Showing posts with label Magic Item. Show all posts
Showing posts with label Magic Item. Show all posts

Saturday, 9 August 2025

Logos Location #14: The Pillared Halls of Serathis

 

Cartography by Dyson Logos (source), 1 square: 10ft
Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. This is a dungeon adventure using the B/X D&D rules for a party of characters of levels 6-8 set in the Great Waste of Sind

Background of the Pillared Halls of Serathis

The Pillared Halls of Serathis was originally a seat of power for the proto-Hulean tribes that roamed the land before the Great Rain of Fire of Blackmoor transformed the land into a parched desert. When the land dried, the plants withered and the animals fled for greener pastures, most of the proto-Huleans traveled west over the mountains into what is now Hule. But some stayed, mainly because their cellars beneath the surface structures had their own water sources, thus removing at least one problem. These formed into two main groups, one led by mages, one led by clerics. But both groups of spellcasters became greedy, ambitious and conceited, and there were struggles for dominance, and even a few skirmishes. Then the clerics performed a fearsome ritual to summon a Prince of Chaos called Serathis, a lieutenant of their patron deity, and bind them to their service, with the intent to set Serathis against the upstart mages. This did indeed summon the Prince of Chaos, but he was neither controlled nor compliant, and instead transformed all of the inhabitants of the Pillared Halls into various monsters. They have roamed the halls ever since. 

Possible hooks for exploring the Pillared Halls of Serathis

  • The PCs are desperate for water having crossed the parched wastes for weeks, and divination indicates that fresh water can be found down in this dungeon (see rooms 7, 12 & 23)
  • The Scrolls of Zarrash the Dark are believed to contain powerful mage spells, as well as the instructions and incantations for constructing Jade Serpents. A wizard in Glantri has determined that this location holds the scrolls. (See room 9)
  • A caravan the PCs were part of was attacked by monstrous raiders. Some caravan members were captured and dragged away by the creatures and the tracks lead would-be rescuers to here. (See room 19)
  • A dwarf warrior disappeared in this area carrying a dwarven heirloom, an axe called Goblin-slicer. (See room 20) 

On the Surface

source

As the PCs travel the Great Waste they can see the ruins of some ancient settlement. Time, wind and sand have reduced most of these down to no more than a man's height, with only a few arches and pillars still standing. Although the DM is welcome to place encounters here (either wilderness or dungeon-related), I have not done so. In the middle of these surface ruins there is what appears to be a well, a circular hole in the ground 15ft diameter with a low (2ft tall) wall around its perimeter. This drops down 30ft to an underground chamber. At the bottom is a pile of sand (blown in from the desert) so anyone dropping down takes 2d6 rather than usual 3d6 falling damage. Nonetheless, most PCs will want to travel down a little more gently, and preferably with some way of getting back up (such as a rope tied to something secure on the surface). Once on the sandy pile, they are in room #1....

General architecture of the dungeon

The Pillared Halls of Serathis are relatively spacious compared to some dungeons, with the halls with actual pillars being 20ft high. Furthermore there are plenty of carved relief decorations on the wall showing scenes of pre-Hulean culture (which has a similar aesthetic to Earth’s Assyrian and Babylonian wall carvings). The dungeon is generally unlit as all the resident creatures have infravision. 

