Tuesday 9 April 2024

Logos Location #8: Monastery of the Fire Opal

    Source


Introduction and Background

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 abandoned monastery is in the Thyatian territory of Davania, not far from Herakanthia and the town of Cittinova. It was built about 150 years ago by enthusiastic followers of Vanya, a warrior immortal popular in Thyatis and for 70 years it survived as an outpost of Thyatian civilization in the brutal Davanian jungle. However, 80 years ago a combination of a virulent jungle fever and increased attacks by wildlife and vermin decimated the resident monks and lay brothers, and the survivors (less than half the usual inhabitants) retreated to Cittinova, leaving the monastery to the jungle. 

What could encourage adventurers to explore the Monastery?

  • The monastery was named after a fabulous gem worth many thousands of gold coins. It was set into a statue of Vanya and when the monks retreated they left it in place. Retrieving it for the church of Vanya would put PCs in their good graces, or it could be sold to a wealthy merchant. 
  • A number of Thyatian citizens have gone missing from both Scimitar Fort and Cittinova, last seen heading with strangers into the jungle towards the Monastery. The sheriff of Cittinova fears for their safety and wants adventures to find out what has happened, and if they came to harm then prevent others from sharing their fate. 
  • Before the monastery was abandoned it had accumulated donations of money to fund a new wing. However, the money was never spent and it is believed it is still somewhere in the ruins. 


Map of Thyatian possessions on the Davanian Coast
Scale is 72 miles per hex



The lower level has dinosaurs, wildlife and vermin, upper level taken over by araneas & bugbears. Note that many of the areas have windows, so if the PCs enter during daytime these are fairly well lit. 

Ground level is levels 5-7, Upper Level is 6-8

 Ground Floor map by Dyson Logos, source

Key to Ground Level Map

Source: AD&D MMII, illustration Jim Holloway

  1. The Crypt Entrance: Leads to the Crypt Dungeons. Although this surface-level building is empty, the staircase leads down into the subterranean crypts, which are not detailed here, and could be fleshed out by the DM.
  2. The North Entrance: This porch is covered and has a flagstone floor but the north side is open to the jungle. 
  3. The Tower Stairwell, leading up to area 14. There are 2 Tarantella Spiders (AC 5, Mv 120’, HD 4*, hp 17, 20, THAC0 16, Att 1 bite for 1d8 + poison, Save F2, Ml 8, Align N, XP 125, see rules for effects of tarantella venom) lurking here. Up in the northwest corner of the ceiling is a large (3’ diameter) ball of sticky silk that seems to writhe. Opening it releases 20 tarantella spiderlings, stats same as giant centipede, (AC9, Mv 60', HD 1/2 (2 hp each), THAC0 20, Att 1 bite for 0 + poison, Save NM, Ml 7, Align N, XP 7, see rules for effects of giant centipede poison), but appearing as spiders with a leg-span of 1ft. Slumped in a corner is the body of a hapless jungle elf. She has been drained by the tarantellas and is now a withered husk but still has both a shortbow +1 and a dagger +2
  4. The Kitchen:  This place has been cleared out of anything useful or edible - the tables the basin and the stove remain as well as shelves on the side. Some smashed crockery is on the floor. 
  5. Empty
  6. Storeroom/Pantry and Stairs up to area 17. Lurking here is a giant rattlesnake (AC 5, Mv 120', HD 4* (hp 16), THAC0 16, Att 1 bite for 1d4 + poison, Save F2, Ml 8, Align N, XP 125). 
  7. Lower Dormitory: This room has 6 bunk beds, previously the sleeping space for the 12 acolytes. Now it is occupied by 2 Deinonychuses (AC 4, Mv 210', HD 4+1 (hp 17, 19), THAC0 16 (rear talons 14), Att 2 claws/1 bite/2 rear talons for 1d2/1d2/2d4/2d6/2d6, Save F2, Ml 9, Align N, XP 200) that can come and go through the door on the west wall that has been broken down, leading to the outside. There are various body parts of previous meals here. One of the flagstones is loose and wobbly and can be found if the area is carefully searched. Underneath the previous clerics left a sack of 3400sp they deemed too weighty to take with them when they fled.  
  8. The South Entrance: Empty
  9. The Grand Hall: A giant Horned Chameleon (AC 2, Mv 120', HD 5*, (hp 30),  THAC0 15, Att 1 bite/1 horn for 2d4/1d6, Save F3, Ml 7, Align N, XP 300, see rules for chameleon's camouflage and sticky tongue)  lurks here, ready to ambush unwary prey. There are also scraps of smashed wooden furniture and the remains of the chameleon’s previous victims, one of whom was a Thyatian adventurer. His body still has a silver and pearl amulet worth 500gp.  
  10. The Pillared Hall with stairs leading to area 22. The two large square pillars are engraved with the philosophy of Vanya, the patron immortal of this monastery. 
  11. The Cloisters: This is a series of eight monastic cells, small and cramped.There is nothing valuable in any of the cells.
    b) has a mass of dense webs across the ceiling, hiding 2 giant Black Widow spiders (AC 6, Mv 60'/120' in web, HD 3* (hp 15, 12), THAC0 17, Att 1 bite for 2d6 + poison, Save F2, Ml 8, Align N, XP 50). 
    f) has 10 giant rats (AC 7, Mv 120', HD 1/2 (hp 2 each), THAC0 20, Att 1 bite for 1d3 + possible disease, Save F1, Ml 8, Align N, XP 5). They have made their nest underneath a wooden bed.    
  12. The Refectory. The tables and benches that the clerics and monks ate off are still intact. In here is a single Deinonychus (AC 4, Mv 210', HD 4+1 (hp 21), THAC0 16 (rear talons 14), Att 2 claws/1 bite/2 rear talons for 1d2/1d2/2d4/2d6/2d6, Save F2, Ml 9, Align N, XP 200)
  13. The Veranda: paved area raised about 6’ off the ground, open to the jungle air. On here there is a patch of long grass and a single large mushroom growing on the flagstones. The grass is Grab Grass (AC 9, Mv 0, HD 6 (hp 29), THAC0 14, Att 1 grab for special, Save NM, Ml 12, Align N, XP 225) and the mushroom is a shrieker  (AC 7, Mv 9', HD 3 (20hp) No attacks, but shrieks, Save F1, Ml 12, Align N, XP 35). If the shrieker starts shrieking it will attract the Deinonychus from room 12 as well as wandering monsters from the jungle. The Deinonychus has had several narrow escapes from the Grab Grass and will not willingly get too close, prefering to attack adventurers who are struggling to free their entangled comrades. 
    Upper Floors map by Dyson Logos, source

