Showing posts with label Wyrd Greyhawk. Show all posts
Showing posts with label Wyrd Greyhawk. Show all posts

Friday, August 30, 2013

The Flying Pig of Wyrd-Greyhawk.





 The Flying Pig of Wyrd-Greyhawk

Frequency:  Singular
No. Appearing:  1
Armor Class: -9
Move: 8”, (walking), 220”, (flying)
Hit Dice: 4, (32hp)
% in Lair: 0%, (not know to lair)
Treasure Type: Incidental, (may have swallowed something valuable)
No. of Attacks: 1
Damage/Attack: 1-6, (bite)
Special Attacks:  Piercing Squeal
Special Defenses: Continual magical effect equal to a Grease spell
Magic Resistance: 90%
Intelligence: Low
Alignment: Pig
Size: M, (200lbs, or thereabouts)
Psionic Ability: Nil


When pigs fly!”  

In many worlds, this is a phrase employed to express disbelief at the prospect of an occurrence of extreme improbability.
Other worlds, however, are not so steeped in natural currents of eldritch power as is Wyrd-Greyhawk, where vehement exclamations, with sufficient repetition, may become unintended invocations.

If this be the origin of the infamous Flying Pig, Zagig only knows.  What is known is that when it appears, the winged porcine Herald of Chance brings with it all the possibilities of outrageous fortune.

The Flying Pig appears to be exactly that, a young domestic swine with large feathered wings.  The Flying Pig may, and has been, encountered in any location, and without warning. In fact, encounters with the Flying Pig nearly always occur in places one might least expect to find any sort of pig. 

At any time when a roll for a random encounter is called for, if an encounter is then indicated, there is a 1% chance that the Flying Pig will make an appearance.  In a magical alteration zone, or other such place of unusually strong magical energy, the chance increases to 3%.

Any and all who catch sight of the Flying Pig are subject to its inherent magic, that of probability reversal. .  This means that the probability of success or failure as regards the actions of those affected is reversed.  That which is likely, becomes unlikely, while that which is unlikely becomes likely.  As an example, while the magic holds, a character action which would normally have an 80% chance of success instead has a 20% chance of success. And vice versa.   In melee the chance To Hit would be converted to percentiles and then reversed.  

The probability reversal affects all actions which rely upon a roll of the dice for resolution.  This includes: initiative, melee, saving throws, fumbles, spell failure or misfire, etc. 

Any visual recognition of the Flying Pig, at any distance, counts as a Sighting, and triggers the probability reversal effect.  Those who have seen the pig may attempt to save vs. magic to halve the duration of the probability reversal.  Those who fail to save feel the effects of the magic for one round per experience level.

It should be noted that the power of the flying pig makes its presence far more dangerous and disruptive to higher level player characters than to lower level player characters.   Probability reversal will tend to make the actions of low level characters more successful and effective, while making those of higher level, and more powerful characters, erratic and unpredictable. 

Grynthurn the Fashionable was well known for his heroic dragon-slayings and ogre-bashings. But it is for his encounter with the flying pig, in which he somehow managed to behead himself with his own sword, for which he is most strongly remembered.

The flying Pig seems to be a singular creature, no more than one has ever been encountered in a single instance. It may also be a more than physical creature, for it has been claimed to have been killed on a few, rare occasions, though it always reappears elsewhere.  It is said that, years ago, the river dragon, Sivexunh, even devoured the Flying Pig. This was shortly before he renounced all worldly possessions and became a shepherd. 

Aside from the probability reversal, the Flying Pig possesses some other magic of defensive character. A continual magical effect equal to a grease spell makes the pig all but impossible to grasp. If injured or frightened the pig will utter its Piercing Squeal. All within earshot must save vs. magic or be deafened for 1D4 rounds. 

If unmolested, the flying pig will ignore other creatures in favor of engaging in the standard pursuits of pigs. If offered food, it will accept enthusiastically. The approval of the flying pig will in no way alter the effects of its magic in the favor of the player characters. 

No encounter with the flying pig will last longer than 3 turns. If it does not simply fly away, it will inexplicably vanish the moment the party’s attention is diverted from it.  And something will occur to draw the party’s attention. 
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This monster was brought to you courtesy of King Missile.  Long live the King. 


And also, 


Saturday, June 8, 2013

Will you stand before the Griffagon?



Griffagon

Frequency:  Very Rare
No. Appearing:  1-2
Armor Class: 2
Move: 9”, 120”
Hit Dice: 8-10,
% in Lair: 45%
Treasure Type: H, S
No. of Attacks: 3
Damage/Attack: 1-8, 1-8, 2-20
Special Attacks:  Gaze of Truth.
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: High
Alignment: Lawful Neutral
Size: L (30’ long)
Psionic Ability: Nil

With its great eagle head, mighty feathered wings, and brazen scaled dragonish body, the Griffagon is a beast of striking appearance and fearsome presence.  The origin of these creatures is uncertain and much disputed.  The Eagle-Drakes themselves are disinclined to illuminate the matter for lesser creatures, and generally eat those who persist in inquiry.

