Wednesday, 20 November 2024

Expanding the City of Quagmire

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

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

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



Named locations on the map

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

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

Marine Lizard Men

source

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

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

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

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

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


Friday, 15 November 2024

The Pearl Islands as Mystara’s Mythic Japan

This is a big deviation from the published canon of Mystara, perhaps more than what I have done with Ierendi. The Pearl Islands, as described in Dawn of the Emperors, are based on Polynesia and other south Pacific islands. This is nice but I find it not particularly inspiring - maybe this is a bit harsh. But there is also a longing in me for samurai, ninjas and fighting monks. The Pearl Islands seem like a suitable place to place these in Mystara. And with Ochalea being based on mythic China right next door the old rivalry and interaction between the two can be a source of tension and adventure. 

Political Overview

The Pearl Islands are still subjects of the Emperor of Thyatis and they contribute troops and money to their imperial overlord. There was originally an Emperor of the Pearl Islands but he was slain during an invasion by Thyatian troops. The Pearl Islands are now ruled by the Shogun, traditionally the second-in-command to the Emperor, and these days the governor of the Pearl Islands on behalf of the Emperor of Thyatis.

The Pearl Islands other major international relationship is with Ochalea to the west. The Pearl Islanders have a rivalry but also engage in trade, diplomacy and some cultural mixing. The Pearl Islanders sometimes view the Ochaleans as weak, cowardly and underhand while the Ochaleans view the Pearl Islanders as aggressive, arrogant pirates obsessed with so-called honour. 

The Pearl Islands are feudal and hierarchical, with the Shogun ruling over his senior nobles the Daimyo who in turn rule over the samurai, the Pearl Island equivalent of knights, The Pearl Islands is a militaristic nation, with great emphasis on loyalty, obedience, discipline and honour. This makes them perhaps similar to the Heldannic Order, very lawful but not always benevolent. Women will find the Pearl Islands to be quite male-dominated, with most positions of power held by men. Players are welcome to have female characters in the Pearl Islands - there are no specific rules to say otherwise but there may be a certain amount of prejudice and old-fashioned attitudes from NPCs.  

These daimyo do not always get on with each other, and even occasionally rise up against the Shogun if great grievances or great ambition come to the fore. Civil war and internal conflicts are almost regular occurrences in the Pearl islands, so every nobleman will hold both a fortress and a body of troops including an elite core of samurai to defend his lands.    

The Pearl Islands have their own language, Gengo, which they use when not dealing with outsiders. Many of the better educated residents have a good grasp of Thyatian Common, though the peasants usually just stick to Gengo. In Gengo the Pearl Islands are known as Paru-Shoto. 

Character Types in the Pearl Islands

source
Samurai are the elite fighters of the Pearl Island nobility. They are famous for their Katanas (masterwork bastard swords) and their stylish lacquered armour (the equivalent of banded armour). Samurai place great store in honour, courage and loyalty. Those who fail these principles may become ronin, outcast samurai, left to find a living as mercenaries or bandits, or else commit ritual suicide. 

Bushi are the ordinary fighters, the rank and file warriors of the Pearl Islands. They still follow Bushido (Way of the Warrior) that Samurai follow, though perhaps with less fervour. 

Ninja are thieves that focus on stealth, surprise and subterfuge. They are famed and feared as assassins and commandos, dressed in their classic black garb with black hoods and masks to hide in the shadows as best as possible. 

Yakuza are thieves that function more as organised criminal groups, relying less on stealth and more on intimidation. Their code of honour is more similar to a mafia mobster than of a knight, with loyalty and respect being most prized.  

Sohei are the clerics of the Pearl Islands. They sometimes follow immortals but are more likely to follow the philosophies of Law, Chaos or Neutrality. 

Monks are based on the Mystic Class, wise philosophers and experts at unarmed combat. They are nearly always Lawful in alignment. 

Majutsu-shi are the mages of the Pearl Islands, often viewed with suspicion and not always welcome in society. 

There are very few demihumans native to the Pearl Islands - nearly all have travelled from overseas. 

At the moment I do not intend to have special rules for Pearl Island characters that might affect combat or level advancement - the differences are principally in attitude and appearance. 


Revised geography and map of Pearl Islands

Based on this map by Thorfin Tait on the Vaults of Pandius (which in turn is based on a map from the Dawn of the Emperors boxed set) I have revised the map to fit the new culture here. 


Note that in some cases the Thyatian names still remain but with the Gengo names underneath. 

This map shows the major cities but not minor settlements as there are too many to be clear on a map this scale. These large cities are the power bases of the most influential and powerful daimyo. The city of Kaiko, known to Thyatians as Seagirt, is the capital and the domain of the Shogun - it has a population of 20,000 in the city itself and another 60,000 in the surrounding countryside.  The map may also miss out on small islands less than a hex (24 miles) in size.

