Friday, 14 November 2025

The Subversion of Clan Rungorth

Of the seven great clans of Rockhome, Clan Hurwarf is the most isolationist, distrusting other nations and non-dwarves. Most of the time this is kept in check by the rest of dwarven society welcoming foreign traders and diplomats, but every now and then it can spiral out of control into paranoid madness.  

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Clan Rungorth is a minor clan that has split off from Clan Hurwarf because Clan Hurwarf was not being isolationist enough.  It was always on the periphery of dwarven society, with its stronghold (Torrag Ikkorn)  in the southern mountains, but in the last fifty years it has fallen under the sway of an evil dwarf cleric who has fallen from grace and is now in league with the powers of Chaos. This dwarf, Multheid the Pure, has whipped Clan Rungorth into a frenzy of paranoia, and has denounced the rest of dwarven society as being corrupt and decadent as a result of prolonged contact with such wicked and despicable races such as humans, halflings, gnomes and worst of all, elves. Now the clan is hostile to any non-dwarf, and even other dwarves from outside the clan are treated with deep suspicion.  

Multheid's most loyal followers call themselves The Protectors of the Pure, and wear black cloaks and tabards, and have shaved their heads (though not their beards). These Protectors of the Pure are believed to number about 20 and include a number of very dangerous and experienced dwarf warriors. They act as Multheid's enforcers within the clan. The Protectors of the Pure trust Multheid absolutely and think that Rockhome as a society and nation is going to collapse and Rungorth will be the last bastion of true dwarves. Draxor Tunnelwalker is the leader of the Protectors of the Pure and is Multheid’s right-hand dwarf - he is both fanatically loyal and a brutal killer. 

However, there are others in the clan who have their doubts, but they have learned to their bitter cost to keep quiet and keep their heads down, as the most outspoken skeptics have been executed on Multheid’s orders. There is a small network who call themselves the Unbelievers but they are in no position to make any effective change, but should outsiders challenge Multheid’s grip on Rungorth, there will be some who will help. To compound the situation the clan leader, Gurnor Ironhammer, believes Multheid and has all but ceded rulership to the chaotic cleric. This seems to be more a lack of leadership and backbone rather than deliberate handing over of authority.  

Clan Rungorth has one major stronghold, Torrag Ikkorn, with 230 dwarves, and several smaller outposts with about 50 dwarves in each, for a total of 450 dwarves. They strive fervently to be self-sufficient in everything and assume anything from the outside world (traded, given or even stolen) is somehow tainted. This has resulted in food shortages and even some cases of malnutrition in the clan, but any food from outside, especially from those weird Wyrwarf clan farmers, is assumed to be poisoned or drugged or diseased. 

The clan leader of Hurwarf (Lord Duric) wants to reestablish contact with Clan Rungorth, and hopefully ascertain the situation. He insists that any party doing so should be entirely composed of dwarves - he believes non-dwarves would worsen the situation. He would like any problems to be resolved as diplomatically as possible, without bloodshed. However, he is worried about a hostile reception as one messenger he sent has not returned and he fears dark forces may be at work. 

Multheid the Pure has some sort of end-game but it is not clear what it is. Perhaps he just wants rulership over a clan. It is possible that he wants to establish a long-term cult of chaos among the dwarves of Rockhome though some would say there are better candidates, particularly among the Underside of Dengar city, and better ideologies (the greed for gold and the militarism in other clans could easily be taken too far).  It is also possible that he genuinely believes what he is preaching, but if he is worried about what is happening to dwarven society, then allying with the forces of Chaos is a mad way of countering this. And this may be the truth of the matter - Multheid is mad, and is preaching his insanity to Clan Rungorth, many members of whom were already nearly as paranoid as him. His fall into the clutches of Chaos may be because lawful and neutral immortals would not accept someone so divisive and hateful as their servant and representative among mortals, but to the darker powers of Chaos that thrive on fear, hostility and madness Multheid is a useful tool. 

Multheid has had an underground extension to Torrag Ikkorn excavated, where he now resides and works, creating an army of undead (mostly reanimated dwarf corpses but any suitable humanoid body will suffice). Other dwarves, even the leader Gurnor Ironhammer, are not permitted here and it seems he has done a good job of hiding his true loyalties from Clan Rungorth. It is possible that exposing Multheid’s Chaos worship and his desecration of dwarf corpses will shock enough clan members that a sizeable rebellion against Multheid will rise up. Of course, his fanatical dwarf followers, particularly the Protectors of the Pure, will rationalise and excuse these revelations, saying that it is all necessary to protect the clan and that strange alliances (even with the forces of Chaos) are sometimes needed when the enemy (everybody else in Rockhome) is overwhelming. Which way the clan leader Ironhammer will swing could prove crucial: for him, the reanimation of dwarf bodies as zombies would be the breaking point. And if the clan chief turns against Multheid, other dwarves may do likewise, perhaps out of traditional loyalty to the clan leader or perhaps they will reconsider what is really going on in the clan. 