Griffagons display many of the behavioral characteristics of both dragons and griffins. They desire and amass treasure as do dragons, and crave horseflesh as do griffins.  They are terrible and unrelenting foes when aroused, aloof and superior in repose.

None who stand before the griffagon and meet its piercing gaze may speak an untruth. A Save vs Spell is necessary to break eye contact and be released from the compulsion of the beast’s transfixing stare.
 It is for this reason, along with the griffagon’s unyieldingly lawful nature, that they are sometimes sought out to render judgment in disputes wherein none of those concerned trust to human justice.

Famously, the griffagon Ahjurunduous comes to the crossroads of the Red Cobble and the Lord’s Stumble at each change of the season, and there hears quarrels, accusations or other legal considerations. He demands respect, pomp and circumstance, as well as payment, but is unbribable and unconcerned with matters of station. He is thus much loved by the peasantry of the area.

The breath weapon of a griffagon is a tremendous eagle-like scream of great, resonant power. Its effect is as that of a Horn of Blasting, save that it does damage equal to the creatures hit points as would a dragon’s. The weapon’s area of effect is conical as a red dragon’s and does structural damage to constructions as would a horn of blasting.

Tuesday, July 19, 2011

Greyhawk Wars meets Kelly's Heroes!



I Watched Kelly’s Heroes last week on the Military Channel, I always loved that movie. If you haven’t seen it, this is the Wikipedia entry for it.

In World War II France in early September 1944, units of the 35th Infantry Division are nearing the town of Nancy when one of the division's platoons receives orders to pull out while under attack from the Germans (much to the dismay of the men, who are eager to get into Nancy in order to find a decent place to get some rest).

Kelly, a former lieutenant who'd been demoted to private as a scapegoat for being given orders to attack the wrong hill and wiping out half a Company of GI's, captures Colonel Dankhopf of German Intelligence. When Kelly notices his prisoner has a gold bar in his briefcase, he gets him drunk to try to get information about the gold. Before he is killed by an attacking German Tiger tank, the drunken Dankhopf blurts out that there is a cache of 14,000 gold bars (worth $16 million) stored in a bank vault 30 miles behind enemy lines in the town of Clermont (most likely Clermont-en-Argonne).

Kelly recruits the rest of his platoon, including skeptical Master Sergeant "Big Joe", to sneak off and steal it. Eventually, others have to be recruited (or invite themselves) into the scheme, such as an opportunistic supply sergeant "Crapgame"; a proto-beatnik Sherman tank commander, "Oddball"; and a number of stereotypical G.I.s presented as competent, but war-weary veterans who are as much fed up with their incompetent or self-serving superiors as they are with the Germans.

The expedition successfully breaks through a German held town during a mortar barrage that has been arranged by Kelly. They then meet bad fortune when an American fighter plane mistakes Kelly's group for the enemy, shooting up their vehicles and destroying them with rockets. They continue on foot and one of them dies in a minefield. Two others of their number then die in a battle on the minefield.

Meanwhile Oddball's tanks head along a railway line wiping out a German depot along the way, but their route is blocked when the last large bridge to Clermont is blown up by Allied bombers, prompting Oddball to let a bridge engineering unit in on the deal. When intercepted radio messages of the private raid are brought to the attention of gung-ho American Major General Colt, he misinterprets them as the efforts of aggressive patriots pushing forward on their own initiative and immediately rushes to the front line to exploit the "breakthrough".

Kelly's men race to reach the French town before their own army. There, they find it defended by three formidable Tiger I tanks with infantry support. The Americans are able to dispatch two of the Tigers and most if not all of the supporting German infantry. However, as they prepare to take on the last tank, which is parked right in front of the bank, Oddball's last Sherman breaks down, and it is found that the Sherman cannot be repaired due to a lack of needed replacement parts.
Powerless to defeat the heavily-armored behemoth, Kelly, Oddball and Big Joe square up like western gunfighters and walk purposefully in line towards it, prompting the commander to emerge from the turret. He and his crew are then offered a share of the loot, the tank blows the bank doors off and they divide up the gold ($875,000 per share).

They then go their separate ways, just managing to avoid meeting the still-oblivious Colt, who is delayed when the celebrating town residents are told he is Charles de Gaulle. Oddball and his crew ride out of town in a Tiger tank and SS uniforms, having used part of their share of the gold to buy them from the Germans. Kelly and his misfit heroes head off into the sunset, presumably en route to Switzerland where they can sit out the war and rest on the joys of numbered accounts
.

I made a note years ago about writing a D&D scenario that would put an adventuring party in a Kelly’s Heroes type situation during the Greyhawk Wars, but I never went any farther with it.

