Tuesday 29 August 2023

Logos Location #5: The Hex Temple under the City of Madness

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. I hope this will be an ongoing series within this blog.

This is a short adventure using the B/X D&D rules for characters of levels 6-8

The Hex Temple is found in the City of Madness, the ruined city of the Arvorians in northern Norwold. It is only just below the surface, accessed in building 6a in the southwest corner where the western wall meets the coast. Despite the surface of the city being generally abandoned, this underground temple is definitely inhabited by the Arvorians and their monstrous minions.  The Arvorians who tend this temple are competent and dangerous, having proven themselves worthy through tests and trials (and are therefore all of 4th level or higher). Since the Arvorians are individual enough to each have their own stat blocks, they have also been given first names to distinguish one from another (though family names, lineage names and titles have been omitted for brevity). 
Hooks for investigating the hex temple:
  • The PCs are trying to find out about the Arvorians' masters (the Scions of the Outer Dark) and have found from obscure sources that this underground temple contains a library (room 10) where books on such matters are kept.
  • An Alphatian mage in Alpha has heard of a weird monstrosity that is like an ooze but with multiple eyes and mouths (room 5). The mage wants brave adventurers to bring back a sample of its flesh.
  • The Arvorians of the City of Madness have been launching raids against the Lupins of the northern bay area. The lupins suggest to the PCs that a retaliatory strike might make the Arvorians think twice about such aggressive behaviour. The hex temple is an obvious target. 
  • Rumour has it that the chief minotaur (room 14) in the temple possesses a precious crown that could be sold for thousands of gold pieces. 


Cartography by Dyson Logos, source

Key to the Map:

  1. Entrance Hall. Stairs descending into the hall, 2 ogres (see below for stats) + 2 Arvorians (4th level Arcane Knights) standing guard Arvorian #1 (Garrill): AC 4, Mv 60', HD 4(d6)*, hp 18, THAC0 18, Att 1 polearm for 1d10 or 1 spell, Save MU4, Ml 8, Align C, XP 125, Equip: Banded Armour, Polearm, dagger, 25pp. Spells: Magic Missile, Adhesive Slime, Web, Hold Person, Detect Invisibility. Arvorian #2 (Ephrion): AC 3, Mv 60', HD 4(d6)*, hp 12, THAC0 17, Att 1 sword for 1d8+1 or 1 spell, Save MU4, Ml 8, Align C, XP 125 Equip: Banded Armour, Sword +1, Shield, dagger, 20pp, Spells: Magic Missile, Charm Person, Mirror Image, Stinking Cloud

  2. The Lower Hex Chamber: The main feature here is a pool of water with what seems to be a sinkhole in the middle and a continous flow of water from the ceiling down to the centre of the pool. At the bottom of the pool is a drowned Arvorian. His banded armour and sword have rusted but his shield is made of Orichalcum and is a Shield +1.

    1. Raised part of upper hex chamber: Here is a 5-headed hydra, tamed by the Arvorians to act as a guard. It will not attack Arvorians or ogres but will attack any other humanoid. Hydra: AC 5, Mv120', HD 5, hp 22, THAC0 15, Att 5 bites for 1d10 each, Save F5, Ml 9, Align N, XP 175.

  3. 3 ogres plus 5 crude oversized beds. This is where off-duty ogres hang out.

  4. The circular chamber: This room has 1 Arvorian captain (6th level Arcane Knight) and 2 other Arvorians (4th level Eldritch crusaders).  Arvorian Captain (Ullia): AC 2, Mv 60', HD 6(d6)*, hp 21, THAC0 15, Att 1 two-handed sword for 1d10+2 or spell, Save MU6, Ml 9, Align C, XP 500, Equip: Plate Mail +1, Two-handed sword +1, dagger, Potion of Healing (1d6+1hp), 35pp, Spells: Sleep, Charm Monster, Entrapping Slime, Levitate, Acid Ball, Dispel Magic Arvorian #1 (Braggoth): AC 3, Mv 60', HD 4(d6)*, hp 12, THAC0 17, Att 1 sword for 1d8 or spell, Save MU4, Ml 8, Align C, XP 125, Equip: Banded Armour, Sword, Shield, Dagger, 15pp, Spells: Detect Magic, Detect Law, Hold Person, Bless Arvorian #2 (Mirril): AC 4, HD4(d6)*. hp 13, THAC0 18, Att 1 polearm for 1d10 or by spell, Save C4, Ml 9, Align C, XP 125, Equip: Banded armour, Polearm (Bill-Guisarme), Dagger, 18pp, Spells: Cure Light Wounds x2, Silence 15'r, Aura of Shadows

    source

  5. Shrine of Vergillos, Scion of the Outer Darkness, patron of Arvorian magic-users and Arcane Knights. This chamber is guarded by a Gibbering Mouther (from AD&D Monster Manual II) that will attack any creature that is not an Arvorian. In the centre is a white marble statue of Vergillos as an Arvorian spellcaster. Gibbering Mouther: AC 1, Mv 30', HD 4+3*, hp 20, THAC0 15, Att 6 bites for 1 each or babble or flaring spittle, Save F5, Ml 12, Align C, XP 200, Flaring spittle: Gibbering mouther can spit up to 10ft - this is not aimed at an enemy but the stone floor. On hitting the floor the spit briefly incandescese, giving a bright burst of light. Anyone within 10ft of where the spit lands must save vs paralyzation or be blinded for 1 round. Babbling: If a gibbering mouther spends a round babbling instead of attacking, anyone within 60' will hear this mind-assaulting noise and must save vs spells or be affected as if by a Confusion spell for that round. The gibbering mouther can continue to babble for multiple rounds, and a new save must be made each round by each creature that can hear it. The gibbering mouther has accumulated a hoard of offerings from the Arvorians, 3 x 300gp gems, 7 x 100gp gems and 50 x 30gp gems of various types.

