The Temple of Chaos Divided is my attempt at a megadungeon, set in Alphatia. Previous posts on this are:
The Tales of Kaelaross
A blog about a campaign world for Classic D&D
Friday, 2 January 2026
The Temple of Chaos Divided: The Second Dungeon Level Hub
The Temple of Chaos Divided is my attempt at a megadungeon, set in Alphatia. Previous posts on this are:
Sunday, 21 December 2025
My Experience of D&D through the Editions
| art by Jeff Easley |
This post is my opinion based on my own experiences and is not intended to be a definitive history.
I have recently gotten hold of a PDF of the Holmes Basic edition of D&D. For those that don’t know, this was the edition that was intended to smarten up and clarify Original D&D (the three white books), then encouraged players to move on to Advanced D&D, yet was also the direct ancestor of Moldvay Basic D&D, which is the set I first had and was my introduction to this hobby. I was going to write about just Holmes Basic and what can be borrowed from it in my B/X D&D Mystara campaign, but I’ve ended up thinking about all editions of D&D.
My Feelings on the Matter
I think a lot of people can get defensive and close-minded about editions. In my 40 years in the hobby I have seen a number of edition wars, waged in the Forum pages of Dragon Magazine, the early Usenet forums on the nascent world wide web and of course other online places like Reddit, EN World and various blogs. One thing that irks me is when people decide quite arbitrarily what is or is not “proper” D&D. This is often based on what edition they grew up with and played with their friends when they were discovering the game. I think it’s quite normal and natural to have a favourite edition, and that is probably going to be influenced by nostalgia. I myself wrote this blog because I wanted to get back to Moldvay Basic D&D, which I was given for Christmas 1982. It still is my favourite edition. But I try not to confuse nostalgia with being the “correct” edition, especially when talking to others.
I have always acknowledged that D&D is always changing. It has ever since it was first published. There are those who denounce the the three supplements to the white booklets, Supplement 1: Greyhawk, Supplement 2: Blackmoor & Supplement 3: Eldritch Wizardry as deviating from “proper D&D” which should be the three booklets (Men & Magic, Monsters & Treasure, Underworld & Wilderness Adventures) and nothing else. Thieves? Variable damage dice for weapons? Different hit dice for classes? Bah! Newfangled nonsense!. And I believe the game will continue to evolve. 5.5E probably won’t be the final edition. That doesn’t mean I will definitely play 6th or 7th edition if and when they are published, but I’ll try to have an open mind about them and not be bitter about WotC abandoning MY edition, or resentful to those who play the new ones. Players and DMs who prefer the older editions can still continue with the books they already have - the two downsides are that firstly WotC (or whatever publisher) won't be putting out more support for that edition; secondly new editions will split the fan base and a large number of players will move along to the new edition, reducing the number of potential players for the old edition.
I also think it is quite reasonable to like or dislike rules and mechanics within each edition. Some will veer towards the crunch-heavy side (5E and 3.5E spring to mind) while others will go for as rules-lite as possible (OD&D or its OSR imitators). Rules vs Rulings is often a matter of taste rather than objective quality. Sometimes the size of the books is more dependent on the options available rather than explaining the underlying mechanics - new races, feats, classes, subclasses, prestige classes, kits, spells, equipment, magic items and the like can all add to the page count. And I have seen lots of discussions (sometimes heated) about the pros and cons of different mechanics and rules, usually on the internet.
WotC can piss people off. And as a big corporation they have made some bad business decisions. That Pinkerton incident (yes I know it was about Magic the Gathering, not D&D, but it is still the same corporation) will haunt them for a long time. Good - they deserve to be reminded of it. And that attempt to rewrite the OGL did not go down well with anybody else. But I don’t think we should look at TSR through rose-tinted glasses either. Gary Gygax’s treatment of Dave Arneson, Lorraine Williams ousting of Gary in turn, TSR’s ferocious approach to amateur D&D work on the early web all show that big businesses will behave like big businesses. I remember on the Usenet forums before TSR went bankrupt it was regularly referred to as T$R, and some players were regularly advocating piracy as T$R didn’t deserve their money. Despite all these corporate shenanigans I have not been put off from buying TSR or WotC products as long as I am interested in the actual product. Other people can boycott WotC if they want, and I’m not going to argue with them. But I don’t have to join in either.
My personal experiences with D&D Editions
OD&D (Gygax & Arneson, 1974): I do have the PDFs, but I have never actually played it. Seeing as I don’t have Chainmail rules, I don’t think I’ll even try as it looks like a disorganised mess. But I do know that other people still play it and that retroclones of it have done well.
Holmes Basic D&D (Eric J Holmes, 1977): Like I said earlier, I have recently acquired the PDF. It is interesting and is the branching point for B/X from AD&D. I probably won’t use anything in it but it is nice to read as an important part of D&D history. The presentation and explanation has greatly improved from OD&D.