The thing with setting up a D&D game around the plot of a movie is that it’s very difficult to replicate events without turning the game into a railroad. I really do not care for those. Railroad games just suck all the tension out of play.

So, I like to set up situations that will likely replicate the general feel of the movie and the pace of its events, but don’t require the PCs perform a pre written pantomime of the movie in order to progress.

I was thinking for the Greyhawk’s Heroes scenario, I’d have the PCs be impressed into the armies of Furyondy at the beginning of the war. Wyrd Greyhawk’s PCs aren’t normally Heroic Fantasy material. They tend to be hardscrabble, average Joes getting by on guts and black humor. Getting press ganged into a conflict between great uncaring powers would be par for the course.

The PCs would be in the position of Kelly and his platoon, while I’d have NPCs for the Big Joe, Crapgame, and Oddball analogue characters.

Looking for a good encampment spot, the PCs encounter a spy/courier of Iuz. The spy has a bag of gold coins and information on just where, thirty miles beyond the battle front, a great horde of looted treasure has been hidden for later shipment to Dorraka.

Of course the PCs want it. Risk your life for a fortune, or risk it for ten silvers a month and disciplinary beatings once a week, plus the chance of encampment cholera and being hacked to death by orcs, which would you, choose?

The game would be an overland hexcrawl through war torn territory and no man’s land, towns held by the forces of Iuz, scarred lands, and wild countryside. The PCs would have to avoid combat wherever possible in order to draw the least amount of attention to themselves if they want to have any chance of reaching their goal.

One of the best parts of the movie was that, in order to solve problems as they went along, Kelly’s Heroes had to keep enlisting the help of more and more other people, who in turn drew the attention, and greed, of still more people. Eventually, the allied command gets drawn into it and the movie becomes a race to reach the gold and escape before the whole U.S. army follows them to Clermont.

To mimic this, I’d add the Notoriety rules from the Dorrakka, City of Skulls module TSR put out for the Greyhawk Wars. (I can’t find my copy at the moment, so I don’t have the module number).

The notoriety rules are a system whereby the PCs accumulate points for high profile actions. As these points accumulate, they draw the attention of various other actors in the module, resulting in them taking appropriate actions of their own. Such as investigating, pursuing, etc…

I’d do the same thing, with PCs actions gaining them notoriety points as they progress, and these points gaining them first the attention of low level Furyondian officers, and then higher and higher up the chain of command as the PCs incurred more points.

If the PCs are clever and circumspect, they might make it all the way to the horde without drawing too much attention. If not, the Furyondian army might make it there right alongside them.

Once Kelly’s Heroes made it to Clermont, they had to deal with a squadron of three Tiger tanks guarding the gold. They knocked out two with surprise and maneuver, and then made a deal with the Commander of the remaining Tiger for a share of the gold.

To have a chance of a similar situation playing out in the game, I’d have to have a suitable foe in the destination village that couldn’t be defeated directly at first, but might be amenable to parley if placed in the weaker position.

I haven’t decided what that foe should be. A trio of young dragons under the domination of Iuz? Impressed former Shieldlander knights? Heavy armored elite hobgoblins? Devils? I’ve got to muse on that a bit yet.



Big Joe would be a Serjeant of Furyondal heavy foot the PCs would have to convince to go along with the plan. No rolling for it, I’d make the players role play it out with “Beegjoh” .

Crapgame would be a Provisioner , charged with securing supplies for the Furyondians. He’d also have thieves’ guild connections and many friends in low places. I might just call him,”Crapper”.

Oddball would be Sir Ohe DeBal, a Furyondian knight of petty nobility with a small squadron of chivalric heavy horse. For Wyrd Greyhawk, a fully armed and armored knight is the best analogue for a tank. 1600 lbs of horse, man, and iron isn’t something any spear pusher wants to get in the way of.

I’d play each of these NPCs just as their actors did in the movie, Telly Savalas for Beegjoh, Don Rickles for Crapper, and Donald Sutherland for Sir Ohe De Bal. Imagine Sutherland in wine stained armor as a black lotus smoking beatnik knight of Fortune.

“Ceaseth thou with thyne negative emanations, Sirrah! If thou dost believe the bridge shall be there, then so it shall!”

This is all I’ve written about the idea. If I do ever pull it together and run it, I’ll let you know how it plays out. If you do it, let me know how it goes. Game on!

Tuesday, March 8, 2011

Cobblestone Fae; The Gutter Faeries and Shite Gnomes of the City.

As I have described previously, the Arcane Law of Spontaneous Generation holds sway over life in Wyrd-Greyhawk, ruling over its poor cousin, evolution. The currents of aeldritch force which so mysteriously swirl and flow about the Oerth cause nature to vomit forth new and exotic forms of life with reckless abandon. Living things touched by magic may adapt to changing conditions with extraordinary speed. The majority of such creatures are singular and short-lived; some however, survive to found new species or races, for good or ill.

