Friday, 17 January 2025

The Temple of Chaos Divided: The Village of Lymewood

8 miles per hex, original cartography by Thorfinn Tait, source

Lymewood is the nearest civilised settlement to the megadungeon known as the Temple of Chaos Divided, and is a village of about 220 inhabitants, nearly all Alphatian human. It is in northern Alphatia, about 23 miles north of the city of Shiell along the main road, and is also a day's travel from the towns of Sanaz and Naughwayne.  The infamous temple is only 6 miles southwest along a rough track and most folks can reach the temple on foot within 2 hours of leaving Lymewood. 

As described in the background to the temple, in AC 760 (1760 Alphatian Reckoning) a vicious army of monsters and chaotic humans emerged from the Temple of Chaos Divided and began laying waste to the surrounding countryside, with Lymewood being its first objective. Fortunately for the inhabitants the local archmage was able to evacuate them to Shiell using a Polymorph Object spell to increase the size of her magic carpet so that all 80 villagers could climb on. The livestock and buildings of Lymewood were mostly destroyed by the horde of Chaos. 

The army of monsters and chaotic humans was defeated at the walls of Shiell and then the counter attack was launched against the temple. Although the surface structures (described in the previous blog post) were cleared out and burnt, the underground dungeons were a different matter. So the authorities of Shiell decided to keep a watch on the Temple of Chaos Divided, and the best place to do that was Lymewood. Assisting with the rebuilding, two new major buildings were added: Lymewood Outpost, for mages who oppose Chaos, and the Lymewood Bastion, where lawful clerics could maintain a strong presence. While this was going on the farmers and other common folk rebuilt their cottages, shops and barns. 



Key to map of Lymewood

1) The Lymewood Bastion. This imposing church is actually built on the ruins of the old Lymewood chapel that was sacked 240 years ago. It is surrounded by a 10ft high stone wall with battlements and has several wooden buildings (including a stable and a privy) within the compound. The clerics are primarily there to keep an eye on the ruins of the temple in case chaotic creatures emerge again. However, Mother-Adjunct Melrania has become the de facto vicar of Lymewood and some of the clerics posted here have joined her in assisting the community. The clerics will provide magical healing and other helpful magic for a moderate fee of 100gp per spell level, unless it is clear the recipients are combatting the forces of Chaos (in which case spells are only half price, 50gp/spell level). The resident clerics include:

  • Mother-Superior Aquillia, 10th level cleric, human female, lawful
  • Mother-Adjunct Melrania, 8th level cleric, human female, lawful
  • Curate Munroth, 5th level cleric, human male, lawful
  • 3 priests (3rd level clerics, all human & lawful)
  • 6 Adepts (2nd level clerics, all human & lawful)
  • 5 Acolytes (1st level clerics, all human & lawful)

2) The Lymewood Outpost. This is a circular tower about 100ft tall in the style of the classic wizard's abode, with four bulging buttresses reaching up to support the tower for the first 30ft. The mages within have been tasked with keeping an eye on the Temple of Chaos Divided, but generally will not go into the dungeon except perhaps to rescue one of their own. They tend to not hold adventurers in high esteem, and often expect them to die in the dungeon, so they require payment up front for any services rendered. The mages include:

  • Mage Trandocious, 16th level magic user, human male, lawful
  • Mage Ballanfest, 13th level magic user, human male, lawful
  • Mage Carrolina, 13th level magic user, human female, neutral
  • Mage Torrdol, 11th level magic user, human male, neutral
  • Junior Mage Parra, 7th level magic user, human female, lawful
  • Junior Mage Morkoth, 7th level magic user, human male, neutral
  • Darathain the Wanderer, 8th level spellsword, elf male, lawful
  • 10 mage neophytes (2nd or 3rd level magic user, all human, either lawful or neutral)

3) The Shady Oak Inn: Run by Dellegin the Opportune (6th level fighter, human male, neutral), a retired adventurer who made enough of a fortune plundering dungeons to know what's involved in dungeon exploration. He is perhaps the most sympathetic in the village to adventurers as long as they are well behaved and pay their bills. 

4) Myrtle's General Store: selling most things on the equipment list as long as it is below 45gp, so no plate mail or transportation. Myrtle (NM, human female, neutral) regularly makes trips into Shiell to pick up more stock so she can advise those looking for more specialised items where to look in the city. 

5) Village Well. This has an unusually deep shaft, about 100ft down to the water. There are several buckets attached to ropes here as well as a winch mechanism. Those who have descended the shaft have found themselves on the surface of a large underground lake that stretches at least across the area covered by the village though because of its highly irregular and convoluted shape it is difficult to tell from the bottom of the well just how far the underground lake stretches. Some say that it reaches all the way to the Temple of Chaos Divided. 

6) The farmyards hold several buildings each, including cottages for the farmer's family, sheds for livestock and barns for holding hay and gathered crops. Each farmyard is surrounded by a fence robust enough to contain horses, cows and goats. 

7) Algenon's Magical Supplies, selling vellum, ink, books and the more easily acquired spell components. There are even a few basic magic items for sale in the vault such as potions of healing and scrolls of low-level spells. Up in the attic are books of lore and esoterica which Algenon considers his personal collection rather than stock for sale though he may allow respectful and trusted customers to read these books. 

8) The Windmill is run by Balshir (4th level thief, human male, chaotic) and Vagnar (4th level magic user, human female, chaotic), a married couple who are quite crotchety and reclusive. They are in fact spies for the Temple. Generally they just keep an eye on the village and won't do anything too risky. They also charge the farmers a high price to mill wheat which makes them unpopular. 

9) Bornax the Butcher (2nd level fighter, human male, neutral) provides the meat for the villagers. He will also keep any worthwhile hides and sell them to a tanner and leatherworker in Sanaz. 

10) Belrid the village blacksmith (NM, human male, neutral) currently relies on a mundane coal-fired forge but wants to upgrade to a magically heated one. He has heard there may be one deep in the dungeon but certainly cannot retrieve it himself, and would struggle to pay for it if adventurers brought it to the village. 

11) Nanthe's Knitting. Nanthe (NM, human female, lawful) is skilled at preparing and spinning wool then knitting the yarn into a variety of clothing, and many villagers and some clerics wear her knitted garments. Mages consider her knit-ware rather gauche. Most of the wool is sourced from within the village. 

12) Obdool the Beekeeper (NM, human male, lawful) provides the village with honey. He has a magical Ring of Insect Avoidance that means that bees don't sting him, even when he is collecting their honey. His home has a walled flower garden that has four large beehives and a range of flowers for all seasons so the bees can produce honey for most of the year. 

Friday, 10 January 2025

Fortress-Monasteries of the Sohei

The Sohei of the Pearl Islands are warrior-monks, the Pearl Island culture's equivalent of clerics. Although they may often establish shrines in cities and towns, their training and headquarters are fortress-monasteries known locally as shudoin, often in borderland areas between civilization and the wilderness. They are often divided into different religious sects called orders - these are large organisations, though often centred around a single temple or shudoin.

art by Wayne Reynolds, source

The Sohei orders are nominally answerable to the Shogun (the Emperor's representative and second in command), who has delegated the Office of Monastic Affairs to deal with the Sohei. However, sohei can be very stubborn and strong-willed and will sometimes ignore or reject edicts from the Shogun, particularly if they feel strongly on a matter, either out of principle or perhaps honour, so in many ways they are independent. Theoretically the Shogun can assign his chosen abbot as head of a monastery, but unpopular choices have led to sohei protests and uprisings prompting even the Shogun to back down and reconsider. 

Sohei shudoin will often comprise of a quarter being proper sohei (with levels as clerics) and two thirds being lay men-at-arms, often referred to as ikko-ikki (“Devoted League”), who are actually fighters rather than clerics but with a strong sense of religious devotion. The rest of the shudoin are servants who have no character class levels, but are still true believers. The larger fortress-monasteries can thus be a considerable military force, with up to a thousand sohei and ikko-ikki ready to defend their home. 

