Showing posts with label Classic D and D. Show all posts
Showing posts with label Classic D and D. Show all posts

Saturday, 12 September 2026

Nehirill’s Tower


 Nehirill's Tower is in the Selenica Pass, just inside the Ylari border. Although now named after its current owner, it is much older than her, constructed by a wizard of Ylaruam who wanted to conduct his research in peace but still have some connection to civilization. On the outside it is a relatively conventional if rather tall and impressive tower standing about 200ft high and with a mostly square base and tower shape. There are known to be 4 human inhabitants although nobody outside the tower knows if there are any more, human or otherwise. 

Travellers who have approached the tower have been warded off by elementals (usually earth or air), sometimes accompanied by a human mage, one of Nehirill’s apprentices. One foolish adventuring band thought that there were riches and magic in the tower to plunder, and tried fighting their way past a pack of elementals. They were stopped in their tracks by a second wave, this time of constructs including a bone golem and a pair of iron living statues. The two survivors (out of an initial six) were escorted back to the main road and informed that next time there would be no survivors. A less violent encounter was had by an enthusiastic merchant of Selenica who wanted to show the wizards her wares. She was informed by an apprentice mage (with two earth elementals at his side) that they did not conduct trade at the tower, but they would meet her at the nearby village of Orstinel if she was serious. She did stay at Orstinel for a few days before deciding her prospective customers were a no-show, and headed back to Selenica. However, before she left, she did talk to locals and found that the apprentice with a scarred face did sometimes turn up, perhaps once a month, for supplies. 

The Human Inhabitants

Nehirill

15th level magic user, human female, align Chaotic
Str 6, Int 18, Wis 10,  Dex 11, Con 13, Cha 11
Equipment: includes Dweomersilk Robe of the Arcane Scholar, Wand of Paralyzation, Dagger +2, Ring of Telekinesis + other items
Nehirill is originally from Glantri, and moved away after falling afoul of a more senior mage (an unfortunate episode involving stealing valuable spell components and attacks on each others’ apprentices). While on her way to Ylaruam she encountered Elshar who had already taken over this tower but was looking for an apprentice, and Nehirill was accepted.  Nehirill is not interested in rules or ethics, and certainly not in society or other people’s welfare. However, she is very interested in spell research as well as the construction of magical servants. Despite her alignment she is not interested in either the cosmic forces of Chaos or the associated cults - being Glantrian she considers all religions and cults to be tedious god-bothering. She simply does as she wishes, which most of the time is continuing her former mentor’s investigations into dimensional magic. She has considered dismissing her apprentices but she realises that she needs some sort of connection with humanity, and she can just about tolerate her apprentices - although there is a selection process and a number of former apprentices could not handle her. 

Vantheen

10th level magic user, human male, align Neutral
Str 10, Int 16, Wis 12, Dex 10, Con 12, Cha 14
Equipment: includes Staff of Summoning Elementals, Dweomersilk Robe of Protection +2, Wand of Illusions
Vantheen is Nehirill’s right hand man and majordomo. He ensures that things run smoothly at the tower, and is often the first to investigate intruders and visitors near the tower. He has been Nehirill’s apprentice for over 10 years and although the relationship has been strained (he is among the first to admit she can be difficult to deal with) he is still loyal and is adept at taking her behaviour in his stride. 
 

Dormith the Scarred

9th level magic user , human male, align Neutral
Str 11, Int 17, Wis 10, Dex 14, Con 13, Cha 9
Equipment: includes Libram of Golem Construction: Bone Golems, Libram of Living Statue Construction: Iron Living Statues. 
Dormith is instantly recognisable by the disfigured left side of his face, a result of an unfortunate encounter with green slime. Dormith hails from Thyatis and is an escaped slave - part of his enthusiasm in learning magic is to make sure he can defend himself from such treatment and never be a slave again. He has taken on the role of cook and provisioner, and is the most likely of the humans here to visit Orstinel, with horse and pack mule, to buy food and other supplies. As such he is also the most socially aware and despite his acid-scarred face he often gets on well with those who he does business with. 

Duggoon MacCraddock

9th level magic user, human male, alignment Chaotic
Str 14, Int 18, Wis 9, Dex 10, Con 12, Cha 13
Equipment: Wand of Magic Missiles, Ring of Protection +2, Amulet of Construct Control
Duggoon is from Glenmoorloch in Glantri and has known Nehirill for a long time, having fled Glantri together after an attempt to acquire spell components did not go to plan. He has a remarkable affinity for constructed beings, particularly golems and living statues, and Nehirill appreciates this (fewer humans for her to deal with). He understands Nehirill well, and sometimes can cope with her character quirks better than Vantheen or Dormith.  He has also helped  Vantheen deal with intruders (monstrous or humanoid),  and can bring his bone golems to assist alongside Vantheen’s elementals. 

Dimensional Magic and the Tower

Nehirill’s mentor was Elshar the Explorer, a leading researcher into Dimensional Magic, and she put this into practice in the renovation of the tower when she took it over. The first two floors are relatively conventional (for a wizard’s tower) but the higher up one goes, the stranger the architecture becomes. Selected visitors who have been allowed onto the third floor say that it is bigger on the inside than the outside while the fourth floor is utterly bizarre, with infinite staircases that loop back on themselves and gravity acting in odd directions, built with the help of a Glantrian architectural mage, Maurice Esher. In the centre is incredibly weird shifting cube that Nehirill calls a tesseract - she hopes to create a whole new laboratory based on this tesseract shape. According to Dormith (while drunk in a tavern in Orstinel) the fifth floor has numerous rooms that are actually pocket dimensions that, if in just 3 dimensions, would overlap and conflict with each other. The top floors are locked and even the apprentices are only rarely allowed in by Nehirill. Here are the World Portals, somehow made permanent by Elshar the Explorer. The exact number of portals are unknown but at least 3 have been confirmed by the apprentices, with signs over the portals bearing the names Tekumel, Kaelaross and Dying Earth. There may be many more portals as the top floors are considerably more expansive and convoluted than the outer walls of the tower would suggest. 

Player Characters and the Tower

Under normal circumstances the tower is somewhere to be left alone - Nehirill prefers it that way. However, the PCs may well want access to either things within the tower, or perhaps the portals that lead to other worlds. The two main ways through to the tower are by brute force or by negotiation: brute force would require enough combat power to overcome golems, elementals and high level mages - possible at Companion level (14th level +) but not ideal. Negotiation is far more interesting, and although Nehirill is not happy dealing with greedy, stupid adventurers, there are possible situations where she would consent. 

  • Nehirill wants the adventurers to do something beyond the portals for her that she is not happy doing herself or even delegating to her apprentices. This could be something very risky, or something that mages are not good at. 
  • Nehirill has gone through one of the portals and has not returned as expected. The apprentices could seek out adventurers to find and rescue or retrieve Nehirill while they maintain the tower. 
  • Nehirill wants something done in the rest of Mystara (eliminating a threat from Glantri, retrieving a valuable tome from Norwold, or finding a rare spell component in Alphatia). In return she will grant the PCs a one-time use of one of the World Portals (return trip optional). 

It is unlikely that simple bribery with gold or gems will persuade Nehirill to allow adventurers in to her precious, private abode. An unexpected offer of a powerful magic item or spellbook might change her mind, but she is wary enough that unless she has dealt with these adventurers before, she won’t trust them. Approaching via an apprentice such as Vantheen is possible and the apprentices will do their own investigating and divination to assess whether the request is in good faith or treacherous. Even if Nehirill trusts the adventurers, using the world portals will not be a free gift. 


Image by M C Escher, source



Saturday, 5 September 2026

Foul things under Retebius: The Two Cults of Chaos

The city of Retebius, in northeast Thyatis, is a busy city of 16,000 souls.Most of them are decent enough, law abiding and living their lives. There are of course the criminal elements, which the authorities are always trying to catch and suppress. And then there are the followers of Chaos, those who are wicked, desperate or insane enough to throw their lot in with the forces of evil and damnation. They gather around two main cults in Retebius, the Wavy Blade and the Soul Breakers.

