Thursday, 23 February 2023

The Tower of Aelarda Starria

unknown artist, source

This magnificent structure is found in the Radlebb Woods of the Grand Duchy of Karameikos. Although beautiful, it is a centre of hatred, arrogance, paranoia and deep-rooted resentments. The Tower of Aelarda Starria is ruled by a band of 66 elves - they are not bound by blood but by philosophy and outlook. They call themselves  the Elvish Truebloods, and they are fierce advocates of elvish supremacy, looking down on all other races. The members of the Elvish Truebloods have come from elven settlements all over Karameikos, and there are some members who have stayed in Rifflian and Kota-Hutan to keep an eye on the situation and maybe recruit more elves who are angry or indignant about upstart humans. A few have come from Alfheim, feeling that the Alfheim elves are too tolerant and soft on human intrusions. One in particular (Aethelli Bladeslicer, see below) has traveled from a different world altogether, hailing from a like-minded group of elves called the Eldreth Veluuthra. She has been central in bringing the Elvish Purebloods together and codifying their philosophy and manifesto. 

Many other elves strongly disapprove of the Elvish Truebloods, especially those who regularly deal with humans and other races. Although not willing to openly combat their hateful kindred, these more moderate elves will certainly tell the Truebloods of their disagreement and warn human friends and acquaintences about the Elvish Truebloods and the Tower, and perhaps try to dissuade other elves from joining. In return the Elvish Truebloods view these tolerant elves as little better than traitors to their race, consorting with the enemy. Although inter-elven violence has not broken out, it is a definite risk.  

The Elvish Truebloods are elitist, keeping themselves isolated from other races and even shunning other elves who mix with lesser races. They are insistent on keeping themselves pure, both biologically, culturally and philosophically, and avoid things created by humans, dwarves and halflings. Their attitude towards halflings is contemptuous, viewing them as greedy children unable to grow up. Dwarves receive a lot of vitriol - dwarves and elves have rarely got on well together and this is amplified by the attitudes of the Elvish Truebloods. But it is humans who are seen as the real threat - short-lived, breeding fast and consuming everything they encounter - it is no wonder that many of the Elvish Truebloods nickname humans "tall rats" or "upright vermin". In Karameikos they are seen as encroaching on the elves' domains of the Radlebb and Dyrmak Forests and should be driven back by force. Half-elves in Karameikos are extremely rare (and in B/X rules are treated as humans but with slightly elven appearance), and they are made rarer due to the Elvish Truebloods' policy of exterminating these hybrid abominations, the product of disgusting interracial breeding. 

It is interesting that the elves of Aelarda Starria will blame many monstrous attacks on humans - they have a slightly disjointed view of humans where on the one hand humans are stupid and ignorant but on the other hand are frequently viewed as cunning enought to provoke or encourage orcish and gnoll attacks on the elves. Although they hate gnolls and orcs as much as any other elf, the Elvish Truebloods tend to group them in with "all other races" in a very polarized "us versus them" attitude. 

The Elvish Truebloods know they do not have numbers on their side, so instead they play to their elvish strengths - magic, individual skill and their knowledge of nature. They will use summoned and constructed creatures as allies, especially wood golems, bone golems, crystal living statues and invisible stalkers. The elven rangers among them will train various animals as pets, guards and war beasts while the woods around the tower are littered with lethal traps such as spiked pits, tripwire-activated spears and deadfalls that can crush skulls. The more thoughtful elves leave subtle but unpleasant scent markers on these traps that wild animals can detect and therefore avoid but humans and orcs cannot. Other elves just accept collateral damage among wildlife as a cost of defending their home. 

The majority of the Elvish Truebloods do not worship Chaos - they revere nature, though their behaviour is definitely chaotic and their stated alignment reflects this. Some would be quite insulted if compared to Chaos Cultists. A few however, do actually worship Chaos though they keep this discrete. 

NPCs of the Tower of Aelarda Starria

Telthion Ravenclaw (male Elf Spellsword10, align C, Str 16, Int 14, Wis 14, Dex 12, Con 11, Cha 14) is the default leader of the Elvish Purebloods. He is old enough to have seen the fall of the Traldar, the coming of the Thyatians and the constant rise of humanity and he has had enough. As far as he is concerned he is leading a pushback against urbanization, overexploitation and mindless mediocrity that he sees in humans, and if that means killing them, then that is what it takes. 

Aethelli Bladeslicer (female Elf Ranger 8, align C, Str 14, Int 12, Wis 13, Dex 16, Con 14, Cha 14) was magically transported to Karameikos from a land she calls Faerun, where she was a member of an elven society called Eldreth Veluuthra. She has inadvertently become the source of much of the Elvish Truebloods' philosophy and outlook by expounding the Eldreths' viewpoint to her new companions in Karameikos. Although she misses her homeland in the High Forest, she has now settled down in her new place in the Tower. 

Sierron Silvereye (male Elf Ranger 7, align C, Str 15, Int 13, Wis 10, Dex 17, Con 11, Cha 13) is the lead scout and spymaster of the Elvish Truebloods. Although based in the Tower of Aelarda Starria, he travels far and wide and visits both elf and human communities, and has visited Threshold, Penhaligon, Rifflian and the Vyalla elves on the border with Thyatis. He has recruited dozens of elves, some of whom have travelled to the tower, others have stayed in place as agents. He can maintain a polite veneer when dealing with other races but he still despises them. 

Balainia the Beautiful (female Elf Spellsword 5, align C, Str 15, Int 14, Wis 13, Dex 10, Con 12, Cha 18) is haunted by her previous encounters with humans, one of which was horribly traumatic though she refuses to talk about it. She is quiet and withdrawn much of the time though when she gets drunk she will rant and rave about how wicked and vile humans are. She often finds animals easier to get along with than other elves, though she has struck up a friendship with Aethelli Bladeslicer. 

Celthion Scarbearer (male Elf Spellsword 10, align C, Str 11, Int 16, Wis 11, Dex 12, Con 15, Cha 6) focuses on magic as a way of dealing with upstart humans, and has become quite skilled at creating wooden golems who help guard the tower. His second name comes from the right side of his face which has been horribly burnt and not properly healed - he and some elven adventurers got into trouble with a village of humans and the ignorant peasants tried to burn the elves as witches. Two of his colleagues were burnt to death.  

Sharrellia Ratskewer (female Elf Spellsword 8, align C, Str 13, Int 16, Wis 9, Dex 12, Con 10, Cha 11) is a rare thing - a truly psychopathic elf. She has no morals or mercy around killing anyone and anything, and some other elves within the Tower suspect her involvement in the disappearance of two other members. But it is when hunting and killing humans that she is at her most savage. She only stopped collecting the severed ears of her kills at the request of other elves in the Tower who found it repulsive (and rather scary). 

Tuesday, 14 February 2023

Monastery of the Iron Eagle

Image by andreasrocha, source


This fortified monastery is in Norwold, on the north coast of the Great Bay and to the east of Latela. The Alphatian authorities in Alpha don't pay much attention to it - as far as they are concerned it is home of a hardy order of neutral clerics who have come to the icy climes of Norwold to test their discipline and endurance. What the Alphatians don't know is that although the monastery is officially independent of any nation, its resident clerics worship Vanya, patron goddess of the Heldannic Knights and others who are intent on conquest and glory. Thus unofficially the Monastery of the Iron Eagle is the Heldannic Knights' northernmost toehold in Norwold. 

The residents have found themselves in something of a predicament - they came here expecting to use the monastery as the launchpad for glorious Heldannic raids and expeditions against the Alphatians and anyone else too weak and decadent to defend themselves. However, the clerics of Vanya and their Heldannic allies have found themselves frequently on the back foot, and isolated from their usual allies. 

Further to the north in the Noskumi Tundra there are the Revvak tribesmen, human but brutal savages who worship Chaos and prone to slaughter any civilized folk, whether Alphatian, Heldannic or Thyatian. The Revvak hate anything to do with culture, stability and order, and they view the monastery as an outpost of such principles that must be destroyed. The exact population and distribution of the Revvak is unknown but must number into tens of thousands. The Revvak are led by their Great Seer of Chaos, a powerful chaos cultist who claims to commune with the essence of Chaos itself

image by Todor Ignatov,  source

Every few months, whatever the season, the Revvak will launch some sort of attack on the monastery, whether it be an attempt to completely beseige it, stealthily climb the walls in the dead of night, or simply harry and raid any group trying to enter or leave. Both sides are constantly changing tactics and trying to learn from their mistakes. The barbarians have not won yet, though several times they have caused considerable losses to the clerics and Heldannic knights, and forced the monastery to muster every combatant they have to the battlements. 

The monastery has 260 clerics of Vanya of various levels, as well as a company of 120 Heldannic knights, 210 men-at-arms and 70 servants and maids, theoretically non-combatant but when the Revvak are at the outer walls everybody picks up a weapon (even a kitchen knife or pitchfork) to defend themselves. 