Just to complicate matters, the Rusty Razor tribe of goblins is causing trouble in the area, and taking advantage of Clan Rungorth's internal problems to seize territory, establish hideouts and raid caravans and small settlements. Multheid claims that these goblins are being hired and encouraged by the corrupt and decadent dwarves of Dengar, who are too cowardly and coniving to confront Clan Rungorth directly. 

A little further away is another minor clan, Clan Dursten, who are allied with Clan Everast. These dwarves are a lot more sane and reasonable, and have seen more of Rungorth's descent into madness than most other outsiders. Indeed, until about a year ago there was still some trade and military cooperation between Dursten and Rungorth but relations deteriorated when Clan Dursten's leader, Sargenford the Gnollslicer, denounced Multheid and his vile views on the rest of Rockhome's dwarves. At this point all friendly contact between Dursten and Rungorth ceased, and Clan Dursten has had to deal with a resurgent goblin menace (particularly the Rusty Razor tribe) on their own. Sargenford will listen to those sent to deal with Clan Rungorth, particularly if they are polite and reasonable. He hates and despises Multheid and would like to see him removed, but he does not want bloodshed of other dwarves - he feels that Clan Rungorth has fallen under the evil cleric’s spell and that if Multheid is removed the rest of the clan will come to their senses. 

Notable NPCs

Multheid the Pure

Str 14, Int 14, Wis 16, Dex 10, Con 16, Cha 15
AC 2, HD DwC7, hp 40, Move 60ft, THAC0 15, Att 1 mace for 1d6+2 or 1 spell, Save C7, Ml 11, Align C,
Equipment: Plate Mail, Shield, Mace +1, unholy symbol, potion of invisibility, potion of gaseous form 
Spells: (3/2/2) Cure Light Wounds, Darkness, Rage, Aura of Shadows, Bless, Cause Disease, Paranoia

Gurnor Ironhammer

Str 16, Int 8, Wis 8, Dex 12, Con 14, Cha 13
AC 1, HD Dw7, hp 41, Move 60ft, THAC0 11, Att 1 axe for 1d6+4,  Save Dw7, Ml 10, Align N 
Equipment: Banded Armour +1, Shield +1, Hand Axe +2 +4 vs giants, trolls & ogres, potion of extra-healing

Draxor Tunnelwalker

Str 16, Int 9, Wis 10, Dex 10, Con 14, Cha 15
AC 2, HD Dw6, hp 27, Move 60ft, THAC0 13, Att 1 battleaxe for 1d8+3, Save Dw6, Ml 12, Align C
Equipment: Plate Mail +1, Battleaxe +1, 3 daggers

Sargenford the Gnollslicer

Str 13, Int 12, Wis 10, Dex 10, Con 14, Cha 16
AC 1, HD Dw7, hp 46, Move 60ft, THAC0 12, Att 1 battleaxe for 1d8+3, save Dw7, Ml 10, Align L
Equipment: Plate Mail +2, Battleaxe +2, Amulet of Lie Detection

Friday, 7 November 2025

Descent into Avernus Homebrew #4: The Demonic Ship

 

Apologies for the poor quality of the map here: when I was sketching it out, it was primarily for myself as the DM, and to a certain extent to show the players. 

So the setup for this was loosely inspired by an old 2nd edition AD&D adventure called A Paladin In Hell. Part of this was on a demonic ship called the Demonwing. The ship in that adventure was multi-dimensional and considerably larger and more complex. This ship is relatively conventional in its layout. Nonetheless, like its inspiration, it is was a flying ship capable of navigating the outer planes, created by the demons of the Abyss to launch raids into Avernus. I say it was, because it has crashed and is now distinctly non-functional as transport. Nonetheless, most of the crew have survived and are angry and defensive, assuming that any intruders are their foes. 

The plot hook I gave my players was that Mordenkainen (who in Descent into Avernus has temporarily set up base on the first level of Hell for academic studies) wanted the PCs to retrieve two very important instruments, the Astrolabe and the Sextant that allowed the ship to traverse the outer planes along with its crew and passengers. In return Mordenkainen would help them in their quest to free the city of Elturel. 

All creatures on the ship except the rutterkin demons are from the 5E Monster Manual. The rutterkin is officially in Mordenkainen’s Tome of Foes but since I don’t have that book I adapted the stats for rutterkins from 3E Fiendish Codex II: Hordes of the Abyss. 

Key to the ship map (1 sq: 5ft)

1) Main deck: Empty

2) Fore-deck main cabin: Empty 

3) Bowsprit cabin: 1 barlgura, the bosun, who has the sextant that Mordenkainen seeks.  

4) Stairs down

5) Poop cabin: 1 vrock

6) Mid-deck corridor: usually empty but creatures will wander through.

7) 5 Dretches 

8) Crew Cabin: 2 rutterkin

9) Crew Cabin: empty

10) Crew Cabin: 1 chasme

11) Cultists’ cabin: 10 cultists + 1 cult fanatic. These are human mortals. Although the cult fanatic is eager to take the fight to the forces of Law and feels privileged to fight alongside actual demons, her followers are really having second thoughts and are quite terrified, having seens two of their number being casually murdered by their demonic masters. 