The Wavy Blade 

The Wavy Blade has 10 members as fully dedicated cultists plus 20 hired help, and started in Retebius about 70 years ago (around the time Korobdor mansion was attacked and the survivors fled to Retebius).

The dedicated cultists are nihilistic haters of civilization and would like to see Retebius burn, as long as they don’t get caught. Caution and self-preservation are useful attributes in this secretive cult.The hired help are just greedy and cynical, and will generally do what they are paid to do. The acknowledged leader of the Wavy Blade is Zeshin Silverbrow, with Baelforg Korobdor as the deputy. They have a cell-like structure inasmuch that the hired help often only know their immediate paymasters in the cult. When all the dedicated members meet, they wear cloaks and masks, though those who have been in the cult for a while will usually find out who the others are.

In terms of monstrous muscle, the cult relies on animated dead controlled by the senior cultists. There are also a pack of harpies who do not live in the city but fly in from remote islands off the eastern coast of Thyatis. Rooftop meetings at midnight typically happen every waning crescent moon where the cultists strike deals with the harpies.

The full members of the cult are: 
  • Arrafan Herria - MU4, assistant mage 
  • Baelforg Korobdor - Clr5, exiled nobleman 
  • Maechell - Th4, barmaid in Shield of Honour Inn 
  • Mortellia Korobdor - Ftr4, exiled noblewoman 
  • Reshtivan - Ftr4, adventurer and mercenary 
  • Captain Ursain - Ftr5, Captain in the city guard 
  • Tavronell Shorebreeze - Th5, ship’s captain and occasional pirate 
  • Therabaid Bluehammer - Dw4, Jewelcrafter & member of the dwarf council 
  • Tormbol Highpick - Dw4, dwarf legal clerk at law court 
  • Zeshin Silverbrow - Clr6, Merchant 
All are of chaotic alignment but are capable of hiding this from casual observation - they prefer to blend in with the rest of the cityfolk.

The hired help include 7 guardsmen (courtesy of Captain Ursain), 3 members of the local thieves guild and some of the less reputable adventurers and mercenaries who hang around Retebius looking for work.

The Wavy Blade does not have a classic secret lair but uses the members’ houses instead. This is less dramatic but much more civilized and convenient. Baelforg Korobdor’s home has a locked cellar in which he has a shrine to his dark patron, and this is where both high-level discussions and nastier, more brutal rituals take place, but there is just the one room in the cellar, and no monsters or traps guarding it.

The activities of the Wavy Blade mostly revolve around undermining the city by posting notices with false accusations against lawful members of the city, by slowing down or derailing the process of justice (Tombol Highpick’s specialty) and making trade difficult and expensive. Occasionally the cult will do something drastic like assassinating an official or burning down an important building but they will always try to pin the blame on other folks (such as the thieves guild or reckless adventurers, nicknamed ‘Murder Hobos’). The Wavy Blade cultists may believe wholeheartedly in chaos and the downfall of civilization but they have no intention of dying for their cause. They will justify this to each other by saying that staying alive means they can continue to cause trouble and advance the cause of Chaos for another 70 years.

Other activities include protecting their secrecy and recruiting new members (often using the hired help status as a testing stage before becoming fully initiated). As well as contact with a band of harpies, the cultists are believed to have chaotic allies in the mountains to the north on the border with Ylaruam. 

The Soul Breakers 

Activities - Brutal murders & expanding their base in the sewers, robbery to acquire supplies & money, causing terror in townsfolk

Members - 20 members including the 5 seniors listed below, plus various monstrous allies and mercenaries.  

  • Raeshad the Unforgiven (Ftr4 human male) is the most senior fighter in the cult and as such maintains command (or at least intimidation) over the other chaotic fighters. 
  • Melhania the Huntress (Ftr3 human female) is the main raid leader of the cult and is most familiar with the city above ground. She occasionally travels the city in daylight, dressed as an adventurer and acting the part. 
  • Orgolo the Foul (Clr5 human male) is the leader of the cult and the most powerful cleric, and is primarily responsible for animating the undead in the sewer. 
  • Melbeek the Sadistic - (Clr4 human male) speaks the languages of Lizardfolk and Troglodytes, and as such is important in keeping the reptilian hired muscle under control.  
  • Gemella the Brutal (Clr3 human female) is responsible for recruitment and training of new human cultists.  She is considering approaching some gladiators in the city. 

The statistics and descriptions for these villains are in a scenario I will be detailing shortly, as they have made their lair in the sewers and are usually found there.

Whereas the Wavy Blade are subtle, the Soul Breakers are violent and terrifying. They are far more likely to show their true colors and will frequently attack civilians if they can get away with it. Their general strategy is to cause panic and fear in the city of Retebius and hopefully drive the citizens away, allowing the forces of Chaos to take over the city. The human members of the Soul Breakers despise the law, and want to break it as openly and shockingly as possible - murder, robbery and arson are typical activities.

As well as human members, the Soul Breakers also have a band of troglodytes and chaotic lizardmen who live in the sewers with them, and the chief cleric Orgolo the Foul has animated various zombies and skeletons to bolster their forces, with instructions to attack any humanoids not wearing unholy symbols of Chaos. 

Events, Situations and Hooks

The remains of a junior cleric of Law are found on a rooftop. He was investigating activities of the Wavy Blade so the members asked the harpies to take care of him. However, before he died, he confided to his clerical brethren about his suspicions of a cult of Chaos in Retebius colluding with harpies and other chaotic creatures. Also witnesses did not see anything but heard strange, enchanting singing the previous night.

A human chaos cultist (a male warrior) from the Soul Breakers has been found dead in the street at dawn. His tattoos and unholy symbol clearly show his allegiance. The previous night he and two of his fellows made the mistake of trying to mug and murder Baelforg Korobdor who used chaotic clerical powers to slay this cultist and drive the other ones off. Baelforg has informed the rest of the Wavy Blade cult that he suspects another chaotic cult has set up in Retebius, though the Soul Breakers do not yet realise they have rivals already in town - they simply encountered a target who defended themselves with magic. 

A patrol of the city watch was too late to stop a citizen being murdered in an alleyway but pursued the perpetrators (who appeared human) until they lost them. As far as the city watch is concerned the assailants disappeared into thin air but one member of the pursuing watchmen reckons the murderers went down a drain into the sewers. When the officer responsible for the sewers (Corporal Mermivar) was asked, she gave assurances that the sewers were not suitable for a criminal hideout.

One of the warehouses near the docks has been looted and burned. A symbol of Chaos has been painted onto the walls in red paint, and hundreds of golds worth of merchandise stolen. This has sent the merchants into a panic, demanding that the city authorities and the city watch protect their businesses. This was actually the work of the Thieves’ Guild who are now fencing the stolen goods, in revenge for the death of one of their members at the hands of the Soul Breakers.

A fisherman rowing past the sewer outlet on a moonlit night swears he saw lizardmen emerging from the outlet. He did not stay around but rowed away as fast as possible. But that same night a farmer in a nearby hamlet says that three of his sheep were stolen, with reptilian tracks around his farmyard and heading back to Retebius.






Sunday, 26 July 2026

B6: The Veiled Society and Urban Investigations

 

source

My thoughts on B6: The Veiled Society

A few days ago I bought the PDF version of B6 from DrivethruRPG and I have been browsing through it. Full disclosure: I have not actually played through it so my point of view is limited in that respect. It's written by David Cook, co-author of the Expert Rules and X4 & X5 modules. The module does not have a great deal of information about the city of Specularum and I suspect the author assumed the DM would have access to Gaz1: The Grand Duchy of Karameikos, where Specularum is given more detail. Actually given the differences between Specularum in this module (5000 population) and in Gaz1 (50,000 population) I suspect TSR had not hammered out the details of what the capital city was actually like when they commissioned this module.  