The Pearl Islands are generally subtropical in climate, with lush forests that can seem like jungles and fertile river plains. The main island Nuarito has a volcanically active mountain range which splits the island diagonally. Volcanic eruptions, earthquakes and tsunamis are all natural hazards here, and every few decades the lands are rocked by some sort of geological event that could be a disaster. 


Friday, 8 November 2024

Random thoughts on Lore and Canon

I’ve been thinking a bit about canon and lore. Not just Mystara but all sorts of fictional universes. And I feel the urge to ramble on about it, really for my own satifaction of getting it out of my head and onto a page, though other readers might find something here. 

One of the YouTube videos I’ve watched and enjoyed is Greyhawk Grognard talking about the World of Greyhawk showing vs telling. There he explains why he prefers the Greyhawk approach of seeing lore in practice in adventures rather than having it explained in a sourcebook like a Wikipedia article. It just so happens that Greyhawk has its own wiki, but I may be diverging from the point. I agree that if canon is stifling creativity then yes bare bones is better. But at least for a DM preparing for a game, sourcebooks and other forms of  published lore are all optional. If you feel it is stifling creativity, you are treating it with too much reverence. 

The overall approach I’ve taken is that in a D&D game lore and canon is fine as long as it helps rather than hinders the game at the table. The DM is free to take or leave whatever published or official setting material they want for the adventures they want to run. As you can tell by my blog, that includes ignoring, changing or adding to published worlds. I’ve taken Karameikos pretty well as published in Gaz1, then added some new stuff on top. Conversely with Ierendi I have only kept the map and Ierendi Island from Gaz4. Everything else has been overhauled for a completely different feel, shifting from Mystara’s Disney Land to Mystara’s Lankhmar. As for Norwold, I have kept the general situation but then added a whole new aspect to it (the Arvorians) that is a major new faction of bad guys with their own character classes and world-ending plans. And I have completely ignored Wrath of the Immortals, keeping the campaign set at AC 1000 (the same time the gazetteers are set), because I still want Alphatia to be a sprawling, dysfunctional empire of super-powerful archmages and not just a big gap in the ocean. 

Don’t get me wrong - sourcebooks are great. Campaign settings are great. The most obvious benefit is they present large chunks of adventure-related stuff (NPCs, maps, locations, groups, ideas for adventures, monsters etc) that save the DM a lot of time and effort in preparing for a game session.  Creating a world from scratch is a lot of time and effort. It can be done  - see my earlier incarnation of this blog, from 2011 to 2013 when I was detailing my homebrew world Kaelaross. But borrowing someone else's usually works just as well. 

There is a secondary benefit at least with some books, namely that they are fun to read in and of themselves. Many of the ideas need not be immediately applicable to your game table. I’m sure that a lot of RPG sourcebooks are bought because of this. This can also apply to homebrew worlds where a DM can easily get carried away with adding details, background and history without worrying whether it is relevant to the adventures they are running. This is absolutely fine, and for some would-be DMs, especially those who have trouble getting an acutal gaming group together, it is the main form their interest in D&D manifests. I have spent years in this “perpetual preparation” mode, or world-building for the fun of it. This is fine as long as there is an awareness that this is really just personal entertainment, and unlikely to become a major RPG product on Drivethru RPG. As it is, some of my previous perpetual preparation has actually been posted on this blog, which is better than being binned. 

In developing Mystara I still generally use the published books as the starting point, particularly the gazetteers, and if I have not described how I have changed or added to a particular realm (I have not really tackled Alfheim, Glantri, the Five Shires, Atruaghin Clans or the Northern Reaches), you can generally assume the gazetteer for it is still the default. And for a lot of the places I have focused on (Ylaruam, Karameikos, Darokin etc) most of the material in the gazetteers is still true - I have added to it rather than overwritten it. 

Even if I am not using a world as a whole, I can certainly borrow published stuff from it. I have borrowed the Eldreth Veluuthra from the Forgotten Realms to create the Elvish Truebloods in Karameikos. Warhammer Fantasy has heavily influenced the Cult of Chaos and Chaos Warriors, as well as Warpstone moprhing into Eldritch Crystals. And I have converted numerous monsters from the Fighting Fantasy books to Basic D&D stats for use in adventures in Mystara rather than Titan. Heck, I’ve got a number of RPG books on my shelf that I haven’t played but I’ll still flick through for ideas and inspiration (Earthdawn, Ars Magica, the Dying Earth, WHFRP and various GURPS books). 