Sohei are essentially variant clerics, using the XP advancement, to hit chart, d6 hit dice and saving throws as normal clerics. Sohei can use clerical spells and turn undead just like most clerics. They are granted spells through their faith, discipline and spiritual connection. This connection is usually to the cosmic forces of Law, Chaos or Neutrality - sohei tend towards philosophies rather than immortals. However, a few will follow an immortal - often one who was a great and noble leader in the Pearl Islands. Even then, the sohei who are granted spells will often view their immortal patron as a teacher guiding them to a better philosophy and enlightenment rather than a deity to be worshipped in themselves. 

Sohei will often use samurai armour (treated here as banded armour, AC 4), but rather than using maces or warhammers with shields they will use najinatas - these are two-handed polearms that do 1d8 damage; Ikko-ikki will also tend to use naginatas in favour of other weapons. Sohei never use shields. Although some say sohei will use bows and arrows, this is not actually true - their ikko-ikki will, but the clerical sohei will not as their religion forbids it. Since both the lay brothers and the sohei wear the same armour and white cloth head scarves it is not easy to distinguish between the two, particularly in the heat of battle. 

Sohei will find themselves involved in various conflicts, mostly to do with their monasteries. 

  • Order vs Order conflicts: This may be a matter of religious or philosophical argument that has escalated, or it may be something more prosaic such as money, land and converting each other’s followers. 
  • Order vs secular authorities. As noted, although theoretically answerable to the Shogun and his Office of Monastic Affairs, the sohei are often effectively independent, at least in their own opinions. This can lead to violent clashes if a controversial issue is not resolved peacefully. 
  • Orders allying with daimyos or other feudal authorities against other secular groups. Although some sohei strive to remain above feudal politics and conflicts, they have been known to throw their support, both moral and military, behind one feudal lord in order to defeat or at least defend themselves against another who is their common enemy.  
  • Orders against bandits. Sohei are not expected to be policemen or border troops but when they or their lands and people are threatened by brigands they are capable of defending themselves, even launching expeditions to destroy brigand strongholds that threaten their monastic holdings. 
  • Orders against marauding monsters. Similar to the situation with brigands, the sohei are not expected to be dedicated monster hunters (though a rare few are), though they will defend their territories against non-human threats as well. 

Known Orders and Shudoin of the Pearl Islands

These are the largest and most famous orders on the Pearl Islands: there may be others not described here.

Order of the Yellow Pearl

  • Strength: 120 sohei, 400 ikko-ikki, 60 servants
  • Base: Shudoin of the Yellow Pearl, hills south of Kaiko  
  • Member alignment: Always lawful

This popular order is focused on serenity and enlightenment but with an awareness that self-defence and defence of innocent people is necessary. When not in battle gear the sohei and ikko-ikki will often wear saffron-yellow robes. The sohei of the Yellow Pearl have been known to offer healing and curing of diseases at their shrines and temples that may become informal hospitals. They also have been known to counsel the bereaved, the distraught and the emotionally unwell. 

Order of the Eternal Sunrise

  • Strength: 150 sohei, 200 ikko-ikki, 100 servants
  • Base: Temple of the Jade Lotus, north of Kaiko
  • Member alignment: Usually Lawful, sometimes neutral, never chaotic

The Order of the Eternal Sunrise is less militant than some orders, and is focused on knowledge and wisdom. It often assists with record keeping and is famed for its extensive libraries. Its members, especially sohei, are forbidden from deliberately destroying books and records. The sohei sometimes establish schools in towns to teach people reading and writing - places for pupils in these schools are much sought-after. 

Order of the Mandate of the Heavens

  • Strength: 300 sohei, 960 ikko-ikki, 120 servants
  • Base: Steel Shoduin on outskirts of Raisukawa
  • Member alignment: Always lawful

This order is dedicated to the preservation of Law and order, particularly assisting the Shogun and his daimyos against bandits and monsters. They maintain shrines in other major cities and the senior members are often well-travelled around the Pearl Islands. They are probably the only order to always respect the Shogun’s commands, and as such are sometimes seen as his pet clerics, following political directives rather than their own principles. The order can also be culturally conservative, disapproving of changes to procedures, customs or laws and also being wary of foreigners and demihumans. The Order of the Mandate of the Heavens prefers white robes and vestments. 

Order of the Hidden Cobra

  • Strength: 230 sohei, 750 ikko-ikki, 200 servants
  • Base: hidden monastery somewhere on Tekitai island
  • Member alignment: Mostly chaotic, a few neutral

This is perhaps the most sinister order of sohei in the Pearl Islands, and many other sohei and civilians do not trust this order. The members tend towards Chaos and are in regular contact with serpent folk who have made a lair somewhere on Tekitai, possibly directly underneath their hidden monastery. However, they are cautious and do not want to provoke reprisals, so maintain a level of respectability and civility at least around the rest of society. They are found wandering other islands and towns of the Pearl Islands, and may well have other secret hideouts as well as connections to the Yakuza (organised criminals).  

Order of the Snarling Tiger

  • Strength: 450 sohei, 1600 ikko-ikki, 300 servants
  • Base: The Invincible Fortress south of Atsui-Yogan on the slopes of a volcano
  • Member alignment: Mostly neutral, a few chaotic

This order is similar to the Thyatian cult of Vanya, with a focus on martial prowess, conquest, courage and glory. They are often looking to test themselves against foes, both monstrous and human. They are also among the most volatile orders when dealing with the Shogun and other authorities, and have proven to be powerful allies as well as bitter foes. They will sometimes try to push other orders out of a town or province that they want for themselves. They have several different outpost temples in various towns. The Order of the Snarling Tiger will wear orange and black vestments and robes underneath their laquered armour.  The most skilled and courageous will wear skins of tigers or panthers that they themselves have slain. 

Order of the Golden Throne

  • Strength: 140 sohei, 200 ikko-ikki, 40 servants
  • Base: The Resplendent Shudoin, Yunohama, Tennotochi island
  • Member alignment: mostly neutral, a few chaotic and lawful

This order is focused on trade, wealth and prosperity. It encourages artisans, labourers and officials to do their best work, and merchants to spread the produce and benefits. Of course, the Order of the Golden Throne often ends up making a tidy profit as well. Other orders view them as materialistic and greedy, which can be true. But the order is popular among many townsfolk who strive to make a living. The sohei and ikko-ikki of this order are not official police, but they hate and will hunt down bandits and pirates who threaten trade and hard work, and many daimyos appreciate this vigilance. 

Sources:

My main source for this post has been this book:



Japanese Warrior Monks AD 949 - 1603, written by Stephen Turnbull, illustrated by Wayne Reynolds (he of Pathfinder fame!) and published by Osprey publishing


Thursday, 2 January 2025

Vurparnu Mansion

 

artist unknown, source

Sitting next to a waterfall on the Cruth River in western Karameikos, Vurpanu Mansion is home to the old Vurparnu family of old Traladaran heritage and they have held onto their lands despite Duke Stefan's takeover of the rest of Karameikos. As with some other Traladaran nobles they have negotiated with the new regime and are still recognised as the rightful owners though with fealty to Duke Stefan as their feudal overlord. 

Vurpanu Mansion may be in Karameikos but its nearest towns are across the border, Wereskalot and Aergruth in the Five Shires, and this is where the folks of the manor do much of their trade. In fact, Vurparnu Mansion is quite isolated from the rest of Karameikos and by virtue of its near-inaccessibilty from the east is effectively independent from Specularum. 

There is Riverfork Keep, owned and run by the Karameikean army with a small garrison of 30 soldiers, and whenever travelling by river to the sea the Vurparnu family will try to be friendly with the garrison. The people at Riverfork Keep will sometimes buy supplies from Vurparnu Mansion, particularly if lizardmen and bullywugs are making the Blight Swamp impassable for supply boats or the Black Eagle Barony is harrying shipping along the coast. These threats are also problems for Vurparnu Mansion, so sometimes an overland route through the Riverfork Woods to Luln is considered safer if longer. 


8 miles per hex, based on original map by Thorfinn Tait


Vurparnu Manor has a number of hamlets and farmsteads attached to it and these provide food and basic supplies. In return the manor provides a certain amount of protection from bandits and monsters in the Cruth Hills or venturing down out of the Cruth Mountains. 
The manor itself has the family members, 25 servants and a squad of 14 guards (1st level fighters). 