I won’t give away too much of the plot but it involves three competing families, the Radu, Torenescu and Vorloi, who each hold considerable power and influence within Specularum. Then there is the titular Veiled Society, a criminal group that is stirring up trouble and may be linked to one of the houses. There are a number of urban encounters - a religious procession is interrupted, the PCs are confronted by masked men and there is a riot that the PCs get caught up in. There is a dungeon under a widow’s house that then leads to a murder mystery and political shenanigans.

Would I use it as written? I think I would give it a go with the caveat that improvisation on the DM’s part may be required to link the various encounters together (see my thoughts below). Some of the situations in the module seem a bit arbitrary such as requiring the PCs to split up between different inns, and at one point if they don’t face questioning by a clerical tribunal they will be hanged for murder within a week. DM discretion is a good idea, particularly for this adventure. The author is keen on the idea of different PCs dealing with different factions, thus splitting the party somewhat. My feeling is that this should not be necessary and only done if the players and the DM feel they can handle it. 

I feel like this could be a good introduction to Specularum and the groups and factions within it. After the adventure the PCs could get involved in other schemes and investigations or perhaps delve into previously forgotten dungeons underneath the city. The three families may have had some upsets and some deaths as a result of B6 but they are still functioning and will want to reestablish their power bases whether criminal, courtly or mercantile. Maybe new factions and groups want to establish themselves, perhaps the Dmitrov family or merchants from Minrothad Guilds or even a cult of Chaos.  And of course Duke Stefan Karameikos III and his own ministers and officials will want to maintain their governance.  

Personal Thoughts on Urban Investigations

Those of you who follow my blog will know that I tend to stick to dungeon adventures. This module is quite a radical departure from that format, both for myself and I suspect for early TSR - the previous module in the B series, B5: The Horror on the Hill, was a combined wilderness trek and dungeon crawl beneath a ruined monastery. One of the things about a dungeon is that rooms, corridors and locked doors are very good at keeping a controlled flow of the adventure. The PCs have to get through one room to get to the one beyond, or when they reach a junction in a passageway it is a simple (though not always foreseeable) choice of which passage they take. Dungeons are in some ways flow diagrams made solid. 

Urban adventures like this are considerably more up in the air, with the PCs coming up with unusual ideas for how to handle situations and NPCs, sometimes clever, sometimes stupid. The adventure author cannot predict how player characters will react, and usually neither can the DM running the adventure. The bottom line is that these urban investigations can have a certain amount of structure - in B6 this is the various events such as the interrupted procession, the widow asking for help (which leads to a relatively conventional dungeon under the streets) and the riot. But getting the PCs from one event to the next is far more fluid. Trying too hard to steer PCs in the right direction can turn into railroading, but in a city like Specularum (and here it is only 5000 people, nowhere near the size of some fantasy cities) it is very easy to get distracted or go off chasing red herrings. The investigation aspect can be quite unpredictable and some parties may solve it quickly while others just don’t put things together or even notice the clues. Occasionally the PCs figure things out before the author expects them to and they will rush straight to confront the bad guy. It is tempting to me to add side encounters that adventurers in a city might come across but the PCs might well assume they are part of an intricate plot connected to the main adventure. This module (The Veiled Society) has a section at the front where random encounters are discouraged. Understandable though perhaps rather boring and timid. The author also has the interesting idea of coopting the PCs into fleshing out the shops and NPCs, encouraging the players to make notes on where newly created establishments and NPCs are and what they are like. 

I may be a bit harsh and pessimistic here. I’m sure that most DMs can run this adventure relatively smoothly and most adventuring parties can pick up the clues and figure out whodunnit. Of course a certain amount of improvisation will be needed by the DM, both when PCs get into conversation with NPCs and also when they want to explore the city, perhaps taking their investigation into corners the module author had not considered. This requires a different set of skills, both character skills and player skills, and indeed DM skills, than those required for traditional dungeon crawls. And sometimes I’m not entirely confident in my own skills here. 

One of the ways I have approached this style of plot-based adventure is to not enforce a strict order of events - or at least if the events do happen in an order, it is not dependent on the players and their characters doing the expected thing. It is more of a sandbox but with things going on around the PCs that (hopefully) the PCs will notice and get involved with. You've heard of dungeon crawls and wilderness hex crawls? I introduce to you the street crawl. I don’t like the idea of PCs being expected to follow a specific storyline and having to be guided back on track if they stray. Strict storylines in a relatively free and open environment like a city impinge too much on player agency - are the PCs allowed to make meaningful choices about how they solve mysteries and deal with complex situations? Admittedly this still requires considerable improvisation from the DM, but I suspect they were going to need to do that anyway. 

Regardless of my hesitations, fantasy cities have been a major part of fantasy worlds, whether in the Hyborean age of Conan the Barbarian, Lankhmar where Fafhrd and the Gray Mouser call home, Immyr, the dreaming city that is the capital of Melnibone where Elric used to rule or Greyhawk City where the first D&D games were set or Waterdeep in the Forgotten Realms. It is cities where politics, crime, trade and magic are most concentrated and therefore are the obvious place for so many adventures above ground. 


Tuesday, 21 July 2026

Scenario #17: The Hamlet of Hawthornfield

Introduction and Background

This is a short adventure for a party of characters of levels 2-4 using the B/X D&D rules

In west-most Karameikos, near the border with the Five Shires there was the hamlet of Hawthornfield, a tiny village, now abandoned for over 20 years. It sat on the Cruth River, and around it are the Cruth Highlands, leading up to the Cruth Mountains in the north. Its water supply was Pendle Stream, a stream that feeds into the Cruth river. 

Nearby there is Vurparnu Mansion, the centre of civilization in this corner of the Known World. And recently there has been a burst of enthusiasm in the Manor about regaining lost territory and reestablishing the old Vurparnu estate. Hawthornfield is of particular interest because of reports it still has a functioning water mill - an asset of great use to any grain-growing community. Thus brave adventurers are being asked to investigate and clear out the hamlet so that it can once again produce fine-ground flour for western Karameikos. 

20 years ago the village was raided by orcs  - nearly half the inhabitants were killed and most of the survivors fled to safer settlements. Soon afterwards Hawthornfield was taken over by a powerful necromancer called Ezzorius, looking for a quiet base of operations. He went to work building an army of the undead, using all sorts of dead bodies for reanimation. However, about 2 years ago Ezzorius had an unfortunate encounter with a wandering cockatrice, and is now a stone statue in the middle of the hamlet. His undead minions are still milling about, uncontrolled and mindless. 

The buildings are dilapidated but still structurally intact and upright. For the sake of simplicity, all buildings here are single storey. However, dotted around the hamlet there are various petrified remains of wildlife and livestock - a cow, or a rabbit or a badger frozen as statues. As far as clearing out the hamlet is concerned, the cockatrice is the principle problem. Dealing with animated undead, kobolds and wandering wildlife is secondary although still appreciated by civilized folk.


Key to map:

1) The Mill. Note that outside the mill's front door (the star on the map) is a statue of a wizard-like human with his hands thrown up in defence and a look of horror on his face. If somehow brought back to life, his name is Ezzorius and he is a 10th level chaotic magic user who can command any of the undead creatures in the hamlet. He will be grateful enough to let the PCs leave with their lives but is otherwise not a nice person to deal with. 

a) Empty

b) The milling room. This is dominated by a pair of millstones linked by cogs and axels to the waterwheel outside. Lurking in the rafters here is a giant crab spider that will attack any intruders. 

Crab Spider: AC 7, HD 2*, hp 6, Move 120ft/Climb 120ft, THAC0 18, ATT 1 bite for 1d8 + poison, Save F1, Ml 7, Align Neutral, XP 25,  Poisonous bite: Anyone bitten by giant crab spider must make a save vs poison at +2 to the roll or die in 1d4 turns. 

c) The miller's house main room

d) The miller's house bedroom. Under a floorboard is the miller’s savings, a sack containing 25gp, 122sp and 270cp

from AD&D 1E MM, art by Tom Wham
e) Sluice and Millpond. The sluice controls the flow of water out of the millpond and through the waterwheel. It has been left open for decades and the water flowing through is not enough to turn the wheel, just flowing around it.  The sluice also acts as a footbridge over Pendle Stream. Deep in the millpond near its centre there now lurks a giant pike:

Giant Pike: AC 5, HD 4, hp 20, Move swim 360ft,  THAC0 16, Att 1 bite for 4d4, Save F2, Ml 9, Align Neutral, XP 75. Sudden Speed: Pike can surprise opponents on 1-4 on d6. Entirely Aquatic: Giant pike can breathe underwater but cannot breathe air, and similarly cannot move on land. 