The Key to the Dungeon Map

  1. The Dusty Shaft - main way in and out. The circle in the middle is the pile of sand and dust blown in from the shaft directly above. As described above, dropping down from the top of the shaft will cause 2d6 falling damage. 
  2. The Jackalwere lair. This was an abandoned chapel, now occupied by 3 jackalweres (borrowed from AD&D) who will appear to be human travellers and claim to be human merchants stuck down here. When the PCs are close enough They have ladders in a corner to ascend & descend the shaft in room 1. They have looted treasure from various victims stored in a single large earthenware pot that contains 3500sp, 1500gp, 110pp and a small sapphire gem worth 500gp as well as a scroll of 4 magic user spells: Dispel Magic, Fireball, Phantasmal Force and Knock. 
    Jackalwere: AC 4, Mv 120ft, HD 4 (hp 16, 18, 19), THAC0 16, Att 1 bite for 2d4, Spec abil: gaze, weapon immunity, Save F4, Ml 8, Align C, Int 12, XP 125, Gaze against unsuspecting (i.e. non-hostile) creatures causes sleep (save vs spells or fall asleep for 4d4 turns. Weapon Immunity: Silver or Magic weapons needed to hit, immune to normal weapons.  
  3. Empty
  4. Altar at the far end is trapped with an Explosive Rune. Anyone who reads or touches the rune on the altar takes 6d4+6 fire damage, no save. Those within 10ft radius are also affected but may save vs dragon breath to take half damage.  But behind the trapped altar is a lever that opens up the secret door to room 22. 
  5. Empty
  6. 3 minotaurs are based here. This room has sides raised up 10ft and the minotaurs will lurk there behind the pillars, attacking when the PCs reach the steps halfway along. 
    Minotaur: AC 6, Mv 120ft, HD 6 (27 hp each), THAC0 14, Att 1bite/1 gore for 1d6/1d6, Save F6, Ml 12, Align C, XP 275
  7. This Chamber is divided by a moat 5ft deep with stone bridge. The water is drinkable. At the east side are two alcove each with iron-grey statues of ancient warriors. In the room is a lesser Nagpa called Alchellos. At its command the two statues attack as Iron Living Statues. Alchellos has a purse with 20pp and 45gp. 
    Lesser Nagpa Alchellos: AC 5, Mv 120ft, HD 6**, hp 29, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Charm Person, Locate Object, Protection fron Normal Missiles. 
    Iron Living Statue AC 2, Mv 30', HD 4, hp 20, THAC0 16, Att 2 fists + special for 1d8/1d8, Save F4, Ml 12, Align Neutral, XP 125  Metal absorption: If a character hits the iron living statue with a non-magical metal weapon, the character must make a save vs spells or else the weapon is partially absorbed by the statue, and cannot be used again until the living statue is killed 
  8.  This is the living quarters for the lesser nagpas, and there are 2 lesser nagpas in here, Ganthor and Errikis. The 5ft deep pool of water on the west wall is connected to similar pools in rooms 7 & 9 by 2ft wide pipes. Similar 2ft wide pipes lead out of the dungeon to the north and east to some underground water source. Errikis has 40pp while Ganthor has a purse of 30gp and an ornately wrought silver bracelet worth 150gp.  
    Lesser Nagpa Errikis: AC 5, Mv 120ft, HD 6**, hp 20, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Hold Portal, Web, Lightning Bolt (6d6 damage).
    Lesser Nagpa Ganthor AC 5, Mv 120ft, HD 6**, hp 26, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Charm Person, Caustic Bolt. Haste
  9. 1 Greater Nagpa, Norgatho, guards a library of books containing the Scrolls of  Zarrash the Dark as well as a chest containing a treasure hoard of 6000gp, 1200pp, 4 pieces of jewelery worth 1500gp each and a huge ruby worth 5000gp, as well as a Shield +2 a Longbow +1 and an Amulet of Elemental Friendship (new item, see below).  On the west wall is a 5ft deep  
    Greater Nagpa Norgatho: AC 1, Mv 120ft, HD 12** (55hp), THAC0 10, Att 1 bite or special, Save MU12, Ml 8, Int 16, XP 2700, Spec Abil: Innate abilities: Corruption, Paralysis, Create Flames, Darkness, Phantasmal Force, Prepared spells: Magic Missile, Continual Light, Lightning Bolt (12d6 damage), Polymorph Other, Cloudkill, Invisible Stalker
  10. 1 lesser nagpa, Chorros, is negotiating with 3 minotaurs, trying to convince them to work for the Nagpas. Chorros has a purse with 30pp.
    Lesser Nagpa Chorros: AC 5, Mv 120ft, HD 6**, hp 20, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Magic Missile, Web, Hold Person
    Minotaur: AC 6, Mv 120ft, HD 6, hp 22, 26 & 23, THAC0 14, Att 1bite/1 gore for 1d6/1d6, Save F6, Ml 12, Align C, XP 275
  11. 1 Minotaur boss, Gorewrench has made his lair here and has 2 normal minotaurs as minions. He commands the minotaurs within this dungeon and has a tentative agreement with the nagpas. He has a treasure chest with 5400gp, 22000sp and 10 platinum ingots worth 500gp/100pp each. There is also a small sack that holds 2 potions of Extra Healing and 2 Antidote Potions.  
    Minotaur: AC 6, Mv 120ft, HD 6 (hp 23, 33), THAC0 14, Att 1bite/1 gore for 1d6/1d6, Save F6, Ml 12, Align C, XP 275.
    Gorewrench the 
    Minotaur boss: AC 4, Mv 120’, HD 9, hp 37, THAC0 11, Att 1 battle axe for 1d10+3, Save F9, Ml 12, Align C, XP 900, equip: oversized battle axe
  12. There is a pool of fresh drinking water in the centre of this room. However, within the pool is an 8HD water elemental that will attack anyone that approaches, unless they wear the Amulet of Elemental Friendship (from room 9). 
    Water Elemental: AC 2, Mv 60', swim 180', HD 8, hp 30, THAC0 12, Att 1 slam for 1d8 (2d8 if opponent is in water such as the pool), Special Defenses: Immune to non-magical weapons (+1 or better weapons needed to hit), Save F8, Ml 12, Align N, XP 1200 
  13. Empty apart from evidence of magical rituals and destructive spellcasting. This is where the chaotic clerics foolishly summoned Serathis himself. 
  14. Mechanical descending ceiling trap. Once the PCs enter the room, the doors at both ends lock shut. On the south wall there is Magic Mouth spell that asks “What part of you always goes up, never goes down?” If the PCs answer “Age” then the doors at both ends open again. However, after 3 round the ceiling starts crushing PCs, causing 1d10 damage, then 2d10 on 4th round, then 3d10 on 5th round and so on. A generous DM may allow a Knock spell to open one of the doors without answering the riddle correctly. 
  15. 4 square pillars dominate this chamber. Between the pillars are 3 raised platforms about 5ft high that each has a gem (a small ruby) worth 500gp. Anyone touching or removing the gems activates a mechanism. All 4 pillars descend, and standing on the top of the pillars are 4 mummies (one on each pillar). The mummies attack of course.
    Mummy: AC 3, Mv 60ft, HD 5+1, 24hp each, THAC0 15 Att 1 slam for 1d12 + disease, Save F5, Ml 12, XP 400 disease prevents magical healing and slows down natural healing 
  16. A vicious Manscorpion resides here. Between this room and #15 is a portcullis-like wall of bars. However, on the west side is a lever that raises thisfor 1 turn allowing the manscorpion to enter room #15 and attack the PCs while they are occupied with the mummies.The manscorpion wears a gold and amethyst unholy symbol worth 400gp.
    Manscorpion: AC 1, Mv 240ft, HD 8**, 39hp, THAC0 12, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, Save F8, Ml 10, Int 10, Align C, XP 1750 Opponents stung by stinger must make a save vs poison or die. Those that make their save are paralysed for 1d8-1 (0-7) rounds. 
  17. Apparently this room holds a female adventurer called Marra held captive by the manscorpion. However, "she" is actually a Mujina in disguise and will betray the PCs at a critical moment. Note that the mujina has no love of the manscorpions as it was caught stealing from them so it really is a prisoner. It has picked up two oversized clubs it dual-wields.
    Mujina: AC 4, Mv 120ft, HD 8*, hp 34, THAC0 12, Att 2 weapons for 1d6/1d6, Spec Abil: Faceless Scare, Save F8, Ml 10, Int 12, Align C, XP 1200. Faceless Scare: creatures that can see the mujina must save vs wands or attempt to flee for 1d3 rounds.  
  18. These two alcoves used to hold treasure but are now empty. 
  19. 1 Manscorpion watches over 3 hapless humans, seized from a caravan raid and now tied up and expecting a grisly doom. The three are: Bijan (F2 human male, caravan guard), Shervin (NM, human male, camel handler) and Atoosa (F2, human female, merchant), all of whom are unarmed. The manscorpion wears a gold and amethyst unholy symbol worth 400gp
    Manscorpion
    : AC 1, Mv 240ft, HD 8**, 32hp, THAC0 12, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, Save F8, Ml 10, Int 10, Align C, XP 1750
  20. The Manscorpion cleric called Orrsos rules the other manscorpions in this dungeon, and guards a treasure hoard all piled into a carved stone sarcophagus, containing 22,000sp, 9600gp, 2600pp, a Wand of Fear (10 charges), an Antidote Potion (see below) and a magical battleaxe called Goblin-slicer (see below). Orrsos himself wears a gold and ruby unholy symbol worth 1000gp
    Orrsos the Manscorpion Cleric: AC 1, Mv 240ft, HD 10**, 48 hp, THAC0 10, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, spec abil: clerical spells. Save C10, Ml 12, Int 12, Align C, XP 2700 spells as 10th level cleric, including Insect Plague, Animate Dead, Dispel Magic, Bestow Curse, Cause Disease, Speak with Dead
  21. 1 Manscorpion: AC 1, Mv 240ft, HD 8**, 33hp, THAC0 12, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, Save F8, Ml 10, Int 10, Align C, XP 1750 treasure: unholy symbol worth 400gp
  22. Secret chamber with a treasure chest guarded by a Jade Serpent, The manscorpions are aware of this secret room but leave it alone as they cannot control the Jade Serpent. Inside the chest is 12,000sp, 3500gp, 4 gems worth 1000gp each (2 sapphires, 2 diamonds) and a ceremonial jeweled dagger worth 2000gp  
    Jade Serpent: AC 2, Mv 120ft, HD 8*, 40hp, THAC0 12, Att 1 bite/1 tail for  2d4 + poison/1d10 + crush, Spec Abil: Immune to non-magical weapons, tail hit enables continual crush + grapple, Save as F8, Ml 12, Align N, XP 1200. 
  23. 4 giant scorpions guarding a source of fresh water. They will not attack the manscorpions who treat these as pets. 
    Giant Scorpion: AC2, Mv 150ft, HD 4*, hp 18 each, THAC0 16, Att 2 pincers/1 sting for 1d10/1d10/1d4 + poison (save or die), Save F2, Ml 11, Align N, XP 125  

New magic items

Amulet of Elemental Friendship: Anyone wearing this amulet will not be attacked by elementals unless the elemental is specifically instructed to do so by its summoner. Even then the elemental must make a Save vs Spells to overcome the amulet. Similarly if the amulet wearer or one of the wearer’s allies attacks the elemental, the elemental is allowed a saving throw vs spells each round of being attacked. If successful the elemental can ignore the amulet and defend itself.  
Goblin-slicer: This battleaxe is clearly of dwarven design, with dwarven runes etched into the blade. In the hands of anyone else this weapon functions as a Battleaxe +1. But if wielded by a dwarf, Goblin-slicer becomes a battleaxe +2. It also gives its dwarf owner an extra attack each round when fighting goblins and orcs and will glow a soft green when goblins or orcs are within 120ft. 
Antidote Potion: This potion lasts for 1 hour during which the imbiber is immune to all poisons. Furthermore if the potion is poured into the mouth of someone who has already died of poison within 1 turn, the potion will bring them back to life. 




Friday, 1 August 2025

Transport of the Arvorians

Art by Larry Elmore, source
https://www.pinterest.co.uk/pin/270919733825455277/


Above Ground

Ice Yacht 

These are schooner-sized vehicles with skis as well as watertight hulls. They have sails like sailing ships but are mostly magically propelled. Their skis tend to have trouble riding over obstacles over 3ft high, so ice yachts are used on relatively flat, smooth areas of ice. Ice yachts can go on water, but then the magical motivation doesn’t work, and the crew have to rely on conventional sails. Also getting back up onto the ice can prove difficult if the ice meets the water in a vertical drop. Ice yachts have a minimum crew of 4 and a typical crew of 10 and counts as a small sailing ship in terms of cargo capacity.
Movement on ice: 150ft/rnd or 90 miles/day
Movement on water: 120ft/rnd or 60 miles/day
Cargo capacity: 100,000 coins or 5 tons 

Enchanted Toboggan 

This is a magically powered sled that moves like a modern snowmobile. They are a lot smaller than ice yachts and can only hold two people or one person plus baggage. Like ice yachts they work best on relatively flat and smooth ice, and have difficulty with sharp rises of a foot or higher. They cannot go on water, and will typically sink if this happens.
Movement on ice: 150ft/rnd or 90 miles/day
Cargo capacity: 2000 coins or 200lb  

Arctic Yak

These large herbivores are relatives of domestic cattle, and are found wandering the hills and tundra of Norwold. Arvorians have domesticated these animals and have used them for meat, wool, leather and as beasts of burden. They are a bit more grumpy than domestic cows, and the bulls can be difficult. They also require some sort of grazing, even if it is moss, lichen and similar small hardy plants found where grass is stunted by the cold. They use the same game stats as 3HD herd animals from the Expert Rules (doing 1d6 damage with their horns) but with the carrying capacity of mules. They can be ridden although the experience is not comfortable for either yak or rider. 
Movement on land or ice: 120ft/rnd or 16 miles/day
Carrying Capacity:2000 coins normal speed, 4000 coins at half speed


Sabretooth Tiger

These animals (stats given in the Basic Rules) are the mounts of the elite  arvorians, and are considered status symbols of both wealth and animal mastery. They are not suitable for heavy burdens and are nearly always used as steeds, not beasts of burden. If well treated they are loyal and fierce companions and capable of great stealth. If neglected or treated badly, Arvorians have found sabretooth tigers are quite capable of turning on their supposed masters. 
Movement on land or ice: 180ft/rnd or 24 miles/day
Carrying Capacity: 2000 coins normal speed, 3000 coins half speed.