B/X D&D (Moldvay, Cook, Marsh, 1981): The first rules I owned (the magenta Basic D&D box with Keep on the Borderlands), and the rules I played with in prep school (ages 10-12). Very formative years, and lots of nostalgia. I still like the relative lightness of the rules even if I have sometimes found the race-as-class idea somewhat restrictive.
BECMI D&D (Frank Mentzer, 1983): I was given Mentzer's Expert boxed set rather than the Cook/Marsh one, with the Larry Elmore cover. I reckon BECMI is so close to B/X that they are effectively the same edition though with very different presentations - perhaps Basic D&D 1.5. I also have the Companion rules and the Masters Rules (though the Masters Rules are only as a PDF). Honorable mention goes to the Rules Cyclopedia, the most complete game in one book that I own, and it is often the D&D book I take on holiday. Incidentally this is the edition I used to play D&D with nephews and nieces a long time ago (we had a week's holiday together and they were between 8 and 12 I think - the oldest is now 26).
1st Edition AD&D (Gary Gygax, 1977+): This is what I started playing at boarding school, particularly the earlier half (age 13-15). Again lots of nostalgia during formative years. I had nearly all the hardback books. The fact that it was Advanced, not Basic, made us feel more grown-up.... There are things about this edition that I still enjoy and refer to, such as the appendices in the back of the DMG.
2nd Edition AD&D (David Zeb Cook, 1989); The later years of boarding school (age 16 to 17) saw the introduction of 2E and my D&D friends and I switched. There was of course the assumption that newer is better, but we ended up playing a mash-up of 1E and 2E, with older modules, assassins, monks and half orcs making their appearances in our 2E games. I still like how 2E clarified the rules, improved the Ranger and Bard classes, actually had a consistent mechanic for surprise and was a little less arbitrary than Gary’s 1E. However, it was also somewhat less flavourful and played it a bit too safe (I was disappointed at the initial lack of devils & demons, though they were brought back later). I bought more 2E books at university (including Dark Sun, Planescape and lots of Forgotten Realms books) but at university I never really found a group I was comfortable playing with.
3rd Edition D&D (Monte Cook, Skip Williams, Jonathan Tweet, 2000). I bought a lot of the books but I didn't get to play much - this was definitely a dry period, where I spent a lot of time world-building and dreaming of creating great adventures and supplements but never getting them further than my hard drive. There were some things about this edition I really liked, but others I was less enthusiastic about. One of the great things was the Open Game License which allowed all sorts of third-party products including adventures, settings and even whole games based off D&D, which led to retro-clones and the OSR. The thing I least liked about this was the increasing complexity - the skills system, calculating monster XP, the massive bloat in terms of feats and prestige classes. A lot of my world building and unpublished adventurers ended up summarising NPCs as race, class & alignment rather than doing proper stat blocks, which could get really big for high level characters.
4th Edition D&D (Rob Heinsoo, James Wyatt, 2008): I skipped this one. I did actually buy the three core books but on perusing I decided I didn’t like it. I didn’t even get to try the mechanics - I was put off by the radical changes to things like races, alignment, adding new classes & races, dropping established ones and telling players and D&Ds “Don’t bother trying to convert your old campaign to 4E, just start a new campaign with these new classes, races & cosmology”. And I just went “Nope.” The best thing that 4th Edition did was to push me towards the OSR (Old School Revival) where I found retroclones such as OSRIC, Swords & Wizardry and of course my favourite, Labyrinth Lord, which led me back to Basic D&D. To be fair there wasn't much opportunity for actual play during this period either. However, I became more active on the internet, including joining EN World, Dragonsfoot and the now-defunct Goblinoid Games forum. And of course I started my blog during this period.
5th Edition D&D (Mike Mearls, Jeremy Crawford, 2014): I bought the core books fairly early on, soon after each one was released, but I didn’t get to play until a few years ago at a board games cafe. Since then I’ve played more 5E than almost any other edition. The current edition always has a competitive edge over out-of-print editions, and although I was hoping to run a B/X game, the demand was for 5E. It turns out to be a pretty good, decent system - the campaign would not have lasted 2 years if I thought the rules were complete crap. It is more rules-intensive than B/X or AD&D, but not intolerably so. The campaign I have been running has recently ended unexpectedly. This is sad, but I do not regret the time and effort I spent running it. The two years or so DMing the campaign has meant I have gotten used to 5E and perhaps even some confidence in running it. Beforehand I had the books but really didn’t know what it felt like to play: Now I do.
Tuesday, 16 December 2025
Orcs in the Known World
Orcs are second only to humans as the most populous humanoids of the Known World. They have made their homes wherever they can, including across other regions and continents of Mystara, usually in places that humans have decided not to colonise. Mountains, dense forests, caves and swamps are all potential homes for orcs.