2) The Hairy Halfling Tavern

a) Bar room. The front door here has been smashed , allowing animals access inside. Inside the bar room amidst broken furniture and glassware there is a cockatrice that will attack any intruders. Behind the bar the creature has amassed a small hoard of trinkets: 4300sp, 950gp, 56pp and 5 gems worth 50gp (agate), 50gp (Tigereye), 100gp (amber), 100gp (pearl) and 300gp (beryl). Note that the cockatrice may wander around the hamlet during the day and will attack any living thing, though it generally ignores undead monsters.   

Cockatrice: AC 6, HD 5**, hp 25, Move 90ft, fly 180ft, THAC0 15, Att 1 beak for 1d6 + petrification (save vs Petrification or be turned to stone), Save F5, Ml 7, Align Neutral, XP 425

b)  Kitchen: This room is empty apart from petrified remains of 4 giant rats. 

c) Store room. Most of the foodstuffs and drink here has long since perished, but there is a gallon-sized barrel of finely aged gnomish whiskey worth 300gp

d) Innkeeper's bedroom. Nothing of value here. 

Image by Jeff Dee, from D&D Expert Rulebook

3) Shrine of Law. This building has been descrated and now no longer functions as holy land. However, lawful clerics and others respectful of such matters may aspire to re-consecrate this shrine.

a) Vestibule. In here are 8 crawling claws that will attack living things.

Crawling Claw: AC 8, Move 60ft, HD 1/2, hp 2, THAC0 20, Att 1 claw for 1d3, Save NM, Ml 12, XP 5  

b) Main Shrine. This room is dominated by a broken statue of a saint who lived in the area over a century ago (Saint Verbian the Defiant who was renowned for protecting farmers from marauding monsters). 

4) The Alnithons' Farm 

a) Sheep Shed - This flimsy building now holds 5 skeletons (formerly human) that have been standing aimlessly for decades. They will attack any intruders. 

Skeleton: AC 7, HD 1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align Chaotic, XP 10. Undead traits: As undead, skeletons are immune to Charm, Sleep, Poison and disease

b) Farm shed - includes various farming tools, storage bins and a small plough, plus 2 skeletal horses. They will stand absolutely still unless either touched or attacked, in which case they spring into action. 

Skeletal Horse: AC 7, HD 3, hp 15, 13, Move 90ft, THAC0 18, Att 2 hooves for 1d4/1d4, Save F2, Ml 12, Align Chaotic, XP 35, Undead traits: As undead, skeleton horses are immune to Charm, Sleep, Poison and disease

c) Farmer Alnithon’s main room. This is empty, and has nothing of value.  

d) Alnithon’s bedroom. Farmer Alnithon has been transformed into a ghoul by a cursed amulet. He hungrily attacks any intruders. The amulet around his neck is silver and moonstone, worth 200gp, but anyone wearing it for a week will be transformed into a ghoul - Detect Evil will reveal something very wrong with it, while Detect Magic will show a strong aura of Necromancy about the amulet. 

Ghoul: AC 6, HD 2*, hp 10, Move 90ft, THAC0 18, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis, Save F2, Ml 12, Align Chaotic, XP 25

5) The Borthons' Farm 

a) Borthons’ front room: 4 skeletons (formerly orcs) are here, guarding the farmhouse. They attack any intruders. 

Skeleton: AC 7, HD 1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align Chaotic, XP 10. Undead traits: As undead, skeletons are immune to Charm, Sleep, Poison and disease

b) kitchen & storeroom. There is nothing of interest here - broken crockery and cooking utensils, plus a metal stove next to barrels of long-decayed foodstuffs.   

c) Borthons’ bedroom. This room holds 6 stirges that will initially attack but will fly out of the window if they fail morale checks 

Stirge: AC 7, HD 1 (4hp each), Move fly 180ft/crawl 30ft, THAC0 19, Att 1 beak for 1d3, Spec abil Swooping strike (+2 to first hit roll), Blood drain (automatic 1d3 damage/round after successful hit), Ml 9, Save F2, Align Neutral, XP 13

d) Cattle shed & dog kennel. In here are 3 reanimated large dogs, using the same stats as zombie wolves. 

Zombie Dog: AC 6, Mv 90ft, HD 3+2 (hp 17, 14), THAC0 16, Att 1 bite for 1d6+1, Save F2, Ml 12, Align C, 50 XP, Spec Quality: undead - immune to poison, disease & mind-affecting spells, turned by clerics as ghouls. 

e) chicken coop. This is empty apart from various feathers, straw and bits of egg shell.  

6) The Clacktors' Farm: This farm has recently been taken over by a band of kobolds. They are rightly terrified of the cockatrice and will avoid it at any cost. They might be open to negotiation as long as they are not asked to fight "the feathered horror". They know it wanders around during the day and thus they only emerge from the farmhouse at night. If the cockatrice is slain the kobolds might be persuaded to move out peacefully. 

a) Clacktons's front room: The front door here has been reinforced and is not easy to break down. Inside are 6 kobolds + 6 kobold slingers. 

Kobold: AC 7, Mv 60ft, HD 1/2 (2hp each), THAC0 20, Att 1 weapon for 1d4, Save NM, Ml 6, Align C, XP 5, equipment: dagger (slingers also have slings + 10 stones each)

b) Dining room and kitchen: 4 kobolds are here. The window has been heavily boarded up. 

Kobold: AC 7, Mv 60ft, HD 1/2 (2hp each), THAC0 20, Att 1 weapon for 1d4, Save NM, Ml 6, Align C, XP 5, equipment: dagger 

c) Clacktors' bedroom: Quarters for the kobold leader and 3 kobold slingers. In a crude chest under the bed there is the kobolds' treasure: 2100sp, 620gp and 2 potions of healing. The windows have been heavily boarded up.

Kobold Leader: AC 5, Mv 60ft, HD 2 (12hp), THAC0 18, Att 1 weapon for 1d6, Save F2, Ml 8, Align C, XP 20, Equipment: chainmail armour (halfling-sized), shortsword

Kobold: AC 7, Mv 60ft, HD 1/2 (2hp each), THAC0 20, Att 1 weapon for 1d4, Save NM, Ml 6, Align C, XP 5, equipment: dagger (slingers also have slings + 10 stones each)

d) Farm shed.  The door here has been broken down and inside are 4 petrified kobolds in poses of terror and panic. Up above in the rafters on the ceiling there are 3 giant bats which may attack if PCs loiter or cause a racket. 

Giant Bat: AC 6, HD 2, hp 6, 8, 5 Move 30ft/fly 180ft, THAC0 18, Att 1 bite for 1d4, Save F1, Ml 8, Align N, XP 20 each

e) Sheep shed. In here are the inanimate remains of a dozen sheep. 

7) The Dirrinors' Farm: This was where the necromancer lived until his unfortunate transformation (see area 1).  Note that wandering around the farmyard is a skeletal ogre, patrolling endlessly. 

Skeletal Ogre: AC 7, HD 4+1, hp 18, Move 90ft, THAC0 17, Att 1 club for 1d10, Save F4, Ml 12, Align Chaotic, XP 125, undead - immune to poison, disease & mind-affecting spells, turned by clerics as zombie

a) Dirrinors' front room. This room has a front door that has been trapped with a crossbow and trigger wire (2 shots, THAC0 12, dam 2d4 per hit), but there is also a smashed-in window so any observant character can bypass the trap. 

b) first bedroom. 2 Bone Warriors are guarding this room. 

Bone Warrior: AC 5, HD 3, hp 14. 15, Move 120ft, THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align Chaotic, undead - immune to poison, disease & mind-affecting spells, turned by clerics as wight

c) kitchen and storeroom: 10 skeletal giant rats are here, and they will attack intruders. 

