Friday 1 November 2024

Castellan Valley: The Neighbourhood of Castellan Keep

In an earlier post I gave my views on the classic module B2: The Keep on the Borderlands. The module has a map of the nearby land shown here. 


This map shows the Keep and the nearby Caves of Chaos set in woods with river running through a cleared area. However, in Gaz1: The Grand Duchy of Karameikos the writers at TSR placed it up in the northeast of Karameikos in the mountains, where the Black Peaks range meets the Altan Tepes mountains. This is shown in the map I adapted for Tarrag Duun. I know here the Caves of Chaos are marked as being in the neighboring hex (not correct), but at the time I wanted the Caves to have their own mark on the map. 


Does this directly contradict the map in the module? Not completely but it requires a certain explanation, namely that each hex does not necessarily show all the terrains within it, only the dominant terrain type. So the hex that Castellan Keep is in is predominantly mountains but not necessarily only mountains. Thus in my previous post I postulated the idea that Castellan Keep sits in a river valley in the mountains. The fact that there is a nearby river in the mountains (the Castellan River) on the hex map supports this. 

And now I have put together a rough map to show this valley. The small grey-white rectangle in the middle is a shrunk-down version of the original outdoors map from B2, showing how it fits into the predominantly mountainous hex. I am naming this valley Castellan Valley. 



 B2 is a sandbox module where the PCs are not compelled to do any specific tasks or missions - the adventurers can wander and explore, and this expanded map will give them more to find and do. I have taken the opportunity to add a few new locations and encounters, similar in theme to the wilderness encounters described in the original module. Some of these are tougher - the Valley of the Wolves and the Ogre Den are both beyond the capabilities of a 1st level party, while others are a bit easier and more suitable for novice adventurers such as the goblins of Grayhammer Valley and the orcs of Cracked Skull Hold. 

1) Castellan Keep. This is the Keep on the Borderlands, detailed in the module
2) The Caves of Chaos - The main dungeon of B2, detailed in the module, home to several bands of humanoids temporarily brought together by the Cult of Chaos
3) The Cave of the Unknown. This has been left blank for DMs to develop for themselves. 
4) Torrag Sheddor. This is a small dwarf stronghold of 130 members who mostly keep to themselves. There are 3 main sites
    a) Torrag Sheddor Iron Mine
    b) Torrag Sheddor main hall
    c) Torrag Sheddor Copper Mine: This mine has been abandoned recently after the miners broke into an orc Shaman's Tomb and disturbed the undead creatures therein. 
5) The Sylvan Vale. This break in the mountains is densely forested. In here are several colonies of sprites and pixies as well as a trio of dryads and a centaur, Borrolloy, with the spellcasting ability of a 6th level druid. The residents will be initially cautious, observing humans while invisible, but then if they feel bolder playing tricks on the outsiders. They are not malicious unless they see wanton killing and destruction. It is possible, if the jokes and mischief can be endured, for the sylvan folk here to be allies, providing food and information and possibly minor magic. The pixies and sprites have no love of the humanoids of the Caves of Chaos and may help adventurers defeat them. 
6) Cracked Skull Hold. This used to be an outpost of 70 dwarves working a tin mine associated with Torrag Sheddor, but 40 years ago they were violently ousted by a warband of orcs. These orcs are aware of the Caves of Chaos but are not swayed by the offers from the Cult of Chaos. The surviving dwarves retreated first to Castellan Keep and then on to Torrag Sheddor. 
7) The Ruined Watchtower. Initially built during the same time as Castellan Keep, this watchtower was overrun enough times by various monsters and humanoids that civilized folks no longer claim it.  These days it is home to an evil sorcerer who has ties to the Cult of Chaos in the Caves of Chaos and the chaotic raiders described in the wilderness outside the keep. He has both human and hobgoblin underlings as guards and servants. 
8) Haagnel's Junction. This is a hamlet of 120 humans and 30 dwarves that provides some food and services to Castellan Keep. In return the residents will retreat eastwards to the keep if Haagnel's Junction is under serious attack. The centre of the hamlet has a pallisade containing a watchtower, the inn, the general store and the squire of the manor, though there are farms on the outside as well. The road north leads deeper into the mountains along the Tarrag River, eventually reaching the abandoned dwarf stronghold of Tarrag Duun. There are several sheep and goat farms in Haagnel's Junction and a number of vegetable patches near the river bank. The village sits next to a wooden bridge over the Castellan river which is vital for carts and wagons trying to reach Castellan Keep. 
9) Valley of the Wolves. This is the home territory of a population of wolves. There are 4 packs here, with 4d6 adult members and 2d4 pups each. The packs may roam the surrounding mountains for food but always return to their dens here. In the centre of this valley there is a lone lodge of a fur trapper Korlon,who will tell those he meets he has an understanding with the wolves and they leave him alone. He occasionally visits Castellan Keep to sell the pelts he gathers and buy provisions. What he will not reveal (until he has the element of surprise) is that he is a werewolf. Korlon is torn about his lycanthropy and part of him really does not want to hurt innocent people, hence he has isolated himself in this valley. But if people seek him out, then they kind of bring it on themselves, don't they? Asking to stay the night in his lodge is a really bad idea. 
10) Grayhammer Valley. This used to be a dwarf village associated with Tarrag Duun with various dwarf dwellings dug into the mountainside around this valley. However, since the fall of that mighty dwarven stronghold to goblins. Grayhammer Valley has become an outpost of goblins and hobgoblins, scattered in numerous small lairs among the dwarven ruins.  
11) The Brigands' Peak.  This mountain has an encampment of human brigands (chaotic bandits) who will sometimes send patrols or raiding parties down south into Karameikos to attack vulnerable farms. They stick to the west side of the Castellan River so as to avoid Drellid's Tower.  The soldiers at Castellan Keep have been asked to deal with these brigands by various authorities in Karameikos but they do not have enough soldiers to spare for an assault on the brigands while defending against humanoids of the Caves of Chaos. 
12) Drellid's Tower. This large stone watchtower is garrisoned by a platoon of 20 soldiers of the Karameikos Army, and they stay in communication with Castellan Keep where their commanding officer, the Captain of the Guard, is based. The tower watches over the river and road and acts as an outpost for the military force at the Keep. The commander here is Lieutenant Tallena (human female, 4th level fighter, align Lawful). Although they are not particularly welcoming, the soldiers will allow travellers to stay the night in Drellid's Tower in emergencies, though they are encouraged to move on as soon as possible. No bedding is provided for guests but at least they are surrounded by stone walls and can share the fire in the hearth. The soldiers here try to keep a good relationship with the villagers of Haagnel's Junction who may provide them with food and tidbits of information such as monster sightings. 
13) The Ogre Den. This is a natural cave in the side of a mountain that has become home to a band of fifteen ogres and an ogre leader. They are joined (at least for the moment) by a minor red ogre. There is some tension within the den as the leader wants to stay independent but the red ogre believes they should ally with the cult of chaos that now holds sway over the Caves of Chaos. 