War Mammoth

These huge pachyderms have the same stats as Mastodons (Expert rules). They are typically used in battle on the surface (they are of course far too large to take into most underground passages and cannot see in the dark). Along with sabretooth tigers they are symbols of prestige and wealth. War mammoths can endure considerable cold, and like arctic yaks can survive off low-quality vegetation found on the tundra. They are large enough to carry up to four riders, although getting on and off the mammoth’s back may require assistance (some mammoth harnesses include rope ladders). Those intended for peaceful duties will have their tusks shortened (only 2d4 damage per tusk) but those intended for battle will have extra blades attached to their tusks (3d6 damage per tusk). 
Movement on land or ice: 150ft/rnd or 24 miles/day
Carrying capacity: 6000 coins normal speed or 10,000 coins at half speed

The Ice Roads 

These are not exactly transport in themselves but are a select few routes on the surface of the Everwinter Lands between Arvorian cities. These are kept in relatively good condition so that ice yachts and enchanted toboggans can follow them easily and without much risk of accidents. Work crews of humanoids supervised by Arvorians sometimes fix problems and remove obstacles. These ice roads are more likely to have encounters than the rest of the Everwinter lands because of the Arvorians travelling along them. 

Underground 

Proposed Tunnels between Cities

Although occasionally put forward as a grand project, there are currently no tunnels between Arvorian cities. There are two aborted attempts, one is a tunnel stretching from the City of Nightmares southwest towards the City of Madness, but only for three miles after which it stops abruptly. . 

Permanent Magical Portals between Cities

There are a few select permanent portals between the cities. They are for the use of powerful and influential Arvorians, including the highest ranking nobles and the heads of the temples and arcane colleges. Access at both ends is tightly restricted. Typically within a city there is one portal for each other city to travel to, and it is in a secure location, such as inside the inner sanctum of an Arcane College. There is the understanding that should a city (or major faction of a city) want to raid or invade another city then these portals are ideal invasion routes. Thus there are protocols for either temporarily closing or even completely destroying the portals in such an event. 

Magical transport within cities

Hovering Carpets 

These are a lower-grade version of flying carpets. They are about 4ft wide and 6ft long, can carry 2 people or 1 person plus up to 3000 coins in cargo, and always stay about 2ft above the ground. They can move at 150ft/turn (50ft/rnd). They are typically made of a patterned weave of arctic yak wool, and cost about 5000gp, so are quite rare. They can conveniently be rolled up into a 4ft long tube 9” diameter when not in use. Common Arvorians cannot afford them so owning one is considered a minor status symbol. 

Chariot of Shadows

This is a two-wheeled chariot that can carry two people. It is made of a bronze-like metal (some say Orichalcum), and can move at 240ft/turn. Apparently the chariot is pulled by two shadowy creatures vaguely like deer or antelope, but this is an illusion. The real motive force is the enchantment on the chassis. The shadowy creatures are really there for show. The chariot of shadows is rare even among Arvorians and are usually only in the hands of the most powerful and prestigious Arvorians.  

Animal transport within cities

Camptosaurs 

These herbivorous dinosaurs are used as mounts within the City of Madness. Believed to have been captured and brought to Norwold from the tropical continent of Davinia, they are much more vulnerable to cold than yaks or mammoths and as such are only used underground. They are relatively docile, only attacking if cornered. Adults are about the size of a large horse and can be broken, saddled and ridden similar to horses, with the same carrying capacity as draft horses (4500cn full speed, 9000cn half speed).  
Camptosaur: AC 7, HD 3 (14hp), Move 180ft, THAC0 19, Att 1 bite or 1 tail slap for 1d3 or 1d4, Save F1, Ml 5, Align N, Int 1, XP 20


White Ape 

These large primates are detailed in the Basic D&D rules. They can be saddled and ridden and are generally considered a step up from camptosaurs although they do not carry quite the same loads (3000 coins normal speed, 6000 coins half speed).   

Routes within cities 

Although the cities of the Arvorians are mostly only accessible on foot (passages 10ft high & 10ft wide), they all have certain arterial routes, large passages typically 30ft wide and 20ft tall that allow for the passage of chariots, wagons and beasts of burden. A bit like main roads in human cities, these either form a ring or else provide quick travel from one end of the city to another.   


Saturday, 19 July 2025

The Troupe in Yellow

 

Art by Nottsuo, source
This post has been inspired by R W Chambers' story, The King in Yellow, which involves a fictional book that causes obsession and insanity in those who read it. This is my attempt to bring that idea into Mystara. 

The Troupe

Wandering around the Known World, particularly Darokin, Karameikos, Ierendi and Thyatis, there is a troupe of theatrical performers dressed in predominantly yellow costumes who call themselves the Troupe in Yellow. Although they are capable of a wide repertoire of performances, they do have one special performance, a play called The King in Yellow, that they only put on before they leave town. Those who watch the play are never the same again, and the Troupe in Yellow will pack up and leave before the authorities realise what has happened. 

The play is not just a performance - it is an incantation that places a most malevolent charm on those who watch it. Those of Lawful and Neutral alignment will suffer terrible fears and nightmares and will often go mad (save vs Spells to avoid insanity). Those of Chaotic alignment wil become fascinated, obssessed even, with the play, its characters and its meaning. They want to know more about the King in Yellow and get to know him, even serve him if they can (save vs spells, but this time to avoid a compulsion similar to a Geas spell). Thus the seeds of a cult of Chaos are planted every time the Troupe in Yellow performs this fiendish play. 

The Troupe in Yellow is currently 20 strong, with 5 performers and various followers assisting behind the scenes (what would today be called road crew). They travel in five caravans drawn by horses of bad temperment - the villagers who are visited quickly learn to leave the horses alone. The senior members are:

  • Valderion: human male, 14th level cleric, align Chaotic
    Str 10, Int 16, Wis 17, Dex 10, Con 14, Cha 16
    Valderion is tall, handsome, mysterious and clearly the leader of the troupe. Though usually dead calm, there are moments when provoked when he turns into a raging maniac. 
  • Camilla: human female, 11th level cleric, align Chaotic
    Str 11, Int 14, Wis 18, Dex 12, Con 10, Cha 17
    Camilla is Valderion's consort and also  the chief scribe: when not performing or practicing, she is carefully making copies of the book to pass onto willing disciples. She genuinely believes she is actually the reincarnation of the character she plays. 
  • Cassilda: human female, 10th level fighter, align Chaotic
    Str 16, Int 14, Wis 12, Dex 15, Con 14, Cha 15
    Cassilda is young, blonde and apparently naive, but is actually a master manipulator and deceiver, as well as being lethal in a sword fight. 
  • Castaigne: human male, 12th level mage, align Chaotic
    Str 12, Int 16, Wis 12, Dex 10, Con 15, Cha 14
    Castaigne is Valderion's understudy and personal assistant. He has various strange delusions that he usually keeps hidden from even the other performers, but he believes he is next in line to the Empire of Thyatis. 
  • Mr Wilde: Male Gnome, 8th level Trickster, align Chaotic
    Str 10, Int 18, Wis 14, Dex 16, Con 13, Cha 6
    An ugly and malformed gnome, Mr Wilde is in charge of the road crew. He keeps an angry black cat that seems to attack everyone (including Mr Wilde). 