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| Image by Sam Wood from D&D 3E Monster Manual |
Alignment and outlook
Orcs are nearly always chaotic in alignment. The reason behind this is not clear - is it nature or nurture? If a baby orc was taken from its tribe and raised in human society, how would the orc turn out, and what alignment of cosmic forces would it associate with? The results are few and far between, but they do indicate that it is a combination of tribal ways and deeply embedded instincts. Those orcs raised in civilised places are nearly always aggressive and short-tempered, and often respecting might more than morals - the pecking order is how they fit into society. However, these civilised orcs are also able to curb their wanton violence, follow the rules and can often become useful members of society as long as they have some authority keeping an eye on them. Left to their own devices they have a habit of reverting to chaotic behaviours.
Orcs are nearly always tribal rather than completely feral - they naturally gather into groups and although within the group there is a hierarchy enforced by occasional violence, there is also a certain tribal cohesion and loyalty. Reading and writing is rare, and usually taught by other races, and even then it is only some of the more intelligent orcs that become literate - often chiefs, shamans and those with potential for leadership. Oral tradition is the mainstay of orcish culture - stories and verbal histories are how orcs understand their place in the world. And it is also how they remind each other of how orcs have been wronged and cheated out of their rightful place as the masters of Mystara. A bit like within a tribe, orcs see different races as a pecking order, a hierarchy of strength. Bugbears and ogres are bigger and tougher individually but not as numerous, while goblins and kobolds are small runts to be kicked and bossed around.
There are some races whose history with the orcs is too bitter, too unjust, to be tolerated. Elves and dwarves are at the top of this list and will usually be attacked on sight, but humans, gnomes and halflings are often viewed as no better, and subject to a similar hatred and aggression from the orcs. The orcs of the Cruth Mountains for example have a mixed view of halflings - sometimes as soft and easy targets to be enslaved and bullied, but at other times (particularly when the hin fight back) as vermin to be exterminated without mercy.
It is fortunate that orcs are not good at getting together into a large coherent nation - they are so numerous they would threaten and probably overrun any current nation. One example of orcs actually gathering in strength was the recent attack on Dukes Road Keep, which nearly fell to the orcish horde. As it is, they are so disparate and disorganised that many adventurers start off their careers taking on small bands of orcs that are threatening trade caravans or farmsteads. Nonetheless, their nearly continual presence on the borders of civilization means that all nations need some sort of defence force to protect their citizens from orcish predation. Even if that nation is involved in all-out war with another realm, they would have to be truly desperate or singleminded to strip away the militia defending villages and towns. Orcs are the footsoldiers of Chaos, the ever-present threat that seeks to destroy civilization, the ravening horde of evil.
| Ravening Horde by Chris Achilleos |
Orc Regions of the Known World
Note that few of these are coherent nations - many are just gatherings of tribes who are as likely to attack each other as to fight other races. No populations are given as their numbers fluctuate according to food supply and success or failure in battle. Besides, it allows the DM to muster as many orcs as his adventure requires. This collection of regions is not complete, and there are plenty of other places orcs might be found. The ones listed here are generally in mountainous terrain and mountains are favoured by orcs because humans, their greatest rivals, are less likely to settle there, but as mentioned above, orcs can live in all sorts of environments.
The Black Peaks: Between the Republic of Darokin to the north and Grand Duchy of Karameikos to the south, the Black Peaks are part of the group of mountain ranges that run through the Known World, connecting to the Altan Tepes to the east and Cruth mountains to the west. The orcs here are dangerously restless and often fall under the sway of powerful creatures such as red dragons, hill giants and malevolent wizards. Their most recent display of strength was the attack on the Duke’s Road Keep. Where the Black peaks join the Altan Tepes there is Castellan Keep and the Caves of Chaos. Some of the orcs here have thrown their lot in with the Cult of Chaos, though others are more reticent and stay independent.
The Cruth Mountains: This range sits between southern Darokin and the Five Shires, and is really an extension of the Black Peaks. The orcs here have been a major threat to the Hin, and several times in history have conquered the Five Shires, enslaving the halflings there. Although they have been beaten back, they nonetheless have numerous tribes in the Cruth Mountains ready for another opportunity to attack the small folk. Interestingly these orcs are not particularly interested in Darokin to the north, perhaps seeing the humans as tougher or maybe not as profitable.
The Orclands: To the northeast of Darokin, north of Selenica and Alfheim, there is the Dwarfgate Mountains, named because they link Darokin to the dwarf land of Rockhome. However, this region is more colloquially known as the Orclands because of the large number of orcs and other humanoids that dominate here. It is fair to say that the Darokin Army has lost strategic control of the land between the mountains and Alfheim to the orcs. Deep in these mountains is a stronghold of Chaos called Derothgar. Although dominated by chaotic humans, nonetheless Derothgar exerts a powerful influence on the surrounding orc tribes, offering bribes or punishment as the leaders in Derothgar see fit.