As areas of the Flanaess have come under the control of ever self centered and industrious mankind, the various sorts of petty faeries and little peoples indigenous to the land have adapted to live alongside man in his cities of stone and iron.

This is the origin of the manifold troublous little beings prosaically referred to as Gutter Faeries and Shite Gnomes. These appellations consider a wide variety of generally human-like creatures which fall into two broad catagories. The gutter faeries usually, but not always, being winged, and smaller than the shite gnomes, anywhere from two fingers in height to nearly a foot. The gnomes, not to be confused with the hill dwelling gnome race, range in height from a hand tall to as much as a foot and a half.

These creatures have been altered by the will of Mother Oerth to live with ease in alley, shingle, ditch and midden, rather than glade, grove, valley and river. Greatly influenced in character and appearance by the human cultures they dwell amongst, the gnomes and faeries of the cities vary in temperament and form from community to community, and even street by street. The dispositions of the human inhabitants are reflected in the traits displayed by the cobblestone fae.

In Chendyl the little beings are inoffensive, helpful even, though so unobtrusive as to be nearly forgotten. In less benign places, they become so as well. In Molag they are an ineradicable, though most deserved pox. The actions of the little creatures are shaped a great deal by the attitudes of the human city dwellers that surround them. In some places the tiny beings are nearly considered equal citizens, in others, the most pestiferous sort of vermin. The majority fall somewhere in between.

The little peoples of the cities find work and places for themselves as suits their varying natures. Often gutter faeries act as messengers for those able to deal with them. They may also be tasked to guard town gardens and orchards from birds and insects. They may also serve as spies and gatherers of news.

In each city in which they exist, cobblestone fae adapt in a way unique to their surroundings. In Curleem, famous for its ironworks, shite gnomes bear spikes of iron similar to the thorns of a fey bramble, but appearing as iron nails.

In Lurgn, travelers come to see the famous tumbling gnomes. The miniature acrobats perform for food and drink for any who pay them heed. Forming hoops of living gnomes, they roll down streets and between the legs astounded visitors. The manuver known as the Tower of Shite is the greatest crowd pleaser in the gnomes repertoire. Dozens of shite gnomes interlock their bodies to form a single man-shaped unit of a size equal to that of a Halfling. In this arrangement, they do battle with other shite towers, or drunken Halflings, to the raucous acclaim of the mob.

In the city gardens of Colomg, the sibilant singing and living lights of the fire faeries is likewise an attraction to visitors. Poaching of the faeries is strictly forbidden and cruelly punished. Thieves who are caught will lose the middle finger of their right hand. Guardsmen armed with man-catchers and finger-nips are always present in the gardens.

Those cobblestone fae unable to find work which allows them to mimic the doings of the larger folk become scavengers, gleaners, opportunists and thieves, gaining their livelihood from the city as foresters do the woods.


The gutter faeries of the city of Selm, in southern Ket, are wingless and appear as tiny, gorgeous women. They are enchanting beings, graceful in form and movement, with voices sweet as songbirds. As they do in all cities, the gutter faeries of Selm have adapted to play a role in the life of their city.

Selm is dominated by the temples of Mhyriss handmaiden of the Reaper, a goddess of love, beauty and death. The dead of the city are placed upon byres within the temples, and when night falls, numbers of the beautiful little cannibals come forth from their hiding places and devour the flesh of the bodies. In the morning, their spotless bones are engraved with prayer runes by the priests, later to be made into votive rattles for sale in the temples.

The gutter faeries of Selm are otherwise completely harmless and incapable of defending themselves.

In less reputable taverns, gutter faeries with bound wings and armed with needles may be forced to do mortal combat with starving rats for the betting pleasure of drunken patrons. Street vendors selling pasties and meat pies may claim to be serving fowl flesh, but gutter faeries cost nothing to he who has a bird net.

Shite gnomes commonly serve by clearing the streets of offal and manure, thus the origin of the name. Generally when this is the case, the gnomes are paid in small beer for their labor. They drink themselves stuporous each day, only to awaken at nightfall to again clear the cobbles of horse droppings and garbage. So long as the drink is forthcoming, the gnomes may be quite industrious. Deprived of their expected reward, however, they can become spiteful vandals and a problem worse than rats.

In some cities, the Gnome-gigger is more popular and better paid than the rat-catcher. Of note, Bekul the gnome spitter, late of Rel Mord, was known for his troupe of tame shite gnomes, which he had trained to be assassins of their own kind. His death, he was discovered with his head stuck in a chamber pot, suffocated, was cause for much mourning amongst the gnome troubled.



