Sunday, 17 August 2025

The Dwarf Stronghold of Torrak Veig

 

source

This dwarven settlement is in the southwest quarter of Rockhome, on the hills to the west of the Larodar river. Like other dwarven strongholds it is a combination of fortification and habitation, with some industry and trade as well. 

From the southwest Rockhome entry:
Torrak Veig: This dwarf stronghold is home to the Grayquartz family who have specialised in both mining coal (very useful for smelting metals as well as cooking food and keeping homes warm) and brewing malt beer. The stronghold has 160 members and all are loyal to Syrklist Clan.

The Leadership Crisis

The most important matter that this summary does cover is the tension over the clan leadership. The current clan chief, Drogmoor Grayquartz, is not well at all - since a run-in with a strange undead creature three years ago Drogmoor has been suffering from bouts of insanity, and clerics are baffled as to how to cure it. Drogmoor has a young son, Thilgon, who has not reached an age where he can be considered a clan chief. Thus when Drogmoor is beset by insanity and Thilgon the heir is still a dwarven child, there are three competing authorities as regent;  Vanthi (wife of Drogmoor and mother of Thilgon), Graldi (brother of Drogmoor and uncle of Thilgon) and Ordoin, younger brother of Drogmoor and another uncle of Thilgon.

 Yet half the time Drogmoor has his wits about him and rules well enough. While he is compos mentis he asserts his authority over his family and all seems to be well for several weeks or even several months. But nobody can tell when the insanity returns - last time it happened was in the middle of a feast to honour neighbouring clan chiefs. It was a terrible embarrassment for the clan and although two of the visiting stronghold chiefs took Drogmoor's rantings and ravings as insults, the other three realised their fellow chief had suddenly lost his mind. They also noted by the reactions of Grayquartz family members that this was not the first time either. 

Clerical magic has proven ineffective (although a Cure Insanity spell will stop the current episode, the insanity will return later) and there is a strong suspicion that rather than being a natural insanity, that fateful encounter with the undead creature resulted in a powerful curse being placed on Drogmoor.  

Different dwarves have different ideas about how to handle this. Vanthi reckons Drogmoor should remain the official chief and while sane should rule as such, and authority only temporarily passing to her while her husband is unable to make sane decisions. 
Graldi reckons Drogmoor should abdicate and Graldi should be regent until Thilgon is old enough to rule. As far is he is concerned the clan needs strong, unequivocal leadership now and the uncertainty caused by the current chief’s bouts of insanity is unacceptable. 
Ordoin realises that although he might be influential, he does not have a real chance of family leadership. Instead his proposal is that Drogmoor should abdicate, and Vanthi should be regent until  Thilgon can assume the role of chief, with him (Ordoin) in an advising and supporting role.  
When Drogmoor is not trying to cast spells like a Glantrian mage and complaining about kobolds hiding under his bed , he is trying to find a permanent solution to his insanity. When it first started after his encounter with the undead thing, he was confident he could rule most of the time, only stepping down when clearly incapable. Now he is starting to doubt his fitness to govern even when he is lucid, and the idea of abdicating in favour of either Graldi or Vanthi is a serious option. 

Other aspects of Torrak Veig

  • The stronghold may have 160 members inside its gates, but there are another 200 or so dwarves dotted around the stronghold in the mountains and river valley who consider it to be the hub of their community. 
  • In times of war or other emergency the stronghold can muster up to 80 dwarf warriors (mostly 1st level but some with more experience). They are all infantry, though about half of these can bring crossbows to the fight. 
  • There is a small shrine in the stronghold manned by a dwarf cleric (Berred Grayquartz) and his two acolytes
  • The coal mine mentioned in the previous post is an extension of the stronghold, going down in a southwest direction. The coal seam is extensive and so are the mine tunnels. Regular patrols to drive out vermin and giant rats are necessary. 
  • The brewery is in the surface structure, and the dwarves buy the hops and barley from the local farmers in nearby valleys. However, a series of ankheg attacks have now put the hops supply in jeopardy - one farmer was killed, several farm workers were injured and two whole fields of hops were destroyed by acid. 
  • The main route connecting Torrak Veig to the rest of Rockhome is a path that follows the river past Dangtheign's Post. 

The Tomb of the Graven Ancestors

This catacomb is dug into a mountainside about eight miles from Torrak Veig. The upper two levels are relatively peaceful and is where Grayquartz family members have been traditionally laid to rest. Below in the third and fourth levels things become more dangerous. It is believed that deep in these lower levels Drogmoor encountered something that caused his insanity. This nameless creature, according to Drogmoor, appeared to be an undead chaotic dwarven cleric. Yet what has happened to Drogmoor does not register with any known clerical magic. This undead thing is also able to animate dead bodies, thus desecrating the dwarven dead laid to rest in the Tomb. It has been suggested that destroying this undead dwarf cleric might remove Drogmoor’s curse, but this is speculation.  

There is a helm in the depths of the Tomb that belonged to Huggorn Grayquartz, a renowned leader of the Grayquartz tribe and led them from Dengar to Torrak Veig. This helm is believed to imbue the wearer with influence and leadership, and wearing it would be seen as a symbol of authority.  The helm ended up in the tomb after acting as an unofficial crown for Torrak Veig when during a heated leadership struggle where neither side behaved with dignity or honour an angry dwarf cleric decided that neither side deserved the helm and took it back down into the Tomb to lay on the sarcophagus of its original owner. Both Graldi and Ordoin are aware of the helm’s existence and both seek to claim it to gain support their respective proposed solutions.  