The Broken Lands: This is the main realm of the orcs, ruled by the great king Thar who manages to hold together various humanoid populations in what is known as the Great Horde. There are 3 main groups of orc here, Orcus Rex, Yellow Orkia (the Akkila Khanate) and Red Orcland (Wogaria). The orcs here believe they are the central hub of the orc race. Most other orcs beyond the Broken Lands are not even aware the Great Horde exists, let alone paying attention to it.
Norwold: Orcs dwell in the far north of Brun and compete with other arctic and subarctic races, fighting with elves, lupins and human colonists. They are usually in independent tribes but some have fallen under the sway of the Arvorians, acting as foot soldiers, servants and labourers. Although not quite the massive threat faced by some nations further south, that may be because in Norwold there are even greater monstrous predators such as white dragons and frost giants (not to mention the Arvorians) that orcs seem secondary in comparison.
Orc Encounters and game statistics
The standard orc given in the Basic Rules is still the default and if there is no particular reason why they should be different, then those are the stats used. There may well be variations, particularly if the orcs are given pole-arms or missile weapons (bows or crossbows). for example, from the adventure Berresford's Ruined Tower we have
Crossbow Orc: AC 7, Mv 90ft, HD 1, hp 4 each, THAC0 19, Att 1 crossbow bolt (range 80/160/240) for 1d6 or hand axe (melee) for 1d6, Save F1, Ml 7, Align C, 10 XP, equipment: leather armour, light crossbow, 10 bolts, hand axe, 10sp
Tougher leaders can be done using the stats in the Basic Rules for leaders and chiefs. However, I prefer to use my homebrew rules for humanoid NPCs. Orc shamans likewise use these new rules. If I am using multiple minor orc leaders in an adventure I may well give them a standard stat block though this is usually based on them being 2nd level orc warriors. For example from the adventure Iseldek's Drop:
I know that both Gaz10 The Orcs of Thar and the Rules Cyclopedia have rules for Wiccans (also known as witch-doctors) the magic users of the humanoids. However, I tend not to use Wiccans as studying arcane magic does not really fit with my idea of orcs, and you probably won’t see them on this blog.
Friday, 5 December 2025
The Selenica Co-operative
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| source |
The Selenica Co-operative is a network of merchants who have agreed to work together to stay in business and protect themselves and their goods. As the name suggests, the group is centred on Selenica in eastern Darokin and as such is on a crossroads between various nations including Karameikos, the Five Shires, Ylaruam and Rockhome. The merchants are all travelling traders, moving goods and money around between cities and countries, and generally do not maintain static shops, though they often trade with those that do.
The four main functions of the cooperative are
- Mutual defence. Members of the co-operative will often band together into large and well-guarded caravans when travelling to the same destination, or at least travelling the same road for a distance. Given how dangerous some of the mountain passes and hills can be, this is a sensible precaution. Bandits and monsters are less likely to raid a large caravan than a sole trader.
- Trade and financial information. There is a general understanding in the co-operative that news about trade and economics is important for finding the best deals and avoiding difficulties. As such members of the cooperative will tell each other about the ebb and flow of commodities, the activities of rivals who might compete with the cooperative, and laws and taxes in the places the cooperative might do business.
- Avoiding competing with each other. Merchants don't like cutting prices simply because somebody else is selling similar wares cheaper. Although there is some disagreement and arguing within the co-operative, it is considered a safe place to sort out potential rivalry and help merchants find alternative markets.
- Loans at reasonable rates of interest. Admitedly what counts as reasonable can be subjective, but as long as both lender and borrower are in agreement, this has kept various merchants solvent and in business when they might otherwise have been ruined by the ups and downs of life as a travelling merchant.
- Ylaruam. This includes Parsa and Ylaruam City. The co-operative avoids Abbashan as they have had bad experiences with the theocracy there. In Cinsa-Men-Noo there is Maerell Dhambor, who is not a member but has had friendly dealings with the co-operative.
- Karameikos, including Specularum, Kelvin and Penhaligon. Specularum is also a trading port for members who wish to trade further across the sea. In Penhaligon there are two members - Beltorphix and Maddrasso.
- Rockhome. Though there are great opportunities to trade between Darokin and Rockhome, currently the only safe route through the mountains is into Ylaruam’s Parsa and then north through the Ust-Urt valley and through Karrak Castle. Nonetheless, merchants of the co-operative consider this long way round to still be worthwhile and in Greenston there is Meribidus Silverbrow
- Athenos in the south of Darokin is the nation’s main port, and as such many merchants will either sell to foreign merchants here or else hire ships to trade overseas.
- Corunglain in the north of Darokin is both a large city of customers and also the jumping off point for merchant caravans braving the dangerous routes to Glantri and Ethengar. There are several members of the co-operative based here. The mutual defense clause of membership is frequently invoked and the co-operative makes sure that caravans heading north into the Broken Lands are as well protected as they can afford to be.