Some tales connect the fate of Bekul with the stories of one of the very few shite gnomes to achieve fame, or rather infamy, the dreaded Gnobbles the Snout-knocker.
A perverse creature whose elusiveness allowed his reign of terror to last for eight sleepless months, the shite gnome was a despicable villain, a thief and murderer. These ordinary crimes paled in comparison to Gnobbles especial peccadillo, the nasal rape of unconscious inebriates.

The sale of intoxicants all but ceased due to the Snout-Knocker’s nocturnal transgressions. None dared to indulge in drink, smoke, or sparkling powder for fear of falling victim to the miniscule violator of noses.

Of course, this greatly discommoded the thieves’ guild. Their profits were much reduced. While the Baron’s men had been unable to capture the demented little manikin, the Guild knows failure not at all. With the bait of a soused barmaid, and a brace of feisty terriers, Gnobbles the shite gnome met his messy end.

Gutter Faeries & Shite Gnomes

Frequency : Uncommon (GF), Common (SG)
No. Appearing : 1-20 (GF), 2-12 (SG)
Armor Class : 0 (GF), 5 (SG)
Move : 6”/18” (GF), 8” (SG)
Hit Dice : 1, 1 hp (GF), 1, max 3 hp (SG)
% in lair : 50% (GF), 35% (SG)
Treasure Type : Nil
No. of Attacks : 1
Damage/Attack : By weapon
Special Attacks : Variable, may possess natural weapons
Special Defenses : Variable
Magic Resistance : 10%
Intelligence : Semi to Very
Alignment : Variable, commonly the dominant local alignment
Size : S, 4”-8” tall (GF), Up to 1 ½’ tall (SG)
Psionic Ability : Nil

The cobblestone fae are those creatures of faerie which have adapted o live amongst mankind within their cities of stone, brick and bronze. In the eyes of many, they are less than their sylvan kin, sad, degenerate creatures in unnatural circumstances. Others consider them civilized examples for their wild cousins.

Extremely variable in form and appearance, they are commonly split into two categories, the gutter faeries and the shite gnomes. Broadly, Gutter faeries are smaller, winged and comely, while shite gnomes are larger, crude in word and deed and quite unattractive. This is a generalization as there is much overlap between the two types.

Both gutter faeries and shite gnomes may possess variations on any special defenses or other abilities displayed by their wild and uncivilized relatives. Most commonly shite gnomes have the ability to pass through any crack in any surface, like a wall or street, regardless of its size. Gutter faeries often possess the power of at will invisibility. Both types commonly have the ability to speak with rats, roaches, and pigeons.

*The first pic is a Frazetta sketch, most likely from a convention. I probably found it at Comic Art Fans.
The second is Russ Nicholson's Fiend Folio illustration for the Dark Creeper entry. I think Russ's work really made the Fiend Folio. I thought it was the perfect illo for the dreaded Gnobbles. Sleep tight.

Monday, December 13, 2010

The Many Fold Thieves of Wyrd Greyhawk.


Notes upon the subtle distinctions betwixt, and the hidden hierarchy of, the many fold thieves of Wyrd Greyhawk.

Those who commit theft or fraud may be thieves in action, yet not thieves in class.
The greater part of the NPC inhabitants of Wyrd Greyhawk are not classed characters at all, but merely 1 hit die Men as per the Monster Manual entry.

Persons generally seen as thieves, rogues, scoundrels, tricksters, beggars, knaves, or other such followers of underworld vocations may be practitioners of particular methods of illicit income generation without actually being Thief Class Characters.

In order to distinguish them from PC or NPC Thief Class Characters, they are referred to as Lesser Thieves. Such non-Thief thieves may have some ability in a particular type of thieving ability, such as a greater than normal chance of picking pockets, yet no other ability expected of a genuine Thief Class Character.

As an example; Luhn the Nip, Hit Dice: 1, (hp4), Armor Class: 9, Move: 12”, (120’ per round), Dagger, Special Ability: Pick Pockets as 5th level thief, (50%).
Luhn is a thief of opportunity. A barrel maker’s apprentice, during holidays, fairs, or other gatherings he uses his naturally deft hands, enhanced by a hornblade, a sliver of sharp horn glued to the edge of his thumb nail, to cut purses. Luhn is non-descript, lumpish and dull. Nothing about his appearance will indicate he is anything other than a stolid laborer. On occasion, Luhn allies with amenable barmaids or dancing girls willing to distract a mark in exchange for a share in the ill-gotten gains.

The majority of thieves that PCs might encounter are persons such as Luhn. Not professionals of the Class as are Player Character Class Thieves, but unclassed opportunists of varying degrees of skill and organization.

Such persons may have some skill in any one of the normal thief’s abilities and practice their trade accordingly. A scallywag with the ability to Climb Walls may specialize as a second-story man. A vagabond who can Hide in Shadows, or Move Silently might become an information broker. A scoundrel with the ability to Find/Remove Traps, or Open Locks could rely on breaking and entering.

