Friday, 5 September 2025

Sample 5.5E NPCs #1

Introduction

Following on from a previous post about creating NPCs for 5.5E D&D, I have put together 7 NPCs, all of whom are found in my new world Xerros, specifically the town of Fort Perilous. I hope that these illustrate my way of creating such characters, and perhaps they could be useful to you in your campaigns - just change the name of the town and I’m sure these could be dropped into the Forgotten Realms or your homebrew world. The sharp-eyed among you may notice things that have not been done thoroughly but I’m not that bothered. This is about quick and usable NPCs who can easily be run in a game, rather than complete breakdowns of all subclass, race and background benefits and modifiers. 

Nurina Greenstaff

Medium Humanoid (High Elf female),  Neutral
Based on 14th level sorcerer (Clockwork Sorcery), Sage background
AC 12, HP 33, Speed 30ft, Init +0, Profic Bonus +5
Str 8 (-1), Dex 10 (0), Con 10 (0), Int 14 (+2), Wis 13 (+1), Cha 18 (+4)
Saving Throws : Con +5, Cha +9 
Skills: Arcana (+7), History (+7), Insight (+6), Religion (+7), Persuasion (+9)
Senses: Darkvision 60ft, Passive Perception: 11
Languages: Common, Elvish, Sylvan
Challenge Rating: 14 (11,500xp)
Fey Ancestry: Advantage on saves vs Charmed condition
Spellcasting: +11 to hit with spells, DC 18 to save against her spells, 14 sorcery points
17 prepared spells 
Cantrips (6): Mage Hand, Blade Ward, Fire Bolt, Shocking Grasp, Mending, True Strike, ( + Acid Splash & Light as Magic Initiate, + Prestidigitation as High Elf)
1st Level: 4 slots Disguise Self, Feather Fall, Alarm, Protection from Good & Evil, Shield (+ Identify as Magic Initiate, + Detect Magic as High Elf)
2nd Level: 3 slots Cloud of Daggers, Aid, Lesser Restoration, Hold Person (+ Misty Step as High Elf)
3rd level: 3 slots Dispel Magic, Protection from Energy, Tongues, Fireball
4th level: 3 slots Freedom of Movement, Summon Construct, Charm Monster, Polymorph
5th level: 2 slots Wall of Force, Greater Restoration, Teleportation Circle, Creation
6th level: 1 slot Chain Lightning, True Seeing
7th level: 1 slot Etherealness, Prismatic Spray
Actions: Quarterstaff melee attack at +4 to hit for 1d8–1 bludgeoning damage
Notable Gear: Boots of Levitation, Medallion of Thoughts, Ring of Greater Protection (+2 to AC), Quarterstaff

As the most powerful resident spellcaster in Fort Perilous, Nurina is consulted on many magical matters, and for the most part she is quite happy to help. Although she has standard fees, she is willing to waive them if a reciprocal service is rendered, like finding a magic item or spell component. She has had several awkward situations with the local church of St Jovia and may decide to not get involved with them or other religions. 

Saurgrath the Blunt

Medium Humanoid (Human male), Chaotic Neutral 
Based on 7th level Fighter (Champion), Soldier background 
AC 20, HP 50, Speed 20ft, Init +0, Profic Bonus +3
Str 19 (+4), Dex 10 (0), Con 16 (+3), Int 9 (-1), Wis 10 (0), Cha 8 (-1)
Saves: Str +7, Con +6
Skills: Athletics +7 (with Advantage), Intimidation +2, Animal Handling +3, Survival +3  
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 7 (2900xp)
Great Weapon Fighting: When using maul any damage roll of 1 or 2 is treated as a 3
Weapon Mastery: Topple when using Maul (target hit must make con save vs DC 15 or be knocked prone)
Savage Attacker: Once per turn in combat, roll dice twice for damage and keep the higher score
Improved Critical: Critical Hits on a natural 19 or 20
Actions: Maul Melee attack at +11 (+13 vs spellcasters) for 2d6+7 (+9 vs spellcasters) bludgeoning damage (also see above)
Notable Gear: Plate armour +2, “Magebane” Maul +3, (+5 vs spellcasters, Dispel Magic 1/day as if 10th level)
Saurgrath has ended up in Fort Perilous having annoyed too many people in various city states. He seems to have a knack for getting into trouble, or maybe trouble just finds him. He is hoping to lay low here until the City Guard of Malkoropolis calm down a bit after the misunderstanding about that drunken bar brawl. And then there was the incident in Senthopolis where he had rescued a fair maiden from those thuggish soldiers, only to later find out she was wanted for robbing the mayor. Still, there is always mercenary work available around the borderlands, and if there is one thing Saurgrath is good at, it's cracking skulls. He is currently staying at the Drowned Boar Inn. 