- Ierendi City. Note that the members are quite cautious about trading here - the city itself may be safe but the surrounding seas are patrolled by pirates from Vlaad. No sane member of the co-operative will trade actually in one of Ierendi’s pirate ports.
- Thyatis City and Kerendas. The Empire of Thyatis is a great opportunity for trade, and the co-operative has several merchants based there. Goods will often be loaded onto a ship at Specularum and make the short trip past Minrothad.
- No direct trade with Minrothad City occurs, primarily because of the Minrothad Guilds’ policies and insistence on maintaining a near-monopoly in their homeland. But sometimes Minrothad merchants will trade with members of the co-operative either in Kerendas or Specularum.
Saturday, 29 November 2025
5.5E NPCs #3: The Wild Badger Halfling Clan
The Kenshai Hills are an extensive range of uplands that are to the northeast of Caloma. They are not entirely civilized and even when Caloma was a coherent nation rather than a miscellany of city states, these hills were considered borderlands, not exactly part of the kingdom but somewhere to expand into when the hills are made safe enough. Thanks to the Caloma civil war that will not happen for a long time to come. Nonetheless, numerous villages, outposts and other communities dot the hills. There are various tribes and other groups in the Kenshai hills, including a band of rangers, a circle of druids, several barbaric tribes and numerous humanoids, both hostile and benevolent.
The Wild Badger clan is nearly entirely halflings, and they have a number of villages to the north of Fort Perilous, some on the Shelffur River. They herd sheep and goats and make cheese and woolen garments.
As noted in my first post on 5.5E NPCs, these NPCs are not perfectly accurate by PHB rules but should be good enough for NPC use.Wild Badger Clan of halflings
Matrachi Wolfhunter
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| source |
Daralo Berrylore
Draalden
Senses: Passive Perc 11
Relliquan
Actions: Short Sword melee attack at +2 to hit for 1d6 piercing
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| source |
Tuesday, 25 November 2025
Logos Location #15: The Reliquary of Shimmering Steel
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| Cartography by Dyson Logos, source |
Key to Map
Common Monster Stats
Friday, 14 November 2025
The Subversion of Clan Rungorth
Of the seven great clans of Rockhome, Clan Hurwarf is the most isolationist, distrusting other nations and non-dwarves. Most of the time this is kept in check by the rest of dwarven society welcoming foreign traders and diplomats, but every now and then it can spiral out of control into paranoid madness.
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| source |
Clan Rungorth is a minor clan that has split off from Clan Hurwarf because Clan Hurwarf was not being isolationist enough. It was always on the periphery of dwarven society, with its stronghold (Torrag Ikkorn) in the southern mountains, but in the last fifty years it has fallen under the sway of an evil dwarf cleric who has fallen from grace and is now in league with the powers of Chaos. This dwarf, Multheid the Pure, has whipped Clan Rungorth into a frenzy of paranoia, and has denounced the rest of dwarven society as being corrupt and decadent as a result of prolonged contact with such wicked and despicable races such as humans, halflings, gnomes and worst of all, elves. Now the clan is hostile to any non-dwarf, and even other dwarves from outside the clan are treated with deep suspicion.
Multheid's most loyal followers call themselves The Protectors of the Pure, and wear black cloaks and tabards, and have shaved their heads (though not their beards). These Protectors of the Pure are believed to number about 20 and include a number of very dangerous and experienced dwarf warriors. They act as Multheid's enforcers within the clan. The Protectors of the Pure trust Multheid absolutely and think that Rockhome as a society and nation is going to collapse and Rungorth will be the last bastion of true dwarves. Draxor Tunnelwalker is the leader of the Protectors of the Pure and is Multheid’s right-hand dwarf - he is both fanatically loyal and a brutal killer.
However, there are others in the clan who have their doubts, but they have learned to their bitter cost to keep quiet and keep their heads down, as the most outspoken skeptics have been executed on Multheid’s orders. There is a small network who call themselves the Unbelievers but they are in no position to make any effective change, but should outsiders challenge Multheid’s grip on Rungorth, there will be some who will help. To compound the situation the clan leader, Gurnor Ironhammer, believes Multheid and has all but ceded rulership to the chaotic cleric. This seems to be more a lack of leadership and backbone rather than deliberate handing over of authority.
Clan Rungorth has one major stronghold, Torrag Ikkorn, with 230 dwarves, and several smaller outposts with about 50 dwarves in each, for a total of 450 dwarves. They strive fervently to be self-sufficient in everything and assume anything from the outside world (traded, given or even stolen) is somehow tainted. This has resulted in food shortages and even some cases of malnutrition in the clan, but any food from outside, especially from those weird Wyrwarf clan farmers, is assumed to be poisoned or drugged or diseased.