Some of the more common types of lesser thieves include;

Curbers or Anglers, thieves who steal by reaching hooked staffs or canes through open windows to snatch whatever sellable object presents itself. Curbers may pretend to be blind men or elderly and infirm pedlars, so that their angling sticks may be taken for supports and not recognized for the thieves tools they are.

Divers, a sort of lesser thief-master, who commonly employs small boys, dissipated halflings, or perhaps gnomes of low character, to wriggle through small openings and steal, or open doors from within.

Bludgeoners, who rob only those they may attack from behind and only if they have surprise. They employ clubs, saps or similar weapons. Bludgeoners have a 55% chance of rendering a victim unconscious for 10 rounds if they successfully hit with surprise. If this attack fails, the bludgeoner will immediately retreat. They are not at all interested in a stand up fight.

Bawdy Baskets, itinerant female pedlars and whores of opportunity. With her basket of pins, ribbons, horn cups, caps, wooden spoons and other homely oddments, the bawdy basket seeks entrance into homes, ostensibly to peddle her wares. If the opportunity presents itself, she will be quick to engage in either pilferage or prostitution. A bawdy basket is also likely to act as the eyes of more aggressive thieves, relaying information on things worth stealing and methods of entrance.

Cleymsters are beggars of a most insistent sort who are experts in mimicking the effects of the most fearsome poxes and plagues as well as false sores and lesions. Cleymsters will relentlessly paw at and beg for coin from marks, who most often give them what they want in order to escape as quickly as possible. Occasionally they may work with a cutpurse or foist who takes advantage of the attention they draw in order to pick pockets. PCs who have never encountered a cleymster before will certainly be taken in by their appearance of illness unless they have cause to be suspicious.

Ignoblemen, are masters of confidence and pretense. Arrayed in costly clothing and finery, and attended by servants and footmen, an ignobleman pretends to membership in the aristocracy, usually a travelling noble of some far off land. Ostentatiously sweeping through some sleepy town, burgh, thorp or village, the ignobleman and his entourage will demand lodging, victuals and entertainment. Such is the force of the ignobleman’s manner and charisma that the truth of his assertions of authority and promises of payment are rarely questioned by the towns’ people.

For at time, the ignobleman and his retinue of thieves will live at the villager’s expense while stealing whatever they may, and then when the sham seems soon to be discovered, or the payments for their revelry come due, they will decamp in the night, taking with them whatever they may carry.

Charlatans are similarly confidence men, but usually choose a single, rich victim and spin a web of lies, tales, and false promises in order to lure the mark into willingly giving over his coin in expectation of greater returns on the investment. As does an Ignobleman, a Charlatan expertly pretends to a station or profession which will bestow respectability or expertise upon him in the eyes of the mark. Charlatans are often lesser thieves of high intelligence possessing the Thief’s Skill Read Person. (Read Person allows the thief a % chance to discover a person’s main motive, or greatest desire if able to engage them in conversation for a turn.)

Mobbers are groups of lesser thieves who engage in a sort of en masse pickpocketry. Once they have chosen a wealthy appearing target, the mobbers divide into two groups, blend with the crowd, and maneuver to place the mark between them. Once the target reaches an appropriate location, such as a busy street or market, the two groups suddenly, and loudly, “recognize” each other as deadly enemies and attack. The mark will be caught between them and quickly find himself on the bottom of a pile of flailing fists and thrashing legs. In moments, one group of mobbers will disengage and flee with the second in close pursuit. When the mark manages to pick himself up off the street, he will find that he has been stripped of every item of value which the mobbers might have observed, as well as any pieces of clothing which might have caught the dastards fancy.

The Upright Man. An Upright Man is as much a preyer upon thieves as he is himself a thief. He is acknowledged by the thieves of a given area as a sort of self-appointed Lord and judge. This position he acquires and maintains solely through force of personality, bullying, and manipulation.
An upright man may decide the outcome of conflicts between thieves. He may demand a share in the loot of others. He will rarely participate in the schemes of those he dominates. An upright man often insinuates, and in truth has, ties to the Thieves Guild of the nearest large city. An upright man may be feared by the thieves he encounters, avoided by them when possible, but will be deferred to if not obeyed.

This is only a partial listing of the many infamous specialties in which thieves of the lower sort may practice. The ingenuity and cleverness which they devote towards avoiding the necessity of honest work rivals that of the greatest engineer or artist.

These individuals may operate singly or in informal groups depending upon their preferred methods of thievery. These are not the powerful criminal organizations of the great cities generally referred to as Thieves Guilds, but rather transitory crews of independent thieves and vagabonds. These groups most commonly operate in lesser cities, towns and villages, at events or celebrations such as fairs and tournaments, and in traveler’s taverns, alehouses, brothels, baths and road side Inns.