Huson Volderas, Lord of Fort Perilous

Medium Humanoid (Human male), Lawful Good 
Based on 4th level Wizard (illusionist),  Noble background
AC 10, HP 13, Speed 30ft, Init -1, Profic Bonus +2
Str 10 (+0), Dex 8 (-1), Con 9 (-1), Int 16 (+3), Wis 16 (+3), Cha 13 (+1)
Saves: Int +5, Wis +5
Skills: History (+7), Persuasion (+3), Insight (+5), Investigation (+5)  
Senses: Passive Perception 13
Languages: Common, Elvish
Challenge Rating: 4
Spellcasting: Attack with spells at +5 to hit, DC 16 for target saves, Intelligence as spellcasting ability
Cantrips (5): Minor Illusion, Dancing Lights, Light, Ray of Frost, Blade Ward
1st level (4 slots): Colour Spray, Disguise Self, Silent Image, Magic Missile, Mage Armour
2nd level (3 slots): Invisibility, Magic Mouth, Mirror Image, Hold Person
Improved Illusions: can cast illusion spells without verbal components  
Actions: Dagger melee attack at +2 to hit for 1d4 piercing damage
    Wand of Magic Missiles: missile attack, automatic hit for 1d4+1 per missile, 3 missiles per attack
Notable Gear: Wand of Magic Missiles, Robe of Protection, Dagger  

Huson is the grandson of the nobleman who held onto Fort Perilous during the War between the Cities, and he has since inherited the title of Lord of Fort Perilous. He is not a fighting man, preferring to leave violence to other people. He has dabbled in magic, especially illusion, enough to defend himself, but his real strengths are in administration, laws and finance. As such, he makes sure that Fort Perilous is efficient, lawful and well-governed. He personally sponsors the Fort’s library, and keeps weekly meetings with the important members of the fort. As such, most residents are content with his administration. 

Telebrin Valamon, Chaplain of Fort Perilous 

Medium humanoid (Human Female), Lawful Good
Based on 3rd level cleric (Light Domain), Acolyte background
AC 16, HP 18, Speed 30ft, Init +0, Profic bonus +2
Str 10 (+0), Dex 11 (+0), Con 14 (+2), Int 13 (+1), Wis 16 (+3), Cha 12 (+1)
Saves: Wis+5, Cha +3
Skills: Insight (+5), Religion (+3), Persuasion (+3), Medicine (+5)
Senses: Passive Perception 14
Languages: Common, Celestial
Challenge Rating: 3 
Spellcasting: Wisdom as spellcasting ability, +5 to hit with spells, DC 16 for targets’ saves
Cantrips (3): Guidance, Light, Word of Radiance,  
1st level (4 slots): Bless, Cure Wounds, Detect Magic, Burning Hands, Faerie Fire,
2nd level (2 slots):  See Invisibility, Scorching Ray, Lesser Restoration, Zone of Truth
Actions: Mace melee attack at +3 for 1d6+1
Notable Gear: Mace +1, Breastplate, Shield, Holy Symbol (spell focus)

Telebrin is a tough, brave woman who is a strong believer in St Jovia and her ideals. However, she is familiar with healing the injured and burying the dead, and has no misconceptions about violence. As such she often advises caution and defensiveness. She is also a staunch supporter of the Fort’s current ruler, Huson Volderas. However, she has found herself in arguments with Nurina Greenstaff about how to deal with monstrous humanoids roaming the hills to the east. 