However, the Vurparnu family used to control a much larger swathe of land, particularly in the rugged hills, and a combination of bandits, monsters and neglect have left the Vurparnus looking after a much smaller fief than fifty years ago. It is a long-standing goal for the family to reclaim its lost properties but they do not have the soldiers or resources to do this. Adventurers are a possible solution, if they can be trusted. 

Tasks to be done include:
  • Travel to the Reclusium of Serenity to ask if they would provide a chaplain for the manor. 
  • Make trade connections with Grulven's Prospect, a dwarf mine run by Grulven Granitefist - the mansion can sell food, and offer a market for copper and gems in the Five Shires.  
  • Clearing out a hamlet overrun with kobolds
  • Investigating the pack of wolves in the Cruth foothills that have slaughtered sheep and chased shepherds. There is something usually cunning about them. 
  • Negotiating with the nixies in the Cruth River to let human and halfling fishermen fish in peace. The nixies have been displaced by an aggressive band of bullywugs. 
  • Assisting the nearby cleric of Law in protecting the graveyard from the grave-robbing necromancer and his skeletal minions. Lady Mellidia wants to join in but Lord Elias is worried for her safety. 
  • Making contact with a small tribe of gnomes in the hills who have become very isolated and almost xenophobic.  They have had trouble with evil humans and don’t trust anyone taller than a dwarf, and even then they are suspicious of dwarves. But they do have a steady supply of iron ore. 
  • Statues of travellers and creatures have been found in the hills north of Vurparnu and the implications are scary. There is a magic staff that once belonged to a nearby wizard that could turn stone to flesh, restoring petrified creatures. The wizard who created it is long dead but his tower still stands. 
  • Angry lizardmen have been harrassing human traffic on the river system. They are normally peaceful, letting human boats pass, but something in the Blight Swamp has got them riled up. 

Characters of Vurparnu Mansion

  • Lord Elias Vurparnu (5th level fighter, human male, align Lawful, Str 14, Int 11, Wis 12, Dex 10, Con 14, Cha 14, equipment: Chain Mail +1, Sword +1 +2 vs Lycanthropes). Lord of the manor and takes his duties and responsibilities seriously. Prefers to be independent from Specularum and keeps a low profile to avoid Duke Stefan’s attention. 
  • Lady Mellidia Vurparnu (4th level cleric, human female, align Neutral, Str 8, Int 12, Wis 16, Dex 11, Con 10, Cha 14, equipment: chain mail, Shield +1, mace, Amulet of Levitation), originally from Specularum, and still has family and connections there. She follows the Karameikian Church of Law. 
  • Master Ostion Vurparnu, (2nd level fighter, human male, align Lawful, Str 16, Int 8, Wis 8, Dex 12, Con 14, Cha 10, equipment: Chain Mail +1, Sword +1 [Continual Light at will]), well-meaning but ineffectual. But quite good at combat and hopes to become an officer in an army.
  • Lady Patrilla Vurparnu (3rd level magic user, human female, align Neutral, Str 10, Int 15, Wis 12, Dex 10, Con 13, Cha 13, equipment: Ring of Protection +2, spellbook, dagger)  Budding mage, wants to travel to a school of magic for proper tuition. She would like to go to Glantri but her mother Mellidia is only prepared to send her to Specularum.  
  • Master Garick Vurparnu (3rd level fighter, human male, align Chaotic, Str 12, Int 14, Wis 10, Dex 16, Con 11, Cha 13, equipment: Chain Mail +1, Shortsword +1 +2 vs Undead), admires Black Eagle Baron Ludwig and believes might makes right. Unpredictable and torn between his family and the Black eagle Baron. Quietly despises halflings, and will avoid Rohani and Garthan. 
  • Terrid the Butler (3rd level fighter, human male, align Neutral, Str 10, Int 13, Wis 10, Dex 13, Con 10, Cha 8, equipment: Shortsword +1), quite snobbish and very aware of social standing and decorum. Will often remind the family members of how nobles are supposed to behave, and will try to keep commoners in their place. 
  • Rohani Potboiler the Cook (3rd level halfling female, align Lawful, Str 11, Int 13, Wis 13, Dex 12, Con 10, Cha 10, Equipment: Dagger +1 (“Vegetable Chopper”). Easy going and happy to work for Vurparnu family. She has her own family westward in Wereskalot.  
  • Garthan Hamfarm the Gardener (2nd level halfling male, align Neutral, Str 14, Int 13, Wis 13, Dex 16, Con 10, Cha 8, Equipment: leather armour, Hand Axe +1 (“Log-Splitter”)), halfling spy for the Five Shires. He does not get up to anything disruptive but will regularly pass information about the area onto his superiors in Shireton. He is particularly concerned about young master Garick’s intentions.  
  • Sergeant Aalvestic (3rd level fighter, human male, align Neutral, Str 16, Int 10, Wis 13, Dex 10, Con 13, Cha 13, equipment: chain mail, Sword +1, Shield +1, dagger) is the leader of the mansion’s guards and is generally responsible for the mansion’s guards (14 x 1st level fighters) as well as patrolling the local lands. He is pure Traladaran, proud of it, and is a bit wary of Thyatian influence.


Wednesday, 25 December 2024

An Updated Map for my Norwold Campaign

Merry Christmas to all my readers!

Over the last few years I have written various blog posts about a possible campaign in Norwold. This has included various short adventures, locations and NPCs. I feel as a matter of clarification I ought to show these on a map (my additions are magenta text in a white box). The original map is by Robin (from the Piazza Mystara forum), known as 6inchnails on DeviantArt where her map collection is. 

8 miles per hex, based on original map by sixinchnails, source

In my mind the default starting town is still Barathmir, where novice adventurers can set out to explore the harsh wilderness and ancient ruins or else visit other settlements. 

Locations added to the map from previous posts include:

New locations include:

  • Ironclub ogres
  • Berresford's Ruined Tower (mentioned in The Ruined Arvorian Outpost)
  • Sassdranthor: This was formerly an Arvorian lair, but has been taken over by undead creatures. Dorsennos, the sinister lord of Westria, is believed to be involved.  
  • The Ear-Ripper Orcs and Splinteraxe village which were mentioned in the blog post on Latela

Further locations may be added to this map later as I add them to the blog. 

The City of Madness and locations within it are outside the borders of the main campaign map and lie 600 miles further north-east where the Everwinter Lands meet the nearly-frozen sea as shown by this overview map.

8 miles per hex, source 6inchnails



Friday, 20 December 2024

Scenario #13: The Mammoth-Helm Clan


Introduction and Background

This is a B/X D&D adventure intended for a party of characters of about levels 7-9, higher level than most adventures detailed on this blog. It borrows some monsters described in an earlier blog post as well as some other monsters from Fighting Fantasty and AD&D. Also unlike most of my scenarios set in Norwold, this does not involve the Arvorians

North of the Great Bay of Norwold, where the Lothbarth Taiga meets the tundra the Mammoth-Helm clan of frost giants have made their lair. They are brutal and savage, and recently they have stepped up their raids on human and halfling settlements. It is also possible for them to join in large-scale giantish incursions into the Kingdom of Alpha (such as that described in CM1: Test of the Warlords). 

It may seem unusual for frost giants to live in a forest, but these ones describe themselves as Taiga frost giants, capable of enduring warmer climates than their high-arctic brethren who usually avoid areas above freezing. The Lothbarth Forest is as far north as coniferous forests can be, and it is frozen for more than half the year, so the taiga frost giants only need to cope with the short summer months. 

These giants have got complacent, and do not bother to hide the tracks to their lair, which is underground. The architecture of their underground lair is very neat and orthogonal, with lots of right-angles and smooth walls, implying that the frost giants did not make it themselves but took it over from previous occupants, or else they had magical help in excavating it. The one really convenient thing about this dungeon is that most of the rooms and chambers are 20ft tall, meaning the frost giants can walk around freely without stooping. 

Key to the map: 

1) Entrance Hall: A small white dragon guards the entrance here. It has been subdued and captured by the giants who are conveniently immune to its breath weapon. It will attack any creature other than frost giants unless restrained by a frost giant. The frost giants have allowed it a paltry hoard to satiate its desire for treasure, a pile of 2000sp and 5500cp.