12) Ships Stores: 2 shadow demons

13) 2 rutterkin demons are torturing a captured spined devil who they wrongly suspect of sabotaging the ship’s engine

14) Engine Room: This room has a clearly damaged magical mechanism at the rear - this was the engine. In here, invisible, is an imp that has sabotaged the engine and caused the demonic ship to run aground. However, the imp is stuck here in a ship full of demons and is terrified of anything and anyone. Although Mordenkainen has not specifically asked for it, he would be fascinated if the PCs could retrieve some or all of the engine for him to study. 

15) Captain’s Cabin: 1 hezrou who has a navigation table, with charts of the planes and  the astrolabe that Mordenkainen is after.  



Friday, 31 October 2025

Tornishal’s Cobras

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Tornishal’s Cobras are an organisation led by evil wizards that is Alphatian in origin but has spread across much of Mystara. Note that they are not necessarily Chaotic, although some are, and the Cobras as a whole are not involved in the Cult of Chaos, although individuals may dabble in it. The guiding philosophy behind Tornishal’s Cobras is that wizards are the best fit to rule. A combination of magical might and intelligence make them not just suitable but the clear candidates for ruling nations and even the world. Some have even stated that they have a natural right to govern lesser people. 

The senior members, the management, are all human mages and many of them are Alphatian by nationality and ethnicity. They are known as the Cobras. They can recruit and hire anyone else, but those of other races and classes will not be brought into the inner circle and become cobras. 

They are currently focused on gaining power and followers in Alphatia, and here they are keeping a low profile as the Imperial Court and the various Kingdoms that currently rule Alphatia would not take kindly to the cobras’ ambitions. Ideally they would like to recruit and convert those already in power to their cause. Conveniently many of these are already human wizards, so offering them the position of a Cobra is simple. Others may need less generous methods - either making them easy to manipulate (usually through mind-controlling magic but sometimes blackmail) or arranging accidents or disappearances then making sure a more suitable successor takes over. 

Zzonga Fruit

Zzonga fruit is a mind-addling fruit that can bring both bliss and oblivion and has become a serious problem in Alphatia, especially among the ruling classes and mages.  Cobras are not permitted to eat it or fall under its influence in other ways - the cobras need to be clear-minded and sharp-witted. In fact many Cobras and others under their command will avoid alcohol (at least in large amounts) and any other recreational mood-altering substances - Zzonga may be the most prominent threat to a wizard’s clarity and effectiveness but not the only one.  They are well aware that their minds are their greatest assets, and it is a despicable waste of talent to blot out their minds for a few hours of mental numbness. 

Tornishal’s Cobras will use Zzonga fruit in different ways. 

Firstly it is a very in demand product. Cobras and their teams can make quite a lot of gold and silver by selling it to those outside the organisation, usually direct to the consumer but sometimes to other distributors. 

Secondly it can be used to gradually incapacitate rivals and those wizards who are not interested in joining. Those who are wary of the fruit itself may be introduced to it as a fine liqueur, tasting rather like peach schnapps or cherry brandy. Even if they do not develop the addiction, they are unable to think straight and will have difficulty casting spells for at least several hours

Thirdly some of these will become really quite addicted to their new-found favourite drink. Once they really want more and more, the Cobra can start either charging more per bottle or, if the target is in a position of power, start asking for favours and concessions in return for a steady supply of Zzonga liqueur. It can become a powerful form of leverage.  

History of Tornishal’s Cobras

Tornishal himself was a powerful wizard who lived about a hundred years ago in Sundsvall. He was outraged when Thyatis humiliated Alphatia despite what should have been overwhelming magical might. He then decided that most Alphatian mages and rulers were damn fools who did not have a clue about running their own wizard towers let alone a continent-spanning empire. He would show them how to do it. 

He found himself joining a small circle of ambitious wizards called The Order of the Cobra because they fancied themselves cold, ruthless and quick to strike. However, their leader, one Ostorius, was heavily into Zzonga fruit, and a lot of the time he did not bother turning up to the weekly meetings, and when he did he was not always coherent, and certainly not sharp-minded. Thus when Ostorius’ pet amber golem turned on its master  for some unknown reason, Tornishal quickly stepped into the leader’s seat, changed the circle’s name to Tornishal’s Cobras and announced that none of his members should use Zzonga fruit and should be careful of alcohol and other psychoactive substances.

Tornishal and many of his underlings considered themselves patriots, though given their extreme views on Alphatia, other nations and the role of wizards, perhaps authoritarian nationalist would be a better description. They don’t want to undermine or destroy Alphatia - far from it. They want Alphatia to prove itself to be the ultimate power in Mystara, capable of crushing upstart thugs like Thyatis with ease.  But that’s not happening with the current soft, weak-willed and corrupt regime at the top of Alphatia. But with Tornishal’s Cobras in charge then the world domination can begin in earnest. Even wizards on Zzonga fruit fits into their philosophy, with a certain survival of the fittest. Anyone weak and foolish enough to indulge in Zzonga fruit is a liability that the Cobras and Alphatia as a whole can do without. 