These senior members all act their parts on stage, and during the final performance of their stay it is Valderion who takes the role of the King in Yellow and thus is key to the malevolent sorcery that the performance conjures. The crew behind the stage are all capable at handling themselves (all minimum of 4th level, various character classes and races) and are all willing followers of the King in Yellow. 

The Troupe has attracted the attention of the authorities as survivors of their visits sane enough to give coherent accounts have been able to alert others of the troupe and what it is capable of. The troupe and its play is now outlawed in Karameikos, Thyatis and Ylaruam but communicating the warnings and descriptions is not easy. Thus the troupe will avoid the large cities where they may be recognised and caught and instead stick to rural areas and small villages where ignorance and isolation allows them to move freely. 

The Book of the King in Yellow

Nobody is entirely sure where the book of the King in Yellow came from or when or by whom it was written. Some say it was created by a Prince of Chaos, while others of more erudite learning say it may have come from the far north in Norwold, perhaps from the Arvorians who are twisted enough that they would enjoy that sort of play. Although the book and the play do not specifically describe or promote the worship of Chaos, it still reeks of corruption and horror. The book is as outlawed as the Troupe in Yellow

Valderion, the leader of the troupe, holds the master original of the book. This contains the play script itself as well as various essays on the background to the play. It is possible to create copies in a similar method to how mages can copy spells from one spellbook into another. It is laborious and prone to error but it has been done enough times that the troupe has sometimes given a copy to enthusiastic converts to the court of the King in Yellow. There is known to be a copy in the hands of a powerful mage in Hattias, southern Thyatis and another was believed to have travelled to Vlaad in Ierendi. An individual who reads the book will suffer the same consequences as those who have watched the Troupe in Yellow perform the play, thus even copies of the damned book will cause madness and obsession. Those who try to perform the play from a copy will be far less effective than the Troupe in Yellow but some of the dweomer can still be conjured - all the audience still suffer the same effects but with +4 bonus to their saving throws to avoid the madness and compulsion.  

In the back of the book are a series of essays that describe the lost city of Carcosa, where the play is set. It will quickly become clear from the multiple moons and dark stars (whatever those might be) that this Carcosa is far in time and distance from Mystara. And yet the writer insists they have visited it and beheld its terrifying majesty. Furthermore they say that the King in Yellow still holds court after millenia of rule. Whether the King in Yellow is a title passed down to successors or perhaps is a being that does not age as mortals do is unclear. 

One powerful cleric of the forces of Law (Juliannus of Lucinius) who read a seized copy and somehow managed to avoid the worst effects came to the conclusion that the original book was written by the King in Yellow himself as a ploy to gather followers and disrupt his foes. Juliannus also postulated that the King in Yellow is a powerful supernatural being of utter Chaos, similar to or perhaps one of the dreadful beings worshipped by the Arvorians of Norwold. Before he died after a fall from the top of his temple (some say an accident, others say suicide) Juliannus insisted that a taskforce of lawful clerics should be established to counteract this pernicious and curse-inflicting book and those who promote and recite it. He saw it as a plague, a moral infection that would incapacitate or subvert all those who came into contact with the main vectors - the Troupe in Yellow.  Only the Order of the Amethyst Rose paid any attention to Juliannus while he was still alive, and we all know what happened to them. 

Friday, 26 July 2024

Minor Artefacts and Relics of Mystara

Book of Vergilloss Source


Artefacts in General

The following items are considered both powerful and of great religious significance. Although some of them were crafted with the intention of being magic items, their real importance comes from their close association with somebody who has transcended from mortality into immortality, as a saint, exalted or chaos prince. Beyond the items’ immediate magical effects they are held in great esteem by the followers of the original owner who ascended - they are concrete evidence of the acendant’s new power and divinity. Some of them are held in secure shrines, only being taken out and used or shown to common folk on special occasions or emergencies. Others have been lost, waiting to be reclaimed.

There are some unique magic items that are almost but not quite artefacts. These include the Screaming Standard and the dread sword Widowmaker both found in Kamroth’s Cairn. These are both difficult to destroy and are both powerful items in their own right. But they do not have the close association with an ascended immortal (Kamroth, who used both items, never became a Chaos Prince, despite his efforts). Such items are sometimes known as quasi-artefacts.

In terms of game rules there are 2 main approaches to artefacts - the AD&D approach and the Masters Rules approach. In both cases there seems to be an expectation that the artefact should have a long list of powers (decided by the DM), some of which may end up being irrelevant to either the artefact's origins or current use, as well as drawbacks/penalties and means of destruction. In this post I am ignoring the power points (PP) used in the Masters Rules. I have decided in most cases here not to give each artefact a long list of powers but to tailor its use to how it was used by the immortal that possessed it. These are meant to be minor artefacts and relics - long lists of powers regulated by power points can always be used for major relics and artefacts. Similarly the drawback I have chosen is often a forcible shift in attitude towards the outlook of the immortal, at least in one particular aspect. Anyone using these artefacts is effectively coming into contact with the immortal's power and this will inevitably influence ones behaviour.  Destroying an artefact is never easy, and in some cases there is only one very specific and typically nigh-impossible method. The exact method for each artefact is not given here, but I am sure that DMs can come up with their own equivalent of casting it into the fires of Mount Doom. 

The introduction of artefacts should not be happenstance - despite tables in the 1st Edition DMG there is no chance of encountering an artefact as yet another random magic item in a treasure hoard. Finding an artefact should require at least a significant adventure, perhaps even a campaign. So should these be limited to 30th to 36th level characters? After all as far as BECMI is concerned, artefacts are introduced in the Masters Rules. I would give each artefact a suggested minimum level. If a character is below that minimum then they simply do not encounter it. Or perhaps they find it but cannot use any of its powers. There is also the possibility of artefacts allowing higher level characters to access certain powers and effects that low-level characters cannot access, a sort of tiered approach. There may well be other restrictions such as alignment, class, gender, race and the like - immortals and their artefacts can be quite picky about who can use their tremendous powers. 

Some artefacts will have their own sentience, and like some intelligent swords, have their own ideas of what they should do. Others are tools of the immortal that imbued it with power, and the connection with that immortal means that the immortal will keep an eye on how the artefact is being used, and either enable or disable the powers of the artefact depending on their judgement of the current wielder.  

Artefacts of the Known World

The Hammer of Hurothain: This is a warhammer that was wielded by the dwarven warrior-saint Hurothain. It was carried by a succession of dwarven patriarchs as both a powerful weapon and a demonstration of their high standing. However, one patriarch took it along to Tarrag Duun, shortly before that stronghold fell. There are conflicting rumours about where it might be now. Some dwarves reckon it is still deep inside the lower levels of Tarrag Duun. Others believe the patriarch with the Hammer of Hurothain marched out with the dwarven army only to be ambushed by frost giants and their humanoid allies. The hammer was taken as a trophy by a frost giant chief and is now in the Tomb of the Frost Shamans
Requirements for use: Wielder must be a Lawful dwarf of at least 6th level, either a dwarf warrior or dwarf cleric. Hurothain reserves the right to restrict powers if the wielder behaves badly towards other dwarves or brings dwarves into disrepute. Hurothain believes those who wield the warhammer should set a good example for other dwarves to follow. 

  • For wielders of 6th - 11th level the warhammer acts as a warhammer +3 of throwing that does 2d6 +3 damage per hit (plus strength bonuses). Futhermore the wielder can use the hammer to detect enemies as if Detect Evil (60ft range) 1/round and also Detect Traps 1/turn. 
  • For wielders of 12th level the warhammer acts as a warhammer +4 of throwing that does 3d6 +4 damage per hit (plus strength bonuses). As well as Detect Evil and Detect Traps, the wielder may also use Commune spell 1/day and also 1/day cast Fear spell on all chaotic humanoids within 60ft radius.  
  • The Hammer of Hurothain always radiates what the dwarves call an anti-wizard zone, 20ft radius. In this zone magic user spells and items that replicate magic user spells do not work. Furthermore magic user spells cast from outside this zone but targetting someone in the zone are neutralised when they reach the zone. Clerical magic and monstrous magical abilities are not affected.  
  • Any wielder of the Hammer of Hurothain feels increasingly compelled to seek out and destroy the enemies of Kagyar, patron immortal of the dwarves. This starts off with suggested ideas but the longer the character wields the hammer, the more it becomes a compulsion like a Quest spell. 