White Dragon: AC 3, Mv 90ft/Fly 240ft, HD 6**, 28hp, THAC0 14, Att 2 claws/1 bite for 1d4/1d4/2d8 or breath weapon, Save F6, Ml 8, Align N, 725xp
Breath weapon: cone of frost 80ft long and 30ft wide at furthest, doing damage equal to dragon's current hit points. Save vs Dragons Breath for half damage

2) Frost giant guard post: A single frost giant (hp 40) here will investigate if the dragon in room #1 causes a disturbance. He has 2 throwing boulders to hand, and he may call on the ogres in room #15 to help if he realises he is in trouble.  

3) Empty apart from chewed bones of various species.

4) The Warriors Chamber: This large chamber has 4 large beds, an 8ft high table on which are 6 throwing boulders, and is home to 4 frost giants (3 male, 1 female, hp 37, 40, 44, 50) who will attack any intruders. 

5) First Family chamber: This chamber has 1 frost giant female and 4 juvenile frost giants (hp 18, 20, 21, 26). The juveniles will be reluctant to fight and will only do so if they have no choice. Note that the juveniles are small enough to fit into the 10ft high corridors used by the ogre servants. 

Juvenile frost giant: AC 7, Mv 90ft, HD 5+1, hp 25 average, THAC0 16, Att 1 club for 1d10, Spec Abil: Immune to cold damage, Save F5, Ml 5,  Align C, 225xp

6) Meat Storage: In here are the carcasses of various animals including carribou, giant elk, giant boar and musk-oxen, all hanging from hooks on the ceiling. The cold in here keeps them relatively fresh.  

7) Second Family Chamber: This contains 2 frost giant females and 3 juvenile frost giants

Juvenile frost giant: AC 7, Mv 90ft, HD 5+1, hp 25 average, THAC0 16, Att 1 club for 1d10, Spec Abil: Immune to cold damage, Save F5, Ml 5,  Align C, 225xp

8) The Wolf Pen: This chamber holds 4 dire wolves (hp 14, 20, 21, 23) and a white-furred wolf that seems odd. It is in fact a winter wolf, (borrowed from AD&D), much more intelligent and cruel and with a magical freezing breath. The winter wolf has become the alpha of this pack, although it submits to the superiority of the frost giants (who are immune to its breath weapon). 

Dire Wolf: AC 6, Mv 150ft, HD 4+1, THAC0 15, Att 1 bite for 2d4, Save F2, Ml 8, Align N, 125xp

Winter Wolf: AC 5, Mv 180ft, HD 6*, 30hp, THAC0 14, Att 1 bite for 2d4 or breath weapon, Save F6, Ml 9, Align C, 500xp
Breath weapon can be used once per turn and is a cone of frost, 10ft long, 10ft wide at furthest, causing  4d6 cold damage to all caught in the blast. Successful save vs Dragons Breath reduces it to half damage. 

9) The Wolf-master's quarter: These two frost giants (hp female 44, male 51)  both have whistles and can command the wolves and winter wolf in room #8. They are a mated pair and will not willingly abandon each other. The male has a sack on his belt with 2,400gp and 200pp. Near their beds are 4 throwing boulders.

10) The Frost Giant Chief's Den: This big chamber is home to the frost giant chief Mammoth-Helm himself, plus two female frost giants (his consorts, hp 40, 43). Next to his double bed there is a chest. On top of the chest are 3 throwing boulders, and inside is the clan's treasure: 24,000gp, 76,000sp, 1200pp and 10 items of jewelry worth a total of 11,000gp. Around Mammoth-Helm's neck is a Medallion of ESP which he has figured out how to use, and helps keep his underlings in line. He also wears a giant-sized helmet topped with the tips of a pair of mammoth tusks-viking style, and trimmed with silver, worth 500gp. 

Frost Giant Chief Mammoth-Helm (stats as Frost Giant Leader): AC 2, Mv 120ft, HD 12+5,70hp, THAC0 7, Att 1 giant axe for 4d6+2 or throw boulder (range 200ft) for 3d6, Spec Abil: Immune to cold damage, Save F12, Ml 11, Align C, 1100xp

11) The Armoury: Here is a frost giant bladesmith and 3 ogre servants. There is also a magical furnace in the centre of the room that stays hot without refueling, and on one side an oversized (6ft tall, 8ft long) anvil. Hanging on the walls are 5 suits of giant-sized chain mail (which is what most of the giants in this dungeon wear), 6 giant-sized battleaxes, and 3 giant-sized bastard swords. The bladesmith is respected for his ability to tolerate the heat from the magical furnace - other giants find room temperature difficult enough. As such he wears a golden circlet on his head with a large ruby embedded in it, worth 2000gp even though it is much too large for humans to wear. Also rather than throwing boulders, this frost giant instead has two human-sized battleaxes tucked in his belt that he uses as throwing axes for 1d8+2 damage. 

12) Chapel of the Frozen Lord: This grim place has four large columns of ice reaching all the way up to the ceiling (20ft high). Embedded in the ice are the severed heads of various humanoid victims - human, dwarf, elf, ogre, bugbear and even two frost giant heads. Against the south wall is a huge 20ft tall statue carved in bluish-grey stone reaching up to the ceiling portraying a bow-legged, bald frost giant wielding a massive hammer. At the base of the statue is a name in giantish runes: Kostchtchie. Although this place has no specific malevolent effects on trespassers, anyone using Detect Evil or Detect Chaos will sense something unpleasant and hateful. 

13) The Chamber of the Old One: In here is what seems to be an icy statue of a demon with treasure scattered around its base. It is in fact an Ice Demon and will attack once intruders get close enough. The ice demon has 7,300gp, 11,000sp and 6 gems worth 300gp each (large perfect amethysts) scattered on the floor. It is visiting the material plane to encourage these frost giants in their attacks on civilization. Despite the frost giants being immune to its breath weapon the ice demon can still intimidate all of the frost giants, including the chief and the shamans. 

Ice Demon: AC 2, Mv 120ft/Fly 180ft, HD 14+4*, 70hp, THAC0 5, Att 2 fists for 2d6/2d6+ stun or breath weapon, Spec Abil: Ice demons are immune to normal weapons and require +1 or better magic weapons to hit. . They are also immune to poison, disease and cold damage. Save: F15, Ml 12, Align C, XP 2300
Breath weapon: Every other round an ice demon may use its breath weapon, a cone of cold that extends from the ice demon's mouth out to 30' and is 20' wide at the end. Anyone in that area must save vs dragon breath or suffer 4d10 cold damage and be paralysed by cold for 1d4 rounds.
Ice demons, as summoned beings from another plane, can be kept at bay by Protection From Evil spells.

14) The  Shamans' Quarters. In here are two frost giant shamans, one male (55hp), one female (50hp). They both have a sack on their belts containing 1000gp each and platinum unholy symbols around their necks worth 500gp each. 
Frost Giant Shaman: AC 4, Mv 120ft, HD 11+3, THAC0 8, Att 1 axe for 4d6 or 1 spell, Save C11, Ml 10, Align C, 1900xp
Male shaman spells: Protection from Evil, Rage, Hold Person
Female shaman spells: Detect Magic, Cure Light Wounds, Aura of Shadows

The Ogre Quarters: The following rooms and corridors are only 10ft tall, and therefore the frost giants have great difficulty squeezing into them. The ogres within might find the rooms a bit cramped but recognise that  the frost giants cannot follow them in here, so they feel a bit safer and have a little more privacy. 

15) 3 ogres (hp 16, 14, 20) are here, with many fur blankets and badly tanned hides to keep them warm. They may assist the frost giant in room #2 if called on. 

16) The Ogre hearth. Here are 6 ogres (3 males hp 24, 24, 17, 3 females hp 28, 21, 18) and 6 juvenile ogres(hp 6, 9, 9, 10, 10, 12) . They are huddled around a fire pit that they keep burning. In one corner there is a pile of dead branches and relatively dry wood. 