NPCs of the Monastery of the Iron Eagle

Commander Gertrune Hollerstein (Fighter 14, human female align L (LE), Str 14, Int 12, Wis 8, Dex 10, Con 16, Cha 14) Equipment: Plate mail +2, Bastard Sword +2 + 4 vs giants, Dagger +1, 
Commander Hollerstein is fervent true believer in the Heldannic cause. She is of old Hattian stock and believes she is naturally superior to everyone and is determined to prove it. Although when calm she can be tactically astute, her zeal and fanaticism can overrule good sense when making strategic decisions. At her worst she can fly into a fury at the failure of her plans and blame those who were supposed to carry them out, accusing her subordinates (such as Captain Gollering) of cowardice and lack of faith. This has made her very unpopular within the monastery, though she is still the leader of the company of knights there.  She also sees her posting here as a test set by her superiors in Frieberg, and to ask for help would be a sign of weakness and therefore failure. 

Mother Superior Karrella Bruggenhoff  (Cleric 13, human female, align L (LN), Str 11, Int 14, Wis 15, Dex 9, Con 13, Cha 14) Equipment: Plate Mail +2, Mace +2 +3 vs undead & casts light spell 1/day, Shield +1, Holy Symbol
Mother Superior Bruggenhoff is the senior cleric of Vanya in the monastery and although she believes in Vanya's principles of conquest and glory, she is level-headed about how this is achieved. Her first priority is the security of the monastery and its people. She is also pragmatic about dealing with other civilized folk - Bruggenhoff particularly wants to establish better relations with the Thyatians of Latela as she sees them as natural allies rather than just one more town to be subjugated, and is willing to ask for help from the Heldannic homeland

Captain Varnius Gollering (Fighter 9, human male, align L (LN), Str 15, Int 12, Wis 10, Dex 10, Con 14, Cha 14). Equipment: Plate mail +1, Polearm +2, Shortsword +2
Captain Gollering is in charge of the men-at-arms in the monastery. He is not a happy man, and is on the verge of losing his faith in the cause, having seen dozens of his men die in desperate and near-futile attacks on enemies ordered by Commander Hollerstein. He of course took the brunt of the blame. He hates Commander Hollerstein and would like to see her removed, either administratively or by brute force. He has a better relation with Mother Superior Bruggenhoff whom he sees as a reasonable authority. 

Krellig Stauffenburg (Magic User 10, human male, align N (NE), Str 8, Int 16, Wis 12, Dex 12, Con 10, Cha 10), Equipment: Bracers of defence AC 5, Cloak of Protection +2, Wand of Fireballs, Staff of Summoning Elementals (any type, always 8HD)
Krellig is the resident mage in the monastery, advising the clerics and knights about magical matters and casting spells when required. He is no fanatic and simply sees his time in the monastery as a stepping stone to greater ambitions. Nonetheless, he has some loyalty to the Heldannic cause (he grew up in Altendorf and learned magic in Freiberg) and also realises that at least for the moment he needs the protection of the monastery. He stays clear of Commander Hollerstein, considering her a dangerous fool. 

Notes on alignment with the Heldannic Knights: The B/X system of Law versus Chaos works fine in most circumstances but the Heldannic Knights do not fit this model very well. In AD&D terms I see the Heldannic order as a mixture of Lawful Neutral and Lawful Evil - they are ruthless, fanatical and warlike, which could all be seen as chaotic tendencies. Yet they are also rigidly disciplined and believe they are champions of civilization (or at least their idea of civilization). They would be horrified and affronted if described as chaotic, yet their behaviour can be just as destructive and nihilistically violent as any band of orcs or ogres. Thus when giving their alignments I have decided to add in brackets where they might be on the AD&D 2-axis 9-alignment system. This is probably going to be a temporary thing. 

Some philosophers believe that the Heldannic Knights are lawful, but a corrupted version of Law, perhaps a version of Law tainted by Chaos. Most of the Heldannic Knights believe they are Lawful and will describe themselves as such, but they have drifted far from the ideals and principles that the cosmic forces of Law want from mortals, becoming no better than the forces of Chaos they claim to oppose. In this regard they do not fit into the conventional Lawful/Neutral/Chaos spectrum that the vast majority of D&D sentient creatures can be found on

Tuesday, 31 January 2023

Companies of Rockhome

source

 "Family is of course always family, but business is business!"

Dwarf companies are primarily business ventures. Many are unconnected to the seven great clans of Rockhome, though of the seven, Syrklist clan is the one most likely to be associated with these companies with its tradition of trading and craftsmanship.

They cover a range of sectors and business types, from manufacturing to warfare to food to finances. Some of the dwarves in these companies will have levels in Darokin Merchant class (from Gaz11: Republic of Darokin), and there is considerable exchange of ideas and practices between the two nations, though there is also some rivalry and certainly business competition.  

The number of employees and staff in each can vary greatly from small local outfits to what are known in Rockhome as Great Enterprises (what we would call corporations). 

Muldennir & Sons

  • Field: Architecture, Engineering & Construction
  • Staff: 210 (not including casual labour)
  • Based: Dengar
  • Notes: Muldennir & Sons provide advice, expertise & plans for construction projects especially fortifications and stronghold defenses. They usually hire labourers locally for each job. Although they draw talent from all across Rockhome there is a disproportionate number of dwarves from Skarrad clan in the company. They are often invited to dwarf strongholds to give assessments on improvements that could be made to keep the place better - safer, but also more productive and perhaps neater and more impressive.If their suggestions are accepted, then several members will stay and oversee the work, usually by stronghold residents. 

Mithril-Helm Defenses

  • Field: Mercenaries & Security
  • Staff: 440 (4 squadrons of 100 each + 40 as headquarters)
  • Based: Stahl
  • Notes: All members are at least 3rd level dwarf fighters. They tend to take defensive contracts and prefer to operate within Rockhome, so usually end up defending fellow dwarves. Each squadron has its own dwarf cleric and scout and can deploy as a self-contained fighting force. As mercenaries they charge a weekly fee, so they are usually hired when a stronghold or town is expecting trouble or is already under attack.If they are hired to attack a target, they only accept jobs against humanoid lairs, never dwarf or human controlled locations. 

Deeplake Transport

  • Field: Waterborne Transport
  • Staff: 60 + 10 boats
  • Based: Kurdal (+ Stahl)
  • Notes: Deeplake Transport provides ferries for both passengers and trade goods across both Lake Klintest & Lake Stahl. Their head office is in Kurdal but also have a branch office in Stahl. Although most of the company is law-abiding, there are rumours that some members are skilled at smuggling, usually taxable goods rather than outright banned items. 

Stormstrikers

  • Field: Treasure Hunting
  • Staff: 63
  • Based: Evemur
  • Notes: The Stormstrikers are essentially an oversized band of adventurers who go after treasure in monster lairs, ancient tombs and abandoned strongholds. They don't have traditional customers, only targets. They are currently considering Tarrag Duun as their next major project. They are open-minded about who would prove useful and will hire human thieves and mages as required. The Stormstrikers are wide-ranging in what they will go after, both geographically and in types of target, but they are always careful not to become bandits and robbers - no active human or dwarf locations are even considered. For large ruins they can deploy their whole force but for single tombs or smaller monstrous lairs they will deploy smaller teams of 5 to 10 members (rather like a classic adventuring party, but with a disproportionate number of dwarves). 

Belgaard Traders

  • Field: Wholesale & retail of various trade goods
  • Staff: 2,300
  • Based: Dengar
  • Notes: This is one of Rockhome's Great Enterprises, and has outlets in every town and city. They buy, transport & sell goods to & from small strongholds & big cities acting as the middleman. They generally use their own transport and security, and have very well-organized caravans. Although they normally operate within Rockhome they have recently started venturing into Soderfjord, Vestland and Ylaruam. They buy and sell a wide range of items, including weapons, clothing, food, tools and books. Most recently they have set up outlets in rougher borderland towns that sell adventuring equipment, weapons and armour, and will buy gems and jewelry at a reasonable rate. 

Eddilnor & Edga's Specialist Foods

  • Field: Luxury & exotic food & drink
  • Staff: 350
  • Based: Dengar
  • Notes: Most strongholds are self sufficient for basic food stuffs (bread, beer etc). Eddilnor and Edga buy and sell luxury food (usually ready to eat, not just ingredients) both within Rockhome and further afield, including chocolate, tea, mead, cheese, jam, pickles, fine wines, dried fruit & salted meats, from Ierendi, Thyatis, Sind, Five Shires and even Norwold. They have teamed up with some human mages (not Glantrians!) to use spells that preserve food for weeks longer than normal, although some dwarf customers are suspicious of this new preserved food. Eddilnor & Edga send out traders across the Known World and they will sometimes hire guards and adventurers to look out for them if venturing into dangerous realms. 