Friday 25 October 2024

The Gangs of Vlaad

Introduction

This post follows on from the earlier post with the map of Vlaad, the lawless pirate port on Fletcher Island in the Kingdom of Ierendi. Vlaad is effectively controlled by criminal gangs as there are no effective law enforcers to stop them. There are probably dozens of gangs at any one time in Vlaad, but some have become more important and longer lasting than others. Others are only a dozen members strong and have only lasted about a year - internal disputes are the most frequent reason for gangs disappearing though war with larger gang can also destroy small gangs. Although gangs can claim territories such as buildings, city blocks or even whole districts, the boundaries are so changeable as to be impossible to draw on a map with any certainty. The same could be said of their membership: recruitment, desertion, defections and deaths can all affect a gang's membership. Gang members switching from one gang to another can provoke anger and a feeling of betrayal but some gangs (such as the Wharf Rats) are more relaxed about this. Typically a gang will have a core membership of gangsters who are the enforcers of a gang (typically thieves and fighters). Then beyond that there will be various associates, often linked to how the gang makes its money. 

The groups listed here do not include organisations that are not considered criminal gangs. Most obviously the Grey Halberds (a force of mercenary fighters led by Turgon Menhir) but also merchant houses and churches and cults are all omitted from this post but may be covered later. 

The Most Prominent and Long-Lived Gangs of Vlaad

The Black Sharks are the main rivals to the Sail Street Syndicate and they control the Dockside Marketplace. All market stalls need to pay a fee to the Black Sharks for setting up each week. The Black Sharks keep this fee relatively low as they don't want to drive away their main source of money but woe betide any trader who tries to avoid this fee - a beating and losing goods and cash is the minimum punishment. The Black Sharks also have a sideline in fencing goods seized by pirates - these will often end up being sold in the Dockside Marketplace. Because of their connections with traders and pirates, the Black Sharks are often more aware of life beyond Vlaad. 
Leader: "Great White" Dorf (human male, 11th level fighter, align C)
Membership: 60 gang members + 100 associated merchants & fences

The Iron Talons control the old Town Hall and keep a certain level of civic maintainence going. However, they only get the work done when either they are being paid well or it is in their interest not to let a building or structure collapse. If people start building or modifying structures without the Iron Talons consent then the contruction project will run into difficulties - supplies will go missing, workers will be scared off, mysterious fires will cause damage and project leaders will be found floating dead in the harbour. The Iron Talons keep a tight grip on what they see as their niche. They have been known to get involved in other activities including more conventional protection rackets and they control a large chunk of the west of the city in this matter, occasionally clashing with the Sail Street Syndicate. The Sordid Rhinoceros is within the Iron Talons territory and the innkeeper Gaerloth pays them a regular fee. Two of the patrons of the Rhino, Malphorius and Durrunock, are sometimes hired as temporary enforcers for the Iron Talons.  
Leader: Grandma Zooni (human female, 10th level thief, align C)
Membership: 45 full time gangsters + 60 associates (including architects, engineers & workmen)

Image by Larry Elmore,
from D&D Expert Set

The Razors are involved in various forms of human trafficking, particularly slavery but also press gangs and prostitution. The Razors have arrangements with certain pirate captains including the slave-taking Vladivar Carriolis and a lady slave trader, Baronia the Shackler. The Razors also have contact with several different Chaos cults including one in a basement beneath a merchant house, and another that follows Jolgruul the Corruptor. The Razors are based mainly in the north of the city. 
Leader: Glump Shrizznak, (human male, 13th level thief, align C)
Membership: 30 gang members + 30 associated slave traders 

The Sail Street Syndicate is run by the notorious Nelth Varangus and specialises in running establishments of ill repute, favoured by sailors, pirates and those seeking sordid pleasures.The syndicate either owns or controls numerous bars, taverns, brothels and gambling houses in Vlaad, particularly around the docks (close to where newly paid sailors on shore leave are likely to disembark). They also run a number of extortion and protection rackets, with a number of smaller, mostly honest businesses, paying the Syndicate a monthly fee to be left in peace. If Nelth is in a generous mood (which is rare), the Syndicate may actually protect the businesses from other gangs. The Sail Street Syndicate has a sideline in narcotics and they sell these through some of their establishments.
Leader: Nelth Varangus, human male, 15th level thief, align C)
Membership: 50 gang members + 125 establishment staff

The Scorpions are the hired killers and assassins of Vlaad. Although expensive, they are very capable and deadly. They include a wide range of methods and classes though many are skilled as thieves but with improved backstabbing. They include several former members of the Holy Killers of the Eternal Secret from Ylaruam, several chaotic fighters and two renegade wizards of Alphatia who can use powerful spells to destroy opponents. The Scorpions are known to travel outside of Vlaad if paid enough and might be found in any nation of the Known World while on a mission. The Scorpions have a tendency to avoid gang wars, and will only accept contracts targetting gang members if it comes from within the same gang. Some refer to the Scorpions as the Assassins' Guild but they don't like that name.
Leader: Allinor the Pragmatic (human male, 17th level thief, align C) 
Membership: 34 members + 12 associates

The Spiders Guild are inspired by stories of classic Thieves Guilds and try to emulate this. They have several different teams, including one of burglars (the Wall Crawlers), one for confidence tricks (the Web Spinners), one for mugging (the Trapdoors) and one for pickpocketting (the Crab Spiders). They have had at least one gang war with the Black Sharks and the disappearance of several senior Black Shark members has raised the suspicion that there is a team in the Spiders Guild that includes some capable assassins (the Black Widows) but they only work for the Spiders Guild, never hired by outsiders.
Leader: Relgor the Karameikean (human male, 15th level thief, align C)
Membership: 35 full time thieves + 60 associates

The Wharf Rats are a team of beggars and urchins who still manage to make money in this cynical and brutal city. Although donated coins and the occasional theft bring in enough money to survive, the Wharf Rats have found that they can also make money as spies and information brokers as most people won't pay attention to a beggar slumped in the gutter or twelve-year olds kicking a can around. Although often considered the least of the major gangs, the Wharf Rats take a strange pride in being underestimated and ignored - that's how they operate.  Some former members have gone on to join other gangs but maintained ties or at least connections with the Wharf Rats, so these former members may contact the Rats for information. 
Leader: Sturnik Shortshanks (halfling male, 11th level halfling scout, align N)
Membership: 60 beggars + 70 urchins + 20 associates

source


Friday 18 October 2024

A Map of the Port City of Vlaad

 



Introduction & Overview

This version of Vlaad is based on my overhaul of Ierendi where what in canon is a small town of 1,100 is upgraded into a city of 20,000. And it is no tourist destination - it is a pirate port similar to Tortuga or Port Royal in the golden age of piracy, lawless and dangerous, frequented by all types of ne'er-do-wells and exiles. 