Small crews are likely to practice a repertoire of grifts and doges depending upon the circumstances. Pretending to represent secular or religious powers in order to levy fraudulent taxes, the selling of false potions and charms, cheating at dice and rigging the outcome of “impromptu” contests with strangers, etc. Any such endeavor which promises the possibility of quick gains without the drudgery of practicing an honest trade.


The Guilds.

Only in the largest and richest cities may be found those shadowed companies known as Thieves Guilds. This term covers a broad assortment of criminal organizations of various sorts. Never will they operate openly as such, even in the most corrupt and decadent city they are hidden behind a veil of propriety and legitimacy.

As with the canting crews of the towns and countryside, no more than a few of the guild members are actually Thief Class Characters. The majority are lesser thieves, porters, teamsters, smugglers, officials of city and court, clerks, forgers, debasers of coin, thugs, enforcers, slayers, spies, fences, or other such 1 hit die Men.
It is likely that actual Thief, Fighter, and Assassin class NPCs of formidable ability hold most of the positions of power within the structure of a guild.

The difference between guild and crew is one of organization and culture as well as method of operation. The crews are often temporary and transient, with direct thievery and fraud of individuals as their goal. They do not survive losses of leaders or members, breaking apart and coming together as circumstances dictate, and moving where ever the pickings seem richest.

The guilds are permanent organizations which hold and control specific territory, usually penetrating government and business, often with complex traditions and subtle rules which are known only to those initiated into the thieves’ mysteries. Whereas the thieves of town and country employ their skills to support themselves as individuals, the members of a great city’s guild act as vassals of the guild master, or guild masters. A kind of criminal feudality in which vassal serves master and master provides for vassal. Though leadership may pass between individuals, this presents no threat to the existence of the guild itself. As they say in Rauxes, “Thieves may die, but the Guild is eternal.”

Simple thievery generates but a small part of the income of a guild. In fact, most of the known guilds do not allow pilfering by their members to get out of hand. The guilds thrive in the shadows and the notoriety brought by overt crime is bad for trade. PC thieves and thieves not affiliated with a guild will be closely watched by guild members if recognized for what they are.

Instead, guilds control and engage in crimes which provide a more steady and reliable stream of revenue.
Smuggling is one of the mainstays of guild business. In any given city there are things which are both desired by the populace, and forbidden to them by the Powers That Be. These things may be weapons, drink, intoxicating substances, etc, the guilds are pleased to supply such items at suitable prices, often passing on to the Forbidding Powers a portion of the proceeds. As illicit items command a greater price when sold under the table than they would if sold legally in an honest market, the portion which goes to the Forbidding Powers is likewise greater than if a simple tax were levied on the sale of said items.

In many cases it may be difficult to discern where the Thieves’ Guild ends and the government begins.

Gambling, in all its many forms, is also a favored guild enterprise. In any large city, the guild nearly always has a hand in any form of established gambling. From cock fighting and owlbear baiting to horse racing and pit fighting, from back room tavern dice games to lotteries and official raffles, the guild will be present in some way to collect its share of the proceeds. In many situations, the guild itself is the sponsor of the event, from behind its mask of legitimate enterprise. If not, certainly those in charge will be persuaded that partnership with the guild is in everyone’s best interests.

Prostitution is likewise most often controlled by the guild in any large city, either directly or indirectly. Successful wayfarers and adventurers, returning to civilization flush with victory and laden with loot, should always remember that the tarts, trollops and courtesans so eager to welcome them and celebrate their great deeds, are also likely the eyes and ears of the Guild. Beside the income generated by their expected skills, information gathering can pay handsomely.

The forgery, of licenses, writs, deeds, letters of passage, or of marquee, grants of authority to collect taxes, or other valuable documents is often also an important guild business.

The nature of the known Thieves Guilds varies greatly depending upon local culture. What may be expected of one may not be so of another.


The Thieves Guild of Rauxes, capital of the Great Kingdom, is baroque in character, subtle in action, immersed deeply in ritual and formal conduct, and evil without the merest glimmer of remorse.
The richest and most powerful, as well as the oldest known Guild, only the Guild of the city of Greyhawk itself rivals the influence of Rauxes.

The Guild of Rauxes is never referred to as such; no acknowledgment of any formal organization will ever be forthcoming from any member in good standing. Instead, the phrase, “Men of Understanding” is used to indicate association with the Guild. The usage arises from the habit of guild thieves to conclude negotiations with the words, “Do we have an understanding?”, or similar words to that effect. Likewise, the phrase, “It is understood that”, may be used to indicate the will of the Guild.

“ Fisilious the glass merchant has become somewhat dawdling in his gratuities. It is understood that this state of affairs cannot continue.”

The Men of Understanding pursue all avenues of illicit endeavor, but are most infamous for subterfuge in pursuit of information, which they broker to those unscrupulous enough to deal with them, assassination, blackmail, slave trading of specialized type, to satisfy rarified tastes, and other, darker, rumored businesses.