Dorrian Greeb Financial Services

  • Field: Accounting and Moneylending
  • Staff: 110
  • Based: Stahl
  • Notes: Dorrian Greeb are called in when dwarves get into financial trouble. Firstly they assess the problem including assets, debts, income and costs, If there are no solutions, Dorrian Greeb act as insolvency agents. If the situation is salvageble, Dorrian Greeb will lend money (with interest appropriate to the situation). They have a bad reputation as being avaricious vultures preying on vulnerable citizens - this is not entirely undeserved, as some staff and managers are cynical and  ruthless, earning the nickname "Greeby bastards".   Nonetheless, they are (grudgingly) credited with saving various dwarf businesses from mismanagement or bad luck, and their assessment of business situations is widely trusted. Although Dorrian Greeb is a money-making business in itself, the management knows that it depends heavily on a reputation of sticking to the rules and not making bad situations worse.  

image by artdeepmind, source


Tuesday, 24 January 2023

Logos Locations #2: The Abandoned Shrine of Hurothain

Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. I hope this will be an ongoing series within this blog.

Background to The Abandoned Shrine of Hurothain

This place is situated on an underground river about a mile from Torrag Halstoron in south-west Rockhome.  Three centuries ago this was the home of a powerful dwarven cleric and mystic called Hurothain who regularly communed with his patron, Kagyar, the god of the dwarves. He also maintained it as a waystation for dwarves travelling by boat up and down the subterranean river (there were mines of silver and gold further along and miners and prospectors would regularly stop here).  When Hurothain died, his followers all received dreams where they were instructed by Kagyar to build a shrine here on top of Hurothain's tomb. This would increase the likelihood of Hurothain becoming a saint. They also created eleven large hexagonal pillars reaching up into the ceiling of the cavern, with each side depicting scenes from both Hurothain's life and work and also scenes from the stories of Kagyar. Until fifty years ago this was a popular place for dwarf clerics to visit. But then Torrag Halstoron fell to chaos-worshipping dwarves and this shrine was sacked and defiled at the same time, and the slain inhabitants cursed to remain as undead.

This mini-adventure is aimed at characters of levels 4-7. The player characters' involvement in this could be one of several options: 
  • Reclaiming the shrine: Dwarf leaders and clerics ask that the PCs destroy any hostile monsters and undead in the location so that dwarf clerics can safely move back in.
  • Retrieving the bones of Saint Hurothain: If reclaiming the whole site seems difficult then retrieving the mortal remains of Hurothain is the next best thing - they are located in area 6a. 
  • Just Passing Through: The PCs are simply travelling along the subterranean river when they come across the site with its grand pillars. 

Map and key to the Abandoned Shrine of Hurothain

Cartography by Dyson Logos, source


1) The Subterranean River. This river is relatively calm, flowing steadily from east to west (from right to left on the map). It is about 20ft wide and 10ft deep in the middle of the stream, and can be navigated by small boats, dingies and canoes. Along the bank are the eleven hexagonal pillars described above. 

1a) This is the lair of a giant octopus that will not attack boats but will go after anyone wading or swimming in the river. AC 7, HD 8 (hp 45), Mv 90ft/Swim 120ft, THAC0 12, Att 8 tentacles/1 bite for 1d3 x 8/1d6, Save F4, Ml 7, Align N, XP 650
Once a tentacle hits in combat it will entangle an opponent and reduce their to hit rolls by 1 (to maximum of -8). A character may try to sever a tentacle and will succeed when any single hit with an edged weapon does 6 or more damage.  Once a day the octopus can release a squirt of black ink which is a non-magical form of darkness 10' radius for 2d4 rounds which it will use to escape if it is seriously hurt or fails a morale check. 

1b) This is the lair of 2 giant eels (borrowed from AD&D) AC 6, HD 5 (hp 23), Mv Swim 90ft, THAC0 15, Att 1 bite for 3d6, Save F3, Ml 10, Align N, XP 175

2) The south bank is composed of gravel and shingle, and is the lair of a cluster of 6 giant toads: AC 7, HD 2+2 (9 hp each), Mv 90ft, Swim 90ft, THAC0 17, Att 1 bite for 1d4+1, Save F1, Ml 6, Align N, XP 25 each. Camouflage:giant toads will surprise opponents on 1-3 on d6. Sticky tongue: A giant toad can shoot its tongue out to 15ft and drag dwarf-sized or smaller creatures into its mouth. Swallow whole: on a hit roll of 20 a giant toad may swallow a dwarf-sized or smaller opponent whole, the opponent taking 1d6 damage per round until dead or freed.

3) The Fungal Meadow: This area is covered in a variety of fungi (marked as green dots on the map). As well as many non-dangerous fungi, there are also 2 shriekers and 4 tiger beetles that are attracted to any shrieking.
Shrieker: AC 7, HD 3 (hp 8, 16), Mv 9ft, THAC0 N/A, Att none, Save F1, Ml 12, Align N, XP 35 each. Shrieking will start if there is light within 60ft or movement within 30ft, and has  a chance to attract wandering monsters, or in this case attract the tiger beetles
Tiger Beetle: AC 3, HD 3+1 (hp 7, 11, 12, 17), Mv 150ft, THAC0 16, Att 1 bite for 2d6, Save F2, Ml 9, XP 50 each

4) The Fungal Garden: Similar to area 3 but without any monsters, and the fungi are a little shorter. 

5) The Shrine: This room is dominated by a statue on a plinth of two figures, a dwarf in armour kneeling (Hurothain) and a larger dwarf blessing him (Kagyar). However, this area has been defiled and there is an aura of Chaos. Lurking behind the statue is a dwarf-shaped wraith (AC 3, HD 4** (hp 20), Mv 120ft fly 240ft, Att 1 touch for 1d6+ energy drain, Save F4, Ml 12, Align C, XP 175). Wraiths are immune to normal weapons and silver weapons only do half damage. Each hit from a wraith will drain 1 level from a character. 

6) Clerics' Quarters: This room is the lair of a dwarven wight (previously a priest at the shrine). Although compelled to attack mortals, at the same time he begs for them to destroy his monstrous form and set his soul free. Wight: AC 5, HD 3* (hp 16), Mv 90ft, Att 1 touch for 1 energy level drain, Save F3, Ml 12, Align C, XP 65. Wights are immune to normal weapons but can be hit by silver or magic weapons.

6a) This is both the living quarters of the previous clerics, and also the resting place of the mortal remains of Hurothain: There is a table with a 2ft x 2ft casket holding the bones and skull of the revered dwarf. Underneath this table is another casket, holding the shrine wealth of 1600gp, 50pp, 5 gems (deep red garnets) worth 100gp each and a silver and azurite holy symbol of Kagyar on a silver chain, worth 650gp (it still functions as a cleric's holy symbol), as well as 2 scrolls of clerical spells. One has Cure Disease, Speak with Animals and Hold Person, the other has Cure Light Wounds x2 and Transfusion.  

7) This dark pool is over 30ft deep. However, it contain neither monsters nor treasure. 

7a) This is a stream about 7ft wide and about 3ft deep, with lots of boulders and rocks making it unnavigable by boat. However, it can be waded (assuming human size - dwarves, halflings and gnomes may struggle to keep their heads above water). The banks of this stream within the main cavern are home to a small swarm of 10 cave locusts (AC 4, HD 2, hp 7 each, Mv 60ft fly 180ft, THAC0 18, Att 1 bite for 1d2 or 1 bump for 1d4 or 1 spit (special), Save F2, Ml 5, Align N, XP 20, immune to poisons, spit causes target to be rendered helpless for 1 turn, see description in rules for full details).  

8) Traders Quarters: This room in the lair of a Tarantella spider (AC 5, HD 4* (hp 22), Mv 120ft, Att 1 bite for 1d8 + poison, Save F2, Ml 8, Align N, XP 125. Dancing poison: anyone bitten by a tarantella must save vs poison or start dancing. Anyone seeing the initial target dancing must also save vs spells or start dancing in the same way. Dancing characters suffer -4 to hit and +4 penalty to AC. The poison lasts for 2d6 turns but dancers will drop from exhaustion after 5 turns and they will be helpless on the ground). In the small side room to the south there is the traders' wealth: 5100sp, 440gp, 6 rolls of fine silk worth 50gp each, 4 packets of rare cooking spices (50gp each) and 17 bundles of incense (worth 30gp each)

9) The tavern: This place has become dilapidated and apparently abandoned. However, it is still haunted by the former dwarf landlord, now a wight: Wight: AC 5, HD 3* (hp 12), Mv 90ft, Att 1 touch for 1 energy level drain, Save F3, Ml 12, Align C, XP 65 Wights are immune to normal weapons but can be hit by silver or magic weapons.