Tavvix Shufflefoot, Innkeeper of the Drowned Boar Inn

Small Humanoid (halfling male), Neutral
Based on Commoner, Merchant Background
AC 12,  HP 10, Speed 25ft, Init +2, Profic bonus +2
Str 8 (-1), Dex 14 (+2), Con 10, Int 12 (+1), Wis 10 (+0), Cha 14 (+2)
Saves: Int (+3), Cha (+4)   
Skills: Persuasion (+4), Insight (+2), Animal Handling (+2)
Senses: Passive Perception 10
Languages: Common, Halfling
Brave: Advantage to saving throws vs Frightened condition
Luck: Reroll any natural 1 on a D20 - second roll must be kept
Naturally Stealthy: Hide even when obscured by a medium or larger creature
Challenge Rating: 1/8 (25xp) 
Actions: Dagger melee attack at +4 to hit for 1d4+2 damage
Notable gear: 2 daggers

Tavvix is a simple innkeeper, providing a place to stay and socialise in Fort Perilous. His inn, the Drowned Boar, is not the only such place in Fort Perilous but is probably the best in quality (though the proprietor of The Ploughshare would disagree). Tavvix caters to a variety of clients including adventurers, merchants, officials and explorers. Tavvix is not a strong combatant and instead will try to get help from one of the more powerful residents of Fort Perilous, such as Nurina Greenstaff. As with many in Fort Perilous, Tavvix is businesslike and professional - courteous and honest to his guests but also expecting good behaviour and prompt payment in return. 

Glabralas Corolon, Captain of the Guard

Medium humanoid (half-elf male), Neutral Good
Based on 9th level fighter (Battle master), Guard Background
AC 16, HP 61, Speed 30ft, Init +5 (Alert feat), Profic Bonus +4
Str 16 (+3), Dex 13 (+1), Con 13 (+1), Int 13 (+1), Wis 10 (0), Cha 16 (+3)
Saves: Str (+7), Con (+5)
Skills: Animal Handling (+4), Athletics (+7), Perception (+4), Insight (+4)
Senses: Passive Perception 10, Darkvision 60ft
Languages: Common, Elven
Challenge Rating: 9
Fey Ancestry: Advantage on saving throws vs Charmed condition
Ring of Free Action: Difficult terrain does not slow you down. Cannot be slowed, paralyzed or restrained by magic. 
Second Wind: As bonus action can regain 1d10+9hp, usable 3 x per day
Great Weapon Fighting: any roll of 1 or 2 on a damage dice is treated as a 3
Graze: On a miss with greatsword you still do 3 slashing damage
Fighter's Maneuver Options: Commanding Presence + Rally
Actions: Multi-Attack: can attack twice with greatsword per turn
Greatsword melee attack at +9 to hit for 2d6+5 slashing damage + Great weapon fighting + graze if misses
Notable Gear: Greatsword +2, Ring of Free Action, Half-Plate Armour 

Glabralas is a competent, experienced warrior and the Captain of the Guard at Fort Perilous. He is also more charismatic and flamboyant than his boss, Lord Volderas, and a few soldiers reckon he should be lord of the fort. However, Glabralas has no patience for bureaucracy or accounts, so he quite happily leaves the day-to-day work to Huson. Glabralas regularly leads patrols around the fort, and he knows the area well. Glabralas is brave and will often charge at evil monsters on sight.