Juvenile ogre: AC 6, Mv 90ft, HD 2+1, THAC0 17, Att 1 club for 1d8, Save F2, Ml 7, Align C, 25xp 

17) Rorg the Ogre Boss lives here. He has stayed leader of this band of ogres by strength, cunning and not picking fights with the frost giants (a fatal mistake as his deceased predecessor discovered…). It is possible if this dungeon is attacked by adventurers he will try to point out (either in giantish or broken common) that the ogres aren’t the real threat and they are being kept as unwilling servants by the giants (only partially true). Nonetheless if attacked he will defend himself. He has a sack of treasure that he has managed to keep out of the frost giants’ hands, and has told them the ogres have no treasure of their own. The sack contains 4500gp, 1100pp and an ornate golden crown with sapphires worth 2000gp. 

Rorg the Ogre Boss: AC 4, Mv 90ft, HD 6+2, hp 30, THAC0 13, Att 1 large morning star for 1d10+2, Save F6, Ml 10, Align C, 350xp

18) 1 tusked yeti is kept here by the frost giants. The ogres are supposed to look after it but they are actually quite scared of it. It will attack any humans or demihumans and can get aggressive with ogres, though it is submissive towards the frost giants. 

Tusked Yeti: AC 6, Mv 120ft, HD 10+10, THAC0 9, Att 2 claws/1 bite for 2d4/2d4/3d6, Spec Abil: Immune to Cold damage, Save F5, Ml  9, 900xp

19)  3 ogres (2 male, hp 22, 17, 1 female, hp 17)  are here, and are worried about the yeti next door, despite the frost giants insistence they should look after it. 

20) 4 ogres (hp 17, 19, 19, 20)  + 2 juvenile ogres (hp 8, 10) huddled around a fire pit with a butchered wild boar on a spit. 

Juvenile ogre: AC 6, Mv 90ft, HD 2+1, THAC0 17, Att 1 club for 1d8, Save F2, Ml 7, Align C, 25xp 

21) A minotaur has joined the frost giant clan and now acts as tracker, helping the frost giants find prey in the forest. It does not like the ogres but has to put up with them. The minotaur has accumulated a collection of ivory tusks from various creatures including mammoths, mastodon, giant boar and walruses. These include 6 large mammoth tusks worth 600gp each, 10 smaller mastodon tusks worth 400gp each and 6 walrus tusks worth 200gp each. The minotaur also has a sack with 3600sp and 600gp. Although the minotaur knows it cannot take on the tusked yeti in room #18, it notices the yeti has very fine tusks. 

Minotaur: AC 6, Mv 120ft, HD 6, 27hp, Att 1 gore/1 bite for 1d6/1d6, Save F6, Ml 12, Align C, 275xp


Commonly used stats:

Frost Giant: AC 4, Mv 120ft, HD 10+1 (46hp average),  THAC0 9, Att 1 giant weapon for 4d6 damage or 1 thrown boulder (range 200ft) for 3d6 damage, Spec Abil: Immune to Cold damage, Save F10, Ml 9, 900xp

Ogre: AC 5, Mv 90ft, HD 4+1 (19hp average), THAC0 15, Att 1 club for 1d10, Save F4, Ml 9, Align C, 125xp


Art by Sebastian Horoszko, source

Thursday, 12 December 2024

Thoughts about Gaz7: The Northern Reaches

 

I like this one. It is in contrast in tone and adventure style to Gaz9: The Minrothad Guilds. Here it shows the brutal, perhaps bloodthirsty, streak in the culture of this land, with lots of opportunity for conflict and adventure, which seems to be in stark contrast to the rather peaceful and boring Minrothad islands.

I’ve gone through the player’s pull-out section. I like the descriptions of the land and the people, the laws and attitudes. The rules I take with a pinch of salt and I may not incorporate them all as written.
  • The personality traits I think are interesting suggestions but I would more likely to use them as guidelines for the DM to roleplay NPCs, rather than as actual game mechanics. 
  • The skills are something I have noticed in other gazetteers but not really paid much attention to. But it’s nice for rounding out a PC or NPC. 
  • The list of Norse names is always useful. 
  • The part on clerics and their rune magic is interesting and I would certainly use this for NPCs. In fact part of me wants to start creating new runes right away but I ought to see how the published runes work first. They are not just simple spells. However, I am also wary of game balance issues - the Know Runes spell does involve a ritual of considerable hardship and risk but after that the cleric with runes has power that clerics from other lands simply do not have access to.
One aspect that I noticed is the introduction of a pantheon of deities that many other gazetteers simply do not address.  This is the classic Norse pantheon, with Odin, Thor, Frey and Loki. My head goes off on different directions with this one. What about the other Norse deities, described in Deities and Demigods? Tyr, Balder, Frigga and Heimdall could all be brought in.  
But also how do these gods fit in with immortals that were previously mortals who found the path to immortality? My gut instinct is to put these ones in a different category: Elder Immortals, who were never human.  
Although not exactly the same pantheon, the category of Elder Immortal can also include Kagyar from the Dwarves of Rockhome and Apep from the Nithian (i.e. Egyptian) pantheon. In fact, if I am to take the Norse pantheon on board in this campaign it opens up the possibility of other pantheons in other nations and regions, which changes the focus away from Law vs Chaos that has been the predominant religious and metaphysical conflict so far in this campaign. Would these Norse immortals take sides in Law vs Chaos? Or do they ignore it, staying neutral in an uncaring way? Loki and Hel are chaotic, while Tyr is Lawful but even then that does not mean they are integrally tied to these cosmic forces but merely an indication of their behaviour and attitutes, like most mortals. 

The three nations of the Northern Reaches, old-fashioned and brutal Ostland, the more civilized Vestland and the fragmented and somewhat anarchic Soderfjord Jarldoms, offer three different environments in which to set adventure, but all of them seem to offer plenty of excitement and opportunities for brave heroes. The raiding culture and reliance on strength and combat prowess over law, trade and diplomacy, particularly in Ostland, makes for great human opponents who fight first and ask questions later. I would say in terms of alignment that even if the raiders think they are simply carrying on a tradition that they have held for centuries, to anyone else (especially those targeted by them) these norse raiders are no better than orcs, goblins or chaos warriors - indeed their actions are seen as chaotic at least in outcome if not in philosophy. This raises the question in my mind: were vikings the original murder-hobos? I’m sure the monks of Lindisfarne would say yes. 

And yet there is also opportunity for diplomacy, trade and perhaps espionage. The Ethengar Khanate, the Heldannic Knights and the Emirates of Ylaruam are all neighbours who at least want to keep an eye on the Northern Reaches, maybe do business with them and perhaps even influence the decisions of the leaders. Vestland is trying to shift from a raiding culture to a trading culture, and while not everyone in Vestland agrees with this change, it is perhaps safer to do business here than in either Ostland or the Jarldoms. Of course, a merchant may well hire adventurers to protect him and his interests from those who prefer the old ways. 
Trade links extend all over the Sea of Dawn and can take merchants and adventurers far afield, from Norwold to Thyatis, from Alphatia to the Pearl Islands. This reflects real-life vikings who found themselves in North Africa, Ireland, England, France, Sicily, Russia, Greenland, Byzantium and even Nova Scotia in North America, trading, plundering, colonising and fighting as mercenaries as the opportunities presented themselves. In some ways I see vikings as the ultimate opportunists, roaming around, judging situations and settlements and deciding what is best for themselves. 

The  non-human races of the Northern Reaches, particularly gnolls, trolls, kobolds, gnomes and dwarves, are all mentioned and briefly discussed. The first three (trolls, gnolls and kobolds) are perpetual foes of the humans, making the mountainous borderlands to the west and south very dangerous. Although expeditions against them might be a tad simplisitc, perhaps even hack and slash, it is at least straightforward and always available as a way of finding loot and action. 

The dwarves, including the Modrigswerg (moulder dwarves) and gnomes are a different matter, and although it is possible that some may be hostile, it is usually much more a matter of how the PCs approach them. Dwarves are much like those in Rockhome and many are descended from the dwarves of Rockhome. Gnomes are not given as much description having driven to near extinction by kobolds but I like to think of them as similar to rock gnomes found in Karameikos, with warriors and tricksters. I don't feel tinker gnomes fit this setting. They would be very rare, and perhaps not even having their own settlements, but as enclaves and refugees with dwarf clans. I suspect the author of Gaz7 (Ken Rolston) did not expect any gnomes to have survived. 

