tag:blogger.com,1999:blog-83383625207389359732024-03-18T14:57:32.645+00:00The Tales of KaelarossA blog about a campaign world for Classic D&DJohn Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.comBlogger291125tag:blogger.com,1999:blog-8338362520738935973.post-42369687525966300772024-03-15T02:29:00.003+00:002024-03-15T02:46:49.896+00:00A map of Corunglain<p>Here is a map I’ve done of the city of Corunglain in <a href="https://kaelaross.blogspot.com/2023/11/northern-darokin.html">northern Darokin</a>. This is primarily based on the description of Corunglain in the Gazetteer GAZ11 The Republic of Darokin as well as some information gleaned from the map of Darokin in the gazetteer. A big thank you goes to the folks over at the Mystara forum on the Piazza for <a href="https://www.thepiazza.org.uk/bb/viewtopic.php?t=33159">offering guidance</a> on some of the more obscure aspects of lore, which I have had a go at incorporating. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGiWLxx3llZPzxjyMtjca5L79ZHFl9jnQzVGuejnTEIHfryPnZEC228Y5MxqYjGFVtJBXBWayZu4P5g-ZSi-QzXFKzpC2QcyUWRg7LX74-RvYnRwC7SUboiAuJxXQbVhZgXZn-ryVzaiwh0_gEELrARLflGow3zBhu22O7ZLE7LOi_5hicWheBn5vdWhs/s2107/Corunglain_CityMap04e.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1922" data-original-width="2107" height="584" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGiWLxx3llZPzxjyMtjca5L79ZHFl9jnQzVGuejnTEIHfryPnZEC228Y5MxqYjGFVtJBXBWayZu4P5g-ZSi-QzXFKzpC2QcyUWRg7LX74-RvYnRwC7SUboiAuJxXQbVhZgXZn-ryVzaiwh0_gEELrARLflGow3zBhu22O7ZLE7LOi_5hicWheBn5vdWhs/w640-h584/Corunglain_CityMap04e.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div>The labeled locations are:<div><b>The Bastion:</b> This fortification on the north side includes a tall watchtower in the middle that can see for miles around. Directly underneath the watchtower is a large keep that includes the headquarters of the XIII Legion of the Third Army. The keep and its two neighbouring buildings are also barracks for 400 soldiers of that legion (the rest of the legion are quartered in the northern half of the city). In the event of a major humanoid attack this is expected to bear the initial assault. Underneath the smaller building on the west side is the city jail, mostly underground. Imprisonment is only occasionally a punishment - more frequently the prisoners are kept here until their fates are decided. </div><div><b>The Citadel: </b>This is the main fortification of the city. It includes the headquarters of the Third Army of Darokin and also of the II Legion, most of whom are barracked within the Citadel. </div><div><b>Grand Market Square:</b> This has business from 9am to 6pm every day, though it gets particularly busy around midday. By city law any stalls and goods must be cleared away by 6:30pm so in the night this is a quiet empty city square. </div><div><b>Corun Park:</b> This walled garden is accessible for a small fee (1sp) and many citizens and soldiers of different classes and walks of life (except those who cannot afford the entrance fee) mingle here.</div><div><b>Corun House:</b> This is the seat of power for House Corun, one of the major trading houses of Darokin and the family whose descendents were instrumental in founding Corunglain (its name was originally Corun's Glen). It is the only private residence in the city that has its own grounds and garden, and is surrounded by an 8' high wall. </div><div><b>Elfheart Garden:</b> A municiple flower garden with guards at the gates, this is only open to elite and gold-class citizens (i.e. well-to-do members of society). </div><div><b>Wharf Pool:</b> This bulge in the Vesubia River serves the city in two ways - firstly the docks on the western shore are used for loading and unloading cargo and passengers from river boats. Secondly the docks are also used for the final stages of assembling new river boats (the sections are usually built within the city walls).</div><div><b>The Resting Gardens:</b> This is the city cemetary, and there are thousands of graves here packed tightly. The grounds are regularly patrolled by clerics from the Chapel of Eternal Rest to ensure there are no undead or grave-robbers. </div><div><b>The Grand Park:</b> This parkland outside the city walls is open to all, and is large enough to hold several herds of deer. It is only lightly managed, and occasionally more dangerous wild beasts can find their way in here. Wealthy citizens and army officers enjoy riding and hunting here. <br /><p>The key to the numbered locations are:</p><p></p><ol style="text-align: left;"><li>Temple of Askelon the Healer (Lawful <a href="https://kaelaross.blogspot.com/2021/10/the-forces-of-law-neutrality-and-chaos.html">Saint</a>), staffed by 10 clerics of various levels. Popular with many citizens. </li><li>Askelon Hospital (includes insane asylum)</li><li>The Fae-Lord Theatre: Also acts as concert hall. </li><li>The Tax Office. The tax officers regularly patrol the city, checking on both shops and travelling traders</li><li>The Town Hall. This has a large bell on top which can be rung when the city is under attack. </li><li>The Municipal Bank of Corunglain</li><li>House Mauntea's regional office/second home of Corwyn Mauntea</li><li>The Temple of Bassallia (a Neutral <a href="https://kaelaross.blogspot.com/2021/10/the-forces-of-law-neutrality-and-chaos.html">Exalted</a>, a merchant princess of Darokin who became an Exalted by becoming a Polymath - she is considered a patron demigoddess of merchants and traders), 18 clerics of various levels. This is the most popular place of worship in the city. </li><li>Corunglain Magicians' Guild, staffed by 12 mages of various levels. </li><li>The Adventurers Guildhall. The senior guild members are mostly ex-adventurers turned organisers. They recruit adventurers for missions on behalf of the city. However, there are about 30 regular active adventurers who are also guild members</li><li>Varania's Tower (Archmage of Cornuglain)(Other mage towers dotted around the southern half of the city)</li><li>Chapel of Eternal Rest is dedicated to ensuring the dead stay dead. There is a small staff of 5 clerics cloistered here. As well as conducting funerals and comforting the bereaved, they also patrol the Resting Gardens, ensuring there are no grave robbers or undead. Although not as popular as either Askeloon or Bassallia, the Chapel of Eternal Rest is held in high esteem, and all the citizens of Corunglain know they will eventually end up here. </li><li>Abandoned mine entrance. </li><li>The Wharf including docks for cargo and boat-building</li><li>Streel Berth (includes 2 windmills owned by house Corun). A much smaller dock than Wharf Pool, and sometimes used by those who want less attention, including thieves, smugglers and spies.</li><li>Cheesemarket Square: Although not nearly as big and important as the Grand Market, this square is occupied by market stalls every fourth day. It is particularly good for foodstuffs (as its name suggests), including fresh and preserved meats, honey, wines, beers, fresh bread and of course cheese. </li><li>Tinkers Square, nicknamed Stinkers Square. This neighbourhood has all the unpleasant industries including tanners, abatoirs and renders. The stench here drives the nicer and frailer citizens away. However, somewhere near this square is the Corunglain Thieves Guild hideout. </li><li>The Bastion Road, also known as Gallows Way. This is where public punishments are dealt out, including stocks, flogging and, in the worst cases, execution by hanging (hence the nickname). </li></ol><p></p><p><br /></p><p><br /></p><p><br /></p></div>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-36989758013022343462024-02-29T15:18:00.002+00:002024-02-29T16:03:10.154+00:00B3 Palace of the Silver Princess: My thoughts and ideas<p>Although I had some awareness of B3 from way back, I first learned what B3 was about when I bought B1-9: In Search of Adventure, a compilation of the early Basic D&D modules. It was edited and shortened, so B1-9 by necessity of limited space only had the two actual dungeon levels, with a short introduction about the Eye of Arik, pruning a 36-page module down to 15 pages. For many years I accepted that was it. However, recently I have acquired a PDF of the orange cover printing of B3. For those of you who do not know, there were 2 versions of B3 Palace of the Silver Princess. The first one had an orange cover, the second had a green cover. The orange version was recalled after concerns about it's content, <a href="https://preview.drivethrurpg.com/en/product/17159/b3-palace-of-the-silver-princess-basic">best explained here</a>. But copies survived and somehow someone created the PDF that I now have. I actually don't have a copy of the green-cover version but I am assuming that it contained the material that appears in B1-9. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPbIaPZJqOUKwV7VqQ7kLSc6Pv-qo3uRRQCZ6-RRl7i4VKJAQfFX4cVvjEP9lVWlcYzGoBdL_Cy1d8ELo9IdyVPO4oziqti97vpfMZgW-PX4ByUphsOvQKe1XRP0UUwPR4fC_ax3_RP6QWkbKN2IHz51YCWCwONKnpuCLEL3FlQjwnGmLWUwR4ehRRlnM/s751/B3_PalaceOfSilverPrincess.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="751" data-original-width="572" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPbIaPZJqOUKwV7VqQ7kLSc6Pv-qo3uRRQCZ6-RRl7i4VKJAQfFX4cVvjEP9lVWlcYzGoBdL_Cy1d8ELo9IdyVPO4oziqti97vpfMZgW-PX4ByUphsOvQKe1XRP0UUwPR4fC_ax3_RP6QWkbKN2IHz51YCWCwONKnpuCLEL3FlQjwnGmLWUwR4ehRRlnM/w488-h640/B3_PalaceOfSilverPrincess.png" width="488" /></a></div><br /><p>This version has some black and white illustrations by the likes of Erol Otus and Roslof, including some that are definitely old-school, such as the questionable Illusion of the Decapus and the downright weird ubues (three headed hermaphrodites!). </p><p>In my readthrough I also noted that some encounters were left blank, in a way very similar to B1: In Search of the Unknown, <a href="https://kaelaross.blogspot.com/2021/11/quasqueton.html">discussed previously</a>. The DMs were expected to fill these in as they saw fit. Referring back to B1-9, these blank encounters have been filled in and I expect B1-9 uses the contents of the green cover version. </p><h3 style="text-align: left;">The Lands Around the Palace</h3><p>The orange cover version was written before the release of the Expert set and the establishment of the Known World (south-east Brun). There is a map of the surrounding area, which does not neatly fit into the Known World - later on the Mentzer Expert set would place the palace in the eastern half of <a href="https://kaelaross.blogspot.com/2021/09/dungeons-in-karameikos.html">Karameikos</a>, north of Rugalov village, in the hills southwest of Penhaligon. However, the orange-cover map shows "The Princes of Glantri" in the south-east. If we take this to be true it radically changes the location to the other end of the Known World map. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrBTGLG_t_nwQyMujvs05A-0zFBC0h9fXkNi7ZKtc3ut5AVuVUAXIjK-MWzSa1IHoKrSMesI1fNJ_1RVLSDThyiT9EQRseaP_z-PWbWKUTBMsTHdHbxy82AFFXolsGM2z7tjmV2iUONkCF6lAba3DZfTa_MFyRboIsFRzWH1Z813qrmWNjdXVIXZgU2ME/s932/B3_OrangeCover_wildernessMap.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="932" data-original-width="720" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrBTGLG_t_nwQyMujvs05A-0zFBC0h9fXkNi7ZKtc3ut5AVuVUAXIjK-MWzSa1IHoKrSMesI1fNJ_1RVLSDThyiT9EQRseaP_z-PWbWKUTBMsTHdHbxy82AFFXolsGM2z7tjmV2iUONkCF6lAba3DZfTa_MFyRboIsFRzWH1Z813qrmWNjdXVIXZgU2ME/w309-h400/B3_OrangeCover_wildernessMap.png" width="309" /></a></div>The orange-cover version has a brief overview of this map, with various locations given a paragraph each. Personally I am tempted to go with elements of this original map and shift the module to the mountains and valleys to the northeast of Glantri perhaps between Morlay and Malinbois. The actual map is not considered particlarly accurate - the more up-to-date maps of Glantri take precedence, but the names and descriptions of the settlements and patches of wilderness can be shifted around on the map of Glantri. This leads me onto an intriguing tangent - a Basic/Expert campaign set in Glantri: however I don't think I'll expand on that here, although this map and its accompanying descriptions certainly offer many places to explore. The module alludes to this as well, suggesting wilderness encounters once the PCs reach Expert level (i.e. 4th level or higher)<p></p><p>Another question that has sprung to mind is what about the realm of Haven? Is it only the small area immediately surrounding the palace? Or the whole of this map? I like the idea that Haven was most of what is on this map, up to the escarpments that lead to Glantri. Since the fall of the palace to chaotic forces, the vicious and chaotic ruler of Gulluvia now controls the areas marked out on the map by the border of territory. The ruler, a sorceress called Dh'mis, was trained in Glantri and is in league with the forces of Chaos, perhaps steering higher authorities in Glantri away from the palace and the toe-hold the forces of Chaos have in this area, and I would say she at least tolerates the <a href="https://kaelaross.blogspot.com/2021/09/the-cult-of-chaos-in-karameikos.html">cult of Chaos</a> if not actively embraces it. </p><h3 style="text-align: left;">Expanding the Palace </h3><p>Outbuildings and other ruins: the two maps of the palace, the upper and lower levels, are assumed to be the whole palace. This is up to the DM - the maps provided in the module could just be for the central keep - there could be curtain walls, towers and a courtyard with stables, smithy and the like. </p><p>Deeper levels of the dungeon: What if the passages in areas 1D and 1E were not completely caved in, or perhaps the rubble blocking the passage could be cleared? </p><p><a href="https://kaelaross.blogspot.com/2021/09/the-cult-of-chaos-in-karameikos.html">The Cult of Chaos</a> certainly has an influence within the Palace itself. The cleric in the upper level, Carathandamus, is chaotic and I imagine him as being the cult representative in the palace. How much influence and control he can exert on other inhabitants is up to the DM - he has his own retinue of two dwarves and a werebear, but beyond that he may give other residents of the palace a wide berth, particularly the less intelligent ones. </p><p>One thing I have noticed in the differences between the B1-9 version and this orange cover version is that the orange one has no mention of The Eye of Arik, a cursed gem that has spread its chaotic influence through the palace, attracting monsters and sending residents mad. Instead there is just a very valuable ruby, “My Lady’s Heart”. Although it is worth 10,000gp to those who find it, it does not have magical properties. The B1-9 version has destroying the Eye of Arik thereby lifting the curse as the mission, the main reason for entering the palace. This choice of versions is really up to the DM - are his players noble heroes or greedy treasure-hunters? Of course, having just one version of the module may make this moot. </p><h3 style="text-align: left;">New Monsters of the Orange Cover version</h3><p></p><ul style="text-align: left;"><li>Archer Bush</li><li>Baric</li><li>Bubble</li><li>Decapus</li><li>Diger</li><li>Ghost</li><li>Jupiter Bloodsucker</li><li>Marble Snake, Giant</li><li>Marmoset, Giant</li><li>Poltergeist</li><li>Purple Moss</li><li>Ubue</li></ul><p></p><p>A number of these are not native to Brun but from <a href="https://kaelaross.blogspot.com/2023/04/davanias-western-jungle-coast.html">Davania</a> - the Jupiter Bloodsucker, the Giant Marmoset, the giant Marble Snake and the Decapus all have populations in that dense jungle far to the south. This raises questions of what are they doing so far from home - I suspect they were brought here as biological curiosities by an academic expedition funded by a Prince of Glantri . They were temporarily held at the palace but before they could be forwarded to Glantri City, disaster struck the palace and they escaped into the rooms and hallways where they remain. </p><p>In terms of using these monsters elsewhere they are a mixed bunch. Some, like the Decapus and Poltergeist seem very reusable. Others I find difficult to take seriously. The Ubues are notoriously odd while bubbles just don’t seem like monsters, more like they should be a magical hazard. </p><p><br /></p><p><br /></p><p><br /></p>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-41312436607369207492024-02-19T02:16:00.001+00:002024-02-19T02:16:23.541+00:00My Odd Relationship with Megadungeons<p>Big dungeons are a major part of D&D - it's in the name of the game "DUNGEONS & Dragons". The earliest games were Dave Arneson encouraging the first player characters to explore the ruins of Castle Blackmoor, and Gary Gygax likewise had Castle Greyhawk. I'm sure those more knowledgeable than me about the early days at Lake Geneva could expound further. These were the foundations on which this mighty hobby was built. Even today 50 years later old-school grognards yearn for the eventual publication of Gygax's original Castle Greyhawk. MAR Barker had his underworlds beneath the ancient cities of Tekumel and Ed Greenwood gave us Undermountain below the city of Waterdeep. And with the rise of firstly the OGL (Open Game License) and then the OSR (Old School Revival) many other creators have offered their megadungeon creations. </p><p>Here I should make a distinction between megadungeons and regular-sized dungeons. The generally accepted definition of a megadungeon is one that forms the backbone of a campaign - the PCs are not expected to properly clear it out but return to it time and time again, exploring a bit further and a bit deeper with each expedition and each experience level gained. Other dungeons are typically visited only once, and if the dungeon is of modest size the PCs may well investigate all the rooms and kill all the hostile inhabitants. But megadungeons have similarities to wilderness environments - they are big and expansive enough that the dungeon as a whole can never be completely explored or cleared of monsters. </p><p>Regular readers of this blog will notice that in the posts where I detail a <a href="https://kaelaross.blogspot.com/search/label/Dungeon">dungeon </a>with actual monsters, traps and treasure, they are not megadungeons. This is partly because of the nature of a blog - I don't think detailing a megadungeon level with hundreds of encounter areas is really feasible for a blog that I hope to post on each fortnight. But it is also indicative of my own motivation and focus - I enjoy creating dungeons but only in fairly short bursts. As such moderate sized dungeons of around 20 encounter areas suit me better. Beyond 30 encounters I will start getting bored, tired and running out of ideas - others might not be impressed with my lack of focus but that's just how my mind works (or fails to work after a while). The three tags for this blog that illustrate this are:</p><p></p><ul style="text-align: left;"><li><a href="https://kaelaross.blogspot.com/search/label/Dungeon%20of%20the%20Month">Dungeon of the Month</a> (from way back over 10 years ago!)</li><li><a href="https://kaelaross.blogspot.com/search/label/scenario">Scenarios </a>(when I restarted this blog 2 years ago, not all of which are conventional dungeons)</li><li><a href="https://kaelaross.blogspot.com/search/label/Logos%20Location">Logos Locations</a> (my prefered format at the moment, using the work of <a href="https://dysonlogos.blog/">Dyson Logos</a>)</li></ul><p></p><p>However, I still like the <i>idea </i>of a megadungeon. There is still both a sense of nostalgia, treading in the footsteps of the founders of this hobby along dark and winding passages (prodding with a 10' pole regularly) and also a sense of exploration and wonder. Although some DMs and authors want their dungeons to have verisimilitude and to make sense at least within the fantasy game world, others view dungeons as free from that constraining logic - hence the "funhouse" dungeon where anything can be encountered as long as it is challenging and entertaining. The idea of the dungeon being a form of Mythic Underworld, connected to but not quite part of the "normal" campaign world on the surface, is an idea that has been discussed and expounded on various forums and social media platforms. Another concept that could apply to both smaller dungeons and megadungeons is the idea of <a href="https://kaelaross.blogspot.com/2022/02/dungeons-as-infestations.html">dungeons as infestations</a>, which I sometimes use. </p><p>My compromise between my short attention span and my sense of wonder of megadungeons has emerged as blog posts that talk about various megadungeons in broad overview but not detailing specific encounters. Basically there are megadungeons in my Mystara campaign, but I'm not going to go through them room by room. Off the top of my head, the ones I have posted about so far in this iteration of the blog are:</p><p></p><ul style="text-align: left;"><li><a href="https://kaelaross.blogspot.com/2023/01/goblins-of-zugguth-peak.html">Goblins of Zugguth Peak</a></li><li><a href="https://kaelaross.blogspot.com/2022/10/city-of-madness-capital-of-arvorians.html">The City of Madness: Capital of the Arvorians</a> (although other Arvorian cities are hinted at, this one has a map of the surface ruins)</li><li><a href="The Abandoned Palace of Al'Jaboorzi">The Abandoned Palace of Al'Jaboorzi</a></li><li><a href="https://kaelaross.blogspot.com/2022/01/derothgar-fortress-of-damned-and-horned.html">Derothgar, the Fortress of the Damned</a></li><li><a href="https://kaelaross.blogspot.com/2021/12/the-disappeared-fort-of-tandallos.html">The Disappeared Fort of Tandallos</a> (although this could be a regular-sized dungeon that has only been outlined)</li><li><a href="https://kaelaross.blogspot.com/2021/11/the-ruins-of-allaktos.html">The Ruins of Allaktos</a></li><li><a href="https://kaelaross.blogspot.com/2021/10/tarrag-duun-lost-dwarven-fortress.html">Tarrag Duun - the Lost Dwarven Fortress</a></li></ul><p></p><p style="text-align: left;">Enthusiastic DMs are more than welcome to have a go at mapping and detailing these for use in actual adventures. </p><p style="text-align: left;">Another compromise that so far has not been published on the blog is the idea of dungeon sections like geomorphs that can be linked up to form a larger map. Since each section only holds a certain number of rooms and encounter areas, detailing it seems less overwhelming than staring at a map with 200 or more rooms (Ed Greenwood's Undermountain maps from the 2E boxed set spring to mind). Here are some dungeon sections from an aborted attempt to completely redo <a href="https://kaelaross.blogspot.com/2021/11/quasqueton.html">Quasqeton</a>. I didn't get far with it (I detailed the rooms for the first two sections) but the concept of dungeon sections is still valid. <br /><br /><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg15KxQPR3PVPElDqT5vsUJPu_XTtdNkr3Xf74exxl8eXkxXtdxwG8XQBkHAtZh_AjfKERula5i8YjaPgzBolhHSqoUcjzvqOKs3cr4nxFJnY7PibVZN8SdUH6MTgOlOoabjkCQ3WbaNtOkBIC8Xo8VOhCGLKnl6raPwTyEPItCl3_tJiUuckuBhDAunxs/s602/megadungeon_tile001.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="602" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg15KxQPR3PVPElDqT5vsUJPu_XTtdNkr3Xf74exxl8eXkxXtdxwG8XQBkHAtZh_AjfKERula5i8YjaPgzBolhHSqoUcjzvqOKs3cr4nxFJnY7PibVZN8SdUH6MTgOlOoabjkCQ3WbaNtOkBIC8Xo8VOhCGLKnl6raPwTyEPItCl3_tJiUuckuBhDAunxs/s320/megadungeon_tile001.png" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuX2apVrTMinIpj0nJV2AjFQvA0pmNfdkJmoyYP81PCIfiGpR0SaYWyqMIJmIM2vwN0PM9L8CdWQCYffXdFXnorCFc1eYYG1uQVzCI4zmrRT6jG2Pw_uVufifz_iMG0DXCa-nhsPKZlberbkMAifO13eWtlsiATVcgGc04j9eHLbpqNBSRG_d93sekRnM/s603/megadungeon_tile002.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="601" data-original-width="603" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuX2apVrTMinIpj0nJV2AjFQvA0pmNfdkJmoyYP81PCIfiGpR0SaYWyqMIJmIM2vwN0PM9L8CdWQCYffXdFXnorCFc1eYYG1uQVzCI4zmrRT6jG2Pw_uVufifz_iMG0DXCa-nhsPKZlberbkMAifO13eWtlsiATVcgGc04j9eHLbpqNBSRG_d93sekRnM/s320/megadungeon_tile002.png" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSfH8A8TPfbZfyLRvlMWSa8G-swAfyvHjfLC8bDwHzPmiwVCs1LhklLoce2Iax20ZyBe-o7AXPdrDX8PVLcsEFhhFXC_6CIbb8K5r3fsO-KurV0jgookkflLSQHIiyC77WSTvgQfanysotBnO3R99Lwj3cldt9YZXRKdAC2dmjj2NatNYLC7Rx8TTu-0U/s603/megadungeon_tile003.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="601" data-original-width="603" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSfH8A8TPfbZfyLRvlMWSa8G-swAfyvHjfLC8bDwHzPmiwVCs1LhklLoce2Iax20ZyBe-o7AXPdrDX8PVLcsEFhhFXC_6CIbb8K5r3fsO-KurV0jgookkflLSQHIiyC77WSTvgQfanysotBnO3R99Lwj3cldt9YZXRKdAC2dmjj2NatNYLC7Rx8TTu-0U/s320/megadungeon_tile003.png" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTQi4xT8BlkTpJe6wRNVOsUzByTg8tdCIh3NKDbG9DrXP8FeZoqeCXfyW-yY2EBRKVyb3Sqnpg_cxJxGS8m-hlKrWGVz5kdOC7bP8-u3UqEdVKUQFEfwxOKbXjNfDmtRIiNtn9TLejAY317tw69HWVMofUXrrbftm5-qD1_cE2mM_F9JA7HS2HtXzCdQo/s603/megadungeon_tile004.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="601" data-original-width="603" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTQi4xT8BlkTpJe6wRNVOsUzByTg8tdCIh3NKDbG9DrXP8FeZoqeCXfyW-yY2EBRKVyb3Sqnpg_cxJxGS8m-hlKrWGVz5kdOC7bP8-u3UqEdVKUQFEfwxOKbXjNfDmtRIiNtn9TLejAY317tw69HWVMofUXrrbftm5-qD1_cE2mM_F9JA7HS2HtXzCdQo/s320/megadungeon_tile004.png" width="320" /></a></div><p></p><p style="text-align: left;">One thing I am aware of is that player attitudes towards dungeons can vary. Systematically exploring an underground dungeon for treasure and magic items is a very nerdy, slightly obsessive, activity. Kill the monster, search for treasure, move on to the next encouter (checking for traps and secret doors all the time). Although there is verbal interaction between party members, they generally only interact with the DM's world by combat and puzzle-solving. And I think this is one of the reasons why I have kept the fully mapped and keyed dungeons here relatively short; because I don't know what players might think about megadungeons, which aren't to everybody's taste. Maybe they are properly old-school, happiest when kicking down dungeon doors and fighting the orcs guarding that chest. But I have also encountered enough players to know that some enjoy banter with townsfolk, finding out about local politics and perhaps getting involved in schemes and business ventures. For them everything should be in moderation, including dungeons. And even though a party could leave a megadungeon for an above-ground adventure, there may be players who quietly roll their eyes at being directed back to the same dungeon when there is an entire fantasy world to explore. </p><p style="text-align: left;">Of course I'm not going to lay down any rules (and you would quite rightly ignore them if I did). But I hope that enough readers share elements of my viewpoint that you will continue to follow this blog and would be interested to hear your views on megadungeons in the comments below. </p>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com1tag:blogger.com,1999:blog-8338362520738935973.post-8399752161448844332024-02-11T17:12:00.000+00:002024-02-11T17:12:11.807+00:00Logos Location #7: The Sordid Rhinoceros<p><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;">Thanks to </span><a href="https://dysonlogos.blog/" style="background-color: #ddeaee; color: #00997f; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px; text-decoration-line: none; text-decoration: none;">Dyson Logos</a><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;">' 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.</span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5LmASAo0bjefByGl9bT8Ei4-g0T2yWF6d_3T6YsKQPdTUJMulFQS05sRzclyjOWJWNv1Y1MoRc9CpCyVEKFwK2GZNHLaJ4GJmsNwhiYZmzo0-UnWLrGSoYXv80CPWDxhAy_wYmZd8lyl4ejF0VAvGWDgBxbTN7HKXjG6su0s1VliV1AnQDeMvXB3yXbs/s2025/the-sordid-rhinoceros01.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2025" data-original-width="1050" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5LmASAo0bjefByGl9bT8Ei4-g0T2yWF6d_3T6YsKQPdTUJMulFQS05sRzclyjOWJWNv1Y1MoRc9CpCyVEKFwK2GZNHLaJ4GJmsNwhiYZmzo0-UnWLrGSoYXv80CPWDxhAy_wYmZd8lyl4ejF0VAvGWDgBxbTN7HKXjG6su0s1VliV1AnQDeMvXB3yXbs/w332-h640/the-sordid-rhinoceros01.png" width="332" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by Dyson Logos, <a href="https://dysonlogos.blog/2023/12/14/the-sordid-rhinoceros/">source</a></td></tr></tbody></table><br /><p></p><div class="separator" style="clear: both; text-align: left;">The Sordid Rhinoceros is an inn in the lawless and dangerous city of Vlaad in the nation of <a href="https://kaelaross.blogspot.com/2021/11/major-changes-to-ierendi.html">Ierendi</a>. It is not a conventional dungeon crawl, rather a meeting point for various NPCs, some of whom may be hostile, others treacherous, others who can be bargained with. None are particularly charitable or benevolent. The tavern sits quite close to the docks, so there are a few sailors and pirates among the patrons. </div><div class="separator" style="clear: both; text-align: left;">Rather than going through this room by room as I would with normal dungeons, I will list the most notable NPCs to be found here, along with the rooms they are usually found in. </div><h3 style="text-align: left;">The Staff:</h3><div class="separator" style="clear: both; text-align: left;"><ul style="text-align: left;"><li><b>Gaerloth:</b> human male Fighter 7, align N, Str 16, Int 10, Wis 13, Dex 12, Con 16, Cha 10. Equipment: Leather Armour +2, Mace +2 of Stunning. Gaerloth is the Innkeeper and the manager of this establishment. He is also the main bouncer and enforcer. During business hours he is usually behind the bar in the barroom (room #1). Although he can be quite laissez-faire about how patrons and guests interact with each other, he has a strict policy of nobody hurts or threatens his staff or steals from him. He is particularly protective of his wife Madrina. </li><li><b>Madrina:</b> human female thief 5, align C, Str 10, Int 14, Wis 15, Dex 14, Con 10, Cha 13 Equipment: Bracers of Defence AC 5, Dagger +2. Madrina is the brains behind this business and looks after the money. Like Gaerloth her husband she does not care what patrons do to each other. She runs a small drug-dealing sideline here which Gaerloth is not aware of - as such she is not so welcoming of other drug dealers who she sees as rivals.