Other locations near Torrak Veig

  • Scalefoot Chasm: This is a deep chasm open to the weather between two mountains. The most notable inhabitants are the Scalefoot goblins that have become very adept at climbing, and giant spiders they have domesticated which now serve as precipice-climbing steeds. Down in the chasm there are entrances into goblin warrens. There is a single well-defended set of stone stairs carved into the chasm walls but most of the time the goblins will use spiders or rope ladders to get in and out. The goblins and dwarves have skirmished but there has not yet been all-out war.  
  • The Ruined Chapel of Kagyar: This small chapel to the patron immortal of dwarves is partly on the surface, with a small church-like structure set against the mountainside, partly underground with passages going deep. Nobody at Torrak Veig knows what the tunnels lead to. Was it a mine?  An underground settlement? A subterranean place of worship? It should be investigated. 
  • Dangtheign’s Post. This surface settlement is on the west bank of the Larodar river where it turns from north-east to northwest. This is now a fortified village of 60 people, including 30 dwarves, 10 gnomes, 15 humans and strangely 5 kobolds, representatives of the Glitterbug Tribe. Traders from Torrak Veig, Torrak Sorros and Torrak Halastoron will all visit here, and occasionally merchants from further afield. As well as trade, Dangtheign’s Post is also seen as a neutral meeting ground when disputes need to be resolved peacefully. 
  • Glitterbug Tribe: This tribe of 120 kobolds seems surprisingly non-aggressive. Many dwarves simply do not trust them but the fact that they leave dwarves alone and even occasionally try trading at Dangtheign’s Post is seen as very odd. Some dwarf sages would like to investigate the Glitterbug tribe. Are they just faking it to gain the trust of naive dwarves? Or are they fundamentally different in outlook from other kobolds? The tribal lair is entirely underground, with the entrance hidden in a boulder field at the base of a steep slope. The kobolds often wear copper items and malachite jewelery, and may offer to trade these. 
  • Vunstein's Tower: This ruined tower on a hilly outcrop was an outpost for the dwarves but now has fallen into goblin hands and is a forward post for the goblins of Zugguth Peak. It sits about half way between Zugguth Peak and Torrak Veig. Recapturing it on behalf of the dwarves would be appreciated, but the goblins have hired bugbear mercenaries to defend the tower. 


Saturday, 9 August 2025

Logos Location #14: The Pillared Halls of Serathis

 

Cartography by Dyson Logos (source), 1 square: 10ft
Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. This is a dungeon adventure using the B/X D&D rules for a party of characters of levels 6-8 set in the Great Waste of Sind

Background of the Pillared Halls of Serathis

The Pillared Halls of Serathis was originally a seat of power for the proto-Hulean tribes that roamed the land before the Great Rain of Fire of Blackmoor transformed the land into a parched desert. When the land dried, the plants withered and the animals fled for greener pastures, most of the proto-Huleans traveled west over the mountains into what is now Hule. But some stayed, mainly because their cellars beneath the surface structures had their own water sources, thus removing at least one problem. These formed into two main groups, one led by mages, one led by clerics. But both groups of spellcasters became greedy, ambitious and conceited, and there were struggles for dominance, and even a few skirmishes. Then the clerics performed a fearsome ritual to summon a Prince of Chaos called Serathis, a lieutenant of their patron deity, and bind them to their service, with the intent to set Serathis against the upstart mages. This did indeed summon the Prince of Chaos, but he was neither controlled nor compliant, and instead transformed all of the inhabitants of the Pillared Halls into various monsters. They have roamed the halls ever since. 

Possible hooks for exploring the Pillared Halls of Serathis

  • The PCs are desperate for water having crossed the parched wastes for weeks, and divination indicates that fresh water can be found down in this dungeon (see rooms 7, 12 & 23)
  • The Scrolls of Zarrash the Dark are believed to contain powerful mage spells, as well as the instructions and incantations for constructing Jade Serpents. A wizard in Glantri has determined that this location holds the scrolls. (See room 9)
  • A caravan the PCs were part of was attacked by monstrous raiders. Some caravan members were captured and dragged away by the creatures and the tracks lead would-be rescuers to here. (See room 19)
  • A dwarf warrior disappeared in this area carrying a dwarven heirloom, an axe called Goblin-slicer. (See room 20) 

On the Surface

source

As the PCs travel the Great Waste they can see the ruins of some ancient settlement. Time, wind and sand have reduced most of these down to no more than a man's height, with only a few arches and pillars still standing. Although the DM is welcome to place encounters here (either wilderness or dungeon-related), I have not done so. In the middle of these surface ruins there is what appears to be a well, a circular hole in the ground 15ft diameter with a low (2ft tall) wall around its perimeter. This drops down 30ft to an underground chamber. At the bottom is a pile of sand (blown in from the desert) so anyone dropping down takes 2d6 rather than usual 3d6 falling damage. Nonetheless, most PCs will want to travel down a little more gently, and preferably with some way of getting back up (such as a rope tied to something secure on the surface). Once on the sandy pile, they are in room #1....

General architecture of the dungeon

The Pillared Halls of Serathis are relatively spacious compared to some dungeons, with the halls with actual pillars being 20ft high. Furthermore there are plenty of carved relief decorations on the wall showing scenes of pre-Hulean culture (which has a similar aesthetic to Earth’s Assyrian and Babylonian wall carvings). The dungeon is generally unlit as all the resident creatures have infravision. 