Skeletal Rat: AC 7, HD 1/2, hp 2, Move 90ft, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 12, Align Chaotic, XP 5, undead - immune to poison, disease & mind-affecting spells, turned by clerics as skeletons

d) Necromancer's quarters. This place is clearly more recently used and has a neat bed, and a bookshelf stacked with mystical and terrible grimoires and tomes. There are 10 of these books and are worth 1d6 x 100gp each. Although Read Magic is necessary to understand these books, once cast the reader sees that the books are about necromancy and various ways to animate and control the undead as well as treatises on the nature of undead creatures. Under the bed covers is the necromancer's spellbook. It has the following spells

    • 1st level spells: Read Magic, Detect Magic, Charm Person, Shield
    • 2nd level spells: Continual Light/Darkness, Web, Caustic Bolt, Stinking Cloud
    • 3rd level spells: Dispel Magic, Lightning Bolt, Protection from Evil 10ft Radius
    • 4th level spells: Remove Curse/Curse, Wall of Fire, Dimension Door
    • 5th level spells: Animate Dead, Cloudkill

8) Independent cottages. These were used by non-farmer residents of the hamlet. 

a) The door here has been broken down. Inside are two petrified kobolds, one of them frozen while trying to climb out of the window. 

b) This place now holds 3 skeletons plus a skeletal horse. If the place is searched it is clear this belonged to a tailor, with needles, threads and pieces of cloth on a workbench, and a wardrobe with finished and partially made cotton and linen items. In a box under the workbench is a Robe of Protection +1 and a large roll of fine silk worth 200gp. 

Skeleton: AC 7, HD 1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align Chaotic, XP 10. Undead traits: As undead, skeletons are immune to Charm, Sleep, Poison and disease

Skeletal Horse: AC 7, HD 3, hp 15, 13, Move 90ft, THAC0 18, Att 2 hooves for 1d4/1d4, Save F2, Ml 12, Align Chaotic, XP 35, Undead traits: As undead, skeleton horses are immune to Charm, Sleep, Poison and disease

c) Empty

d) Empty

e) Coiled up here is a large pit viper that will lash out at any thing that approaches it. 

Pit Viper: AC 6, HD 2*, hp 11, Move 90ft, Att 1 bite for 1d4 + poison, Save as F1, Ml 7, Align Neutral, XP 25, Venomous bite: Anyone bitten must save vs poison or die instantly. 

f) 5 stirges are roosting here in what was the hamlet's bakery. There is a large oven here; inside of it are lots of ashes but in the ashes is a single green Chrysoberyl gem worth 300gp. 

Stirge: AC 7, HD 1 (4hp each), Move fly 180ft/crawl 30ft, THAC0 19, Att 1 beak for 1d3, Spec abil Swooping strike (+2 to first hit roll), Blood drain (automatic 1d3 damage/round after successful hit), Ml 9, Save F2, Align Neutral, XP 13

 


 

 

Sunday, 12 July 2026

Orc Clans of the Eastern Cruth Mountains

art by Stanton Feng, source
The orcs of the Cruth Mountains have long been the most persistent and frequent enemies of the halflings of the Five Shires. As with orcs in other regions they band together in clans that consist of multiple tribes, with tribes being from 20 to 100 individuals and usually gathered into a single lair, whereas a clan may have tribes over quite an area and may include up to 1500 individuals. Clans typically have a central stronghold where the clan chief presides with his advisors and where tribal leaders deliver reports and receive orders. 

Here are some of the most significant orc tribes in the mountains north of Eastshire. This is by no means exhaustive. My homebrew rules for orc shaman and orc warrior NPCs can be found in this post. 

The Flaming Axes Clan

Headquarters: Shatterpick Mine (former dwarf tin mine)

Population & Fighting Strength: 450 (300 warriors)

Notable Troop Types: 

  • The Brethren of Gruumsh (elite unit of 2nd level orc warriors, numbering 25. They listen to their shaman Wazzugga the Blessed and are led by Malrax)
  • Headslammer’s Slammers: 10 ogres and 1 ogre leader sometimes hired as mercenaries. 

Notable NPCs: 

  • Wazzugga the Blessed: 9th level orc shaman. He is convinced he is receiving visions of war and conquest from the Great Orc Gruumsh himself. He is unhappy with his chief’s timid leadership
  • Zothog Hinslayer: 9th level orc warriors, leader of the Flaming Axes clan. He is naturally cautious and not attacking until victory is close to certain. He rides his pet cave bear Rendclaw into battle. He is getting fed up with his chief shaman’s rantings about launching immediate invasions of the Shires. 
  • Malrax of the Brethren of Gruumsh: 7th level orc warrior, wielder of the two-handed sword Fleshripper. He is a true believer of Gruumsh and is on Wazzugga’s side, and is considering how to take the chief’s throne, either by open challenge or by treachery.  

The Red Spears Clan

Headquarters: Overcliff Tower (crude orc-built tower on top of steep precipice)

Population & Fighting Strength: 600 (400 warriors) + 40 undead

Notable Troop Types: 

  • Varrath’s Dead Company (about 40 animated skeletons and zombies under Varrath Ghostspeaker’s command). 
  • Red Spears Spear-orcs. About half of the Orc warriors are equipped with spears and trained to set spears and fight in close formation.  

Notable NPCs:

  • Gornax the Brute: 10th level Orc Warrior with 18 Strength & 16 Constitution. Nominal leader of the Red Spears clan. He can defeat most living foes, even hill giants and trolls, but fears the supernatural and respects his shaman, nearly always listening to his shaman’s advice. 
  • Varrath Ghostspeaker: 11th level Orc Shaman. Varrath has visited the tomb of Shordoth and is more interested in the force of Chaos than the orc immortal Gruumsh. He is interested in necromancy and has acquired some unholy items that help him command the undead. He finds it easy to manipulate his chief, Gornax the Brute, and considers him a useful figurehead. 
  • Dalgosh: 6th level orc warrior. More intelligent than Gornax. Dalgosh has spoken with members of the Circle of Forgotten Secrets about hiring the Red Spear orcs as mercenaries. Varrath has not directly intervened but does not trust the human mages either.   

The Hill-Stomper Clan

Headquarters: Pikehead Camp (palisade & ditch on hill top with wooden buildings) not far from Darokin

Population & Fighting Strength: 650 (430 warriors) + 200 kobold slaves

Notable troop types: 

  • Kobold Slingers. Those kobolds trusted with weapons are generally used as scouts and skirmishers, equipped with slings and long daggers. Currently there are 40 of them. 
  • Worg Riders: About 15 of the most elite warriors (3rd level orc warriors) ride worgs into battle. 

Notable NPCs:

  • Eegorn Warhunter: 8th level orc warrior. Eegorn has begun a process rather unusual for orcs - trade with certain humans. Such humans are usually amoral and sometimes aligned to Chaos. This means that Eegorn can get better weapons and armour. He has recently got kobolds to mine gems from local seams and selling the gems to these humans for gold. 
  • Norstrol Swordbreaker: 6th level orc warrior. Leader of the largest tribe within the Hill-Stomper Clan, Norstrol is not interested in trade and thinks that any non-orcs should be attacked. However, he keeps being put back in his place by the chief, Eegorn. 
  • Barrvoss: 6th level orc shaman. Barrvoss is not sure about his chief’s new business ventures. As a follower of Gruumsh, Barrvoss believes in bloodshed and conquest, but he can also see the benefits of prosperity. He has had several non-violent interactions with chaos cultists and although he is not going to convert to their cause, he can see they can be useful allies. 

The Screaming Raven Clan

Headquarters: Raven Roost, a large natural cave complex halfway up a mountain, with many traps and pitfalls. However, deeper in the cave are a roost of Deep Glaurants who have started attacking the orcs

Population and fighting strength: 750 (500 warriors) + 50 kobold slaves. 