</li><li><b>Benardia</b>: dwarf female warrior4, align N, Str 14, Int 10, Wis 12, Dex 10, Con 16, Cha 8, Equipment: meat cleaver (as hand axe), leather armour, Ring of Levitation. Benardia is the cook for the inn and prepares nearly all the meals for both staff and paying guests. She also buys in a lot of the ingredients, and some of her sources are quite dubious. But as long as it is both tasty and non-toxic (and preferably non-humanoid) she will buy it and cook with it. Despite this she takes pride in cooking good meals, and takes customer responses to her meals personally. During working hours she is in the kitchen (#2). </li><li><b>Nazgeth:</b> human male, thief 3, align C, Str 10, Int 12, Wis 13, Dex 14, Con 8, Cha 10: Equipment: Dagger +1. Nazgeth is the janitor of this inn, He is also Madrina’s front man in her drug-dealing, and is often found casually sweeping the floor in the main barroom (#1) and the saloon bar (#1a) where patrons can easily approach him for a packet of something special. He has a knack for disposing of dead bodies which is above and beyond the duties of most janitors. </li><li><b>Quilla:</b> human female, thief 2, align N, Str 9, Int 13, Wis 10, Dex 17, Con 10, Cha 13. Equipment: dagger. Quilla is the classic young attractive bar maid, serving drinks and clearing tables. She stays out of most of the illicit activities going on in the inn, and is primarily concerned with keeping herself safe and out of trouble. Gaerloth and Nazgeth respect this and both are quite protective of her. However, she has been known to pick pockets of very drunk patrons and also claim items accidentally left behind in the bar. </li></ul><h3 style="text-align: left;">Patrons At the Bar</h3><div><ul style="text-align: left;"><li><b>Malphorius:</b> human male, thief 4, align C, Str 14, Int 10, Wis 10, Dex 16, Con 10, Cha 16, Equipment: Dagger of Backstabbing, leather armour. Malphorius is a thug for hire. Superficially he is handsome and charming, with a smile and a gift for banter. But he is a cold-hearted killer: he is hired as a hitman and enforcer. He also has a sideline in burglary, robbery and extortion. He is also a notorious Casanova, with a string of abandoned lovers. He is interested in Ilshamet but there is something odd about her that causes Malphorius to hesitate. </li><li><b>Brandiga :</b> human female, fighter 3, align C, Str 15, Int 12, Wis 10, Dex 10, Con 13, Cha 13, equipment: Scimitar +1, Leather armour +1. Brandiga is the first mate of a small pirate sloop, the Crimson Raven. When not at sea she will hang out here, listening for tidbits about ships movements and the crew and cargo they might carry. She has also been known to recruit new crew and accept offers of service here. She has talked to Dribneg but doesn't believe any of his tales. </li><li><b>Cartegissa:</b> elf female, spellsword 4, align C, Str 10, Int 16, Wis 12, Dex 10, Con 10, Cha 13, equipment: Chain mail +1, longsword +1. Cartegissa regularly travels between Vlaad and her homeland of <a href="https://kaelaross.blogspot.com/2022/02/adventures-in-alphatia.html">Alphatia</a>. She buys and sells Zzonga fruit (a mind-numbing drug grown in Alphatia) and is the main supplier for Madrina and Nazgeth for this particular substance. As she does business through Madrina she is very welcome as a guest. Cartegissa can be very snobbish, and has a particular disdain for dwarves and halflings. </li><li><b>Blackjack Joshusos:</b> human male, fighter 3, align N, Str 12, Int 14, Wis 10, Dex 10, Con 12, Cha 15 Equipment: Scale Mail, scimitar. Blackjack Joshusos is a gambler who regularly organises card games in the back rooms of the inn (#6 & #7). Gaerloth and Madrina allow this as long as the players pay them an entrance fee to the game. Joshusos thinks himself a skilled card sharp but he is actually a gambling addict who is getting deeper into debt. He is not nearly as good at cards as he thinks and he keeps borrowing money from Madrina, who is getting fed up with his empty promises of paying her back when his luck changes. </li><li><b>Durrunock:</b> dwarf male, warrior 4, align C, Str 16, Int 7, Wis 8, Dex 12, Con 16, Cha 6. Equipment: Chain Mail +1, Hand Axe +1, 4 throwing daggers. Durrunock is a surly bad tempered bastard, broad and tough. He is also quite insecure and instantly has a grudge against anyone who acts smarter or higher class than him (which is most of the inhabitants of Vlaad and this inn, which is saying something). Gaerloth tolerates him because he buys lots of drinks and has the money to pay for them (treasure from a short adventuring career before other adventurers refused to let him join their party). Durrunock just about stops himself from getting into trouble with Gaerloth and Madrina, but anyone else in the barroom had better avoid Durrunock altogether. He is surprisingly friendly towards Quilla, and fancies her although this is not reciprocated. </li><li><b>Ilshamet:</b> wererat female, align C, stats as wererat. Ilshamet appears as a timid blonde woman who seems completely out of place in the Sordid Rhinoceros. In fact she will hang around at the bar and look for victims, usually those who want to take this poor woman back to their place. The staff at the inn are aware that she has visited here a number of times, left with strong looking men and come back alone, so they know she is not quite what she appears to be, but she keeps her true nature secret. She has a small pack of fellow wererats in an abandoned cellar a block away, and if possible she will lure her targets there. </li><li><b>Dribneg: </b>human male, Fighter 2 align N, Str 14, Int 12, Wis 12, Dex 15, Con 10, Cha 10, equipment: leather armour, scimitar +1. Dribneg was bos'un of a privateer ship based in Minrothad, the Pride of Malfton. During his voyages he has seen and heard many strange things, from giant monsters on the Isle of Dread to Thyatian colonies on <a href="https://kaelaross.blogspot.com/2023/04/davanias-western-jungle-coast.html">northern Davania</a>, If someone buys him enough drinks he will even tell about the <a href="https://kaelaross.blogspot.com/2022/07/the-lost-treasure-of-captain-grigorivic.html">Lost Treasure of Captain Grigorovic</a>. His ship the Pride of Malfton was wrecked on a desperate attempt to reach the sinking city of <a href="https://kaelaross.blogspot.com/2021/12/my-ideas-about-x6-quagmire.html">Quagmire </a>- he and a dozen other survivors made their way up the east coast of the Serpent Peninsula using the remaining lifeboat until they reached civilization, after which Dribneg found his way to Vlaad. Dribneg is an eclectic and sometimes erudite, sometimes unreliable, source of stories, information and questionable rumours. </li></ul></div><div><br /></div><h3 style="text-align: left;">Guests staying in the rooms</h3><div><ul style="text-align: left;"><li><b>Tizzelleth:</b> human female, mage 22, align N, Str 9, Int 16, Wis 8, Dex 10, Con 12, Cha 14, equipment: Wand of Illusions, Wand of Fear, Dagger +3, several spellbooks. Tizzelleth is an exile from <a href="https://kaelaross.blogspot.com/2022/02/adventures-in-alphatia.html">Alphatia</a>, and a Zzonga fruit addict. She is compos mentis less than half the time, and then she is anxious and ashamed of what she has become. The rest of the time she is getting high on Zzonga fruit in her rented room (#9) and cannot look after herself or cast spells. Occasionally she will start to get her act together and declare she has quit Zzonga for good. This may last for a week or a month before deciding one or two Zzonga fruit won't hurt. But during her lucid periods she is a capable high-level mage, if rather nervous and highly strung. She has subdued and slain several violent troublemakers in the barroom, and Gaerloth and Madrina are in awe of her, at least when she is clear-headed. She has struck up a peculiar relationship with Nazgeth who is her main supplier and also Perrenia. </li><li><b>Tubrudd the Apostate:</b> human male cleric 5, align C, Str 10, Int 11, Wis 15, Dex 10, Con 10, Cha 8, equipment: banded armour +1, mace +1. Tubrudd was a <a href="https://kaelaross.blogspot.com/2021/09/the-cult-of-chaos-in-karameikos.html">cultist of Chaos</a>, but now he doesn't know what to believe in. He is keeping a low profile at the inn, usually staying in his room (#26), but he has a habit of getting drunk every weekend and ranting at other guests about his fears and resentments. Although he has tried Zzonga, he finds rum and whiskey are best for soothing his troubled soul. Sometimes when he is drunk he will tell people "in strictest confidence" that while a cultist he saw things happen that shocked and upset him badly enough that he quit the cult in disgust. Now he does not belong anywhere except maybe a bar stool. He can no longer cast clerical spells. </li><li><b>Perrenia:</b> human mage 3, align N, Str 10, Int 15, Wis 10, Dex 12, Con 10, Cha 16, equipment: dagger, spellbook. Perrenia is an escort and good-time girl who has temporarily set up in the inn (room #28). She usually finds clients by hanging out in the saloon bar - occasionally she will speed up the process with a <i>Charm Person</i> spell. Although she expects to be paid for showing clients a good time, she does enjoy her work most of the time and some of her clients are regulars. She has fled from the other pirate port Jortan after getting involved with a very nasty madame. She is honest with the staff of the Sordid Rhinoceros about what she does and although she does not receive quite the same level of protection from Gaerloth as the staff do, Gaerloth will intervene if one of her clients gets unpleasant. Tizzelleth also likes her though the Zzonga addict is an unreliable ally. </li></ul></div><div><br /></div></div><div class="separator" style="clear: both; text-align: left;"><br /></div><br /><p></p>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-42216385403681840632024-02-05T12:19:00.004+00:002024-02-09T01:19:57.890+00:00Demography of Adventurers in Mystara<p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgXuMT3TjgkUxikPLCnGdP7f8djzOFjk07K5MlBah8KftKkLJ1C9rq5qUGhtsYG12PuKoqvTx0iXVU_iJSS0RhW4t69DZX3Re0Fd2zmlIs0GmQQJr2jkqa1eP9mP5RUMdIOURYGrJC4CjEp-Kkg7ch0u6MBq0vuNgyydW-tU1X1EelafYJ3Ec39-ujD20Y" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="1877" data-original-width="1818" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEgXuMT3TjgkUxikPLCnGdP7f8djzOFjk07K5MlBah8KftKkLJ1C9rq5qUGhtsYG12PuKoqvTx0iXVU_iJSS0RhW4t69DZX3Re0Fd2zmlIs0GmQQJr2jkqa1eP9mP5RUMdIOURYGrJC4CjEp-Kkg7ch0u6MBq0vuNgyydW-tU1X1EelafYJ3Ec39-ujD20Y=w387-h400" width="387" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Art by David S LaForce from Basic Rules</td></tr></tbody></table><p></p><p>When detailing settlements I sometimes wonder how many fighters, clerics, mages and thieves there might be in each one. As a result I have come up with quick and dirty ways of deciding how many city's inhabitants can cast Fireball or Raise Dead. These numbers are suggestive only, and a DM's adventure requirements, common sense or perhaps the circumstances of a settlement take priority. </p><p>I generally assume that 9 out of 10 humans count as Normal Men (i.e. 0-level). They have 1d4 hp and have no notable combat skills or training. This will include all sorts of roles in society, including children, housewives, farmers, shopkeepers, artisans and beggars. This means that 1 in 10 will have levels in a class. I realise that this ratio is fairly arbitary and DMs may well wish to change this, perhaps to 1 in 5 having class levels in more dangerous regions down to 1 in 50 having class levels in peaceful towns. </p><p>So of those 1 in 10, how are the classes distributed? I would suggest a default ratio of:</p><p></p><ul style="text-align: left;"><li>40% Fighters (4% of general population)</li><li>20% Thieves (2% of general population)</li><li>20% Clerics (2% of general population)</li><li>20% Mages (2% of general population)</li></ul><p></p><p>This is obviously subject to various conditions and influencing factors. A settlement with a large cathedral may have more clerics, while a settlement in Glantri would have no clerics but double the number of mages. Similarly an Alphatian settlement would have perhaps 50% mages, with the other classes taking up 16% each. But for most places I consider this an acceptable starting point. </p><p>Demihuman settlements will have their own ratios, given that firstly they will have a greater number of combatants to non-combatants, and secondly they have their own classes. But I would suggest:</p><p><b>Elves</b></p><p></p><ul style="text-align: left;"><li>60% non-combatants (equivalent of 0-level humans)</li><li>20% <a href="https://kaelaross.blogspot.com/2011/03/optional-class-elven-ranger.html">Elven Rangers</a></li><li>20% <a href="https://kaelaross.blogspot.com/2011/04/overview-of-demihuman-classes-in.html">Elven Spellswords</a></li></ul><p></p><p><b>Dwarves</b></p><p></p><ul style="text-align: left;"><li>50% non-combatants (equivalent of 0-level humans)</li><li>45% <a href="https://kaelaross.blogspot.com/2011/04/overview-of-demihuman-classes-in.html">dwarven warriors</a></li><li>5% <a href="https://kaelaross.blogspot.com/2011/04/optional-class-dwarven-cleric.html">dwarven clerics</a></li></ul><p></p><p><b>Halflings</b></p><p></p><ul style="text-align: left;"><li>70% non-combatants (equivalent of 0-level humans)</li><li>25% <a href="https://kaelaross.blogspot.com/2011/04/optional-class-dwarven-cleric.html">halfling scouts</a></li><li>5% <a href="https://kaelaross.blogspot.com/2011/04/optional-class-halfling-defender.html">halfling defenders</a></li></ul><p></p><p><b>Gnomes</b></p><p></p><ul style="text-align: left;"><li>50% non-combatants (equivalent of 0-level humans)</li><li>40% <a href="https://kaelaross.blogspot.com/2021/11/gnome-warriors-and-tricksters.html">Gnome Warriors</a></li><li>10% <a href="https://kaelaross.blogspot.com/2021/11/gnome-warriors-and-tricksters.html">Gnome Tricksters</a></li></ul><p></p><p>So once I have decided how many have character classes, the next question is what levels are they? I generally assume that the number of NPCs at any level is half that of the previous level. This can seem like a fairly steep falling off. But unlike adventurers, most NPCs with levels do not have quite the same urge or opportunity to gain power. And of those who do, there is a certain casualty rate - not all those who try to get to the next level will survive the process. There is also the mathematical simplicity and convenience of halving numbers to get quantities for the next level. Although one could say that the numbers of NPCs for a level are two thirds that of the previous level, it becomes mathematically more complicated to work out the numbers for each level given an expected total. </p><p>So for a large town of 10,000 humans, I would expect approximately the following:</p><p></p><ul style="text-align: left;"><li>9000 normal (0-level) humans</li><li>400 fighters</li><ul><li>200 x 1st level fighters</li><li>100 x 2nd level fighters</li><li>50 x 3rd level fighters</li><li>25 x 4th level fighters</li><li>12 x 5th level fighters</li><li>12 x 6th and higher level fighters</li></ul><li>200 thieves</li><ul><li>100 x 1st level thieves</li><li>50 x 2nd level thieves</li><li>25 x 3rd level thieves</li><li>12 x 4th level thieves</li><li>6 x 5th level thieves</li><li>6 x 6th and higher level thieves</li></ul><li>200 clerics</li><ul><li>100 x 1st level clerics</li><li>50 x 2nd level clerics</li><li>25 x 3rd level clerics</li><li>12 x 4th level clerics</li><li>6 x 5th level clerics</li><li>6 x 6th and higher level clerics</li></ul><li>200 mages</li><ul><li>100 x 1st level mages</li><li>50 x 2nd level mages</li><li>25 x 3rd level mages</li><li>12 x 4th level mages</li><li>6 x 5th level mages</li><li>6 x 6th and higher level mages</li></ul></ul><div>Naturally these are guidelines only and if the adventure or other aspects of the game require a higher level character then that should take priority. After all, nobody will tell a 20th level mage that he can't make his home in a small village of 200 people. <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiXmEY8ybf8Se1mp44MCzJDmH4SHkyKMbQyt-kCpyXnzWOCPA_VMlgi8REsaDjxvSgG_MN8psecGPIuDzhmJMrqY4hM6hM4RBiXhxn4-37OrJT0AeFmOAmpBxXQmyZLsKIDuP1D38NoixY9RFPHceYsmXXKke-qZX2-6KydhPraUwu3yAo2OTlJ3j6L3l8" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="243" data-original-width="548" height="178" src="https://blogger.googleusercontent.com/img/a/AVvXsEiXmEY8ybf8Se1mp44MCzJDmH4SHkyKMbQyt-kCpyXnzWOCPA_VMlgi8REsaDjxvSgG_MN8psecGPIuDzhmJMrqY4hM6hM4RBiXhxn4-37OrJT0AeFmOAmpBxXQmyZLsKIDuP1D38NoixY9RFPHceYsmXXKke-qZX2-6KydhPraUwu3yAo2OTlJ3j6L3l8=w400-h178" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Art byJeff Dee, source Expert Rules</td></tr></tbody></table></div><div><br /></div><div>Most of these folks with class levels will not be actual adventurers. Most of the fighters will be in the city watch, garrisoned soldiers, mercenary bands, or perhaps veterans who have quit the fighting life but still have the skills and stamina if they must defend themselves. Similarly most of the clerics will work and pray in temples, shrines, monastaries and churches of various faiths based in the settlements. The thieves will be street criminals, perhaps belonging to a guild, or freelance. A few thieves might be spies with political masters or military scouts. And mages include many academics, hedge wizards, perhaps even alchemists or fortune tellers. </div><div><br /></div><div>I tend to say that only 1 in 20 of those with character classes (so 1 in 200 of the general population) are actual adventurers. Some may consider this quite generous and reduce it down to less than 1 in 1000 of the population. It depends on how peaceful and stable the settlement is, and also what are the nearby opportunities for fame and fortune. A city that is free from trouble (such as Minrothad City) will have far fewer adventurers than one facing constant monstrous threats (such as Corunglain in northern Darokin). One could say that there are more occasional adventurers, but most of the time they earn their money in more conventional ways, such as mercenary fighters who will sometimes join dungeoneers, hedge wizards who want to investigate ruins to find ancient texts, or clerics sent on quests by their church elders. </div><div>Thus our theoretical city of 10,000 people will probably have only about 50 full-time adventurers, with approximately the same distribution in class and levels as the rest of those with class levels- perhaps 20 fighters, 10 thieves, 10 clerics and 10 mages who regularly go on adventures. </div><div><br /></div>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-24377125230356279712024-01-09T15:46:00.001+00:002024-01-10T00:37:43.013+00:00A burst of actual gameplay<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaSxUP986WVwST6xErxw6ebRDU231HRr7fbEeKv8Slyg1TZ9hr9FG00-M3g6DDHqUZWlj24qOagJNrCfvJa3w2jyIeFIE6WisygciCjdsjb9gPOBg7hxY9EwNxFAP_amvuVEtizUKjFW4RJRgFP1MQiiuE_8wnrjLTUdgWQyzqjWp7mL4AOgkiyZRLnOI/s1600/s-l1600%20(1).jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaSxUP986WVwST6xErxw6ebRDU231HRr7fbEeKv8Slyg1TZ9hr9FG00-M3g6DDHqUZWlj24qOagJNrCfvJa3w2jyIeFIE6WisygciCjdsjb9gPOBg7hxY9EwNxFAP_amvuVEtizUKjFW4RJRgFP1MQiiuE_8wnrjLTUdgWQyzqjWp7mL4AOgkiyZRLnOI/w400-h400/s-l1600%20(1).jpg" width="400" /></a></div>Sorry to those who have been missing my previously regular posts about Mystara and B/X D&D. However, I have been distracted by an actual gaming group organised by my local games store (Thirsty Meeples in Bath, UK if anyone is interested). They all play 5E D&D so I decided to compromise and give 5E a go. It's a workable system though perhaps a little too crunchy for me. Secondly because it's 5E, I've decided to run the game in the Forgotten Realms, not Mystara. Back in the days of 3E (2000-2010) I made pages of notes about a possible campaign in the Wood of Sharp Teeth. Those notes are now the basis of this actual campaign. It's quite convenient that 3E has enough similarities with 5E that most of it requires only minimal conversion and adjustments.<p></p><p>This has been really good on a number of levels.</p><p></p><ul style="text-align: left;"><li>Firstly it's been damn good fun and it seems the players are definitely enjoying it. The group contains some really entertaining characters and the players are good fun. <br /><br /></li><li>Secondly there is a military saying that "No plan survives contact with the enemy". Similarly no campaign structure survives contact with actual PCs who are teetering on the edge of murder-hoboing. I can make as many notes or blog posts about campaign settings as I like. I can write all the adventures I like. But I should always allow for the PCs to take things off in an unexpected direction. One of the characters plays a homebrew race called a Froblin (part frog, part goblin). Last night the PCs were fighting a giant toad and the froblin character wanted to tame it and make it his mount. He used acrobatics and grappling to get onto its back but no amount of animal handling was going to work in this situation. The froblin came away battered and bruised and somewhat sad. The giant toad did not walk (or hop) away from the encounter alive. But it was both a hilarious and heroic effort. Despite all of this, having some sort of idea where the PCs should investigate next is useful and eventually works, often with suggestions, nudges and occasional bribery from NPCs. Two of the PCs insist on trying to haggle up the rewards for any quest or mission the NPCs ask them to do. <br /><br /></li><li>Thirdly it's a really good way to learn how the rules actually work. Admittedly I'm not as familiar with 5E as with B/X or BECMI, so I have been asking the players about the rules. I think they have been honest with their answers. Unless something unusual happens (and it often does with this group) I now have a reasonable understanding of how combat should run. I know a lot of old-school grognards would grumble at the idea of running 5E, and I was a little apprehensive. But as I said, it is a good enough system. Much more importantly, it is a system that the players in my group know and are willing to play - The sheer popularity of 5E makes it the current default system. The fact that it is sold on the shelves of the games store we play in enhances this popularity or at least its prominence.<br /><br /></li><li>Fourthly I've had to practice some group management, particularly when players cannot attend. We have had 4 sessions so far, and I and 2 players have attended all of them. One chap has attended the first two but unable to join for the second two (the group cleric!), one has dropped out (apparently permanently) after three sessions while another chap has joined for the third and fourth sessions, bringing much needed melee muscle in the form of a barbarian. Nonetheless I am starting to consider DM PCs or at least NPC allies as a way of filling in gaps in the party. Also the ones who have attended all 4 sessions are now 2nd level, while the ones who attended fewer are still 1st level. I hope this level gap does not widen. <br /><br /></li><li>Fifthly this has given me a whole new perspective on campaign settings. World creators such as Gary Gygax with Greyhawk, Ed Greenwood with the Forgotten Realms and Bruce Heard with Mystara can only do so much. During actual gameplay the DM will need to both prepare a lot before the session and also improvise during the session. Linking in to the second point above, this current campaign is intended to follow an adventure path. The players however will frequently treat it as a sandbox, or at least wander off the adventure path into the undergrowth. Before this game started I had this nice idea that most NPCs only needed a name, a brief description of appearance and their role in the adventure. Pretty soon the PCs were trying out Persuasion, Deception, Intimidation and picking pockets on NPCs they took a spontaneous and arbitary interest in. Some sort of stats are useful at the most unexpected of times. </li></ul><p></p><p>I hope to get back to blogging regularly here, but at the moment the actual game takes priority. </p>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com1tag:blogger.com,1999:blog-8338362520738935973.post-71232002058291883052023-11-05T10:45:00.000+00:002023-11-05T17:17:55.252+00:00Northern Darokin<p></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgD5z9_Ucsa4-FTaVKsqotgLO1JB1pKKt-AAyPpHyr6_rZQXV3JNlXFe0JCoYW73yRrBrm6pRxl8A24jXKR6pU-TAJ_oKieO8ix-bBUUjqAbWSrOgyALSipoOfaMDiGYBghOku86WGP2hLmTXYmVURepGeCeIBxC-If4T4bQPR3udbHkRgdE4KgqOq81Eg/s960/Blog_DarokinNorth02b.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="491" data-original-width="960" height="328" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgD5z9_Ucsa4-FTaVKsqotgLO1JB1pKKt-AAyPpHyr6_rZQXV3JNlXFe0JCoYW73yRrBrm6pRxl8A24jXKR6pU-TAJ_oKieO8ix-bBUUjqAbWSrOgyALSipoOfaMDiGYBghOku86WGP2hLmTXYmVURepGeCeIBxC-If4T4bQPR3udbHkRgdE4KgqOq81Eg/w640-h328/Blog_DarokinNorth02b.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Original Cartography by Thorfin Tait<br /></td></tr></tbody></table>Northern Darokin is a brutal frontier, and occasionally a warzone. It is where the forces of Law and Chaos confront each other and frequently do battle, in the forms of the armies of Darokin and the humanoid hordes from the Broken Lands and Dwarfgate mountains, informally known as the Orc Lands. <p></p><p></p><p></p><p>Many of the settlements on the map are described in Gaz13 The Republic of Darokin, though new ones with magenta symbols are my own additions. These are:</p><p></p><ul style="text-align: left;"><li><b>Bronzesword Keep</b>: This is a relatively small tower that has been recaptured and lost several times over in fighting between Darokin soldiers and orcish tribes. It is currently held by orcs, and is detailed in <a href="https://kaelaross.blogspot.com/2023/03/logos-location-3-outpost-too-far.html">this post here</a>.</li><li><b>Derothgar </b>is refered to by chaos cultists as the Fortress of Chaos,and it holds many of those who worship Chaos including chaos warriors, twisted summoners and chaotic clerics. It is detailed in<a href="https://kaelaross.blogspot.com/2022/01/derothgar-fortress-of-damned-and-horned.html"> this post here</a>. The Darokin military is not actually aware of its existence - discovering it could provoke a change in strategy. </li><li><b>Ectar Tower</b>: This outpost is currently held by the Darokin military but is often attacked or temporarily besieged, usually by orcs but occasionally by other chaotic humanoids. </li><li><b>Pitmann Manse</b> was once the home to the Pitmann family but has been abandoned since the family was afflicted by an evil curse. It is detailed <a href="https://kaelaross.blogspot.com/2023/10/logos-location-6-curse-of-pitmann-manse.html">in this post</a>. </li><li><b>Villgarion's Lair</b> is the den of a large male red dragon that ranges far and wide, sometimes raiding northern Darokin, Rockhome, the Broken Lands or even as far as Glantri. Villgarion is known to have both gnolls and orcs under his sway. Although he has not sworn any allegience to the forces of Chaos, it is believed that powerful wizards from Derothgar have parlayed with him both to leave Derothgar alone and also attack mutual enemies. </li><li><b>Caverns of Blazing Death</b>: These volcanic caves are dormant on the surface but the deeper one goes the hotter and more geologicaly active they get. About half a mile below the surface there are lakes of lava and some of the tunnels are hot enough to kill humans without magical protection from heat. Fire giants, fire salamanders, elementals and hellhounds can all be found here. The fire giants occasionally emerge onto the surface to raid both Darokin and the Broken Lands. </li><li><b>Trollhaunt</b> is a network of caves dominated by trolls, including leaders and troll shamans rarely seen by adventurers. It would seem that these are exiles from the Broken Lands, though that does not make them allies of any civilized folk. As well as numerous trolls there also seem to be various other dungeon-dwelling creatures including a roost of gargoyles who have come to an understanding with the trolls, and an infestation of carrion crawlers/ </li></ul><p></p><br />John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com1tag:blogger.com,1999:blog-8338362520738935973.post-35962486075367242522023-10-27T02:29:00.000+01:002023-10-27T02:29:57.203+01:00New Clerical Spells<p> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://i.pinimg.com/564x/cf/03/14/cf031431844521cc91925ca37c75c4e8.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="564" data-original-width="564" height="400" src="https://i.pinimg.com/564x/cf/03/14/cf031431844521cc91925ca37c75c4e8.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a href="https://www.pinterest.co.uk/pin/313070611612901725/">source</a></td></tr></tbody></table><br />Here are a collection of spells for use by clerics. </p><h3 style="text-align: left;">1st level spells</h3><p><b>Lesser Requiem</b> </p><div style="text-align: left;">Level: 1<br />Range: 20ft<br />Duration: Permanent</div><p style="text-align: left;">This spell blesses a dead body, so that it cannot be animated as a skeleton or zombie. This does not affect existing undead creatures, and those slain by undead creatures and doomed to rise as one of them are not affected by Lesser Requiem either (for example this spell will not prevent someone slain by a spectre from rising as a spectre, but see Greater Requiem for a solution to this problem). This spell is usually used by Lawful clerics, often as part of funeral ceremonies. Necromancers and chaotic clerics despise this spell and those that use it, depriving them of valuable resources for creating undead minions. </p><p><b>Vigour</b></p><div style="text-align: left;">Level: 1<br />Range: Touch<br />Duration: 1 turn</div><p style="text-align: left;">This spell grants a temporary boost to the target’s hit points - 2hp + 1hp/level of the casting cleric. The cleric can cast this on himself or any willing creature. The temporary hit points are lost first instead of the creature’s normal hit points if it sustains damage. Any remaining temporary hit points disappear at the end of the spell’s duration. Note that this does not count as healing, and if this spell is cast on someone who is already damaged, then at the end of the spell they will return to their damaged level of hit points. </p><h3 style="text-align: left;">2nd level spells</h3><p><b>Detect Deceased</b></p><div style="text-align: left;">Level: 2<br />Range: 60’<br />Duration: 1 turn</div><p style="text-align: left;">This spell enables the caster to detect the presence of dead bodies of halfling-size or larger within 60ft of the caster. This does not detect undead creatures. The main use of this is by chaotic spell casters looking to reanimate bodies as skeletons and zombies. However, it has also been used after disasters such as floods and earthquakes to retrieve bodies for burial. </p><p><b>Watchdog</b></p><div style="text-align: left;">Level: 2<br />Range: 0 (60’ detection radius)<br />Duration: 4 hours + 1 hour/level of caster</div><p style="text-align: left;">This spell conjures a magical entity that appears to be a ghostly dog for the duration of the spell. This watchdog will stand guard at the position of casting and will bark loudly if a creature approaches within 60’. The watchdog cannot enter combat or attack anyone - its main purpose is to alert the cleric and their allies. When the spell is cast, the watchdog will make a note of who the cleric’s allies are - it will disregard these and not bark at them. The watchdog has good hearing and sense of smell, and invisible, camouflaged or hidden creatures approaching will require the watchdog to make a roll equal to the cleric’s own save vs spells. If the save is successful the watchdog has sensed the invisible or hidden creature and starts barking. Otherwise the intruder is undetected. The minimum size of creature that alerts the watchdog is up to DM’s discretion but generally anything equal to or larger than a giant centipede or giant rat is enough. The watchdog cannot discern intentions, so it will bark at friendly and neutral creatures as well as hostile ones. </p><h3 style="text-align: left;">3rd Level Spells</h3><p><b>Greater Requiem</b></p><div style="text-align: left;">Level: 3<br />Range: 20ft<br />Duration: Permanent</div><p style="text-align: left;">This spell prevents a dead body from becoming any sort of undead. Unlike its lesser variant Requiem this spell will prevent those slain by wights, wraiths, spectres and vampires from becoming the same sort of undead as their slayers if cast before the new undead is spawned. Those slain by other types of undead are up to the DM’s discretion. As per Requiem, this spell also prevents animation as zombies or skeletons. </p><h3 style="text-align: left;">5th level Spells</h3><p style="text-align: left;"><b>Circle of Regeneration/Circle of Decay</b></p><div style="text-align: left;">Level: 5<br />Range: Caster only<br />Duration: 1 turn + 1 round per level of cleric</div><p style="text-align: left;">When Circle of Regeneration is cast an aura appears, centred on the casting cleric and reaching out 30’ radius, which is visible as pale green luminescence with clear borders. Any friends and allies of the cleric within this circle are healed 1hp per round for as long as they stay within the circle. Hence a 10th level cleric casting this spell can heal anyone staying within the area up to 20hp (10 rounds/turn + 1 round/level = 20 rounds) . </p><p style="text-align: left;">Circle of Decay is the chaotic reverse of this spell, and generates a sickly purple-mauve aura, again 30’ radius centred on the cleric. All creatures apart from the cleric suffer 1hp/round while they are in the circle. Circle of Decay is based on death magic, and any creature immune to death magic such as undead and constructs are immune to this spell. </p><h2 style="text-align: left;">A quick overview of clerical spells on this blog and their sources</h2><p style="text-align: left;">Spells in <b>Bold </b>are generally used by chaotic clerics, and are often the reverse of normal clerical spells. Their use by Lawful clerics is frowned on and Neutral clerics should use them sparingly or else risk being corrupted by Chaos. Also note that spells marked as found in the Rules Cyclopedia can also be found in the various Mentzer-edited BECMI series of rules (6th level spells in Companion Rules, and 7th level spells in Masters Rules). There are other spells in various B/X and BECM sources such as gazetteers, adventures and the like. but I don't assume that readers will have these materials so including them in games is up to the group and its DM. </p><h3 style="text-align: left;">1st level spells</h3><p style="text-align: left;"></p><ul style="text-align: left;"><li><b>Blood Loan</b> (<a href="https://kaelaross.blogspot.com/2014/05/chaotic-cleric-spells.html">blog post</a>)</li><li><b>Cause Fear</b> (Expert rulebook)</li><li><b>Cause Light Wounds </b>(Expert rulebook)</li><li>Cure Light Wounds (Basic rulebook)</li><li><b>Darkness</b> (Expert rulebook)</li><li>Detect Evil (Basic rulebook)</li><li>Detect Magic (Basic rulebook)</li><li>Lesser Requiem (this blog post)</li><li>Light (Basic rulebook)</li><li>Protection from Evil (Basic rulebook)</li><li>Purify Food and Water (Basic rulebook)</li><li><b>Rage</b> (<a href="https://kaelaross.blogspot.com/2014/05/chaotic-cleric-spells.html">blog post</a>)</li><li>Remove Fear (Basic rulebook)</li><li>Resist Cold (Basic rulebook)</li><li>Vigour (this blog post)</li></ul><p></p><h3 style="text-align: left;">2nd level spells</h3><p style="text-align: left;"></p><ul style="text-align: left;"><li><b>Aura of Shadows</b> (<a href="https://kaelaross.blogspot.com/2014/05/chaotic-cleric-spells.html">blog post</a>)</li><li>Bless (Expert rulebook)</li><li><b>Blight</b> (Expert rulebook)</li><li>Detect Chaos (<a href="https://kaelaross.blogspot.com/2011/10/new-spells-for-lawful-clerics.html">blog post</a>)</li><li>Detect Deceased (this blog post)</li><li>Find Traps (Expert rulebook)</li><li>Know Alignment (Expert rulebook)</li><li>Hold Person (Expert rulebook)</li><li>Resist Fire (Expert rulebook)</li><li>Silence 15’ radius (Expert rulebook)</li><li>Snake Charm (Expert rulebook)</li><li>Speak with Animals (Expert rulebook)</li><li>Watchdog (this blog post)</li></ul><p></p><h3 style="text-align: left;">3rd level spells</h3><p style="text-align: left;"></p><ul style="text-align: left;"><li><b>Cause Disease</b> (Expert rulebook)</li><li><b>Champion of Chaos</b> (<a href="https://kaelaross.blogspot.com/2014/05/chaotic-cleric-spells.html">blog post</a>)</li><li><b>Continual Darkness</b> (Expert rulebook)</li><li>Continual Light (Expert rulebook)</li><li>Cure Blindness (Rules Cyclopedia)</li><li>Cure Disease (Expert rulebook)</li><li><b>Curse</b> (Expert rulebook)</li><li>Greater Requiem (this blog post)</li><li>Growth of Animal (Expert rulebook)</li><li>Locate Object (Expert rulebook)</li><li><b>Paranoia</b> (<a href="https://kaelaross.blogspot.com/2014/05/chaotic-cleric-spells.html">blog post</a>)</li><li>Remove Curse (Expert rulebook)</li><li>Speak with Dead (Rules Cyclopedia)</li><li>Striking (Expert rulebook)</li><li>Transfusion (<a href="https://kaelaross.blogspot.com/2011/10/new-spells-for-lawful-clerics.html">blog post</a>)</li></ul><p></p><h3 style="text-align: left;">4th level spells</h3><p style="text-align: left;"></p><ul style="text-align: left;"><li><b>Animate Dead</b> (Rules Cyclopedia)</li><li><b>Cause Serious Wounds</b> (Expert rulebook)</li><li>Create Water (Expert rulebook)</li><li>Cure Insanity (<a href="https://kaelaross.blogspot.com/2011/10/new-spells-for-lawful-clerics.html">blog post</a>)</li><li>Cure Serious Wounds (Expert rulebook)</li><li>Dispel Magic (Rules Cyclopedia)</li><li>Neutralise Poison (Expert rulebook)</li><li><b>Poison</b> (Rules Cyclopedia)</li><li>Protection from Evil 10’ radius (Expert rulebook)</li><li>Speak with Plants (Expert rulebook)</li><li>Sticks to Snakes (Expert rulebook)</li></ul><p></p><h3 style="text-align: left;">5th level spells</h3><p style="text-align: left;"></p><ul style="text-align: left;"><li><b>Cause Critical Wounds</b> (Rules Cyclopedia)</li><li><b>Circle of Decay</b> (this blog post)</li><li>Circle of Regeneration (this blog post)</li><li>Commune (Expert rulebook)</li><li>Create Food (Expert rulebook)</li><li>Cure Critical Wounds (Rules Cyclopedia)</li><li>Dispel Evil (Expert rulebook)</li><li><b>Finger of Death</b> (Expert rulebook)</li><li>Insect Plague (Expert rulebook)</li><li>Quest (Expert rulebook)</li><li>Remove Quest (Expert rulebook)</li><li>Raise Dead (Expert rulebook)</li><li>Truesight (Rules Cyclopedia)</li></ul><p></p><h3 style="text-align: left;">6th level spells</h3><p style="text-align: left;"></p><ul style="text-align: left;"><li>Aerial Servant (Rules Cyclopedia)</li><li>Animate Objects (Rules Cyclopedia)</li><li>Babble (Rules Cyclopedia)</li><li>Barrier (Rules Cyclopedia)</li><li>Create Normal Animals (Rules Cyclopedia)</li><li>Cureall (Rules Cyclopedia)</li><li>Find the Path (Rules Cyclopedia)</li><li>Remove Barrier (Rules Cyclopedia)</li><li>Speak with Monsters (Rules Cyclopedia)</li><li>Word of Recall (Rules Cyclopedia)</li></ul><p></p><h3 style="text-align: left;">7th level spells</h3><p style="text-align: left;"></p><ul style="text-align: left;"><li>Earthquake (Rules Cyclopedia)</li><li>HolyWord (Rules Cyclopedia)</li><li><b>Life Drain</b> (Rules Cyclopedia)</li><li><b>Obliterate </b>(Rules Cyclopedia)</li><li>Raise Dead Fully (Rules Cyclopedia)</li><li>Restore (Rules Cyclopedia)</li><li>Survival (Rules Cyclopedia)</li><li>Travel (Rules Cyclopedia)</li><li>Wish (Rules Cyclopedia)</li><li>Wizardry (Rules Cyclopedia)</li></ul><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://i.pinimg.com/564x/5c/4a/37/5c4a37469b87b4a4ef32ab5d56bc1cef.