  6. Arvorian Quarters. This is where a number of Arvorians sleep and eat. Currently just one Arvorian Eldritch Crusader (5th level) is here Arvorian Eldritch Crusade (Vannalla): AC 3, Mv 60', HD 5(d6)*, hp 20, THAC0 16, Att 1 polearm for 1d10+1 or spell, Save C5, Ml 9, Align C, XP 400, Equipment: Plate Mail, Unholy Symbol, Polearm, Dagger, 26pp, Spells: Cure Light Wounds, Light, Aura of Shadows, Hold Person, Paranoia

  7. 4 ogres + 3 juvenile ogres are here along with a number of oversized crude beds and a butchered musk-ox hanging from the ceiling. Juvenile Ogres: AC 6, Mv 90', HD 2+1, hp 6, 7, 9, THAC0 17, Att 1 club for 1d8, Save F2, Ml 6, Align C, XP 25 each

  8. Store room, with dozens of boxes and barrels of food and drink, some of which (for the Arvorians) is actually quite high quality. The room is guarded by an iron living statue 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

  9. Ogre leader's room: This room is home to the Ogre leader + 2 normal ogres. There is a large pile of hides and furs that the leader uses as a bed. Buried underneath it all is the ogres' treasure stash all in a large leather sack: 2600gp, 460pp, 4 x 500gp gems (small emeralds) Ogre Leader: AC4, Mv 90', HD 6+2, hp 32, THAC0 13, Att 1 axe for 1d10+2, Save F6, Ml 10, Align C, XP 350, equip: large-sized studded leather armour, oversized battleaxe, shortsword

  10.  Library: 2 large bookshelves are here. These contain numerous books on various topics, written mostly in Arvorian but a few in elvish, dwarvish and old Blackmoorian, including:

    A Short History of the Arvorian People (written in Arvorian language, 150pages, weighs 2lb, bound in Mammoth leather, worth 600gp to specialist collectors & academics, 100gp to less educated merchants). This summarises Arvorian history (from their own viewpoint) from before the fall of Blackmoor through to the fall of Nithia. 

    The Masters Behind the Veil (written in Arvorian language, 100 pages, weighs 1lb, bound in wolf leather, worth 600gp to specialist collectors & academics, 40gp to less educated merchants). This book discusses both the Scions of the Outer Dark and also the Great Old Ones that they serve. 

    Cooking on the Northern Frontier (written in Common tongue, 40 pages, weighs 1lb, bound in cow leather, worth 30gp). This is a collection of recipes using meat, herbs and other ingredients found around the Great Bay of Norwood. 

    Nightmares of the North (written in Elvish, 60 pages, weighs 1lb, bound in cow leather, worth 160gp to specialist collectors & academics, 40gp to less educated merchants). An elf traveller’s experiences exploring the land of the Arvorians and gradually realising what their beliefs and motivations are.

    The Dribbling Codex (written in arcane script, Read Magic needed to understand. 190 pages, including all spells described here, worth 2000gp to any magic user or merchant who trades with magic users). This is a copy, not original, and the formulae for both the Acid Ball spell and Rock-Eating Slime spell are incorrect - a mage can use Read Magic to work out what the spell is trying to do but the spell cannot be cast with the incorrect formula written in this book)

    Maharrath’s Amusing Distractions (written in Arvorian language, 200pages, weighs 2lb, bound in human skin, worth 100gp to most merchants). This is basically a torture manual, describing how to inflict physical, emotional and mental pain on prisoners for information extraction, religious ritual or entertainment. 

    Chaos Cults and the Great Old Ones (written in Arvorian language, 220 pages, weighs 2lb, bound in wolf hide, worth 100gp to most merchants, 1000gp to chaos cultists). This is a religious and philosophical discussion about the similarities and differences between human chaos cultists with their chaotic philosophy and the Arvorians’ worship of the Great Old Ones and Scions of the Outer Dark.