Notable Troop Types: 

  • Raven Archers (about 100 warriors from all the component tribes are trained with shortbows and arrows)
  • Raven Slayers: 15 experienced orc warriors (2nd level) with better than average dexterity (13 dex, +1 to hit with missiles and -1 to AC) armed with longbows.
  • Gannish’s Rockhurlers (30 orcs and kobolds trained and equipped with ballistae and onager catapults)

Notable NPCs:

  • Scarrag The Angry: 10th level orc warrior. Scarrag has found himself having to fight two separate opponents, the halflings of the shire and the Deep Glaurants who have taken a dislike to his orcs. 
  • Gannish the Clever: 7th level orc shaman. Gannish has spent time with the mysterious Modrigswerg (molder dwarves) of the Northern Reaches and has learned much about craftsmanship and contraptions from them. He now oversees the crews for several siege weapons and has organised the construction of traps guarding the clan's caves. 

The Hungerers

Headquarters: The Bone Pit, a large natural cave in the mountains with excavated extensions. Decorated with lots of bones. 

Population and Fighting Strength: 500 (340 warriors) + 20 ogres + 30 gnolls

Notable troop types: 
  • 40 orc berserkers (1st level orc warriors) & 20 battle ragers (2nd level orc warriors) who never check morale and never retreat, getting +1 to damage like human berserkers
  • Droog’s Hackers: 10 ogres + 1 ogre leader equipped with huge battleaxes (1d10+2 damage)

Notable NPCs
  • Hraak the Eyegouger: 7th level orc shaman. Hraak has spent time in the Altan Tepes along side The Ravening Maw cult and has picked up their beliefs and gruesome traditions and brought them over to his tribe in the Cruth Mountains. As far as orcs go he is very charismatic and has swayed most of the Hungerer clan to his newfound cult, even changing the name (formerly they were the Broken Boulder clan). Every full moon he organises a horrible feast where their slain enemies and other hapless victims are devoured. 
  • Marvorg: 6th level orc warrior. Marvorg is nominally the chief of the clan but he has conceded that now Hraak is running the show. But as a Gruumsh-following traditionalist, he is not comfortable with these new-fangled beliefs. Marvorg is uncomfortable with cannibalism: orcs eating humans, halflings and even kobolds is understandable, but orcs eating other orcs just seems wrong. He is considering leaving the Hungerers clan for a less radical one; Perhaps the Hill-Stompers will accept him?
  • Reshhee the One-Eyed: 5th level orc shaman. As a Gruumsh-believing traditionalist, Reshhee is not happy about Hraak and the Ravening Maw cult. She is also a female orc shaman which is not common, and is facing prejudice from other orcs who want to keep their females firmly under control. Unlike Marvorg she is not intending to leave but to kill Hraak and re-establish the old order of Gruumsh. 
  • Droog the Paunch: Ogre leader. Droog is not an orc, but he is Hraak’s strongest ally, and he and his ogre gang are more than happy to brutally suppress dissent within the clan and promptly devouring those slain. His epithet is as a result of his prodigious appetite. 

Tuesday, 23 June 2026

Guardian Gargoyles

source

Gargoyles are well known to adventurers as chaotic, evil monsters with horns, fangs, claws and wings. They are clearly unnatural, as they are immune to normal weapons, thus making them even more fearsome to humans without such weaponry. Their fundamental natures are of great curiosity to sages. They are similar to constructs, and like golems and living statues they can appear as inanimate statuary when staying still. Yet it is quite rare for a powerful mage to go to the bother of creating them - the money, time and resources for creating a construct often seem better spent on more powerful minions. 

The evidence is that gargoyles are indeed constructs, but ones twisted from their original forms by forces of Chaos. They can now reproduce, unheard of for nearly all other constructs, albeit asexually (there are no male or female gargoyles, just ugly ones). Although they can be created by powerful mages, usually they are considered too selfish and unpredictable to be reliable guards. Powerful leaders of Chaos such as nagpas can still press them into service. 

Guardian gargoyles are the original gargoyles, the uncorrupted ones. They are quite rare but they are much more conventional as constructed creatures. They are carved from stone and animated by powerful magic. They are typically positioned perched on the tops of grand buildings such as cathedrals, temples, universities and city halls, staying perfectly still and appearing to be an ornate part of the architecture.They still have monstrous appearances, having bestial faces, bat-like wings and taloned hands. Guardian gargoyles also have a few features not seen by their chaotic cousins, namely the ability to detect invisibility in a 60ft range and also they constantly have Detect Ethereal creatures in 60ft range. Like normal gargoyles they can fly, though given their stoney weight this flight is more magical than aerodynamic. They also have one trick they will use in a pinch - once a day they can spew out gutter water from their mouths at an opponent's eyes temporarily blinding it.

They have a capacity to take orders, and are particularly good at instructions on who to let pass and who to prevent entering, being able to discern race and class (though not a creature's alignment). Guardian gargoyles are popular in both Alphatia and Glantri, guarding the rooftops of wizards' towers and arcane schools. 

Guardian Gargoyle
Armour Class4
Hit Dice6*
Avg. HP30
Movement90ft/fly 180ft
THAC014
Attacks2 claws/1 bite
Damage1d6/1d6/2d4
No. Appearing1-10
Morale12
Save AsF12
Treasurenone
AlignmentNeutral
Intelligence7-8 (Low)
Size & TypeMedium Construct
XP Value500

Features:

  • Immune to non-magical weapons (similar to normal gargoyles & golems)
  • immune to poison, disease, charm & sleep as constructs
  • Detect Invisible & Ethereal 60ft range at will
  • Surprises opponents on 1-3 on d6 when staying still and blending in with architecture
  • 1/day gutter water spew - target within 20ft must save vs death ray or be blinded for 1 turn
source


Saturday, 13 June 2026

My thoughts about Gaz8: The Five Shires and high-level Halflings

 

Art by Clyde Caldwell, source
I like this one. Interestingly it is written by Ed Greenwood, who of course is famous for being the creator of the Forgotten Realms. It's interesting that TSR also asked him to work on other worlds such as Mystara here, and I think he rose to the challenge well. 

It's difficult to write about D&D halflings without thinking about Tolkein's hobbits. The name of the nation, the Five Shires, is a clear homage to the Shire where Frodo and Bilbo Baggins lived and where Tolkein's most famous adventures (The Hobbit and the Lord of the Rings) started. So are these halflings just hobbits with a name changed for copyright reasons? Not exactly. There are similarities, with the rolling countryside and sylvan forests. But these halflings are tougher and are more willing to both defend themselves and explore the wider world. In fact there is a halfling militia, halfling commandos/vigilantes known as Fangs and halfling pirates on whom there is a whole chapter. This differentiates them from Tolkein’s hobbits sufficiently to grab my interest. 

And they do need to defend themselves. The biggest and most obvious threat is the orcs of the Cruth Mountains. Throughout the history of the land the orcs have raided, invaded and occasionally tyrannised the halflings. However, the hin (the halflings' name for themselves) have also had major problems with both humans and dwarves. The dwarves are no longer a substantial influence in the area. The most significant human threat is from the Black Eagle Barony in the east, just over the border in Karameikos, though pirates on the Sea of Dread (from Ierendi and possibly Minrothad and other coastal realms) have also been an occasional problem, particularly around maritime trade. Halflings have also had horrible experiences with mages of Glantri, whom they now fear and distrust. Although it can be assumed that orcs and halflings are automatically enemies, the halflings of the Five Shires have enough friendly and business interactions with humans that many more opportunities for intrigue and diplomacy can be found. Is that merchant from Karameikos actually a spy for the Black Eagle Barony? Is it possible to persuade the pirate captain to leave the coast of Seashire alone? The wandering Glantrian wizard has generated a lot of suspicion but is he responsible for some disappearances in nearby villages? 

And despite mostly being peaceful villages and rolling countryside, the Five shires have their own collections of carnivorous monsters, particularly the Deep Glaurant. Unlike some gazetteers, the opportunities for adventures and dungeons are plentiful in the borderlands of the Five Shires, and I am glad for that, even if the resident halflings have reservations.  