The Modrigswerg are a subrace of unpleasant, unhinged dwarves who are still remarkably skilled at creating powerful magic items. As a DM and creator of adventures I reckon they could fill a variety of roles from outright villains to someone the PCs need to negotiate or trade with, to a source of wondrous items that can become either plot McGuffins or rewards for successful quests. They are tricky and truculent, and difficult to work with, and often quite treacherous. Yet their crafting skills make them extremely useful. There is even a paragraph about their skill and imagination in creating dungeon traps - they could probably teach the goblins of Zugguth Peak about how to build really nasty traps.  In terms of AD&D & later editions they have elements of both duergar (their greed and brutality) and derro (their paranoia, mental instability and isolationism). I like them already....

A combination of various subterranean races means that the Northern Reaches, particularly the areas on the mainland, have substantial cave complexes and excavated lairs. Thus the Shadowdeep, Mystara’s underground realm, extends substantially under the mountainous parts of the Northern Reaches. 

At the end of the DM’s book there is a substantial adventure set in the Falun Caverns, formerly a gnome settlement, now overrun with kobolds.  I would be tempted to use my own rules for humanoid NPCs here, with kobold warriors and nobles having levels in the warrior class, and kobold wiccas being replaced by shamans, but to each their own. There are also shorter adventures including “The Defence of Otkel’s Stead” and “The Jarl’s Hall”. 

I can see myself using the Northern Reaches a lot on this blog. 

Thursday, 5 December 2024

Tilphon's Journal of the Shadowdeep, part 1

From the Journal of Tilphon, Professor of Underground Geography at Shiell University, Alphatia

As you probably know, I was asked by the Shiell University to investigate the subterranean realms underneath the continent of Brun, particularly under the south-east quarter that holds such nations as Darokin, Alfheim, Rockhome and the Broken Lands. These underground expanses are often referred to by various names - the Underdark, the Lands Below and Darklands. However, they are most commonly referred to as the Shadowdeep, so that is the name I shall stick with for this journal. 

As one explorer I cannot comprehensively cover such a vast area on my own, so the reader will have to accept that these are simply my own observations - there may well be areas, features and species that I simply have not encountered. I suspect my journal will not be as famous or as studied as that of Prince Haldemmar of Haaken but I would like to think I can contribute something to the great libraries that are one of the greatest prides of our glorious Empire of Alphatia. 

My travels have led me to believe that there are specific realms that constitute the Shadowdeep, and though they are distinctive, they are also connected by tunnels. The realms that I am aware of include:

  • Deep Nithia, including the now-sunken River Nithia underneath the deserts of the Emirates of Ylarum
  • The Lower Broken Lands
  • Realm of the Deep Glaurants under the Five Shires
  • Realm of the Shadow Elves under Darokin, the Broken Lands and Alfheim

There are other minor areas of the Shadowdeep that connect to the greater whole but are not large enough to be considered proper Shadowdeep Realms, particularly

  • The Tunnels under Thyatis City
  • The Falun Caverns under Soderfjord
  • Deep Dengar under the capital of Rockhome

And thus I set off. I decided it was best to travel solo, mainly to avoid logistical issues and also to keep the disturbance I might cause to a minimum. Thus with three Bags of Holding (rations and drink, spellbooks and writing equipment, camping and traveling equipment respectively) and my trusty Staff of the Magi doubling as a walking staff, I set off on my travels. I hitched a ride on skyship from Shiell, not sure if I would see my home city again, to the Isle of Dawn. I took the opportunity of the stay in East Portage to change from the traditional glyph-embroidered silk robes of a senior Alphatian wizard to something a little less attention-seeking - the rather more drab tunic and breeches of a small-time trader. Having been a well-to-do wizard of Alphatia with a good reputation and standing, it felt rather strange to become anonymous - both humbling but also a bit liberating. I took a horse to the border of the Thyatian territories and passed through unnoticed to West Portage, catching a sea vessel to Jaboor in Ylaruam. I forgot how seasick I get on the ocean waves and I was very glad to reach solid land again on 6th Sulamir 2001. 

Now my intended direction had become downwards rather than westwards, and I started searching for a suitable entrance to the Shadowdeep. This proved easier than expected: I was told that Jaboor's fresh water comes from wells going down into an underground river. Securing all my equipment and clothing, I dropped down the well using a Feather Fall spell and found myself waist deep in a cold underground watercourse, not too fast but definitely moving. I popped on my goggles of Infravision. The investigation had begun!

10th Sulamir 2001

My exact route is not certain but I am following this river course upstream. This water course is about 50ft wide, which is a lot smaller than I had expected the great river Nithia to be. I suspect this is a different underground river running parallel. I wonder if rather than one river system that all joins up to the Nithia there are numerous independent rivers that don't join until under the Sea of Dawn? The fact that I was able to get down into the river system deep beneath the Emirates almost as soon as I reached these shores indicates that these underground rivers are more widespread than I had expected. 

Various monstrous encounters on the way, but nothing I cannot handle.

Serpent folk - not well documented but clearly very intelligent and capable of magic use. They are hostile to most humans (including me!), which is a pity because as an academic I believe there is much the two species could learn from each other.  Just don't let them get close enough to bite! Chain Lightning spells disposed of them quickly enough. I have picked up one of their spellbooks, which will provide some interesting reading. 

Lizard Men - here they seem to be the footsoldiers and lackeys of the Serpent Folk. I should have brought a reference book about the long lost Mogreth civilization. I am sure that these lizard folk and serpent folk are connected to that period, and perhaps are the remnants of pre-human Nithia. These particular lizard folk are greyish of scaly skin and wield crude swords. 

Troglodytes - Filthy smelly creatures. So far I have encountered two groups of troglodytes in Deep Nithia - one seemed to be independent, the other allied with serpent folk. I am wondering how they fit into the ancient Mogreth civilization? 

13th Sulamir 2001

Travelling upstream has proven cold and tiring, although I should be thankful that the river is low enough for wading to be feasible and the air is breathable. There are side caverns where I have spent the rest periods. I want to call them nights but of course the sun is now irrelevant for timekeeping and I now rely on my gnomish chronographer on my wrist. Anyway, these side caverns are often havens of underground life, with various mushrooms and fungi growing from the rocky walls and floors.  I wish I had brought some way of talking to my peers at Shiell University as these fungi are quite unfamiliar to me, and I don't even know which might be safe to eat. Other creatures are definitely capable of eating them and during my rest periods in these fungal grottos I have seen several fungivorous species grazing. 

Giant Fire Beetles: Often encountered by novice adventurers. I believe they are actually omnivorous rather than purely fungivorous, sometimes scavenging on dead creatures, so I was careful not to get too close. Their characteristic fire glands mess up infravision but look impressive when I remove the goggles. In fact these beetles allowed me to see the fungal grotto lit up. 

Cave Locust: Almost as unpleasant as troglodytes. At least these are not malicious - just don't panic them, they are skittish. I had to use a Wall of Force to protect myself when a nearby swarm of twenty or so cave locusts were frightened by a giant gecko that attempted to catch one. They were bouncing of the Wall of Force and spitting horrible brown sludge at the gecko and at me. More than merely grazers, a swarm of cave locusts can strip a fungal cave down to the bare rock and then move on to the next meal. 

Cave Louse: These seem to be oversized (4ft long, 18 inches wide) woodlice that have adapted to the cave environment. They are pale grey, almost albino, and feed on the fungi found underground. They have hard chitinous shells on top that make it difficult for many predators to wound them, though if they can be flipped over they are very vulnerable. I took the time to sketch one of them. 

Cave Louse, sketched by Tilphon
[Combat stats: AC 2 on top, 7 underneath, Move 60ft, HD 1 (4hp), THAC0 20, Att 1 bite for 1d3, Save NM, Ml 6, Align Neutral, XP 10, TT none, Int 1 (Animal), Size/Type: Small Vermin]

It is clear that while green plants are the basis of ecologies on the surface in woods, plains and swamps, here it is the fungi that feed the fungivores that then are preyed on by more dangerous monsters. 