  11. 2 Arvorian Eldritch Crusaders, 1 x 4th level, 1x 6th level, 2 Arvorian Arcane Knights (2 x 4th level). This roughly triangular chamber is the sleeping quarters for some of the Arvorians. Eldritch Crusader #1 (Obroth): AC 4, Mv 90’, HD 4(d6)*, hp 20, THAC0 17, Att 1 polearm for 1d10+1 or by spell, Save C4, Ml 8, Align C, XP 125, Equip: Banded Armour, Polearm (Lochaber Axe), Dagger, 18pp, spells: Cure Light Wounds, Darkness, Hold Person, Speak with Animal Eldritch Crusader #2 (Brullios): AC 2, Mv 90’, HD 6(d6)*, hp 22, THAC0 16, Att 1 sword for 1d8+1 or by spell, Save C6, Ml 8, Align C, XP 500, Equip: Sword +1 +2 vs Elementals, Banded Armour +1, Shield, Dagger, Unholy Symbol, 40pp, Spells: Cure Light Wounds, Detect Law, Hold Person, Silence 15’ r, Striking, Continual Darkness Arcane Knight #1 (Errestus): AC 3, Mv 90’, HD 4(d6)*, hp 17, THAC0 18, Att 1 sword for 1d8 or by spell, Save MU4, Ml 9, Align C, XP 125, Equip: Banded Armour, Shield, Sword, Dagger, 20pp, Spells: Magic Missile, Ventriloquism, Mirror Image, Phantasmal Force Arcane Knight #2 (Xennith): AC 3, Mv 90’, HD 4(d6)*, hp 15, THAC0 17, Att 1 sword for 1d8+1 or by spell, Save MU4, Ml 9, Align C, XP 125, Equip: Banded Armour, Shield, Sword +1, Dagger, 16pp, Spells: Charm Person, Comprehend Languages, Entrapping Slime, Stinking Cloud

  12. Bridge of Statues: This room is filled with water 20’ deep. There is a wide bridge across it, with 13 statues of Arvorian heroes and leaders raised up out of the water on either side of it. The bridge is clear but the water contains a combination of monsters - firstly a water elemental that will try to drag and knock intruders off the bridge into the water, and secondly a pack of 5 mako sharks that will devour any who fall into the water. The bottom of the pool is littered with the bones of victims and can be searched once monsters are defeated. On the bottom are 125gp, 43pp, a gem worth 2000gp (flawless ruby) and a Medallion of Protection from ESP Water Elemental: AC 2, Mv 60' land/180' swim, HD 8, hp 40, THAC0 12, Att 1 slam for 2d8 or 3d8 if opponent in water, Save F12, Ml 12, Align C, XP 650. Elementals are immune to non-magic weapons (+1 or better weapons needed to hit). Mako Shark: AC 4, Mv Swim 180', HD 4, hp 10, 14, 15, 15, 17, Att 1 bite for 2d6, Save F2, Ml 8, Align N, XP 75 each

  13. 3 minotaurs are gathered here in the main living chamber of the Minotaurs in this temple.

  14. The Minotaur boss has made his lair here in this narrow junction controlling entrance to the Upper Hex Chamber. Around his neck is the key to his treasure chest that sits in the corner. The chest contains 3300gp, 7,700sp and a platinum and sapphire crown worth 6000gp

    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, key to chest

  15. Upper Hex Chamber: This room is guarded by a pair of Arvorians (1x 6th level Eldritch Crusader and 1 x 6th level arcane knight) plus a pair of slimy pets. At the back of this room near the source pool is a locked chest containing valuable materials: 40 ingots of hellforged iron (used in many Arvorian magic weapons and armour, worth 100gp per ingot) and 6 eldritch crystals worth 500gp each. Hargor has the key to the chest.

    Arvorian Eldritch Crusader (Mellakor): AC 2, Mv 90’ HD 6(d6)*, hp 21, THAC0 17, Att 1 sword for 1d8 or by spell, Save MU6, Ml 8, Align C, XP 500, Equip: Banded Armour +1, Shield, Sword, Unholy Symbol, 36pp, Ring of Slime Control (allows wielded to command and control up to 12HD of ooze-type monsters), Spells: Detect Law, Light, Aura of Shadows, Silence 15’ r, Paranoia, Cure/Cause Disease

    Arvorian Arcane Knight (Hargor): AC 1, Mv 60’, HD 6(d6)*, hp 19, THAC0 16, Att Mace for 1d6+3 or by spell, Save MU6, align C, XP 500, Equip: Plate Mail, Shield +1, Mace +2, dagger, , key to locked chest, 40pp, spells: Charm Person, Magic Missile, Phantasmal Force, Mirror Image, Acid Ball, Dispel Magic

    Gelatinous Cube: AC 8, Mv 60’, HD 4, hp 15, THAC0 16, Att 1 slam for 2d4 + paralysis (save vs Paralysis or be paralysed for 2d4 turns), Save F2, Ml 12, Align N, XP 125 (Gelatinous cubes are immune to mind-affecting spells such as Sleep or Charm, and immune to cold & lightning damage)

    Ochre Jelly: AC 8, Mv 30’, HD 5, hp 21, THAC0 15, Att 1 slam for 2d6, Save F3, Ml 12, Align N, XP 400, Attacks with weapons or lightning will split the ochre jelly into 1d4+1 smaller jellies (2HD, 7hp). Ochre jellies are also immune to mind-affecting spells such as sleep and charm.