The Robe of Saint Askelon the Healer is found in Corunglain in the temple of the lawful saint of the same name. It is usually kept in a magically protected vault downstairs in a sidechamber to the crypt, and is only brought out once a year or in dire emergencies. It is a simple white woollen robe similar to a priests's cassock that fits almost any human.  
Requirements for use: The wearer must be a Lawful or Neutral cleric, either human or dwarf, of 10th level or higher. 

  • For wearers of 10th-19th level the robe enables them to cast Cure Light Wounds 1/round, Cure Moderate Wounds 1/hour and Cure Disease 1/hour.  The robe provides the wearer with an effective AC of 0 without any encumbrance from wearing the robe and the robe also gives the wearer +5 to all saving throws and regeneration of 3hp/round unless reduced to -10 hp or below. 
  • For wearers of 20th level and above the robe also enables them to cast Circle of Regeneration 1/hour, Neutralise Poison 1/hour and Restore 1/day and also provides immunity from both energy level drain (such as from undead) and also immunity to death magic (clerical spells Finger of Death and Obliteration and the mage spells Death Spell and Power Word Kill are all negated by the robe). 
  • The wearer of the robe becomes increasingly pacifist in their outlook and more reluctant to hurt other creatures. For every week the robe is worn, the wearer gets -1 to hit and damage. After a month or so it stabilizes at -6 to hit and damage. 

Treggel’s Executioner: This battleaxe was the favoured weapon of a champion of Chaos, a mighty and terrifying warrior who ascended to become a Chaos Prince. Futhermore it whispers dark ideas to anyone foolhardy enough to wield it. Any lawful creature that touches the weapon (whether hit in combat or simply trying to pick the axe up) must save vs paralysation or be paralysed for 1d4 hours.  
Requirements for use: The wielder must be a Chaotic Fighter of 10th level or higher

  • Wielders of levels 10-20: Treggel's Executioner  functions as a Battleaxe +4 +6 vs lawful creatures. On a natural (unadjusted) 20 to hit the axe decapitates the target. For anything except a construct or a troll this means instant death (similar to a Vorpal sword). 
  • Wielders of at least 21st level: Treggel's Executioner is intelligent and has Intelligence 15, Ego 18 with a special purpose of slaying lawful creatures. 
  • The axe also has a malevolent desire to slay as many creatures as it can and to taste their blood on its blade, and any wielder gradually shares this bloodlust. The wielder becomes akin to a berserker, unable to withdraw from an active battle and not always able to tell ally from foe. A wisdom check is needed to tell friend from foe in the middle of a battle.  

Art by Dyson Logos, Source

The Abacus of Bassallia was used by Bassallia while she was a mortal merchant prince in Darokin. She gave it to one of her proteges shortly before she ascended to become an Exemplar. It is useless in combat but when used for an hour in a quiet office or study it allows the user to understand the current supplies and demands of any city over 5000 inhabitants, including which goods are going cheap and which goods command a high price. So for example if the user focuses on Selenica while studying the abacus they might find that spices and scroll-writing supplies are in high demand but copper from nearby mountains is plentiful and cheap. It cannot predict the future, only current trade conditions. Furthermore for each week the user possesses the abacus they gain 1 level in the Darokin Merchant class, up to level 10 after 10 weeks. These levels are lost if the user loses possession of the abacus, losing 1 level per week. The abacus is believed to be in possession of one of the heads of a powerful merchant house of Darokin who uses it regularly to spot profitable opportunities. The downside is the user becomes increasingly obsessed with business and profit, with romance, patriotism, religion, family and friends no longer seeming important. 
Source

The Book of Vergilloss: Gifted to Ashtarath, one of the most powerful Arvorian Arcane Knights by the Scion of the Outer Dark known as Vergillos. Ashtarath himself ascended to become a Chaos Prince and imbued some of his own essence into the book along with that of his otherworldly patron, Vergilloss. This book contains the rituals necessary to open interdimensional portals to the prisons where the Scions of the Outer Dark are held. The book is externally of normal size yet it contains far more pages than its closed size would suggest - dimensional magic is used to include many more pages than the normal 3 dimensions would allow. This artefact is closely guarded by the most powerful Arvorians as it is key to their overall strategy of bringing their abominable masters into Mystara to destroy the other races, especially the hated successors to Blackmoor, the humans. 
Requirements for use: The reader must be an Arvorian Arcane Knight or human Magic User of at least 12th level. 

  • For readers of 12th-24th level the Book of Vergilloss contains all the spells in the Rules Cyclopedia, which the reader may prepare and memorise as normal (character level restrictions to how many spells of what level still apply). Furthermore the book contains many non-standard spells that may not have been encountered before. 
  • For readers of 25th level and higher the book contains rituals that enable psychic contact with and even summoning of the dreaded Scions of the Outer Dark. It is fortunate for everyone else that these rituals require large numbers of Eldritch Crystals for their successful consumation. 
  • The price of using the book is insanity. Over a period of months the reader will become increasingly paranoid and detached from reality. How this manifests in game play will vary but those who have held onto the Book of Vergilloss will be troubled by delusions of grandeur, obsessive manias and a paranoid fear that everyone is out to get them and to steal the book from them. 



Tuesday, 23 April 2024

Eldritch Crystals

Eldritch crystals are briefly described in this post:

source

Another thing I am considering is Eldritch crystals. These are fragments of magical monoliths shattered when the Blackmoorians attacked the Arvorians and scattered when Blackmoor was destroyed in the Great Rain of Fire. They are still full of magical power and could be used to fuel mighty rituals that could either open the dimensional prisons that hold the Scions, or else permanently shut them. Eldritch crystals appear as green, blue or cyan glowing gems, usually of rough and uncut form. Although they look nice as ornamental stones in broaches or other jewelry, any mage casting Detect Magic will realize they are no ordinary mineral, though the exact nature of their magic is not clear. They are sought after by Arvorians, particularly those who are eager to free their alien masters.  However, human mages and elves would love to get their hands on them, as eldritch crystals can be used to power certain magic items.  

I have also introduced them in several adventures, namely

However, I have not really described what they do in terms of game mechanics. And I think I want to keep them flexible in that regard. 

In terms of game writing these eldritch crystals are mostly inspired by two different sources. 

Firstly in Warhammer Fantasy there is Warpstone, a sought-after powerful magical substance. It particularly becomes prominent in the Mordheim game where a meteorite of warpstone strikes the city, causing devestation but also leaving incredibly valuable fragments scattered around the city for brave adventurers to find. Warpstone can be used to power various items, and the Skaven (Warhammer rat-men) are especially skilled at using warpstone in terrible weapons and devices. However, it is also dangerous to handle and can be both poisonous and a mutagen (causing mutations). 

Secondly in various computer games there are multiple forms of currency. Often this is in the form of a "regular" currency for mundane purchases and "premium" currency for high-value transactions, with the premium currency often obtained via real money transactions. 

I have sometimes felt with D&D that after a while at high levels the pursuit of treasure for treasure's sake can seem a little boring. Yes, it can give you experience points, and that is the main reason the PCs seek out treasure troves. But in game terms once you have bought a stronghold and whatever magic items may be available on the market, there is only so much one can do with big piles of silver and gold. Eldritch crystals are intended to be the next level of currency, the premium currency at least among Norwold's Arvorians. At least the players and DM do not have to pay real money to use them in play...

Some eldritch crystals, like warpstone that inspired it, can be toxic and mutagenic - these are often called corrupted eldritch crystals. This is particularly demonstrated in Scenario #7: The Glowing Gemstone where this particularly baleful eldritch crystal has caused mutations in several of the orcs that have come into contact with it. A layer of lead or abjuration magic is sufficient to dampen this damaging aura, and such unpleasant crystals are often held in either lead-lined boxes or in containers with abjuration enchantments. On the other hand other samples are relatively harmless and can be handled without special precautions, at least for short periods. 

I have not come up with specific rules on mutations, whether caused by corrupted eldritch crystals or other reasons, but I have been inspired by Warhammer (the now-rare Slaves to Darkness hardback gives a massive random table), Gamma World and Judge Dredd games, all of which offer ideas for mutations. The form and game effects of such mutations is up to the DM to adjudicate. 