Borthor Hammerhand, Blacksmith

Medium humanoid (dwarf male), Lawful Neutral
Based on 1st level fighter, artisan background 
AC 14, HP 10, Speed 25ft, Init +1, Profic Bonus +2
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (0), Wis 10 (0), Cha 8 (-2)
Saves: +5 Str, +4 Con
Skills: Animal Handling (+2), Insight (+2)
Tool Proficiency: Smith’s Tools (+10 when in smithy)
Resistance to Poison damage, advantage to saves vs Poisoned condition
Senses: 60ft darkvision, passive perception 10
Languages: Dwarvish, Common
Challenge Rating: 1/2 (100xp)
Actions: Smithing Hammer melee attack at +5 to hit for 1d8 +3 bludgeoning + Push
Bonus Action: Second Wind. As a bonus action you can use this to regain 1d10hp, usable 2/day
Notable Gear: Smithing hammer (as Warhammer), leather apron & gloves (as leather armour)

Borthor is difficult to get on with. It seems that he has more than his fair share of dwarven gruffness, terseness and short temper. However, his skills as a blacksmith are very much in demand and he can shoe a horse in record time. Some wonder why a dwarf has settled in a predominantly human settlement such as Fort Perilous, rather than a dwarven city such as Kormarin. He keeps this reason to himself though he has suggested in conversations that he is in self-imposed exile after the death of a family member. 
 

Friday, 29 August 2025

The Subjugation of Landfall

This post takes part of Mystara and takes it in a non-canon direction. If alternative history is considered counterfactual, this might be described as counter-canon. I have ignored canon in both Ierendi and the Pearl Islands, though this is a bit different, in that here the starting point for this event is generally within canon but then the event takes it off in a different direction. . 

Cartography by Thorfinn Tait


cartography by Thorfinn Tait

Background

The Heldannic Knights are the strict, brutal and bigotted rulers of the Heldannic Territories, formerly known as the Heldannic Freeholds - there are few free people there now. The knights' ideas of law and order look more like tyranny to many outside observers. To the north, where the Known World of southeast Brun meets Norwold in the northeast of Brun, is Landfall, a free city that has previously defied the Heldannic Order. 

There has always been tension between the two, with the chaotic Landfall contrasting with the lawful though harsh Heldannic Order. Neither side is particularly pleasant or benevolent - for its part Landfall has been rife with crime, especially piracy, its government corrupt and incompetent, unwilling to tackle the powerful lawbreakers within the city. If anything the government had to tread carefully around the crime lords and strike morally dubious deals with them to keep the peace. Rumour had it that slavery, drug smuggling and cults of Chaos could all be found within Landfall. 

The Invasion

Four weeks ago the merchant vessel The Purple Porpoise set off from Kammin, a coastal town in the northern territories. Pirates from Landfall intercepted and attacked, easily overpowering the civilian crew and taking everything onboard as plunder. In response a flotilla of two Heldannic navy ships (the Righteous Fury and the Unquestioned Command) set out from Freiburg and sighted the pirates in less than a week. The pirates fled north back to Landfall, and the Heldannic flotilla pursued. Within sight of Landfall itself the flotilla was met by both official Landfall ships and privateers in the service of Landfall, who included some mercenary battle mages with powerful spells. In the ensuing naval battle a number of ships were lost and hundreds of sailors and marines died. Commodore Augsprecht was slain and the vaunted Captain Rakksburger went down with her ship, the Righteous Fury. The remaining Heldannic Ship, the Unquestioned Command, was beaten back and returned in shame to Freiburg. But rather than keeping the Heldannic knights at bay, this was seen as an insult to be avenged and a Casus Belli. 