The clan leader of Hurwarf (Lord Duric) wants to reestablish contact with Clan Rungorth, and hopefully ascertain the situation. He insists that any party doing so should be entirely composed of dwarves - he believes non-dwarves would worsen the situation. He would like any problems to be resolved as diplomatically as possible, without bloodshed. However, he is worried about a hostile reception as one messenger he sent has not returned and he fears dark forces may be at work.
Multheid the Pure has some sort of end-game but it is not clear what it is. Perhaps he just wants rulership over a clan. It is possible that he wants to establish a long-term cult of chaos among the dwarves of Rockhome though some would say there are better candidates, particularly among the Underside of Dengar city, and better ideologies (the greed for gold and the militarism in other clans could easily be taken too far). It is also possible that he genuinely believes what he is preaching, but if he is worried about what is happening to dwarven society, then allying with the forces of Chaos is a mad way of countering this. And this may be the truth of the matter - Multheid is mad, and is preaching his insanity to Clan Rungorth, many members of whom were already nearly as paranoid as him. His fall into the clutches of Chaos may be because lawful and neutral immortals would not accept someone so divisive and hateful as their servant and representative among mortals, but to the darker powers of Chaos that thrive on fear, hostility and madness Multheid is a useful tool.
Multheid has had an underground extension to Torrag Ikkorn excavated, where he now resides and works, creating an army of undead (mostly reanimated dwarf corpses but any suitable humanoid body will suffice). Other dwarves, even the leader Gurnor Ironhammer, are not permitted here and it seems he has done a good job of hiding his true loyalties from Clan Rungorth. It is possible that exposing Multheid’s Chaos worship and his desecration of dwarf corpses will shock enough clan members that a sizeable rebellion against Multheid will rise up. Of course, his fanatical dwarf followers, particularly the Protectors of the Pure, will rationalise and excuse these revelations, saying that it is all necessary to protect the clan and that strange alliances (even with the forces of Chaos) are sometimes needed when the enemy (everybody else in Rockhome) is overwhelming. Which way the clan leader Ironhammer will swing could prove crucial: for him, the reanimation of dwarf bodies as zombies would be the breaking point. And if the clan chief turns against Multheid, other dwarves may do likewise, perhaps out of traditional loyalty to the clan leader or perhaps they will reconsider what is really going on in the clan.
Just to complicate matters, the Rusty Razor tribe of goblins is causing trouble in the area, and taking advantage of Clan Rungorth's internal problems to seize territory, establish hideouts and raid caravans and small settlements. Multheid claims that these goblins are being hired and encouraged by the corrupt and decadent dwarves of Dengar, who are too cowardly and coniving to confront Clan Rungorth directly.
A little further away is another minor clan, Clan Dursten, who are allied with Clan Everast. These dwarves are a lot more sane and reasonable, and have seen more of Rungorth's descent into madness than most other outsiders. Indeed, until about a year ago there was still some trade and military cooperation between Dursten and Rungorth but relations deteriorated when Clan Dursten's leader, Sargenford the Gnollslicer, denounced Multheid and his vile views on the rest of Rockhome's dwarves. At this point all friendly contact between Dursten and Rungorth ceased, and Clan Dursten has had to deal with a resurgent goblin menace (particularly the Rusty Razor tribe) on their own. Sargenford will listen to those sent to deal with Clan Rungorth, particularly if they are polite and reasonable. He hates and despises Multheid and would like to see him removed, but he does not want bloodshed of other dwarves - he feels that Clan Rungorth has fallen under the evil cleric’s spell and that if Multheid is removed the rest of the clan will come to their senses.
Notable NPCs
Multheid the Pure
Str 14, Int 14, Wis 16, Dex 10, Con 16, Cha 15AC 2, HD DwC7, hp 40, Move 60ft, THAC0 15, Att 1 mace for 1d6+2 or 1 spell, Save C7, Ml 11, Align C,
Equipment: Plate Mail, Shield, Mace +1, unholy symbol, potion of invisibility, potion of gaseous form
Spells: (3/2/2) Cure Light Wounds, Darkness, Rage, Aura of Shadows, Bless, Cause Disease, Paranoia
Gurnor Ironhammer
Draxor Tunnelwalker
Sargenford the Gnollslicer
Str 13, Int 12, Wis 10, Dex 10, Con 14, Cha 16Friday, 7 November 2025
Descent into Avernus Homebrew #4: The Demonic Ship
Apologies for the poor quality of the map here: when I was sketching it out, it was primarily for myself as the DM, and to a certain extent to show the players.
So the setup for this was loosely inspired by an old 2nd edition AD&D adventure called A Paladin In Hell. Part of this was on a demonic ship called the Demonwing. The ship in that adventure was multi-dimensional and considerably larger and more complex. This ship is relatively conventional in its layout. Nonetheless, like its inspiration, it is was a flying ship capable of navigating the outer planes, created by the demons of the Abyss to launch raids into Avernus. I say it was, because it has crashed and is now distinctly non-functional as transport. Nonetheless, most of the crew have survived and are angry and defensive, assuming that any intruders are their foes.