Current Cobra Cells

Sundsvall: This team has to tread the most carefully as they are among other wizards who are used to ambitious politicking and plotting. Currently they are simply making money in the Zzonga fruit trade, particularly targetting those who do not agree with Tornishal’s philosophy.  

Shiell: The Cobras have a cell of 4 Cobras and another 20 henchmen. They have cornered the Zzonga fruit market in the city. However, one or two city officials have the temerity to refuse the Cobras bribes, and have even started to investigate the group. Violence or quiet assassination may be required to remove these troublesome public servants. 

Alpha: This team in the capital of Norwold looks with contempt on many of the adventurers trying to claim their own realms under the umbrella of fealty to Alpha. Even the so-called magic users trying to stake a claim in the northern wilderness really don’t have a clue. But the Cobras have had success in placing their operatives within these minor realms as well as within the capital city. In one notable success a cobra has joined the inner circle of one of these minor realms as the court mage and now has the ear of the stupid fighter from Ostland who claims rulership.  

Thyatis City: This is the most dangerous place to be assigned and several cobras have been caught and killed by Thyatian authorities while their so-called operatives and agents have shown to be distinctly unreliable and occasionally planted moles. And it might be a cultural difference but there is far less appetite for Zzonga fruit in Thyatis, meaning that a major source of money and influence is not working. Some senior cobras have suggested pulling out of Thyatis altogether, while some say just keep one or two members there to keep an eye on Alphatia’s greatest enemy.  

Ierendi: Based in Vlaad, a cell of three Cobras and their band of henchmen coordinate with pirates, smugglers and dubious merchants to facilitate the sale of Zzonga fruit both within the Kingdom of Ierendi (see the Sordid Rhinoceros) and in the wider region. One of these cobras has a hand in the local slave trade as well. Some of the cynicism of the cities has rubbed off on them - they are less interested in being the vanguard of Alphatian superiority and more into acquiring money and influence.  

Specularum: As a relatively neutral place with regards to the struggles of Alphatia against Thyatis, this has become a safe haven from which to spy on Thyatis. As such there is a single Cobra here in the city but he coordinates a range of contacts who visit Thyatis on a regular basis. Similar to Thyatis City, there is not much appetite for Zzonga fruit here. The cobra based here has made friends and contacts within the Magician’s Guild though they do not seem to know who he really is or why he is befriending them. 

Corunglain: this city on the northern border of Darokin has a trio of Cobras. They keep a low profile and are really there to keep an eye on both Darokin and Glantri. Glantri, like Thyatis, has proved difficult and dangerous to infiltrate, with several members being caught and killed. Thus in the same way that Specularum is a safe place to send agents into Thyatis, Corunglain is a safe(ish) place from which to send operatives into Glantri.  The cobras reckon there is definitely an appetite for Zzonga fruit in Glantri but the vigilance that borders on paranoia within Glantri makes setting up a network there nigh-on impossible. However, given that Glantri is second most rival to Alphatia, investigating and weakening them is a high priority for the whole organisation. 



Friday, 24 October 2025

A map of Luln

 




This is my version of a map of Luln. In my first blog post on Luln I borrowed a rather nice one from a fellow fan on the Vaults of Pandius. However, this time I have done my own. 

As can be seen, the original village is surrounded by a stone wall 20ft high and with parapets. Refugees from the Black Eagle Barony have made their homes outside this defensive wall and have greatly expanded it, turning it into a town. However, the refugee homes are vulnerable to attack from the Baron's raiders, Iron Ring slavers and various outlaws and creatures lurking in the hills nearby. 

According to the 8 miles/hex map from Gaz1, Luln is in a range of hills. In my version Luln is in a valley with enough space for some fields (yellow-green diagonal stripes on the map) but also some steep slopes nearby. The contours marked in orange are in increments of 50ft. I have also added the Perchstream, a small stream that runs from north to south past the town, providing fresh water - it is too small to be marked on the hex map. However, there are also 2 wells within the town walls which provide water during an attack, and one just outside the wall to the north.

Thus the inner village is considered the well-to-do area and the outer, newer housing is for those who aren't important or wealthy enough to be kept safe. Although traditionally in the D&D Companion set a household is expected to hold 5 people, here there are about 750 houses for 5000 inhabitants. The refugee quarters are particularly crowded, with several families crammed into the larger houses, perhaps one family per floor. 

There are several farms dotted around the town outside the walls - these are rectangular compounds with several buildings each. They are generally much older than the refugee housing sprung up around them. 