    1. The source pool: This raised pool contains a crystal sphere that has a connection to the elemental plane of Water, and as such there is a continuous flow of water like a small stream from the sphere. It is guarded by a water elemental under the control of the Arvorians: Water Elemental: AC 2, Mv 60' land/180' swim, HD 8, hp 40, THAC0 12, Att 1 slam for 2d8 or 3d8 if opponent in water, Save F12, Ml 12, Align C, XP 650. Elementals are 

      immune to non-magic weapons (+1 or better weapons needed to hit).

  16. 2 minotaurs are standing guard as the bodyguards of Abraxx. Abraxx will probably notice the minotaurs being attacked and will join in.

    1. 1 Arcane Knight (8th level). Abraxx is the leader of this temple - all Arvorians, water elementals, ogres and Minotaurs answer to him. This raised platform is his personal quarters, including bed, chest and writing desk. The chest contains his personal treasure: 980pp, 10 x 300gp gems, 3 x 1000gp gems, a gold sceptre studded with beryls worth 2000gp and a silver and mithril helmet with fine engraving worth 1500gp (not magical). Abraxx the Arcane Knight: AC -2, Mv 60' HD 8(d6)*, THAC0 12, Att 1 sword for 1d8+3 or by spell, Save MU8, Ml 11, Align C, XP 1200, Equip: Plate Mail +2, Shield +2, Sword +2, Dagger +2, Amulet of Elemental Control (as Staff of Elemental Command, summons and controls an 8-HD elemental once per day), Spells: Sleep, Magic Missile, Read Languages, Mirror Image, Stinking Cloud, Locate Object, Acid Ball, Haste, Wall of Fire, Polymorph Other

  17.  The High Chapel: 2 eldritch crusaders (both 4th level) and a bone golem stand guard here watching over this malevolent chapel. The east wall behind the altar on the dais is covered in a trio of tapestries that depict the Arvorians defeating various enemies and are each worth 200gp (though they weigh 80lb each). Similarly on the altar there are 2 golden candelabras worth 500gp each, an engraved golden bowl worth 200gp and a gold and hellforged iron knife with a ruby in the pommel worth 800gp. However, any non-arvorian touching the altar must save vs magic or suffer the effects of a Feeblemind spell until either a Dispel Magic or Remove Curse spell is used (or Cure Insanity spell) Arvorian Eldritch Crusader #1 (Zerrick): AC 4, Mv 90', HD 4(d6)*, hp 18, THAC0 18, Att 1 polearm for 1d10 or by spell, Save C4, Ml 8, Align C, XP 125, Equip: banded armour, polearm (glaive), dagger, unholy symbol, 20pp, spells: Cure Light Wounds, Detect Magic, Hold Person, Aura of Shadows Arvorian Eldritch Crusader #2 (Porvia): AC 3, Mv 90', HD 4(d6)*, hp 16, THAC0 17, Att 1 sword for 1d8+1 or by spell, Save C4, Ml 8, Align C, XP 125, Equip: banded armour, sword, shield, dagger, unholy symbol, 19pp, spells: Cure Light Wounds, Light, Silence 15'r, Speak with Animals Bone Golem: AC2, Mv 120', HD 8, hp 29, THAC0 12, Att 4 swords for 1d8 each, Save F4, Ml 12, Align N, XP 650

  18. 2 minotaurs + 1 eldritch crusader (6th level) guard this entrance to the upper level. This room also has a series of 5 tapestries across the northern wall depicting Arvorians worshipping strange beings (Scions of the Outer Dark), Each tapestry is worth 200gp each and weighs 100lb. Arvorian Eldritch Crusader (Ethoron): AC 2, Mv 90', HD 6(d6)*, hp 27, THAC0 16, Att 1 two-handed sword for 1d10+1 or by spell, Save C6, Ml 10, Align C, XP 500, Equip: Banded Armour +2, Two-Handed Sword +1, dagger, unholy symbol, 31pp, spells: Cure Light Wounds, Detect Law, Silence 15'r, Bane (reversed Bless), Continual Darkness, Paranoia



Stats for commonly encountered monsters

Ogre: AC 5, Mv 90ft, HD 4+1 (19hp each), THAC0 15, Att 1 club for 1d10, Save F4, Ml 10, Align C, XP 125, equipment: oversized club, 2d6gp

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


Saturday 19 August 2023

Thoughts about Adventures in Thyatis


The homeland of Thyatis is something of a crossroads between the Known World of the Cook Expert set and wider Mystara as described in Dawn of the Emperors. It is one of the older realms of Mystara, having survived for over 1000 years, though not as long as Alphatia, its greatest rival. In both the Dawn of the Emperors set and in this campaign the two main real world inspirations for Thyatis are Imperial Rome and the Byzantine Empire, though of course this is fantasy so I do not feel obliged to stick too closely to these. 

To be fair, I had not really paid much attention to Thyatis. Not because I disliked it but simply because other lands caught my attention - the deserts and ruins of Ylaruam, the dwarven strongholds of Rockhome, the classic Basic modules set in Karameikos, the weird wizardry of Alphatia. What does Thyatis have to offer? Upon a closer look, quite a bit.