Popular fictional universes, whether Star Wars, Star Trek or Lord of the Rings, have great fan followings. And because they are shared, they can be discussed, opined on and speculated about by fans, initially through face to face conversations or magazines, but more recently the internet and social media has given fandom whole new channels to connect. This is where canon becomes important - a shared understanding of what that universe is like, what are the major characters and events and locations are , becomes the starting point for fan discussions. Saying that in your version of Star Wars, Leia is not Luke’s sister and therefore the awkwardness of when they kiss (particularly on Hoth in Empire Strikes Back) is eliminated might be more comfortable to you, but other fans will point to canon (in this case Return of the Jedi) and say “No, you are wrong, this is what is said in the film.” In these circles fan-fic may make temporary changes within itself, but canon remains canon. At the game table I can be as cavalier as I like with published settings, but on the interwebs I am dealing with people who take this a lot more seriously. 

FOMO, Kudos and the shame of getting something wrong within these communities can all drive the urge to know as much about canon as possible. The more obscure the better as long as sources can be provided. Those who know all there is to know about Star Wars, or Tolkein’s Middle Earth are regarded (at least within the communities) as sages or scholars. 

In forums about RPG settings this difference between “fan-fic” (i.e. each GM’s version of a published setting) and “canon”, (such as the gazetteers and other Mystara material published by TSR) can cause friction if the distinction is not kept. I don’t think many on forums are so strict and rigid that they will object to DMs customising the setting to fit their game table, but when asked questions about the setting, most fans will look to canon and try to give the canonical answer. Giving a fan-fic answer is frowned on unless specifically asked for. The published material is still considered the shared universe, and therefore it gains a level of importance and perhaps reverence among fans that non-fans would find surprising. 


Then there is the matter of how much or how little is published. Forgotten Realms is the behemoth of D&D settings, from 1st Edition AD&D (remember the gray box?) through to the latest hardback 5E adventures set in the Realms that often include bits and pieces of lore (I’m currently running Baldur’s Gate: Descent into Avernus, and about a quarter of the book is a guide to the city of Baldur’s Gate). I’m sure if you add the various sourcebooks, adventures and fiction for the Forgotten Realms together over the years you would have close to a thousand products. How the hell is a new DM supposed to deal with that? The simple answer is they are not supposed to deal with it all. They just start with what they need to run an adventure. My not-too-serious approach to published settings means I see a thousand published books of ideas, inspiration and help for running a game. All of those published Forgotten Realms items are entirely optional, never required reading. As with Mystara I take what I want, and change or ignore the rest. 

Going back to Greyhawk I know that a lot of people reckon that the World of Greyhawk boxed set (or even just the folio) was enough and that TSR/WotC should not have messed up Gary Gygax’s creation with the 2nd Edition From the Ashes boxed set or the 3rd Edition Living Greyhawk gazetteer. Perhaps they have a point and those later publications made changes that old fans deeply disapproved of. But it meant that players who started with 2nd and 3rd edition had a chance to start with the Greyhawk setting and reminded other more established players that Greyhawk was still active. If it had not been for these later versions of Greyhawk, there would be far fewer Greyhawk fans than there are today. TSR/WotC was never going to keep publishing the gold box for the next twenty years. And I understand that Greyhawk is back in the new 2025 DMG for 5.5E as an example setting. Do you have to buy it? No. But I am quietly pleased as I hope it will introduce a new generation of D&D players to Gary’s world, rich with the history of early D&D.  Some cynics may grumble at WotC putting out yet another sourcebook that may cover something that was looked at in only the previous edition. Guess what? You don’t have to buy it! I suppose one silver lining in releasing different versions of a single setting for each edition is that it keeps that setting in the awareness of players and DMs who keep an eye on the product schedule. Similarly it is quite reasonable to only focus on settings that you are actually interested in, regardless of hype from adverts, social media or friends at your table. I’ve never been too invested in Dragonlance, Al-Qadim or Birthright - I feel that Mystara, Greyhawk and Forgotten Realms cover all my gaming needs. FOMO and misplaced enthusiasm around newly released products is not as powerful as it used to be, though it still gives me the urge to buy new stuff. 

If a player at my table knows a lot about the Forgotten Realms, or Mystara or whatever world I’m using, they might say “No, this thing is not like that. I read it here that it should be like this.” Is the DM required to go along with the player who may be correct from a canonical point of view?  No. The straightforward answer is to tell the player that in this game the setting is a bit different. A more subtle, and perhaps diplomatic way, is to actually use the player as a source of ideas and world-building. I have no problem with players helping out with developing a setting in a game as long as they don’t bend things to give themselves unfair advantages or insider knowledge their characters should not know. Characters will know quite a lot about the world they live in and may well have a general knowledge that covers at least some of the topics in the campaign’s introductory sources (Greyhawk’s gold box, Forgotten Realms Grey Box, Mystara gazetteers’ players section). Players bouncing these bits of knowledge and ideas off you in a collaborative way can make the process more fun and easy. 

Thank you for letting me ramble on. Rant over.

Addendum: Jordan Sorcery has released a video that covers the same topic, and I agree with almost all of what he says. Like him I take a fairly relaxed view of canon. 

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.