The Key to the Dungeon Map

  1. The Dusty Shaft - main way in and out. The circle in the middle is the pile of sand and dust blown in from the shaft directly above. As described above, dropping down from the top of the shaft will cause 2d6 falling damage. 
  2. The Jackalwere lair. This was an abandoned chapel, now occupied by 3 jackalweres (borrowed from AD&D) who will appear to be human travellers and claim to be human merchants stuck down here. When the PCs are close enough They have ladders in a corner to ascend & descend the shaft in room 1. They have looted treasure from various victims stored in a single large earthenware pot that contains 3500sp, 1500gp, 110pp and a small sapphire gem worth 500gp as well as a scroll of 4 magic user spells: Dispel Magic, Fireball, Phantasmal Force and Knock. 
    Jackalwere: AC 4, Mv 120ft, HD 4 (hp 16, 18, 19), THAC0 16, Att 1 bite for 2d4, Spec abil: gaze, weapon immunity, Save F4, Ml 8, Align C, Int 12, XP 125, Gaze against unsuspecting (i.e. non-hostile) creatures causes sleep (save vs spells or fall asleep for 4d4 turns. Weapon Immunity: Silver or Magic weapons needed to hit, immune to normal weapons.  
  3. Empty
  4. Altar at the far end is trapped with an Explosive Rune. Anyone who reads or touches the rune on the altar takes 6d4+6 fire damage, no save. Those within 10ft radius are also affected but may save vs dragon breath to take half damage.  But behind the trapped altar is a lever that opens up the secret door to room 22. 
  5. Empty
  6. 3 minotaurs are based here. This room has sides raised up 10ft and the minotaurs will lurk there behind the pillars, attacking when the PCs reach the steps halfway along. 
    Minotaur: AC 6, Mv 120ft, HD 6 (27 hp each), THAC0 14, Att 1bite/1 gore for 1d6/1d6, Save F6, Ml 12, Align C, XP 275
  7. This Chamber is divided by a moat 5ft deep with stone bridge. The water is drinkable. At the east side are two alcove each with iron-grey statues of ancient warriors. In the room is a lesser Nagpa called Alchellos. At its command the two statues attack as Iron Living Statues. Alchellos has a purse with 20pp and 45gp. 
    Lesser Nagpa Alchellos: AC 5, Mv 120ft, HD 6**, hp 29, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Charm Person, Locate Object, Protection fron Normal Missiles. 
    Iron Living Statue AC 2, Mv 30', HD 4, hp 20, THAC0 16, Att 2 fists + special for 1d8/1d8, Save F4, Ml 12, Align Neutral, XP 125  Metal absorption: If a character hits the iron living statue with a non-magical metal weapon, the character must make a save vs spells or else the weapon is partially absorbed by the statue, and cannot be used again until the living statue is killed 
  8.  This is the living quarters for the lesser nagpas, and there are 2 lesser nagpas in here, Ganthor and Errikis. The 5ft deep pool of water on the west wall is connected to similar pools in rooms 7 & 9 by 2ft wide pipes. Similar 2ft wide pipes lead out of the dungeon to the north and east to some underground water source. Errikis has 40pp while Ganthor has a purse of 30gp and an ornately wrought silver bracelet worth 150gp.  
    Lesser Nagpa Errikis: AC 5, Mv 120ft, HD 6**, hp 20, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Hold Portal, Web, Lightning Bolt (6d6 damage).
    Lesser Nagpa Ganthor AC 5, Mv 120ft, HD 6**, hp 26, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Charm Person, Caustic Bolt. Haste
  9. 1 Greater Nagpa, Norgatho, guards a library of books containing the Scrolls of  Zarrash the Dark as well as a chest containing a treasure hoard of 6000gp, 1200pp, 4 pieces of jewelery worth 1500gp each and a huge ruby worth 5000gp, as well as a Shield +2 a Longbow +1 and an Amulet of Elemental Friendship (new item, see below).  On the west wall is a 5ft deep  
    Greater Nagpa Norgatho: AC 1, Mv 120ft, HD 12** (55hp), THAC0 10, Att 1 bite or special, Save MU12, Ml 8, Int 16, XP 2700, Spec Abil: Innate abilities: Corruption, Paralysis, Create Flames, Darkness, Phantasmal Force, Prepared spells: Magic Missile, Continual Light, Lightning Bolt (12d6 damage), Polymorph Other, Cloudkill, Invisible Stalker
  10. 1 lesser nagpa, Chorros, is negotiating with 3 minotaurs, trying to convince them to work for the Nagpas. Chorros has a purse with 30pp.
    Lesser Nagpa Chorros: AC 5, Mv 120ft, HD 6**, hp 20, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Magic Missile, Web, Hold Person
    Minotaur: AC 6, Mv 120ft, HD 6, hp 22, 26 & 23, THAC0 14, Att 1bite/1 gore for 1d6/1d6, Save F6, Ml 12, Align C, XP 275
  11. 1 Minotaur boss, Gorewrench has made his lair here and has 2 normal minotaurs as minions. He commands the minotaurs within this dungeon and has a tentative agreement with the nagpas. He has a treasure chest with 5400gp, 22000sp and 10 platinum ingots worth 500gp/100pp each. There is also a small sack that holds 2 potions of Extra Healing and 2 Antidote Potions.  
    Minotaur: AC 6, Mv 120ft, HD 6 (hp 23, 33), THAC0 14, Att 1bite/1 gore for 1d6/1d6, Save F6, Ml 12, Align C, XP 275.
    Gorewrench the 
    Minotaur boss: AC 4, Mv 120’, HD 9, hp 37, THAC0 11, Att 1 battle axe for 1d10+3, Save F9, Ml 12, Align C, XP 900, equip: oversized battle axe
  12. There is a pool of fresh drinking water in the centre of this room. However, within the pool is an 8HD water elemental that will attack anyone that approaches, unless they wear the Amulet of Elemental Friendship (from room 9). 
    Water Elemental: AC 2, Mv 60', swim 180', HD 8, hp 30, THAC0 12, Att 1 slam for 1d8 (2d8 if opponent is in water such as the pool), Special Defenses: Immune to non-magical weapons (+1 or better weapons needed to hit), Save F8, Ml 12, Align N, XP 1200 
  13. Empty apart from evidence of magical rituals and destructive spellcasting. This is where the chaotic clerics foolishly summoned Serathis himself. 
  14. Mechanical descending ceiling trap. Once the PCs enter the room, the doors at both ends lock shut. On the south wall there is Magic Mouth spell that asks “What part of you always goes up, never goes down?” If the PCs answer “Age” then the doors at both ends open again. However, after 3 round the ceiling starts crushing PCs, causing 1d10 damage, then 2d10 on 4th round, then 3d10 on 5th round and so on. A generous DM may allow a Knock spell to open one of the doors without answering the riddle correctly. 
  15. 4 square pillars dominate this chamber. Between the pillars are 3 raised platforms about 5ft high that each has a gem (a small ruby) worth 500gp. Anyone touching or removing the gems activates a mechanism. All 4 pillars descend, and standing on the top of the pillars are 4 mummies (one on each pillar). The mummies attack of course.
    Mummy: AC 3, Mv 60ft, HD 5+1, 24hp each, THAC0 15 Att 1 slam for 1d12 + disease, Save F5, Ml 12, XP 400 disease prevents magical healing and slows down natural healing 
  16. A vicious Manscorpion resides here. Between this room and #15 is a portcullis-like wall of bars. However, on the west side is a lever that raises thisfor 1 turn allowing the manscorpion to enter room #15 and attack the PCs while they are occupied with the mummies.The manscorpion wears a gold and amethyst unholy symbol worth 400gp.
    Manscorpion: AC 1, Mv 240ft, HD 8**, 39hp, THAC0 12, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, Save F8, Ml 10, Int 10, Align C, XP 1750 Opponents stung by stinger must make a save vs poison or die. Those that make their save are paralysed for 1d8-1 (0-7) rounds. 
  17. Apparently this room holds a female adventurer called Marra held captive by the manscorpion. However, "she" is actually a Mujina in disguise and will betray the PCs at a critical moment. Note that the mujina has no love of the manscorpions as it was caught stealing from them so it really is a prisoner. It has picked up two oversized clubs it dual-wields.
    Mujina: AC 4, Mv 120ft, HD 8*, hp 34, THAC0 12, Att 2 weapons for 1d6/1d6, Spec Abil: Faceless Scare, Save F8, Ml 10, Int 12, Align C, XP 1200. Faceless Scare: creatures that can see the mujina must save vs wands or attempt to flee for 1d3 rounds.  
  18. These two alcoves used to hold treasure but are now empty. 
  19. 1 Manscorpion watches over 3 hapless humans, seized from a caravan raid and now tied up and expecting a grisly doom. The three are: Bijan (F2 human male, caravan guard), Shervin (NM, human male, camel handler) and Atoosa (F2, human female, merchant), all of whom are unarmed. The manscorpion wears a gold and amethyst unholy symbol worth 400gp
    Manscorpion
    : AC 1, Mv 240ft, HD 8**, 32hp, THAC0 12, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, Save F8, Ml 10, Int 10, Align C, XP 1750
  20. The Manscorpion cleric called Orrsos rules the other manscorpions in this dungeon, and guards a treasure hoard all piled into a carved stone sarcophagus, containing 22,000sp, 9600gp, 2600pp, a Wand of Fear (10 charges), an Antidote Potion (see below) and a magical battleaxe called Goblin-slicer (see below). Orrsos himself wears a gold and ruby unholy symbol worth 1000gp
    Orrsos the Manscorpion Cleric: AC 1, Mv 240ft, HD 10**, 48 hp, THAC0 10, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, spec abil: clerical spells. Save C10, Ml 12, Int 12, Align C, XP 2700 spells as 10th level cleric, including Insect Plague, Animate Dead, Dispel Magic, Bestow Curse, Cause Disease, Speak with Dead
  21. 1 Manscorpion: AC 1, Mv 240ft, HD 8**, 33hp, THAC0 12, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, Save F8, Ml 10, Int 10, Align C, XP 1750 treasure: unholy symbol worth 400gp
  22. Secret chamber with a treasure chest guarded by a Jade Serpent, The manscorpions are aware of this secret room but leave it alone as they cannot control the Jade Serpent. Inside the chest is 12,000sp, 3500gp, 4 gems worth 1000gp each (2 sapphires, 2 diamonds) and a ceremonial jeweled dagger worth 2000gp  
    Jade Serpent: AC 2, Mv 120ft, HD 8*, 40hp, THAC0 12, Att 1 bite/1 tail for  2d4 + poison/1d10 + crush, Spec Abil: Immune to non-magical weapons, tail hit enables continual crush + grapple, Save as F8, Ml 12, Align N, XP 1200. 
  23. 4 giant scorpions guarding a source of fresh water. They will not attack the manscorpions who treat these as pets. 
    Giant Scorpion: AC2, Mv 150ft, HD 4*, hp 18 each, THAC0 16, Att 2 pincers/1 sting for 1d10/1d10/1d4 + poison (save or die), Save F2, Ml 11, Align N, XP 125  