Vlaad was originally founded on Fletcher Island by Thyatians first as a prison colony and then as a trading post. As the town grew the Thyatians built the large blocks of terraced houses that dominate the centre of town, the quays and the public buildings including the Hexagon. For a while it was a well-run example of a Thyatian colonial town. But then when Ierendi broke away from Thyatis the town went into decline, exacerbated by the Thyatian navy launching several attacks at the town. Town planning also ceased, and many of the later buildings have been thrown together with little regard to either the grander plan of the city or health and safety. 

The town does not have a sewer system. This means the streets are horribly smelly and unhygeinic but at least there are fewer places for otyughs and giant rats to hide. The Thyatians did at least have the good sense to install a number of wells dotted around the city before they were expelled. These are important resources, and some gangs will try to restrict access, or charge money for fresh water in their territories. 

These days the governor appointed by the government in Ierendi City is an Lucian Dalfour, an indolent fop who is only interested in parties and the money to fund them. He lets the city run itself, only rousing himself to get involved if unrest is getting so bad as to interrupt his parties. Ierendi City knows that Vlaad is generally ungovernable and that the governor is more of a token than a real authority. The real power in the city are the gangs run by criminals, particularly thieves.  


Key to the Map

1) The Hexagon: This was built as both a fortress and the governor's residence by the Thyatians over 300 years ago and is still in good repair. The outer walls are barracks to 30 troops who are loyal enough to the kingdom of Ierendi to stick around and protect the nominal governor. 

2) The Town Hall: Once the civic heart of the town, this has now been taken over by the Iron Talons gang. Interestingly enough the Iron Talons do have a number of architects and builders on retainer, so it is possible to get buildings and infrastructure repaired though typically at very expensive rates unless fixing the problem is in the Iron Talons' own interest. 

3) The Guildhall: This building has become an interesting neutral meeting place for various gangs and factions that claim power in Vlaad. The guildhall itself is run by the Conclave of the Calm, a sect of neutral clerics who are trying to keep some sort of peace in Vlaad. Some gang members have found that peaceful is not the same as easy target. 

4) The Courthouse. This once noble and respected building is now derelict and completely empty, covered with insulting graffiti. It has not seen a lawful trial here for over a hundred years, though occasionally gangs will hold mock trials here of enemies and traitors they have already decided to execute. 

5) Lighthouse. Run by clerics of the Spuming Nooga, this lighthouse is still functioning, with a Continual Light spell on the inside of a polished metal bowl that is mounted and rotated at the top of the tower. Seafarers both honest and pirate rely on this lighthouse enough that interfering with it will result in harsh reprisals from those who want to keep maritime traffic flowing safely. 

6) Temple of Spuming Nooga. Spuming Nooga is a neutral immortal of the sea, often depicted as a whale blowing from its blowhole. Its cleric act as intermediaries between the elemental forces of the air and sea and mortal seafarers, offering blessings for ship hulls and sometimes helping out with navigating the northern Sea of Dread. 

7) The Dockside Marketplace. This place is kept relatively clear in the night but every day traders will set up stalls here to sell goods, both normal and illicit. The Dockside Marketplace is controlled by the Black Sharks gang and their enforcers will check that stall owners have paid a fee to the gang every day. However, the Black Sharks have found through trial and error not to put the price too high otherwise no vendors will turn up to the market. The Black Sharks also manage a handful of skilled pickpockets who will wander the marketplace when it is crowded, pilfering what they can from both buyers and sellers.  

8) The Quayside: Made of solid granite and of old Thyatian design, this stretches right the way around the harbour. Both the east and west sides have granite piers jutting out into the harbour for ships to moor at. The Iron Talons who run the town hall (#2) do a reasonable job keeping the harbour in good condition, usually commisioned for particular repairs by captains who want a safe berth for their ships. 

9) Temple of Loki: This ancient immortal appeals to all sorts of criminals and pirates and even those with a penchant for mischief. There are known to be ten clerics here. The town still frowns on the open worship of Chaos, but the priests of Loki argue that worshipping Loki is not the same as being a Chaos Cultist - he is merely an immortal with chaotic tendencies. 

10) Ethodon trading company. This is an emporium that sells all manner of useful items from rope and iron spikes to poison, torture devices and the occasional cursed magic item. It is run by some mages from Glantri who are quite capable of defending themselves. 

11) The Sordid Rhinoceros. This once grand establishment has now degenerated into a dive frequented only by the drunk, the desperate and the wicked. Visitors enter at their peril. This place is nominally under the control of the Iron Talons but they mostly leave it alone, although some members will come here for a drink after a hard day of violence, bullying and extortion. 

12) Raveneye Manor is home to Jerrillia Raveneye, an elf sorceress who has a fascination with monsters and biological experiments. The ground and upper floors are respectable enough but her basement should not be entered. 

13) Drasdath Merchant House. This place is not a shop but a headquarters. Although nominally run by a merchant company, it is actually the base of a Cult of Chaos, with a dungeon basement underneath the ground floor. 

14) Baronia's Compound. This is a walled compound containing slave-holding cells and barracks for some mercenary hobgoblins, owned and run by the notorious slave-trader Baronia the Shackler

Random Encounters in Vlaad. 

Note that this table does not include normal, non-combatant citizens - they are assumed to be almost everywhere and will generally leave adventurers alone. 