A Classic Battleground of Law vs Chaos

When I restarted this blog back in 2021 I had this idea of a campaign with PCs fighting against a world-spanning Cult of Chaos. This theme, although no longer the main focus, is still part of my vision of Mystara where, like Moorcock's Eternal Champion and the Warhammer Old World, Law and Chaos struggle for dominance, using mortals as the footsoldiers of these cosmic philosophies. And Thyatis is no exception.

In many ways Thyatis is ostensibly a very lawful society but it has a definite undercurrent of Chaos, the perfect breeding ground for secret subversive cults and malevolent conspiracies. On the one hand Thyatians espouse discipline, efficiency and loyalty, all lawful traits (although in AD&D terms more Lawful Neutral than Lawful Good). Many citizens and governors like the idea of Thyatis functioning as a powerful, effective empire with strong institutions and no crime or rebellion. 

But beneath this there is the instinct of every Thyatian for himself. The ambition, the deceit, the willingness to use violence to solve problems both in national foreign policy and in individual matters are all chaotic traits, and if strong enough the person could be tempted to deliberately choose the path of Chaos. Indeed, the trickery and duplicity that Thyatians are infamous for is also a trait that helps Chaos cultists hide their true allegiences and activities. 


A Cold War between Thyatis and Alphatia

As I have mentioned before, this blog is using the Gazetteers set at 1000AC, and as such ignores events from Wrath of the Immortals. Alphatia is still a powerful albeit dysfunctional nation ruled by wizards on a continent east of the Isle of Dawn. Thyatis broke away from Alphatia and has fought several wars against it. Although officially the two nations are currently at peace, there is still a lot of tension and small-scale conflict, with secret missions and acts of espionage and sabotage on both sides, while allied nations and colonies are used to determine dominance across Mystara by proxy warfare.Norwold and the Isle of Dawn are the most obvious areas for these lesser conflicts, as seen in the Norwold town of Latella

Alphatian agents have also reached the Thyatis homeland - given how some of them can teleport great distances without error it is very difficult to keep them out. Some of them are there just to keep an eye on Thyatian troop movements or what is going on in the Senate or the Emperor's court but others have mischief in mind. 

Of course the Thyatian government is doing all it can to counter Alphatian aggression and disruption but adventurers could prove their loyalty and usefulness to the Thyatis by thwarting Alphatian schemes. Certain officials in Thyatis City are actually very experienced at recruiting adventurers to assist in this cold war - the fact that they have no official connection to the government can prove useful should the adventurers get caught, fail or break the law. 

Social Tensions and Reform within Thyatis

There are things within Thyatis that grate with modern sensibilities, the biggest of which is the practice of slavery. Other realms have ceased this abhorrent practice, such as Karameikos, Darokin, Ierendi and Minrothad. Alphatia only occasionally bothers with slavery - magic has always been a quicker and simpler substitute for human muscle power, though slavery is accepted within the Alphatian Empire.  

So it is not surprising that there are elements within Thyatis who are uncomfortable with slavery, and wish to see emancipation, including a group that call themselves the Emancipators. Of course there are others, usually with a financial stake in slavery, who want to maintain the status quo. Others fear what freed slaves might do, while others have become convinced that slavery is necessary for the Thyatian economy and that emancipation would lead to a collapse in production and construction across the Empire. 

The gladiatorial fights are a similarly dubious practice within Thyatis, especially those fights to the death. Killing other human beings, even criminals, simply to entertain crowds, is something that many outside Thyatis consider completely immoral. Yet many Thyatians enjoy this ultimate blood sport (from the safety of the spectator seats - the combatants in the arena are less likely to find it entertaining), and some will vigorously defend gladiator fights as being part of Thyatian custom and culture.

Leaving out the questions of slavery and gladiator fights there is still plenty of political intrigue within Thyatis, as different noblemen and different senators have disparate and sometimes conflicting views on how to run the Empire. Some will focus on the military, while others prefer diplomacy or trade or espionage. Many of these nobles and senators will do whatever is best for their own interests rather than the Empire, which usually involves acquiring reputation, money, land and military might, without directly breaking the law or upsetting the Emperor. 

The Thyatis Homeland is a Big Place with History

Sure, Thyatis is not as big as Alphatia or the Isle of Dawn, but compared to other realms of the Known World from the Expert Set it is substantial. The map of Thyatis from Dawn of the Emperors is 51 x 8 mile hexes from north to south, or 408 miles - that's only a little smaller than Great Britain. According to various online sources (like this) the population of Thyatis is about 3 million, mostly human but with a few elves and other demihumans. I consider this population to be unevenly distributed, with dense populations around the major cities but also areas of sparse population that are, if not true wilderness then certainly borderlands. Areas such as the Northern Territories where Thyatis is separated from Ylaruam by the Altan Tepes and the rugged hills of Hattias are still infested with monsters and humanoids. Although the Thyatian Army sends expeditions to deal with the most troublesome of these, adventurers are welcome to help out and keep any treasure they find, as long as they leave civilised Thyatians in peace. 

Thyatis, like Rockhome, Alphatia and Ylaruam, has a long history, which means a lot of opportunities for ruins and abandoned structures. Across the ten centuries of its existence there will have been rebellions, criminal enterprises, strange cults and feuds between noble families. Many of these events will have left their imprints on geography and society.