High level Halflings

One of the aspects of halflings explored in this gazetteer is what happens with halflings after 8th level. According to the B/X rules, halflings can reach a maximum level of 8 (Sheriff, or in this gazetteer Knight-Guardian). This is a severe restriction even in Expert-level campaigns where halflings will find themselves left behind while human characters are continuing on to name level, and even elves and dwarves have a bit more growth available. There are two possible answers to this. Firstly the attack ranks and accompanying abilities detailed in the Companion Rules are a solution for those halflings that prefer to keep a martial focus and develop their weapon skills. Secondly this gazetteer introduces the Halfling Master, a sort of prestige class that gives halflings that qualify powers similar to druids. However, at least according to the Gazetteer these halfling masters are guardians of the Five Shires, not wandering adventurers. If DMs stick to this idea then perhaps becoming a Master is not a good option for a halfling PC hoping to join his high-level adventuring companions in far off lands and deep dungeons. If the DM drops this requirement then Masters could become a bit too popular, eclipsing the martial halflings progressing through attack ranks. I have not quite decided on my prefered way of handling this. 

This does sort of reflect my post on high level elves where borrowing ideas from Gaz5: Elves of Alfheim, I went with the idea of high-level elves progressing as either Elven Lords (with relatively simple advancement) or Elven Wizards (who require specialist training in Alfheim to progress to the next level).  What if halfling masters could wander from the Shire and join their human and elven adventuring party, but when they are ready to level up they need to spend time (two months or so) in the Shires, training with their fellow masters?  If they don’t or cannot return to the Shires then their progression is paused. This seems like a reasonable compromise though I have not playtested it. 

Long-running followers of this blog might remember I created the Halfling Defender class long ago, a sort of fighter/cleric for halflings. But that was for Kaelaross, long before I got hold of this gazetteer. I have barely noted its existence since writing about Mystara, and as such I don’t think I’ll use it, at least not in Mystara. In some ways this is a bit of a pity. Dwarves have the standard dwarf warriors and also dwarf clerics (a class from Kaelaross that I have brought over to Mystara) while elves have their standard elf spellswords (casting magic user spells while wearing full armour) and the elven ranger. Halflings, at least at low levels, seem to just have one class to choose from. But seeing as Halfling Masters fulfil the role of halfling clerics, Halfling defenders now seem rather redundant. I shall ponder this but for the moment defenders are out, masters are in. 


Tuesday, 26 May 2026

Logos Location #16: Tower of the Nagpas

 

Cartography by Dyson Logos, source

Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara.
This adventure is intended for characters of levels 7-9, and it uses my version of nagpas rather than the official one. This adventure involves multiple spellcasting creatures and as such it could be very dangerous for PC parties who are geared towards melee. 

Background to the Tower of the Nagpas

On the northern edge of the Great Waste of Sind, near the western end of the Khurish Massif, there are ruins of a once-great culture. The sages of Sayr Ulan (the capital of the Kingdom of Sind) have long been interested in their predecessors and about a month ago a wandering merchant brought to these sages a very old scroll found in the ruins which has generated much excitement in the academic community. One particularly adventurous sage, Mehnaz, set off north to the ruins but has not been seen since. The PCs are approached by two groups of sages: The first group would like to find their errant colleague and bring him back, alive if possible. The second is simply interested in retrieving more scrolls for research. 

Adventurers setting off can easily follow the trail to an outpost called Gunga Keep in the desert, which was the last known stop of Mehnaz before he headed north. The Sindhi soldiers know of an old abandoned tower north of Gunga Keep and suggest the PCs investigate that. 

Key to the map

1) Outbuilding: 2 minotaur skeletons stand guard. They were previously guards of the nagpa who died in combat and have been reanimated. There is a flight of stairs heading down into the ground (to room 9). This outbuilding is covered with a flimsy wooded roof on top of its stone walls, 
Minotaur skeleton: AC 6, HD 6, Move 120ft, THAC0 14, Att 1 gore or 1 bite for 1d6, Save F3, Ml 12, Align Chaotic, XP 275. Undead: As undead minotaur skeletons are immune to poison, disease, Sleep and Charm.  

2) 1 lesser nagpa is posted here, keeping an eye on the minotaur skeletons. There is also a spiral flight of stairs that go up to area 5 and also down to area 8
Lesser Nagpa Antoris: 
Memorised spells: Dispel Magic, Web, Read Magic
Treasure: 40pp
 
3) 1 minotaur is resting here, ready to act as muscle if the lesser nagpa in room 2 is in trouble. 

4) Empty

5) Empty apart from rubble and broken furniture. There are some books on the ground - most are too badly chewed up by vermin but there are two that are intact: one is an elvish history of the civilizatons that used to dwell in the area before it became the Great Waste, worth 1000gp to history scholars. The other is written in a form of Hulean, an account of a mage finding out his colleagues and rivals are making dark pacts with powers of Chaos and becoming Nagpas, worth 500gp. 
 
6) Tower summit. Here is a lesser nagpa and its pet, a gargoyle. They are supposed to be watching the surrounding land for approaching threats but neither is paying attention, being stuck in an argument about the gargoyle’s poor behaviour. 

Lesser Nagpa Breekill: 
Memorised spells: Clairvoyance, Levitate, Sleep
Treasure: 22pp + 1 beryl gem worth 300gp

Gargoyle: AC 5, HD 4, 14 hp, Move 90ft/fly 150ft, THAC0 16, Att 1 bite/1 horn/2 claws for 1d6/1d4/1d3/1d3, Save F8, Ml 11, Align Chaotic, 
Gargoyles are immune to normal weapons and require spells or magic weapons to hit. 

7) 1 Nagpa has its quarters here. 
Nagpa Chanaktor:
Memorised spells: Wall of Ice, Dispel Magic, Web, Sleep 
Treasure: 20pp + potion of extra healing (restores 3d6+3 hp)

8) Stairs leading up to area 2 and down to area 14

9) 3 minotaurs are dismembering the carcass of a desert antelope. They will attack strangers on sight. There are also several other butchered animal carcasses hanging from hooks on the ceiling.  

10) No creatures although there are numerous sleeping couches here, used by the nagpas. 

11) Corridor. Halfway along there is a branch north  that has caved in behind a door. The door still opens and on the floor immediately beyond is a scroll. Anybody looking at the writing on the scroll  activates the Explosive Rune, causing 6d4+6 fire damage to all within 10ft range. A save vs spells reduces this to half damage. The explosion may also attract the attention of nagpas in room 12.

12) The Study. Here are 2 lesser nagpas reading books. They will attack strangers on sight. Also on the east wall there are 2 shelves, one with books, one with scrolls. The scrolls are of interest to scholars though not as much as the ones in room 18. These ones are worth 100gp each and there are 20 of them. On the bookshelf there are 3 spell books that are shared by the nagpas for their memorised spells. 
Book 1: 
    1st level: Magic Missile
    2nd level: Levitate
    3rd level: Dispel Magic, Explosive Rune (borrowed from AD&D)
    4th level: Dimension Door, Wall of Ice 
Book 2: 
    1st level: Read Magic
    2nd level: Caustic Bolt, Detect Invisible
    4th level: Polymorph Self
Book 3: 
    1st level: Sleep
    2nd level: Web
    3rd level: Protection from Normal Missiles
Note that the DM can add new spells here if wanted. 