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="682" data-original-width="564" height="400" src="https://i.pinimg.com/564x/5c/4a/37/5c4a37469b87b4a4ef32ab5d56bc1cef.jpg" width="331" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Art by Magnus Noren, <a href="https://www.artstation.com/artwork/P6JQ8">source</a></td></tr></tbody></table><br /><div><br /></div><p></p>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-73090611063303542332023-10-19T20:45:00.000+01:002023-10-19T20:45:31.034+01:00Logos Location #6: The Curse of the Pitmann Manse<p><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;">Thanks to </span><a href="https://dysonlogos.blog/" style="background-color: #ddeaee; color: #00997f; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px; text-decoration-line: none; text-decoration: none;">Dyson Logos</a><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;">' 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. If you enjoy this, take a look at <a href="https://kaelaross.blogspot.com/search/label/Logos%20Location">other entries in this ongoing series</a> within this blog.</span></p><h3 style="text-align: left;">Introduction & Background</h3><p>This is a B/X D&D adventure for characters of levels 4-7. Magic and silver weapons are recommended for use against undead. </p><div><div>Pitmann Manse is a Manor House in northern Darokin, east of Cornuglain and close to the Orc Lands. However, it is not tribal humanoids that trouble it. The mansion was abandoned 25 years ago when five family members were afflicted by a terrible curse that turned them into undead monsters. Several servants and a daughter in law escaped to Cornuglain to bear the shocking news but none have returned since. <div><br /></div><div>However, the PCs are approached by Vondall Pitmann, the brother of the head of the household and uncle to several afflicted members. He has only recently found out what has happened to his brother’s family and he is willing to pay for adventurers to lay their souls to rest and lift the curse. He believes that his brother fell under the sway of a charismatic cleric of Chaos called Father Brazzock who offered the Pitmann family amulets that were said to give protection against many forms of harm. Five of these amulets were accepted and worn, though more were offered by the cleric - some family members (including the daughter in law who escaped) declined, being rightly suspicious of such an offer. </div><div><br /></div><div>Vondall asks the PCs to defeat the undead that were once his family, collect the amulets and find a way to destroy the amulets, thus releasing their souls. If the amulets are not properly destroyed, the cursed family will rise again within a week, their souls still in torment of Undeath. A reward of 8000gp, to be shared among surviving party members, is on offer once a lawful cleric has independently confirmed the lifting of the curse. There is also treasure to be found within the manse. <div><p></p></div></div></div></div><div>The amulets must be destroyed by dissolving them in acid mixed with holy water. Conveniently enough there is a sufficient amount of acid in the alchemy lab in the basement. This can be found out by reading Bryron Pitmann's journal from his study in room 3. </div><div><br /></div><div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg952gLchScMaQQhyrRDWEQskAcGWBIyABoFt6aTX9cFNHa5E-_UMnr9xNTzKi2aDcaO5q_vTYii2vZKefOcErR6dEJB50w3p8SiKyQTb2xVB9Wgp6VmSGws5kftXD4-iSxj-bpTCeRjWKHDMr35ZYfc-L56y1cmnzt21FwUwqT0OFPTFHRMETpSm13LCw/s1228/pitmann-manse_1.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1228" data-original-width="768" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg952gLchScMaQQhyrRDWEQskAcGWBIyABoFt6aTX9cFNHa5E-_UMnr9xNTzKi2aDcaO5q_vTYii2vZKefOcErR6dEJB50w3p8SiKyQTb2xVB9Wgp6VmSGws5kftXD4-iSxj-bpTCeRjWKHDMr35ZYfc-L56y1cmnzt21FwUwqT0OFPTFHRMETpSm13LCw/w400-h640/pitmann-manse_1.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Cartography by Dyson Logos (<a href="https://dysonlogos.blog/2023/09/12/pitmann-manse/">source here</a>)<br /><br /></td></tr></tbody></table></div><h3 style="text-align: left;">Key to Map:</h3><h4 style="text-align: left;">Ground Level</h4><div>1) Entrance hall: Empty</div><div><br /></div><div>2) Rear Hall & stairs down: 4 <a href="https://kaelaross.blogspot.com/2022/07/new-undead-beasties.html">bloated zombies</a> (formerly house servants) are shambling around here in a mockery of house cleaning. They will attack any living creatures that enter. </div><div><b>Bloated Zombie</b>: AC 7, Mv 60', HD 2*, hp 6, 7, 9, 9, THAC0 18, Att 2 claws for 1d4/1d4, Save F2, Ml 12, Align C, XP 30, When destroyed bloated zombies spray everyone in a 10' radius with acid, causing 1d6 damage. As undead, bloated zombies are immune to Charm, Sleep, poison and disease. </div><div><br /></div><div>3) Study & Living Room. This room used to be well-furnished but has now fallen into decay. Against the south wall there are various book shelves filled with books, papers and folders. Against the north wall is a grand desk on which sits the journal of Bryron Pitmann. In the last few pages he explains that the amulets that the cursed members of the family wear can only be destroyed with acid mixed with holy water. </div><div><br /></div><div>4) Fountain Stairwell & stairs up. In the fountain there are 2 <a href="https://kaelaross.blogspot.com/2022/07/new-undead-beasties.html">bone warriors</a> that will rise up out of the water and attack when living creatures (such as the PCs) enter the room. </div><div><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;"><b>Bone Warrior:</b> AC 5, Mv 120', HD 3, hp 12, 15, THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align C, XP 35 </span></div><div><br /></div><div>5) Walled Garden. Now overgrown with long grass and weeds, the walled garden is haunted by Mellina Pitmann, the former lady of the manor now transformed into a beautiful but terrifying wraith. She is accompanied by 3 <a href="https://kaelaross.blogspot.com/2022/07/new-undead-beasties.html">zombie wolves</a> (actually formerly her three pet alsatians). Mellina wears one of the cursed amulets (which magically stays around her neck despite her being incorporeal). </div><div><b>Wraith </b>(AC 3, HD 4** (hp 20), Mv 120ft fly 240ft, Att 1 touch for 1d6+ energy drain, Save F4, Ml 12, Align C, XP 175). Wraiths are immune to normal weapons and silver weapons only do half damage. Each hit from a wraith will drain 1 level from a character. </div><div><b>Zombie Wolf</b>: AC 6, Mv 120', HD 3+2, hp 15, 13, 16, THAC0 17, Att 1 bite for 1d6+1, Save F3, Ml 12, Align C, XP 50</div><div><br /></div><div>6) Kitchen: The Cook has now become a ghoul. Any food here has long since rotted. </div><div><b style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;">Ghoul:</b><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;"> AC 6, Mv 90', HD 2*, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis (save or be paralysed for 2d4 turns), Save F2, Ml 12, Align C, XP 25</span></div><div><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;"><br /></span></div><div>6a) Store Cupboard: This room contains 11 <a href="https://kaelaross.blogspot.com/2022/07/new-undead-beasties.html">skeletal rats</a> that will attack any intruders. </div><div><b>Skeletal Rat</b>: AC 7, HD 1/2, hp 2 each, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 12, Align C, XP 5</div><div><br /></div><div>7) Dining Room: This room has a dozen chairs around a long fine table. The window to the west has been broken and now 4 giant bats are hanging from the two chandeliers. They will attack but have low morale and if one of them is killed or there is another reason to check morale they will try to fly out through the broken window. </div><div><b>Giant Bat</b>: AC 6, Mv 15'/Fly 150', HD 2, hp 6, 6, 10, 11, THAC0 18, Att 1 bite for 1d4, Save F1, Ml 6, Align N, XP 20 </div><div><br /></div><div>8) Grand Library: Here is Bryron Pitmann, the master of the house and now a wraith. Like his wife Mellina (area 5) he has a cursed amulet hanging around his neck despite being incorporeal. He will attack any living intruders. The library is filled with bookshelves and about 400 books in total. Most of these are riddled with bookworms and beetles, and are worthless, but 55 of them are still in good condition, saleable at an average of 20gp each (1100gp value total) and weighing 1lb each. </div><div><b>Wraith</b> (AC 3, HD 4** (hp 20), Mv 120ft fly 240ft, Att 1 touch for 1d6+ energy drain, Save F4, Ml 12, Align C, XP 175). Wraiths are immune to normal weapons and silver weapons only do half damage. Each hit from a wraith will drain 1 level from a character. </div><h4 style="text-align: left;">Basement Level</h4><div>9) Storeroom: This room is full of broken boxes and barrels. There are 6 skeletal rats lurking here.</div><div><b>Skeletal Rat</b>: AC 7, HD 1/2, hp 2 each, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 12, Align C, XP 5</div><div><br /></div><div>10) Wine Cellar. This area is empty apart from six large wine racks. Many of the bottles have been smashed but there are 23 intact bottles, weighing 2lb each and average value of 25gp each (575gp total). There is also a single bottle of holy water marked as “Blessed Water from the <a href="https://kaelaross.blogspot.com/2021/10/the-reclusium-of-serenity.html">Reclusium of Serenity</a>”. This is sufficient to mix with acid and dissolve the cursed amulets. </div><div><br /></div><div>11) The Alchemy Lab. This room is the lair of Tommas Pitmann, the younger brother of Bryron Pitmann. He has become a wight, and he has a cursed amulet around his neck. In life he was interested in alchemy and has built up quite a laboratory. Of particular interest to those seeking to lift the family curse and destroy the cursed amulets there is a 1 gallon glass container marked “Black Dragon Acid”, filled with yellowish viscous acid with a very pungent smell when the lid is removed. If holy water is mixed with this then the PCs can drop the cursed amulets into this and properly destroy them. Anyone touching it suffers 1d4 damage per round of touching. There is a single large table and several shelves filled with both ingredients and equipment such as condensers, test tube racks, pestles and mortars, conical flasks and tiny burners. Tommas is vaguely aware that the acid is of use in destroying the amulet around his neck but the nature of the curse means he is unable to bring himself to do it himself. </div><div><b>Wight</b>: AC 5, HD 3* (hp 12), Mv 90ft, Att 1 touch for 1 energy level drain, Save F3, Ml 12, Align C, XP 65 Wights are immune to normal weapons but can be hit by silver or magic weapons. Anyone hit by a wight loses a level. </div><div><br /></div><div>12) The Crypt is where previous family members were buried. Most of them have stayed at rest, but Blatholrag Pitmann, the grandfather, has returned as a mummy (though he does not look like the classic Egyptian mummy but more like a peat bog mummy). Unlike other family members, he is not wearing an amulet, and he will not return from destruction if the curse is not broken. </div><div><b style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;">Mummy:</b><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;"> AC 3, Mv 60', HD 5+1*, hp 24, THAC0 14, Att 1 fist for 1d12+ disease Save F5, Ml 12, Align C, XP 400 </span><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;">Mummy's rot prevents all magical and natural healing until magically cured, Mummies are only vulnerable to fire, spells and magic weapons (+1 or better) and these all do half damage. Mummies are also undead and as such immune to sleep, charm, poison and disease</span></div><h4 style="text-align: left;">Upstairs Levels</h4><div>13) The Landing: Empty apart from a ladder leading up to room 19 and stairs down to room 4.</div><div> </div><div>14) Upper Corridor: There are 2 <a href="https://kaelaross.blogspot.com/2022/07/new-undead-beasties.html">zombie wolves</a> (formerly pet hounds). </div><div><b>Zombie Wolf</b>: AC 6, Mv 120', HD 3+2, hp 15, 13, 16, THAC0 17, Att 1 bite for 1d6+1, Save F3, Ml 12, Align C, XP 50</div><div><br /></div><div>15) Master Bedroom: Empty</div><div><br /></div><div>16) The Dormitory: Here is Cyntheria Pitmann, the daughter, now a wight, with a cursed amulet around her neck. She attacks any living intruder. </div><div><b>Wight</b>: AC 5, HD 3* (hp 12), Mv 90ft, Att 1 touch for 1 energy level drain, Save F3, Ml 12, Align C, XP 65 Wights are immune to normal weapons but can be hit by silver or magic weapons. Anyone hit by a wight loses a level. </div><div><br /></div><div>17) The Balcony: This overlooks the library (area 8) where Bryron Pitmann lurks. If PCs have not already dealt with him when they enter this area, he will float up from the ground floor to this balcony and attack. </div><div><br /></div><div>18) The Upper Study: This is the haunt of Malthor Pitmann, the son of Byron and Mellina, He has become a coffer corpse (borrowed from 1E AD&D Fiend Folio). Like other members of the family he has a cursed amulet around his neck. </div><div><b>Coffer corpse</b>: AC 8, HD 2** (hp 10), Mv 60ft, THAC0 18, Att 1 claw for 1d8, Save F2, Ml 12, Align Chaotic, XP 30, Normal weapons only appear to do damage, and if struck by a normal weapon for more than 6hp damage, the coffer corpse will collapse, apparently defeated. However, it will rise up the next round and all involved in melee against it must save vs spells or flee in fear for 1d4 rounds. This coffer corpse attacks with its bare hands, and if it hits it has locked its grasp onto its target's throat doing 1d6 damage per round (automatically hitting) thereafter until defeated. </div><div><br /></div><div>19) The Upper Bedroom includes the ladder down to room 13. In here is Father Brazzock, the chaotic cleric who started this whole curse by giving the Pitmanns the cursed amulets. Although still alive, he is trapped here and has become increasingly insane. If the PCs attempt to talk to him he will swing wildly between hateful aggression and desperation to get out. He may initially appear to be cooperative, lying and saying that he was trying to lift the curse but got trapped here. He will turn on the PCs as soon as he thinks he has a chance. Father Brazzock has a treasure stash of 250gp, 120pp and a large perfect peridot gem worth 750gp in a bag under his bed. </div><div><b>Chaotic Cleric</b>: AC 3, Mv 90' HD C6, hp 20, THAC0 15, Att 1 mace for 1d6+2 or by spell. Save C6, Ml 9, Align C, XP 350, Equipment: Banded Armour, Shield, <b>Mace +1</b>, Unholy Symbol. Spells: Cure Light Wounds, Detect Law, Hold Person, <a href="https://kaelaross.blogspot.com/2014/05/chaotic-cleric-spells.html">Aura of Shadows</a>, Cure/Cause Disease</div><div><br /></div><div><br /></div><div><br /></div>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-38165093355437005282023-10-04T03:27:00.001+01:002023-10-04T21:44:13.537+01:00AD&D Modules in this Campaign<p>Those of you who follow this blog may have noticed I am familiar with AD&D (both editions!) as well as D&D 3E and 5E (I skipped 4E and joined the nascent OSR). I am aware of at least some of the modules released for the various editions, and while I have placed B/X modules generally where they are suggested in official material, AD&D and later editions do not have official adventures based in Mystara. </p><p>One question that has occurred to me is should I import modules from other editions and worlds into B/X Mystara? It could be argued that one of the things that makes a campaign world special and memorable is the adventures set within the world. This is how PCs and therefore players experience the campaign world. By copying and pasting adventures from Greyhawk or Forgotten Realms into Mystara, am I homogenising the game into a generic-fantasy mess? The adventures I have written on this blog in the last few years have been with the Mystara campaign in mind. There are some published adventures that, while good in their own right, are too closely tied to their original world for me to comfortably convert them to use in Mystara. The Dragonlance modules in particular fit this category, as does WGA modules (the Falcon trilogy set in the City of Greyhawk, and Vecna Lives) and the FRE1-3 (Forgotten Realms Avatar trilogy set in the Time of Troubles). I would happily borrow ideas, maps, names, monsters and even encounters, but not try to convert the whole module. </p><p>There is also the aspect of different rules, particularly for player characters and therefore NPCs. B/X proudly sticks to the peculiar idea of Race as Class, and there are only 4 classes for humans. AD&D and later editions have class and race as separate (albeit AD&D has restrictions on some combinations). Furthermore AD&D introduces classes that have no direct equivalents in B/X D&D - and although the Companion rules introduce the Paladin and the Druid, and Mystics are introduced in the Rules Cyclopedia, these “classes” function very differently from the Paladin, Druid and Monk of AD&D. If an adventure relies on these different classes, not to mention rangers, barbarians, bards, assassins and illusionists, it probably won’t convert very well to B/X D&D. Similarly class/race combinations such as elven clerics, dwarf thieves and halfling druids may be found in AD&D but would be difficult to stat out if one stuck to the B/X rulebooks. One could create new B/X classes to describe such characters (as I have done with <a href="https://kaelaross.blogspot.com/2011/03/optional-class-elven-ranger.html">elven rangers</a>, <a href="https://kaelaross.blogspot.com/2011/04/optional-class-dwarven-cleric.html">dwarf clerics</a>, <a href="https://kaelaross.blogspot.com/2011/04/optional-class-halfling-defender.html">halfling defenders</a> (a variant of halfling clerics) and <a href="https://kaelaross.blogspot.com/2021/11/gnome-warriors-and-tricksters.html">gnomes</a>) but this seems like a lot of work for just converting a module. There are other aspects of the AD&D rules that do not have equivalents in B/X. Psionics and magic resistance are things that are not found in B/X and an adventure that relies heavily on one of these might seem odd in Mystara. </p><p>Monsters usually fare better at being converted though there may be raised eyebrows at some creatures from the Monster Manual or Fiend Folio appearing in Mystara. With the AD&D great wheel of the outer planes relying on the two-axis alignment of Law vs Chaos and Good vs Evil, the role and philosophy of devils, daemons/yugoloths and slaad may be difficult to fit into the single axis Law (=Good) vs Chaos (=Evil) that is found in B/X. I think it is interesting that the early B/X editions (Moldvay & Cook) shied away from anything like demons, though with Mentzer's BECMI some creatures from the Plane of Nightmares appeared as quasi-demons (Malferas, Nightmares and Soul Eaters). I actually have no problem with the concept of demons travelling from the Planes of Chaos to Mystara, so in terms of lore any AD&D module that uses demons can still work. </p><p>Nonetheless, the original idea of a module was for a fairly self-contained adventure or dungeon that could be dropped into and used in a campaign with minimal fuss and work. And those adventures that neither rely too much on the campaign setting nor on rules for characters can work in this regard. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://www.acaeum.com/ddindexes/modpages/modscans/s2mono.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="584" data-original-width="450" height="584" src="https://www.acaeum.com/ddindexes/modpages/modscans/s2mono.jpg" width="450" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a href="https://www.acaeum.com/ddindexes/modpages/s.html">source</a></td></tr></tbody></table><br /><p><br /></p><p>This list is not comprehensive, and is really based on my own familiarity. As far as the rest of this blog and my variant of Mystara is concerned, these modules and settings do not exist, and I do not expect to reference them in later blog posts about the campaign. So here are my quick ideas about particular modules:</p><p></p><ul style="text-align: left;"><li><b>S1 Tomb of Horrors:</b> Acerak was a particularly chaotic and malevolent Alphatian mage who created his infamous tomb in the rugged mountains on the borders of Ylaruam and Soderfjord Jarldoms. </li><li><b>S2 White Plume Mountain:</b>This volcanic mountain and its associated dungeon is found in a small uncharted island between Aloysius Island and Roister Island in the southern seas of <a href="https://kaelaross.blogspot.com/2021/11/major-changes-to-ierendi.html">Ierendi</a>. </li><li><b>S3 Expedition to the Barrier Peaks:</b> The Barrier Peaks are a nickname for what are officially the Amsorak mountains to the northwest of Darokin and west of the Principalities of Glantri. The strange "magic" found in the dungeon is similar in many ways to the weird technomagic of Blackmoor. Some wizards and sages are curious and want adventurers to return samples of these artefacts. </li><li><b>S4 Lost Caverns of Tsojcanth: </b>Tsojcanth was the mountainous lair of a particularly nasty and chaotic Glantrian witch called Iggwilv, set in the Wendarian Ranges north of Klantyre, on the northern border of Glantri. She may well have been involved in the Cult of Chaos. </li><li><b>T1-4 The Village of Hommlet and the Temple of Elemental Evil. </b>Something of a borderline case but if it turns into a Temple of Elemental Chaos, it becomes better suited to this campaign. The Village of Hommlet and the ruined moathouse are in northern Karameikos near Threshold, while the actual Temple is further north in the Black Peaks. Iuz and Zuggtomoy are either turned into or replaced with a <a href="https://kaelaross.blogspot.com/2021/10/the-forces-of-law-neutrality-and-chaos.html">Prince and Princess of Chaos</a>. </li><li><b>C1 The Lost Shrine of Tamoachan.</b> This could be set in the jungles of Davania, perhaps not far from <a href="https://kaelaross.blogspot.com/2023/09/herakanthia-jungle-outpost.html">Herakanthia</a>. </li><li><b>C2 The Ghost Tower of Inverness </b>only appears occasionally on the west coast of Hattias, in southern Thyatis, not far from the town of Grey Bay. </li><li><b>D1-3 & Q1 Against the Drow:</b> The drow are so distinctive to AD&D and are markedly different to the Shadow Elves of Mystara that I'm not sure if this is suitable for conversion. Nonetheless, a DM playing fast and loose with lore could say that the drow are a different, rival subrace of elves from the Shadow Elves, or perhaps split away from the less psychopathic shadow elves when both were driven underground by the surface elves. </li><li><b>G1-3 Against the Giants:</b> These start with the Steading of the Hill Giant Chief in Vestland of the Northern Reaches., the Rift of the Frost Giant Jarl further north in the Mengul Mountains west of Heldannic Freehold, and the Hall of the Fire Giant King back south underneath the Three Fires Volcanoes in the northeastern tip of Glantri. </li><li><b>A1-4 Scourge of the Slavelords:</b> Rather than terrorizing Woolley Bay, the slavers are the scourge of the southern shores of Brun where the continent meets the Sea of Dread. Karameikos, the Five Shires and Darokin are all raided. The slavers have been able to set up lairs around the islands of Ierendi, especially the volcanic islands. </li><li><b>H1-4 The Bloodstone Modules:</b> Probably best set in Norwold and geared towards Companion level characters. </li><li><b>I1 Dwellers in the Forbidden City:</b> Northern Davania, far from the shore. The city could be and abandoned attempt by Thyatis to establish a colonial city, or perhaps it was built by a lost civilization older than the Thyatians, perhaps the same one that created the Lost Shrine of Tamoachan. . </li><li><b>I3-5 Pharaoh Trilogy:</b> Set in northern Ylaruam, using the ruins of the forgotten Nithian Empire. </li><li><b>L1 The Secret of Bone Hill.</b> Lendore Isle is a small isle in the Minrothad cluster, and Restenford is on the southern coast. There is some trade with Minrothad City and the Baron of Restenford nominally pays fealty but for the most part it is left to its own devices. </li><li><b>U1-3 The Sinister Secret of Saltmarsh, Danger at Dunwater & the Final Enemy</b> are all set in and around Aloysius Island in the southern waters of Ierendi. </li></ul><p></p><p>I'm sure that readers will have their own ideas on where these modules could be placed, and also their own favourite modules that I have not listed here. Others may feel that converting some modules to B/X is too much work (drow from the D1-3 series are all multiclassed, usually not as the fighter/magic users that B/X assumes elves to be). This is all fine because I am not taking this post too seriously nor am I going to include these modules in further blog posts about this Mystara campaign. They are merely suggestions if you are so inclined. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://www.acaeum.com/ddindexes/modpages/modscans/g123.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="585" data-original-width="445" height="585" src="https://www.acaeum.com/ddindexes/modpages/modscans/g123.jpg" width="445" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a href="https://www.acaeum.com/ddindexes/modpages/g.html">source</a></td></tr></tbody></table><br />John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-50551850426985677652023-09-21T14:34:00.004+01:002024-02-11T02:42:14.585+00:00Herakanthia the Jungle Outpost<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtbcuFjcLyCa4hDe0fuu5hXVpDqMw0IEqyYXd1xczl7bufifwPSFS9y7e9uh7d5d3XbK0dnhsjfgpkcMI5d0bNauwJiqitf0oV_kWABIjFjn7vo3f9VXOlUeOXqZTHeQ_dBg7qr3e0UQiuuO9nIIQPUgp2c_hjmZGXJrnjwywXHWQ44A-RuTD8oF8roDk/s873/Davania_72_detail_1a.png" imageanchor="1" style="margin-left: auto; margin-right: auto; text-align: center;"><img border="0" data-original-height="756" data-original-width="873" height="346" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtbcuFjcLyCa4hDe0fuu5hXVpDqMw0IEqyYXd1xczl7bufifwPSFS9y7e9uh7d5d3XbK0dnhsjfgpkcMI5d0bNauwJiqitf0oV_kWABIjFjn7vo3f9VXOlUeOXqZTHeQ_dBg7qr3e0UQiuuO9nIIQPUgp2c_hjmZGXJrnjwywXHWQ44A-RuTD8oF8roDk/w400-h346/Davania_72_detail_1a.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="background-color: white; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 12.32px;">Map of Thyatian possessions on the Davanian Coast</span><br style="background-color: white; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 12.32px;" /><span style="background-color: white; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 12.32px;">Scale is 72 miles per hex</span></td></tr></tbody></table><p>The Thyatian hold in <a href="https://kaelaross.blogspot.com/2023/04/davanias-western-jungle-coast.html">Davania</a> is primarily the two towns of Cittinova and Raven Scarp. However, they have also established a number of smaller outposts on and near the coast, including Herakanthia. Founded 50 years ago by the adventuring swordswoman Heraka this has proven to be a useful base camp for exploring the jungle, sitting about 50 miles south of Cittinova but still only an hour’s walk to the coast </p><br /><br /><p>Herakanthia has 240 inhabitants, and is surrounded by a ditch and wooden palisade, with a single guarded gate. It sits on a hilltop and the residents have cleared away trees and bushes so that approaching creatures can be seen easily. There is a path east to the coast that is maintained and at the nearby beach (2 miles along the path) there are 12 large boats - mainly for trade and passengers to Cittinova but also as a potential means of evacuation if the whole outpost is in mortal danger. The sea along the coast is also the main trade route to Cittinova and Raven Scarp - the jungle is too dense, rugged and dangerous for overland routes. </p><p>There is a standing garrison of 50 soldiers, some local to Davania others drafted from the Thyatian homeland. They are all equipped with crossbows, polearms and chain mail. Other residents will join in with defence as they are able to - there was a notable incident ten years ago when a pair of Allosauruses broke through the palisade and killed several people, and everyone who could wield a spear or pitchfork had to form an impromptu phalanx to drive the dinosaurs off. </p><p>At the base of the hill that the outpost stands on are a dozen acres of farmed land where wheat, maize and vegetables are grown. This is a mixed success - sometimes it provides plenty of food, but other times the crops are hit by various tropical blights, devoured by insects or trampled by huge wandering beasts. Hunting and foraging are important sources of food but this is always done as an organised expedition - wandering around alone in the jungles of Davania is extremely dangerous, and even with armed escorts, violent encounters happen - the Thyatians know that they are not the top of the food chain. Fishing in the nearby sea is possible but the seas have their own dangers, so at the first sign of large marine creatures or bad weather the fishermen will head for shore. Food security is a significant concern for the people of Herakanthia. </p><p>Notes on levels: Davania is a dangerous place, and as such I am assuming that adventures set here are either Expert or Companion level (for PCs of levels 5-20). Dinosaurs, dragons, Araneas, Kopru and the like are all threats that novice adventurers are not expected to deal with. </p><h3 style="text-align: left;">Non Player Characters of Herakanthia</h3><p><b>Keltrakis:</b> human female 15th level magic user, neutral. Keltrakis has been tasked with maintaining Herakanthia by the governor in Cittinova, and she intends to prove her worth. She is competent enough but she does tend to view every challenge and danger from the point of view of her seniors in the Thyatian administration. Trade, finances, food and security are her main concerns. She is a skilled mage and when the situation calls for it, she can bring her magic to bear on problems and threats - she slew a marauding Dimetrodon with a lightning bolt early in her tenure here, which impressed the residents. </p><p><b>Escallios Parrottalker:</b> elf male 9th level <a href="http://kaelaross.blogspot.com/2011/03/optional-class-elven-ranger.html">elf ranger</a>, neutral. Escallios is a resident of Herakanthia after leaving his tribe of jungle elves for unspoken reasons. He has proven to be a very knowledgeable native guide to the jungle, advising human Thyatians about dangers and resources. He is still on talking terms with other jungle elves, though there are obvious tensions and awkwardness when dealing with the Bough-Runner tribe which he left a while ago.</p><p><b>Torgonnus the Myrmidon:</b> human male 12th level fighter, lawful. Torgonnus has had a varied career, from conscripted soldier to deserter to gladiator and now freed to become an adventurer. He has arrived in Davania to find out what happened to his father, who joined a wave of settlers from Thyatis seeking new opportunities in Davania. He believes his father was last known to be in a settlement deeper into the jungle than Herakanthia but which lost contact with Cittinova about 10 years ago. Although Torgonnus does not expect to find his father alive, he still needs to know what happened. </p><p><b>Talsheridon the Brewer:</b> elf male 7th level <a href="https://kaelaross.blogspot.com/2011/04/overview-of-demihuman-classes-in.html">spell-sword</a> , neutral. Talsheridon is skilled not only as a spellcasting elf but also as an alchemist . He has set up in Herakanthia to gather ingredients from the nearby jungle, particularly rare herbs, flowers and fruits which possess properties that he wants to investigate, and may offer alternative recipes to well-known potions. He can generally look after himself but even he is cautious about venturing into the jungle alone, and is always looking for bodyguards to keep him safe as he forages for components and ingredients. </p><p><b>Mektra The Opportune:</b> human female, 7th level thief/4th level darokinian merchant, neutral. Originally from Athenos where Darokin meets the sea, Mektra is always on the lookout for things that could be sold for a profit. She usually travels to Cittinova and back but sometimes she will travel further around the Sea of Dread, including Thyatis City, Specularum, Athenos. Minrothad City and other trading ports. She has set up a temporary shop in Herakanthia and will buy and sell to adventurers. </p><p><b>Orribos the Seeker:</b> human male, 11th level cleric, chaotic. Orribos claims to be a scholar from Ierendi, and he has actually spent some time there. However, he is actually a cleric of chaos from Hule. He is in the jungles of Davania looking for the lost city of Ervvos, from a mysterious pre-Blackmoor civilisation that was somewhere in northern Davania. He will claim to be interested in the lost city for scholarly reasons though he believes that several powerful artefacts of chaos might be found there. He may try to form an expedition to search for this lost city, casually mentioning abandoned piles of gold and silver to be claimed by anyone entering the city. </p><p><b>Dubrovia Stoutshield:</b> human female, 7th level cleric, lawful. Dubrovia has been sent to Herakanthia by her superiors in the Church of Law in Cittinova, with instructions to assist the outpost and its inhabitants. Although she is not happy about her posting, she is obeying her orders. She originally came from Thyatis City and she misses the cosmopolitan hustle and bustle of city streets. And although human criminals can be dangerous, she feels far more danger in Davania than in Thyatis City. Her healing and curing spells are much in demand, and although she treats locals free of charge, she may ask for a donation from visitors requiring her spells. </p><p><b>Mahallia:</b> female <a href="https://kaelaross.blogspot.com/2023/09/araneas-of-northern-davania.html">aranea grandmother</a>, 9th level magic user, chaotic. Mahallia always appears as an attractive jungle elf (using her natural aranea shape changing ability) when around humans or elves. She does not live in Herakanthia but has a treetop lair a few miles to the west deeper into the jungle. Other residents of Herakanthia do not suspect her true nature and accept her disguise as a regularly visiting elf. She is here as a spy for a huge colony of aranea known as the Scuttling City far to the south, and is always asking about people moving in and out of the outpost, particularly those that might prove a problem should the araneas attack. Mahallia has befriended the ruler of the outpost Keltrakis through their common love of magic and new spells. She occasionally lets slip a disdain and contempt for humans but most people put that down to elven snobbery. </p><p> </p><p><br /></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><br /></div><br />John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-44808570652691342172023-09-15T16:21:00.002+01:002024-02-09T11:08:32.054+00:00Araneas of Northern Davania<p> What is officially said about Araneas (from my copy of X1: Isle of Dread)</p><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><p>The Araneas are an intelligent giant spider race. They are as large as small ponies and are greenish-brown in color. An aranea is distinguishable from other giant spiders by the massive oddly shaped lump on its back that houses its large brain. Araneas are web spinners and their bite is poisonous. </p><p>The front limbs of an aranea are divided into flexible digits. The aranea use these to grasp prey and manipulate simple tools. In addition the aranea can cast spells as 3rd level magic user (two 1st level spells and one 2nd level spell). They spend most of their time in magical research. </p><p>Araneas live in dense forests or jungles, spinning their web homes high in the trees. Part of each web is roofed with bark, leaves and vines held together with webbing. In the covered part of their lairs the aranea keep their crude tools, magic research and crude "furniture" of web, bones, bark and wood. </p><p>Araneas are the traditional enemies of the phanaton and attack them on sight. They are friendly with bugbears and often hire them to guard the forest beneath their lairs. </p></blockquote><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNdBLq-vSfzQyVd9S25rf7Tw1ockIn7TYKdRRmJiEsdbGRTV-gIvPMKaiC2_rXe1RC5fq4twq_ipg-CnC9SU-gx0hPGeN4E6gxNxva1yKde4kC6xSZnwpTi260XytR-HrPkRLqAqew46oszzUHaHfhbOScr8TlTyCfVy7Z5NHY20dP--gdrU4tCUJGHwk/s462/Aranea_CreatureCatalogue.