10) Murder hole passage: Anyone passing through here will be shot at by the crossbow zombies in areas 11 & 12

11) Guard quarters: Here are 4 dwarf zombies - two are equipped with crossbows and will fire a bolt each at characters in area 10, the other 2 are equipped with dwarf-sized banded armour. 2 Crossbow zombies: AC 8, HD 2 (hp 9 each), Mv 120ft, Att 1 weapon or 1 crossbow (range 120ft) for 1d8 or 1d6, Save F1, Ml 12, Align C, XP 20, equipment: sword, crossbow, 5 bolts.
2 Armoured zombies: AC 3, HD 2 (hp 9 each), Mv 60ft, Att 1 weapon for 1d8, Save F1, Ml 12, Align C, XP 20, equipment: banded armour, sword

12) Sergeants quarters: Here are 3 dwarf zombies all armed with crossbows who will shoot at anyone in area 10. They will reload by the time anyone enters this area . Lying on the bed is the dwarf sergeant, apparently a dessicated corpse. It has turned into a Coffer Corpse (borrowed from AD&D). 
3 Crossbow zombies: AC 8, HD 2 (hp 9 each), Mv 120ft, Att 1 weapon or 1 crossbow (range 120ft) for 1d8 or 1d6, Save F1, Ml 12, Align C, XP 20, equipment: sword, crossbow, 5 bolts.
Coffer corpse: AC 8, HD 2** (hp 10),  Mv 60ft, THAC0 18, Att 1 claw for 1d8, Save F2, Ml 12, Align Chaotic, XP 30, Normal weapons only appear to do damage, and if struck by a normal weapon for more than 6hp damage, the coffer corpse will collapse, apparently defeated. However, it will rise up the next round and all involved in melee against it must save vs spells or flee in fear for 1d4 rounds. This coffer corpse attacks with its bare hands, and if it hits it has locked its grasp onto its target's throat doing 1d6 damage per round (automatically hitting) thereafter until defeated. 

13) Dinng room: Empty apart from table and chairs

14) Captains Quarters: The dwarf captain has now become a wraith (AC 3, HD 4** (hp 20), Mv 120ft fly 240ft, Att 1 touch for 1d6+ energy drain, Save F4, Ml 12, Align C, XP 175). Wraiths are immune to normal weapons and silver weapons only do half damage. Each hit from a wraith will drain 1 level from a character. The captain is still vaguely aware of what has happened and apologizes even as he attacks, saying that he is compelled to by the curse. Destroying the wraith will set the captain's soul free. 
The captain still has his treasure here: 9700sp, 2000gp, 200pp & a large opal gem worth 1000gp. 

15) Barracks: This room contains 6 Armoured zombies: AC 3, HD 2 (hp 9 each), Mv 60ft, Att 1 weapon for 1d8, Save F1, Ml 12, Align C, XP 20, equipment: banded armour, sword

Wednesday, 18 January 2023

Apep and the Serpent People

Way back in the ancient history of Mystara there was a civilization of reptilian humanoids in what was Nithia and is now Ylaruam - the Mogreth Empire of Lizardfolk. They were led by the mysterious and malevolent serpent people. 

Apep the Serpent of Chaos

Apep was the patron deity of the Mogreth civilization, as old as Mystara itself and intimately tied to Chaos and the Sphere of Entropy. Also known as Apophis or Ouboros, it does not have any apparent gender, and seems utterly detatched from the thoughts, feelings and emotions of mortals. It only sought chaos, disorder and decay of the entire universe. In this respect it is similar to likeminded entropic immortals such as Alphaks, Orcus, Thanatos and Demogorgon. 

Apep's followers are nearly always reptilian - serpent people, lizardfolk and the like. Very few mammalian humanoids are desperate or insane enough to follow Apep. They are always chaotic and revel in disorder and destruction, though they realise they need a certain amount of structure to continue their mission - an organised army can cause more destruction than a leaderless mob. 

During the age of the Nithian Empire, the cult of Apep's main mission was not overt destruction but subversive corruption - tempting and coercing powerful members of the human nations with offers of wealth, forbidden magic and the occasional threat of horrible death. This worked very well and it is believed by some sages that the cult of Apep contributed to the collapse of Nithia around 500BC. The vile soul magic practiced by sorcerers at Allaktos  was started by the cult of Apep, possibly granted by Apep itself. This is not to say that Apep's cult was the only force of chaos in ancient Nithia, but it was certainly a major one, perhaps the preeminent faction of Chaos in Nithia. 

The Serpent People

Image by Ben Wootton, source


NameSerpent-man
Armor Class6 or better
Hit Dice (Avg hp)4+4* (22hp) or better up to 20+20* (110hp)
Movement90’/Swim 90'
No Attacks1 weapon + 1 bite or by spell
THAC015 or better
Damageby weapon/1d6+ poison or by spell
No Enc3d4 (patrol) or more.
Save asF4 or better
Morale8
AlignmentChaotic
TreasureE
Size/TypeMedium Humanoid
Intelligence12 (very) or better
XP value200 or more

Serpent people look like a hybrid of human and snake, with humanoid arms and broad chests, but serpentine lower bodies without legs and a cobra-like head. Serpent people are dangerous, intelligent adversaries who can use spells as if magic users of half their actual hit dice. The most basic serpent warrior has the stats above and can use spells as if a 2nd level magic user. More advanced individuals gain hit dice and commensurate spell-casting abilities. Serpent people are adaptable as far as magic items are concerned and will pick up and use anything that a human fighter or magic user can, except anything worn on legs or feet, while some human head gear may not fit well. A typical serpent-folk will wield a battleaxe (1d8 damage) in battle. Of far more concern for opponents is their bite - anyone bitten by a serpent-man must save vs poison or suffer 2d4 damage per round until the poison is neutralized.  The venom of the serpent people is said to be quite agonizing as it kills those bitten. 

Serpent folk are quick to make use of other reptilian races - lizardmen, gatormen, even kobolds are all considered servants of the Serpentine empire, and any encounter with serpent people will include some of these other races - roll on the table below: 

Roll (1d20)Entourage
1-4Kobolds (1d4 per serpent folk)
5-12Lizardman (1 per serpent folk)
13-14Two-Headed Lizardman (1 every 3 serpent folk)
15-16Calacorm (1 every 2 serpent folk)
17Gatorman (1 every 4 serpent folk, from Creature Collection)
18-19Rattler Snakeman (1 per serpent folk)
20Lizard King (1 every 4 serpent folk, borrowed from AD&D)

The rattler snakemen mentioned in the table above are believed to be a degenerate subrace of serpent folk - not as clever or magically gifted but still useful in combat. They are believed to form their own lairs within serpent-folk strongholds. 

Serpent folk and the Serpent Peninsula

There are no more serpent people on the surface of Ylaruam - deeper below the surface where the subterranian Nithian river runs through limestone caverns in bedrock there are believed to be pockets of isolated serpent-folk, often with their lizardmen footsoldiers - the last remnants of the once-mighty Mogreth Empire. In the largest and grandest ruins of the Mogreth civilization there are undead serpentmen who lead the undead lizardmen when their resting places are disturbed. Although the modern Ylari are aware of undead lizardmen, none have encounterd the undead serpent people and lived to tell of it.  

But by far the most significant existing population of the Serpent People is on the aptly named Serpent Peninsula, south of the Great Waste of Sind. This has become the stronghold of the serpent people, particularly the southern tip of the peninsula, the Nakakande Jungle where it looks out over the enclosed sea of Dkiki Mamazzi. Here the serpent folk and their servants and slaves have erected huge imposing cities of carved stone. Interestingly some of them have pyramids similar to those found in Nithian ruins, though these ones are definitely stepped into tiers. Scholars are not certain of the significance of this. 

The population of the serpent people has not grown much - they are a long-lived, slow-breeding race that can live for up to 3 centuries each. But their servant races, particularly lizard men, have multiplied. Some explorers have had multiple encounters with lizardmen raiding around the Dkiki Mamazzi (including the sinking city of Quagmire, and this lizardman outpost here) but have not encountered the serpent people - they will often assume that the lizardmen are doing this on their own initiative, or maybe commanded by lizard kings and gator men. Very few humans have any idea that the serpent people are still the power and the intellect behind the rise of the lizardman nation in the Nakakande Jungle.  

Sunday, 8 January 2023

Logos Location #1: The Cult Basement


Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. I hope this will be an ongoing series within this blog. 

This dungeon adventure is suitable for a party of characters of about 5th level.

Background to The Cult Basement

I am locationg this in Vlaad, a pirate town in my version of Ierendi, though it would probably fit into most civilized cities that a cult might infiltrate. On the surface (areas 1-8) it is a merchant's house that welcomes visitors, apparently well-to-do, despite the rough and dangerous city it is in. Beneath it there is an extensive cellar where a Cult of Chaos is based (areas 9-21). 