So why do Arvorians and other intelligent beings seek out such potentially hazardous crystals? Because when used correctly in the creation of magic items such as wands and staves, the eldritch crystals can replace the usual charges with a renewable power source, Most wands and staffs have a certain number of charges when created, usually 20 for wands and a staff up to 30 charges. Each use of the wand or staff drains a charge, and when the item has no more charges left it is completely expended and becomes useless. However, if an eldritch crystal is used to power the wand or staff, it no longer has charges but frequency of use, usually once per day, once every 12 hours or once every 8 hours, depending on the size and purity of the crystal. Interestingly for those wands and staves where the user can see the eldritch crystal they can see that the colour leaves the crystal which turns grey when it is used, and the colour gradually returns to the crystal over the course of the next few hours. 

Eldritch crystals can be used for creating and powering other magic items and this again is up to the DM to adjudicate. Eldritch crystals have particular affinity to other planes of existence where they are believed to draw their energies from. This affinity makes them particularly suited for creating portals, gates and summoning devices, including the gates the Arvorians are seeking to create and open to allow their dark masters, the Scions of the Outer Dark, to enter Mystara. Arvorians are so set on this task that they are prepared to kill anyone who they think has eldritch crystals, and they will gather and hoard these crystals with a fierce desire that resembles a dragon's lust for gold. Would Arvorians be prepared to trade with human adventurers for eldritch crystals? Yes, if circumstances warrant, especially if bargaining is easier than violent robbery. 

Eldritch crystals tend not to have fixed values in gold coins - they are not recognised by most civilized merchants in the same way that emeralds, sapphires and diamonds are, although a merchant may well offer up to 500gp if they think it is a nice gemstone. However, some powerful mages will be prepared to offer considerable sums in exchange for eldritch crystals, particularly if they understand how to use them in magic item creation - anything from 1000gp to 10,000gp depending on size and purity. At least three archmages in Alpha now wield magic staves powered by eldritch crystals - two created the staves themselves (one a staff of wizardry, the other a staff of commanding but one has looted a staff of power of Arvorian craftsmanship), so there are a few humans who understand the crystals' usefulness.  

Tuesday, 29 March 2022

Experience, Motivation and Murder-Hobos

Art by Dave Trampier, source

Allow me to deviate from my usual additions and suggestions for Mystara. I feel the need to write down some ideas that have been fermenting in my head. Note that these ideas are not entirely original to me - they have been inspired (and maybe explained better) by other, more eloquent bloggers. 

So what motivates adventurers? Why do they bother getting out of bed in the morning and heading to the dungeon for a day of violence and near-death experiences? Generally this is a matter of acquiring more power, principally in levels of experience. To gain levels as a character you need to gain experience points. How do you do that? 

According the the B/X rules there are 2 main sources of XP: monsters and treasure. Treasure is expected to make up the bulk of XP awards, and I have created adventures on this blog (both the more recent Scenarios and also the older Dungeons of the Month) with a ratio of 1 monster XP : 3 treasure XP. This may seem stingy, but DMs using my adventures are always welcome to increase the treasure amounts as they see fit. 

3E and 5E D&D don't offer XP for finding treasure. In both games XP is expected to come from a combination of defeating monsters and completing story goals. 

The idea of quest or story-based XP tentatively emerged in later 1st Edition AD&D material and was formalised in 2nd Edition AD&D. This started out as XP for rescuing prisoners as if they had been defeated by the PCs (so a party of PCs would get more XP for rescuing a high level NPC than a 0-level peasant). It has now become a matter of "Award the PCs 1000xp each if they return the stolen crown to the king". 

The 3E DMG suggests awarding XP for successfully resolving non-combat encounters, such as evading or neutralising traps, solving tricks & puzzles, and successfully negotiating with NPCs. In B/X the assumption is that these are not goals in themselves but merely obstacles (sometimes metaphorical, sometimes very physical) in the the path to gaining treasure. Successfully getting through a trap-based encounter means that the PCs are another step closer to their real goal - treasure and the XP that comes with it. This shows to me that B/X rewards are more about the end goal rather than how the PCs get there.  

XP can also be awarded for things like good roleplaying, though this is associated with later editions. Although not stated in the B/X rules, these are up to individual DMs. Although not suggested in D&D, some games (particularly MMORPGs) reward PCs with XP for exploring their world and visiting regions for the first time. 

1st Edition AD&D also had the idea of gaining XP for finding magic items. 2nd Edition AD&D changed this to gaining XP for creating magic items. 3rd Edition D&D completely flipped this around with requiring XP to be spent to create magic items, but also had a thriving magic item economy where PCs could often buy the weapons or armour they could afford  - an alternative reason for gathering lots of money. 

In my games magic items neither give nor require XP. Magic items can be seen as a form of power that is not linked to XP or levels. Interestingly, unlike MMORPGs, magic items in D&D generally do not have character level requirements (though some do have class requirements). A 0-level normal human can use many magic items if they know how to wield them. Acquiring magic items can be a powerful motive in itself. Although many items are distributed as part of treasure hoards along with coins, gems and the like, it is possible that a character will set out on an adventure with the goal of acquiring a famous magic item for their own personal use. S2: White Plume Mountain is a classic example of this. 

Here's something I was vaguely aware of but it took other bloggers to clarify  it. The behaviour of PCs is heavily influenced by how XP is awarded. They will generally behave in a way that gets the most XP according to their assessment of risk vs reward

If most of their XP comes from treasure then they will become avaricious treasure hunters, looting tombs, dragon hoards, and possibly merchant caravans and town banks. The DM may wish to adjudicate what sort of treasure gives XP and whether robbing peasants of their copper coins will help PCs gain levels. 

Although not part of the B/X rules, some groups have house rules where PCs can convert gold into XP only if it is spent on training - usually with a willing NPC of at least 2 levels higher and the same character class as the PC. The duration is typically 1 week per PC level. Although I personally like this idea (it makes becoming better at fighting, casting spells or turning undead more plausible than just looting a dragons' hoard and hey presto the wizard can now cast more spells), I don't expect other groups to use it. 

There are other reasons for gathering loot besides XP - you can buy stuff with it. Purely B/X campaigns will find that once the PCs have a ship, horses, wagons and the like they start to run out of useful things in the equipment lists to spend money on. But beyond the B/X rules there are 2 major expenses - firstly in the Companion Rules there are details about being granted land and building one's own stronghold. Creating and maintaining a castle or temple with all its soldiers, hirelings and servants will be expensive. Secondly as alluded to above in 3E D&D it is possible to buy magic items if the right marketplace can be found. Both of these (strongholds and magic items) are reasons to get as much loot as possible from dungeons and monster lairs. Forward-looking PCs may well start saving for these quite early on in their careers. 

If they get most of their XP from killing monsters, then that is what they will seek out. This seems to be the expected norm in 3E and 5E.  Note that rules in different editions say that XP is awarded for defeating monsters, not necessarily slaying them. This means capturing and subduing generally counts, while avoiding or sneaking past is up to DM discretion (personally I don't think that counts as "defeating" because the monster is still a threat if encountered again). 

It helps here if the DM clarifies whether 0-level normal humans count as monsters (they may be only 5xp each but killing a whole village could be worth 1000xp if the DM allows it). DMs are well within their authority to say that killing friendly folk and livestock does not give any XP awards. This reduces the likelihood of the infamous murder-hobos running around the fantasy countryside behaving worse than bandits or orcs. If the PCs still persist with this then the players concerned may be less interested in acquiring levels & XP and more involved in a deranged power fantasy. I've seen it happen - It's not pretty.

If they get most of their XP from quests and heroic achievements then that is what they will do (though perhaps sticking to the letter rather than the spirit of the completion). In 3E it is suggested that story-based XP awards do not exceed XP for defeating monsters, while 5E seems much more vague. It does remind me of MMORPGs like World of Warcraft where characters keep picking up and completing quests and have a list of currently active quests - to-do lists with XP rewards every time one is ticked off. Personally I do not have any problems with XP awards for completing quests as long as DMs are sensible about it. I think the one thing I do raise my eyebrow at is the idea of "once the party reaches this stage of the story/campaign, they all automatically go up 1 level". It just seems lazy, both in terms of adventure design (the next chapter in the mega-adventure is for the next level so lets just increase everyone up 1 level so they can get on with it) and also the gaming experience, feeling entitled to gain a level without regards to earning XP. If I was DMing that sort of adventure, I would not automatically award levels, but I would provide side quests and mini-dungeons as opportunities to earn the required XP so that they have properly gained sufficient XP and therefore levels to take on the next part of the campaign.    

XP for role-playing can result in either interesting or annoying attempts to play their characters outside of combat. Sometimes it is entertaining, other times horribly forced. 