This map includes locations mentioned in both DDA3: The Eye of Traldar and my own post on noteworthy inhabitants of Luln

  • 1a) Specularum Gate
  • 1b) Doom Gate
  • 2) The Garrison. As well as holding weapons and armour for militia, there is also a bell on top of this building that is rung in the event of an emergency.
  • 3) Lady Sascia’s mansion
  • 4) Temple of Karameikos run by Talnek Aganthi & Herlla Millanu
  • 5) The Marketplace
  • 6) The Growling Griffon Tavern (run by Morander)
  • 7) The Duke’s Head Inn run by Althea Tuntanti
  • 8) The Church of Traladara run by Leraith



Friday, 17 October 2025

Fungivores of the Shadowdeep

 These creatures are not intended as serious opponents, but more as wildlife that are incidentally encountered while in deep underground environments. As the title of the post suggests, these all eat fungi, though some of them are omnivorous so may consume a range of different foods. This ecological group has other members not described here including the Cave Louse (first detailed by Tilphon), the Cave Locust, the giant fire beetle and the white ape. 

Manticore Rat

Armour Class8
Hit Dice1
Avg. hp5
Movement150ft/swim 60ft
THAC020
Attacks1 tail
Damage1d4
No. Appearing2d8
Morale5
Save AsNM
Treasurenil
AlignmentNeutral
Intelligence3 (Semi)
Size & TypeSmall Animal
XP Value10

These rats are a bit larger than giant rats (about 3ft at the shoulder) and are less aggressive. They are still omnivorous but will only scavenge meat, not hunt for fresh prey. Most of the time they will feed on the various fungi of the Shadowdeep. They have a row of spines along the top of their back and also a tail that bulges with larger sharp spines, resembling that of the much larger manticore, hence their name. The spikes are not detachable, but the rat can swing its tail around like a morning star, lashing at would-be predators. They are a bit too dangerous to domesticate but some subterranean species make a habit of hunting them. As with other rats they are competent swimmers. 


Storgen (cave buffalo) 

Armour Class6
Hit Dice3 or 4
Avg. hp14 or 18
Movement150ft
THAC017
Attacks1 gore
Damage1d6 or 2d4
No. Appearing1d8
Morale8
Save AsF2
Treasurenil
AlignmentNeutral
Intelligence2 (animal)
Size & TypeLarge Animal
XP Value35

The storgen stands about 5ft high at the shoulder, and is clearly related to cattle and buffalo of the surface, though it has an extra pair of legs. It is exclusively fungivorous, and specimens transported to the surface (by dwarf explorers) cannot even digest green grass. The males are bigger than the females (4 hit dice instead of 3) and have an extra pair of horns pointing down below their ears (females do 1d6 damage, males do 2d4 damage). If a storgen can run 30ft or more straight at its opponent, it charges with +2 to hit and double damage for the first round. 

Storgens are occasionally domesticated by underground humanoid races such as goblins, and a few even use them as beasts of burden. However, most storgens encountered are wild, roaming in small herds with 1 being a male and the rest as females. Their leather is somewhat tougher than cow leather, and is good for leather armour.  


Bat-eared Rabbit

Armour Class6
Hit Dice1/2 (1d4 hp)
Avg. hp 2
Movement180ft
THAC020
Attacks1 bite
Damage1
No. Appearing3d6
Morale2 (always flees)
Save AsNM
Treasurenil
Alignmentneutral
Intelligence2 (animal)
Size & Typetiny animal
XP Value5

The bat-eared rabbit is, like surface rabbits, very timid and effectively a non-combatant. The three things it has in its favour is speed, senses and rapid breeding. As their name suggests, they have very large ears, even for a rabbit, and their eyes are large and round (120ft infravision). They have a basic echo location that means that even if blinded, they can still navigate around solid objects. They can also jump up to 20ft horizontally or 10ft vertically and although they are not quite as fast as a racehorse, they are much more agile (their AC 6 is AC 9 -3 for high dexterity) .  

Some tribes of kobolds have become quite adept at breeding them. Given enough fungi, a pair can produce a litter of 2d6 leverets every month or so. The main problem the kobolds have is keeping them contained - they are very good at escaping. 


Cave Bustard

Armour Class8
Hit Dice1
Avg. hp 4
Movement150ft
THAC020
Attacks1 peck
Damage1d3
No. Appearing2d10
Morale4
Save AsNM
Treasurenil
Alignmentneutral
Intelligence1 (animal)
Size & Typemedium animal
XP Value5

Cave Bustards are flightless birds that have evolved underground. They are mostly fungivorous but will also eat small insects and other tiny creatures. Cave bustards are not brave and will generally flee from anything other than their own species. Once per day a bustard can make a horrible shrieking noise similar to that of a Shrieker fungus. This both acts as a warning to the rest of its flock and also attracts wandering monsters (as shriekers do). Because the wandering monster might attack the bustard rather than the creature threatening the bustard, they only do this in critical situations. If cornered, the cave bustard can peck desperately with its beak though this deals only minor damage. 

Cave bustards are actually relatively easy to domesticate if the farmers can cope with their dreadful noise. Goblin farmers are known to wear heavy ear muffs while herding cave bustards. 