Random Encounters in Vlaad
D20ResultsNotes
1-3Pirates2d8 fighters (level 1), similar to Pirate entry in Expert Rulebook, currently on shore leave
4-6Gang Thugs1d4 thieves (levels 1d4) + 1d6 fighters (levels 1d4) looking for easy targets to rob
7Drunk1-3 on d6 this will be an ordinary citizen. On 4-6 on d6 roll again on this table. They will temporarily have an Int and Wis of 5 each
8Cleric1d6 clerics from the same church or cult, each of level 1d6, 50% neutral, 50% chaotic
9Press Gang2d4 1st level fighters, will try to subdue & capture easy targets to put on ships
10Adventuring Party2d4 NPCs of various classes and levels
11Grey Halberds2d4 Fighters of levels 2 and up, align Neutral, mercenaries guarding a client
12MerchantNPC of levels 1d6, usually with wares and a cart or market stall, 50% local, 50% foreign
13ProstituteThief (level 1d6) offering her services. 75% are as they say, 25% part of scam or double cross
14Slave traderFighter (level 1d6) + 2d4 guards (F1), 50% chance of 2d6 slaves
15Pick PocketThief (level 1d6) looking inconspicuous but will try to pick the PCs' pockets
16-17BeggarThief (level 1d6) looking pathetic and asking for money but usually more astute than they appear
18FugitiveNPC has fled here from foreign lands, possibly due to crimes they have committed
19TravellerNPC has traveled here from foreign lands for certain reasons
20Disguised MonsterDoppelganger, Lycanthrope, Vampire or DM's Choice

source


Saturday 12 October 2024

Logos Location #11: Iseldek's Drop Part 2

Cartography by Dyson Logos, source

Introduction and Background

Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. This is a B/X D&D adventure for a party of  characters of levels 4-6 set in Norwold and is the lower levels of the dungeon started in Logos Location #9: Iseldek's Drop part 1, which covers levels 1-4 of this dungeon. This dungeon is run by Arvorians who are described here (basic stats) and here (additional information)



Level 5

1) Corridor. The west end of this is the stairs up to room 24a on level 4

2) Lair of the Gark. Here the Arvorians have kept a Gark, a goblin-giant hybrid. He will attack anyone who does not look like an Arvorian or an orc. He guards the main stairs going down to level 6.  He wears human-sized scale mail and wields a magical Battleaxe +1.  He speaks goblinish and Arvorian and a smattering of orcish (as he has had to pass the orcs on the upper levels). 
Gark: AC 5, Move 120ft, HD 4+4, hp 25, THAC0 14, Att 1 battleaxe for 1d8+3, Save F4, Ml 10 Align C, XP 125, equipment: Scale Mail, Battleaxe +1 , 120sp, 244gp, silver medallion (not magical but the Gark thinks it is) worth 300gp

2a) The Sunken Ledge. The ledge that surrounds the shaft here is 10ft lower than the rest of this level, making negotiating the shaft just a bit more tricky as once someone rappelling down the shaft reaches this ledge they then need to climb the 10' wall to get to the rest of the level. Although there are no creatures regularly on this ledge, the gark in room 2, the lizardmen in room 7 and the Arvorian archers in room 11 may notice and try to attack. 

3) Orc guardpost. There are 5 orcs here. Although they don't like the gark in room 2 they know of his strength and temper, and may call for his aid if they can get to the arrow slit joining the corridor with room 2.
Orc: AC 6, Move 90ft, HD 1, hp 5 each, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 7, Align C, XP 10, equipment: leather armour, shield, either spear or hand axe, 2d6sp each. 

4) Empty

5) Ancient Shrine. This room is dominated by the large granite statue of some sort of demon flanked by two smaller iron statues of Arvorian heroes on a slightly raised 2ft high platform at the west end. Anyone that is not chaotic in alignment that touches the demonic statue must save vs spells or be stunned for 2d4 turns as visions of horrors from the plane of Nightmares crowd into the person's head. Touching the granite demon statue will also activate the two iron statues on either side and they become 2 Iron Living Statues that will attack the party. 
Iron Living Statue AC 2, Mv 30', HD 4, hp 20, THAC0 16, Att 2 fists + special for 1d8/1d8, Save F4, Ml 12, Align Neutral, XP 125  Metal absorption: If a character hits the iron living statue with a non-magical metal weapon, the character must make a save vs spells or else the weapon is partially absorbed by the statue, and cannot be used again until the living statue is killed

6) This room is accessed by a short flight of stairs up from corridor #1 and is guarded by 4 troglodytes.

7) The Stairs Down. This room has 5 troglodytes (see bottom of this post) keeping an eye on the shaft. As well as teeth and claws, these troglodytes have been trained to fling rocks for 1d4 damage (range 10ft/20ft/40ft) at anyone on the ledge around the shaft (2a) - there is a 10ft drop from this room down to the ledge.  There are 2 arrow slits that creatures in room 8 can shoot from. The eastern half of this room is about 5ft higher than the western part, with a small flight of steps between the two. 

8) Archers Quarters home to 3 Arvorian Arcane Knights, (2x 2nd level Apprentices and 1x 3rd level Junior Sword-Seer). The two apprentices have shortbows and can shoot through the arrow slits at targets in room 7. The Junior sword-seer does not have a bow but may still cast spells through the arrow slit.
Arvorian Apprentice: AC 5, Move 90ft, HD 2, hp 8, THAC0 19, Att 1 weapon for 1d6 or by spell, Save MU 2, Ml 10, Align C, 25xp, equipment: chain mail, shortsword, shortbow, 20 arrows, 2d6gp, Typical Spells: Magic Missile, Charm Person (spells may vary at DM's discretion)
Arvorian Junior Sword-Seer: AC 3, Move 90ft, HD 3, hp 15, THAC0 18, Att 1 weapon for 1d8 or by spell, Save MU3, Ml 10, Align C, 50xp, equipment: chain mail, sword, Shield+1, spellbook
Spells prepared: Magic Missile, Detect Magic, Caustic Bolt

9) This room has stairs down to room 12 on level 6 and is currently empty 

10) This small chamber is accessed via a short (5ft down) flight of stairs from room 9. This room holds an Arvorian Junior Priest. Under her couch is a small leather sack with 2300sp and 1300gp.
Junior Priest: AC 4, Move 90ft, HD 3, 14hp, THAC0 18, Att 1 mace for 1d6 or by spell, Save C3, Ml 10, Align C, 50xp, Equipment: chain mail, mace, shield, unholy symbol, Spells prepared: Cure Light Wounds, Darkness

11) 2 Arvorian Apprentices (2nd level Arcane Knights) with shortbows. These two guard the shaft. They also know that the gark in room 2 and the troglodytes in room 7 are also keeping an eye on whoever might find themselves on the sunken ledge (2a).
Arvorian Apprentice: AC 5, Move 90ft, HD 2, hp 8, THAC0 19, Att 1 weapon for 1d6 or by spell, Save MU 2, Ml 10, Align C, 25xp, equipment: chain mail, shortsword, shortbow, 20 arrows, 2d6gp, Typical Spells: Magic Missile, Charm Person (spells may vary at DM's discretion)
 

Level 6

12) Empty but the west side of this large passage has an alcove holding a large painting (4ft x 5ft) of a portait of an elderly Arvorian. It will come to life within the frame when creatures approach and will try to engage in conversation. The picture holds the spirit of a senior Arvorian called Tortholus, who is surprisingly amicable and talkative. He is, however, quite unreliable as a source of information.  