I was thinking about motivations for protagonists in the stories that inspired D&D. Bilbo Baggins, Conan the Barbarian, Cugel the Clever, Fafhrd and the Gray Mouser and many more heroes of Appendix N were all mostly motivated by money and treasure, and so this is what the creators of D&D (particularly Gary Gygax) expected. 

But others had other goals. Frodo Baggins setting off on his epic quest to destroy the One Ring was motivated by trying to save his world. Elric of Melnibone may have enjoyed treasure but was caught up in the wars between Law and Chaos. Drizzt Do'Urden (once he reached the surface world) was often helping his friends around Icewind Dale. The Companions of the Lance were engaged in epic quests to save the world of Krynn from the evil Dragon Armies. Turjan the Magician was interested in knowledge, particularly of arcane matters. 

Finally I think alignment should play a part here. I'm not sure which should come first when creating a character, alignment or motivation but I certainly think they inform each other. In the 3-alignment system of B/X D&D, I can well imagine lawful characters being more willing to go on epic quests to save the kingdom, while neutral characters are more interested in personal power and wealth. Chaotic characters are usually similar to neutral ones in motivation but are more likely to become the infamous murder-hobos that are the worst sort of chaotic characters - they have far less restraint or scruples as to how they acquire money and power. 

So what is the right way of doing this? Honestly my opinion is whatever works for your group. Different players and DMs will have different ideas and hopefully each group will find a combination of the above that they are comfortable with. I'm not going to lay down any rules or strong opinions (apart from automatically gaining levels....).  Although by the book B/X offers only treasure and monster XP, D&D is a game that is wide open to modifications and additions. 

Wednesday, 2 March 2022

The City of Shiell, Alphatia

 

Image by Lathander1987, source

The City of Shiell is the capital of the kingdom of Frisland (summary here) and has a population of 15,500 of various races, mostly human. Shiell is a fairly typical Alphatian city, filled with bold and wondrous architecture, often designed by wizards and created by magic. It sits just off from Shiell Lake which acts as a trade route and a source of fresh fish. There is plenty of surrounding farmland where non-magical commoners grow food and raise livestock. There is a small industry for crafting wagons, carriages and carts. 

The city has a long city wall that encloses more than just the built-up areas - the walls also include quite a few fields, gardens and copses. There are many wizard towers and mansions dotted around both inside and immediately outside the city walls - these often have eclectic and eccentric architecture. It is difficult to persuade a 36th level wizard to stick to town planning rules. 

The city skyline is dominated by the Royal Palace, the grandest of buildings in the city, with its two huge statues of Coatls (magical feathered serpents) towering over the palace and the heart of the city. This is the home to the king, Edjer the Twisted. This unfortunate epithet is not because of his character but because of his body - as a young boy he was involved in a horrible riding accident that smashed his pelvis and spine, so he now walks with the help of walking sticks and has a crooked, almost crippled gait.  Edjer is now 24 years old and competent wizard in his own right (17th level M-U, Neutral) but since this is Alphatia, he is by no means the most powerful.

King Edjer has his own "Privy Council" of 6 archmages, (36th level each) plus a general (General Gordolphus, human male, 26th level fighter, Lawful), a master merchant  (Maqueston, human male, 20th level M-U, 6th level Darokin Merchant, Neutral), a high priestess (Matriarch Delmina, human female 30th level cleric, Neutral) and his mother, Ellissia the Dowager Queen (human female, 25th level M-U, Lawful). There had been a spymaster but he was dismissed when it was realised that his skill at subterfuge and stealth could just as easily be accomplished with the right spells. 

The Magical College of Shiell is considered adequate for a small city, with 125 arcane members of staff (the dean of the College is an archmage and one of King Edjer's privy council). There are 1500 magic users of various levels of power registered at the college, most of whom are city residents, though some live further away across Frisland, usually in their own isolated towers or strongholds. There are believed to be another 500 unregistered mages resident in Shiell. 

As well as mages, there is a small force of 200 soldiers who keep the peace among the non-magical population. In the event of unruly mages causing problems, it is often members of the Magical College of Shiell who intervene. There is also the Cathedral of the Wondrous Book, a church of Neutrality that happens to revere exalted magic users - there are 7 particular neutral archmages who have ascended to minor immortality and venerated at the cathedral. The cathedral has 160 clerics of various levels associated with it, though not all these clerics will be in Shiell at any one time. The clerics are often sent out to towns and villages to administer to the lay folk.

There are other archmages in the city, including Derrobbar the Proud who took part in the war against Thyatian barbarians and who helped take the citadel of Newkirk thus securing the city, and also crippled the upstart Thyatian mage Ethanion with a Feeblemind spell. Derrobar feels he has done his duty to his Empire and now wishes to retire in peace, tinkering with various methods of creating constructs, including animated statues (also known as living statues) and golems. 

Gilgarreth the Unrepentant is an archmage that everyone else keeps an eye on. He does not obviously cause problems but his attitude is unpleasant and mean, and there are rumours that he secretly admires the forces of Chaos. Those rumours are correct, and Gilgarreth has now become a Twisted Summoner. (36th level!). He has been creating a dungeon underneath his mansion and is developing it into a combined laboratory, treasure vault, prison and barracks for his monstrous minions. The only monstrous minions that he allows to be seen are the kobolds - as well as excavating and maintaining his dungeon he also uses them to do some of the housework around the mansion. Gilgarreth's plans are uncertain - he has not attempted to attack the city but twisted summoners do not build up a dungeon filled with hordes of chaotic beasts without intending to do something with them. 

Marriselli the Wanderer (human female, 30th level MU, Neutral) is a nice lady when she is around but is often away on her travels. She has made extensive use of World Portals and has used powerful alchemy to create mithril-based portal frames that do not bend or break over multiple uses, so there is no chance of the World Portal closing prematurely. Her mansion sitting on the shore of Lake Shiell is filled with artefacts and trophies from different worlds. She currently enjoys visiting a city called Greyhawk in a world known as Oerth. as well as a very old world she calls "The Dying Earth" which she believes is the original home of how wizards of Mystara memorise and cast spells. 

 Barryabbla is another archmage (human female, 36th level MU, Lawful) who has invented a number of enchantments that can be placed on carts and wagons. There is an industry crafting these vehicles in Shiell, and she will sometimes place enchantments on them as favours to merchants.These include:

  • Wagon of Heavy Hauling: reduce the weight and encumbrance of any non-living cargo placed on it. Any cargo on the Wagon of Heavy Hauling weighs only a third as normal. Once unloaded the cargo resumes its normal weight. 
  • Cart of Swiftness: This cart can travel twice as fast as normal (120' per turn) without ill effects on the horses pulling it. 
  • Wilderness Wagon: This wagon travels at the usual 60' when pulled by horses or mules but can travel through difficult terrain (deserts, mountains, forests & swamps) without any road. As long as the horses or mules can get through, the wagon will effortlessly follow. 
  • Buoyant Cart: This cart will always float in water as long as it is not overladen. Most horses and mules can swim, and if they are harnessed to this cart, they can pull the Buoyant Cart across deep water as long as it is relatively calm (high waves will sink the Buoyant Cart). Oars or paddles can also be used by people on top of the Buoyant Cart.  

Tuesday, 11 January 2022

Marvellous Materials of Mystara for Miscellaneous Magic

When PCs find magic items, particularly weapons and armour, they are immediately interested in how powerful it is and what special powers it has. Appearance and background of new treasures are a secondary consideration if even that. However, should a PC want to know what his new Sword +2 looks like, there are a quite a few options for making it interesting. This list of suggestions is by no means exhaustive and I am sure there are other weird and wonderful substances that can be used - nonetheless here are some materials used across my version of Mystara that can be used in the creation of magic items.

Adamantite is the strongest metal known to mortals and is exceptionally rare. Some say it cannot be found in nature and is only given as gifts by immortals who alone have the power to craft it. It is similar to mithril but has a slight bluish hue to it. Any weapon or armour made from adamantite is at least +3 in enchantment though it may be even better. It is the metal that legendary blades are made of, and is sometimes found as a Sword of Sharpness or Vorpal Blade. Adamantite cannot be broken by simple physical strength - any armour made from it cannot be pierced through the actual metal, only gaps or weak points between the adamantite. However it can be corroded or rusted and is still vulnerable to rust monster attacks (Adamantite is mentioned but not really described in 1st Ed AD&D DMG)

Cinnabryl is a strange substance found in the Savage Coast, west of Hule. It is similar to steel but is reddish in colour and importantly for those on the Savage Coast, it wards off the effects of the Red Curse that affects those in the region. The exact details, powers and effects of Cinnabryl and its derivative, Red Steel, are best explained in other, official resources.  It is rare and highly valued, especially in the Savage Coast because of its protective properties, and as such is hardly ever found in Karameikos or surrounding nations. Although I do not expect it to be used much in this campaign, it does exist. (Regular Mystara fans know of Cinnabryl from both the Voyages of the Princess Ark and the Savage Coast campaign setting). 