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="414" data-original-width="462" height="287" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNdBLq-vSfzQyVd9S25rf7Tw1ockIn7TYKdRRmJiEsdbGRTV-gIvPMKaiC2_rXe1RC5fq4twq_ipg-CnC9SU-gx0hPGeN4E6gxNxva1yKde4kC6xSZnwpTi260XytR-HrPkRLqAqew46oszzUHaHfhbOScr8TlTyCfVy7Z5NHY20dP--gdrU4tCUJGHwk/s320/Aranea_CreatureCatalogue.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a href="https://the-titans-rp-and-information.fandom.com/wiki/Aranea_(D%26D)">source</a> </td></tr></tbody></table><p><br /></p><p><google-sheets-html-origin></google-sheets-html-origin></p><table border="1" cellpadding="0" cellspacing="0" dir="ltr" style="border-collapse: collapse; border: medium; font-family: Arial; font-size: 10pt; table-layout: fixed; width: 0px;" xmlns="http://www.w3.org/1999/xhtml"><colgroup><col width="100"></col><col width="126"></col><col width="125"></col><col width="124"></col></colgroup><tbody><tr style="height: 21px;"><td style="border: 1px solid rgb(0, 0, 0); overflow: hidden; padding: 2px 3px; vertical-align: bottom;"></td><td data-sheets-value="{"1":2,"2":"Aranea, Normal"}" style="border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;"><b>Aranea, Normal</b></td><td data-sheets-value="{"1":2,"2":"Aranea, Spiderling"}" style="border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;"><b>Aranea, Spiderling</b></td><td data-sheets-value="{"1":2,"2":"Aranea, Mother"}" style="border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;"><b>Aranea, Mother</b></td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Armour Class"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Armour Class</td><td data-sheets-value="{"1":3,"3":7}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">7</td><td data-sheets-value="{"1":3,"3":8}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">8</td><td data-sheets-value="{"1":3,"3":6}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">6</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Hit Dice (hp)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Hit Dice (hp)</td><td data-sheets-value="{"1":2,"2":"3** (14 hp)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">3** (14 hp)</td><td data-sheets-value="{"1":2,"2":"1* (5hp)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">1* (5hp)</td><td data-sheets-value="{"1":2,"2":"6** (27 hp)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">6** (27 hp)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Movement"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Movement</td><td data-sheets-value="{"1":2,"2":"150', 120' in web"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">150', 150' climb </td><td data-sheets-value="{"1":2,"2":"150', 120' in web"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">150', 120' in web</td><td data-sheets-value="{"1":2,"2":"150', 120' in web"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">150', 120' in web</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Attack"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Attack</td><td data-sheets-value="{"1":2,"2":"1 bite"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">1 bite</td><td data-sheets-value="{"1":2,"2":"1 bite"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">1 bite</td><td data-sheets-value="{"1":2,"2":"1 bite"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">1 bite</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"THAC0"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">THAC0</td><td data-sheets-value="{"1":3,"3":17}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">17</td><td data-sheets-value="{"1":3,"3":19}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">19</td><td data-sheets-value="{"1":3,"3":14}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">14</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Damage"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Damage</td><td data-sheets-value="{"1":2,"2":"1d6+ poison"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">1d6+ poison</td><td data-sheets-value="{"1":2,"2":"1d2 + poison"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">1d2 + poison</td><td data-sheets-value="{"1":2,"2":"1d6 + poison"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">1d6 + poison</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Special Abilities"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Special Abilities</td><td data-sheets-value="{"1":2,"2":"poison, spellcasting"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">poison, spellcasting</td><td data-sheets-value="{"1":2,"2":"poison causes sickness"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">poison causes sickness</td><td data-sheets-value="{"1":2,"2":"poison, spellcasting"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">poison, spellcasting</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"No. Appearing"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">No. Appearing</td><td data-sheets-value="{"1":2,"2":"1d6"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">1d6</td><td data-sheets-value="{"1":2,"2":"3d10"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">3d10</td><td data-sheets-value="{"1":2,"2":"1d2"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">1d2</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Morale"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Morale</td><td data-sheets-value="{"1":3,"3":7}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">7</td><td data-sheets-value="{"1":3,"3":9}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">9</td><td data-sheets-value="{"1":3,"3":7}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">7</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Save as"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Save as</td><td data-sheets-value="{"1":2,"2":"MU3"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">MU3</td><td data-sheets-value="{"1":2,"2":"MU1"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">MU1</td><td data-sheets-value="{"1":2,"2":"MU6"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">MU6</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Treasure"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Treasure</td><td data-sheets-value="{"1":2,"2":"D"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">D</td><td data-sheets-value="{"1":2,"2":"nil"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">nil</td><td data-sheets-value="{"1":2,"2":"D"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">D</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Alignment"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Alignment</td><td data-sheets-value="{"1":2,"2":"Chaotic"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Chaotic</td><td data-sheets-value="{"1":2,"2":"Chaotic"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Chaotic</td><td data-sheets-value="{"1":2,"2":"Chaotic"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Chaotic</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Intelligence"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Intelligence</td><td data-sheets-value="{"1":2,"2":"14 (High)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">14 (High)</td><td data-sheets-value="{"1":2,"2":"7 (low)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">7 (low)</td><td data-sheets-value="{"1":2,"2":"15 (Exceptional)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">15 (Exceptional)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Size/Type"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">Size/Type</td><td data-sheets-value="{"1":2,"2":"large magical beast"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">large magical beast</td><td data-sheets-value="{"1":2,"2":"small magical beast"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">small magical beast</td><td data-sheets-value="{"1":2,"2":"large magical beast"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">large magical beast</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"XP"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; font-weight: normal; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">XP</td><td data-sheets-value="{"1":3,"3":65}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">65</td><td data-sheets-value="{"1":3,"3":15}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">15</td><td data-sheets-value="{"1":3,"3":725}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom; white-space: normal;">725</td></tr></tbody></table><br /><google-sheets-html-origin><table border="1" cellpadding="0" cellspacing="0" dir="ltr" style="border-collapse: collapse; border: medium; font-family: Arial; font-size: 10pt; table-layout: fixed; width: 0px;" xmlns="http://www.w3.org/1999/xhtml"><colgroup><col width="100"></col><col width="145"></col><col width="125"></col></colgroup><tbody><tr style="height: 21px;"><td style="border: 1px solid rgb(0, 0, 0); overflow: hidden; padding: 2px 3px; vertical-align: bottom;"></td><td data-sheets-value="{"1":2,"2":"Aranea, Grandmother"}" style="border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;"><b>Aranea, Grandmother</b></td><td data-sheets-value="{"1":2,"2":"Aranea, Matriarch"}" style="border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;"><b>Aranea, Matriarch</b></td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Armour Class"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Armour Class</td><td data-sheets-value="{"1":3,"3":5}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">5</td><td data-sheets-value="{"1":3,"3":4}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">4</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Hit Dice (hp)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Hit Dice (hp)</td><td data-sheets-value="{"1":2,"2":"9**"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">9** (39 hp)</td><td data-sheets-value="{"1":2,"2":"12**"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">12** (54 hp)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Movement"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Movement</td><td data-sheets-value="{"1":2,"2":"150', 120' in web"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">150', 120' in web</td><td data-sheets-value="{"1":2,"2":"150', 120' in web"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">150', 120' in web</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Attack"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Attack</td><td data-sheets-value="{"1":2,"2":"1 bite"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">1 bite</td><td data-sheets-value="{"1":2,"2":"1 bite"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">1 bite</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"THAC0"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">THAC0</td><td data-sheets-value="{"1":3,"3":11}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">11</td><td data-sheets-value="{"1":3,"3":8}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">8</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Damage"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Damage</td><td data-sheets-value="{"1":2,"2":"1d8 + poison"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">1d8 + poison</td><td data-sheets-value="{"1":2,"2":"1d10 + poison"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">1d10 + poison</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Special Abilities"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Special Abilities</td><td data-sheets-value="{"1":2,"2":"see below"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">see below</td><td data-sheets-value="{"1":2,"2":"see below"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">see below</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"No. Appearing"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">No. Appearing</td><td data-sheets-value="{"1":3,"3":1}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">1</td><td data-sheets-value="{"1":3,"3":1}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">1</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Morale"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Morale</td><td data-sheets-value="{"1":3,"3":8}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">8</td><td data-sheets-value="{"1":3,"3":8}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">8</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Save as"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Save as</td><td data-sheets-value="{"1":2,"2":"MU 9"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">MU 9</td><td data-sheets-value="{"1":2,"2":"MU 12"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">MU 12</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Treasure"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Treasure</td><td data-sheets-value="{"1":2,"2":"D"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">D</td><td data-sheets-value="{"1":2,"2":"D"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">D</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Alignment"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Alignment</td><td data-sheets-value="{"1":2,"2":"Chaotic"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Chaotic</td><td data-sheets-value="{"1":2,"2":"Chaotic"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Chaotic</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Intelligence"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Intelligence</td><td data-sheets-value="{"1":2,"2":"16 (Exceptional)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">16 (Exceptional)</td><td data-sheets-value="{"1":2,"2":"18 (Genius)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">18 (Genius)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Size/Type"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Size/Type</td><td data-sheets-value="{"1":2,"2":"large magical beast"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">large magical beast</td><td data-sheets-value="{"1":2,"2":"large magical beast"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">huge magical beast</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"XP"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">XP</td><td data-sheets-value="{"1":3,"3":2300}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">2300</td><td data-sheets-value="{"1":3,"3":2700}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">2700</td></tr></tbody></table><br /><br /></google-sheets-html-origin><p><b>Aranea Spiderlings:</b> 1 HD, no spellcasting, bite causes giant centipede like sickness (victim is incapacitated for 1d6+4 days of bed rest). They can climb up walls and along ceilings faultlessly at normal speed. These are the youngest araneas (less than 10 years old) and are usually about the size of a domestic cat (1' tall and wide, 2' long) </p><p><b>Normal Aranea: </b>These include all males and the younger females (between 10 and 60 years old). They can cast spells as 3rd level magic users. </p><p><b>Aranea Mother:</b> Can cast web spell 1/day and use spells as 6th L MU, humanoid form for 1 hour 1/day</p><p><b>Aranea Grandmother:</b> Cast web spell 3/day and use spells as 9th L MU, humanoid form for 3 hours. 1/day </p><p><b>Aranea Matriarch:</b> cast web spell 3/day and use spells as 12th L MU, humanoid form at will for as long as required. </p><p>All except spiderlings have a lethal venom - anyone bitten by a normal aranea, mother, grandmother or matriarch must save vs poison or die. </p><p>All araneas can spin webs with which to create lairs, block passages and bind helpless victims. Mothers, Grandmothers and Matriarchs can do this fast enough and in sufficient quantity that it is a non-magical equivalent of a Web spell. By pointing their spinnerets (at the rear of their abdomens but they may be stretched and pointed forward under the belly) they can spew forth a mass of sticky strands to entangle foes instantly.</p><p>Araneas learn and memorise spells in the same way as magic users, and have their own spell books. Their choice of spells is as varied as any human mage though there does seem to be a tendency to illusion and trickery. They may well use similar spells to those used by <a href="https://kaelaross.blogspot.com/2021/12/gnome-trickster-spells.html">Gnome Tricksters</a>. Because of the flammable nature of their lairs they rarely use fire-based spells Araneas are fascinated by magic and see it as being their main path to power, dominating vertebrate races, protecting themselves and acquiring wealth, food and, of course, more magical resources such as magic items and spell books. Although they normally hate humanoids, they will respect and perhaps parlay with someone who shows great magical ability (5th level spells or higher). </p><p>Aranea mothers, grandmothers and matriarchs have all learned the magical ability to transform into a humanoid for a period of time. This is in size and shape only, it does not confer any special racial abilities or knowledge. They do this mainly to infiltrate humanoid settlements and also to trick wandering humanoids into ambushes and traps. The Thyatians have learned to their bitter cost not to rush to the aid of a damsel in distress being attacked by giant spiders - the damsel may well be the leader of the Araneas. Some people have jumped to the incorrect conclusion that araneas are a sort of were-spider, a species of lycanthrope. This is simply not true and nobody bitten by an aranea has been infected by lycanthropy, even if they survive the venom. </p><p>Araneas will sometimes use other spider-like creatures as guards, pets and allies. Rhagodessas are popular guards, as are giant Black Widow spiders. The bugbears mentioned above in the official description are also found in <a href="https://kaelaross.blogspot.com/2023/04/davanias-western-jungle-coast.html">Northern Davania</a>. </p><p>On the Isle of Dread there is a small population with only one known Aranea grandmother. However, in the larger jungles of Davania Aranea society has become more evolved and prolific, with araneas forming colonies similar in ways to wasp or ant swarms. There is only one highest-ranking, largest female as the queen of the colony - a matriarch for the larger ones with more than a hundred normal Aranea, a dozen mothers and maybe 2 or 3 grandmothers as lieutenants. The smaller colonies will be led by a grandmother and have maybe twenty or so normal araneas and two or three mothers. Loyalty to their female leader is strong but not fanatical - unlike ants or bees most araneas can survive without their leader and can even set up their own colonies. These colonies form towns in the trees made from wood and bones of victims woven together with webbing to form dozens of dwellings. Although spiderlings live and sleep together, once an aranea can study magic they will require their own dwelling so they can study in quiet. As mentioned previously there are male araneas but they never grow in size and power beyond normal araneas. </p><p>According to the araneas themselves they were first born as hybrids when a large number of planar spiders (see the Rules Cyclopedia) were stranded on Mystara in the jungles of northern Davania and the Thanegoth islands. Due to different dietary requirements the male planar spiders starved to death while the females managed to survive. The female planar spiders mated with native giant spiders, using magic and alchemy to ensure that not only were their offspring able to survive (making use of their sires primitive and more rugged digestive system) but were also fertile, unlike other cross-species hybrids such as mules. These new offspring, the first araneas, lost their mothers’ ability to travel the planes but retained the high intelligence and ability to cast spells. Indeed, through selective breeding where the less intelligent, non-spellcasting areneas were destroyed, soon all of the araneas were capable of using magic. </p><p>An alternative story told by Thyatian scholars is that there were no planar spiders, and that when the Alphatians arrived in northern Davania the ancestors of the Araneas were just giant spiders. But the biomancers among the Alphatian mages were the ones who gave the giant spiders intelligence and extra arm-like limbs, apparently in a misguided attempt to create a servitor race to help the arrogant Alphatian mages. The Aranea had become too smart for that. They stole the Alphatians’ spellbooks and in one terrible night killed all their supposed masters, mostly by adding their own venom to meals prepared for the naive mages. Those humans who resisted the poison were slain by other means. The Alphatian colony was wiped out in one night and the Aranea gained their greatest source of power. </p><p><br /></p><br />John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-73201582829717763392023-09-08T02:57:00.001+01:002023-09-08T03:11:31.974+01:00The Emancipators of Thyatis<p>The Emancipators are a secret society in <a href="https://kaelaross.blogspot.com/2023/08/thoughts-about-adventures-in-thyatis.html">Thyatis</a> who are opposed to slavery, and seek to free slaves where possible, usually without paying slave owners. This sets them at odds with the Thyatian government and law which accepts slavery, and views freeing slaves without the owner's consent as theft. Thus the Emancipators work in the shadows. They have been doing this for over 200 years, since its founding in AC 788 by Praetorus Validor, a nobleman of Kerendas.</p><h3 style="text-align: left;">Philosophy and Alignment</h3><p>If this were AD&D it would be a simple case of neutral good and chaotic good Emancipators against lawful evil and neutral evil slave owners. But with <a href="https://kaelaross.blogspot.com/2011/07/rules-i-use.html">B/X D&D'</a>s single-axis approach to alignment being reflected in the <a href="https://kaelaross.blogspot.com/2021/10/the-forces-of-law-neutrality-and-chaos.html">cosmic forces of Law and Chaos</a> this has led to heated debate within the Emancipators as to whether slavery is lawful or chaotic and therefore what does that make them? The consensus within the group is that the Emancipators are on the side of Law. Although the law of the land and Thyatian society accepts slavery and what the Emancipators try to do is illegal, the Emancipators believe that the true philosophy of Law requires some respect and dignity for all intelligent beings. Slavery does not allow this respect and dignity and is therefore chaotic, and so by opposing slavery, the Emancipators are on the side of Law. It is worth pointing out that there are quite a few members of the Emancipators who do not care for the cosmic forces of Law and Chaos and who declare themselves neutral in such matters but they still think that slavery is a terrible wrong that they are trying to set right. A few members would admit they have chaotic tendencies (not caring for authority or societal norms, prefering individualism) but then strongly deny that this would make them evil (in AD&D terms chaotic neutral or perhaps chaotic good) and they view slavery as Law but in its worst, most extreme form. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://www.historiamag.com/wp-content/uploads/2021/11/Spartacus-Im-750.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="420" data-original-width="750" height="358" src="https://www.historiamag.com/wp-content/uploads/2021/11/Spartacus-Im-750.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">scene from Spartacus (starring Kirk Douglas and Tony Curtis), <a href="https://www.historiamag.com/im-spartacus-slave-revolts-in-rome/">source</a></td></tr></tbody></table><br /><p><br /></p><h3 style="text-align: left;">The Structure of the Emancipators</h3><p>There are perhaps 200 trusted members of the Emancipators, split up into cells of 5 to 10 members. The similarity to how chaos cultists infiltrate society often generates wry amusement, but it still works. If Thyatian authorities arrest and interrogate one cell, other cells should still remain safe and secret. There are several cells in each of the major cities operating independently of each other. Similarly towns in the Thyatian homeland have a cell each. There are also cells dotted around usually near farming or industrial areas where slaves are used. Each cell has its codename, usually a colour. There is a manor house outside of Kerendas City, home to a secretive nobleman , Gaius Validor, where cell leaders gather once a year. The manor house is heavily guarded and Gaius is careful not to let his connection to other Emancipators be revealed. Many Emancipators do not know that this is the headquarters of the group - they only refer to the mysterious HQ as "Indigo". </p><p>Emancipators usually try to free one slave at a time. If possible they will assess how eager the slave is to escape - there is nothing more frustrating than trying to free a slave only to find that either they are too scared of retribution to leave or perhaps feel that they are in a good situation with reasonable shelter, food and security compared to the uncertainty of life on the run. Emancipators only rarely engineer mass escapes as this tends to attract attention of the authorities. Losing one slave could be seen as carelessness on the part of the slave owner - a hundred slaves on the loose becomes a problem for every decent Thyatian in the vicinity and raises fears of a slave rebellion which can occasionally become very violent and vengeful. The Emancipators have no intention of harming innocent Thyatians or bringing the army down on them and their newly freed charges. </p><p>Recruitment is extremely careful with many tests and a year long probabtion where the new member is not even aware of everyone in the local cell, least of all members beyond the cell. It is rumoured that Emancipators have a particular handshake and phrase that could seem innocuous to a non-member but members should recognise, thus allowing them to identify each other but without much risk of revealing themselves to non-members. After the simultaneous collapse of the cells in both Argevin ("Saffron") and Torion ("Pearl") in AC 975, when infiltrators loyal to slave-owning businessmen betrayed the local members to the authorities along with over a dozen escaped slaves, the Emancipators take no chances. </p><p>Having said that, individual members can hire people outside the society for one-off jobs, usually involving transport. As long as the hirer is the only one who can be identified to authorities this is considered an acceptable risk. The Emancipators also occasionally hire adventurers for particular tasks, particularly ones that require specialist skills such as thievery, spellcasting or application of sharp steel. Sometimes the same people are hired on a regular basis and they have an idea of who they are dealing with but they don't rat out their employer, either because they like the payment or perhaps they don't like slavery themselves and therefore approve of what the Emancipators are trying to do. </p><h3 style="text-align: left;">Selected Cells</h3><p><b>The Kerendas Docks Cell ("Scarlet"):</b> This team of 6 members is less involved in freeing slaves from their masters and more with safely smuggling them out of the country. They have several sea captains who they trust, including Mayana Abbrovic, who regularly sails the southern coast from Thyatis to Sind. Mayana hates slavery and as such will help the Emancipators, delivering escapees to Athenos in Darokin, Specularum in Karameikos and the safer parts of <a href="https://kaelaross.blogspot.com/2021/11/major-changes-to-ierendi.html">Ierendi</a>. </p><p><b>The Greenheight Cell ("Viridian"):</b> This cell specialises in the overland route into Karameikos. past the Vyallia Elves but carefully avoiding the <a href="https://kaelaross.blogspot.com/2023/04/goblins-of-dymrak-forest.html">goblins of the Dymrak forest</a>. The cell owns and runs a farmstead on the border of the forest where horses and cattle are raised. This is used as departure point onto Karameikos. The Vyalia elves have a mixed view - on the one hand they have no love of Thyatian slavery and sympathise with those who love freedom. But on the other hand the elves do not want to be dragged into what they see as a human dispute. </p><p><b>The Goldleaf Cell ("Beige"):</b> This team of 3 activists is particularly concerned about a brutal mining operation in the nearby hills. The mine owners maintain at least 60 slaves in appalling conditions, guarded by hobgoblin mercenaries. The cell has rescued only four slaves, one at a time, as per normal procedure but they are considering breaking protocol and freeing all the slaves at once. This would require extra muscle and at least one of them is quietly asking around for adventurers willing to participate. Freed slaves are shepherded northeast towards the border with Ylaruam, though the path is fraught with wandering monsters, including other hobgoblins. An armed escort would be appreciated. </p><p><b>The Argevin Cell (“Azure”):</b> Rebuilding after a disaster two decades ago when the whole cell was arrested, this cell is keeping an especially low profile. Two of the members are half-Alphatian mages and this has led to complications, namely accusations of bias towards slaves of Alphatian heritage and those who show magic talent. One of the members has even accused another of being an agent of the <a href="https://kaelaross.blogspot.com/2022/02/adventures-in-alphatia.html">Alphatian Empire</a>. The accused has admitted to Alphatian sympathies but not loyalty or official connections. He does have a good arrangement with a merchant-trader who can transport passengers to the Isle of Dawn, including Alphatian-controlled ports where slavery is not tolerated. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://media.gettyimages.com/id/695407844/vector/mistreated-slaves.jpg?s=612x612&w=gi&k=20&c=qEyBxdHM4QzL8AQHDoJn_efLuXWBdkFDr-z-8RuVT60=" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="476" data-original-width="612" height="476" src="https://media.gettyimages.com/id/695407844/vector/mistreated-slaves.jpg?s=612x612&w=gi&k=20&c=qEyBxdHM4QzL8AQHDoJn_efLuXWBdkFDr-z-8RuVT60=" width="612" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a href="https://www.google.com/imgres?imgurl=https%3A%2F%2Fc8.alamy.com%2Fcomp%2FG3B4A4%2Fa-roman-centurion-supervises-gaul-slaves-chained-together-and-forced-G3B4A4.jpg&tbnid=BKqQlgc_G1-JXM&vet=10CDQQMyh-ahcKEwjInfqG2ZiBAxUAAAAAHQAAAAAQAw..i&imgrefurl=https%3A%2F%2Fwww.alamy.com%2Fstock-photo%2Froman-slaves.html&docid=kOQVIZVbL_E-bM&w=1300&h=1046&q=roman%20slaves&hl=en-GB&authuser=0&ved=0CDQQMyh-ahcKEwjInfqG2ZiBAxUAAAAAHQAAAAAQAw#imgrc=uJRF20bgbwfVqM&imgdii=sZndrpexQhC4lM">source</a></td></tr></tbody></table><br /><p><br /></p>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-58951668921934197192023-08-29T02:19:00.003+01:002023-08-29T02:31:24.277+01:00Logos Location #5: The Hex Temple under the City of Madness<p><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;">Thanks to </span><a href="https://dysonlogos.blog/" style="background-color: #ddeaee; color: #00997f; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px; text-decoration-line: none; text-decoration: none;">Dyson Logos</a><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;">' 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.</span></p><p><span style="color: #222222; font-family: Georgia, Utopia, Palatino Linotype, Palatino, serif;"><span style="font-size: 15.4px;">This is a short adventure using the B/X D&D rules for characters of levels 6-8<br /></span></span></p><div>The Hex Temple is found in the <a href="https://kaelaross.blogspot.com/2022/10/city-of-madness-capital-of-arvorians.html">City of Madness</a>, the ruined city of the <a href="https://kaelaross.blogspot.com/2022/05/the-arvorians-of-norwold.html">Arvorians</a> in northern <a href="https://kaelaross.blogspot.com/2022/04/my-ideas-about-norwold.html">Norwold</a>. 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). </div><div><b>Hooks for investigating the hex temple:</b></div><div><ul style="text-align: left;"><li>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.</li><li>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.</li><li>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. </li><li>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. </li></ul></div><div><br /></div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgziOUKM_JSNAH1JHmj9u4_5FTmiacTyxLo6a3ytr3feCT6MUbJzMciYSktywu2Sx23DRBCh50MbyGJasmeokFHfdy4ivrM1cPOJJGYa68QI-YvF0NvRyW4GenFLRo9vtHH3qw-e5PkkgSiEAosykv7jbHWnIhlCqeK2JzaNKWxd8XcoqreLB7UlbQEfoc/s1813/HexTemple01a.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1813" data-original-width="1247" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgziOUKM_JSNAH1JHmj9u4_5FTmiacTyxLo6a3ytr3feCT6MUbJzMciYSktywu2Sx23DRBCh50MbyGJasmeokFHfdy4ivrM1cPOJJGYa68QI-YvF0NvRyW4GenFLRo9vtHH3qw-e5PkkgSiEAosykv7jbHWnIhlCqeK2JzaNKWxd8XcoqreLB7UlbQEfoc/w440-h640/HexTemple01a.png" width="440" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Cartography by Dyson Logos, <a href="https://dysonlogos.blog/2023/01/02/release-the-kraken-on-epharas-alithinero-temple-of-the-high-spring/">source</a></td></tr></tbody></table><h3>Key to the Map:</h3><div><ol style="margin-bottom: 0px; margin-top: 0px; padding-inline-start: 48px; text-align: left;"><li aria-level="1" style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Entrance Hall. Stairs descending into the hall, <b style="font-style: normal;">2 ogres</b> (see below for stats) + <b style="font-style: normal;">2 Arvorians</b> (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: <i>Magic Missile, <a href="https://kaelaross.blogspot.com/2022/11/the-slimy-spells-of-arvorians.html">Adhesive Slime</a>, Web, Hold Person, Detect Invisibility</i>.