Cartography by Dyson Logos, source

Key to Map

  1. Reception Area: There is a Magic Mouth spell that greets everyone. For established residents it greets by name, but for strangers it asks that they stay here while someone arrives to welcome them (which may not be a friendly welcome). Brevin (room 5) will hear the Magic Mouth spell and respond appropriately. 
  2. Bed chamber & washing area. Here are two senior cultists who maintain a veneer of harmless normality on the surface level - Borgross and Meia
    Borgross: AC 4, HD Ftr4, hp 15, Mv 90', THAC0 15, Att 1 sword for 1d8+2, Ml 10, Save F4, Align C, XP 125, Str 14, Int 10, Wis 8, Dex 10, Con 10, Cha 13, Equipment: Chain Mail, Sword +1, Ring of Protection +1, Merchant's Clothes over chain mail, purse with 24pp
    Meia: AC 8, HD MU4, hp 12, Mv 120', THAC0 18, Att 1 dagger for 1d4 or 1 spell, Save MU4, Ml 9 Align C, XP 125, Str 9, Int 16, Wis 12, Dex 13, Con 11, Cha 12, Equipment: Merchant Clothes, 3 x dagger, spellbook, copper & quartz pendant worth 80gp. Memorised spells: Magic Missile, Shield, Web, Mirror Image (spellbook also contains Read Magic, Ventriloquism, Magic Mouth and Wizard Lock)
    These two will try to usher visitors away peacefully but if the PCs are persistent or threatening then Borgross and Meia will attack 
  3. Living Room: This room contains comfortable table, chairs and a harpsichord (worth 140gp but as heavy and bulky as a small piano)
  4. Study: This room has a large bookcase on the west side and desk and chair on the east. No sensitive documents are kept here, but some of the books are about chaotic philosophy, which careful inspection might reveal.
  5. Lounge. This area has a large table, chairs and a drinks cabinet. Brevin stays here, alert to anyone setting off the Magic Mouth spell in room 1. Like Meia and Borgross in room 2, he will try to shoo visitors away peacefully, attacking only if they are persistent or aggressive. He is not that clever, but if confused he will try to ask Borgross and Meia for advice or assistance. 
    Brevin: AC 4, HD Ftr5, hp 24, Mv 90', THAC0 12, Att 1 battleaxe for 1d8+3, Save F5, Ml 10, Align C, XP 225, Str 16, Int 9, Wis 10, Dex 14, Con 13, Cha 8,  Equipment: chain mail, Battleaxe +1, 2 throwing axes, merchant clothes over chain mail, purse with 28pp
    The drapes on the east side of the room covering the stairs have an illusion covering them making it look like a brick wall. However, this is purely visual, and any touching will reveal the illusion. 
  6. Kitchen 
  7. Dining Room. This room is dominated by the serious, scowling portrait in oil paints of an old man (actually the founder of the cult, Karrageth) and the painting is still possessed by his spirit. Karrageth can talk, move (within the frame) and listen. Furthermore the portrait has a continuous Know Alignment spell - anyone entering the room must save vs spells or Karrageth will know their alignment, and will begin denouncing them if they are of Lawful alignment. Karrageth is consulted when vetting potential cult members. If the portrait is attacked, Karrageth is unleashed as a wraith who will attack anyone not in the cult. 
    Karrageth's Wraith: AC 3, HD 4** hp 11, Mv 120'/Fly 240', THAC0 16, Att 1 touch for 1d6 + energy drain (1 level per hit), Save F4, Ml 12, Align C, XP 175, spec abil: As undead, wraiths are immune to Charm, Hold & Sleep spells, as well as poison, disease & aging. Wraiths are incorporeal and require magic weapons of +1 or better enchantment to hit.  
  8. Conference room. Long table & many chairs. 
  9. 4 cult guards are resting here on their beds. 
    Cult Guard: AC 5, HD F3, hp 13 11, 10, 8, Mv 90', THAC0 17, Att 1 sword for 1d8, Save F3, Ml 9, Align C, XP 35, Equipment: Chain mail. sword, dagger, 20gp each
  10. This hallway has a mirror dominating the wall on the east end. Anyone looking into the mirror will see a monstrous, deformed version of themselves. This is merely an illusion used to entertain the cultists and scare visitors. 
  11. The Library has a high ceiling and many bookshelves reaching up to 15ft above the floor as well as ladders to reach the upper shelves. The ceiling is obscured by cobwebs among which lurk 2 giant Black Widow spiders. They will attack anyone who climbs on the ladders.
    Black Widow Spider: AC 6, HD 3*, hp 10 (male), 15 (female), Mv 60'/climb 120' in webs, THAC0 17, Att 1 bite for 2d6 + poison (save or die in 1 turn), Save F2, Ml 8, Align N, XP 50
    11a. Here is Zeephus the Librarian, a chaos cultist who has been granted the power to control the black widow spiders - he uses them both for his own protection and also to guard the books. Nobody can browse the books without him keeping the black widows at bay. If intruders get into a fight with the spiders he may join in.
    Zeephus: AC 3, HD Clr4, hp 16, Mv 90', THAC0 18, Att 1 warhammer for 1d6 or by spell, Save C4, Ml 8, Align C, XP 125, Str 10, Int 13, Wis 14, Dex 14, Con 14, Cha 7, Equipment: Chain mail, warhammer, shield, unholy symbol, cult robes, 20pp, wrought silver ring worth 200gp. Memorised spells: Hold Person, Cure Light Wounds, Detect Magic
  12. Food stores for the cult. As this is set in a city, the food is quite fresh and reasonable quality
  13. The Summoning Room. This is a high-vaulted room with five sides, five pillars and a large pentagram in the centre. In here terrible rituals are conducted to contact foul beings from the planes of Chaos. One such creature has travelled to the material plane and is lurking among the pillars, a Fire Imp (introduced in this post). It will attack any intruders (and possibly any cultists it doesn't like). 
    Fire Imp: AC 7, HD 5*, hp 25, Mv 60'/fly 150', THAC0 15, Att 2 claws for 1d4/1d4 or 1 breath for 3d8 (useable every other turn, no roll to hit, just save vs dragon breath for half damage), Save F6, Ml 10, Align C, XP 400. Fire imps are immune to normal weapons and require magic weapons to be damaged (+1 bonus or better).
  14. Study/office, currently unoccupied
  15. Quarters of senior cultists. Grelgor & Arania will both attack people they don't recognise unless accompanied by someone they trust.
    Grelgor: AC 3, HD Ftr5, hp 30, Mv 60', THAC0 13, Att 1 2-handed sword for 1d10 +2, Save F5, Ml 10, Align C, XP 225, Str 13, Int 10, Wis 8, Dex 10, Con 16, Cha 13, Equipment: Plate Mail, Two Handed Sword +1, cult robes, 22pp
    Arania: AC 2, HD Clr5, hp 19, Mv 60', THAC0 16, Att 1 mace for 1d6+1, Save C5, Ml 10, Align C, XP 300, Str 10, Int 13, Wis 15, Dex 10, Con 12, Cha 16, Equipment: Plate mail, shield, Mace +1 +2 vs Elementals, Unholy Symbol, Cult Robes, purse with 32pp. Memorized spells: Cure Light Wounds, Light, Hold Person, Aura of Shadows
  16. Head cultist Araphon is here. The dark powers he worships have granted him power to command the hydra in room 20 - as such only Araphon can access the treasure chamber in room 21 without getting attacked. 
    Araphon: AC 1, HD Clr6, hp 30, Mv 60', THAC0 14, Att 1 mace for 1d6+2, Save C6, Ml 12, Align C, XP 500, Str 14, Int 14, Wis 16, Dex 10, Con 16, Cha 16, Equipment: Plate Mail +1, Shield, Mace +1, Unholy symbol, cult robes, gold chain of office worth 350gp. Memorized spells: Darkness x2, Cause Light Wounds, Hold Person, Aura of Shadows, Paranoia
    a) Pit dropping down 30' to area 20, shrouded in magical darkness. Anyone entering this area without precautions will fall down and suffer 3d6 falling damage. 
  17. Adept Dormitory 6 chaos Adepts are stationed here though there are more beds (some recruits were recently lost).. 
    Chaos Adepts: AC 4, HD Clr2, hp 10, 9, 8, 7, 6, 5, Mv 90', THAC0 19, Att 1 mace for 1d6, Dave C2, Ml 9, Align C, XP 20, Equipment: Chain mail, shield, mace, unholy symbol, cult robes, 10gp each. Memorized spells: Cure Light Wounds.
  18. Refectory: This dining hall has a long table and benches as well as a ghoulish candelabra in the centre made from human bones and skulls. If it is touched, it emits a loud scream then announces that a mysterious and subtle curse has been activated. This has no particular effects, and is merely a mischievous use of Meia's Magic Mouth spell. DMs should feel free to mess with players by rolling dice behind screens without saying why. 
  19. Ladders descending down 3 30ft chutes to area 20
  20. The Hydra Lair. Here is a 6-headed hydra that is used by the cultists to sacrifice victims (including captured intruders and recalcitrant cult recruits). It will only obey Araphon the head of the cult. 
    6-Headed Hydra: AC 5, HD 6, hp 31, Mv 120', THAC0 14, Att 6 bites for 1d10 each, Save F6, Ml 9, Align N, XP 275, For every 8 points of damage the hydra takes, 1 head is destroyed and will no longer attack. 
  21. Treasure Chamber: There are boxes and chests of treasure here. The trove consists of 15,000cp, 26,000sp, 4200gp, 120pp, 10 gems worth 100gp each (a set of polished amber stones), a silver and coral necklace worth 600gp and a golden goblet studded with amethyst worth 700gp. There is also a Wand of Magic Missiles (20 charges) but nobody in the cult has figured out what the command word for it is, so it is in the treasure chamber for safe keeping. 