  14. Tower stair well, leading both down to area 3 and up to area 26
  15. East Balcony: This is open to the jungle air. Lurking here is large pteranodon (AC 6, Mv 60'/fly 240', HD 5 (22hp), THAC0 15, Att 1 beak for 1d12, Save F3, Ml 8, Align N, XP 175), using this raised balcony as its roost. In its nest are 3 red spinels worth 200gp each (600gp total).
  16. East Dormitory. This series of cells is similar to the cloisters (area 11). Cells C and E are home to one normal Aranea each (AC 7, Mv 150'/climb 150', HD 3** (hp 13 & 15), THAC0 17, Att 1 bite for 1d6+ poison or 1 spell (special), Save MU3, Ml 7, Align C, XP 100) . The one in cell C can cast Magic Missile, Charm Person, Mirror Image, the one in cell E can cast Magic Missile, Hold Portal and Levitate
  17. East Stairs, leading both down to area 6 and up to 28. This room holds a single Tarantella spider (AC 5, Mv 120’, HD 4*, hp 22, THAC0 16, Att 1 bite for 1d8 + poison, Save F2, Ml 8, Align N, XP 125, see rules for effects of tarantella venom)
  18. Meditation  chamber: This chamber is open to the jungle air. There are 2 normal araneas here  (AC 7, Mv 150'/climb 150', HD 3** (hp 9, 12), THAC0 17, Att 1 bite for 1d6+ poison or 1 spell (special), Save MU3, Ml 7, Align C, XP 100). First one can cast Light, Ventriloquism and Mirror Image, the second one can cast Hold Portal, Shield and Phantasmal Force
  19. West Dormitory: This series of cells has a bugbear in each (5 bugbears total) (AC 5, Mv 90', HD 3+1, hp 19, 9, 16, 22, 15, THAC0 16,  Att 1 sword for 1d8+1, Save F3, Ml 9, Align C, XP 50, equipment 14sp each +1 longsword, improved chance to surprise) . Any disturbance in one cell will alert the bugbears in the other cells. 
  20. West Balcony. Empty 
  21. Training Hall. This now serves as the bugbear’s shared space, with a campfire and some meat from jungle animals. There are 3 normal bugbears  (AC 5, Mv 90', HD 3+1, hp 19, 9, 16, 22, 15, THAC0 16,  Att 1 sword for 1d8+1, Save F3, Ml 9, Align C, XP 50, equipment 14sp each +1 longsword, improved chance to surprise) and 2 juvenile bugbears (AC 6, Mv90', HD 1+1, hp 4, 6, THAC0 18, Att 1 shortsword for 1d6, Save F1, Ml 8, Align C, XP 25) here. 
  22. Stairwell down to area 10
  23. Assistant Bishop’s Quarters: This is now the quarters of the Bugbear leader (AC 4, Mv 90', HD 5+2, hp 29, THAC0 13, Att 1 battleaxe for 1d8+2 or throwing axe (r 60') for 1d6, Save F5, Ml 10, Align C, XP 225, equipment: Battleaxe +1, 3 throwing axes) who has a chest of treasure containing 2400sp, 3000gp and 1100pp. 
  24. Canon’s Quarters: 2 bugbears now live here (AC 5, Mv 90', HD 3+1, hp 13, 14, THAC0 16,  Att 1 sword for 1d8+1, Save F3, Ml 9, Align C, XP 50, equipment 14sp each +1 longsword, improved chance to surprise) . 
  25. High Cleric’s Quarters. This room is divided by a heavy tapestry-like curtain. In the main area are 2 normal araneas (AC 7, Mv 150'/climb 150', HD 3** (hp 9, 12), THAC0 17, Att 1 bite for 1d6+ poison or 1 spell (special), Save MU3, Ml 7, Align C, XP 100). First one can cast Charm Person, Ventriloquism and Mirror Image, the second one can cast Hold Portal, Magic Missile and Phantasmal Force.