New magic items

Amulet of Elemental Friendship: Anyone wearing this amulet will not be attacked by elementals unless the elemental is specifically instructed to do so by its summoner. Even then the elemental must make a Save vs Spells to overcome the amulet. Similarly if the amulet wearer or one of the wearer’s allies attacks the elemental, the elemental is allowed a saving throw vs spells each round of being attacked. If successful the elemental can ignore the amulet and defend itself.  
Goblin-slicer: This battleaxe is clearly of dwarven design, with dwarven runes etched into the blade. In the hands of anyone else this weapon functions as a Battleaxe +1. But if wielded by a dwarf, Goblin-slicer becomes a battleaxe +2. It also gives its dwarf owner an extra attack each round when fighting goblins and orcs and will glow a soft green when goblins or orcs are within 120ft. 
Antidote Potion: This potion lasts for 1 hour during which the imbiber is immune to all poisons. Furthermore if the potion is poured into the mouth of someone who has already died of poison within 1 turn, the potion will bring them back to life. 




Friday, 1 August 2025

Transport of the Arvorians

Art by Larry Elmore, source
https://www.pinterest.co.uk/pin/270919733825455277/


Above Ground

Ice Yacht 

These are schooner-sized vehicles with skis as well as watertight hulls. They have sails like sailing ships but are mostly magically propelled. Their skis tend to have trouble riding over obstacles over 3ft high, so ice yachts are used on relatively flat, smooth areas of ice. Ice yachts can go on water, but then the magical motivation doesn’t work, and the crew have to rely on conventional sails. Also getting back up onto the ice can prove difficult if the ice meets the water in a vertical drop. Ice yachts have a minimum crew of 4 and a typical crew of 10 and counts as a small sailing ship in terms of cargo capacity.
Movement on ice: 150ft/rnd or 90 miles/day
Movement on water: 120ft/rnd or 60 miles/day
Cargo capacity: 100,000 coins or 5 tons 

Enchanted Toboggan 

This is a magically powered sled that moves like a modern snowmobile. They are a lot smaller than ice yachts and can only hold two people or one person plus baggage. Like ice yachts they work best on relatively flat and smooth ice, and have difficulty with sharp rises of a foot or higher. They cannot go on water, and will typically sink if this happens.
Movement on ice: 150ft/rnd or 90 miles/day
Cargo capacity: 2000 coins or 200lb  

Arctic Yak

These large herbivores are relatives of domestic cattle, and are found wandering the hills and tundra of Norwold. Arvorians have domesticated these animals and have used them for meat, wool, leather and as beasts of burden. They are a bit more grumpy than domestic cows, and the bulls can be difficult. They also require some sort of grazing, even if it is moss, lichen and similar small hardy plants found where grass is stunted by the cold. They use the same game stats as 3HD herd animals from the Expert Rules (doing 1d6 damage with their horns) but with the carrying capacity of mules. They can be ridden although the experience is not comfortable for either yak or rider. 
Movement on land or ice: 120ft/rnd or 16 miles/day
Carrying Capacity:2000 coins normal speed, 4000 coins at half speed


Sabretooth Tiger

These animals (stats given in the Basic Rules) are the mounts of the elite  arvorians, and are considered status symbols of both wealth and animal mastery. They are not suitable for heavy burdens and are nearly always used as steeds, not beasts of burden. If well treated they are loyal and fierce companions and capable of great stealth. If neglected or treated badly, Arvorians have found sabretooth tigers are quite capable of turning on their supposed masters. 
Movement on land or ice: 180ft/rnd or 24 miles/day
Carrying Capacity: 2000 coins normal speed, 3000 coins half speed.