Monday, 2 January 2023

Goblins of Zugguth Peak

source

Zugguth Peak has been mentioned as a major goblin stronghold in Southern Rockhome. It is the centre of goblin activity in the area and a nexus of information between the senior chiefs in the Broken Lands and the goblin tribes in southern Rockhome. 

Geography of Zugguth Peak

Zugguth Peak is not the tallest in the region but it has the most caves and caverns, and this is what has attracted so many goblins to it. The mountain itself is 15,000ft above sea level and snow is on the top throughout the year. The lower slopes have various forms of alpine vegetation including gorse, heather, sedges and stubby pine trees, which goats, including some great rams, browse on. These goats are preyed on both by the goblins and more natural predators including mountain lions, giant hawks and brown bears. Although rare, there have been sightings of more ferocious creatures including cave bears, griffons and wyverns. 

Some parts of the mountainside are covered in scree slopes (sloping loose rocks and gravel). These are generally not naturally generated but are spoil, the discarded by-product of goblins digging deeper into the mountain. Sometimes these have been partially covered and colonised by small plants and this might give the impression of solidity, but these scree slopes are unstable. Anyone walking on them may cause the scree to slip, possibly causing a landslide and taking the climber with it.

Inside the mountain there is a mixture of natural limestone caves, shale and slate. There are small quantities of copper ore and tin ore which the goblins exploit to make bronze items. The goblins have occupied most of the limestone caverns and have excavated a lot of new tunnels and chambers as the scree slopes show. Although there were dozens of naturally generated entrances to the cave systems, the goblins have blocked up all but four of them. These four entrances into the mountain are now heavily guarded and trapped. According to the goblins who have been interrogated there are 7 main tiers of caves and tunnels. Each tier is perhaps 300ft vertically and will include one main level and several sublevels, although calling them levels gives an incorrect impression of flatness - each level usually includes lots of stairs, slopes and occasional steep drops. 

  • Tier 1: the top tier opens out onto the snowline on the surface. This tier includes a number of shrines and temples to goblin demigods and Maglubiyet (see below). 
  • Tier 2 has command headquarters and barracks
  • Tier 3 has tin mines as well as smelting furnaces
  • Tier 4 has expansive fungal caverns where food for the goblins is grown
  • Tier 5 has prisons, torture chambers and a gladiatorial arena, and the top of a subterranean chasm a mile long, 100' wide and immeasurably deep. 
  • Tier 6 is the lowest tier with direct access to the surface and is at the base of the mountain.It is filled with workshops and storerooms as well as copper ore mines. It has rope bridges across the chasm. 
  • Tier 7 the bottom tier is below the base of the mountain has not been described by goblins captured so far - they will only say it is full of nightmares. It is accessed by rope ladders down the wall of the chasm from tier 6.

The number of goblins within Zugguth Peak is not known but it is at least 1500, of whom at least half are combatants. Their living quarters are dotted throughout the top 6 levels. As well as goblins there are a smattering of other humanoid races, including about 100 hobgoblin mercenaries, as well as many non-humanoid animals and monsters. 

Goblin NPCs

art by VladOgorodnyk, source

Here I am reusing some old ideas I had way back years ago: the Goblin Warrior and the Goblin Shaman. I should warn readers that these classes have not been playtested. They are an extention of the idea of race as class, and are intended as NPCs only.  I admit this is quite a departure from the humanoid advancement in Gaz10: The Orcs of Thar, where humanoids like goblins generally do not have a class but advance in hit dice as monsters. 

Grashfal the Overlord (male Goblin Warrior 10, AC 3, hp 42, THAC0 10, Att 2 weapons for 1d8+3/1d4+3, Save Ftr10, Ml 10,  align C, Str 15, Int 13, Wis 12, Dex 12, Con 10, Cha 14 (18 to goblins), Equipment: Banded Armour +1, Sword +2 +4 vs dwarves, dagger +2, 2 x potion of healing). Because of the goblin warrior ability to dual-wield, he uses both the sword and dagger at the same time. Grashfal is the goblin overlord of Zugguth Peak and all its residents answer to him. He came to power the usual goblin way - overthrowing and killing his predecessor. 

Murgogo (male Goblin Shaman 10, AC 4, hp 30, THAC0 13, Att 1 staff for 1d6 or 1 spell, Save Clr10, Ml 10 Str 10, Int 16, Wis 14, Dex 10, Con 8, Cha 9 (13 to goblins), Equipment: Chain Mail +1, Staff of Striking, Amulet of ESP, 3 x potions of healing).
Murgogo is the most senior shaman in Zugguth Peak and is Grashfal's most trusted advisor. He also advised Grashfal's predecessor, but switched loyalties when it seemed convenient. Murgogo does not want to rule the goblins directly - he knows the position is far too risky. So he has become the power behind the goblin throne. He is at the top of the hierarchy of shamans of Maglubiyet in Zugguth Peak and as Maglubiyet rules the goblin demigods, he expects all other shamans to defer to him.  

Karrukko Shortshiv (female Goblin Shaman 7, AC 3, hp 23, THAC0 17, Att 1 spear for 1d6+1 or spell, Save C7, Ml 8, align C, Str 10, Int 13, Wis 15, Dex 16, Con 10, Cha 8 (12 to goblins), Equipment: Chain Mail, Spear +1 +2 vs gnomes & halflings,  Spells:  Darkness, Cure/Cause Light Wounds, Hold Person, Charm Normal Animal, Cause Blindness
Karrukko is a senior shaman of Maggatha Grooth (see below). and is the foremost trainer of wolves, dire wolves and worgs in Zugguth Peak. She always has her favourite trio of dire wolves at her side. She trusts wolves and worgs more than she trusts other goblins (which is probably sensible). 

Goblin Religion in Zugguth Peak

Goblins have one supreme immortal, Maglubiyet, the lord of goblinkind. He is considered far more powerful and important than any of the goblin demigods mentioned below. 

Every once in a while maybe once in a generation across the whole of Brun, a truly exceptional goblin may become so powerful both in terms of personal prowess and influence among other goblins, that the great goblin god, Maglubiyet, notices them and elevates them to the level of minor immortal. They are not refered to by goblins as Chaos Princes but as Goblin Demigods, though it is the same process and status. All are Chaotic in alignment though they have different attitudes and agendas.  

  • Uthaka Vex - Goblin demigoddess of lairs, strongholds and defences. She also encourages tribal loyalty and protecting lairs and fellow goblins from outsiders and common enemies. A goblin shaman of Uthaka Vex can raise the morale of goblins within line of sight of the shaman who are defending their lair by +2. 
  • Choroth Brogg - The inventor of traps. He is both malicious and a genius and teaches goblin followers the skills needed to set the most lethal and cunning traps. A goblin shaman of Choroth Brogg can find/remove traps as a thief of the same level. 
  • Gashalogg Buthiak - The Tactical Commander is the patron of goblin chiefs and leaders, and encourages his followers to fight cleverly, not to foolishly waste their lives. Shamans of Gashalogg Buthiak can use any weapon except polearms, two-handed swords & longbows. 
  • Maggatha Grooth - The Tamer of Wild Beasts. She sees all monster and animals as potentially useful and she will teach her followers how to use them as steeds, guards and pets. Shamans of Maggatha Grooth can use Charm Normal Animal as a 2nd level shaman spell.
  • Bevedd Durken - The Delver in the Depths. He is interested in exploring the underground, especially the deep dark limestone caverns, for minerals, fungi, new lairs and enemies to fight and plunder. Goblin miners and prospectors revere Bevedd Durken, as do those who collect and use cave fungi. A shaman who worships Bevedd Durken has enhanced infravision out to 120'. 

Although all of these goblin demigods are chaotic to varying degrees, there are some goblins who are total Chaos Cultists, worshipping Chaos in its most absolute form. Goblin shamans usually worship Maglubyet or have a demigod patron that they follow and who grants them spells in return, though as mentioned above there are those that worship Chaos itself.  


Monday, 19 December 2022

The Fortress-Town of Latela

 

Art by Gao Xu, source


Sitting on the northern coast of the Great Bay of Norwold, not far from Barathmir, this town and fortresss has a total population of 5700, of whom about 4900 are in the town, the other 800 are in the fortress which is particularly impressive as it has been constructed on top of a massive rocky overhang. There are another 2100 or so folk in hamlets and farmsteads dotted around nearby who are subjects of the lord of Latela. The town is situated on the bay and has a small port used by merchants and fishermen. Latela has a distinctly Thyatian culture and most of the human settlers in the town are either first or second generation colonists from Thyatia itself. 