Deep Leviathan

Armour Class6
Hit Dice10
Avg. hp50
Movement90ft
THAC015
Attacks1 horn or 1 tail
Damage2d6 or 2d4
No. Appearing1d4
Morale10
Save AsF5
Treasurenil
Alignmentneutral
Intelligence2 (animal)
Size & TypeHuge Animal
XP Value900

Standing as tall as a mammoth, the Deep Leviathan is the largest fungivore of the shadowdeep. It fills a similar ecological niche to that of elephants, rhinos and sauropod dinosaurs. A deep leviathan is not particularly fast, so when threatened it will usually fight its opponent, either trying to stab it with its horn or, if the enemy is to its rear or flank, bludgeoning it with its muscular tail. Fortunately they are too slow to charge effectively. Male and female leviathans are similar in size and combat ability, though males do have an extra pair of horns growing from the rear of their cheeks where their jaws join their skulls. 

Deep leviathans are very difficult to domesticate, having a stubborn and grumpy disposition like rhinoceroses. They live only in the largest caverns with large forests of fungi that can satisfy their prodigious appetites.


 

Saturday, 11 October 2025

Sample 5.5E NPCs #2: Caldaropolis

 Caldaropolis is a city state on the coast of Caloma, with a population of 120,000, of whom about 80% (97,000) are humans, 15,000 are tieflings and the rest are other various races. 

Caldaropolis is rough and lawless, with crime a constant factor and violence never very far away. Numerous pirates who ply the seas to the west will often stop here. 

The government of Caldaropolis is run by Lord Daschnar, a powerful wizard who is utterly ruthless in holding onto the top spot in the city. He is supported by both the Circle of the Purple Sapphire (an order of wizards and sorcerers) and the Bloodied Blades, a mercenary company that has now become the de-facto city guard. Lord Daschar is not really interested in law and order, and certainly not welfare or justice, but simply maintaining the current status quo. The rest of the city can do as it pleases.

Lord Daschar, Despot of Caldaropolis 

Medium humanoid (human male), Neutral Evil
source
based on 16th level wizard enchanter
AC 11, HP 59, Speed 30ft, Init +1, Profic Bonus +5
Str 9 (-1), Dex 13 (+1), Con 11 (0), Int 18 (+4), Wis 13 (+1), Cha 15 (+2)
Saves : Int +9, Wis +6
Skill Profic: Arcana (+9), History (+9), Investigation (+9)
Senses: Passive Perception 11 (Advantange on Perception + Darkvision & Truesight 120ft when wearing Robe of Eyes)
Languages: Common, Infernal, Elvish
Challenge: 16 (15,000 xp)
Spellcasting: +9 for spells to hit, Save DC 18
Cantrips (5): Mage Hand, Ray of Frost, Friends, Message, Light
1st level (4): Detect Magic, Feather Fall, Fog Cloud, Charm Person
2nd level (3):Alter Self, Cloud of Daggers, Hold Person
3rd level (3): Dispel Magic, Lightning Bolt, Sending
4th level (3): Charm Monster, Confusion, Ice Storm
5th level (2): Cone of Cold, Modify Memory
6th level (1): Mass Suggestion
7th level (1): Project Image
8th level (1): Dominate Monster
Actions: Dagger melee attack at +11 to hit for 1d4+2 piercing damage
Hypnotic Gaze: 1 creature within 5ft must make wisdom save vs DC 18 or be dazed (speed drops to 0 and cannot take any actions) for that turn. 
Reaction: Instinctive Charm. If an opponent within 30ft makes an attack roll against you, you can use a reaction to divert it towards another creature within range of the attack and closest to the attacker. The attacker must make a DC18 wisdom saving throw or attack the new target.
Notable Gear: Dagger +2, Enduring Spellbook, Ring of Spell Turning, Robe of Eyes. 

For the despotic archmage ruling a large city, Lord Daschar is surprisingly even-tempered. He seems calm and logical about nearly everything, particularly around dealing with problems in Caldaropolis. However, he can get very vengeful and vindictive. Should someone cross him personally then his evil nature will show itself, possibly dragging their friends and family into his punishment. Those around him suddenly get worried when his voice turns from a well-spoken oration to a sibilant hiss (his angry voice). If he had a French accent he would sound like the Merovingian from the Matrix films. 
Lord Daschar is finding the governing of Caldaropolis to be quite a job, and unlike some despotic rulers he has no intentions of taking over more cities or land - that would involve even more administration and people to deal with. Some say that the relative lawlessness of Caldaropolis is due to his lack of enthusiasm about governing the city he now has, and that he really only took over so that he could live comfortably and conduct his magical research with plenty of resources. 