Two weeks ago the invasion was launched. 2 Glory of Vanya divisions  and 500 marines (2900 men) were transported by 15 naval ships of the 1st Armada, escorted by the 1st Luftflotte Division of 6 warbirds (Heldannic military skyships)  while another 2 divisions (2400 men) marched north along the coast. They met up outside the city a week later and encircled it. There was an attempt at battle as the braver members of Landfall city guards formed up into an army 600 strong along the edge of the city which did not even have a proper wall. Formal resistance did not last long. The Heldannic warbirds landed a force of 200 elite knights right in the middle of the city and they quickly sacked the governor's residence, killing Lernal the Swill and his family. While residents fled in terror, some Landfall soldiers fell back from the city outskirts to stop the knights, but that is when the main assault began, with the Heldannic forces surrounding the city advancing inwards. Official military operations ceased that evening when the City Treasurer, the most senior surviving official in Landfall, surrendered the city unconditionally. He was then dragged out to the market square and executed. It was a bloody day - anyone who resisted was killed. Anyone who looked like a pirate was killed. Anyone who looked like Landfall Army or Navy was killed. Anyone who insulted or made fun of the Heldannic Order and its knights was killed. On that day the population of Landfall fell from 10,000 to 8,500. Only about 300 fled the city and survived though others died trying. In this situation the lack of a city wall made escaping easier. 

The Current Situation in Landfall and Heldann

The Heldannic Order now rules Landfall with an iron fist and brooks no dissent. On the surface there is no resistance. However, many of Landfall’s criminal elements are not the kind to confront such a strong enemy face to face. Even before the invasion there were spies from different nations jostling for strategic position in the taverns, merchant halls, back alleys and marketplaces of Landfall, and now folks with these skills are needed more than ever. Alphatian agents in particular are closely monitoring the knights while trying to stay out of trouble. Agents' communications with their respective governments continues, and only now are the chaplains of the Heldannic Order understanding how much is going on behind closed doors. Some chaplains are advocating a no-nonsense robust approach to spies or anyone who might be a spy, but there are some who would rather take a more subtle approach, finding out what is going on and who are the spy masters before arresting and executing individual agents are. 

There is also talk about an escape route. Smugglers used to dealing with contraband, stolen loot and rustled livestock are now being asked to get people out of the city, usually people who feel particularly threatened by the Heldannic Knights and also have the means to pay the smugglers.  

The Provisional Military Government of Landfall is the name given to the new rulers. Their priority is security and control, with prosperity, trade and the happiness of citizens barely considered at all. The Heldannic Order and knights see this as a great victory, confirmation that they are favoured by Vanya. The piractical wretches of Landfall stole from and attacked the Heldannic Order, and appropriate justice was served, conveniently adding another town to the Heldannic Order's holdings. 

The Freeholders and partizans of Heldann have sympathy for the people of Landfall but do not feel they can do much to help. There are a few townsfolk who fled westwards further inland, and those who were not caught and slain by humanoid tribes were instead taken in by the Freeholders. The Freeholders are careful not to do anything too drastic to help Landfall as they have no wish to endure the wrath of the knights again. 

The Current Situation Internationally

Emboldened by their sweeping success in taking Landsfall the Heldanic knights are now looking at Oceansend, a more difficult proposition due to its increased population, better military and further distance from the Heldann homeland. The rulers of Oceansend are horrified at what has happened to Landfall and are doing their utmost to strengthen their defences.  Similarly the Kingdom of Alpha further north has noted the invasion with alarm. There are talks of an alliance between Oceansend and Alpha. And although Oceansend does not wish to become a puppet of Alphatia, the rulers concede that Alphatia seems less terrible than the Heldannic Order. One proposal heard in Oceansend is the idea of supporting the partizans in the Heldannic hinterlands, but others are wary of linking Oceansend to those fighting the Order: it could become another casus belli. 

Many in Thyatis approve in principle of bringing Landfall into line - pirates from Landfall have attacked Thyatian merchants as well. But even then some Thyatians are a bit concerned about the level of bloodshed and how necessary all the killing was. And then there is the demonstrated military might - having a strong ally in the Heldannic Order is generally good for Thyatis. But an ally that could rival and possibly overtake Thyatis, particularly around its interests and holdings in Northern Brun, is a little concerning. The Order taking over Thyatian holdings in Norwold is currently only a worst case scenario, but if the Order is seriously eyeing up Oceansend and its defences…

Not many in Alphatia have paid much attention to the events in Landfall -  to them it is a small foreign town with little magic or anything worthwhile. And if they could not defend themselves with magic, then maybe they should have studied harder at their arcane schools. Nonetheless there are those who recognise that the Heldannic Order has links to Thyatis, and an ally of Thyatis threatening Alphatian interests in the Sea of Dawn should worry any right-thinking Alphatian. Such interested Alphatians agree that rather trying to retake Landfall, it would probably be better to help Oceansend, and perhaps reinforce Alphatia's own defences. 