Latela was founded by Longtooth (male human thief22, chaotic) - superficially a Thyatian adventurer who sought to establish his own dominion here in Norwold, but he turned out to be an agent of Thyatis who turned against King Erical of Alpha in an attempt to seize as much of Norwold for Thyatis as possible. Longtooth was thwarted by more loyal and honourable nobles who sided with the King. Longtooth is now a persona non grata in Norwold and is supposed to be exiled from the region. In fact he now controls and influences from the shadows, based in his fortress of Latela. 

The lord of Latela is Baron Korronius Brunius (male human, fighter17, neutral), a Thyatian soldier turned adventurer who became powerful and ambitious enough that the authorities in Thyatis decided to give him an opportunity to establish his own realm - on the understanding that he owed Thyatis loyalty. When Longtooth failed in his bid to seize power, Korronius was shipped north as soon as possible and nominally took over Latela. Korronius does indeed handle the day to day running of the town including taxes, law and order and construction projects. But the political strategy is handled by Longtooth. Although he would never openly admit it, Korronius answers to Longtooth. 

Some in Alpha (the capital of Alphatian Norwold) wonder why King Ericall would allow a Thyatian to run a town in his kingdom. The simple answer is because this way King Ericall and his advisors know who Korronius is and can better monitor Thyatian activity in Norwold. Since Longtooth exposed his true loyalties, Ericall knows that Thyatis wants a foothold in Norwold and Ericall would rather know where that is and who is in charge. Besides, the population of Latela is Thyatian and they are more content if they are governed by someone they view as one of their own rather than an outsider.  King Ericall and his advisors do not yet realise Longtooth is still based in Latela - they think that Korronius is the top Thyatian in Norwold. 

Latela is a hotbed of intrigue and double-dealing. Alphatia and Thyatis are waging a cold war on the streets of Latela, with Thyatis having the upper hand, partly because of the culture and origins of the town but also because Thyatians have a natural talent for duplicity and betrayal. There are informants and agents of various sorts on every street. Alphatia has not yet managed to get an agent into the fortress yet but would dearly love to. The Alphatians quite rightly suspect that the fortress is the centre of Thyatian activity in the region but do not know what is being planned there. There is quite a lot of crime on the streets of Latela but this is more of a secondary problem. As far as the authorities of Latela is concerned, catching enemy spies is more important than catching criminals, especially when half the criminals are informants or assassins for the Thyatians. 

Baron Korronius actually tries to keep some sort of peace or at least status quo in the big picture. He knows that the forces of Latela would be hopelessly outnumbered if the Alphatians went to war, and also that the fortress, regardless of how imposing it is, would not stand against a force of powerful archmages from the Alphatian mainland. Therefore he does not want to provoke a conflict with Alpha.  Longtooth has a different point of view and tries to spread Thyatian spies and agents into as many Alphatian strongholds and dominions as possible. These spies may appear to be merchants, adventurers, mercenaries or any other cover that is useful. Subverting the loyal subjects of Alpha, whether by magical enchantment, blackmail, seduction or bribery is considered standard practice by these Thyatian spies. Although he would never disclose details about his agents, Longtooth has mentioned to Korronius that he controls at least 50 different Thyatian spies through Norwold, and each of those has a number of people under their influence. While Baron Korronius tries to avoid conflict, Longtooth believes it is inevitable and sees all Alphatians as the enemy, even if war has not broken out. The question is whether Longtooth's expectations become a self-fulfilling prophecy. 

In terms of conventional military power, Latela has 750 troops, both heavy infantry (banded armour and polearms)  and light skirmishers with longbows, leather armour and shortswords. Some of those skirmishers are not as tough as regular soldiers but are surprisingly good at hiding and moving silently and then backstabbing enemies with their shortswords. The town does not have a navy as such but can commandeer fishing vessels when sea transport is required.  

There is the House of the Shimmering Star, an informal mages' guild where training and learning new spells is on offer in return for a steep fee. The archmage in charge of this establishment is Mellax the Incomparable (male human Magic User24, chaotic), a Thyatian by birth. He is playing a dangerous game, acting as an informant for both Longtooth and also the Alphatians, telling both sides about new magic users in town and also using his magical powers to assist each side without giving away his own position. But he has recently been found out by the Alphatians - they gave him a crystal ball with which to spy on the Thyatians. But the crystal ball also allows a mage in Alpha with a similar crystal ball to see and hear through the crystal ball in Mellax's possession without Mellax knowing - The Alphatians have planted a magical bug in Mellax's office. 

The Shrine of Equilibrium is a small temple with twelve clerics devoted to the philosophy of Neutrality, led by Honoria Vennatrix (female human cleric15, neutral). Despite various efforts by both Alphatians and Thyatians, the clerics have generally kept themselves detatched from the politics and espionage so rife in this town. There are times when a cleric has been compromised, and then they have "recused" themselves, declaring they can no longer be as impartial as they should be and leaving the town and the shrine before they can be compelled to cause mischief. Some agents respect this neutrality and leave the clerics alone, but for other spies the clerics' reputation as being neutral makes them even more tempting targets for recruitment - after all, who would suspect them?  

Despite its intrigues and questionable allegiences, Latela is generally a safe place to visit and do business. There is a modest trade in pine timber, fishing (including crabs and lobsters, considered a delicacy in Alpha) and pork. Adventurers sometimes use Latela as a base from which to venture further north into the hinterlands. The most important warning would be to stay out of local affairs. Even if an incident is not directly connected to the Thyatians vs Alphatians, any sort of violence or heroics will attract the attention of various spies who will attempt to recruit the adventurers as new assets, or worse, suspect the adventurers are working for the other side. 

Beyond the town walls there is a vast stretch of coniferous taiga, the eastern Lothbarth Forest. This place is not safe for any but the most experienced of soldiers and adventurers. About 28 miles northwest in the Lothbarth there is a vicious tribe of orc, the Ear-Rippers, who attack all humans and demihumans regardless of allegience. Every few years the orcs cause enough trouble that the lord of Latela sends his forces to destroy the orcs and there is a bloody battle. Although the orcs are generally defeated on the battlefield, they have never been properly wiped out, always regrouping and repopulating in a few months. Another threat is a pack of werewolves based in Splinteraxe village, a logging camp to the northeast. The humans in the village are terrified and subjugated by their lycanthrope rulers. Although the werewolves generally go after animal prey, they will sometimes turn on human villagers that have defied them, or travelers who pass nearby. Longtooth is aware of the situation in Splinteraxe, but rather than killing the werewolves he is trying to find a way to use them against the Alphatians.  

Tuesday, 13 December 2022

Scenario #9: The Ruined Arvorian Outpost

 

Art by Dziga Kaiser, source

Introduction

This is a short scenario for characters of levels 2-3 that follows on from scenario #7. It is another part of my rather ambitious idea of a grand campaign based in Norwold

After the orcs with the green amulet  PCs are directed to a camp of lupins who have recently traded with Berresford the trapper. This is the Alvini pack, who roam not far from Barathmir in the Lothbarth forest. The leader asks the PCs to deal with an outpost of Chaotic humans who have been causing problems for the lupins. 
The outpost is led and advised by an Arvorian tasked with searching the area for eldritch crystals. She has a lead-lined chest holding several pieces. 
Her name is Althonai, 3rd level Arcane Knight F/MU
There is also a human twisted summoner, Baljoria, 3rd level, who has a small contingent of monstrous minions. 
Berresford has been captured by the chaos cultists and is being interrogated by Althonai and the senior cultist as to where he found the Eldritch crystal so they can find more. Although closed-mouth with his captors, he will be more open and talkative with rescuers once he believes he can trust them. Berresford can point them to another ruin where he found the amulet. 