13) 2 ogres guarding the "bridge", actually a roughly hewn tree trunk, across the shaft
Ogre: AC 5, Mv 90ft, HD 4+1 (19hp each), THAC0 15, Att 1 club for 1d10, Save F4, Ml 10, Align C, XP 125, equipment: oversized club, oversized leather armour

14) 1 ogre leader is here. He commands the ogres in room 13 and 15 and also holds the ogres' collected treasure in a large chest (5200sp, 2400gp, 4 amethyst gems worth 100gp each, 1 emerald gem worth 1000gp, potion of invisibility, potion of extra-healing). 
Ogre leader: AC 4, Move 90ft, HD 6+2, hp 29, THAC0 12, Att 1 axe for 1d10+2, Save F6, Ml 10, Align C, 350xp, equipment: oversized scraps of armour, oversized battleaxe

15) 3 ogres guarding the stairs that go up to level 6 (area 2) and down to level 7 (room 19). 
Ogre: AC 5, Mv 90ft, HD 4+1 (19hp each), THAC0 15, Att 1 club for 1d10, Save F4, Ml 10, Align C, XP 125, equipment: oversized club, oversized leather armour

16) 1 Arvorian war priest oversees the ogres on this level and also can speak ogrish.  
Arvorian War Priest: AC 3, Mv 90ft, HD 4, 20hp, THAC0 16, Att 1 mace for 1d6+1 or by spell, Save C4, Ml 11, Align C, 125xp, equipment: banded armour, shield, mace, unholy symbol, 240gp, spells: Cure Light Wounds, Rage, Detect Law

17) This room is accessible only via the stairs down to level 7 room 22. It currently has 6 skeleton archers and 6 skeletons with melee weapons. The skeleton archers will shoot through the arrow slits into areas 12 and 13 at anyone who is not an ogre or an Arvorian. 
Skeleton: AC 7, Move 60ft, HD 1, hp 5, THAC0 19, Att 1 weapon for 1d6, Spec Abil: Undead Traits, Save F1, Ml 12, Align C, 10xp, equipment: hand axe or shortbow & quiver + 10 arrows

Level 7

18) This natural cavern has 2 pools on the south side and east side. There are 4 troglodytes here who will attack any non-Arvorians (including orcs, who have a rivalry with the troglodytes). This cave also contains the stairs heading up to level 6. The path around the west side of the shaft is about 5ft wide and is wet and uneven. Although taking time and care to traverse should mean no risk, running or combat while getting between caverns 18 and 19 may require a dexterity check. A failure could mean accidentally slipping on the wet stone into the shaft. 

18a) The southern pool contains a clutch of 4 giant toads and their toadspawn. They leave the troglodytes alone but will attack anything warm blooded. The largest toad (15hp) has swallowed a spinel gemstone worth 400gp if removed from the toad. 
Toad, Giant: AC 7, Move 90ft, HD 2+2, hp 6, 11, 12, 15, THAC0 17, Att 1 bite for 1d4+1 or 1 tongue (range 15ft) to drag small targets to melee range, Spec abil: camouflage (surprise on 1-3 on d6), swallow small opponents whole on natural 20 to hit (automatic 1d6 damage/rnd until cut free), Save F1, Ml 6, Align N, 25xp

19) This cavern has a sky-walk across the top, which is part of the stairs between this level and level 6. The sky-walk is 20ft above the cavern floor and anyone falling takes the usual 2d6 damage. This cavern also contains 5 giant bats
Giant Bat: AC 6, Mv Fly 180ft/crawl 30ft, HD 2 (9hp each), THAC0 18, Att 1 bite for 1d4, Ml 7, Save F1, Align N, 20xp

20) 5 troglodytes are here and will try to hide then ambush any non-Arvorian intruders. The north of this cavern leads to the stairs going down to level 8. 

21) Quarters of an Arvorian Sword-Seer. This Arvorian knows the language of troglodytes and tries to keep them in line. If attacked he will try to get help from the war priest in room 22
Arvorian Sword-Seer: AC 7, Move 120ft, HD 4, 13hp, THAC0 16, Att 1 sword for 1d8+2 or by spell, Save MU4, Ml 10, Align C, 125xp, equipment: leather armour, sword +1, amulet of clear breathing (wearer is immune to troglodyte stench and +2 to save vs effects of other gases) 32pp, prepared spells: Adhesive Slime, Detect Magic, Entrapping Slime, Mirror Image

22) residence of an Arvorian War Priest. This room also has the stairs leading up to room 17 on level 6. He can command the skeletons to stand down, allowing creatures friendly to the Arvorians (such as troglodytes) to pass through level 6 without being shot at.  If attacked he will try to either alert the sword-seer in room 21 or get to room 16 where he can command his skeletons (a variation of his clerical ability to Turn Undead). 
Arvorian War Priest: AC 3, Move 60ft, HD 5, 19hp, THAC0 17, Att 1 mace for 1d6+1 or by spell, Save C5, Ml 9,  300xp, equipment: chain mail, shield +1, mace +1, unholy symbol, 24pp, belt of silver links worth 350gp spells: Cure Light Wounds, Darkness, Bless, Aura of Shadows, Paranoia
22a) Empty



Level 8

23) Troglodyte Guard Post. Here are 3 troglodytes. If faced with strong opponents they will try to warn the others in area 30

24) This chamber has a subterranean stream running through it. The stream widens into a pool here. Lurking in the pool are 2 gray oozes that will attack anything entering the pool or stream. 
Gray Ooze: AC 8, Move 10ft, HD 3, hp 20, 12, THAC0 17, Att 1 acidic slam for 2d8, special abilities: acidic slam destroys armour. Automatic damage after first attack as ooze attaches itself to target, immune to cold and fire, Save F2, Ml 12, Align N, 50xp

25) Here the subterranean stream falls into the shaft. This chamber is empty apart from some greenish glowing fungi that are harmless.