The Isle of Dawn is another area close to the invasion, not yet directly affected but a ship with refugees has landed in Helskir on the northernmost tip, having set sail from Lighthall a few days after the assault on Landfall. Allies and provinces of Alphatia and Thyatis are keeping a close eye on the situation, and although they feel relatively secure that the Heldannic Order would not directly attack holdings of the two Empires, they are concerned with trade routes being threatened. Landfall may have been a troublesome and chaotic place, but it was still an important trading port. Now however, trade there has all but ceased - merchants are rightly scared of doing business there and the consequences of running afoul of the Heldannic Knights. . 


Thursday, 21 August 2025

Ideas about Creating NPCs in 5.5E

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This has been bouncing around inside my head and I'd like to just write down my current state of thinking, which has evolved a bit since a previous post. A lot of this stuff is not just for 5.5E but also applicable to 5E and perhaps 3.0/3.5.  

Creating by-the-book PCs for 5.5E can take a while - typically an hour or more for each character (higher level characters taking longer than 1st level ones). This is absolutely fine if this character will be used by a player for lots of adventures and all the details on the character sheet will be at least considered if not actually used. 

For NPCs who won't see the same level of use as a player character the two main options presented in the DMG are:

  1. Creating a character using the rules in the Players Handbook. This will take time, and if I want to create quite a few NPCs (populating a town, an organisation or a rival adventuring group), this is really not feasible.
     
  2. Using one of the stat blocks in the Monster Manual. The 5.5E MM has them scattered alphabetically through the main book, while 5.0E MM has them confined to the appendix B at the back of the book. Although these stat blocks are okay, they just don't quite have the customisability or range that I would like. Maybe I'm being fussy. 

I think there ought to be a 3rd way. 

Firstly whatever the NPC is or can do, it ought to fit into the Monster Manual stat block. This may mean not explaining how or why stats are what they are. If an NPC is using a background from the PHB then I don't need to explain on the stat block how the background affects their ability scores, skill proficiencies or equipment. I believe that a clear, easily useable stat block is more important than one that is cluttered but technically accurate.

Secondly NPCs are not required to abide by exactly the same rules as PCs. I suspect this will be in the form of leaving out details and special features that a PC of similar class and role would have, and instead focusing on things that the NPC will be expected to do in game play.  My general idea is that many of these NPCs will be based on a combination of class/subclass/background/species/level. This will add up to a lot of things to go onto a character sheet, more than would be suitable for an NPC stat block, particularly if the PCs are going to kill them 3 rounds of combat after first meeting them. Not all the subclass features or species features will make it onto the stat block. 

And of course, I can ignore subclasses and do NPCs as just "plain" members of classes. Maybe not as colourful or with the same range of features as a PC with subclass, but these are NPCs and do not need the same depth and complexity. And according to the rules, subclasses don't apply until 3rd level anyway. 

Same goes for backgrounds. The 5.5E backgrounds look more streamlined with less than half a page each but even these are an optional extra when creating NPCs. I suspect that not much from a background will actually show up in the stat block. 

I've already done this in a previous post detailing a Thayan enclave in Elturel. There I have given stat blocks for Red Wizard Neophytes and Red Wizard Juniors. These are based on 2nd level wizards and 4th level wizards respectively. They are also envisioned to cover many NPCs who fit that role, like the Monster Manual stat blocks, rather than what might be considered individual stat blocks for named NPCs found in adventures. 