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, <b>Sword +1</b>, Shield, dagger, 20pp, Spells: <i>Magic Missile, Charm Person, Mirror Image, <a href="https://kaelaross.blogspot.com/2022/11/the-slimy-spells-of-arvorians.html">Stinking Cloud</a></i></span></span></p></li><li aria-level="1" style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">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 <b>Shield +1</b>.</span></span></p></li><ol style="margin-bottom: 0px; margin-top: 0px; padding-inline-start: 48px;"><li aria-level="2" style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: lower-alpha; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Raised part of upper hex chamber: Here is a <b>5-headed hydra</b>, 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. </span></span></p></li></ol><li aria-level="1" style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><b>3 ogres</b> plus 5 crude oversized beds. This is where off-duty ogres hang out. </span></span></p></li><li aria-level="1" style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">The circular chamber: This room has <b>1 Arvorian captain</b> (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: <b>Plate Mail +1, Two-handed sword +1</b>, dagger, <b>Potion of Healing</b> (1d6+1hp), 35pp, Spells: <span style="font-weight: 400;"><i>Sleep, Charm Monster, </i><a href="https://kaelaross.blogspot.com/2022/11/the-slimy-spells-of-arvorians.html" style="font-style: italic;">Entrapping Slime</a><i>, Levitate, </i><a href="https://kaelaross.blogspot.com/2022/11/the-slimy-spells-of-arvorians.html" style="font-style: italic;">Acid Ball</a><i>, Dispel Magic
</i>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: <i>Detect Magic, Detect Law, Hold Person, Bless</i><i>
</i>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: <i>Cure Light Wounds x2, Silence 15'r, <a href="https://kaelaross.blogspot.com/2014/05/chaotic-cleric-spells.html">Aura of Shadows</a></i></span></span></span></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ3C1mldSiRbL7T38hPLiXIutENxvCEDOyBBEAP556iWIBG3nSJ7kWVpeEQiBzVElFR2xgl8TuELaSpzM_1TuT5seXWmGr3a5ZzI3pqYZAW5AGj4dTGAHqq8KztHXodZkhP6Ils_N73ihnbfyEqc2TPTgqb7u3lYbws_AkRukygc91joePr-CnxDNUvS4/s399/GibberingMouther_1e_MM2.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="399" data-original-width="310" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ3C1mldSiRbL7T38hPLiXIutENxvCEDOyBBEAP556iWIBG3nSJ7kWVpeEQiBzVElFR2xgl8TuELaSpzM_1TuT5seXWmGr3a5ZzI3pqYZAW5AGj4dTGAHqq8KztHXodZkhP6Ils_N73ihnbfyEqc2TPTgqb7u3lYbws_AkRukygc91joePr-CnxDNUvS4/s320/GibberingMouther_1e_MM2.jpg" width="249" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a href="https://dumpstatadventures.com/blog/deep-dive-the-gibbering-mouther">source</a></td></tr></tbody></table><p></p></li><li aria-level="1" style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Shrine of Vergillos, <a href="https://kaelaross.blogspot.com/2022/10/scions-of-outer-dark-and-their-followers.html" style="font-weight: 400;">Scion of the Outer Darkness</a>, patron of Arvorian magic-users and Arcane Knights. This chamber is guarded by a <b>Gibbering Mouther </b>(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.
<b>Gibbering Mouther</b>: 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, <b>Flaring spittle:</b> 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. <b>Babbling</b>: 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 <a href="https://kaelaross.blogspot.com/2011/06/gems-of-kaelaross.html">various types</a>. <br /></span></span></p></li><li aria-level="1" style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Arvorian Quarters. This is where a number of Arvorians sleep and eat. Currently just one <b>Arvorian Eldritch Crusader</b> </span></span>(5th level) <span style="font-family: inherit; text-wrap: wrap;">is here
</span><span style="font-family: inherit; text-wrap: wrap;">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: </span><i style="font-family: inherit; text-wrap: wrap;">Cure Light Wounds, Light, <a href="https://kaelaross.blogspot.com/2014/05/chaotic-cleric-spells.html">Aura of Shadows</a>, Hold Person, <a href="https://kaelaross.blogspot.com/2014/05/chaotic-cleric-spells.html">Paranoia</a></i><span style="font-family: inherit; text-wrap: wrap;"> </span></p></li><li aria-level="1" style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><b>4 ogres + 3 <a href="https://kaelaross.blogspot.com/2011/06/ogres-of-kaelaross.html">juvenile ogres</a></b> 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</span></span></p></li><li aria-level="1" style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; list-style-type: decimal; vertical-align: baseline;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="color: black;"><span style="font-family: inherit;"><span style="text-decoration-color: initial; text-decoration-style: initial; text-decoration-thickness: initial; white-space-collapse: preserve;">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 <b>iron living statue</b>
</span></span></span><span style="text-decoration-color: initial; text-decoration-style: initial; text-decoration-thickness: initial;"><b>Iron Living Statue </b>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</span><span style="color: black;"><span style="font-family: inherit;">
</span></span></p></li><li aria-level="1" style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><a href="https://kaelaross.blogspot.com/2011/06/ogres-of-kaelaross.html" style="font-weight: 400;">Ogre leader's</a> room: This room is home to the <b>Ogre leader + 2 normal ogres</b>. 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)
<b>Ogre Leader: </b>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</span></span></p></li><li aria-level="1" style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; font-weight: 400; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"> 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:</span></span></p><p dir="ltr" id="docs-internal-guid-7316fc52-31d8-4ad3-d004-baefbd874891" style="-webkit-text-size-adjust: auto; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-size-adjust: auto; white-space: normal;"><span face="Arial, sans-serif" style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">A Short History of the Arvorian People</span><span face="Arial, sans-serif" style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space: pre-wrap;"> (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. </span></p><p dir="ltr" style="-webkit-text-size-adjust: auto; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-size-adjust: auto; white-space: normal;"><span face="Arial, sans-serif" style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">The Masters Behind the Veil</span><span face="Arial, sans-serif" style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space: pre-wrap;"> (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. </span></p><p dir="ltr" style="-webkit-text-size-adjust: auto; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-size-adjust: auto; white-space: normal;"><span face="Arial, sans-serif" style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Cooking on the Northern Frontier</span><span face="Arial, sans-serif" style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space: pre-wrap;"> (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. </span></p><p dir="ltr" style="-webkit-text-size-adjust: auto; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-size-adjust: auto; white-space: normal;"><span face="Arial, sans-serif" style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Nightmares of the North</span><span face="Arial, sans-serif" style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space: pre-wrap;"> (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.</span></p><p dir="ltr" style="-webkit-text-size-adjust: auto; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-size-adjust: auto; white-space: normal;"><span face="Arial, sans-serif" style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">The Dribbling Codex</span><span face="Arial, sans-serif" style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space: pre-wrap;"> (written in arcane script, Read Magic needed to understand. 190 pages, including <a href="https://kaelaross.blogspot.com/2022/11/the-slimy-spells-of-arvorians.html">all spells described here</a>, 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)</span></p><p dir="ltr" style="-webkit-text-size-adjust: auto; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-size-adjust: auto; white-space: normal;"><span face="Arial, sans-serif" style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Maharrath’s Amusing Distractions</span><span face="Arial, sans-serif" style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space: pre-wrap;"> (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. </span></p><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="color: black; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><span face="Arial, sans-serif" style="-webkit-text-size-adjust: auto; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; text-size-adjust: auto; vertical-align: baseline;"><span style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-weight: 700; vertical-align: baseline;">Chaos Cults and the Great Old Ones</span><span style="font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline;"> (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. </span></span></span></span></p></li><li aria-level="1" style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><b style="font-style: normal;">2 Arvorian Eldritch Crusaders</b>, 1 x 4th level, 1x 6th level, <b style="font-style: normal;">2 Arvorian Arcane Knights</b> (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: <i>Cure Light Wounds, Darkness, Hold Person, Speak with Animal </i>
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: <i>Cure Light Wounds, <a href="https://kaelaross.blogspot.com/2011/10/new-spells-for-lawful-clerics.html">Detect Law</a>, Hold Person, Silence 15’ r, Striking, Continual Darkness </i>
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: <i>Magic Missile, Ventriloquism, Mirror Image, Phantasmal Force</i>
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, <b>Sword +1</b>, Dagger, 16pp, Spells: <i>Charm Person, Comprehend Languages, <a href="https://kaelaross.blogspot.com/2022/11/the-slimy-spells-of-arvorians.html">Entrapping Slime, Stinking Cloud</a></i>
</span></span></p></li><li aria-level="1" style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">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 <b>water elemental</b> that will try to drag and knock intruders off the bridge into the water, and secondly a pack of <b>5 mako sharks</b> 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 <b>Medallion of Protection from ESP</b>
<b>Water Elemental</b>: 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).
<b>Mako Shark</b>: 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</span></span></p></li><li aria-level="1" style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><b>3 minotaurs</b> are gathered here in the main living chamber of the Minotaurs in this temple. </span></span></p></li><li aria-level="1" style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="font-weight: 400; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">The <a href="http://kaelaross.blogspot.com/2011/12/minotaurs-of-kaelaross.html">Minotaur boss</a> 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</span></span></p><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><b>Minotaur boss</b>: 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 </span></span></p></li><li aria-level="1" style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="font-style: normal; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Upper Hex Chamber: This room is guarded by a pair of <b>Arvorians </b>(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 <a href="https://kaelaross.blogspot.com/2022/01/marvellous-materials-of-mystara-for.html">hellforged iron</a> (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. </span></span></p><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><b style="font-style: normal;">Arvorian Eldritch Crusader</b> (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: <b style="font-style: normal;">Banded Armour +1</b>, Shield, Sword, Unholy Symbol, 36pp, <b style="font-style: normal;">Ring of Slime Control</b> (allows wielded to command and control up to 12HD of ooze-type monsters), Spells: <i>Detect Law, Light, <a href="https://draft.blogger.com/blog/post/edit/8338362520738935973/5895166892193419719?hl=en-GB#">Aura of Shadows</a>, Silence 15’ r, <a href="https://draft.blogger.com/blog/post/edit/8338362520738935973/5895166892193419719?hl=en-GB#">Paranoia</a>, Cure/Cause Disease</i></span></span></p><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><b style="font-style: normal;">Arvorian Arcane Knight</b> (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, <b style="font-style: normal;">Shield +1, Mace +2</b>, dagger, , key to locked chest, 40pp, spells: <i>Charm Person, Magic Missile, Phantasmal Force, Mirror Image, <a href="https://kaelaross.blogspot.com/2022/11/the-slimy-spells-of-arvorians.html">Acid Ball</a>, Dispel Magic</i></span></span></p><p role="presentation" style="font-style: normal; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><b>Gelatinous Cube</b>: 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)</span></span></p><p role="presentation" style="font-style: normal; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><b>Ochre Jelly</b>: 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. </span></span></p></li><ol style="margin-bottom: 0px; margin-top: 0px; padding-inline-start: 48px;"><li aria-level="2" style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: lower-alpha; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">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 <b>water elemental </b>under the control of the Arvorians:
</span></span><span style="font-family: inherit; text-wrap: wrap;"><b>Water Elemental</b></span><span style="font-family: inherit; font-weight: 400; text-wrap: wrap;">: AC 2, Mv 60' land/180' swim, HD 8, hp 40, THAC0 12, Att 1 slam for </span><span style="font-family: inherit; text-wrap: wrap;">2d8 or 3d8 if opponent in water, Save F12, Ml 12, Align C, XP 650. Elementals are </span></p><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-weight: 400; text-wrap: wrap;">immune to non-magic weapons (+1 or better weapons needed to hit). </span></p></li></ol><li aria-level="1" style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><b>2 minotaurs</b> are standing guard as the bodyguards of Abraxx. Abraxx will probably notice the minotaurs being attacked and will join in. </span></span></p></li><ol style="margin-bottom: 0px; margin-top: 0px; padding-inline-start: 48px;"><li aria-level="2" style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: lower-alpha; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><b style="font-style: normal;">1 Arcane Knight</b> (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).
<b style="font-style: normal;">Abraxx the Arcane Knight</b>: 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: <b style="font-style: normal;">Plate Mail +2, Shield +2, Sword +2, Dagger +2, Amulet of Elemental Control</b> (as Staff of Elemental Command, summons and controls an 8-HD elemental once per day), Spells: <i>Sleep, Magic Missile, Read Languages, Mirror Image, <a href="https://kaelaross.blogspot.com/2022/11/the-slimy-spells-of-arvorians.html">Stinking Cloud</a>, Locate Object, <a href="https://kaelaross.blogspot.com/2022/11/the-slimy-spells-of-arvorians.html">Acid Ball</a>, Haste, Wall of Fire, Polymorph Other</i></span></span></p></li></ol><li aria-level="1" style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"> The High Chapel: <b style="font-style: normal;">2 eldritch crusaders</b> (both 4th level) and a <b style="font-style: normal;">bone golem</b> 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 <i>Feeblemind </i>spell until either a Dispel Magic or Remove Curse spell is used (or <a href="https://kaelaross.blogspot.com/2011/10/new-spells-for-lawful-clerics.html" style="font-style: normal;">Cure Insanity</a> 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: <i>Cure Light Wounds, Detect Magic, Hold Person, <a href="https://draft.blogger.com/blog/post/edit/8338362520738935973/5895166892193419719?hl=en-GB#">Aura of Shadows</a></i>
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:<i> Cure Light Wounds, Light, Silence 15'r, Speak with Animals</i>
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</span></span></p></li><li aria-level="1" style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; list-style-type: decimal; text-decoration: none; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><b style="font-style: normal;">2 minotaurs + 1 eldritch crusader</b> (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: <b style="font-style: normal;">Banded Armour +2, Two-Handed Sword +1</b>, dagger, unholy symbol, 31pp, spells:<i> Cure Light Wounds, Detect Law, Silence 15'r, Bane (reversed Bless), Continual Darkness, <a href="https://draft.blogger.com/blog/post/edit/8338362520738935973/5895166892193419719?hl=en-GB#">Paranoia</a></i></span></span></p></li></ol><div><span style="white-space-collapse: preserve;"><br /></span></div><div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody><tr><td style="text-align: center;"><a href="https://i.pinimg.com/564x/09/be/e5/09bee5256a7914f98e56ba22e0017733.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="534" height="400" src="https://i.pinimg.com/564x/09/be/e5/09bee5256a7914f98e56ba22e0017733.jpg" width="267" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a href="https://www.pinterest.co.uk/pin/734931232977150162/">source</a></td></tr></tbody></table><br /><span style="white-space-collapse: preserve;"><br /></span></div><div><span style="white-space-collapse: preserve;"><br /></span></div><div><span style="white-space-collapse: preserve;">Stats for commonly encountered monsters</span></div><p><b>Ogre</b>: 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</p><p><b>Minotaur</b>: 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</p><p><br /></p></div>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-36580841155702693592023-08-19T01:17:00.007+01:002024-03-02T02:10:23.316+00:00Thoughts about Adventures in Thyatis<div class="separator" style="clear: both; text-align: center;"><a href="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/095b362d-6c4d-4adf-9498-3d8d07222a75/dcyuw8m-a2cfe28a-874c-47cc-b9ba-36d1f4db09b7.jpg/v1/fill/w_1504,h_531,q_70,strp/pompeii_by_deivcalviz_dcyuw8m-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzA3IiwicGF0aCI6IlwvZlwvMDk1YjM2MmQtNmM0ZC00YWRmLTk0OTgtM2Q4ZDA3MjIyYTc1XC9kY3l1dzhtLWEyY2ZlMjhhLTg3NGMtNDdjYy1iOWJhLTM2ZDFmNGRiMDliNy5qcGciLCJ3aWR0aCI6Ijw9MjAwMCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.3vZXXX_BhU3MiGyNHQtuwsOlwkbxTcFvZbbifZLdYGE" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="282" data-original-width="800" height="141" src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/095b362d-6c4d-4adf-9498-3d8d07222a75/dcyuw8m-a2cfe28a-874c-47cc-b9ba-36d1f4db09b7.jpg/v1/fill/w_1504,h_531,q_70,strp/pompeii_by_deivcalviz_dcyuw8m-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzA3IiwicGF0aCI6IlwvZlwvMDk1YjM2MmQtNmM0ZC00YWRmLTk0OTgtM2Q4ZDA3MjIyYTc1XC9kY3l1dzhtLWEyY2ZlMjhhLTg3NGMtNDdjYy1iOWJhLTM2ZDFmNGRiMDliNy5qcGciLCJ3aWR0aCI6Ijw9MjAwMCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.3vZXXX_BhU3MiGyNHQtuwsOlwkbxTcFvZbbifZLdYGE" width="400" /></a></div><br /><p style="text-align: left;">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. </p><p style="text-align: left;">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.</p><div><h3 style="text-align: left;">A Classic Battleground of Law vs Chaos</h3><p style="text-align: left;">When I restarted this blog back in 2021 I had this idea of a campaign with PCs fighting against a world-spanning <a href="https://kaelaross.blogspot.com/2021/09/the-cult-of-chaos-in-karameikos.html">Cult of Chaos</a>. 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.</p><p style="text-align: left;">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. </p><p style="text-align: left;">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. </p><div><br /></div><h3 style="text-align: left;">A Cold War between Thyatis and Alphatia</h3><p style="text-align: left;">As I have mentioned before, this blog is using the Gazetteers set at 1000AC, and as such ignores events from Wrath of the Immortals. <a href="https://kaelaross.blogspot.com/2022/02/adventures-in-alphatia.html">Alphatia </a>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 <a href="https://kaelaross.blogspot.com/2022/12/the-fortress-town-of-latela.html">Latella</a>. </p><p style="text-align: left;">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. </p><p style="text-align: left;">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. </p><h3 style="text-align: left;">Social Tensions and Reform within Thyatis</h3><p style="text-align: left;">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. </p><p style="text-align: left;">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 <a href="https://kaelaross.blogspot.com/2023/09/the-emancipators-of-thyatis.html">the Emancipators</a>. 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. </p><p style="text-align: left;">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.</p><p style="text-align: left;">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. </p><h3 style="text-align: left;">The Thyatis Homeland is a Big Place with History</h3><p style="text-align: left;">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 (<a href="http://www.pandius.com/thyatis5.html">like this</a>) 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. <span style="font-family: inherit;">A<span style="white-space-collapse: preserve;">reas 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. </span></span></p><p style="text-align: left;"><span style="font-family: inherit;"><span style="white-space-collapse: preserve;">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.</span></span></p><div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://mystara.thorfmaps.com/wp-content/uploads/2016/01/thyatis-8-784x1024.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="612" height="640" src="https://mystara.thorfmaps.com/wp-content/uploads/2016/01/thyatis-8-784x1024.png" width="490" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Cartography by Thorfin Tait, <a href="https://mystara.thorfmaps.com/thyatis-8/">source here</a></td></tr></tbody></table><br /><span style="font-family: inherit;"><br /></span><h3 style="text-align: left;"><span style="font-family: inherit;"><span style="white-space-collapse: preserve;">The Empire beyond the Heartland</span></span></h3></div><div><span style="font-family: inherit;"><span style="white-space-collapse: preserve;">Even if the PCs stay within the heartland of Thyatis, the wider empire cannot be entirely ignored. Currently Thyatian colonies and dominions include:</span></span></div><div><ul style="text-align: left;"><li><span style="font-family: inherit;"><span style="white-space-collapse: preserve;">Ochalea</span></span></li><li><span style="font-family: inherit;"><span style="white-space-collapse: preserve;">The Pearl Islands</span></span></li><li><span style="font-family: inherit;"><span style="white-space-collapse: preserve;"><a href="https://kaelaross.blogspot.com/2023/04/davanias-western-jungle-coast.html">Hinterlands of Davania</a></span></span></li><li><span style="font-family: inherit;"><span style="white-space-collapse: preserve;">Parts of Norwold</span></span></li><li><span style="font-family: inherit;"><span style="white-space-collapse: preserve;">The Eastern side of the Isle of Dawn</span></span></li></ul></div><div><span style="font-family: inherit;"><span style="white-space-collapse: preserve;"><br /></span></span></div><div><span style="font-family: inherit;"><span style="white-space-collapse: preserve;">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. </span></span></div><div><ul style="text-align: left;"><li><span style="font-family: inherit;"><span style="white-space-collapse: preserve;"><a href="https://kaelaross.blogspot.com/2015/01/the-grand-duchy-of-karameikos.html">Karameikos</a></span></span></li><li><span style="font-family: inherit;"><span style="white-space-collapse: preserve;"><a href="https://kaelaross.blogspot.com/2021/11/major-changes-to-ierendi.html">Ierendi</a></span></span></li><li><span style="white-space-collapse: preserve;"><a href="https://kaelaross.blogspot.com/2023/07/my-ideas-about-minrothad-guilds.html">Minrothad</a></span></li><li><span style="white-space-collapse: preserve;"><a href="https://kaelaross.blogspot.com/2021/10/feelings-and-ideas-about-ylaruam.html">Ylaruam</a></span></li></ul></div><div>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. </div><div><br /></div><div><br /></div><div><br /></div></div>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-60085002169395210772023-08-11T13:06:00.005+01:002023-08-11T13:06:50.290+01:00Branches of the Order of the Griffon<p></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgikWGyKbPMpm8gY6KkpwCnLCi5Rey7edLc3co9eVLIF1OZYmPyKfgUYjaqxibC2BTRrVjmg-87kSieumXyVn-BTpO6qxN6BD1zxU7GK_AVOzUYNt2QQKExYhi1e2NC3_kFDszzsG2uEfg42pxBEOjLb0GNOwN_bUlRGHn5t6JeozDzoia1VXQBjFiWbxw/s289/a48d96515810c4701cbd709acbd8ccec.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="289" data-original-width="250" height="289" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgikWGyKbPMpm8gY6KkpwCnLCi5Rey7edLc3co9eVLIF1OZYmPyKfgUYjaqxibC2BTRrVjmg-87kSieumXyVn-BTpO6qxN6BD1zxU7GK_AVOzUYNt2QQKExYhi1e2NC3_kFDszzsG2uEfg42pxBEOjLb0GNOwN_bUlRGHn5t6JeozDzoia1VXQBjFiWbxw/s1600/a48d96515810c4701cbd709acbd8ccec.jpg" width="250" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a href="http://cheshire-heraldry.org.uk/visitations1663/CV1663_6.html">source</a></td></tr></tbody></table><br />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. <p></p><p>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. </p><p>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”. </p><p>The major branches of the Order of the Griffon include:</p><h3 style="text-align: left;">Specularum</h3><p>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. </p><p>NPCs include:</p><p></p><ul style="text-align: left;"><li><b>Lord Oliver Jowett </b>(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. </li><li><b>Lady Mehesda Trandescu</b> (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. </li><li><b>Sir Barrastor Strongsword</b> (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. </li><li><b>Chaplain Aldara</b> (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. </li></ul><p></p><h3 style="text-align: left;">Kelvin</h3><p>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. </p><p>NPCs include: </p><p></p><ul style="text-align: left;"><li><b>Baron Desmond Kelvin II</b>, (human male, 10th level cleric, lawful), ruler of the town of Kelvin. See p56 of Gaz1 for details</li><li><b>Lady Celestine Switfsure</b> (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. </li><li><b>Curate Darranius</b> (human male, 6th level cleric, lawful), is in charge of the contingent of combat clerics and oversees matters of healing, discipline and morale. </li></ul><p></p><h3 style="text-align: left;">Threshold</h3><p>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. </p><p>NPCs include:m</p><p></p><ul style="text-align: left;"><li><b>Aleena Halaran,</b> (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. </li></ul><h3 style="text-align: left;">Penhaligon</h3><p>My ideas about the town of Penhaligon <a href="https://kaelaross.blogspot.com/2021/10/ideas-about-penhaligon.html">are described here</a>. 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, <span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;"> </span><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;">Lady Arteris Penhaligon, seems to favour the newer Order of the Green Claw. </span></p><p><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;">NPCs of the Order include:</span></p><p></p><ul style="text-align: left;"><li><span style="color: #222222; font-family: Georgia, Utopia, Palatino Linotype, Palatino, serif;"><span style="background-color: #ddeaee; font-size: 15.4px;"><b>Sir Torgan the Stoic</b> (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. </span></span></li><li><span style="color: #222222; font-family: Georgia, Utopia, Palatino Linotype, Palatino, serif;"><span style="background-color: #ddeaee; font-size: 15.4px;"><b>Bishop Orthellia</b> (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. </span></span></li></ul><p></p><p><span style="color: #222222; font-family: Georgia, Utopia, Palatino Linotype, Palatino, serif;"><span style="background-color: #ddeaee; font-size: 15.4px;"><br /></span></span></p><h3 style="text-align: left;">Luln</h3><p>Luln, <a href="https://kaelaross.blogspot.com/2021/12/my-ideas-about-town-of-luln.html">described here</a>, 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. </p><p><br /></p>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com1tag:blogger.com,1999:blog-8338362520738935973.post-70049772734044317682023-08-02T16:06:00.002+01:002023-08-03T15:03:11.783+01:00Aquatic Denizens of the Sea of Dread<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://i.pinimg.com/564x/b6/08/da/b608da1b926787fd6d0b25d2f0b8ad6c.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="773" data-original-width="563" height="320" src="https://i.pinimg.com/564x/b6/08/da/b608da1b926787fd6d0b25d2f0b8ad6c.jpg" width="233" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">image by Pindurski, <a href="https://www.artstation.com/artwork/LeqO5P">source</a></td></tr></tbody></table><p style="text-align: left;">The timing of this post accidentally coincides with the release of <a href="http://www.pandius.com/Threshold_31.pdf#22">Threshold Magazine #31</a> 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. </p><p style="text-align: left;">With the exception of Safari Island the islands of <a href="https://kaelaross.blogspot.com/2021/11/major-changes-to-ierendi.html">Ierendi</a> and <a href="https://kaelaross.blogspot.com/2023/07/my-ideas-about-minrothad-guilds.html">Minrothad</a> 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.</p><p style="text-align: left;">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.</p><i>[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.]</i><br /><br /><h3 style="text-align: left;">Humanoid Races of the Sea</h3>Below the surface of the waves there are various competing species, some of them benevolent, some vicious and some are indifferent. <br /><ul style="text-align: left;"><li><b>Aquatic Elves</b> (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.</li><li><b>Merfolk</b> (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. </li><li><b>Shark-kin</b> (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. <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrgGVxr1RzLOc8D10n2RbAuZ-V17zQUlvGRwjBJgYtKH92KzMn9gCJ5bTeYVApT5QdyI03aIU-6NcjL58rXU5p5ZXPS_0UEURMEnDy92ah6pxZ279Lw_c6rQ7_ol-PoM88V85AAwUfy-KCzd2HFDRIHvcgY4AQQLVwSvsZ4PNLN7TJK0MifVy3U2CJgV4/s629/Sahuagin1EMM.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="477" data-original-width="629" height="304" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrgGVxr1RzLOc8D10n2RbAuZ-V17zQUlvGRwjBJgYtKH92KzMn9gCJ5bTeYVApT5QdyI03aIU-6NcjL58rXU5p5ZXPS_0UEURMEnDy92ah6pxZ279Lw_c6rQ7_ol-PoM88V85AAwUfy-KCzd2HFDRIHvcgY4AQQLVwSvsZ4PNLN7TJK0MifVy3U2CJgV4/w400-h304/Sahuagin1EMM.png" width="400" /></a></div><br /> </li><li><b>Sahuagin </b>(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. </li><li><b>Snappers </b>(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.</li><li><b>Tritons </b>(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. </li><li><b>Kna </b>(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. </li></ul><h3 style="text-align: left;">Non-Humanoid Monsters</h3><ul style="text-align: left;"><li><b>Kopru </b>(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.</li><li><b>Sea Dragons </b>(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.</li><li><b>Dragon Turtles</b> (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.</li><li><b>Sea Serpents </b>(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. </li><li><b>Weresharks</b> (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 <a href="https://kaelaross.blogspot.com/2022/03/safari-island-has-gone-wild.html">Safari Island</a>.</li><li><b>Devilfish</b> (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. </li><li><b>Sea Giants</b> (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 <a href="https://kaelaross.blogspot.com/2022/01/marvellous-materials-of-mystara-for.html">Neptunium</a>, which they will mine and either use for themselves or sell to other aquatic races.</li><li><b>Aquatic Hydrae </b>(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. </li><li><b>Sea Hags</b> (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). <i>[Note: although there is another version of the Sea Hag found in the <i>AD&D Monster Manual with a killing gaze</i>, I am using the <i>Masters Rules and Rules Cyclopedia </i>version]</i></li><li><b>Lacedons </b>(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</li><li><b>Sea Lions</b> (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. <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit5Wd3QHfRFniW7Zk4hXWNbgaHlsJL06Yvj2tKS3BBuC7KSCH0pKc27hwMVgU3_GBdFSUFJ5y8eN0Z_LC3REWZf1vKQzGhRRN3zwKqqpeWGoBw4-YDBjtSO-zbcbSCU7qngqS3_o_xSKWjMZfI7CsHjfKADuNz7BlsrqIONevRC3EzNC6YYWRNLTELF8w/s631/SeaLionAD&D.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="427" data-original-width="631" height="271" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit5Wd3QHfRFniW7Zk4hXWNbgaHlsJL06Yvj2tKS3BBuC7KSCH0pKc27hwMVgU3_GBdFSUFJ5y8eN0Z_LC3REWZf1vKQzGhRRN3zwKqqpeWGoBw4-YDBjtSO-zbcbSCU7qngqS3_o_xSKWjMZfI7CsHjfKADuNz7BlsrqIONevRC3EzNC6YYWRNLTELF8w/w400-h271/SeaLionAD&D.png" width="400" /></a></div><br /> </li></ul><div><br /></div><div><br /></div>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-46965235995643652132023-07-27T10:50:00.004+01:002023-11-13T14:59:31.525+00:00My Ideas about the Minrothad Guilds<h3 style="text-align: left;">The Official Version of the Minrothad Guilds</h3><p>South of Karameikos, east of Ierendi and west of Thyatis there is a cluster of islands where merchant-princes, privateers and craftsmen ply their trades - the Minrothad Guilds. This is based on Gaz9 in the Known World gazetteer series. </p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://www.acaeum.com/ddindexes/miscpages/miscscans/gaz9.