War Mammoth

These huge pachyderms have the same stats as Mastodons (Expert rules). They are typically used in battle on the surface (they are of course far too large to take into most underground passages and cannot see in the dark). Along with sabretooth tigers they are symbols of prestige and wealth. War mammoths can endure considerable cold, and like arctic yaks can survive off low-quality vegetation found on the tundra. They are large enough to carry up to four riders, although getting on and off the mammoth’s back may require assistance (some mammoth harnesses include rope ladders). Those intended for peaceful duties will have their tusks shortened (only 2d4 damage per tusk) but those intended for battle will have extra blades attached to their tusks (3d6 damage per tusk). 
Movement on land or ice: 150ft/rnd or 24 miles/day
Carrying capacity: 6000 coins normal speed or 10,000 coins at half speed

The Ice Roads 

These are not exactly transport in themselves but are a select few routes on the surface of the Everwinter Lands between Arvorian cities. These are kept in relatively good condition so that ice yachts and enchanted toboggans can follow them easily and without much risk of accidents. Work crews of humanoids supervised by Arvorians sometimes fix problems and remove obstacles. These ice roads are more likely to have encounters than the rest of the Everwinter lands because of the Arvorians travelling along them. 

Underground 

Proposed Tunnels between Cities

Although occasionally put forward as a grand project, there are currently no tunnels between Arvorian cities. There are two aborted attempts, one is a tunnel stretching from the City of Nightmares southwest towards the City of Madness, but only for three miles after which it stops abruptly. . 

Permanent Magical Portals between Cities

There are a few select permanent portals between the cities. They are for the use of powerful and influential Arvorians, including the highest ranking nobles and the heads of the temples and arcane colleges. Access at both ends is tightly restricted. Typically within a city there is one portal for each other city to travel to, and it is in a secure location, such as inside the inner sanctum of an Arcane College. There is the understanding that should a city (or major faction of a city) want to raid or invade another city then these portals are ideal invasion routes. Thus there are protocols for either temporarily closing or even completely destroying the portals in such an event. 

Magical transport within cities

Hovering Carpets 

These are a lower-grade version of flying carpets. They are about 4ft wide and 6ft long, can carry 2 people or 1 person plus up to 3000 coins in cargo, and always stay about 2ft above the ground. They can move at 150ft/turn (50ft/rnd). They are typically made of a patterned weave of arctic yak wool, and cost about 5000gp, so are quite rare. They can conveniently be rolled up into a 4ft long tube 9” diameter when not in use. Common Arvorians cannot afford them so owning one is considered a minor status symbol. 

Chariot of Shadows

This is a two-wheeled chariot that can carry two people. It is made of a bronze-like metal (some say Orichalcum), and can move at 240ft/turn. Apparently the chariot is pulled by two shadowy creatures vaguely like deer or antelope, but this is an illusion. The real motive force is the enchantment on the chassis. The shadowy creatures are really there for show. The chariot of shadows is rare even among Arvorians and are usually only in the hands of the most powerful and prestigious Arvorians.  

Animal transport within cities

Camptosaurs 

These herbivorous dinosaurs are used as mounts within the City of Madness. Believed to have been captured and brought to Norwold from the tropical continent of Davinia, they are much more vulnerable to cold than yaks or mammoths and as such are only used underground. They are relatively docile, only attacking if cornered. Adults are about the size of a large horse and can be broken, saddled and ridden similar to horses, with the same carrying capacity as draft horses (4500cn full speed, 9000cn half speed).  
Camptosaur: AC 7, HD 3 (14hp), Move 180ft, THAC0 19, Att 1 bite or 1 tail slap for 1d3 or 1d4, Save F1, Ml 5, Align N, Int 1, XP 20


White Ape 

These large primates are detailed in the Basic D&D rules. They can be saddled and ridden and are generally considered a step up from camptosaurs although they do not carry quite the same loads (3000 coins normal speed, 6000 coins half speed).   

Routes within cities 

Although the cities of the Arvorians are mostly only accessible on foot (passages 10ft high & 10ft wide), they all have certain arterial routes, large passages typically 30ft wide and 20ft tall that allow for the passage of chariots, wagons and beasts of burden. A bit like main roads in human cities, these either form a ring or else provide quick travel from one end of the city to another.   


Saturday, 26 July 2025

Descent into Avernus Homebrew #3: Camp Knucklebone and the Yugoloth Camp

This is continuing the short series about some of the material I have come up with to make the published adventure Descent into Avernus: Baldur’s Gate run more smoothly.  The adventure as published is good but there are significant gaps that I feel need filling in. 


My map of Camp Knucklebone

Camp Knucklebone

One important missing item is a map of Camp Knucklebone. This is a camp in Avernus run by a night hag called Mad Maggie, who oversees a band of redcaps with a pair of kenku and a few imps. The camp and what goes on there is given decent explanation in the book but crucially there is no map, so I have decided to fix this.
I’m sure others have done neater, more professional maps than this: this was not done with this blog in mind but purely for my players who I DM for. Nonetheless it has the basics, including 
  • A) Forge Wagon: This is where smithing is carried out by the redcaps and kenku. It has a trailer with a portable forge, while to one side of the wagon are a pair of anvils. Inside are various blacksmithing and metal-casting tools. 
  • B) Maggie’s Wagon: This large gypsy-style covered wagon is her home and includes various books, potions, wardrobes and other personal belongings. It is motorised rather than drawn by animals. Mickey the Flesh Golem can often be found guarding this wagon, making sure that nobody else enters. 
  • C) Watch Tower: typically manned by a pair of redcaps
  • D) Gatehouse manned by 6 redcaps
  • E) Maggie’s Happymobile, a customised Scavenger vehicle. 
  • F) Infernal War Machine: There are several of these around the camp, all of them Scavengers.  
  • G) Hospitality Wagon. This is where the PCs can stay. Enough visitors end up in Camp Knucklebone that it is sensible to have a wagon spare. It is quite spartan but has 6 human-sized bunks and 2 closets.  
  • I) Kenku Wagon: This is where the two kenku Chukka and Clonk live. It is full of shiny and curious odds and ends the kenkus have collected. 
  • J) Redcap oversized trikes. These are Devils Ride infernal war machines used by the redcaps. 
  • K) Workshop Wagon: Along with the forge wagon (A) this is where much of the mechanical work takes place. 

The Yugoloth Camp

This is a short side-trek I threw together to give the PCs something to do at Camp Knucklebone. Mad Maggie, the night hag who runs Camp Knucklebone has agreed to help restore the memories of Lulu the hollyphant. I decided that as well as the ritual described in the adventure with its dream sequences, a potion of mind restoration was needed, to be brewed by Maggie and drunk by Lulu. Lulu lost her memory after being dowsed with water from the Styx, which washes away memories of all who drink or bathe in it, except for a few select creatures that have adapted to thrive in the Styx. One species that can swim in the Styx while retaining their memories are the Hydroloth - frog-like yugoloths. Maggie would like the brain of one of them to brew into this potion of mind restoration. However, they are very tough (for 7th level PCs) and I don't have the sourcebook for them (Mordenkainen's Book of Foes). So I decided that this one was already dead. But its compatriots were still alive and angry. 