Red Wizard Neophyte:
Medium Humanoid (Human), Neutral Evil, based on 2nd level wizard
AC: 10, HP: 9, Speed: 30ft
Str 10 (0), Dex 10 (0), Con 13 (+1), Int 15 (+2) Wis 12 (+1), Cha 10 (0)
Saving Throws: Int (+4), Wis (+3)
Skills: Arcana (+4), Insight (+3)
Senses: passive perception (12)
Languages: Common, Thayan, Abyssal
Challenge: 2 (450xp)
Special Equipment: Dagger, red robes
Action: Dagger, melee attack (+2 to hit, 1d4 damage)
Spellcasting: Red Wizard Neophytes are spellcasters of 2nd level using Intelligence (spell save DC 14, +4 to hit with spell attacks)
At Will Cantrips (3 known): Acid Splash, Fire Bolt, Light
1st L spells (3 slots): Charm Person, Fog Cloud, Silent Image

Theoretically I could ignore classes, levels and species altogether and completely wing it with the stat block, but something inside me feels more comfortable when NPCs use the same rules, or at least the same basic ideas, as PCs. This has been how I've done it for many editions, since I first started D&D - just look at the various NPCs I've created for B/X in Mystara.

In a previous post on creating PCs in 5.5E, I suggested that rather than shoehorn the new races and classes into an established setting that didn't have them, it would feel better to create a new setting, Xerros. Let's continue with that. In that post I talked about the Spirit Touched (about 1% of the population) having a capacity and power about them that the other 99% (the mundanes) don't. The spirit-touched are created using the PHB, while the mundanes will use the stat blocks in the Monster Manual. This still applies - this 3rd way I am suggesting is about adding more stat blocks for mundanes, borrowing some elements from the PHB but not all that might apply. 

Remember that this is for NPCs and therefore rules are more flexible. This means I should look at other sources. The 5.0 and 5.5 rules are compatible enough that stuff from Xanathar's Guide to Everything and other 5.0 sources can be used, at least for NPCs. I'm working on a spreadsheet to list all of these options from official 5.0 & 5.5 books. There was stuff in the PHB 5.0 book that got left out of the PHB 5.5 (Nature & Tempest domain for clerics, School of Necromancy for wizards), including plenty of subclasses for bad guys (see 5.0E DMG). Bring it back. 

Can I use stuff from even older editions? I have books for 1st, 2nd and 3rd editions; there may well be ideas such as kits from 2nd edition or prestige classes for 3rd edition that I like the look of. Here I need to consider the cost-benefit balance. I’m supposed to be coming up with relatively quick and easy way to create NPCs - unless I’m going to use that prestige class again and again I don’t think I need to worry too much about a conversion. But I can always borrow the ideas in a loose way.  

Commoners, nobles and guards are treated as 0-level. Understandable, but I remember 3E having NPC classes of Adept, Aristocrat, Commoner, Expert and Warrior. I could borrow these and adapt them to the 5E stat block. I don't need to stick rigorously to the tables from 3E DMG, but just use them as a rough guide for things like burly bar tenders who don't put up with drunken troublemakers, or a blacksmith who is quite tough for a commoner, or a sergeant of the watch who isn't quite as skilled as a captain but could certainly best the rank and file under his command.  

Finally about formatting. I know the stat blocks in 5E & 5.5E look beautifully presented in their tan/beige boxes with dark red lines. I don't think I'm going to do that. I think the word processed version that I've used for the Red Wizard Neophyte is good enough. As long as the order approximately follows that of the Monster Manual stat block, I'm sure I and hopefully other DMs can use it in the middle of game play. 

Sunday, 17 August 2025

The Dwarf Stronghold of Torrak Veig

 

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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 not 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 neighbourhood of 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. Dwarves are distrustful of boats and river travel and tend to leave that to humans. 
  • Coal is typically transported by donkey or mule cart along the riverside path with an escort of two dwarf warriors per cart. So far this has proved sufficent in protecting trade to Dangtheign's Post and nearby strongholds. 

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.