Cartography by Thorfin Tait, source here


The Empire beyond the Heartland

Even if the PCs stay within the heartland of Thyatis, the wider empire cannot be entirely ignored. Currently Thyatian colonies and dominions include:

Going back through the past one can read how Thyatis once ruled may nations that are now independent - their current attitude towards Thyatis can vary widely, from cordial friendship to paranoid distrust.
As such people from all these places could be found in the ports and trade centres of Thyatis, providing news and trade from other parts of the Known World. Perhaps there are hooks within encounters in Thyatis that take the PCs away from the heartland and to the far-flung corners of Mystara. 



Friday 11 August 2023

Branches of the Order of the Griffon

source

The Order of the Griffon, introduced in Gaz1: The Grand Duchy of Karameikos, is an order of knights who have sworn to support the Church of Karameikos. The church of Karameikos, unlike the Church of Halav, is definitely of Thyatian, not Traladaran, origin, and so many of the knights of the Griffon are of Thyatian heritage. Even those members who are not Thyatian are at least comfortable working alongside Thyatians. That is not to say the Order of the Griffon or the Church of Karameikos are loyal to the Empire of Thyatis and its government, only that they recognise where they come from. 

The Order of the Griffon consists primarily of human fighters and clerics, both male and female. Other races and classes are rare, though the Order does allow associate members who can be of any class or race. Clerics, of course, belong to the Church of Karameikos and are often in positions of authority. It is possible for clerics of other faiths to be associates, though they would need good reasons for doing so, and the knights would want a reason to let them. Although officially there are no numbers for membership of the Order of the Griffon I would suggest 350 knights and 200 other personnel including associate members and loyal servants. 

The Church of Karameikos has parishes and bishoprics across the nation, centred in the major towns where Duke Stefan Karameikos’ influence is strongest. As such the knights are also based in these towns, supporting and protecting the church and occasionally going on missions that the church requires.  Also worth noting is that the Church of Karameikos does not revere saints and ascended immortals the same way the Church of Traladara or Cult of Halav does. The Church of Traladara focuses on the legendary figures King Halav, Queen Petra and Zirchev while the Church of Karameikos, while it does have some saints, is focused on the philosophy and principles of the Lawful alignment. Saints in the Church of Karameikos are nice to have and recognised but incidental. As one cleric put it “We traditionally put principles before personalities”. 

The major branches of the Order of the Griffon include:

Specularum

The headquarters of the Order of the Griffon is not actually inside Specularum but 3 miles outside the walls to the west, in a small castle officially called Arragescu Keep (named after the impoverished noble family who sold it to the Order) but unofficially known as the Griffon’s Roost. The keep has been renovated and expanded with a new outer curtain wall and buildings in the new courtyard, including stables, smithy, carpenter and leather worker. There is usually some traffic between Arragescu and Specularum, communications with the Patriarch of the Church of Karameikos being the main reason. There are generally 80 knights and 80 other folks in the keep at any one time. 

NPCs include:

  • Lord Oliver Jowett (human male, 12th level cleric, lawful) Patriach of Specularum, Master of the Order of the Griffon. See p49 of Gaz1 for details. Although he is included here, he is a regular visitor, not a resident. He spends most of his time in Specularum itself. 
  • Lady Mehesda Trandescu (human female, 10th level fighter, lawful), commander of Arragescu Keep. She is not of noble birth but rose up through the ranks, and she gets annoyed with anyone who has a problem with that (usually Thyatian nobles). She oversees recruitment and training, and also dealing with problems in the Specularum area. 
  • Sir Barrastor Strongsword (human male, 8th level fighter, Neutral), is Lady Mehesda's lieutenant and generally takes responsibility for operations and patrols, fending off pirates and the occasional marauding monster. 
  • Chaplain Aldara (human female, 7th level cleric, lawful), is the most senior resident chaplain at Arragescu Keep and she has a team of priests and acolytes working under her. 

Kelvin

With the ruler of Kelvin, Baron Desmond Kelvin II, being a senior commander in the Order of the Griffon, as well as the bishop of the town, Kelvin is the second most important base for the Order. Unlike Specularum, the Knights of the Griffon are based in the heart of the town, in Castle Kelvin itself. 50 knights and 25 associates are based here, alongside feudal troops. Kelvin is an important town for recruitment as well. As knights often walk the streets of Kelvin they are seen by the public including impressionable youngsters. Although not required to give recruitment speeches, the knights are reminded that they should make a good impression on the public in Kelvin, or at least not bring the Order into disrepute.   

NPCs include: 

  • Baron Desmond Kelvin II, (human male, 10th level cleric, lawful), ruler of the town of Kelvin. See p56 of Gaz1 for details
  • Lady Celestine Switfsure (human female, 10th level fighter, lawful), is in charge of military operations and planning. Like the baron, she is both part of the Order of the Griffon and part of Kelvin's feudal command. She is quite ambitious and strident in her plans, and the Baron and other senior members sometimes have to reign her in a bit and scale down her planned offensives. She has a special hatred of orcs, and will go out of her way to kill them and drive them away from Kelvin. 
  • Curate Darranius (human male, 6th level cleric, lawful), is in charge of the contingent of combat clerics and oversees matters of healing, discipline and morale. 