26) Lair of the Rhagodessa. Here a rhagodessa has made its nest and it will attack any intruders. It has killed a troglodyte that was carrying a gold and mammoth-leather harness that is the traditional garb of troglodyte rulers. The current troglodyte leader (room 30) would like to get this back and this could be either by negotiations or by violent robbery. The harness is worth 500gp on the open market.
Rhagodessa: AC 5, Mv 150ft, HD 4+2, 20hp, THAC0 15, Att 1 leg/1 bite for grapple/2d8, Spec Abil: grappled creatures are automatically bitten for 2d8 damage the round after being grappled, Save F2, Ml 9, Align N, 125xp
  
27) The Lost Chapel: This place can only be accessed by traversing the shaft somehow. Against the south wall there is a statue of a grotesque monster with tentacles and eyeballs in unnatural arrangement (a depiction of  E’hillit, a Scion of the Outer Dark). Under the statue is a basket of woven bronze wire containing 22 small pieces of Eldritch Crystal, none larger than. These have been gathered from the walls of the shaft and are being collected to transport to the City of Madness

28) The spider webs: This room is strewn with large sticky cobwebs that are effectively a Web spell. Lurking here are 4 giant Black Widow spiders that will attack any potential prey. There are also a dozen or so spiderlings that are non-combatant (AC 9, 1hp each, about 8” leg span) but are distracting and perhaps scary.   Among the webs there is a dead Arvorian who still has a sword +1 and a jade gem worth 300gp
Black Widow Spider: AC 6, Move 60ft/120ft in webs, HD 3*, hp 10, 12, 14, THAC0 17, Att 1 bite for 2d12 + poison (save or die in 1 turn), Save F2, Ml 8, Align N, 50xp. 

29) This room has a stone pillar in the middle with a wall of iron bars stretching out on either side to narrow shafts (3ft x 5ft) dropping down to level 9. On the far side of the bars is a wraith - being incorporeal it can pass through the bars without problem and may use this tactically.  The wraith used to be an Arvorian but she was stranded here as punishment and her colleagues let her starve to death. 
Apart from the main shaft (which has no known bottom), these shafts with their 30ft drop down to the next level are the only way further down. 
Wraith: AC 3, Move 120ft/fly 240ft, HD 4**, 21hp, Att 1 touch for 1d6+ energy drain (1 level), Spec Abil: level drain, immune to normal weapons, half damage from silver weapons, Undead traits, Save F4, Ml 12, Align C,  175xp

30) 6 troglodytes + troglodyte leader live in this cavern. There are also clutches of troglodyte eggs here in 3 nests of detritus and fungal matter. Although the troglodytes in Iseldek’s Drop will obey the Arvorians out of fear, it is this leader they truly respect and follow. She has an understanding with the Arvorian Sword-Seer in room 21 - although she fears the other Arvorians she does not get on with them.  
Troglodyte Leader: AC 5, Move 120ft, HD 5+5, 25hp, THAC0 14, Att 2 claws/1 bite for 1d4+1/1d4+1/1d4+1, Spec Abil: Camouflage (surprise opponents on 1-3 on 1d6), stench as normal troglodytes, Save F5, Ml 10, Align C,  400xp

30a) This natural alcove holds the troglodytes’ main treasure hoard in a series of earthenware pots and jars. Guarding this and hanging from the ceiling is a giant draco lizard the troglodytes have tamed. The treasure in the pots is 13,000sp, 3200gp and 4 gems worth 100gp each and a piece of jewellery (silver & pearl tiara) worth 1600gp
Giant Draco Lizard: AC 5, Move 120ft/fly 210ft, HD 4+2, 15hp, THAC0 15, Att 1 bite for 1d10, Save F3, Ml 7, Align N, 125xp

Commonly used combat statistics

Troglodyte: AC 5, Mv 120ft, HD 2*, hp 9, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4, special atttack: stench, Ml 9, Save F2, Align C, XP 30
Troglodyte stench: Troglodytes can release a stench at will which requires opponents within 10ft to save vs poison or suffer -2 to hit while in melee with the troglodyte until the end of the encounter
Troglodyte camouflage:  Troglodytes have chameleon-like camouflage and can surprise opponents on 1-4 on d6

Beyond this dungeon

Iseldek’s Drop does continue down though I do not currently intend to detail the lower levels. Access to level 9 is either via the main shaft (with its negation of magical flight and levitation) or the two smaller shafts in room 29 guarded by an angry wraith. 
The eldritch crystals in room 27 are of great importance to the Arvorians and they will go to great lengths to protect this stash. They intend to later send it on to the City of Madness, their capital city. 




Friday 4 October 2024

The Holy City of Abbashan

 

Art by Magnus Schramm , source

The Holy City of Abbashan is found in the western half of Ylaruam, in the desert well away from the coast. It relies on a network of oases though the naturally occuring pools with vegetation around them are all found a few miles from the city. The city draws its water from wells that connect to the same underground aquifer that feeds the oases. The city grows some of its food around these oases though it is supplemented by imports of food from the coast, typically coming through the port town of Jaboor

Abbashan is the capital of the Abbashan Emirate, and is the seat of power for the Emir who has recently added Jaboor to his fiefdom. Abbashan City has a population of 7,200, the vast majority of whom are Alasiyani desert dwellers. They are devout and observant of the Eternal Truth (the official religion of Ylaruam), though less charitable visitors might call them quite strict and uptight. 

The Holy City got its title from back in the days of Al-Kalim, the founder of The Eternal Truth, who was born here. Although he established Ylaruam city as his capital,  he often returned to Abbashan to visit his family when he was able to. It is also said that Al-Kalim started writing the Nahmeh in Abbashan. There are also apocryphal stories of Al-Kalim in Abbashan that most followers take with a grain of salt but which the faithful of Abbashan insist are true. 