Key to the map of the Outpost:


Courtyard: Empty but as PCs enter via the fallen portcullis there is a 50% chance that the archers in room #4 will be alert and start shooting arrows at them. 
  1.  Entrance Hall: Here are 2 chaos soldiers and 2 chaos archers. They are standing guard around a brazier. They will attack any strangers. This room also has stairs leading up to the middle floor. 
  2. Empty
  3. 1 chaos sergeant + 2 chaos soldiers. They are sitting a table sharing a bottle of wine. This room also has stairs heading down into the dungeon level, but this is left for DMs to develop. If you don't want to bother with creating the dungeon level, this stairway down does not exist. 
  4. 2 chaos archers. Anyone walking through the passageway from outside into the courtyard over the fallen portcullis has a 50% chance of alerting these archers who will try to shoot intruders through the arrow slits. 
  5. Rubbish dump. 7 giant rats (AC 7, HD 1/2, hp 3, Mv 120', THAC0 20, Att 1 bite for 1d3 + possible disease, Ml 8, Save F1, Al N, Int 2, XP 7) have made their nest here. They will not attack humans that simply add to the dump (they know the cultists bring them wasted food) but if anyone starts poking around they will defend their lair viciously.
  6. Empty
  7. Abandoned smithy. Here is an old forge with anvil, furnace (now cold) and a few tools including an abandoned War Hammer +1 that also acts as a smith's hammer. It has dwarvish runes engraved into the head. However, there is also a Crab Spider (AC 7, HD 2*, hp 8, Mv 120', THAC0 18, Att 1 bite for 1d8 + poison, Ml 7, Save F1, Al N, Int 1, XP 25)  lurking in the rafters and it will attack if anyone lingers here longer than a round. 
  8. Empty
  9. Latrines: This filthy place is still in use by the cultists. It consists of wooden benches with bum-shaped holes carved into them sitting over two large pits of filth. The stench is horrible and anyone entering here must make a save vs poison or suffer -2 Str and -2 to saving throws for 1d4 turns due to nausea. The inhabitants of the outpost have become inured to to this initially overpowering odour. There is nothing of value here. 
  10. Stables. In here are the skeletal remains of 4 unfortunate horses, plus various bits of tack and harness now decayed beyond use. 
  11. 3 giant shrews (AC 4, HD 1, hp 5, Mv 180', THAC0 19, Att 2 bites for 1d6 each, Ml 10, Save F1, Al N, Int 1, XP 15) live here. They are effectively blind and sense intruders by sound. They hide among a pile of discarded furniture, most of which is worthless but there are 2 elaborately carved chairs and a table that are still well-preserved: the chairs are worth 50gp each and the table 120gp but they are bulky items and not easy to haul around. 
  12. Training Room. Here are 2 chaos soldiers and 1 chaos archer, as well as wooden dummies, a straw target for archery at the west end of the room and a weapons rack with 4 spears, 3 hand axes and a barrel of 30 arrows. There is also a flight of stair heading up to the top floor. 
  13. Empty
  14. 2 hobgoblin mercenaries + 1 chaos sergeant
  15. 4 hobgoblin mercenaries
    15a) corridor. This is patrolled by 2 hobgoblin mercenaries
  16. Empty
  17. 1 Chaos Sergeant & 1 female Chaos Adept (AC 5, HD C2, hp 6, Move 90',  THAC0 19, Att 1 mace for 1d6+1, Ml 10, Save C2, Al C, Int 11, XP 35, Equipment: Chain mail, mace, black robes, unholy symbol, 25sp, Spells: Darkness (reverse of Light))
  18. Empty
  19. Hobgoblin Leader (AC4, HD 2+2, hp 13, Mv 90', THAC0 17, Att 1 sword for 1d8+2, Ml 10, Save F2, Al C, Int 10, Equipment: Chain Mail, Shield, Sword +1). This is the leader of the hobgoblin mercenaries. As well as commanding their loyalty he also holds the gang's treasure in a chest: 4530sp, 355gp and 4 crimson spinel gems worth 100gp each. 
  20. 3 hobgoblin mercenaries
  21. Empty apart from food stores (boxes of iron rations and barrels of wine and beer). 
  22. 4 chaos soldiers are resting here on simple beds. 
  23. 4 kobolds (AC 7, HD 1/2, hp 3, Mv 60', THAC0 20, Att 1 dagger for 1d4, Ml 7, Save NM, Al C, Int 8, XP 5). These are minions of Baljoria, the Twisted Summoner in room 24 and have no treasure of their own. 
  24. Baljoria the Summoner (AC 9, HD MU3, hp 6, THAC0 20, Att 1 dagger for 1d4+1 or 1 spell, Ml 8, Save MU3, Al C, Int 15, XP 50, Equipment: Dagger +1, Spellbook, Spells: Charm Person, Magic Missile, Mirror Image) + pet Giant Lynx (stats as mountain lion AC 6, HD 3+2, Mv 150', THAC0 16, Att 2 claws/1 bite for 1d3/1d3/1d6, Ml 8, Save F2, Al N, Int 2, XP 50). Baljoria has a sack underneath her bed that contains her valuables: 340gp, 1110sp, 32pp and her precious spellbook (containing the following spells: Read Magic, Detect Magic, Charm Person, Magic Missile, Hold Portal, Mirror Image, Web, Locate Object).
  25. Portcullis Winch Room: 4 orcs (AC 6, Move 120', HD 1, hp 6, 5, 4, 4, THAC0 19, Att 1 spear for 1d6, Ml 8, Save F1,  Al C, Int 8, XP 10 each. Equipment: Leather armour, shield, spear, 10sp each), under control of Baljoria the Summoner. They stand guard over their prisoner, Berresford (AC 9, HD F2, hp 4 (normally 10), Mv 60' (normally 120') , THAC0 20, Att none, Ml 4, Save F2, Al N, Int 10, XP 20) who has been beaten and tortured and is currently tied up to the winch mechanism. Berresford is not in a fit state either physically or mentally and will be ineffective until he has time to recuperate. 
  26. 2 Arvorian novices (AC 5, HD E1, hp 4, Mv 90', THAC0 20, Att 1 weapon  for 1d8, or 1 spell, Ml 8, Save E1, Al C, Int 12, XP 15, Equipment: Chain Mail, Sword, 15sp each, Spells: Cure Light Wounds/Darkness). These are the assistants to Althonai and are Eldritch Crusaders, so they have clerical spells, not MU spells. . 
  27. Althonai the Arcane Knight (AC 2, HD E3, hp 13, Mv 60', THAC0 17, Att 1 weapon for 1d8+1 or 1 spell, Ml 10, Save E3, Al C, Int 13, XP 50, Equipment: Plate Mail, Sword +1., keys to locked boxes, spells: Darkness, Charm Person, Caustic Bolt) is the leader of this outpost. As well as her bed plus a table and chair, she has two boxes, both locked. The keys to both are around her neck. In one box is 530gp, 45pp & a non-magical silver and amethyst ring worth 400gp. The second box is made of lead. Inside there are 3 Eldritch Crystals and written instructions. Fortunately unlike the Eldritch Crystal found by the orcs in Scenario #8, these are not immediately dangerous to those handling them.  The instructions are described below after the map key.
  28. Brutus the Chaos Warrior (AC 2, HD F4, hp 22, Mv 60', THAC0 16, Att 1 weapon for 1d8+2, Ml 11, Save F4, Al C, Int 11, XP 75, Equipment: Plate Mail +1, Battleaxe) is the human lieutentant to Althonai and helps her control and motivate the chaotic humans of the outpost. His gothically ornate magical suit of plate mail +1 is his pride and is crafted from Hellforged Iron. He does not bother with coin treasure - his stash underneath a loose floorboard is a silk bag containing 6 jade gems worth 100gp each. 
  29. Empty
  30. Empty apart from crows and ravens. 

Stats for Common Encounters in the Outpost

Chaos Soldier: AC 4, HD F1, hp 5, Mv 90', THAC0 19, Att 1 weapon for 1d6, Ml 8, Save F1, Al C, Int 9, XP 15, equipment: chain mail, shield, hand axe or spear, 2d6sp
Chaos Archer: AC 7, HD F1, hp 4, Mv 120', THAC0 19, Att 1 weapon for 1d6 or 1 arrow for 1d5, Ml 8, Save F1, Al C, Int 10, XP 15, equipment: leather armour, shortsword, shortbow, quiver + 10 arrows, 2d6sp
Chaos Sergeant: AC 4, HD F2, hp 10, Mv 60', THAC0 18, Att 1 weapon for 1d8, Ml 10, Save F2, Al C, Int 10, XP 25, equipment: chain mail, shield, normal sword, 2d4gp
Hobgoblin Mercenary: AC 6, HD 1+1, hp 6, Mv 90', THAC0 18, Att 1 sword for 1d8, Ml 8, Save F1, Al C, Int 9, XP 15, equipment: Leather armour, shield, normal sword, 3d6sp

Concluding the adventure

The written instructions in Althonai's box of eldritch crystals are in the Arvorian script, and require a Read Languages spell to comprehend. They instruct Althonai to find as many eldritch crystals and then return them to the Arvorian mine complex to the north called Iseldek's Drop to the north, to then be passed on to the City of Madness

If Berresford is rescued he can tell the PCs where he found the Eldritch crystal from Scenario #7 and points them to an old ruined tower of Arvorian design found on the border between the coniferous Lothbarth forest and the tundra. 

There are no strict requirements for which the PCs should visit first (Iseldek's Drop or Berresford's ruined tower) but it should lead the PCs deeper into the realm and activities of the Arvorians. 

If the PCs ask around town about the Arvorians or eldritch crystals they are met with ignorance from all except Sorsoni the Sage, who is both fascinated and concerned by both. Sorsoni has only heard a little about the Arvorians, but it is enough to scare him. He knows that they are loosely related to elves and that their civilization is at least as old as that of the elves and perhaps dates back to Blackmoor days. He also knows that Arvorians are worshippers of Chaos and are nearly always malevolent. Any knowledge beyond this is up to the PCs to investigate for themselves. 

The lupins who guided the PCs to this outpost also know something of the Arvorians, and again can guide the PCs to the ruined tower that Berresford found the first Eldritch crystal in, though they do not know about Iseldek's Drop.