Crocodile Hide is found as a common form of armour in Yavdlom on Thanegia Island. The belly of crocodiles can be tanned and cured to make leather armour, while the knobbly back with its bony scutes is as effective as scale mail. Although entirely organic and non-metallic (thus usable by druids), crocodile scute armour is stiff and inflexible, not suitable for thieves. It is the hide from giant crocodiles (specimens over 20' long) that make the best magical scale mail, including Armour of Swimming(Scale Mail +2 that allows the wearer to swim at 120' per round). 


Ent-heart Wood is prized by druids for it combines the properties of wood and metal. It is from the heart of the largest ancient treants but can only be harvested if the treant dies peacefully from old age. Violent death causes the treant to release a chemical that spoils its heartwood. Ent-heart wood burns in fire, but it is light as normal wood and a lot stronger. It can be given a point or an edge and it will hold it as well as bronze. It can be used to create spears, daggers and hand axes that are entirely wooden and therefore usable by druids. Similarly it can be enchanted so it is used in certain magical staffs, particularly those suitable for druidic use. Ent-heart is not quite good enough to make sword blades that can withstand the rigors of combat nor is it dense enough to make proper warhammers or maces - such items made from Ent-heart Wood are treated as clubs (albeit very good quality clubs). 

Hellforged Iron is not of Mystara, but comes from one of the Planes of Chaos known as Urdunor. It is a black, sinister metal, perhaps the evil counterpart of Mithril. On Mystara it is very difficult to either shape or enchant but on its native Plane of Chaos it is easier to use, and so most of the items made from Hellforged Iron are crafted on Urdunor. Such weapons and armour are often imbued with chaotic, foul enchantments favoured by Chaos Cultists, and like mithril, any weapon or armour made of it is automatically enchanted at least +1 magic bonus. Although the use of Hellforged Iron is not an inherently chaotic act, it is most often used by those of chaotic alignment. It is often fashioned into baroque, spikey and scary styles of armour that are worn by chaotic clerics and chaos warriors who want to appear more imposing and dramatic. It is still a form of iron and as such is affected by rust monsters and iron living statues.  

Huge Dragon Scales are, as the name suggests, found on the bodies of huge dragons. Unfortunately these massive monsters are not in the habit of giving them away freely. Although they can be used "raw", they will decay over time unless properly treated with preservatives and cured. Once this is done they will make excellent plates for plate mail and also small shields. Huge dragon scales are lighter than the equivalent amount of iron or steel though not so easy to reshape. Note that other dragons and those who respect dragons will not be happy about part of a dragon being worn as part of an upstart human's outfit. 

Mithril, also sometimes known as Truesilver, is a rare metal, more precious than gold but harder than steel and as light as aluminium. It is found deep in the earth and dwarves are often the ones who mine it. Both they and elves value it highly. It is very hard to work - it can be wrought like iron but it takes a lot more effort to hammer it into shape. Any weapon or armour made of Mithril is automatically considered to have a +1 magical bonus, but further enchantments can be added - indeed, most Swords of Sharpness are made of Mithril, and it is also used in legendary Elven Chainmail. When finished, an item of Mithril shines like silver but cuts quicker and deeper than steel. Mithril is actually more like silver than iron and is immune to rust monsters and iron living statues.  (My apologies to Tolkein, but some of his stuff is too good to leave alone). 


image by BrittonLaRoche (source)

Neptunium is found in deep ocean trenches. It looks dull grey like old iron and things made out of it are generally not particularly pretty. But it is resistant to all sorts of corrosion especially in seawater. It also has the property that it can be wrought into shape underwater, even without a heat source, though this process of fashioning the item is slow, hard work and tedious requiring many strikes on the anvil. It is highly prized by underwater races such as sea elves, merfolk, shark-kin and the like, especially when as a finished product. Neptunium can be enchanted as well as any iron or steel item. Helms of Water Breathing are often fashioned out of Neptunium (though of course additional enchantments are required), as well as magic tridents and bowls of commanding water elementals. Neptunium generally does not rust, but if attacked by a rust monster the wearer/wielder is allowed a save vs wands & staves - if successful the neptunium item survives the rust monster attack - if not the neptunium turns to a weird greenish-yellow rust, destroying the item but the rust monster won't like the taste - neptunium tastes wrong to rust monsters.  (This Neptunium is my own creation, no relation except in name to the real life heavy element Neptunium)

Orichalcum is similar to bronze. with a yellow-brown sheen, but is tougher and stronger, having similar properties of iron. Although not exactly superior to iron, it is sometimes available to cultures that have not mastered iron, such as those in Bronze Age cultures such as ancient Nithians. They can be enchanted and magic weapons and armour of Nithian make is often forged from Orichalcum. The skills and methods for making Orichalcum are not widely known, and such items are highly prized. Because of it's bronze-like nature, orichalcum is unaffected by either rust monsters, iron living statues or magnetism.  (Orichalcum is mentioned in real world ancient Greek writings but scholars are not really sure what it actually was.) 


Thursday, 22 September 2011

Weapons of Law and Chaos

Although the creation of magic items, including magic weapons and armour, is usually associated with magic-users, clerics may, with the blessings of their patrons, create weapons to smite the enemies of their faith. They function as inert and mundane weapons when wielded by someone of the wrong alignment, but reveal their true powers in the hands of a combatant the deity considers worthy.
Creation of such a weapon must involve a highly skilled blacksmith, the best materials available and the continual prayers and oversight of a cleric of a high enough level (minimum 10th) and appropriate faith. Even then, success depends on the favour of the gods being beseeched:  these are divine gifts, not convenient tools.

Axe of Bhael's Terror - Hand Axe +2 in the hands of a chaotic character. It also causes monsters and NPCs struck by it to make a morale check or flee in fear for 1d4 rounds. PCs struck by it must save vs spells or flee for 1d4 rounds.
In the hands of a lawful or neutral character the axe has some sort of magical aura but gives no bonuses or powers.
The axe is made of solid iron, including the haft and handle. The grip is made out of strips of hellhound leather. 

Adonor's Sword of Glory - non-magical for chaotic characters, an ordinary Sword +1 for neutral characters. In the hands of a lawful character it is a sword +2, and also once per day the wielder can cast a Bless spell on all allies in a 30' radius. This lasts for 1 combat encounter/10 minutes.
The sword is usually a normal longsword although shortsword versions have been created for particularly heroic halfling defenders. There is usually ornate metalwork around the guard and base of the blade.


Rhondus' Shield of Reflection - this functions as a normal, if rather shiny, polished shield for chaotic and neutral characters. When used by a lawful character it becomes a shield +2, and furthermore gives a +4 to all saves vs gaze attacks. If the character with the shield successfully saves against a gaze attack, the gazing creature sees its own reflection and must save at -2 penalty or suffer its own gaze attack (thus medusas and basilisks will petrify themselves and the like). Vampires do not cast a reflection, and cannot charm themselves, but if their charming gaze is reflected by this shield back at them they must save vs spells or be stunned for 1d4 rounds.

Skreech's Decapitator - This is a big, double-bladed, two-handed battleaxe that might be used by executioners, berserkers and demonic lumberjacks. It is never clean or shiny, and is always stained with blood regardless of attempts to clean it. In the hands of lawful and neutral characters it only shows a faint aura of magic. In the hands of a chaotic character, particularly a chaotic human fighter or dwarven warrior, it becomes a battleaxe +3 that will cause triple damage on a natural 20 ((1d8+3) x 3 damage)- this is a blow to the target's head or neck. If a character wielding this axe kills a creature, they must make a save vs spells or go into a berserk rage and start killing indiscriminately. If the wielder kills a creature with a natural 20 (decapitating it) there is no saving throw - the berserk rage is unavoidable. Unlike berserker NPCs who can use the berserk rage to fight more effectively, this state does not give any bonuses to the wielder. It lasts until the wielder or all creatures within charging distance are dead.