The centre of Abbashan is dominated by a huge mosque, cylindrical in structure with a dome over 600 yards wide covering it which contains the Shrine of Abbashan, marking the spot where it is believed Al-Kalim was born. It is supported by seven massive buttresses that stretch out through the city acting as walls to divide it up into seven sectors. There are smaller mosques in each sector. The sectors are:

  • The Foreigners sector in the west
  • The Clerks' Sector in the southwest
  • The Artisan Sector in the south
  • The Smelting Sector in the southeast
  • The Garrison Sector in the east & northeast
  • The Palace Sector in the northeast and north
  • The Monastic Sector in the northwest

Religion and Laws

For the last fifty years or so the city has been under the sway of a particularly conservative faction of clerics and soldiers called the Al-Fassaad. They are centred here but also have members in Jaboor and Fabia. Al-Fassaad considers itself very devout though others might say they are bossy, strict and perhaps a bit fanatical. Al-Fassaad does not like foreigners, secularism, immodesty or vanity and is quite wary of commerce, viewing greed and luxury as dangerous distractions from the Eternal Truth. This is similar to the faction in Jaboor but whereas in Jaboor Al-Fassaad are a vocal minority who cannot dictate policy, in Abbashan they are all but in power, with advisers to the Emir openly espousing Al-Fassaad's viewpoint and senior clerics in the central mosque promoting Al-Fassaad as the "proper" way to the Eternal Truth, questioning the faith and discipline of any who suggest a more relaxed approach. Since the rise of Al-Fassaad the following laws now apply in Abbashan:

  • All people, especially women, must be modestly dressed, covering their torsos, shoulders and hips, and preferably more if the situation allows it. Full body coverage is preferable. Minor infringements will cost a fine of up to 50gp, major infringments (public indecency and the like) on pain of flogging. The threshold will vary from enforcer to enforcer. 
  • All residents of Abbashan are expected to follow the edicts and daily practices of the Eternal Truth on pain of expulsion from the city. This even applies to foreigners and self-professed non-believers. No exceptions. 
  • All foreigners from outside Ylaruam are to stay within the Foreigners Quarter on pain of expulsion from the city. Those caught sneaking back in will be assumed to be spies or chaos cultists and thus dealt with in the harshest possible manner. Those who are native to the Emirates but not to Abbashan can only stay in the Foreign Sector, and although they can visit the other sectors during the day they must return to the Foreign sector or leave the city by nightfall. Exceptions to this must be escorted by the City Guard (e.g. foreigners with an audience with a senior figure). 
  • "Sorcery" (magic user spells) must not be cast within the city. If no actual harm is done then it is a fine, usually up to 1000gp depending on how sinister and "chaotic" the spell appears to be. If people are harmed or there is significant property damage then the penalty can escalate accordingly, up to and including banishment or death. 
  • Chaos worship and aiding and abetting those chaos worshippers and chaotic monsters is punishable by death. This is one of the few laws that has been revised and now definitive evidence and testimony from at least two witnesses is required, since in the past this law was used in ill-judged "witch-hunts" with innocent people (particularly foreigners) being executed on very questionable evidence. 
  • Those trafficking in illicit goods such as alcohol, mind-altering substances (such as tobacco and coffee) and decadent luxury items will be fined up to double the value of goods seized and banished from the city. Those only having enough for personal use (again the threshold is variable) will have their goods seized and will be fined the value of said goods. 
There are other laws but they follow similar patterns. 

Economy

Abbashan does not have a particularly thriving economy, mainly due to the town government's attitude towards outsiders and also an ascetic wariness of greed and materialism. Traders from outside Ylaruam are distrusted and restricted to the Foreigners' Sector, while Ylari merchants from outside Abbashan are only slightly more tolerated. Most of the town's food is grown around the local oases, though some is imported from elsewhere in Ylaruam - very little is "foreign" food, which is often deemed decadent and probably unsafe. Taxes are quite heavy to support the clerics who tend the mosques and the soldiers who guard the town. The town and the local area does not have much mineral wealth and as most of the food grown is consumed within the town it exports very little. 

The one thing that Abbashan has in its favour is its reputation as a holy city and birthplace of Al-Kalim Therefore pilgrims are an important source of income, even if they are concentrated in the Foreigners Sector. 


Military

Abbashan has a regular town guard of 200 soldiers, capable of both internal policing and occasional forays into the desert to deal with external threats. These regular soldiers are all 1st level fighters, equipped with leather armour, scimitars, leather and wood shields and either a longspear or a shortbow with 20 arrows. They are organised into 10 platoons of 20 soldiers each led by a sergeant (3rd level fighter).   

The religious establishments within Abbashan have their own military force, the Shrine Guardians. There are 120 shrine guardians, selected both for religious devotion and skill at arms. All are at least 2nd level fighters with scale mail, scimitars, shortbow and 20 arrows. As well as protecting the clerics and the mosques they also ensure that the laws and morality of Al-Fassaad are obeyed by the citizenry. They keep a particular eye on any foreigners and maintain a heavy presence in the Foreigners's Sector.

Almost all of the Shrine Guardians are with Al-Fassaad, and a number of the regular town guard are as well. However, other members of the town guard are not comfortable with a rival military force within the town. What if the clerics want to take over? Others point out that in a way the clerics already have, and the Shrine Guardians are there to not just protect the clerics themselves but also their authority.  There have been times when the town guard and the Shrine Guardians have disagreed on points of law and order, and the Emir's advisors have come down on the side of the Shrine Guardians. There is the feeling that the Shrine Guardians can overrule the town guard. 

The Agent of Chaos

Malakdir is a resident administrator who is in fact a secret cultist of Chaos, posing as a bureaucrat with a strong interest in The Eternal Truth and Al-Kalim. He turned to Chaos after being sickened by the harsh discipline of Al-Fassaad. Rather than trying to directly confront the forces of Law (which are overwhelmingly powerful here), he had decided to try to discredit them. This is proving quite interesting as the more fantatical elements of Al-Fassaad are on the one hand rock solid in their own faith in their interpretation of the Eternal Truth but are so difficult and intransigent in their beliefs that many outside of Al-Fassaad and Abbashan are disturbed and sometimes appalled by the faction’s behaviour and attitudes. Malakdir is trying to capitalise on this, and he has been talking to some senior clerics, quietly encouraging them to more extreme beliefs, usually with the cleric’s own devotion as the incentive. “It’s what Al-Kalim would want…” is a phrase Malakdir likes to use when suggesting an even tighter, intolerant policy. And if they hesitate or question how far they should go Malakdir will suggest that maybe their faith is not that strong. The end result is many normal people becoming fed up and even disgusted with this overzealous and often warped interpretation of the Eternal Truth, and leaving Abbashan for more tolerant places, bearing tales of Law gone too far and disillusion with religion. Malkadir has been surprised at how easy this has been - he feels he has not done much and most of this tension and intolerance is from the clerics of Al-Fassaad. He has just occasionally given them a nudge in the wrong direction.  It is possible that Malakdir has other chaotic allies who share the same goal within Abbashan but they are even more secretive. 

Notes on Alignment. 