The plot hook I gave my players was that Mordenkainen (who in Descent into Avernus has temporarily set up base on the first level of Hell for academic studies) wanted the PCs to retrieve two very important instruments, the Astrolabe and the Sextant that allowed the ship to traverse the outer planes along with its crew and passengers. In return Mordenkainen would help them in their quest to free the city of Elturel.
All creatures on the ship except the rutterkin demons are from the 5E Monster Manual. The rutterkin is officially in Mordenkainen’s Tome of Foes but since I don’t have that book I adapted the stats for rutterkins from 3E Fiendish Codex II: Hordes of the Abyss.
Key to the ship map (1 sq: 5ft)
1) Main deck: Empty
2) Fore-deck main cabin: Empty
3) Bowsprit cabin: 1 barlgura, the bosun, who has the sextant that Mordenkainen seeks.
4) Stairs down
5) Poop cabin: 1 vrock
6) Mid-deck corridor: usually empty but creatures will wander through.
7) 5 Dretches
8) Crew Cabin: 2 rutterkin
9) Crew Cabin: empty
10) Crew Cabin: 1 chasme
11) Cultists’ cabin: 10 cultists + 1 cult fanatic. These are human mortals. Although the cult fanatic is eager to take the fight to the forces of Law and feels privileged to fight alongside actual demons, her followers are really having second thoughts and are quite terrified, having seens two of their number being casually murdered by their demonic masters.
12) Ships Stores: 2 shadow demons
13) 2 rutterkin demons are torturing a captured spined devil who they wrongly suspect of sabotaging the ship’s engine
14) Engine Room: This room has a clearly damaged magical mechanism at the rear - this was the engine. In here, invisible, is an imp that has sabotaged the engine and caused the demonic ship to run aground. However, the imp is stuck here in a ship full of demons and is terrified of anything and anyone. Although Mordenkainen has not specifically asked for it, he would be fascinated if the PCs could retrieve some or all of the engine for him to study.
15) Captain’s Cabin: 1 hezrou who has a navigation table, with charts of the planes and the astrolabe that Mordenkainen is after.
Friday, 31 October 2025
Tornishal’s Cobras
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Tornishal’s Cobras are an organisation led by evil wizards that is Alphatian in origin but has spread across much of Mystara. Note that they are not necessarily Chaotic, although some are, and the Cobras as a whole are not involved in the Cult of Chaos, although individuals may dabble in it. The guiding philosophy behind Tornishal’s Cobras is that wizards are the best fit to rule. A combination of magical might and intelligence make them not just suitable but the clear candidates for ruling nations and even the world. Some have even stated that they have a natural right to govern lesser people.
The senior members, the management, are all human mages and many of them are Alphatian by nationality and ethnicity. They are known as the Cobras. They can recruit and hire anyone else, but those of other races and classes will not be brought into the inner circle and become cobras.
They are currently focused on gaining power and followers in Alphatia, and here they are keeping a low profile as the Imperial Court and the various Kingdoms that currently rule Alphatia would not take kindly to the cobras’ ambitions. Ideally they would like to recruit and convert those already in power to their cause. Conveniently many of these are already human wizards, so offering them the position of a Cobra is simple. Others may need less generous methods - either making them easy to manipulate (usually through mind-controlling magic but sometimes blackmail) or arranging accidents or disappearances then making sure a more suitable successor takes over.
Zzonga Fruit
Zzonga fruit is a mind-addling fruit that can bring both bliss and oblivion and has become a serious problem in Alphatia, especially among the ruling classes and mages. Cobras are not permitted to eat it or fall under its influence in other ways - the cobras need to be clear-minded and sharp-witted. In fact many Cobras and others under their command will avoid alcohol (at least in large amounts) and any other recreational mood-altering substances - Zzonga may be the most prominent threat to a wizard’s clarity and effectiveness but not the only one. They are well aware that their minds are their greatest assets, and it is a despicable waste of talent to blot out their minds for a few hours of mental numbness.
Tornishal’s Cobras will use Zzonga fruit in different ways.
Firstly it is a very in demand product. Cobras and their teams can make quite a lot of gold and silver by selling it to those outside the organisation, usually direct to the consumer but sometimes to other distributors.
Secondly it can be used to gradually incapacitate rivals and those wizards who are not interested in joining. Those who are wary of the fruit itself may be introduced to it as a fine liqueur, tasting rather like peach schnapps or cherry brandy. Even if they do not develop the addiction, they are unable to think straight and will have difficulty casting spells for at least several hours
Thirdly some of these will become really quite addicted to their new-found favourite drink. Once they really want more and more, the Cobra can start either charging more per bottle or, if the target is in a position of power, start asking for favours and concessions in return for a steady supply of Zzonga liqueur. It can become a powerful form of leverage.