So adept at skullduggery are the Guild Thieves of Rauxes, that few King’s Spymasters are willing to risk their pawns in direct conflict with them. Even the insidious and deadly agents of the Scarlet Brotherhood have on more than one occasion, been out maneuvered and forced to withdraw by the ruthless Guild of Rauxes.

The existence of the Thieves Guild of the City of Greyhawk is commonly known, though it is still not talked about openly. Of all such organizations it is the one which most closely follows the form of an actual trade guild. The Guild of Greyhawk is pragmatic, well organized and business minded. Revenge is an indulgence which the Greyhawk thieves largely eschew. Thievery is a trade and a rival one day may become a partner the next day. Vengeance does not buy wine.



The guild of Niole Dra in Keoland is another creature altogether. Rather than forming a unified organization, the thieves of Niole Dra align themselves with a hand full of especially talented individuals to form schools of thievery.
The whole resembles a colony of rival artists, each of whom has a particular style and essential character and his own group of students, emulators and hangers-on.

The thieves of Niole Dra refer to themselves as the Skillful Players and this is a true indicator of the culture of the guild. Many of them are actors, musicians, and artists. Though, of course, they are thieves through and through, to the Skillful Players the act of thievery itself is of equal import as the loot gained thereby. The greater the daring and audacity of the theft, the greater the style and panache with which it is carried out, the more it is admired and its perpetrator acclaimed. Standing within the guild is adjudged by the style with which members carry out their acts of thievery.

Amongst those who have the knowledge and experience to judge, the Skillful Players are held to be both the least evil of thieves, and also the least dependable.

The Guild which operates from Rel Mord in Nyrond has an infamous reputation as a nest of clever schemers and robber lenders who practice complex frauds more often and with greater success than other guilds.
The Coin Counters of Rel Mord, as they are known, are swindlers of rich merchants and unwary aristocracy alike. The forgery of documents and counterfeiting of seals and coinage are also specialties of the changer-thieves. The guildsmen of Rel Mord have no qualms about the use of violence to achieve their goals, but it is never a first resort. Careful legal maneuvering, bribery and blackmail will be employed first, with paid assassins of the highest skill retained only when all else fails.

The Hard Bargainers of Irongate, are tough minded, unbending, cruel humored and loyal, at least towards each other. Smuggling is the major source of their income, and they care not what the cargo may be. The Irongate guild has ties to various pirate groups and is pleased to aid them in disposing of their ill gotten gains.
This is, of course, but a handful of examples of existing thieves guilds.

Assumptions about the nature of, and adjustments too, the Thief Player Character Class for Wyrd Greyhawk.

The purpose of the thief is to steal. This means the thief’s goal is to gain the greatest returns with the least effort and least personal danger. All but the most swashbuckling of thieves will normally avoid melee combat unless the situation is distinctly in their favor.

At the same time, the Player Character thief is no run of the mill knave. Lesser Thieves steal to avoid the effort of work. Guild thieves desire wealth, to be respected or feared, and the power bestowed by membership. The player Character thief is a cut above these unimaginative sorts of thieves. Though a scoundrel and a ne’er-do-well, the PC thief is often a bit of a madcap and a daredevil, with, “at least a diamond chip of the spirit of true adventure”, in the words of the Great Chronicler.

Lesser thieves would never risk life and limb to pluck the jewel eyes from a dark God’s idol when easy marks are to be had playing at tavern dice. Guild thieves would never dare dungeon corridors or ancient tombs when there are shop keeps to be muscled or black lotus of Greyhawk to be smuggled. Only Fortune’s fools, the Adventuring Thieves, risk all to win all.

The Thief Class of Wyrd Greyhawk is the 1E AD&D thief with minor adjustments.

The % chances for success of the thief’s abilities are assumed to be over and above the chance (determined by DM fiat) of a non-thief succeeding in an attempt to accomplish the same act. If an ordinary, non-classed man might have a 10% chance of hiding in shadows in a given situation, then a thief would have a base 10% chance, plus the percentage given due to his level of ability.

All thief PCs receive a +25% bonus to a single thief ability. Which skill receives the bonus may be determined randomly, or the player may be allowed to choose. This bonus is meant to reflect a natural talent for a particular skill. A certain aptitude in one area of thievery, “That lads a born cutpurse!”

No thief’s ability can ever exceed a 95% chance of success regardless of level or bonuses.

Expanded thief’s skills include; Read Person, see the Charlatan entry above, which requires a wisdom score of 12 or more. Also Assess Relative Value, which allows at thief to intuitively choose the most valuable item in a given collection of objects.

In a campaign which includes no demi-human PCs as party members, I also allow thief player characters to utilize the dwarf’s racial ability to Detect Grade or Slope in Passage, and Detect Sliding or Shifting Walls or Rooms as well as the elf’s racial ability to Detect Secret or Concealed Doors.
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