Thus the Yugoloth camp is found on the banks of the Styx, a few hours drive from Camp Knucklebone. Incidentally I decided that this is when the PCs, travelling on a borrowed Scavenger war machine encountered Raggadragga the wereboar warlord and his motorised retinue. (the PCs managed to deter his band by casting Darkness on the cockpits of the pursuing vehicles). 
The camp has recently been attacked and overwhelmed by the forces of Hell.  When the PCs reach the camp, it is obvious that a battle has taken place - there are fiendish corpses littering the ground around a rough barricade of scrap iron right next to the river. One war machine is completely destroyed, while two more have crashed into the barricade. Significant encounters are indicated on the map above.
a) 2 mezzoloths, paranoid and battle crazed, attack anything not a yugoloth
b) the dead hydroloth the PCs are seeking is actually outside the barricade - it was trying to escape into the river Styx when it was cut down. Fortunately its brain case is intact, and it is a simple if sickening matter to cut its head open and remove the brain, or just take the whole head back
c) This Tormetor, an infernal war machine larger than the scavenger, was abandoned by the forces of Hell. A slain barbed devil is still slumped in the drivers seat, its head on the ground next to the vehicle. The machine is not working at the moment but it can easily be towed back to Camp Knucklebone to be repaired back to full function (which is what my PCs did). 
d) A dead nycaloth is fallen here. It carries a satchel that includes instructions from its Arcanaloth superiors and a collection of gems worth 2000gp. 

I admit there is really only one combat encounter here (the two mezzoloths) but more could be added as needed. And of course travelling to and from this camp will have its own risk of encounters (such as Raggadragga). 


Saturday, 19 July 2025

The Troupe in Yellow

 

Art by Nottsuo, source
This post has been inspired by R W Chambers' story, The King in Yellow, which involves a fictional book that causes obsession and insanity in those who read it. This is my attempt to bring that idea into Mystara. 

The Troupe

Wandering around the Known World, particularly Darokin, Karameikos, Ierendi and Thyatis, there is a troupe of theatrical performers dressed in predominantly yellow costumes who call themselves the Troupe in Yellow. Although they are capable of a wide repertoire of performances, they do have one special performance, a play called The King in Yellow, that they only put on before they leave town. Those who watch the play are never the same again, and the Troupe in Yellow will pack up and leave before the authorities realise what has happened. 

The play is not just a performance - it is an incantation that places a most malevolent charm on those who watch it. Those of Lawful and Neutral alignment will suffer terrible fears and nightmares and will often go mad (save vs Spells to avoid insanity). Those of Chaotic alignment wil become fascinated, obssessed even, with the play, its characters and its meaning. They want to know more about the King in Yellow and get to know him, even serve him if they can (save vs spells, but this time to avoid a compulsion similar to a Geas spell). Thus the seeds of a cult of Chaos are planted every time the Troupe in Yellow performs this fiendish play. 

The Troupe in Yellow is currently 20 strong, with 5 performers and various followers assisting behind the scenes (what would today be called road crew). They travel in five caravans drawn by horses of bad temperment - the villagers who are visited quickly learn to leave the horses alone. The senior members are:

  • Valderion: human male, 14th level cleric, align Chaotic
    Str 10, Int 16, Wis 17, Dex 10, Con 14, Cha 16
    Valderion is tall, handsome, mysterious and clearly the leader of the troupe. Though usually dead calm, there are moments when provoked when he turns into a raging maniac. 
  • Camilla: human female, 11th level cleric, align Chaotic
    Str 11, Int 14, Wis 18, Dex 12, Con 10, Cha 17
    Camilla is Valderion's consort and also  the chief scribe: when not performing or practicing, she is carefully making copies of the book to pass onto willing disciples. She genuinely believes she is actually the reincarnation of the character she plays. 
  • Cassilda: human female, 10th level fighter, align Chaotic
    Str 16, Int 14, Wis 12, Dex 15, Con 14, Cha 15
    Cassilda is young, blonde and apparently naive, but is actually a master manipulator and deceiver, as well as being lethal in a sword fight. 
  • Castaigne: human male, 12th level mage, align Chaotic
    Str 12, Int 16, Wis 12, Dex 10, Con 15, Cha 14
    Castaigne is Valderion's understudy and personal assistant. He has various strange delusions that he usually keeps hidden from even the other performers, but he believes he is next in line to the Empire of Thyatis. 
  • Mr Wilde: Male Gnome, 8th level Trickster, align Chaotic
    Str 10, Int 18, Wis 14, Dex 16, Con 13, Cha 6
    An ugly and malformed gnome, Mr Wilde is in charge of the road crew. He keeps an angry black cat that seems to attack everyone (including Mr Wilde). 

These senior members all act their parts on stage, and during the final performance of their stay it is Valderion who takes the role of the King in Yellow and thus is key to the malevolent sorcery that the performance conjures. The crew behind the stage are all capable at handling themselves (all minimum of 4th level, various character classes and races) and are all willing followers of the King in Yellow. 

The Troupe has attracted the attention of the authorities as survivors of their visits sane enough to give coherent accounts have been able to alert others of the troupe and what it is capable of. The troupe and its play is now outlawed in Karameikos, Thyatis and Ylaruam but communicating the warnings and descriptions is not easy. Thus the troupe will avoid the large cities where they may be recognised and caught and instead stick to rural areas and small villages where ignorance and isolation allows them to move freely. 

The Book of the King in Yellow

Nobody is entirely sure where the book of the King in Yellow came from or when or by whom it was written. Some say it was created by a Prince of Chaos, while others of more erudite learning say it may have come from the far north in Norwold, perhaps from the Arvorians who are twisted enough that they would enjoy that sort of play. Although the book and the play do not specifically describe or promote the worship of Chaos, it still reeks of corruption and horror. The book is as outlawed as the Troupe in Yellow

Valderion, the leader of the troupe, holds the master original of the book. This contains the play script itself as well as various essays on the background to the play. It is possible to create copies in a similar method to how mages can copy spells from one spellbook into another. It is laborious and prone to error but it has been done enough times that the troupe has sometimes given a copy to enthusiastic converts to the court of the King in Yellow. There is known to be a copy in the hands of a powerful mage in Hattias, southern Thyatis and another was believed to have travelled to Vlaad in Ierendi. An individual who reads the book will suffer the same consequences as those who have watched the Troupe in Yellow perform the play, thus even copies of the damned book will cause madness and obsession. Those who try to perform the play from a copy will be far less effective than the Troupe in Yellow but some of the dweomer can still be conjured - all the audience still suffer the same effects but with +4 bonus to their saving throws to avoid the madness and compulsion.  