Vanthaine, leader of the Circle of the Purple Sapphire

Medium humanoid (Tiefling female),  Neutral Evil 
source

based on 13th level wizard necromancer, .
AC 10, HP 49 , Speed 30ft (30ft fly with Winged Boots), Init 0, Profic Bonus +5
Str 10 (0), Dex 11 (0), Con 13 (+1), Int 16 (+3), Wis 14 (+2), Cha 13 (+1)  
Saves: Int +8, Wis +7
Resistance to Necrotic Damage
Skill Profics: Arcana (+8), Insight (+6)
Senses: Darkvision 60ft, passive perception 12
Languages: Common, Orcish, Abyssal
Challenge: 13 (10,000 xp)
Spellcasting: +8 for spells to hit, Save DC 16
Cantrips (5): Chill Touch (Cthonic Tiefling), Acid Splash, Toll the Dead, Chill Touch, Fire Bolt, Mage Hand
1st level (4): False Life (Cthonic Tiefling), Burning Hands, Grease, Ray of Sickness, Mage Armour
2nd level (3): Ray of Enfeeblement (Cthonic Tiefling), Darkness, Web, Melf's Acid Arrow, 
3rd level (3): Animate Dead, Vampiric Touch, Fear
4th level (3): Confusion, Greater Invisibility, Summon Aberration
5th level (2): Scrying, Cone of Cold
6th level (1): Create Undead
7th level (1): Finger of Death
Grim Harvest: Any creatures killed by your spells gives you 2hp per spell level , or 3hp per spell level for necromancy spells.
Undead Thralls: Skeletons and zombies animated by you get  +16hp and gets +5 to weapon damage rolls. 
Inured to Undeath: Resistance to necrotic damage, and maximum hit points cannot be reduced. 
Actions: Staff of Striking melee attack at +8 to hit for 1d8 +3 (two-handed) bludgeoning (+ optional 1d6 force damage 10 times per day). 
Notable Gear: Staff of Striking, Wand of Paralysis, Winged Boots

Vanthaine is in many ways Lord Daschar’s right-hand woman. She is the leader of the Circle of the Purple Sapphire, the order of wizards and sorcerers who keep some semblance of normality in Caldaropolis, and she is beginning to see herself as Lord Daschar’s heir. Unlike her master, Vanthaine can be evil just for the sake of it and some of her necromantic experiments are quite horrific. She moved to Caldaropolis from Venthoris about 20 years ago just as Lord Daschar was emerging as the front-runner in the power struggle to rule the city. She has seen horrible things happen to her tiefling family at the hands of human supremacists and although she does not begrudge humans as a species (plenty of members of the Circle are humans), she will not tolerate bigotry about her tiefling ancestry.  

General Alstaron, Master of the Bloodied Blades. 

Medium humanoid (half-orc male), Lawful Evil 
source

based on 15th level Fighter (Champion), 
AC  18, HP 110 , Speed 30ft, Init 0 (with advantage), Profic Bonus +5
Str 16 (+3), Dex 10 (0), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 12 (+1)
Saves: Strength +8, Constitution +7
Skill Profic: Animal Handling (+6), Insight (+6)
Senses: 120ft Darkvision, Passive Perception 16
Languages: Common, Orcish
Challenge: 15 (13,000 xp)
Action: Battleaxe melee attack at +8 to hit for 1d8+3 slashing damage + Topple (target must make DC 16 Constitution save or be knocked prone).
Handaxe melee attack at +8 to hit for 1d6+3 damage
Action Surge: Take an additional action once per short rest 
Bonus Action: Second Wind, regain 1d10+15hp, usable once per short rest
Two extra attacks
Improved Critical: Critical hit on 19 or 20
Two-Weapon Fighting Style: add strength modifier to off-hand weapon damage
Defence fighting style: +1 to AC when wearing armour
Relentless Endurace: When reduced to 0 hp but not killed outright you can drop to 1hp instead, useable 1/day
Remarkable Athlete : Advantage on Initiative rolls and Athletics check
Notable Gear: Splint Armour +2, Battleaxe, Handaxe, Ring of Regeneration

General Alstaron commands 1,200 mercenary troops who form the Bloodied Blades, a combination of city watch, tax collectors and military defence force. He answers directly to Lord Daschar and he thinks Vanthaine is a bit weird and creepy, though he does not say so to her face. Unlike some other higher ups in the city, Alstaron has a strong sense of law and order (though not necessarily justice or mercy) and he and his Bloodied Blades try to stop the city from tearing itself apart in rioting, gang warfare and possibly even civil war. Vanthaine sometimes teases him about this but Lord Daschar lets him get on with it - Alstaron gets involved in small and local problems that Lord Daschar really is not interested in but knows ought to be resolved. 
General Alstaron is quite good to his troops. Those that serve him well are treated well, with pay, housing and possible promotions - Alstaron got rid of paying for promotions and made sure it happened on merit and job performance. But he does expect loyalty and those who compromise their loyalty (typically bribes but sometimes other temptations) can feel his wrath. 