Thursday, 28 November 2024

The Temple of Chaos Divided: Background and the Surface

The Temple of Chaos Divided is a megadungeon in Alphatia, created by the mad archmage Volsoon who revelled in the idea of Chaos and its worship. Volsoon was a nobleman and archmage in Shiell in northern Alphatia about 250 years ago who set up his tower and associated temple complex about 20 miles north of the city by the village of Lymewood. He attracted likeminded followers, including apprentice mages, chaotic clerics, fighters and thieves. He also became one of the most powerful Twisted Summoners of northern Alphatia. And in classic twisted summoner style he used kobold minions along with his own spells and the spells of his apprentices to gradually create a dungeon underneath. 

Generally he was quite low-profile in his chaos worship. But in AC 760 he unleashed hordes of monsters and chaos worshippers on the city of Shiell and Lymewood. The village residents fled to Shiell, and the attack on the city was repelled with powerful magic and Volsoon was quickly found to be behind the attack. The city authorities, supported by a number of civic-minded archmages, laid siege to Volsoon’s tower and temple. The surface structures were raided and left as burnt ruins and his magnificent wizard’s tower was toppled. But the dungeons underneath were a different prospect, mainly because of how extensive they were. So the village of Lymewood became the hub of efforts to contain the malevolent chaos of Volsoon’s dungeon, with Markalvion the Lawful mage establishing Lymewood Outpost, a school and residence for mages who oppose chaos.  Lymewood also has a recently-expanded church of Law, the Lymewood Bastion, previously just a chapel, now manned by a high-level cleric and his acolytes and junior clerics. 

Only the bottom third of Volsoon's tower now stands.  source

Temple Factions

Volsoon was fascinated by different aspects of Chaos and he created different temples deep under his tower:

  • The Temple of Chaos Destructive (the Destroyers) are often brutish, seeking more power to crush their enemies and anyone else they come across. Moreso than other factions there is a belief among this group that might makes right or at least that might is much more important than right. 
  • The Temple of Chaos Indulgent (the Indulgers) focus on the selfishness of Chaos and often follow their whims and feelings,  always looking after themselves. They are usually greedy for both food and treasure and enjoy various decadent pleasures. Life is short and pointless, so you might as well have some fun while you are here. 
  • The Temple of Chaos Terrifying (the Terrors) see the world as being full of dangers. They both feel this fear themselves and also inflict the fear on those around them. They tend towards domination and control, using fear to keep underlings in line and can be quite hierarchical and tyrannical. 
  • The Temple of Chaos Unpredictable (the Erratics) focus on the randomness of chaos and may emulate this in their behaviour. They can appear to be quite mad, talking gibberish and behaving bizarrely, and are great believers in luck and randomness. 
  • The Temple of Chaos Entropic (the Entropists) understands that the Multiverse is heading towards entropy and that life is temporary and death is permanent. They embrace undeath, viewing it as the next stage after life. 
  • The Temple of Chaos Malevolent (the Hateful) are the most unpleasant of a bad bunch, looking to inflict pain on those around them.
  • The Temple of Chaos Grandiose (the Ambitious) seek to enhance their own power and are among the most duplicitous. They can be very well organised if they think it is in their own interests, but will stab each other in the back at the drop of a hat. 

These different factions within the dungeon do not usually get on with each other, and there are often struggles between these temples for supremacy, resources, ideology and good old fashioned vendettas. This could result in PC adventurers finding unlikely allies, particularly if members of a faction are in a tight spot and could do with any help they can get. That does not mean they are reliable or trustworthy allies - they are still thoroughly chaotic. 

The factions usually consist of a core of chaotic humans, mostly Alphatian in ethnicity with many being clerics and mages, and then their monstrous allies and auxilliaries who may not be interested in the faction's philosophy but will serve for food, money and their own need for allies. Volsoon himself, various apprentices and many of the human mages currently in the dungeon are Twisted Summoners and so a wide variety of monsters may be encountered, from the ubiquitous kobolds to much larger creatures including giants and dragons. The third and fourth levels are known to have much larger chambers and corridors (typically 20ft high x 20ft wide) to accomodate such creatures.

Physical Layout

There is one main entrance to the dungeons from the surface - the spiral staircase in the centre of Volsoon’s tower that used to lead upwards as well as down until the tower was toppled. However, there are rumours of magical portals within the dungeon that connect to corresponding portals elsewhere. While Volsoon was alive and active he would sometimes be seen in his tower and then less than twenty minutes later in the middle of Shiell. This could just be a teleport spell but those who knew him reckon there was at least one magic portal between the dungeon and the city. Then there is the village well in Lymewood which drops down about 100ft to the water surface. But those who have descended the well shaft say that the water is actually an underground lake in a huge cavern with tunnels leading off in the distance towards the dungeon.    

There are numerous levels, at least 10 have been described by captured cultists and more levels and sublevels are suspected. Each level has a similar pattern - a central hub, usually containing the stairs going up and down, and then sections radiating off from the central hub. These sections happen to be geomorphs, generally 190ft x 190ft with entrances and exits in the middle of each side. The baffling thing about this dungeon is that although the central hubs keep the same structure every time one enters, the geomorphic sections can sometimes change between visits. Nobody beyond Volsoon himself and maybe his most senior apprentices knows how this happens, but it must involve powerful magic. Nobody from the surface has witnessed this change so it is not clear whether the sections warp and morph into their new shapes or if entire sections of dungeon are somehow transported around and swapped with each other.

As with many dungeons there may be some static and irreplaceable encounters, while others are more fluid. Both recruits from outside and twisted summoners summoning new monsters can replenish areas that were cleared out by adventuring parties, or else creatures move in from other parts of the dungeon. Animated undead and even some of the simpler constructs may be replaced by the chaotic spellcasters from deep in the dungeon. The timescale this takes will vary (weeks? months?) but generally speaking rooms will not be repopulated within a single expedition. Unique NPCs generally stay dead unless the most powerful cult clerics deem them worth the effort of a Raise Dead spell.  

The Surface Ruins

0.1) The Tower Base. Although the upper storeys have collapsed (see 0.10), the first two storeys of Volsoon's tower are still relatively intact (though clearly in need of repair). The door to the tower is kept locked by the authorities at Limewood village but can be opened on request. There is a spiral staircase in the middle of the tower that leads down to the first level of the dungeon and up to the first floor. The ground floor is empty though there are some very old ashes and burnt remnants of furniture. Upstairs the ceiling has mostly rotted away leaving the first storey open to the sky. A giant robber fly (7hp) has made its home here on the upper floor and will attack if disturbed. It has no treasure. 

0.2) The Surface Temple. This edifice of Chaos has been gutted by fire, with the remnants of burnt pews, lecturns and banners in between the pillars. There is a black basalt altar at the north end. Careful observation will show there are dried blood stains on it. The altar will give off a Chaotic aura if any cleric uses a Detect Chaos spell but has no specific magical effects. 

0.3) The Cloister now holds 3 stirges (hp 5, 6, 2) that will attack anyone entering. There is the skeletal corpse of an adventuring cleric slumped in one corner. He still wears serviceable chain mail armour and has a mace, a holy symbol of a lawful saint, and 12sp & 15gp in his belt pouch. 

0.4) The Outhouse: This was used for ablutions and as a toilet. Now it is empty. 

0.5) First Stable: Empty

0.6) Second Stable: 1 giant crab spider (hp 7) crawls around the rafters. 

0.7) Servants Quarters. Empty

0.8) Servants Quarters. Empty apart from smashed and rotten furniture.

0.9) Servants Quarters. Among rotten furniture 3 giant rats (hp 2 each) live here. They are likely to flee to the rubble field (0.10) through a hole in the back wall. 

0.10) Rubble field. This is what remains of the upper storeys of the wizard's tower when it toppled. Grass and weeds have grown up around the large chunks of masonry. A pack of 6 giant rats (hp 2 each) have made their home here, and they have found crevices that only small creatures (giant rats, gnomes and halflings) can get into. If they fail their morale they will retreat back into these small lairs. In one of these crevices there is the rats' treasure: 1200sp and 4 pieces of clear quartz worth 30gp each. 