In the back of the book are a series of essays that describe the lost city of Carcosa, where the play is set. It will quickly become clear from the multiple moons and dark stars (whatever those might be) that this Carcosa is far in time and distance from Mystara. And yet the writer insists they have visited it and beheld its terrifying majesty. Furthermore they say that the King in Yellow still holds court after millenia of rule. Whether the King in Yellow is a title passed down to successors or perhaps is a being that does not age as mortals do is unclear. 

One powerful cleric of the forces of Law (Juliannus of Lucinius) who read a seized copy and somehow managed to avoid the worst effects came to the conclusion that the original book was written by the King in Yellow himself as a ploy to gather followers and disrupt his foes. Juliannus also postulated that the King in Yellow is a powerful supernatural being of utter Chaos, similar to or perhaps one of the dreadful beings worshipped by the Arvorians of Norwold. Before he died after a fall from the top of his temple (some say an accident, others say suicide) Juliannus insisted that a taskforce of lawful clerics should be established to counteract this pernicious and curse-inflicting book and those who promote and recite it. He saw it as a plague, a moral infection that would incapacitate or subvert all those who came into contact with the main vectors - the Troupe in Yellow.  Only the Order of the Amethyst Rose paid any attention to Juliannus while he was still alive, and we all know what happened to them. 

Friday, 11 July 2025

The Great Waste of Sind: A Quick Overview

What is officially said

 My two main sources for the Great Waste of Sind are X4: Master of the Desert Nomads and Champions of Mystara: Explorer’s Manual. X6: Quagmire includes a bit of the Great Waste but does not really deal with it. . 

Sind in the real world is a province of India that borders on Pakistan and includes part of the Thar Desert (not to be confused with the Orcs of Thar). This may have inspired Mystaran Sind. I am also looking at Arabian desert and Gobi Desert for ideas and inspiration.

X4 is set in the Great Waste and is less of a guide to the area and more of an encounter-based adventure where the encounters are not tied to particular hexes but happen at the DM’s discretion. Nonetheless features and encounters are indicative of the rest of the Great Waste. It also has a small section set in the Salt Swamp which includes a very tricky encounter with an evil spirit called The Malakaz. 

Inhabitants of the Great Waste and Nearby

New monsters: 

  • Leucrotta (borrowed from AD&D), 
  • Lamara from Creature Catalogue or else replace with Lamia from AD&D.
  • Desert Hobgoblins: New subrace with greyish-black skin and black hair. They are nomadic and often partake in banditry and raiding settlements. The Master of Hule and his chaotic forces have tenuous agreements with the various desert hobgoblin tribes but these are often broken. They sometimes have hyenas as hunting animals and guards, and their strongest leaders will ride hyaenodons (dire hyenas) into battle. 
  • Jackalweres (borrowed from AD&D)
  • Desert Worms (subrace of purple worms)

Established B/X D&D monsters:  

  • Bhuts (X4 & Creature Catalogue), 
  • Nagpas (X4 & Creature Catalogue) 
  • Manscorpions (Rules Cyclopedia)
  • Mujina (X5 & Rules Cyclopedia) 
  • Blue Dragons (Basic Rules)
  • Sis’thik (desert lizardmen from Creature Catalogue) 
  • Desert Leviathans (borrowed from Dune and statted in Creature Catalogue). 
  • Elves & gnolls are found under the surface of the Plain of Fire (the northern part of the desert). Graakhalia has 7 pages in Champions of Mystara and is home to the Gruugrakh gnolls & Sheyallia Elves. I prefer the idea of rather than a truly mixed society, they are two separate cultures that have come to an uneasy truce.  Most of the gnolls have become neutral with a druidic slant, but a few remain dangerously chaotic. The underground realm beneath the Great Waste (including Graakalia and also less civilised cavern networks) could really be a post in itself. 
  • There are also gnoll tribes, some of which wander the Great Waste itself but other gnolls stay on the more hospitable borders including the Barren Plain and Konumtali Savannah, venturing into the harsher waste when a suitable target (such as a passing caravan) presents itself. They are far more closer to normal gnolls than the Gruugrakh gnolls of Graakhalia and are nearly always chaotic. They, like desert hobgoblins, sometimes strike deals with the Master of Hule and his minions. 

There is also a salt marsh, savannah, hills, oases and a river running through Sind. All of these will have their own ecologies and inhabitants. 

The Great Waste in General

Natural living things are fairly sparse - the vast majority of the Great Waste is rocky desert with outcrops, canyons and occasional hills. There are some hardy desert plants but even these are not in abundance but are found in slightly cooler shady places where sunlight is moderate not scorching, such as cliff overhangs and between boulders.  

Oases are few and far between. The Twin Oases in the southwest and Kesret Oases in the middle are the two marked on the map. 

It is tempting to try to shoehorn excuses for lots of encounters into here but maybe this is not sensible. Perhaps this is better left mostly empty. Few monsters, settlements and other encounters. This really is quite barren. The environment becomes the real challenge: Dehydration, sunburn and disorientation become the predominant threats to adventurers, not wandering monsters. 

Although such geographic areas are not given level ranges for characters in the same way that modules are, I would consider it too dangerous for low-level PCs - it is not just the monstrous encounters that mean X4 is recommended for PCs of mid level (6th-9th). Having access to the 4th level cleric spell Create Water is a game-changer and could make the caster popular with NPCs. 

Besides, Graakhalia is part of, or at least connects to, the Shadowdeep, Mystara's underdark, so there are plenty of caves to explore there. And there may be a few desert ruins - proto-Hulean outposts and settlements abandoned as the desertification of the land intensified. These ruins are much sought after by various creatures, few of them pleasant. Bhuts, Nagpas, undead such as wights & mummies and monstrous forces of Hule can all be found in these ruins. The Evil Abbey and the Buried Temple from X4 are typical ruins. 

It’s a big area. 39 hexes x 24 miles/hex = 936 miles across in the middle. There is a caravan track across, and this will have more encounters. X4 explores this, with the option of PCs joining a caravan for part of the journey. Assuming land travel at 24 miles per day, this means crossing the desert will take 39 days. The caravan trail does pass through the two oases mentioned, but even so that’s over a week without natural water between oases. Clerics who can create water will be appreciated.  Failing that, camels (who need less frequent water) are preferable to horses for this journey.  