Threshold

This town, as the name suggests, is at the forefront of the push between civilization and wilderness. The Church of Karameikos has established a small temple here and a number of parishioners. The Knights of the Griffon have not acquired their own stronghold here so instead they are allowed to share the barracks with the feudal troops. There are 30 knights, 10 associated members and 14 non-combat personnel. As well as protecting the clerics of the church they sometimes assist the local soldiers in dealing with monstrous threats to the town and its citizens. 

NPCs include:m

  • Aleena Halaran, (human female, 12th level cleric, lawful) based in Threshold. See p57 of Gaz1 for details. Although not officially the commander for the Order in Threshold, Aleena has become the default leader. 

Penhaligon

My ideas about the town of Penhaligon are described here. The chapel of the Church of Karameikos has been established here for over 70 years and there has been a steady presence of 15 knights and 10 other members since then. Both the church and the Order of the Griffon see Penhaligon as playing a similar role as Threshold, a bastion of law and civilization, fending off the encroaching wilderness and forces of Chaos. However, the current ruler of Penhaligon,  Lady Arteris Penhaligon, seems to favour the newer Order of the Green Claw. 

NPCs of the Order include:

  • Sir Torgan the Stoic (human male, 7th level fighter, Lawful) is the commander of the contingent in Penhaligon. He understands that the Order of the Griffon should not clash with the Order of the Green Claw but cooperate, or at least not interfere with each other. On top of that he also talks to the captain of the feudal forces of Penhaligon to see where the Knights of the Griffon are best deployed. 
  • Bishop Orthellia (human female, 8th level cleric, lawful) is Sir Torgan's deputy and also the most senior cleric of the church of Karameikos in Penhaligon. She can be uptight and fussy, and doesn't like things getting out of control. She also doesn't like the Order of the Green Claw - she considers them a rag-tag bunch of adventurers looking for fame and glory rather than following orders and serving the church and state. 


Luln

Luln, described here, only has a small chapel of the Church of Karameikos - the church of Traladara is much more popular among the population. As such the Order only has a token presence here - a squad of 5 knights. This is not enough for significant operations, or even to defend the town from an attacking force. The knights here are really to act as bodyguards for the 6 clerics of the Church of Karameikos, who are outnumbered by the Church of Traladara. 


Wednesday 2 August 2023

Aquatic Denizens of the Sea of Dread

image by Pindurski, source

The timing of this post accidentally coincides with the release of Threshold Magazine #31 which actually covers very similar subject matter. Which of these you as the reader prefer and maybe use in your games is up to you - perhaps elements of both could be combined in your campaign. 

With the exception of Safari Island the islands of Ierendi and Minrothad do not have the same extensive wilderness as the main continent of Brun which holds the bulk of the Known World. Traders’ Island, Alfeisle, Ierendi Island and Utter Island are all large enough to have areas a league or more away from towns and cities. But these are not inhabited by the sort of monsters one would encounter in the rugged forested foothills of Karameikos, the deserts of Ylaruam or the mountains of Rockhome.

A lot of the focus in official sources is the threat and problems of land-dwelling race, particularly pirates that threaten trading ships in these seas and occasionally raid villages. Pirates are almost the standard bad guys for Ierendi and Minrothad, taking the place of bandits and brigands and partially replacing the usual evil humanoids (orcs, goblins, ogres). They certainly have bases in hidden coves and small islets and can also be found in the more chaotic cities of Ierendi. However, there are other monsters that are far less human that threaten the inhabitants of these islands.

[A note on sources of monsters: This post will refer to monsters that are not in the two B/X rule books. In previous posts I have borrowed from both AD&D and also AC9 Creature Catalogue. I will do so again here - I hope this does not render this post useless for those without these sources.]

Humanoid Races of the Sea

Below the surface of the waves there are various competing species, some of them benevolent, some vicious and some are indifferent.
  • Aquatic Elves (from Creature Catalogue) - These are not to be confused with the surface-dwelling sea elves of Minrothad, the aquatic elves live underwater. They are friendly towards other elves and mostly friendly to other civilised races, though they dislike and avoid pirates.
  • Merfolk (from Expert rules) are among the most common of the ocean’s intelligent inhabitants and can be found throughout the waters. Some are nomadic while others have established underwater towns. Their attitude towards other races can vary but is rarely outright hostile, though they can get very defensive towards those they see as intruders.
  • Shark-kin (from Creature Catalogue) are rarer and more reclusive than merfolk. Despite their name, they tend to leave humans alone unless they are provoked. However, when a tribal leader dies the shark-kin come ashore in a ritual to chose and appoint a new leader. When this happens they can be more erratic and unpredictable towards land-dwellers. Occasionally a pack of shark-kin will fall under the influence of evil devilfish, in which case they become hostile towards other races. 

