of GREYHAWKERY I have another new column that I'll regularly add to, and this one may be familiar to anyone who has downloaded and read Oerth Journal #32. The nobility of the Hold of the Sea Princes (576 CY) is something I have used extensively in my campaign, and I've made supporting political maps for in the past. Be sure to get these maps if you haven't already so you can track this column better. In this column, starting with the ruler of the Hold, Prince Jeon II, I am expanding on material already present in my OJ #32 article, as well as giving suggestions and scenarios for what these assorted nobles are best suited in your own Greyhawk campaign. Feel free to comment and offer your own insights to this project and enjoy!

His Royal Highness, Prince Jeon II of Monmurg; Ruler of the Azure Sea; Captain of all the Fleets; etc. (House Rhola, Prince’s Fleet, Fighter 17)
Prince Jeon II hails from a family who can trace their lineage back to heroes and kings from the earliest days of the Kingdom of Keoland. His great-grandfather and namesake Jeon I, famously died at the Battle of Jetsom Island aboard his legendary ship the Sea Prince. Jeon II has only ruled the Hold since 573 CY. Before the prince was elevated to the head of the House of Peers, he was an adventuring buccaneer who boastfully has sailed every sea in the Flanaess, and whose dalliances are the stuff of bardic song. In fact, foreign nobles from Rel Astra to Gradsul are known to winter in the Hold of the Sea Princes as guests of the famed Prince of Monmurg. Prince Jeon II is an ardent follower of Kelanen the Prince of Swords, and likewise he privately acts as a patron for aspiring adventurers.
Jeon’s mighty warship, the Azure Jewel stands as an imposing and inspiring symbol among the bustling harbor of Monmurg. The Prince’s palace in Monmurg is where the ruling House of Peers gather twice a year. Originally built by Keoland to pacify the pirates of Toli, this fortress overlooks the entire city and harbor. Inside its high buttressed walls is a veritable museum of Suel history; weapon displays, marble busts and statues of the Holds’ greatest heroes and captains line each hall.  
Politics and Intrigues: Jeon’s stance against slavery may have eased tensions with foes of the Hold like Yeomanry and Keoland, but his support in the House of Peers has suffered since he allowed Sasserine to become a free city in 575 CY. Traditionally, House Rhola’s main rival is House Toli. While the two princes are amicable in public, Prince Varek IV is constantly scheming to bring failure and scandal to Jeon. Commodore Oratero of Jetsom Isle is Jeon’s best friend and closest advisor. The two have endured many battles and duels over the years, forging an unbreakable bond. Jeon is notably the most eligible bachelor in the Sea Princes, and the fact he has no (known) heirs is the source of continual match-making efforts. 
Jeon II is a high-level NPC contact who can be used as the focal point for major political drama or even high-stakes naval warfare. He makes an excellent benefactor for dangerous missions on behalf of the Hold and House Rhola. Published examples are Jeon sending heroes to investigate deserted Sea Princes settlements in the Amedio, (Treasures of Greyhawk) and sending adventurers to acquire the ancestral Sword of the Dragon. (Treasures of Greyhawk)
House of Peers in the Sea Princes
The Hold of the Sea Princes comprises thirty domains, divided amongst a dozen noble houses. A few of these houses can trace their lineage back hundreds of years to the first Suel migrations, while most are merely fabricated hereditary titles of pirate captains who settled down a century ago. While the Hold is currently ruled by the Prince of Monmurg, the Prince of Port Toli has led the House of Peers for much of the Holds’ history. In political situations, the twelve houses are evenly divided between naval factions called the Princes’ Fleet and the Toli Armada. Those Sea Princes captains who choose to avoid house politics, nominally defer to a fleet named the Hold Flotilla in times of war.