Kantheri, Gang Leader

Medium Humanoid (human female), Neutral Evil
Based on 10th level Rogue (Arcane Trickster),
AC 17, HP 35, Speed 30ft, Init +3, Profic Bonus +4
Str 14 (+1), Dex 17 (+3), Con 10 (0), Int 14 (+2), Wis 15 (+2), Cha 14 (+2)
Saves: Dex +7, Int +4
Skill Profic: Stealth (+7), Acrobatics (+7), Perception (+6), Deception (+6) (Expertise in all, double bonuses)
Tool Profic: Thieves Tools, Forgers kit
Senses: Passive perception 12
Languages: Common, Thieves Cant
Challenge: 10 (5,900 xp)
Spellcasting: +6 for spells to hit, DC 14 to save vs spells
Cantrips: Mage Hand, Minor Illusion, Shocking Grasp
1st Level (4): Charm Person, Disguise Self, Expeditious Retreat, Feather Fall
2nd level (3): Darkness, Knock, Levitate
Actions: Shortsword melee attack at +10 to hit for 1d6+5 piercing damage + vex (if you hit and damage a creature you have advantage on next attack roll before end of next round) + wounding (+2d6 necrotic damage, and DC 15 Con save or be unable to regain hit points for 1 hour)
Shortbow: Ranged (80ft/320ft) attack at +8 to hit for 1d6 piercing damage
Sneak Attack: If you have advantage on an attack, you may add 5d6 damage. Note this can be combined with weapons with Vex quality (such as shortsword) or Steady Aim
Bonus action: Cunning Action. You may take one of the following as a bonus action: Dash, disengage or Hide. 
Steady Aim: When standing still for the whole turn you get advantage on your attack roll. 
Notable Gear: Leather Armour +2, Shortsword +2 of Wounding (“Raggedtooth”), shortbow, Quiver of Endless Arrows (hold up to 40 arrows, generates 1 arrow per hour until quiver is full)

Kantheri is in it for the money. She dislikes violence, although if she is attacked or cornered she is quite capable of fighting. But she considers her best work is done when nobody else notices until the following morning. She prefers either burglary or confidence tricks - armed robbery seems rather crude and risky (particularly if the intended victim can fight back). 
Kantheri has gathered a collection of fellow rogues who she is teaching the tricks of the trade. She has heard of thieves guilds but she thinks that is rather old-fashioned and not her style. So she runs this small informal band of 22 criminals from the back streets of Caldaropolis. She is on good terms with the landlord of the Welcoming Warthog tavern and she will meet up with fellow gang members and fences in the wine cellars under the Welcoming Warthog. 

Heruune, Leader of  Venom Blade syndicate

Medium humanoid (tiefling female), Chaotic Evil
Based on 10th level Rogue (Assassin)
AC 14, HP 52, Speed 30ft, Init +3 (and with advantage), Profic Bonus +4
Str 13 (+1), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 10 (0), Cha 12 (+1) 
Saves: Dex +7, Int +5
Skill Profic: Acrobatics (+7), Stealth (+7), Intimidate (+5), Investigation (+5). Expertise in all (double all bonuses)
Tool Profic: Disguise Kit, Poisoner's Kit
Senses: Darkvision 120ft, Passive Perception 10
Languages: Common, Thieves Cant, Abyssal
Challenge: 10 (5,900 xp)
Spell-like abilities (Abyssal Tiefling): Resistance to Poison damage, Poison Spray, Ray of Sickness, Hold Person
Actions: 3 attacks/turn Scimitar melee attack at +8 to hit for 1d6+4 damage
Hand Crossbow range 30ft/120ft for 1d6 piercing + poison (2d6 poison damage, target must make DC 15 Constitution save or be poisoned)
Sneak Attack: If you have advantage on an attack, you may add 5d6 damage. Note this can be combined with weapons with Vex quality (such as shortsword) or Steady Aim or Surprising Strike
Steady Aim: When standing still for the whole turn you get advantage on your attack roll. 
Surprising Strike: During first round of combat, you have advantage on attack rolls against any creature that has not taken a turn. If your sneak attack hits any target during that round the target takes extra +10 damage. 
Reaction: Evasion: If subjected to an effect that requires a Dex saving throw to only take half damage, you only take half damage on a failed save, and no damage on a successful save.
Notable Gear: leather armour, Scimitar +1 +2 vs creatures of Good alignment, Scimitar +1 +2 vs orcs, Hand Crossbow, 20 bolts, Poisoner's kit, Disguise kit.

Heruune is a killer for hire, and the leader of other like-minded assassins. She and her gang (currently numbering 40), are the premiere killers in the city, particularly if a target needs to be taken out quietly without warning or fuss. The Venom Blade Syndicate actually spans a number of cities in Caloma, and Heruune has met her counterparts in the Venom Blade Syndicate in Venthoris, Mendopolis and Senthopolis. 
Heruune is quite emotionless and sometimes seems robotic in her tone. She rarely does hits on short notice, preferring time to study and plan. However, every now and then (perhaps once per month) she will let her hair down and go out for a drink. Thats when a whole lot of pent-up emotions flood out, whether it be rage, sorrow, joy - during these binges she can be very volatile and unpredictable, killing on a whim or giving passers by hugs. She was popular at the Caldaropolis Comedy Club for a while when she did a hilarious routine while drunk. But then her popularity there plummeted two months later after an incident involving two murdered bar maids.