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="585" data-original-width="448" height="400" src="https://www.acaeum.com/ddindexes/miscpages/miscscans/gaz9.jpg" width="306" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Art by Clyde Caldwell. <a href="https://www.acaeum.com/ddindexes/miscpages/gaz.html">source</a></td></tr></tbody></table><br /><p></p><p>My feelings about the official version of Minrothad? Unimpresssed. It does not grate against my perception of verisimilitude the same way as <a href="https://kaelaross.blogspot.com/2021/11/major-changes-to-ierendi.html">Ierendi </a>does - I consider it far more plausible. But I am not that interested in the adventures the setting is geared towards. The authors decided this was a place of commercial and political intrigue but I prefer D&D to be about action, adventure and high fantasy. Maybe I am just not the target audience?</p><p>There is a lack of substantial terrestrial wilderness. The seas around the islands are wild in their own ways but sailing in a ship has a different sort of dynamic to a party hiking or riding through hills and forest. And the B/X rules simply don't have the range of maritime monsters to inspire many seafaring adventures, unless one finds monsters and animals from either supplements such as AC10 Creature Collection or from other editions such as 1st Ed AD&D. Having said that there are various <a href="https://kaelaross.blogspot.com/2023/08/aquatic-denizens-of-sea-of-dread.html">aquatic races and monsters</a> in the Sea of Dread that can threaten adventurers and the ships they sail on. </p><p>There is also a lack of ruins and dungeons. Again I understand the writers were not interested in that sort of adventure. But to ignore that aspect of D&D completely for a whole nation such as Minrothad is a mistake in my opinion. Perhaps I am being harsh here - I remember my discussion about <a href="https://kaelaross.blogspot.com/2021/09/dungeons-in-karameikos.html">dungeons in Karameikos</a>. The absence of named dungeons in the gazetteer does not prevent DMs from placing their own dungeons and ruins. But its not as if the gazetteer has much background to suggest suitable dungeons. </p><p>There is a lack of bad guys and monsters, at least on land. I know that this is intentional and that situations in the Minrothad Guilds are intended to be either morally vague or complex. I don't mind that in some situations, but to have a whole gazetteer where the party is almost discouraged from fighting seems weird and not the sort of D&D I would choose to play. I should add that this is something of an exaggeration - there are some bad guys, most notably pirates, but there is nothing in the gazetteers that suggests a threat to towns, cities or institutions of Minrothad that would require the intervention of brave adventurers to save the day. </p><p>Finally the guilds themselves don't cover trades and professions I would have expected while covering some rather mundane crafts that I would not have bothered with. Although there is a chapter on religious beliefs in Minrothad there is no explanation as to whether clerics are involved in the guild structure that the rest of the nation is composed of. Meanwhile we know who the master of small shell workers is. But there is no mention of entertainers such as jesters or musicians. Somehow I find the guilds that are meant to make this nation unique to be actually a bit boring. Minrothad has no dragons, no ogres, no hordes of savage orcs, but there is a chance the PCs might encounter some unruly cabinet-makers.... </p><p>Part of me is tempted to just ignore this nation. The authors of the gazetteer and I have different ideas about what is interesting and exciting. Maybe this is acceptable? After all, not every nation needs to be a hotbed of adventure and conflict, and having the Minrothad Guilds as the most stable and peaceful nation in the Known World of southeast Brun might not be so bad. But another part of me has other ideas. </p><h3 style="text-align: left;">My ideas about the Guilds of Minrothad </h3><p style="text-align: left;">While reading Gaz9 I ended up thinking about some other D&D settings with very different takes on guilds - Planescape's city of Sigil with its 15 factions (at least before the Faction War) and Ravnica, City of Guilds, ported over from Magic: the Gathering and given D&D 5E stats in "Guildmaster's Guide to Ravnica" with its 10 guilds. I'm not going to directly copy either of these over to Minrothad but to me they both show how interesting, dramatic and radically different the groups that make up a fantasy society (either a collection of islands or a city-state) can be. </p><p style="text-align: left;">The guild structures laid out in the gazetteer were once true but have now been replaced. In 990 AC the Guild Master Oran Meditor reorganised the guilds. This caused a lot of turmoil and anger, but the reforms have nonetheless stuck. Firstly guilds can have branches, sub-guilds that specialise. This allows for particular professions to maintain their own unique traits within a larger general guild</p><p style="text-align: left;">Several new guilds have sprung up, most notably the Guild of the Spiritual, the newest political guild. Its branches include a branch for each of the major faiths in Minrothad (as detailed in Gaz9 Players' booklet). However, the Guild of the Spiritual also includes the Undertakers and Gravediggers Branch and the Orphan-keeper and Alms-giver Branch. The Guild of the Spiritual is the obvious guild for clerics, but not everyone in this guild is necessarily a cleric. Visiting clerics of other faiths can join the guild of the Spiritual but are not required to join a specific branch. </p><p>The Guild of Governance is a new political guild based in Minrothad City that now includes the Lawyers and Judges branch, the Record-keepers Branch and interestingly the Public Works Branch that keeps roads, bridges, docks and other public infrastructure in working order. This guild is quite small but since the decisions of the judges in the guild are widely (though not universally) accepted, it has rapidly become very influential. It has also absorbed those who worked in the Treasury and the Master Treasurer, currently Eliz Blanceer, is the head of the Guild of Governance. The Senechal of Minrothad City is now considered the deputy guildmaster and the person responsible for keeping an eye on the Guild of Governance, making sure it stays neutral and honest. The Jailers and Executioners Branch of this guild is particularly feared. </p><p style="text-align: left;">The Privateers Guild was mentioned in the gazetteer but not incorporated into the guild structure. It has now been turned into the Privateers Branch, now part of the Mercenaries Guild. Officially it is considered Minrothad's navy, ready to defend the island from seaborne threats. Unofficially members of the Privateers Branch are little better than state-sanctioned pirates. </p><p style="text-align: left;">The Merchant-Sailors Guild is still the most powerful and influential guild but it has no branches - instead it has companies, similar to modern commercial companies or perhaps the great merchant houses of Darokin. Nearly all members of the Merchant Prince class are part of this guild and although a few are solo traders, many have banded together into companies to pool their resources and talents. </p><p style="text-align: left;">There is some leeway as to which character classes can join which political guild. Previously all fighters were expected to join the Mercenaries guild, all magic users joined the Tutorial Guild and thieves joined the Thieves Guild. Now the guilds will accept members of different classes at their discretion. This means that there are a few battle mages, battlefield chaplains and sneaky scouts among the Mercenaries Guild, the Tutorial Guild has a few bodyguards and clerical scholars, the Thieves Guild has a few heavy enforcers and criminally-inclined mages, and the Spiritual Guild has a few temple guards and devout mages. But the majority of each guild are of its traditional character class. </p><p style="text-align: left;">The Family Guilds are furious with the Guildmaster who decreed that they should be open to members of any race as long as they are competent at their profession and are loyal to the guild. Previously each guild had been very race-specific (Guild Corser for humans, Guild Elsan for Water Elves, Guild Hammer for Dwarves, Guild Quickhand for Halflings and Guild Verdier for Wood Elves). Now although most of each guild's members are of the traditional race, more and more of other races are being accepted, albeit grudgingly. There have been accusations of harassing and ostracising those who do not fit the guild's traditional membership. </p><p style="text-align: left;">Guild Corser has established the Farmers Branch, a fairly broad-ranging group who all focus on producing the basics for food to feed the Minrothad Guilds and maybe beyond. The Butchers Branch, the Chefs' Branch and the Bakers Branch all cook and prepare the food and sell it to the public. But the guild master is still annoyed at losing the Master Magic Dealer who was transfered to the Tutorial Guild.</p><p style="text-align: left;">Guild Quickhand has founded the Entertainers Branch, where acrobats, actors, jesters and musicians and even storytellers all find their place in the guild structure. </p><p style="text-align: left;">The big threat to the Minothrad Guilds is not invasion but infiltration. The Cobra Cabal is a shadowy conspiracy to subvert and take over the existing guilds. Unlike the <a href="https://kaelaross.blogspot.com/2021/09/the-cult-of-chaos-in-karameikos.html">Cult of Chaos</a>, the Cobra Cabal is primarily driven by greed rather than ideology - a criminal organisation that seeks to acquire as much money and influence as it can without being confronted by the authorities. The Cobra Cabal seeks to establish its agents in every guild and hopefully every branch. Agents and members of the Cabal have already established themselves in both the Merchant-Sailors Guild and the Privateers Guild where they can command several ships. Crew who are not loyal to the Cabal have been replaced by various means including fatal "accidents" at sea. Similarly there is a company within the Mercenaries Guild, the 15th Company, that has become effectively the Cabal's own soldiers. The Thieves Guild is aware of a number of their members who have defected to the Cabal and the master is worried that there are some who have yet to declare their true allegience openly. </p><p style="text-align: left;">I shall cover non-guild matters in a later post.</p>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-87711704931395922522023-07-19T02:31:00.001+01:002023-07-21T00:25:24.944+01:00The Avenite Crystals of Aalthir<p>Avenite is a very rare mineral, crystal clear like glass but much lighter, almost weightless. It is found on the Elemental Plane of Air and also occasionally on cloud islands on which cloud and storm giants build castles. Named by a Thyatian alchemist wizard after the old Thyatian name for bird, Aves, because it enabled constructs to fly like a bird. </p><p>Avenite can be enchanted to levitate when a Fly spell is cast upon it, and it can carry vastly more than its own volume, perhaps a hundred times. It also responds well to Permenance spells, so if the Fly spell is made permanent, the crystal will levitate for decades, perhaps centuries. This has proved incredibly useful in creating flying structures, including some Alphatian skyships (though not all use Avenite), flying building and even flying cities. </p><p>It is massive Avenite girders running through the underbelly of <a href="https://kaelaross.blogspot.com/2022/05/the-floating-city-of-aalthir.html">Aalthir </a>that keep it afloat. Without them supporting the city structure, Aalthir's million tons of rock, earth, buildings, goods and people would crash down to the surface, killing everyone in the city and causing devestation for miles around. These Avenite girders were installed underneath the city before it ever lifted off, the girders were then enchanted and then the rock underneath was removed to detach the city from the ground. </p><p>Avenite, as one can guess, is a very valuable mineral, and therefore worth stealing. It is possible to remove the Avenite from the foundations of Aalthir though if enough is taken this of course will affect the buouyancy and stability of the floating city. </p><p>The illegal miners are a gang from the less salubrious quarter of Aalthir where non-mages live, including manual workers, dwarves, halflings and a few actual thieves. They chip away at the crystals that then fly up to the top of the tunnel in which they are digging. The crystals are prised off the ceiling and into a bag of holding where they can be carried around with neither upward forces nor bulk - bags of holding are ideal for smuggling the Avenite crystals out via the Hall of Portals. Customers for these fenced crystals include mages and engineers from across the Known World, especially Thyatis and Glantri, Alphatia's major rivals, who have no qualms about an Alphatian city falling to its doom. </p><p>Here is a quick map of the tunnels into the Avenite crystal girders. As can be seen, the mine starts with a ledge protruding from the side of Aalthir's rocky base from which the thieves have worked inwards. The small pool of water is where the miners accidentally hit a drainage pipe - the water is from the streets above and is dirty and smelly. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgjt6QcCc2jeV5cKuUY2aEpgWfJ3h3C57LIUTDjNXPnJLME1O1-M1y_zCeoPnt2ou-4WQnyCkjWanQmnwUTjyPTXvNU_PoHdNdHhz9FGT1ns2x4C6VdEK9VPft1zI8X8PufnEZTlYkgmpPKttJ9LE7zjuf5L5M2op4Zt1jp6P1Yc5V25qrIg3g8112RkE/s1416/Aalthir_AveniteMining_v2.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="664" data-original-width="1416" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgjt6QcCc2jeV5cKuUY2aEpgWfJ3h3C57LIUTDjNXPnJLME1O1-M1y_zCeoPnt2ou-4WQnyCkjWanQmnwUTjyPTXvNU_PoHdNdHhz9FGT1ns2x4C6VdEK9VPft1zI8X8PufnEZTlYkgmpPKttJ9LE7zjuf5L5M2op4Zt1jp6P1Yc5V25qrIg3g8112RkE/w640-h300/Aalthir_AveniteMining_v2.png" width="640" /></a></div><br /><p>This could be modified and extended for a far more complex network of tunnels and chambers. Also the stats for the miners and their guards is left to the DM so the encounters can fit the level of the player characters.</p><p>It is unlikely any wild monsters will have found their way into the tunnels as the entrance is a mile above the ground, and half the time it is over seas and oceans. Nonetheless it is possible for flying creatures that nest in caves to find their way in - giant bats, stirges and harpies spring to mind. It is also possible that the thieves or maybe their overseers have brought along or summoned monstrous guardians such as constructs, animated undead or elementals. </p>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-45101430106355943922023-06-19T20:44:00.001+01:002023-06-20T10:20:31.151+01:00Liches of the Known World<p></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi36MXJUuUEo9HZIpkxDfmei7EoktUhB5ImMuoKa_jIoT_yLp-Q3RewJkP6Mw1y7pHHf1Ld38efmBodQyIerOSVYt8RcmsTouhXo24CkPg4VLSaXf-8mRYjOokGLSWuSoO_oGmAhUuAYlWoLejHXGaKGoMTWTEMJ7d26A9lB1jXTTB80zMKK9Mji3Uh4Lo/s394/Lich_monsterManual.png" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="394" data-original-width="239" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi36MXJUuUEo9HZIpkxDfmei7EoktUhB5ImMuoKa_jIoT_yLp-Q3RewJkP6Mw1y7pHHf1Ld38efmBodQyIerOSVYt8RcmsTouhXo24CkPg4VLSaXf-8mRYjOokGLSWuSoO_oGmAhUuAYlWoLejHXGaKGoMTWTEMJ7d26A9lB1jXTTB80zMKK9Mji3Uh4Lo/s320/Lich_monsterManual.png" width="194" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">art by Dave Trampier from <br />1st Ed AD&D Monster Manual</td></tr></tbody></table>From a game point of view liches are not part of the <a href="https://kaelaross.blogspot.com/2011/07/rules-i-use.html">Moldvay/Cook B/X rules</a> but they are introduced later on, first in Frank Mentzer's Masters Rules and then also in the Rules Cyclopedia. Liches were formerly magic users of levels 21-36, and so are powerful and share many aspects with living NPC mages. Personally I am not keen on the idea of liches being just one more random monster rolled as a wandering monster in a dungeon - I see them as powerful NPCs, with personalities, backgrounds and connections to other NPCs. They could be major villains, perhaps playing an ongoing role within a campaign and their influence may be felt far from their lairs. <p></p><p>Liches are above all intelligent and should behave so. A lich is loathed to tackle adventurers who have a real chance to destroy it - the lich will pick fights that it is sure it can win. A lich will use all the resources available to it - allies, undead minions, living servants both human and monstrous, mechanical traps and of course magic - lots of magic. A lich will have accumulated a range of spells and magic items, perhaps some of which are unique. A lich that is caught unawares by adventurers is more likely to be annoyed with itself than with the adventurers, though it will do what it can to neutralise the threat, probably by killing the adventurers first, before considering where it went wrong. </p><p>Although the phylactery described in the AD&D rules is not mentioned in the Masters rules, the DM may well rule that liches of Mystara have similar phylacteries that house their souls. If their bodies are destroyed but not the phylactery, the lich will reform within a week. Thus any adventurers intent on destroying a lich will need to find and destroy the phylactery either before or within days of slaying the lich's body. As one might expect, liches can be very cunning about both the form and the hiding place of their phylacteries. </p><p>In Mystara most liches come from nations and cultures with a strong tradition of magic and wizardry. These places are most likely to produce the powerful mages who then take the step into lichdom. Alphatia and Glantri are known to have been the home of several liches. But liches are by no means restricted to these places. Here are a selection of notable liches in my version of Mystara.</p><h3 style="text-align: left;">Notable Liches of the Known World</h3><p><b>Rahotep of the Shadows</b> (30th level MU): Rahotep is found in the lower levels of the ruins of <a href="https://kaelaross.blogspot.com/2021/11/the-ruins-of-allaktos.html">Allaktos</a> in Ylaruam. As his name suggests, he was originally a Nithian sorcerer, and a skilled one at that, leading a circle of likeminded sorcerers at Allaktos and having several apprentices under his command. During the fall of ancient Nithia he took the transformation into undeath. He is not the only lich in Allaktos but he is both one of the most powerful and also more sane liches - while some threw themselves into sanity-draining soul magic, Rahotep only dabbled with it. He currently leads a faction of undead within Allaktos that seeks to take control of the dungeon complex. What they then plan to do is unknown but Rahotep has nothing but contempt for living mortals, so once he starts looking out beyond Allaktos, the consequences of his actions could be terrible for the inhabitants of Ylaruam. His two weaknesses are firstly he is not entirely sane - he is egotistical and megalomanic, believing that he is unbeatable and destined to reconquer all of Nithia. Secondly he has not been keeping up with the outside world - he has been so focused on what has been going on in Allaktos with fellow undead he is not aware of the rise of Al-Kalim and the Eternal Truth in Ylaruam or even the rise of the Thyatian Empire. Any world events since the fall of Nithia seem to have passed him by. </p><p><b>Meltherrion</b> (28th level MU): Meltherrion is found underneath Cornuglain in northern Darokin. He transformed into a lich only a hundred years ago. He is in many ways chaotic, selfish and ambitious, but he bears no ill will towards his country or the inhabitants of Cornuglain. However, he hates and despises orcs and goblins who slew his brother, nephew and nieces when he was still a mage's apprentice. he has therefore become an unexpected ally of Darokin against the encroaching hordes from the Broken Lands. Meltherrion's lair is deep below the sewers of Cornuglain, guarded by various constructs and summoned things including living statues, golems and earth elementals. The humans in the city above are generally not aware of him so leave him alone but the humanoids, particularly goblins and kobolds, have started tunnelling under the city, and occasionally into his lair. When this happens he unleashes his fury on them, and then uses magic (Rock to Mud, Stoneshape and Wall of Stone) to reseal the intruders' tunnels. Only a handful of living humans are aware of Meltherrion, including Desmona Starstriker, the resident archmage of Cornuglain. Although uneasy about having a lich lair directly underneath the city, she has accepted Meltherrion is the lesser of two evils. Maggie Tremontaine, a prominent cleric within Cornuglain, is less tolerant and believes that Meltherrion will eventually become a greater threat than the humanoids of the Broken Lands. </p><p><b>Ellaria the Studious</b> (36th level MU): Ellaria is from Alphatia and throughout her life, even as a child, she was fascinated by the study and research of arcane magic. Shortly before she became a lich, she jumped onboard the <a href="https://kaelaross.blogspot.com/2022/05/the-floating-city-of-aalthir.html">flying city of Aalthir</a> where she still resides, albeit in a secluded tower. She became a lich mainly because she wanted more time to study and research - she has so much work to do and so many topics to investigate and a human lifetime is simply not long enough. If engaged in conversation about magic, especially research and new spells or new magic items, she becomes both friendly and talkative. If however, she is interrupted in a way that she does not care for, she will react with extreme annoyance, which generally means the swift destruction of whoever is disturbing her. Ellaria has a number of living apprentices (mages of levels 10-20) who act as her agents and emissaries, bringing research materials, dealing with city authorities and keeping prying eyes away. Interestingly enough Ellaria can tolerate these apprentices as long as the topic being taught interests her. They in return have a powerful and very knowledgeable tutor and patron (matron?). She occasionally wanders the flying city at night, using both practical and magical disguises. The city authorities suspect that Ellaria is not entirely normal but can prove nothing and until she does something that warrants intervention, the city council has decided to leave her and her apprentices alone. </p><p><b>Zaggratch the Damned</b> (30th level MU): Zaggratch dwells deep under <a href="https://kaelaross.blogspot.com/2022/01/derothgar-fortress-of-damned-and-horned.html">Derothgar the Fortress of the Damned</a>. She is the arcane advisor to Baelforg Soulripper and some in the cults of Chaos say she is the true power behind that throne. Zaggratch took a shortcut to lichhood by asking the powers of Chaos for assistance. She is now fully committed to the philosophy of Chaos and seeks ascension to become a <a href="https://kaelaross.blogspot.com/2021/10/the-forces-of-law-neutrality-and-chaos.html">Chaos Princess</a>. She has visited other worlds to find resources she could exploit in her quest for more power - one of these was Oerth, the World of Greyhawk, where she learned about Vecna. Vecna has now become a sort of role model for Zaggratch - she wants to a realm of undeath and terror across Mystara and eventually perhaps ascend to the ranks of the immortals. Derothgar is not much of a dominon from her point of view but she considers it a start, a base from which to expand across the Known World. </p><p><b>Anashfet </b>(26th level cleric): <a href="https://kaelaross.blogspot.com/2022/12/anashfet-and-restless-undead-of-nithia.html">Anashfet is described in detail here</a>. Unusually, he has chaotic clerical powers rather than magic-user spells. </p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjq-gI65p_8NX3He-ZCaog_bdZxejVjASaAdIpQT53sCJzIVo65rH8THuXDm1kFhyB2Wm_4pYI-mRbcsfPaCWx722wJ0xCzAGGF6_kfflrwL5KyK86SvzTQvwIiWvpp_5lQKx7yFw7oTV8we_KwdhSIQ83E1L0m8Jp4QYWeN4LsEP2gtc2yCZds1IMpIAQ/s365/Lich_masters_set.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="365" data-original-width="294" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjq-gI65p_8NX3He-ZCaog_bdZxejVjASaAdIpQT53sCJzIVo65rH8THuXDm1kFhyB2Wm_4pYI-mRbcsfPaCWx722wJ0xCzAGGF6_kfflrwL5KyK86SvzTQvwIiWvpp_5lQKx7yFw7oTV8we_KwdhSIQ83E1L0m8Jp4QYWeN4LsEP2gtc2yCZds1IMpIAQ/s320/Lich_masters_set.png" width="258" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">art by Jeff Easley from D&D Masters Rules</td></tr></tbody></table><br /><p></p>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-55075846825362162192023-06-12T20:46:00.003+01:002023-08-19T01:11:03.856+01:00Logos Location #4: Kamroth's Cairn<h3 style="text-align: left;">Introduction</h3><p><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;">Thanks to </span><a href="https://dysonlogos.blog/" style="background-color: #ddeaee; color: #00997f; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px; text-decoration-line: none; text-decoration: none;">Dyson Logos</a><span style="background-color: #ddeaee; color: #222222; font-family: Georgia, Utopia, "Palatino Linotype", Palatino, serif; font-size: 15.4px;">' 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. </span></p><p>This is a quick dungeon adventure aimed at a party of 3-6 characters of levels 4-5 using the B/X D&D rules with a few of my own creations. </p><p>Kamroth was a vicious and notorious worshipper of Chaos and a raider and reiver on the borderlands in the north of Karameikos. For more than 20 years from 922AC to 943 AC he caused terror and misery among the Traldar humans (of which he was once a member) and the Callarii elves, launching raids south from his base to the north of Karameikos. In battle he wielded a terrible blood red sword called Widowmaker while one of his lieutenants would bear the Screaming Standard, a cursed banner that would utter encouragement of vile deeds, praise to dark powers of Chaos and blood curdling shrieks. He was slain by a champion of Law in an ambush set in an apparently defenseless village called Threshold. His warband was dismayed and fell back, retrieving his body for burial befitting his status in their eyes. They constructed a mighty underground tomb complex. Many of his original followers then wandered off or died, but some still remember his brutal exploits. </p><p>Now a new up and coming Chaos Warrior, Lord Tergian, has decided to take up Kamroth's mantle, and Kamroth's Cairn has once again become a base of evil and aggression. The final straw that has prompted the civilized authorities to action was raiders slaughtering several farmsteads only a few miles from Threshold. Although orcs and goblins might have done similar, the few survivors reported that these raiders bore the Screaming Standard into the fray. This incursion of Chaos must be stopped now and the Screaming Standard and those who stand with it must be destroyed. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhg8bRE9i8LkdW7HjM5Vw9Xe4NSwUapxXR9y3ILCZCyhCF6ICHKAuwHEvKd-E_dqV6L1VsfGcrSyoA_5Y_zn2QsRWPqG0JaN55bJuwFEQQ_sIgF4vMMLPlqsGA2s_BUjAxeW3ftfQ58sEVYDU--6ti28H-MHmBZsS00HYc26UlWj99N09oyApIAuPZu/s1332/Kamroths_Cairn_v2.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1332" data-original-width="1086" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhg8bRE9i8LkdW7HjM5Vw9Xe4NSwUapxXR9y3ILCZCyhCF6ICHKAuwHEvKd-E_dqV6L1VsfGcrSyoA_5Y_zn2QsRWPqG0JaN55bJuwFEQQ_sIgF4vMMLPlqsGA2s_BUjAxeW3ftfQ58sEVYDU--6ti28H-MHmBZsS00HYc26UlWj99N09oyApIAuPZu/w522-h640/Kamroths_Cairn_v2.png" width="522" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Cartography by Dyson Logos, <a href="https://dysonlogos.blog/2021/11/13/kamrorths-cairn/">source</a></td></tr></tbody></table>Note about the dungeon: Most of the areas here are lit by torches and lanterns because the chaotic human inhabitants cannot see in the dark. <div>Repeatedly encountered monsters with the same stat blocks are given stats further down. Although default hit points are given, feel free as DM to roll hit points yourself if you prefer. <br /><p></p><h3 style="text-align: left;">Key to the map: </h3><p></p><ol style="text-align: left;"><li>Upper guard post: <b>1 ogre</b> + <b>1 chaos guard</b> (F3). These two are on guard duty and will attack any intruders. There is a small table and 3 stools. There are tankards of ale on the table. <br />1a) Latrine. The cupboard on the east wall is the latrine for the dungeon, with a big sturdy bench with a hole cut out over a very deep pit. The stench is horrible and anyone opening the door or entering the latrine must save vs poison or be nauseated (-2 to hit & saving throws for 1d6 turns). </li><li><b>4 gnolls</b> + <b>Vestagar</b> the chaos vicar (AC 2, Mv 60ft, HD C4 (16 hp) THAC0 16, Att 1 mace for 1d6+2, Save C4, Ml 10, Align C, XP 200, equipment: banded armour, <b>shield +1</b>, <b>mace +1</b>, dark robes, unholy symbol, 66gp, 20pp, spells: <i>Cure Light Wounds, <a href="https://kaelaross.blogspot.com/2014/05/chaotic-cleric-spells.html">Rage</a>, Hold Person</i>)</li><li><b>2 ogres</b> +<b>1 <a href="https://kaelaross.blogspot.com/2011/06/ogres-of-kaelaross.html">ogre Leader</a> Garroth</b> (AC 4, Mv 90ft, HD 6+2 (28hp), THAC0 13, Att 1 oversized axe for 1d10+2, Save F6, Ml 11, Align C, XP 350, equipment: oversized chainmail, oversized axe). This room has 5 oversized mattresses and is the ogres' main room. Garroth has accumulated a lot of treasure, both from bribes and plunder, which he now keeps in a big leather sack under a flagstone (containing 2300gp, 12,000sp and 500pp), which is not well-hidden (anyone looking around this room will notice the flagstone looks wonky). </li><li>Lower guard post: <b>1 troll</b> (AC 4, Mv 120ft, HD 6+3 (33hp), THAC0 13, Att 2 claws/1 bite for 1d6/1d6/1d10, Save F6, Ml 10, Align C, XP 650, renegerate 3hp/round except from fire & acid) stands guard here. He has only a small bandolier with 3 pouches, first one has a collection of rat skulls (just the troll's hobby, nothing magical), second has 3 amber gems worth 200gp each, and third one has a silver and jade necklace of elven design worth 1000gp. </li><li>This grand chamber has a central lower section with huge square pillars along its length. To either side are balconies 10ft up with low (2ft) metal railings running along the edges and a high ceiling (20ft above the balconies, 30ft above the lower centre). <br />a) Grand chamber north: <b>3 ogres</b> in lower centre, <b>4 gnoll archers</b> (stats as gnolls but also carrying longbows and 10 arrows each) up on the west balcony. The ogres will charge straight into melee while the gnolls have a bit more tactical sense and will use their bows to attack spellcasters and the like<br />5b) Manticore nest: Here is a <b>manticore </b>(AC4, Mv 120ft/fly 180ft, HD 6+1 (hp 34), Att 2 claws/1 bite for 1d4/1d4/2d4 or 6 tail spikes for 1d6 each (180ft range), Save F6, Ml 9 Align C, XP 650). It has had its treasure confiscated after it ate an ally (an ogre) though it has managed to hold onto one item, a perfect opal gem worth 2000gp. The manticore will use the layout of the room, its flying and its shooting spikes to its advantage, flying from one side of the chamber to the other to avoid stronger intruders and attack weaker ones. <br />5c) Grand Chamber south: 2 monstrous statues that are actually <b>2 gargoyles</b> (AC5, Mv 90ft/fly 150ft), HD 4, hp 18, 19, THAC0 16, Att 2 claws/1bite/1 horn for 1d3/1d3/1d6/1d4, Save F8, Ml 11, align C, XP 125 each, immune to non-magical attacks) that will attack if touched. Also up on the balconies are 2 cupboards. One (the west) is empty but the other (east) is trapped with a pair of crossbows (2 bolts, THAC0 14, Dam 2d4 each).<br /></li><li>Guard barracks:<b> 2 chaos guards</b> are resting here. This room has 3 bunk beds that 6 of the chaos guards use. </li><li><b>Gnoll chief Regthak</b> (AC 5, Mv 90ft, HD 3 (hp 16), THAC0 17, Att 1 battleaxe for 1d8+2, Save F3, Ml 10, Align C, XP 35, equipment: chainmail, <b>battleaxe +1</b>, dagger, key to treasure chest) + <b>3 gnolls. </b> This room has various straw mattresses littered around and it has become the gnolls' informal headquarters. Regthak has a locked chest (the key is around his neck). Inside are 1000gp, 3 zircon gems worth 100gp each, <b>2 potions of extra healing</b> (heals 3d6+3 damage) and a <b>potion of flying</b>. </li><li>Kamroth's tomb. The door to this chamber has a notice scrawled in common tongue: "Show respect or face Kamroth's wrath!". This chamber is dominated by a stone sarcophagus in the centre. If disturbed, Kamroth's spirit rises and attacks as a <b>wraith</b> (AC 3, Mv 120ft/fly 240ft, HD 4 (hp 21), THAC0 16, Att 1 touch for 1d6 + level drain, Save F4, Ml 12, Align C, XP 175, wraiths are immune to non-magical weapons, silver weapons do half damage, immune to poison, sleep and charm. The touch of a wraith drains 1 energy level per hit). There is no treasure here - inside the sarcophagus are the mouldering skeletal remains of Kamroth himself. </li><li> Training room & armoury. There are <b>3 gnolls</b> + <b>2 chaos guards</b> sparring with each other. Against the wall are several wooden dummies, two archery targets and racks with mundane weapons (spears, swords, battleaxes, gnollish longbows) and a barrel with 100 arrows, plus a rack with 4 sets of human-sized scale mail, 3 sets of human-sized chainmail and 3 sets of gnoll-sized scale mail (a bit big for humans). </li><li><b>Chaos sergeant Bruffun</b> (AC 2, Mv 60ft, HD F5 (30hp), THAC0 14, Att 1 halberd for 1d10+1, Save F5, Ml 10, Align C, XP 225, equipment: <b>Plate Mail +1</b>, halberd , dagger, 65gp, 22pp) + <b>Magnata the chaos curate</b> (AC 2, Mv 60ft, HD C5 (hp 20), THAC0 16, Att 1 warhammer for 1d6+1 or spell, Save C5, Ml 10, Align C, XP 225, equipment: plate mail, shield, warhammer +1, unholy symbol, dark robes, 40gp, 42pp, spells: <i>Cause Light Wounds, Darkness, <a href="https://kaelaross.blogspot.com/2014/05/chaotic-cleric-spells.html">Aura of Shadows</a>, Hold Person</i>).<br />Magnata is the leader of the chaotic clerics in the cairn and Bruffun is Lord Tergian's right-hand man, mainly responsible for the chaos guards but also keeping the peace between the gnolls and the ogres. They live together here. </li><li><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEUkwIC7i1rKd9QNxj1i2tJ1szl6pu8hhU-5cgln2HWayYAoLVfeX422xLP5IlLgxhwzZjhVxI6QEc0oZ81-lFWOB_ttXCaKoOG5oodBNQo_p_EJxnjCS9E6a1QAvvb3B558bM3NasWj53PaUeG81EHeb3-qqIoeEbvkXyNVlaVS1Zxt4tyEslK169/s1024/ogre_with_evil_standard.