    25a) Behind the curtain there is an aranea mother (AC 6, Mv 120’/150’ in web, HD 6**, hp 30, THAC0 14, Att 1 bite for 1d6 + poison or by spell, Save MU6, Ml 7, Align C, XP 725, spells known (2x 1st L, 2x 2nd L, 2x 3rd L): Ventriloquism, Charm Person, Mirror Image, Wizard Lock, Fly, Dispel Magic). If she is alerted to intruders she will shapeshift into a jungle elf, pretend to be captive and try to gain the intruders’ trust before attacking at a suitable opportunity, typically starting with her natural Web ability. Underneath a large chest containing mothy clothes there are loose floorboards, under which is a sack with the aranea mother’s treasure: 6500sp, 1200gp and a spellbook containing all the spells the aranea mother knows. 
  26. Tower room, with stairs leading to both area 14 and 27 
  27. Tower Roof: This roofspace is home to 5 pterodactyls (AC 7, Mv 30’/Fly 180, HD 1, hp 4 each, THAC0 19, Att 1 beak for 1d3, Save F1, Ml 7, Align C, XP 10). If two or more are killed the survivors will fly away into the jungle.  
  28. Bastion Chamber. This is home to 3 normal araneas (AC 7, Mv 150'/climb 150', HD 3** (hp 9, 12), THAC0 17, Att 1 bite for 1d6+ poison or 1 spell (special), Save MU3, Ml 7, Align C, XP 100). First one can cast Shield, Ventriloquism and Invisibility, the second one can cast Hold Portal, Magic Missile and Levitate, third one can cast Magic Missile, Light and Rope Trick and 10 aranea spiderlings (AC 8, Mv 120’/Climb 120’, HD 1*, 4 hp each, THAC0 19, Att 1 bite for 1d2 + poison (as giant centipede), Save F1, Ml 8, Align C, XP 15).
    In the middle of this chamber is a marble statue of Vanya, goddess of this monastery, holding in her marble hands a magnificent fire opal, after which this place is named. The fire opal is worth 5000gp on the open market, or 7000gp if sold directly to the Church of Vanya (for whom it has great religious value).  
  29. Bastion Cloisters: This now holds the araneas captives, held for both information and food. None have weapons or armour. XP rewards for safely returning these NPCs to Cittinova are up to the DM but it is suggested 100xp per rescued captive. The captives are:
    • Varallin Arrowshot, 3rd level Elven Ranger, elf male,  a hunter for the Golden Frog tribe of Jungle elves
    • Barnabus Boartrotter, 2nd level Fighter, human male, a Thyatian mercenary from Cittinova who got lost while supposedly escorting a trade caravan. 
    • Bellisaria Claudo, 3rd level cleric of Vanya, human female, a priestess of Vanya who was investigating the monastery to see if it could be reclaimed by her church
    • Darrus Shortshiv, 2nd level Halfling scout, halfling male, a trader who normally travels between Cittinova and Scimitar Fort
    • Tarrana, 2nd level elven spellsword, elf female, a jungle elf who was curious about the ruins and was caught snooping around by the bugbears.
  30. Bastion Roof: This is now home to an aranea mother (AC 6, Mv 120’/150’ in web, HD 6**, hp 30, THAC0 14, Att 1 bite for 1d6 + poison or by spell, Save MU6, Ml 7, Align C, XP 725, spells known (2x 1st L, 2x 2nd L, 2x 3rd L): Magic Missile, Shield, Mirror Image, Phantasmal Force, Lightning Bolt (6d6 damage), Dispel Magic). Unlike her sister in area 25a this one is not subtle and won’t bother with shapechanging, instead immediately attacking with her web ability and spells. If there is loud fighting below her in area 28 she may come down the stairs, investigate and aid her children. Her nest on the roof includes a weatherproof chest that contains her spellbook (including all the spells she knows). 



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