Lesser Nagpa Dorrishon: 
Memorised spells: Dispel Magic, Levitate, Sleep 
Treasure: 36pp

Lesser Nagpa Eigorn:
Memorised Spells: Magic Missile, Caustic Bolt, Protection from Normal Missiles
Treasure: 20pp + Potion of Flying

13) Stairs down. This is the lair of a minotaur boss who acts as if the leader of the minotaurs here, though he realises that even he answers to the nagpas. He wears an oversized chain mail shirt and wields a halberd, There is also a flight of stairs heading down to area 15.  In his chest he holds the minotaur tribe's treasure: 12,500sp, 4300gp and 260pp as well as a Crossbow +2 and a Dagger +2 +4 when used to Backstab/Sneak Attack. 
Minotaur Boss: AC 4, HD 9, hp 45, THAC0 11, Att 1 polearm for 1d10+3, Save F9, Ml 11, Align Chaotic, XP 900
Art by Bill Willingham
from B2: Keep on the Borderlands



14) The cells. This passageway has stairs going up to area 8 as well as 4 small chambers, each with a locked door. 
a) Empty apart from rubble from partially collapsed ceiling. 
b) Menhaz the Scholar (human male, MU4, AC 9, hp 5, Move 90ft, att none, save MU4, Ml 5, Align Neutral), a prisoner of the nagpas who is not very heroic but will cooperate with any rescuers. 
c) Boxes with supplies of ink, vellum, quills, blank books and alchemical glassware. No creatures.  These stores are worth about 150gp but weigh 50lb. 
d) Minotaur imprisoned for trying to attack a nagpa. Due to be used as test subject in the nagpas’ experiments. He is raging and will attack any creature (including other minotaurs) that release him. 
 

15) 1 Nagpa +1 minotaur. This particular nagpa has the keys to unlock to cell doors in room 14
Nagpa Forzzen: 
Memorised spells: Wall of Ice, Dispel Magic, Web, Sleep 
Treasure: wrought Silver medallion worth 500gp

16) The menagerie. Held in 4 forcefields are creatures the nagpas and minotaurs have captured for study and possible dissection: 
Red forcefield: 1 Otyugh
Yellow forcefield: 1 Displacer Beast
Cyan forcefield: 1 Rhagoddessa. 
Purple forcefield: 1 Centaur chief
There are also 4 gems embedded on pedestals around the room - each controls the forcefield of the same colour - pressing it down into the pedestal lowers that particular forcefield, pressing it again and the gem pops back up like the button on the end of a ballpoint pen, and the forcefield is turned back on.  They are Amber (yellow) on northwest, Amethyst (purple) on northeast, Aquamarine (cyan) on southeast, and garnet (red) on southwest. If prized from their pedestals each gem is worth 500gp. This will deactivate that forcefield and unleash that monster. The Rhagodessa and Displacer beast are both feral and will desperately try to get out of the dungeon, attacking anything in their way. The otyugh is less aggressive but still wants to get out. The centaur chief (called Wehhill) is wary of humans and demihumans but may recognise they are potential allies against the nagpa and minotaurs who have been attacking his centaur tribe. 
There is a nagpa here who will try to unleash the monsters if threatened. 
Nagpa Galazi:
Memorised spells: Polymorph Self, Dispel Magic, Web, Sleep
Treasure: 34pp + amber gem worth 100gp

Otyugh:AC 3, HD 7, hp 33, Move 60ft, THAC0 13, Att 1 bite/2 tentacles for 1d4+1 + disease/1d8/1d8, Save F7, Ml 10, Align Neutral, XP 450. Disease: anyone bitten by the otyugh must save vs poison or be infected by a rotting disease that causes 1d4hp damage per day as well as -2 to the sufferer’s saving throws until cured by a cleric 
Displacer Beast: AC 4, HD 6*, hp 30, Move 150ft, THAC0 14, Att 2 tentacles for 2d4/2d4, Save F6, Ml 11, Align Chaotic, XP 500. Displacement gives -2 bonus to AC (raising it up to AC 2) and +2 to all saving throws. 
Rhagoddessa: AC 5, HD 4+2, hp 20, Move 150ft, THAC0 15, Att 1 leg/1 bite for special/2d8, Save F2, Ml 9, Align Neutral, XP 125, Hit with leg means target is grappled and can automatically be bitten for 2d8 damage each round thereafter until released
Centaur chief: AC 7, HD 6, hp 24, Move 180ft, THAC0 14, Att 2 hooves for 1d6/1d6, Save F6, Ml 8, Align Neutral, XP 275

17) Alchemy labs. Here is a nagpa in deep research assisted by 2 gargoyles. It will react badly to anyone interrupting its study and instruct its stony lab assistants to attack.
Note that this lab is full of shelves and tables with bottles, flasks and brewing pots of strange chemicals and volatile compounds.  Roll 1d6 for any liquids investigated:
1. Acid 1d6 damage per round of contact
2. Volatile oil. Can be used as lantern oil or thrown as burning oil
3. Poison, as per poison potion
4. Noxious but not fatal. Save vs poison or suffer -2 to hit and to saves and to ability score checks for 2d4 turns. Vomiting is optional. 
5. Water
6. Potion - roll on random potion table in treasure section of the rules 
Nagpa Hessex: 
Memorised Spells: Magic Missile, Detect Invisible, Fly, Dimension Door
Treasure: 40pp + Potion of Extra Healing (restores 3d6+3hp)
Gargoyle: AC 5, HD 4, 14 hp, 16 hp, Move 90ft/fly 150ft, THAC0 16, Att 1 bite/1 horn/2 claws for 1d6/1d4/1d3/1d3, Save F8, Ml 11, Align Chaotic, 125xp
Gargoyles are immune to normal weapons and require spells or magic weapons to hit. 
 
18) Greater Nagpa’s quarters. As well as the leader of the nagpas, this room also contains a shelf at the east end which holds the scrolls of the ancients. Although not magical they are very valuable to scholars and sages (30 scrolls worth 500gp each). In addition the greater nagpa has a conventional treasure chest which is unlocked but has an Explosive Rune on the inside of the lid (causing 6d4+6 fire damage to all within 10ft range. A save vs spells reduces this to half damage). There is a lever on the side of the lid that covers up the rune so the chest can be opened safely. Inside is 8800pp + 4 rubies worth 1000gp each and a large blue diamond worth 6000gp
Greater Nagpa Izzthork: AC 1, HD 12**, hp 48, Move 120ft, THAC0 8, Att 1 bite for 1d8 or special, Save MU12, Ml 8, Align Chaotic, XP 2700 
Create Flames (3/day), causing a burnable object (such as clothes or knapsack) to burst into flames, causing 2d6 damage per round of contact with a creature,
Darkness (3/day), 
Phantasmal Force (3/day)
Paralysis (1/day): all lawful creatures within 10' of the nagpa must save vs Spells or be paralysed for 1d4 rounds
Corruption (3/day) - this will cause a single non-living item within 60' to decay into uselessness. Magic items are allowed a saving throw vs spells as the character using them
Memorised Spells: Wall of Force, Dimension Door, Fireball, Web, Sleep

Art by Keith Parkinson
from X4: Master of the Desert Nomads


Common Monster Stats

Lesser Nagpa: AC 5, HD 6**, 24hp, Move 120ft, THAC0 12, Att 1 bite for 1d6 or special, Save MU6, Ml 7, Align Chaotic, XP 725. Spec abil: 
Create Flames (3/day), causing a burnable object (such as clothes or knapsack) to burst into flames, causing 2d6 damage per round of contact with a creature, 
Darkness (3/day), as per 1st level cleric spell, 5ft radius around point or creature
Phantasmal Force (3/day), as per 2nd level MU spell 
Memorised spells: 1 x 1st level MU spell, 1 x 2nd level MU spell, 1 x 3rd level MU spell

Minotaur: AC 6, HD 6, hp 28, Move 120ft, THAC0 14, Att 1 battle axe for 1d8+2, Save F6, Ml 12, Align Chaotic, XP 275

Nagpa: AC 3, HD 9**, hp 40, THAC0 11, Att 1 bite for 1d8 or special, Save MU9, Ml 8, Align Chaotic, XP 2300 Spec abil:
Create Flames (3/day), causing a burnable object (such as clothes or knapsack) to burst into flames, causing 2d6 damage per round of contact with a creature, 
Darkness (3/day), as per 1st level cleric spell, 5ft radius around point or creature
Phantasmal Force (3/day), as per 2nd level MU spell 
Paralysis (1/day): all lawful creatures within 10' of the nagpa must save vs Spells or be paralyzed for 1d4 rounds
Memorised Spells:  1 x 1st level MU spell, 1 x 2nd level MU spell, 1 x 3rd level MU spell, 1 x 4th level MU spell