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1024" data-original-width="1024" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEUkwIC7i1rKd9QNxj1i2tJ1szl6pu8hhU-5cgln2HWayYAoLVfeX422xLP5IlLgxhwzZjhVxI6QEc0oZ81-lFWOB_ttXCaKoOG5oodBNQo_p_EJxnjCS9E6a1QAvvb3B558bM3NasWj53PaUeG81EHeb3-qqIoeEbvkXyNVlaVS1Zxt4tyEslK169/s320/ogre_with_evil_standard.png" width="320" /></a></div>a) Long hall north: <b>2 Chaos Priests</b> (AC 3, Mv 90ft, HD C3 (hp 10 & 9), THAC0 19, Att 1 mace for 1d6 or spell, Save C3, Ml 10, Align C, XP 50 each, equipment: banded armour, shield, mace, unholy symbol, dark robes, 20gp each, spells: <i><a href="https://kaelaross.blogspot.com/2014/05/chaotic-cleric-spells.html">Rage</a>, Cure Light Wounds</i>). They have been tasked to help guard the Screaming Banner. <br />11b) Long hall centre: <b>The Screaming Standard</b>. This grim icon is an ivory white banner with a monstrous face painted on with some sort of dried blood, mounted vertically on a bronze pole. It is enchanted in several ways. Firstly on command when held by a chaotic character it will utter exhortations to chaotic troops and yelling praise to the powers of Chaos - this is similar to a <i>Bless </i>spell, giving friendly chaotic creatures within 120ft +1 to hit rolls, damage and morale checks. Secondly if a lawful character approaches within 10ft while it is unattended it will behave as if a Shrieker, screaming for attention (alerting the chaos priests at 11a and chaos guards at 11c and any other creatures within 60ft). Thirdly on command by a chaotic character of 5th level or more it will roar, causing any unfriendly creatures to save vs spells or be affected by a Fear spell. All the chaotic creatures in this dungeon revere it as an unholy artifact, a gift from the dark powers of Chaos. The banner is in its own alcove between two monstrous looking statues. Unlike area 5c these really are just statues. <br />11c) Long hall south:<b> 4 chaos guards </b>who will respond if the Screaming Banner is disturbed. </li><li>Chamber of Serpents: This room contains a pool in which there are <b>3 rock pythons</b> (AC 6, Mv 90ft, HD 5 (hp 21, 24, 18), THAC0 15, Att 1 bite for 1d4 or 1 squeeze for 2d4, Save F3, Ml 8, Align N, XP 300, If bite attack is successful the python will wrap itself around target and squeeze for automatic 2d4 damage per round (no need to roll to hit)) which attack anyone who comes near. </li><li><b>Lord Tergian the <a href="https://kaelaross.blogspot.com/2021/12/chaos-warriors.html">Chaos Warrior</a></b> (AC 1, Mv 90ft, HD F7 (hp 40), THAC0 10, Att 1 sword for 1d10+3, Save F7, Ml 12, Align C, XP 950, equipment: <b>Plate Mail +2</b>, <b>Widowmaker </b>(two-handed sword +2, Chaotic alignment, Int 8, Ego 8, spec powers Bleeding Wounds: anyone hit by widowmaker suffers damage as normal and also loses 1d4hp per round for 2d4 rounds or until healing magic is used), dagger, 2 x <b>potion of extra-healing</b> (3d6+3 hp healed). This is Lord Tergian's quarters, including his bed, chest of personal belongings and some rather sick trophies. Both Lord Tergian's armour and Widowmaker are suitably gothic and ornate, both being made out of <a href="https://kaelaross.blogspot.com/2022/01/marvellous-materials-of-mystara-for.html">Hellforged Iron</a>. </li><li>empty</li><li>1 <b><a href="https://kaelaross.blogspot.com/2021/12/monsters-of-fighting-fantasy-citadel-of.html">Rhinoman</a> </b>(AC 3, Mv 90ft, HD 7+7 (35hp), THAC0 12, Att 1 weapon/1 horn for 1d8+2/1d4+2, Save F7, Ml 11, Align C, XP 450, Charge:20ft or more charge distance gives +2 to hit with both attacks & double damage)+ treasure. This rhinoman is utterly loyal to Tergian who saved it from the sadistic wizard that created it. In return the rhinoman guards Tergian's treasure hoard, 2 chests, the first contains 25,000sp and 4000gp, the other contains 2400gp, 480pp, a scroll with the MU spells Sleep, Magic Missile and Ventriloquism, a wand of Web spells (6 charges left), a silver and ivory helmet of dwarven design with intricate engravings of dwarven heroes worth 600gp and 6 gems worth 300gp each (2 tourmalines, 2 spinels and 2 beryls)</li><li>empty</li><li>Storage chamber: this is guarded by <b>2 gnolls</b> + <b>1 chaos guard. </b> It contains the provisions used by the residents, including lots of bread, salted meat, potatoes, barrels of beer and wine, and less savoury items for the more ravenous monsters. <br />17a) Stairs down. At the DM's discretion this could be a simple dead end, or it could lead on to deeper and darker dungeons. <br /><br /></li></ol><h3 style="text-align: left;">Stats for commonly encountered monsters</h3><p style="text-align: left;"><b>Chaos Guard</b>: AC 4, Mv 90ft. HD F3 (14hp each), THAC0 16, Att 1 sword for 1d8+1, Save F3, Ml 9, Align C, XP 50, equipment: chainmail, sword, shield, dagger, 2d6gp</p><p style="text-align: left;"><b>Gnoll</b>: AC 5, Mv 90ft, HD 2 (9hp each), THAC0 18, Att 1 weapon for 2d4, Save F2, Ml 8, Align C, XP 20, equipment: scale mail, shield, spiked club or gnoll-axe, 4d6sp</p><p style="text-align: left;"><b>Ogre</b>: 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</p><h3 style="text-align: left;">Destroying the Screaming Standard and Widowmaker </h3><div>The Screaming Standard (from area 11b) and the intelligent sword Widowmaker are both useful magic items in themselves and also revered symbols of the power of Chaos. Whoever wields them commands respect from many chaotic humans and other creatures, as Kamroth once did and as Lord Tergian does now. Destroying them would remove two rallying points for the forces of chaos and thus be a good thing for the forces of Law and civilization. Although these two chaotic magic items could be considered by the DM to be just as breakable as non-magic equivalents (i.e. the banner could just be burned and the sword broken with a sledgehammer to the flat of the blade), I prefer the idea that such vile magics are not so easily undone. </div><p></p>Destroying Widowmaker can only be done in a place where magical weapons are forged. It is suggested that there is an <a href="https://kaelaross.blogspot.com/2022/10/scenario-8-lost-forge-of-power.html">abandoned dwarven Forge of Power</a> lost somewhere in the southwest of Rockhome, but nobody knows who or what lurks therein these days. The Screaming Standard is more problematic as magic (such as Silence 15' radius) is needed just to shut it up and stop it attracting attention. But it can be destroyed by having a high level (12th or higher) lawful cleric casting Dispel Magic and then Dispel Evil on it (the Dispel Evil drives out the lesser demon actually bound to the standard). This will temporarily render the banner inactive and vulnerable, but then it must be washed in a fountain of holy water within an hour or else the demonic spirit will return and reanimate the Screaming Standard. </div><div><br /><p><br /></p><br /></div>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-47702552572539065562023-06-04T11:37:00.004+01:002023-08-19T01:11:13.767+01:00The Order of the Amethyst Rose<p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/ed70346e-6047-4bc8-8ed2-faf8974630cf/d2f6vyu-b34a63e2-7d41-433b-9738-5e0e1ae8845c.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2VkNzAzNDZlLTYwNDctNGJjOC04ZWQyLWZhZjg5NzQ2MzBjZlwvZDJmNnZ5dS1iMzRhNjNlMi03ZDQxLTQzM2ItOTczOC01ZTBlMWFlODg0NWMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.X1id5V5uoKoyellD1nv9rDNNyDPpC4-4AiaRmqi2wZc" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="399" data-original-width="600" height="399" src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/ed70346e-6047-4bc8-8ed2-faf8974630cf/d2f6vyu-b34a63e2-7d41-433b-9738-5e0e1ae8845c.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2VkNzAzNDZlLTYwNDctNGJjOC04ZWQyLWZhZjg5NzQ2MzBjZlwvZDJmNnZ5dS1iMzRhNjNlMi03ZDQxLTQzM2ItOTczOC01ZTBlMWFlODg0NWMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.X1id5V5uoKoyellD1nv9rDNNyDPpC4-4AiaRmqi2wZc" width="600" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Image by <a class="user-link _2yXGz" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/c/h/chavi-dragon.gif?2" data-userid="8718904" data-username="chavi-dragon" data-usertype="regular" data-useruuid="ed70346e-6047-4bc8-8ed2-faf8974630cf" href="https://www.deviantart.com/chavi-dragon" style="background-color: #dce5d7; border: 0px; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_1EV4L" color="inherit" style="border: 0px; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: inherit; font-stretch: inherit; font-style: inherit; font-variant: inherit; font-variation-settings: inherit; font-weight: inherit; line-height: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><span style="font-family: inherit;">chavi-dragon</span></span></a>, <a href="https://www.deviantart.com/chavi-dragon/art/Purple-knight-146447958">source</a></td></tr></tbody></table><br /><p></p><h3 style="text-align: left;">History of the Order</h3><p></p><p>This order of knights and clerics was founded in Thyatis City in 630AC after a series of crimes and scandals involving <a href="https://kaelaross.blogspot.com/2021/09/the-cult-of-chaos-in-karameikos.html">chaotic cultists</a> rocked Thyatian society, including incidents of demons being summoned. The Order of the Amethyst Rose was established to protect the Empire of Thyatis from the forces of Chaos, especially Chaos Cultists and demons. The order started out small and with good intentions. There were notable successes including the apprehension of an Imperial advisor in a shrine of Chaos in Hattias as well as the destruction of a nest of doppelgangers that had taken over an inn. The knights and clerics had purple vestments, surcoats and shields with a white flower symbol. </p><p>In the early days of the order there were some remarkable heroes including <a href="https://kaelaross.blogspot.com/2021/10/the-forces-of-law-neutrality-and-chaos.html">Saint </a>Julus Vespasius, a heroic cleric who tracked down and destroyed a vampire and its undead minions almost single handedly, and Lord Appodocius, the knight who wielded the great sword Havoc-bane. At other times the order would work with more secular authorities such as town watch and law courts to bring the followers of chaos to justice. Good and decent people liked and respected the order while Thyatian authorities viewed them as a useful ally against subversive cults. </p><p>As the Order's fame grew and the forces of Chaos had to be countered in various towns and cities across the Thyatian Empire, the order established Chapter Houses in cities, small estates and large town houses where the knights could gather, find hospitality and plan their efforts against Chaos. To facilitate running the order, merchants and accountants were brought in. There were some wealthy patrons as well as a few bequests from nobles and merchants who had found their heirs had turned to chaos (or were just not deserving of their inheritance). </p><p>By 900AC the Order of the Amethyst Rose had become rich and powerful and no longer the idealistic, zealous hunters of evil-doers it once was. The order's influence was strong and woe betide anyone who was criticised by or even worse investigated by the Order. But its focus had turned to managing its money, its estates and its political influence. The order had become increasingly self-serving. And it was starting to make enemies in Thyatis, few of whom had any allegience to the dark forces of Chaos. People became cynical and untrusting of what they saw as a holy facade covering a corporate and materialistic operation. The Order also made several blunders, arresting a Duke on suspicion of Chaos Worship only for it to be shown in court that the Duke had been set up by his envious brother. A so-called witch that one fanatical cleric of the order denounced was seized by a mob and hung from a tree, only for it to be revealed that she was just an ordinary magic-user. The Order expelled that cleric and tried to distance itself from the incident but the damage was done. And there were rumours among merchants that the order was using its position and reputation to gain better deals in the marketplaces. Although the Emperor and his household were never directly threatened by the order, the Imperial Court could see the wealth and power of the order increasing. </p><h3 style="text-align: left;">The Fall</h3><p>In 955AC there was an influx of recruits into the Order. A few of these were fighters hoping to become squires then knights. Others were clerical acolytes. One particular trio were scribes and clerks. They had some minor clerical abilities but were put to work in the order's treasury. And thus three Chaos Cultists infiltrated the Order. Exactly why they did this is still debated but there are several theories that are not mutually exclusive. Firstly the Order of the Amethyst Rose was still a threat to the cults of Chaos in Thyatis and neutralising it would have made Chaos worship somewhat safer. Secondly embezzelment is a very profitable crime if you can get away with it. Thirdly they may have been assisted and perhaps encouraged by other parties. They also managed to recruit some disillusioned and bitter members of the order, usually among the lay staff but at least two knights joined in this treachery as well. Resentment against the order was bolstered by bribes from embezzeled funds. The moles also upset those the order dealt with, sending out inappropriate demands for payment (both in tone and in accounting inaccuracy) and sending letters from the order to various Thyatian nobles and merchants demanding favours and concessions. The Grand Master of the Order had no idea this was going on and if his lieutenants knew, they did not inform him. </p><p>In 958 AC the Order of the Amethyst Rose came crashing down. Clerical divination by independant priests was not very thorough but the question "Are there chaos cultists in the Order of the Amethyst Rose?" was replied with a Yes. This was damning evidence for most folks including the Imperial court. The theory that the Order was like both fireman and arsonist, setting up Chaos cults and then publicly uncovering them and gaining wealth and glory as rewards circulated around Thyatis. </p><p>At the time there were about 50 knights, 20 clerics and over 120 lay members of the order at the Amethyst Citadel, the headquarters in Thyatis. The Thyatian authorities and army first tried to enter the Amethyst Citadel armed but peacefully but the Order refused. The army then assaulted the Amethyst Citadel, with fatalities on both sides. The Grand Master and surviving members of his council were arrested on charges of worship of Chaos, as well as most of those captured alive in Thyatis. Many who resisted arrest were killed by the army. The real chaos cultists had set up several shrines of Chaos within the Order headquarters, then fled the Citadel and then tipped off the authorities about the shrines, thus providing yet more evidence that the members of the order simply could not explain. </p><p>Beyond the capital the Order fared little better, with chapter houses and other estates seized, and known members arrested. There were skirmishes between Thyatian authorities and the knights of the Order, such as a dozen soldiers and three knights dying in Port Lucinius when the Chapter House was stormed. Some nobles and court officials were not so hasty in their judgement and a number of members were released after being stripped of their titles and fined heavily (for the crime of being part of a banned organisation). Those who had friends outside the order willing to vouch for them were dealt with more leniently and some independent clerics realised the charges were unreasonable when multiple castings of <a href="https://kaelaross.blogspot.com/2011/10/new-spells-for-lawful-clerics.html">Detect Chaos</a> on arrested members gave no clear results. Nonetheless, the order as an organisation was finished and its members under a cloud of suspicion if not outright disgrace. </p><h3 style="text-align: left;">What is left now?</h3><p>The surviving members went their different ways. About one in five completely lost their faith in the philosophy of Law and became renegades, mercenaries or bandits, angry, bitter and cynical. A few even went so far as to swing completely the other way and become followers of Chaos. The Bloodied Rose was a notorious mercenary company of former knights of the Amethyst Rose, known for its amoral and uncaring attitudes that wandered the north of Thyatis (Rebius, Kantrium and the Imperial Territories) for several decades after the destruction of the original order. They had the fighting skills they had learned in the order, but none of the morality or honour. </p><p>Some simply changed jobs entirely, becoming carpenters, merchants, inn-keepers and the like, giving themselves new lives completely separate from their lives in the order. Most people encountering them would have no idea that they were disgraced fugitives from a outlawed organisation. </p><p>Some gave up on the order but not on the principle of Law and what the order had originally stood for. In the year after the disolution of the order, various churches of Law around the Known World and Isle of Dawn had influxes of recruits from Thyatis. The Church of Law in Specularum was bolstered by ten clerics and twice as many fighters offering to be temple guards. Fifteen Thyatian knights joined the Order of the Griffon in Specularum. Another three clerics turned up looking for shelter and jobs at the <a href="https://kaelaross.blogspot.com/2021/10/the-reclusium-of-serenity.html">Reclusium of Serenity</a>. Having heard of the fate of the Order of the Amethyst Rose, these churches were often quite thorough in their vetting - they had no wish to accept chaos cultists that had infiltrated one organisation into their own. A few knights of the order became questing adventurers, not attached to any church, order or liege-lord but doing on their own what they believed was necessary to fight Chaos. </p><p>The Order of the Shattered Rose is the unofficial successor to the original order. Founded in 988AC, it has tried to learn the lessons of the past, and focuses on both combatting Chaos (both cultists and monsters) and also internal security and discipline. The Order of the Shattered Rose can seem a little paranoid about who it trusts and who it lets join but given what happened to its predecessor, this is understandable. The Order of the Shattered Rose has its headquarters in Kerandas City. But it has no chapter houses and does not seek property or wealth - it has rules about discarding or donating away things that are not strictly necessary for combatting Chaos. It donates excess money to the Thyatian Church of Law. The Thyatian authorities are aware of the Order of the Shattered Rose and tolerate it but view it with some suspicion - it was set up by former members of the Order of the Amethyst Rose. But some other Thyatians, especially those with doubts and reservations about the accusations leveled against the original order, think this new order could be a force for good.They remember that the Amethyst Rose had fought the good fight against the evil forces of Chaos, and Thyatis needs people willing to do that duty today. </p><p>The property and estates of the Order of the Amethyst Rose were kept by whoever seized them during the order's downfall - the Imperial government got the Amethyst Citadel and other places around Thyatis City. Other nobles and civic authorities took estates and chapter houses further afield. The Order of the Shattered Rose has made no attempt to reclaim any of these, for to do so would officially link them to the disgraced old order, as well as raising the temptation of acquring properties for the sake of money and vanity. A clean, fresh start means a completely new home, and just one modest home, for the Shattered Rose. </p><p>The fate of the wealth accumulated by the Amethyst Rose is a mystery. It did not stay in one big lump sum. Chaos cultists within the Order immediately before the downfall managed to steal quite a lot, financing the running and operations of chaos cults across the Known World. The imperial and noble forces that stormed the Amethyst Citadel and chapter houses seized whatever they could in the name of fines and reparations. But other deposits, especially those outside Thyatis City, are completely unaccounted for. Were they stolen by other parties? Are they still held in steel vaults deep beneath chapter houses? </p><p>At least some merchants have suggested that a sizeable amount was invested in mercantile ventures - they say some former members, both knights and lay members, set themselves up as merchant traders using money from the order - the order in its latter days certainly gave them the connections, experience and skills to do this. Thus it is believed that some of the wealth-generating operations of the order are still going, despite the end of the militant side of the order. Although some of these merchants are entirely self-serving, keeping the profits for themselves, some others remember what they once stood for and channel some of the profits to good causes, such as churches of Law, noble orders of knights and charities. When the Order of the Shattered Rose acquired its headquarters in Kerandas, it was able to pay for the manor house thanks to a generous donation from an anonymous patron. The donation came in a chest that contained thousands of gold coins and a large amethyst geode that some say looked like a flower. </p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/044/026/268/4k/saiya-art-studio-.jpg?1638900470" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="667" height="400" src="https://cdna.artstation.com/p/assets/images/images/044/026/268/4k/saiya-art-studio-.jpg?1638900470" width="334" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a href="https://www.artstation.com/artwork/2qqaay">source</a></td></tr></tbody></table><br />John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-45251533740715713562023-05-28T22:13:00.001+01:002023-06-04T01:06:20.535+01:00The Book of Hidden Dimensions<p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/i/db07247d-c53b-4450-a9c1-ea035f71c088/dfbabo4-eb9572be-ea0b-40e6-a923-896d87d2a44d.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="800" height="400" src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/i/db07247d-c53b-4450-a9c1-ea035f71c088/dfbabo4-eb9572be-ea0b-40e6-a923-896d87d2a44d.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a href="https://www.deviantart.com/daniellesilvayn/art/Portal-to-Alfinea-925950100">source</a></td></tr></tbody></table><br />There are many spells that are beyond the <a href="https://kaelaross.blogspot.com/2011/03/standard-spells-of-magical-colleges.html">standard spells</a> of the magical colleges, and they come from many sources. The Alphatian wizard Nebulon lived and worked over a century ago in the <a href="https://kaelaross.blogspot.com/2022/03/the-city-of-shiell-alphatia.html">city of Shiell</a> and he studied non-Euclidian geometry - impossible spaces and shapes. He wrote of his findings and new spells in a book, the Book of Hidden Dimensions. His students and apprentices made several copies of this and at least one of these copies found itself on the <a href="https://kaelaross.blogspot.com/2022/05/the-floating-city-of-aalthir.html">Floating City of Aalthir</a>. <p></p><p>The book itself contains quite a lot of mathematical theory and equations that non-wizards probably would never understand and even most wizards would find it difficult to wrap their heads around the concepts Nebulon tried to explain. Note that generally speaking Nebulon was interested in altering and manipulating dimensions not the Planes of existence so spells that involve the planes (such as <i>Gate </i>and <i>Contact Other Plane</i>) are not addressed. Nebulon himself modified some spells to make use of extra dimensions rather than planes of existence, such as his version of Leomund's Secret Chest. </p><p>There is also a section on magic items that caught Nebulon's attention, including several pages on how to create a Bag of Holding and something known as a Portable Hole. </p><p>The main attraction of the Book of Hidden Dimensions is the collection of spells in the second half. Some of these are well-established, others have been borrowed from other worlds while a few are of Nebulon's own making. The spells include:</p><p></p><ul style="text-align: left;"><li><i>Haste </i>(3rd level)</li><li><i>Slow </i>(3rd level)</li><li><i>Dimension Door</i> (4th level)</li><li><i>Teleport </i>(5th level)</li><li><i>Teleport Any Object</i> (7th level, Companion Rules, doubles as Teleport Without Error)</li><li><i>Magic Door</i> (7th level, Companion Rules)</li><li><i>Summon Object</i> (7th level, Companion Rules)</li><li><i>Timestop</i> (9th level, Rules Cyclopedia)</li></ul><p></p><p>All of these are established spells that many wizards in Alphatia and beyond are at least aware of and usually have access to. There are also two modified versions of existing spells that suited Nebulon's sensibilities:</p><p><i>Passwall </i>(5th level spell). This modified version does not actually affect the wall, but creates two connected dimensional portals on either side of the wall, so rather than making the wall section disappear, it simply creates an interdimensional shortcut to bypass the wall. </p><p><i>Maze </i>(8th level spell, Companion Rules). This modified version of the Maze spell does not use the Astral Plane as the usual version does but uses a convoluted pocket dimension that the trapped creature must find its way out of. While the creature is trapped in the pocket dimension, other people observe a vertical shimmering line where the target was when they were hit by the spell. On escaping the maze the target creature emerges from this shimmering line which then promptly closes up. </p><p> Then there are spells that Nebulon has acquired from other worlds and modified to suit his tastes:</p><p></p><ul style="text-align: left;"><li><b>Deeppockets</b> (2nd level Wizard spell, 2E AD&D PHB)<br />Range: Touch<br />Duration: 12 hours + 1 hour per caster level<br />Area of Effect: 1 Garment<br />This spell allows the caster to enchant a specially prepared robe or coat so as to hold far more in its pockets than it normally could. A finely sewn gown, robe or coat of high quality material with unusually large pockets is required. The spell is cast on the garment and its pockets become extradimensional spaces similar to Bags of Holding. The garment can hold a total of 100lb/1000cn weight without any noticable change in wearer's encumbrance or shape (i.e. the extradimensional space negates both weight and volume of anything in the enchanted pockets).Any items placed in it must be able to fit into the pocket slits (maximum 1ft x 1ft in any two dimensions). If at the end of the spell's duration there are items still in the pockets, they are dumped onto the ground next to the caster as the spell expires. The garment is reusable. </li><li><b>Rope Trick</b> (2nd level MU spell, 1E AD&D PHB)<br />Range: Touch<br />Duration: 2 turns/level<br />Area of Effect: Special<br />When this spell is cast upon a piece of rope from 5' to 30' long, one end of the rope rises up until the whole hangs perpendicular as if affixed at the upper end. The upper end is in fact fastened to an extradimenional space. The spellcaster and up to seven others can climb up the rope and disappear into this space of safety where no creature can find them. The rope can be taken into the extradimensional space if fewer than 8 persons have climbed into the space, otherwise it stays hanging in the air. Spells cannot be cast across the dimensional interface, nor can area effects cross it. Those in the extradimenional space can see out of it as if there is a 3' x 5' window centred on the rope. The persons in the extradimensional space must climb down prior to the end of the spell or they are dropped from the height at which they entered the space. The rope can be climbed by only one person at a time. Note that the rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Also not that creating or taking extradimensiona paces into an existing extradimensional space is hazardous. </li><li><b>Leomund's Secret Chest</b> (5th level MU spell, 1E AD&D PHB, modified from original)<br />Range: Special<br />Duration: 60 days<br />Area of Effect: 1 chest about 2' x 3' x 3'<br />This spell enables a specially constructed chest to be hidden within an extradimensional space (in the original this was hidden in the Ethereal Plane). The large chest must be exceptionally well crafted and expensive, constructed for the caster by master craftsmen - the cost of such a chest is never less than 5000gp. Once it is constructed the magic user must have a tiny replica (of the same material and perfect in every detail) made so that the miniature appears to be a perfect copy. The chests themselves are nonmagical and may be fitted with locks, wards and so on as any normal chest. While touching the chest and holding the miniature, the caster chants the spell. This causes the large chest to vanish into the extradimensional space. The chest can contain one cubic foot of material per level of the magic user no matter what its apparent size. Living things make it 75% likely that the spell will fail so the chest is typically used for securing valuable spellbooks, magic items, gems etc. As long as the spellcaster has the small duplicate of the chst he can recall the large one from the extradimensional space whenever the chest is required. If the miniature of the chst is lost or destroyed there is no way, not even with a Wish spell, that the large chest can return. If the large chest is not retrieved before the spell duration elapses there is a cumulative chance of 5% per day beyond the end of the spell that the large chest is lost. </li><li><b>Duo Dimension</b> (7th level MU spell, 1E AD&D PHB, modified from original to ignore references to the Astral Plane)<br />Range: 0 (Caster only)<br />Duration: 3 rounds + 1 round per level of caster<br />Area of Effect: Caster only<br />A dui-dimension spell cuases the caster to have only two dimensions - height and width but no depth. He is thus effectively invisible when turned sideways. This can only be detected by True Seeing (as it is not the same as normal invisibility). In addition the caster can pass through the thinnest of spaces as long as these have the proper height - going between a door and its frame is a simple matter. The wiard can perform all actions normally. He can turn and become invisible, move and appear again. The caster can cast other spells while in this state. Note that when turned the wizard cannot be affected by any form of attack but when visible he is subject to double the amount of damage for an attack, e.g. a dagger thrust would cause 2d4 damage if it struck a duo-dimensional wizard. </li><li><b>Morden's Magnificent Mansion</b> (7th level Wizard spell, 2E AD&D PHB)<br />Range: 10 yards<br />Duration: 1 hour/level<br />Area of Effect: 300sq ft/level<br />By means of this spell the wizard conjures up an extradimensional dwelling, entrance to which can only be gained at a single point on the plane from which the spell was cast. From the entry point those creatures observing the area see only a faint shimmering in the air in an area 4' wide x 8' high The caster controls entry to the mansion and the portal is open or shut on his command. Once observers have passed beyond the entrance they beohold a magnificent foyer and numerous chambers beyond. The place is furnished and contains sufficinet food stuffs for a 9 course banquet for 12 people per level of the caster. There is also a staff of Unseen Servants obedient and ready to wait on those who enter. The atmosphere is fresh, clean and warm. Since the mansion can be entered only through its special portal, no outside conditions can affect the mansion or those inside. Rest and relaxation within the mansion is nromal but the food is not. It seems excellent and filling as long as one is within the palace. The food cannot be taken outside the mansion. Once guests are outside , however, the effects of the mansion's food disappear immediately, and if guests in the mansion have not eaten real food within a reasonable timespan, ravenous hunger strikes and the effects of fatigue and starvation apply as decided by the DM. </li><li><b>Phase Door </b>(7th level MU spell, 1E AD&D PHB)<br />Range: Touch<br />Duration: 1 usage/2 levels<br />Area of Effect: Special<br />When this spell is cast the wizard attunes his body and a a section of wall is affected as if by a Passwall spell. The phase dorr is invisible to all creatures save the spellcaster, and only he can use the space or passage the spell creates, disappearing when the phase door is entered, and appearing when it is exited. If the caster desires, one other creature of man size or less can be taken through the door. This counts as two uses of the door. The door does not pass light, sound or spell effects, nor can the caster see through it without using it. Thus the spell can provide an escape route. The phase door lasts for one usage for every two levels of experience of the spellcaster. It can dispelled only by a casting of dispel magic from a higher level magic user. </li></ul><p></p><p>Finally there are a collection of spells created by Nebulon himself: </p><h4 style="text-align: left;">Nebulon's Hideaway</h4><div style="text-align: left;">Spell Level: 5<br />Duration: 1 hour per caster level<br />Range: 10'<br />Area of Effect: 20' x 20' x 20' (in another dimension)</div><div style="text-align: left;">This spell creates a temporary extradimensional space about 20' x 20' x 20' with a door that can be opened or closed by the caster, which can be placed against a wall or in the middle of the ground. When the door is closed, it is invisible and intangible - only a True Seeing spell will reveal it. As the Hideaway is extradimensional, it ignores normal geometry so the area behind the portal in normal space is entirely unaffected. Characters can enter or leave the Hideaway as often as needed (with the caster controling the door) for the spell's duration. Although empty and unfurnished, the Hideaway is kept at a steady room temperature making it a haven in hostile environments. As with Phase Door and Morden's Magnificent Mansion, spells cannot be cast into or out of the door nor can spell effects pass through. </div><h4 style="text-align: left;"><br /></h4><h4 style="text-align: left;">Nebulon's Permanent Chamber (Reversible)</h4><div style="text-align: left;">Spell Level: 8<br />Duration: Permanent<br />Range: 10'<br />Area of Effect: Special</div><div style="text-align: left;">This improved version of Nebulon's Hideaway creates a permanent extradimensional space of up to 10' x 10' x 10' per level of the caster (so a 16th level magic user could create a chamber 40' x 40' x 10' (16000 cubic ft). The doorway to this extradimensional chamber is permanently open but it may be secured by mundane or other magical means. Each casting of this spell requires a component - a perfect cube of some precious gem such as sapphire, emerald or diamond worth 1000gp, which is consumed in the casting. The walls on the inside of the chamber take on the hue of the gemstone used. </div><div style="text-align: left;">It is possible to use multiple castings to join several chambers together in the same extradimensional space, perhaps creating an entire extradimensional complex. There is also a reverse of this spell, Delete Chamber, which will destroy a chamber created by this spell - this and a Wish spell are the two only ways to actually destroy Nebulon's Permanent Chamber. Anything inanimate still inside a Chamber when it is deleted has a 50% chance of being dumped immediately where the door was (i.e expelled into the normal dimensions) or 50% chance of disappearing forever (expelled into other, far dimensions). Living things and other monsters are always dumped into normal dimensions (so deleting a Chamber is not a way to kill a creature). </div><div style="text-align: left;"><br /></div><h4 style="text-align: left;">Nebulon's Joined Doorways</h4><div style="text-align: left;">Spell Level: 6<br />Duration: 1 turn per caster level<br />Range: 60'<br />Area of Effect: 2 doorways 6' x 3' each</div><p>This spell allows two doorways up to 60' apart to be joined by an extradimensional connection. The two doorways must initially be mundane and must have been seen by the caster. The extradimensional connection cannot be created in the middle of an empty space - there must be a physical door frame or archway to anchor it. Once connected, stepping into one doorway means immediately stepping out of the other one. The doorways are two way and the spell itself does not offer any restriction of who can or cannot enter, though the caster can end the spell at will. This spell has a duration of 1 turn per caster but higher level magic users can use a Permanence spell on the first doorway once cast to make the spell effect permanent. This spell can be used as a prepared escape route or for magical burglaries. Since the distance between the doorways can be vertical, it can be a shortcut between levels of a dungeon or storeys of a building.