Similar to my post on The Monastery of the Iron Eagle and its resident Heldannic Knights, the usual single-axis alignment system of Law-Neutrality-Chaos does not necessarily reflect what is going on with Al-Fassaad. Some members do not fit the usual description of Law being the good guys very well and yet they are staunch opponents of Chaos. Using the AD&D two-axis nine-alignment system they could definitely be described as Lawful Evil. In this case the evil is not selfishness and greed but hatred and intolerance of those who have different beliefs or even not enough beliefs. The ironic thing is that although the Heldannic Knights and Al-Fassaad are both intolerant and militant fanatics, they would view each other as clearly the wrong religion and nationality and therefore the enemy. As with that previous post, I can use the two-axis alignment system temporarily. 

NPCs of Abbashan

Malakdir, junior administrator for legal affairs
5th level cleric, human male, align Chaotic (AD&D chaotic neutral)
Str 8, Int 16, Wis 16, Dex 10, Con 13, Cha 13
Notable Equipment: Warhammer +1, Chain Mail, Amulet of Alignment Masking
Spells: Hold Person, Speak With Animals, Cure Light Wounds, Detect Magic

A disillusioned and angry cleric, Malakdir has turned his allegience to Chaos in a subtle and insidious way. He advises senior clerics on matters of law and order, and in this he is very clever and competent. Much of the time he does his job as expected but when he spots an opportunity to make the city government more intolerant (and thus more intolerable) he will try to steer his seniors in that direction. Malakdir tries to keep a low profile, only making suggestions rather than demands, and to everyone else he is just a minor bureaucrat. 

Bushiri Al-Abbashani, High Cleric of the Holy Shrine of Abbashan
15th level cleric, human male, align Lawful (AD&D lawful evil)
Str 13, Int 13, Wis 16, Dex 10, Con 11, Cha 15
Notable Equipment: Mace +3 +5 vs Undead, Chain Mail +3, Shield +2, Holy Symbol,
Notable Spells: 6th level: Aerial Servant, Cureall, Barrier, 5th level: Commune, Dispel Evil, Quest, 4th level: Neutralise Poison, Protection from Evil 10' r, Create Water

Bushiri is the highest religious authority in Abbashan, second only to those in Ylaruam City itself. He and many of those around him see him as the next best thing to Al-Kalim himself and in matters of religion and morality he will brook no dissent. He is particularly concerned with what he sees as the watering down and ignoring what he believes is the correct version of the Eternal Truth. It was his tutor and master, Benharath the Devout, who wrote down and taught the ideas behind  Al-Fassaad and therefore sowed the seeds for this strict religous movement, and Bushiri sees it as his duty to maintain the momentum of this movement. Bushiri is fastidious, taking a lot of time in washing (the main purpose of preparing Create Water spells is so he has a suppy of water he knows is clean), and also keeping things neat, tidy and in their proper order. He extends this view to society around him, hoping to keep his followers on the right path, and ready to expunge any "unclean" elements from Abbashan, whether they be unbelievers, "sorcerous" magic users, foreigners or demihumans. 

Rakdathi the Swiftblade, Commander of the Shrine Guardians
14th level fighter, human male, align Lawful (AD&D lawful neutral)
Str 16, Int 12, Wis 13,  Dex 16, Con 13, Cha 14
Notable Equipment: Banded Armour +2, Two-Handed Sword +3 +5 vs Magic Users

Rathdaki is the leader of the Shrine Guardians. He is utterly loyal to Bushiri and will follow orders without question. When left to his own devices or making his own judgements he can be quite reasonable and is really more interested in keeping everyone safe, especially the clerics at the central shrine. But he often ends up enforcing the harsher judgements of the clerics which he does because he is absolutely certain that they speak on behalf of the Eternal Truth, and the Eternal Truth is never wrong. 

Kurramor Shadaan, Commander of the Town Guard
10th level fighter, human female, align Lawful (AD&D lawful neutral)
Str 14, Int 13, Wis 10, Dex 14, Con 15, Cha 14
Notable Equipment: Banded Armour +1, Scimitar +3, Shield +1

Kurramor does her best at keeping Abbashan safe and keeps her guardsmen patrolling both inside and outside town. She considers herself a good follower of the Eternal Truth and would never openly disagree with the clerics, but she is getting more fed up with her troops being sidelined in favour of the Shrine Guardians. If pressed or if she thinks she can confide, she will say that she thinks the clerics of Al-Fassaad have gone too far in their distrust of visiting fellow Ylaris from outside Abbashan, especially non-Alasiyans, and it all seems a little paranoid. 

Druthorni the Zealous, Deputy High Cleric of the Monastic Sector
12th level cleric, human female, align Lawful (AD&D lawful evil)
Str 9, Int 13, Wis 17, Dex 13, Con 10, Cha 10
Notable Equipment: Banded Armour +2, Staff of Striking (+ Power Word Stun on each successful hit)
Notable Spells: 5th level: Quest, Insect Plague, Cure Critical Wounds, 4th level: Create Water, Neutralise Poison, Sticks to Snakes, Speak with Plants, 3rd level: Continual Light, Locate Object, Remove Curse/Curse x2

Druthorni is a bully and a nasty piece of work. Whereas Bushiri may see the upset he causes as necessary in the name of the Eternal Truth, Druthorni actually enjoys pushing people around and making them miserable. Of course, she will always justfy what she does in terms of maintaining discipline and keeping Abbashan safe from undesirable elements. Druthorni has upset enough people around Abbashan that she has good right to be a bit paranoid - there are some who really would like to get rid of her, therefore she never trusts anybody. She has a contingent of 5 Shrine Guardians at her beck and call at all times, and she sometimes gets them to do her dirty work. 

Andano Shaldir
5th level Thief/2nd level Darokin Merchant, Human male, align Neutral (AD&D neutral good)
Str 10, Int 14, Wis 14, Dex 16, Con 12, Cha 13
Notable Equipment: Leather Armour +2, Ring of Desert Survival, Scimitar +2, Elven Boots
Andano is a trader from Jaboor who has been around Abbashan enough times to know how things work here. He is frequently skirting the edge of the law, bringing in goods that the followers of Al-Fassaad would not approve of. He is generally found in the Foreigners Sector but he has visited other sectors of the city. During the daytime as a native of Ylaruam he is allowed to enter the other sectors to do business as long as he is back in the Foreigners Sector at sundown. However, he sometimes uses his thief skills to sneak around the city at night. He is sympathetic to most people who get into trouble in Abbashan and will sometimes advise such folks how to avoid the attentions of the Shrine Guardians. He knows many of the back alleys and hidden tunnels around the town that even the Shrine Guardians do not know about.