This is between Hule and Sind, so there will be patrols and merchants from both realms. During X4 & X5 there will also be armies marching across. What about Glantri and Darokin? There could well be travellers from these and other nations further east if they have reason to travel to Hule. The Serpent Peninsula is large enough that to sail around its southern tip would take as much time as to travel the Great Waste on camel.

Cartography by Thorfinn Tait, source

https://mystara.thorfmaps.com/wp-content/uploads/2016/01/champions-great-waste-24.png

All in all I think this could be a great place for mid and high level adventures and I may come back to it and its bordering regions in future posts. 

Saturday, 28 June 2025

Constructs of the Shielded Fortress

Introduction

These are 4 new creatures for the B/X edition of D&D. Although they have been created with the Shielded Fortress of Hjaal in mind, they can be used elsewhere. I feel they are best suited for ruins of lost empires, still guarding the remains of their creators. I have assumed that the process for creating these constructs has been lost to time, but it is possible that the formulae may be discovered (perhaps in the same ruins that hold these constructs), and a talented and resourceful mage (or perhaps cleric) could create new creatures.

 Jade Serpent

Armour Class2
Hit Dice8* (36hp)
Movement120ft
THAC012
Attacks1 bite / 1 tail
Damage2d4 + poison/1d10 + crush
No. Appearing1
Morale12
Save AsF8
TreasureSee below
AlignmentNeutral
Intelligence3 (Semi)
Size & TypeLarge Construct
XP Value1200

The method of creating these green crystalline guardians are long forgotten along with so much of Mogreth sorcery though a few functioning specimens can still be found among the ruins of Mogreth culture. They appear as jade statues of huge snakes and of rough finish approximately 30ft long. Jade serpents can sense hidden and invisible creatures due to heightened sensitivity to vibrations, and sound. Jade serpents can attack with both their fangs and lashing tails. If a creature is bitten by a jade serpent, they must make a saving throw vs poison or die in 2d4 turns. In addition, any creature of Large size or smaller hit by the jade serpent's tail must make a save vs Paralysis or be grappled by the serpent's tail. If grappled the creature will automatically take another 1d10 crushing damage per round, cannot move away from the jade serpent and any bite attacks by the jade serpent will be at +4 to hit against the grappled target. Jade serpents are invulnerable to normal weapons - magic weapons (+1 or better) or spells are needed to damage it. As a construct the jade serpent is immune to poisons, disease, energy drain, Sleep, Charm and other mind-affecting spells. If the jade serpent is destroyed it is shattered but 2d10 pieces of jade each worth 1d6 x50gp can be found. 

Turquoise Living Statue

Armour Class3
Hit Dice4+4* (22hp)
Movement150ft
THAC015
Attacks1 headbutt
Damage1d6+1
No. Appearing1d4
Morale12
Save AsF4
Treasure TypeSee Below
AlignmentNeutral
Intelligence3 (Semi-)
Size & TypeMedium Construct
XP Value200


The Turquoise Living Statue is a strange construct of bygone ages. It resembles a quadrupedal statue made of chunks of turquoise and held together by grey cement with a large round head. It can gallop along faster than a human and it can charge any opponent if it has 20ft or more of straight running distance at the start of its round. Charging gives the turquoise living statue +2 to hit and double damage (2d6+2 bludgeoning). Furthermore anyone hit by the charge must also make a save vs paralysis or be knocked 10ft away and prone. The turquoise living statue once per day can emit an aura of lethargy instead of attacking with its headbutt: Anyone within 30ft must save vs spells or be affected by a Slow spell for 2d4 turns. It will sometimes use this after charging into a group of opponents. As constructs, Turquoise living statues are immune to Sleep, Charm and other mind-affecting magic, disease & poison. Should a turquoise living statue be destroyed, it will collapse into bluish-green dust but amongst the dust there may be 2d10 pieces of turquoise worth 1d6x10gp each. 


Bone Rattler

Armour Class6
Hit Dice6+4* (31hp)
Movement150ft
THAC014
Attacks2 bites or 1 rattle
Damage2d6/2d6 or special
No. Appearing1
Morale12
Save AsF6
Treasure TypeNone
AlignmentNeutral
Intelligence1 (animal)
Size & TypeMedium Construct
XP Value750

These creatures look like undead snakes but are in fact constructs formed from the bones of giant rattlesnakes. Bone rattlers are immune to non-magical weapons (+1 or better weapons or spells needed to hit). They usually attack with their fangs and retain the frightening speed of living rattlesnakes, striking twice per round. Fortunately their venom glands are no longer present (any flesh is removed in the construction process) and any residual venom has dried up in their fangs. However, they have still retained the rattle on the end of their tails and instead of biting a bone rattler may rattle its tail. Any creature within 30ft that can hear must save vs spells or be gripped by a magical fear and will attempt to flee the bone rattler for 1d6 turns (moving at maximum speed away from the encounter, preferably back the way they came). If a creature successfully saves, they are temporarily immune to the rattle effect for the rest of the day. As constructs, bone rattlers are immune to Sleep, Charm and other mind-affecting magic, disease & poison. They cannot be turned by clerics. 


Beryl Golem

Armour Class2
Hit Dice10* (45hp)
Movement90ft
THAC010
Attacks2 fists
Damage3d6/3d6
No. Appearing1
Morale12
Save AsF10
Treasure TypeSee Below
AlignmentNeutral
Intelligence10 (Average)
Size & TypeLarge Construct
XP Value1600

Beryl golems are powerful creatures created by ancient and forgotten magic rituals. They appear as vaguely humanoid statues of bright green crystal standing about 9ft tall but without any apparent facial features or even clearly defined head. As with other golems they are immune to non-magical weapons and can only be hit by weapons of +1 or better enchantment or by magic spells. They attack with their massive jagged fists inflicting 3d6 bludgeoning damage with each strike.  They have the ability to Dimension Door 3 times per day to a distance of 240ft from their current location. As constructs, beryl golems are immune to Sleep, Charm and other mind-affecting magic, disease & poison.  If a beryl golem is defeated, it shatters into green dust though a search will reveal 2d10 pieces of beryl worth 1d6x100gp each. Unlike many of the constructs here, beryl golems are surprisingly intelligent at least in terms of tactics and strategy. They are given standing orders (such as "Guard this location and attack any non-serpent-folk who enter here") and will obey them but have a certain discretion about how they go about their duties.