Wednesday, 20 November 2024

Expanding the City of Quagmire

This post is an expansion of a previous post about X6: Quagmire. This module tries to introduce a large geographic area (the Serpent Peninsula) and several cities (Quagmire itself, Thanopolis and the Sunken City) in a 32 page module - as such it had to shorten various things and leave other details out. This post was also prompted by a discussion in the Piazza here about the module. 

The City of Quagmire in the module is a single spiral building - personally I am not sure if this qualifies as a city. I would like to expand this so that the PCs are not completely underwhelmed when they arrive with the intention of saving the inhabitants of Quagmire: “42 humans? That’s what we’ve sailed across the Known World and Sea of Dread for?!” 

The spiral tower detailed in the module is still there, and indeed this distinct shell-like style of architecture is prevalent in Quagmire: you can reuse the map given in the module for the six different towers in Quagmire that protrude above the waves. The ground of the city is now 20ft under the waves. 



Named locations on the map

The Capital Tower: This was the centre of government for Quagmire and contains the survivors, monsters and treasure as the tower detailed in the module, including the king and 42 civilians (here civilians are all normal men, 0-level humans). 
The Generals Tower: This tower holds only 20 survivors. Half of them are soldiers, the others are civilians. There were more but they suffered casualties in battles with lizard men forces
  • Captain Megrain (F5, Lawful, trying to maintain discipline)
  • Sergeant Tullich (F3, Neutral, wants to go out fighting, often encourages forays and counter attacks)
  • Sergeant Barnin (F3, mentally exhausted and does not know what to do, very unmotivated)
  • 7 x Privates (F1)
The Magisters Tower. At the top are a cabal of 10 magic users. They are selfish and have refused sanctuary to civilians. Although they have slain the kna and lizardmen that invaded the lower levels, they still are not sure where to go from here without boats, and limited food and water. 
  • Magister Olbadin (MU7, Chaotic, mentally unstable and a bit paranoid)
  • Junior Magister Sterria (MU5, Neutral, dislikes Olbadin, regrets shunning civilians)
  • Junior Magister Pattrovia (MU5, Neutral, just wants to get out of here alive)
  • 7 x Apprentice Mages (MU2)
The Priests Tower: These 12 clerics are more generous than the magic users and have taken in 55 civilians. However, they are both paranoid about retaliation from Yavdlom and also very strict in their doctrine and discipline. The civilians with them in this tower have fallen in line with the clerics orders and believe everything the clerics say. There is some frustration that none of the clerics are powerful enough to access the Create Water or Create Food spells. 
  • Curate Absalon (C5, Lawful but unstable, paranoid about Yavdlom agents, very strict)
  • Priest Canthor (C3, Lawful, trusts Curate Absalon absolutely, assumes he is correct about Yavdlom agents)
  • Priest Pelleni (C3, Lawful, not sure about Curate Absalon but cares about civilians and wants them to survive)
  • Priest Gandian (C3, Lawful, lapsed into despair and depression, is sure the gods hate this city and its inhabitants are damned)
  • 8 x Acolytes (C1)
Below the clerics in the bottom of the tower there are several marine monsters, including a giant octopus and 3 giant crabs. 
The Princes Tower: This used to be the centre of Quagmires merchants and traders but it has been completely overrun by monsters. There are no human survivors but there are 20 lizard men and a lizard man leader (see below). 
The Vindicators Tower: Home of Quagmire's scouts and investigators. This tower now holds 30 civilians and 6 vindicators (4 thieves, 1 fighter, 1 magic user). They are penned up here by 3 kna and 10 lizard men in the levels below them.
  • Vindicator Melmor (MU4, Neutral, want to reconnect with the other towers, is sure there are other survivors)
  • Vindicator Tewmon (F3, Lawful, pious and not sure why this has happened to Quagmire)
  • Vindicator Pallasath (T4, Neutral, wants to escape with or without her friends, and either get back to Yavdlom or Ierendi)
  • 3 x Junior Vindicators (T1)
This gives a total of 137 civilians + 38 with character class levels, so escorting them to safety could prove quite a logistical challenge. There may well be monsters such as lizard men on the bottom levels of the standing towers, keeping the humans trapped inside. If the DM feels that the single tower given in the module is quite sufficient (either in terms of monsters to fight or civilians to rescue) then the other towers are toppled and there are no human survivors in them. A combination of more foes to defeat and more civilians to rescue means that this could get overwhelming for a small adventuring party far from a home base. Multiple trips between Quagmire and the shoreline could be feasible if they have the time and other resources (food, water etc). This means that the adventure becomes quite different from the usual dungeon-crawl. 
One option is to use diplomacy to get the more powerful residents of the towers onto the PCs side - at least some of them will be reasonable and open to suggestions - others may be harder to persuade. If these NPCs are allies rather than foes then the combat strength of the party and survivors is greatly enhanced, and the PCs become more welcome for any transport, water and food that they bring rather than their spells and swords. 

The Warehouses: These are now home to a gang of 4 Kna (see AC9 Creature Catalogue). They are hired by the lizard men as mercenaries and will attack any human they see.
The Old Docks were in use while they were partly above the water. Now there is a giant octopus patroling the piers looking for an easy meal. 
The North Gatehouse now houses 3 giant crabs that are perpetually hungry
The South Gatehouse is empty
The Temple of the Waters holds 3 kna (see AC9 Creature Catalogue) who will assist the lizard men if called on.
The Arena has now become the lair of a Sea Dragon (see AC9 Creature Catalogue or Cook Expert Rules), Shishraa the Oceanic, that has started to gather a hoard of treasure from the underwater ruins. Shishraa has no interest in the human vs lizardman conflict but simply looks out for herself, particularly food and treasure. 

Marine Lizard Men

source

These are a subrace of lizard men with faces reminiscent of marine iguanas found on the coastlines and small islands around the Serpent Peninsula. They usually mind their own business but recently they have been encouraged to attack the humans of Quagmire (possibly by the Cult of Chaos, or maybe the Serpent folk). 

In terms of combat they are exactly the same as normal lizard men, and they differ mainly in their appearance, habitats and culture. Marine lizard men can hold their breaths for up to an hour before needing to resurface, and they are excellent swimmers at ease in both salt and fresh water. Although called lizard men, a more apt name would be lizard-folk as the females are almost indistinguishable from the males and can fight along side the males just as well. 

Marine lizard men are omnivorous, capable of eating a wide range of foods including terrestrial vegetables, seaweed, fish, molluscs and mammalian flesh. The last one is proving to be particularly popular as the city of Quagmire sinks and provides plenty of floundering, drowning morsels. The lizard men are not particularly malicious - they just don't have any compassion or empathy for humans and have no problem treating them as food. 

Marine Lizard Man Leader: AC 5, Move 60ft/swim 120ft, HD 4+2 (20hp average), THAC0 15, Att 1 weapon for 1d6+2, Save F4, Ml 12, Align Neutral, XP 125
These leaders are often found in charge of bands of lizard men between 10 and 50 strong and may lead raiding parties. If the PCs encounter a raft manned by lizard men near Quagmire there may be a leader as the captain of the raft, particularly if there are more than 10 lizard men on the raft. 

Marine Lizard Man Warchief: AC 4, Move 60ft/swim 120ft, HD 8+4 (40hp average), THAC0 12, Att 1 weapon/1 tail for 1d6+3/1d4 + knock over, Save F8, Ml 12, Align Neutral, XP 650
Warchiefs are larger and meaner, standing perhaps 8ft tall. They can use their tails as a sweeping attack against their opponents legs - anyone hit by the warchief's tail takes 1d4 slam damage and must save vs paralysation or be knocked to the ground and must spend a round regaining their feet. Warchiefs are typically in charge of a tribe of over 50 lizard-folk with 2d4 marine lizard man leaders as lieutenants and bodyguards. In the X6 module there are 2 lizard man camps with 3d6x10 lizard men -  a warchief is in charge of each of these. They have survived for several decades and are wily and experienced enough not to get into unnecessary fights, typically only getting involved in critically important battles or when personally attacked.