  • Sahuagin (from 1st Edition AD&D) are believed to be a chaotic offshoot of the shark-kin.They are far more aggressive and predatory, attacking any and all who they encounter. They are the sworn enemies of aquatic elves and mermen and unlike other undersea races they are capable and willing to attack human settlements on the shore (Sahuagin can cope with breathing air for up to 4 hours at a time). Like shark-kin they will tame and use sharks as both mounts and pets. They occasionally work with weresharks who, in human form, act as agents and spies for sahuagin. 
  • Snappers (from Creature Catalogue) are bad-tempered and dangerous turtle-folk who are rarely encountered in Ierendian and Minrothad waters. They are more common further south around the Thanegoth Archipelago as they are amphibious and come ashore to breed and lay eggs, and the shores in the northern Sea of Dread are a bit too busy for their liking.
  • Tritons (from Creature Catalogue) are generally well intentioned and tolerant towards humans. They tend to be more distant and aloof than aquatic elves. Though similar in appearance to mermen, they are tougher and more dangerous in combat and they all seem to have clerical spell casting abilities. As such merfolk will treat tritons with respect and occasionally ask them for clerical assistance. 
  • Kna (from Creature Catalogue) are considerably larger than most aquatic humanoids and are perhaps the undersea equivalent of ogres and hill giants, although they are not related. Their attitudes towards other races is variable - sometimes trading, other times wrecking human and elves ships and looting the cargo. They sometimes act as mercenaries, hired muscle for other races. It is known that several tribes of kna have associated with sea dragons (see below), working with them to attack ships or demand payment, while others have fallen under the malevolent influence of either the devilfish or the kopru. Unlike some aquatic races, kna cannot cope with being out of water, so they leave land settlements alone.  

Non-Humanoid Monsters

  • Kopru (from Creature Catalogue and X1: Isle of Dread) are inscrutable, alien and incredibly ancient as a race. They have a mind-influencing ability similar to a Charm spell that they will use both on intruders and to maintain an entourage of enchanted slaves (usually of the aquatic races mentioned here, particularly shark-kin and snappers). Sometimes a Kopru will simply use its mind-influencing on the leaders of a tribe and the rest of the tribe will follow the charmed leaders.
  • Sea Dragons (from original Expert Rules and Creature Catalogue) are powerful and influential inhabitants of the sea, similar to their land-dwelling draconic cousins. They are not innately hostile towards humans and most other races but are greedy and selfish, often demanding tribute from ships for safe passage and reacting angrily towards those who ignore the sea dragon’s demands.
  • Dragon Turtles (original Expert rules & Companion rules) are much rarer than sea dragons, and are considerably more powerful. Occasionally mistaken as uncharted islets because of their size and rock-like shells, dragon turtles can destroy ships and perhaps even threaten a coastal town if angry enough.
  • Sea Serpents (from original Expert Rules & Creature Catalogue) are not very clever but are large enough to threaten boats and small ships. Although most other creatures leave them alone treating them as just large predators, sea dragons and sea giants occasionally put them to use as guards and oversized pets. 
  • Weresharks (from  Rules Cyclopedia) are a type of lycanthrope, humans cursed to change into large sharks and hunt warm-blooded prey. They are found in many parts of human society, but pirates and fishermen seem to have the highest incidence of this type of lycanthropy. Interestingly enough sahuagin respect, almost revere, weresharks, but shark-kin despise them, viewing weresharks as sorcerous abominations. At least one wereshark is believed to live on Safari Island.
  • Devilfish (from Rules Cyclopedia and Masters Rules) are evil vicious creatures similar in appearance to manta rays, but capable of clerical spell casting. Unlike some races they do not have settlements as they do not have hands and therefore cannot build, so they are nomadic, roaming across the Sea of Dread in schools of up to 50 members. They occasionally work with kna, with the devilfish masterminding attacks and the kna providing the brute force. 
  • Sea Giants (from Masters Rules) are generally neutral and leave humans and surface races alone. They tend to live in deeper oceans, further south in the Sea of Dread than Ierendi and Minrothad. But they can get territorial, particularly when other creatures poke around the giants’ huge underwater homes. Because of the depths they dwell at, they occasionally encounter deposits of Neptunium, which they will mine and either use for themselves or sell to other aquatic races.
  • Aquatic Hydrae (Expert Rulebook) are similar to their land-dwelling cousins though they have turtle-like flippers instead of clawed feet. They are not particularly intelligent and are often just marauding monsters, but powerful and dangerous monsters nonetheless.
  • Sea Hags (from Masters Rules) are hideous and chaotic creatures that hate all other living things. They have a terrifying appearance that can scare away even brave adventurers, and a life-draining touch. It is rumoured that those killed by a sea hag's touch are not devoured but transformed into lacedons (see below). [Note: although there is another version of the Sea Hag found in the AD&D Monster Manual with a killing gaze, I am using the Masters Rules and Rules Cyclopedia version]
  • Lacedons (from 1st Edition AD&D Monster Manual) are a type of ghoul that are found underwater. They have developed webbed feet and hands as well as slimy, green-tinged complexion. As with other ghouls they are undead, not humanoid, and do not need to breath at all, so are effectively amphibious. They are sometimes found in the service of sea hags
  • Sea Lions (from 1st Edition AD&D Monster Manual) are quite unlike their real-life namesakes and are a monstrous combination of lion and large fish, attacking with teeth and claws.