</p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://i.pinimg.com/564x/90/81/76/908176a9709ec5b3a86d9d94b3405f1a.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="398" height="800" src="https://i.pinimg.com/564x/90/81/76/908176a9709ec5b3a86d9d94b3405f1a.jpg" width="398" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a href="https://www.pinterest.co.uk/pin/14214555065504776/">Source</a></td></tr></tbody></table><br />John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-60048841228107119512023-05-22T15:22:00.009+01:002023-05-28T01:35:54.627+01:00A Trio of Lesser Demons<p>These three species of demon are presented as adversaries that may be allied to forces of Chaos in Mystara. Although I have not really settled on a cosmology for my version of Mystara it is clear that these are not of the mortal realm. Although demons have never been a central part of B/X but more associated with 1st Edition AD&D, I believe they can fit into adventures based in Mystara. I have already introduced some species of demon as part of the Fighting Fantasy monster conversions, namely the <a href="https://kaelaross.blogspot.com/2021/12/monsters-of-fighting-fantasy-forest-of.html">Fire Demon</a>, the <a href="https://kaelaross.blogspot.com/2022/02/monsters-of-fighting-fantasy-caverns-of.html">Ice Demon</a> and the <a href="https://kaelaross.blogspot.com/2022/01/monsters-of-fighting-fantasy-city-of.html">Fire Imp</a>. </p><h4 style="text-align: left;">Centipede Demon</h4><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAnsT-1OPbFxXEMqw8iAPfEffQxY5vcbUrkGQGbNyyviN-uzSIAwghXL7r8ekXN7TfSuH3ZtjsAa3fZamYS9TWpeRlLWUZZvmjqgAiAY4HzYH_TVXwD07pz4I3BEYNI33l1t6vKJI5doE90yD6rKdU-Yf1-LEcv_M903hmvmvWn1mbJkYiByx3BofZ/s973/Centipede_Demon-1.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="730" data-original-width="973" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAnsT-1OPbFxXEMqw8iAPfEffQxY5vcbUrkGQGbNyyviN-uzSIAwghXL7r8ekXN7TfSuH3ZtjsAa3fZamYS9TWpeRlLWUZZvmjqgAiAY4HzYH_TVXwD07pz4I3BEYNI33l1t6vKJI5doE90yD6rKdU-Yf1-LEcv_M903hmvmvWn1mbJkYiByx3BofZ/w320-h240/Centipede_Demon-1.jpg" width="320" /></a></div><span id="docs-internal-guid-a22cc231-7fff-fdc2-0640-8243b8ae92ec"><div align="left" dir="ltr" style="margin-left: 0pt;"><google-sheets-html-origin><table border="1" cellpadding="0" cellspacing="0" dir="ltr" style="border-collapse: collapse; border: none; font-family: Arial; font-size: 10pt; table-layout: fixed; width: 0px;" xmlns="http://www.w3.org/1999/xhtml"><colgroup><col width="100"></col><col width="127"></col></colgroup><tbody><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"No. Appearing"}" style="border: 1px solid rgb(0, 0, 0); font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">No. Appearing</td><td data-sheets-numberformat="{"1":5,"2":"d-m","3":1}" data-sheets-value="{"1":3,"3":45017}" style="border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">1-4</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Habitat"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Habitat</td><td data-sheets-value="{"1":2,"2":"Ruins and Planes of Chaos"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Ruins and Planes of Chaos</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Armour Class"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Armour Class</td><td data-sheets-value="{"1":3,"3":2}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">2</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Hit Dice (hp)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Hit Dice (hp)</td><td data-sheets-value="{"1":2,"2":"5+5 ** (27 hp)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">5+5 ** (27 hp)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Movement"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Movement</td><td data-sheets-value="{"1":2,"2":"90’ (30’)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">90’ (30’)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Attack"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Attack</td><td data-sheets-value="{"1":2,"2":"4 claws"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">4 claws</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"THAC0"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">THAC0</td><td data-sheets-value="{"1":3,"3":15}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">15</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Damage"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Damage</td><td data-sheets-value="{"1":2,"2":"1d4 x 4"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">1d4 x 4</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Special Abilities"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Special Abilities</td><td data-sheets-value="{"1":2,"2":"Invisibility, spellcasting, immune to normal weapons"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: top;">Invisibility, spell- casting, immune to normal weapons</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Morale"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Morale</td><td data-sheets-value="{"1":3,"3":10}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">10</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Save as"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Save as</td><td data-sheets-value="{"1":2,"2":"MU 5"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">MU 5</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Treasure"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Treasure</td><td data-sheets-value="{"1":2,"2":"Standard"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Standard</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Alignment"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Alignment</td><td data-sheets-value="{"1":2,"2":"Chaotic"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Chaotic</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Intelligence"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Intelligence</td><td data-sheets-value="{"1":2,"2":"18 (genius)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">18 (genius)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Size/Type"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Size/Type</td><td data-sheets-value="{"1":2,"2":"Small Outsider"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Small Outsider</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"XP"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">XP</td><td data-sheets-value="{"1":3,"3":575}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">575</td></tr><tr style="height: 21px;"><td style="border: 1px solid rgb(204, 204, 204); font-size: 13.3333px; overflow: hidden; padding: 2px 3px; vertical-align: bottom;"></td></tr></tbody></table></google-sheets-html-origin></div></span><span>Centipede demons are advisors and sages to mortal followers of Chaos. They appear as giant centipedes perhaps 3' long with a bald human head on top. Though apparently helpful to those who summon them, they are demons and always seek to cause corruption, damnation and misery. Though usually solitary they do occasionally band together. They may also have mortal followers, either willing or charmed, who will act as servants and bodyguards. <br /><br />Centipede demons, if forced into combat, attack with their sharp front legs tipped with blade-like claws. They are also immune to normal weapons - silver or magical weapons or spells are needed to hit these demons. They are also immune to poison and disease. However, they prefer to avoid combat, through negotiation or spell use. Centipede demons can use spells as if a 7th level magic user and can turn invisible once per hour for up to an hour as a spell-like ability. Like the spell of the same name, this invisibility is disrupted if the centipede demon attacks magically or physically. Centipede demons often stay invisible most of the time and chaos followers only hear the demon’s hissing sibilant instructions and knowledge. Centipede demons do not care for treasure themselves but they recognise its use in bribing and paying mortal creatures. Thus some will gather coins and trinkets. <br /><br />Typical spell list:<br /></span>1st level: Charm Person x2, Magic Missile, Wall of Fog, Ventriloquism<br />2nd level: Web, Levitate<br />3rd level: Dispel Magic, Fireball<br />4th level: Confusion<br /><span><br /></span><div><h4 style="text-align: left;"><span>Serelinzu (Horned Demon)</span></h4><p></p><div class="separator" style="clear: both; text-align: center;"><div align="left" dir="ltr" style="margin-left: 0pt;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj9EkiW34jnyvf86r6xCEleYLCaqN7r3lbsOUzHm9qt2iQENUMo-qbfbSz355fBP3NIjW4qN3eue8tG6lZpZZRApefq_xF_NIDoUnx5ULrN6Ea_Pm3kbmlBXL5ATOWTux-RgI0xYhz-qhMCCVA0SfWe02NLIiSL4YLvLZSAmfdId3HQvMuIfMHExky/s780/Serulinzu.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="628" data-original-width="780" height="258" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj9EkiW34jnyvf86r6xCEleYLCaqN7r3lbsOUzHm9qt2iQENUMo-qbfbSz355fBP3NIjW4qN3eue8tG6lZpZZRApefq_xF_NIDoUnx5ULrN6Ea_Pm3kbmlBXL5ATOWTux-RgI0xYhz-qhMCCVA0SfWe02NLIiSL4YLvLZSAmfdId3HQvMuIfMHExky/w320-h258/Serulinzu.jpg" width="320" /></a></div></div></div><google-sheets-html-origin><table border="1" cellpadding="0" cellspacing="0" dir="ltr" style="border-collapse: collapse; border: none; font-family: Arial; font-size: 10pt; table-layout: fixed; width: 0px;" xmlns="http://www.w3.org/1999/xhtml"><colgroup><col width="96"></col><col width="170"></col></colgroup><tbody><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"No. Appearing"}" style="background-color: #ddeaee; border: 1px solid rgb(0, 0, 0); color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">No. Appearing</td><td data-sheets-value="{"1":2,"2":"1d6"}" style="background-color: #ddeaee; border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">1d6</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Habitat"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Habitat</td><td data-sheets-value="{"1":2,"2":"Ruins and Planes of Chaos"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Ruins and Planes of Chaos</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Armour Class"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Armour Class</td><td data-sheets-value="{"1":3,"3":2}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">2</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Hit Dice (hp)"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Hit Dice (hp)</td><td data-sheets-value="{"1":2,"2":"8+16 * (52 hp)"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">8+16 * (52 hp)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Movement"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Movement</td><td data-sheets-value="{"1":2,"2":"120’ (40’)"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">120’ (40’)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Attack"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Attack</td><td data-sheets-value="{"1":2,"2":"4 weapons"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">4 weapons</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"THAC0"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">THAC0</td><td data-sheets-value="{"1":3,"3":11}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">11</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Damage"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Damage</td><td data-sheets-value="{"1":2,"2":"by weapon+1 x 4"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">by weapon+1 x 4</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Special Abilities"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Special Abilities</td><td data-sheets-value="{"1":2,"2":"Charm Monster, 120' infravision, immune to normal weapons"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: top;">Charm Monster, 120' infravision, immune to normal weapons</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Morale"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Morale</td><td data-sheets-value="{"1":3,"3":12}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">12</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Save as"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Save as</td><td data-sheets-value="{"1":2,"2":"F8"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: top;">F8</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Treasure"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Treasure</td><td data-sheets-value="{"1":2,"2":"Standard"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Standard</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Alignment"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Alignment</td><td data-sheets-value="{"1":2,"2":"Chaotic"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Chaotic</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Intelligence"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Intelligence</td><td data-sheets-value="{"1":2,"2":"12 (very)"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">12 (very)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Size/Type"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Size/Type</td><td data-sheets-value="{"1":2,"2":"Medium Outsider"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Medium Outsider</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"XP"}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">XP</td><td data-sheets-value="{"1":3,"3":1200}" style="background-color: #ddeaee; border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; color: #222222; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: top;">1200</td></tr></tbody></table></google-sheets-html-origin><p style="text-align: left;">Serulinzu, also sometimes known as Horned Demons, are the sergeants of the Planes of Chaos - they gather and lead small groups of demons against whatever foes are available. They appear as ugly four-armed humanoids with sparse clothing and a pair of horns on their heads. </p>They have the ability to Charm Monster, but this only works on chaotic creatures. They can have up to 4 charmed monsters or characters under their control at any one time. In combat horned demons use their four arms to wield any combination of weapons, usually one in each hand. Being demons, serulinzu are immune to normal weapons and can only be hit by silver, magic weapons or spells. They are also immune to disease and poison. <br /><br />It is known that twisted summoners have summoned horned demons to act as fiendish lieutenants, using their Charm Monster abilities to extend the number of monsters under the summoner’s sway. They can also charm goblinoid leaders, giving them lordship over tribes of humanoids. Like centipede demons they do not covet treasure for its own sake but recognise its usefulness for influencing mortals. </div><div><br /></div><div><h4 style="text-align: left;">Bladed Demon </h4><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJVEcTNnH0W1hLsQ3YTUr7oCwSPGpQN8mtyKaS30v540VywX1tL9NIz5W3LMdJ1ZM28awdMb672J-97b69FxYaWbYRC6-tz8dKzCHbq6rAVThP9dMprJh8bRojBJJwapevl7NwpaTWVn4CZfHUoe_KfVyhH-Ry5JY7EmQ9XY9P9aZuBRYhM20sLu8f/s2160/Bladed_Demon02.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="2160" data-original-width="2144" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJVEcTNnH0W1hLsQ3YTUr7oCwSPGpQN8mtyKaS30v540VywX1tL9NIz5W3LMdJ1ZM28awdMb672J-97b69FxYaWbYRC6-tz8dKzCHbq6rAVThP9dMprJh8bRojBJJwapevl7NwpaTWVn4CZfHUoe_KfVyhH-Ry5JY7EmQ9XY9P9aZuBRYhM20sLu8f/w318-h320/Bladed_Demon02.jpg" width="318" /></a></div><span id="docs-internal-guid-51a866da-7fff-832b-6357-667c6bc40352"><google-sheets-html-origin><table border="1" cellpadding="0" cellspacing="0" dir="ltr" style="border-collapse: collapse; border: none; font-family: Arial; font-size: 10pt; table-layout: fixed; width: 0px;" xmlns="http://www.w3.org/1999/xhtml"><colgroup><col width="100"></col><col width="170"></col></colgroup><tbody><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"No. Appearing"}" style="border: 1px solid rgb(0, 0, 0); font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">No. Appearing</td><td data-sheets-value="{"1":2,"2":"1d4"}" style="border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">1d4</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Habitat"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Habitat</td><td data-sheets-value="{"1":2,"2":"Planes of Chaos, Ruins"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Planes of Chaos, Ruins</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Armour Class"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Armour Class</td><td data-sheets-value="{"1":3,"3":2}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">2</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Hit Dice (hp)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Hit Dice (hp)</td><td data-sheets-value="{"1":2,"2":"10+10 (55 hp)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">10+10 (55 hp)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Movement"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Movement</td><td data-sheets-value="{"1":2,"2":"Fly 240’ (80’)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Fly 240’ (80’)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Attack"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Attack</td><td data-sheets-value="{"1":2,"2":"8 blades"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">8 blades</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"THAC0"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">THAC0</td><td data-sheets-value="{"1":3,"3":9}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">9</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Damage"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Damage</td><td data-sheets-value="{"1":2,"2":"1d6 x 8"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">1d6 x 8</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Special Abilities"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Special Abilities</td><td data-sheets-value="{"1":2,"2":"Whirlwind, Dimension Door, immune to normal weapons"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Whirlwind, Dimension Door, immune to normal weapons</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Morale"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Morale</td><td data-sheets-value="{"1":2,"2":"12 (Fearless)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">12 (Fearless)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Save as"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Save as</td><td data-sheets-value="{"1":2,"2":"F10"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">F10</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Treasure Type"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Treasure Type</td><td data-sheets-value="{"1":2,"2":"nil/incidental"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">nil/incidental</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Alignment"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Alignment</td><td data-sheets-value="{"1":2,"2":"Chaotic"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Chaotic</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Intelligence"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Intelligence</td><td data-sheets-value="{"1":2,"2":"11-12 (Very)"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">11-12 (Very)</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Size/Type"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Size/Type</td><td data-sheets-value="{"1":2,"2":"Medium Outsider"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Medium Outsider</td></tr><tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"XP"}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">XP</td><td data-sheets-value="{"1":3,"3":1600}" style="border-color: rgb(204, 204, 204) rgb(0, 0, 0) rgb(0, 0, 0) rgb(204, 204, 204); border-image: initial; border-style: solid; border-width: 1px; font-family: "Times New Roman"; font-size: 11pt; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">1600</td></tr></tbody></table></google-sheets-html-origin></span><div align="left" dir="ltr" style="margin-left: 0pt;">Bladed Demons are weird and malevolent creatures from the Planes of Chaos that vaguely resemble octopi. They float and fly by magic and have no limbs for movement, only eight tentacles tipped with blades for slashing at their foes as well as a snarling humanoid face where the octopus beak would be. <br /><br />Once a day a bladed demon can enter a whirling frenzy for 1 round in which all enemies in 10’ of the demon automatically suffer 2d8+2 damage from the demon’s blades. Bladed demons are also able to use Dimension Door (240’ distance, 1/turn) and detect Law and Detect Magic both at will. They are immune to normal weapons and only take half damage from non-magical silver weapons. As with other demons they are immune to poison and disease.<br /><br />Bladed demons are the shock troops of demonic armies, flying in fast and getting into close combat. They have some sense of tactics and cunning but are short tempered, violent and rarely negotiate. When summoned to the material plane they are often used as assassins or as terrifying combatants, slicing most mortals limb from limb with impunity. <br /><br /></div></div>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0tag:blogger.com,1999:blog-8338362520738935973.post-64955056361427262792023-05-13T14:38:00.000+01:002023-05-13T14:38:12.632+01:00Scenario #10: The Desecrated Temple of Umsettu<p></p><div class="separator" style="clear: both; text-align: center;">This short dungeon is written for an adventuring party of levels 3-5 and is set in the hills north of Cinsa-Men-Noo in northern Ylaruam. Note there are several monsters that are immune to non-magical weapons so any party venturing in here will need at least 1 magic weapon, preferably several. </div><div class="separator" style="clear: both; text-align: center;"><br /></div>Umsettu was a benevolent deity of ancient Nithia, a cow-headed goddess of livestock and grazing lands. This temple of hers still stands in the desert of northern Ylaruam, not far from <a href="https://kaelaross.blogspot.com/2022/03/adventures-and-dungeons-around-cinsa.html">Cinsa-Men-Noo</a>. However, in the last hundred years it has been taken over and befouled by forces of the undead under the command of <a href="https://kaelaross.blogspot.com/2022/12/anashfet-and-restless-undead-of-nithia.html">Anashfet</a>. <div><br /></div><div>So what brings adventurers to this temple? </div><div><ul style="text-align: left;"><li>Local goatherds have actually seen the ruined temple, and mentioned it in taverns near Cinsa-Men-Noo. And everybody knows that those old ruins contain lots of ancient treasure.</li><li>A merchant arriving at Cinsa-Men-Noo has only half his caravan left after being attacked by skeletal raiders. The undead attackers weren't even interested in the goods he was carrying, just killing the people and draft animals. The skeletal raiders stopped and retreated back from the road to the hills in the northwest. Their trail should not be hard to follow. </li><li>A concerned cleric of the Eternal Truth is worried about reports of undead creatures appearing in the hills to the north-west. More specifically he is aware that this could be a pattern. Rumours from goatherds of an ancient temple in the hills is a good starting point. Is there a master plan or common cause behind these undead? </li></ul><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://www.rct.uk/sites/default/files/styles/rctr-scale-1300-500/public/collection-online/6/5/509772-1422546420.jpg?itok=XHvM0J1C" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="500" data-original-width="708" height="283" src="https://www.rct.uk/sites/default/files/styles/rctr-scale-1300-500/public/collection-online/6/5/509772-1422546420.jpg?itok=XHvM0J1C" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Image by David Roberts, <a href="https://www.rct.uk/collection/1075157/egypt-and-nubia-v-1-from-drawings-made-on-the-spot-by-david-roberts-historical">source</a><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div></td></tr></tbody></table><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDqoLEiQuzCcSs8aXnbsYCGsMtTgBWfbLt9hyLk6gfPiCs_YqFJa7CxxmNEXYXJVTr__TiY7jAwimYC1nY5r8z4pwGwklf1iQmd3nTEGTdYpRdaiTeA0HaqxDbukmL-5zlUKOxfbZEgjulpzwlI8RE7BdfkpAYGYUIfZeYojHrhc3KfwkiTOvB1nNP/s832/Desecrated%20Temple02.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="832" data-original-width="768" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDqoLEiQuzCcSs8aXnbsYCGsMtTgBWfbLt9hyLk6gfPiCs_YqFJa7CxxmNEXYXJVTr__TiY7jAwimYC1nY5r8z4pwGwklf1iQmd3nTEGTdYpRdaiTeA0HaqxDbukmL-5zlUKOxfbZEgjulpzwlI8RE7BdfkpAYGYUIfZeYojHrhc3KfwkiTOvB1nNP/w590-h640/Desecrated%20Temple02.png" width="590" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div>Key to the map<br /><p></p><ol style="text-align: left;"><li>The Entrance Hall: This is guarded by <b>10 skeletons</b> & <b>5 skeleton archers</b>. The two statues next to the entrance are of Umsettu, a cow-headed Nithian goddess, far too peaceful and serene to be a minotaur. <br /><b>Skeleton</b>: AC 7, Mv 60', HD 1, hp 5 each, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, XP 10, equipment: hand axe or spear<br /><b>Skeleton Archer:</b> AC 7, Mv 60', HD 1, hp 5 each, THAC0 19, Att 1 weapon for 1d6 or 1 arrow for 1d6 (range 120'), Save F1, Ml 12, Align C, XP 10, equipment: hand axe, shortbow, quiver + 10 arrows</li><li>Empty apart from jars of very old wheat and barley</li><li><b>12 skeletal rats</b>, previously giant rats that had been feeding on the offerings of wheat and fruit left in the temple.<br /><a href="https://kaelaross.blogspot.com/2022/07/new-undead-beasties.html">Skeletal Rat</a>: AC 7, Mv 90', HD 1/2, hp 2 each, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 12, Align C, XP 5</li><li>Empty though there are murals of Umsettu overseeing shepherds and cattle farmers. </li><li>This room is trapped with blinding gas. Anyone opening the door will break the glass jar with the gas (although a thief inspecting the door has +10% to Find Traps to detect this as it is not well hidden). Unlesss disarmed anyone in 10' of the door must save vs poison or be blinded for 2d4 turns (-4 to hit, -2 penalty to AC) . Furthermore inside there are <b>5 skeletons</b> that will emerge and attack anyone once the door is opened. <br /><b>Skeleton</b>: AC 7, Mv 60', HD 1, hp 5 each, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, XP 10, equipment: hand axe or spear<br /></li><li><b>2 skeletal centaurs</b> are here with shields and bronze-like swords & spears. They will attack any who open the door. They were former allies of Umsettu now corrupted against her in undeath. They both wield magic weapons of <a href="https://kaelaross.blogspot.com/2022/01/marvellous-materials-of-mystara-for.html">Orichalcum</a> - one has a <b>Spear +1</b> and the other has a <b>Shortsword +1</b>. These could prove useful against later monsters. Also on the floor is a sack with 1600sp. <br /><b>Skeletal Centaur</b>: AC 6, Mv 150', HD 4, hp 19, 22, THAC0 16, Att 1 weapon/2 hooves for 1d6+1/1d6/1d6, Save F4, Ml 12, Align C, XP 75, equipment: spear, shortsword shield</li><li>The great Fane. This grand chamber is haunted by <b>3 shadows</b> that lurk in the dimly lit south end. At the north end is the altar of Umsettu with three statues behind it. The central one is Umsettu the cow-headed goddess herself, while to the left is her cohort a goat-headed male figure and to the right a pharonic figure. All three statues are about 10' tall and standing on 2' high plinths, looking imposing, except they have been defaced and vandalized although the area is still lit by magical <i>Continual Light</i> above the altar. On the altar are 2 candelabras of wrought silver worth 150gp each. <br /><b>Shadow</b>: AC 7, Mv 90', HD 2+2* hp 7, 11, 12, THAC0 17, Att 1 touch for 1d4 + strength drain (1 strength point per hit, lasts 8 turns), immune to charm & sleep, immune to non-magical weapons, surprise opponents on 1-5 on d6, Save F2, Ml 12, Align C, XP 35 each </li><li>Passageway</li><li>High Priest's chamber. This room is now occupied by a <b>mummy</b> who is dressed in Nithian priestly regalia. However, those familiar with Nithian religion will note that the mummy's symbols are of Chaos not Umsettu. Rather than a bed, the mummy has a sarcophagus. Next to it is a chest containing its treasure: 240pp, 2200gp and 4 gems (opals) worth 300gp each. The mummy also wears an amulet of silver and turquoise worth 200gp. It is engraved with Nithian Hieroglyphs that say that this person is a lieutenant or henchman of <a href="https://kaelaross.blogspot.com/2022/12/anashfet-and-restless-undead-of-nithia.html">Anashfet</a>. Although <i>Read Languages</i> may be needed to decipher this, it will indicate that this undead infestation is part of a wider movement. <br /><b>Mummy:</b> AC 3, Mv 60', HD 5+1*, hp 24, THAC0 14, Att 1 fist for 1d12+ disease (Mummy's rot prevents all magical and natural healing until magically cured), Spec Def: Mummies are only vulnerable to fire, spells and magic weapons (+1 or better) and these all do half damage, Save F5, Ml 12, Align C, XP 400. </li><li><b>3 ghouls</b> are feasting on the carcass of a desert antelope they have dragged in here. <br /><b>Ghoul:</b> AC 6, Mv 90', HD 2*, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis (save or be paralysed for 2d4 turns), Save F2, Ml 12, Align C, XP 25</li><li>Empty</li><li><a href="https://kaelaross.blogspot.com/2022/07/new-undead-beasties.html"><b>2 Bone Warriors</b></a>: AC 5, Mv 120', HD 3, hp 12, 15, THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align C, XP 35 </li><li>Crossbow trap aimed at west door (to the Great Fane). Anyone entering or exiting this way will be shot at by a series of 4 crossbows, each with THAC0 10 and doing 2d4 damage. However, anyone entering from a different direction will not set off the traps. The crossbows are attached to the ceiling pointing down towards the west door but are poorly hidden and any character will spot them if they look around the room. </li><li>Empty</li><li>6 skeletons are here standing guard. <br /><b>Skeleton</b>: AC 7, Mv 60', HD 1, hp 5 each, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, XP 10, equipment: hand axe or spear</li><li>The great pool. This room is dominated by a large pool of fresh water and on the north wall there is a sign in ancient hieroglyphs - "Pray to Umsettu before drinking the water!" The good news is that it is safe to drink. The bad news is there is a <b>water elemental</b> inhabiting it, merging with the water. If one or more of the PCs pray out loud to Umsettu the elemental will reveal itself peacefully. If the PCs leave the pool alone the water elemental stays hidden but if they enter the pool or drink from it without praying, the elemental assumes they are intruders and will attack. The elemental can speak a halting form of Common and it is possible to convince it that the PCs are not enemies of Umsettu. The elemental is loyal to Umsettu and hates the undead infestation of her temple - if the PCs show that they are intent on destroying the undead the elemental will let them leave this room in peace. The elemental will leave the pool to chase intruders around the room but will not leave the room (so retreat is an option). Incidentally scattered along the west side of the pool are shattered skulls and bones - the remains of undead that came into conflict with the elemental. In the pool (which is 5' deep) there is a metal box that contains a single ruby worth 1000gp. However, the elemental considers this to be an offering to Umsettu and will react violently if adventurers try to take it. <br /><b>Water Elemental:</b> 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 (DM's discretion 600xp instead for dealing with elemental in non-violent manner). </li><li>Empty</li><li>10 skeletons<br /><b>Skeleton</b>: AC 7, Mv 60', HD 1, hp 5 each, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, XP 10, equipment: hand axe or spear</li><li>Empty</li><li>Temple Guards - <a href="https://kaelaross.blogspot.com/2022/07/new-undead-beasties.html">3 Bone Warriors</a> guard a bronze statuette of Umsettu worth 1300gp though it does weigh 120lb/1200cn. <br /><b>Bone Warrior:</b> AC 5, Mv 120', HD 3, hp 10, 15, 20, THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align C, XP 35 </li></ol><div><br /></div><div><br /></div><p></p></div>John Lhttp://www.blogger.com/profile/16945534608747334150noreply@blogger.com0