History of Tornishal’s Cobras
Tornishal himself was a powerful wizard who lived about a hundred years ago in Sundsvall. He was outraged when Thyatis humiliated Alphatia despite what should have been overwhelming magical might. He then decided that most Alphatian mages and rulers were damn fools who did not have a clue about running their own wizard towers let alone a continent-spanning empire. He would show them how to do it.
He found himself joining a small circle of ambitious wizards called The Order of the Cobra because they fancied themselves cold, ruthless and quick to strike. However, their leader, one Ostorius, was heavily into Zzonga fruit, and a lot of the time he did not bother turning up to the weekly meetings, and when he did he was not always coherent, and certainly not sharp-minded. Thus when Ostorius’ pet amber golem turned on its master for some unknown reason, Tornishal quickly stepped into the leader’s seat, changed the circle’s name to Tornishal’s Cobras and announced that none of his members should use Zzonga fruit and should be careful of alcohol and other psychoactive substances.
Tornishal and many of his underlings considered themselves patriots, though given their extreme views on Alphatia, other nations and the role of wizards, perhaps authoritarian nationalist would be a better description. They don’t want to undermine or destroy Alphatia - far from it. They want Alphatia to prove itself to be the ultimate power in Mystara, capable of crushing upstart thugs like Thyatis with ease. But that’s not happening with the current soft, weak-willed and corrupt regime at the top of Alphatia. But with Tornishal’s Cobras in charge then the world domination can begin in earnest. Even wizards on Zzonga fruit fits into their philosophy, with a certain survival of the fittest. Anyone weak and foolish enough to indulge in Zzonga fruit is a liability that the Cobras and Alphatia as a whole can do without.
Current Cobra Cells
Sundsvall: This team has to tread the most carefully as they are among other wizards who are used to ambitious politicking and plotting. Currently they are simply making money in the Zzonga fruit trade, particularly targetting those who do not agree with Tornishal’s philosophy.
Shiell: The Cobras have a cell of 4 Cobras and another 20 henchmen. They have cornered the Zzonga fruit market in the city. However, one or two city officials have the temerity to refuse the Cobras bribes, and have even started to investigate the group. Violence or quiet assassination may be required to remove these troublesome public servants.
Alpha: This team in the capital of Norwold looks with contempt on many of the adventurers trying to claim their own realms under the umbrella of fealty to Alpha. Even the so-called magic users trying to stake a claim in the northern wilderness really don’t have a clue. But the Cobras have had success in placing their operatives within these minor realms as well as within the capital city. In one notable success a cobra has joined the inner circle of one of these minor realms as the court mage and now has the ear of the stupid fighter from Ostland who claims rulership.
Thyatis City: This is the most dangerous place to be assigned and several cobras have been caught and killed by Thyatian authorities while their so-called operatives and agents have shown to be distinctly unreliable and occasionally planted moles. And it might be a cultural difference but there is far less appetite for Zzonga fruit in Thyatis, meaning that a major source of money and influence is not working. Some senior cobras have suggested pulling out of Thyatis altogether, while some say just keep one or two members there to keep an eye on Alphatia’s greatest enemy.
Ierendi: Based in Vlaad, a cell of three Cobras and their band of henchmen coordinate with pirates, smugglers and dubious merchants to facilitate the sale of Zzonga fruit both within the Kingdom of Ierendi (see the Sordid Rhinoceros) and in the wider region. One of these cobras has a hand in the local slave trade as well. Some of the cynicism of the cities has rubbed off on them - they are less interested in being the vanguard of Alphatian superiority and more into acquiring money and influence.
Specularum: As a relatively neutral place with regards to the struggles of Alphatia against Thyatis, this has become a safe haven from which to spy on Thyatis. As such there is a single Cobra here in the city but he coordinates a range of contacts who visit Thyatis on a regular basis. Similar to Thyatis City, there is not much appetite for Zzonga fruit here. The cobra based here has made friends and contacts within the Magician’s Guild though they do not seem to know who he really is or why he is befriending them.
Corunglain: this city on the northern border of Darokin has a trio of Cobras. They keep a low profile and are really there to keep an eye on both Darokin and Glantri. Glantri, like Thyatis, has proved difficult and dangerous to infiltrate, with several members being caught and killed. Thus in the same way that Specularum is a safe place to send agents into Thyatis, Corunglain is a safe(ish) place from which to send operatives into Glantri. The cobras reckon there is definitely an appetite for Zzonga fruit in Glantri but the vigilance that borders on paranoia within Glantri makes setting up a network there nigh-on impossible. However, given that Glantri is second most rival to Alphatia, investigating and weakening them is a high priority for the whole organisation.










