Saturday, 24 October 2026

The Dakons of Thanegia

Thanegia is the large island at the southern end of the Serpent Peninsula, across the shallow sea known as the Dhiki Namazzi. It is partially civilized by the Divinarchy of Yavdlom with towns and cities around the coastline but the human population is sparse, and there are large tracts of jungle and swamp that are still untamed.

Art by Filip Burburan, source


Dwelling in these stretches of jungle in relative peace and quiet are the dakons, ape people who are as intelligent as humans but have chosen to stay in a tribal way of life. Dakons are vegetarians, and only fight in defence, though given some of the predators that enter their territory, this happens fairly often. Male dakons are generally larger and more powerful than females, so there are gender roles in dakon society: males are the defenders and warriors, females are the healers and nurturers. A number of female dakons are shamans with magical powers akin to clerics and druids. Dakons can speak their own language as well as the common language of the humans of Yavdlom. 

NameDakon JuvenileDakon AdultDakon SilverbackDakon Tribal Chieftain
Armour Class7776
Hit Dice1+12+24+46+6
Avg. Hit Points5112233
Movement120ft/climb 60ft120ft/climb 60ft120ft/climb 60ft120ft/climb 60ft
THAC019181614
Attacks2 claws2 claws2 claws2 claws
Damage1d3/1d31d6/1d61d6+1/1d6+11d6+2/1d6+2
No. Appearing1d102d101d41
Morale5789
Save AsF1F2F4F6
AlignmentLawfulLawfulLawfulLawful
IntelligenceAverage (8-10)Average (8-10)Average (8-10)Very (11-12)
Size & TypeSmall AnimalMedium AnimalMedium AnimalLarge Animal
XP Value1525125350

Dakons are very adept at climbing and spend a lot of their time in the trees, which is safer from predators than down on the jungle floor. They often move around from branch to branch through the canopy and can leap up to 20ft if need be. When forced to defend themselves they do not use weapons but prefer to use their clawed hands which can be quite lethal. 
Dakons between the ages of 1 year and 10 years are treated as Dakon Juveniles. After that they become adults. 
Dakon shamans have the same stats as dakon adults but have the ability to cast the following spells once per day:
  • Cure Light Wounds (1st level Cleric spell)
  • Animal Friendship (borrowed from AD&D 1st level Druid spell)
  • Entangle (borrowed from AD&D 1st level Druid spell)
  • Locate (1st level Druid spell)
  • Speak with Animals (2nd level Cleric spell)
  • Pass Without Trace (borrowed from AD&D 1st level Druid spell)
Great Shamans are the most respected of the females and are sometimes the mate of a tribal chieftain. They have the same stats as a Dakon Silverback but can cast spells as above, as well as the following once per day:
  • Cure Disease (3rd level Cleric spell)
  • Hold Animal (3rd level Druid spell)
  • Plant Growth (borrowed from AD&D 3rd level Druid spell)

Dakon silverbacks are fully mature males who often act as the guardians and warriors of the dakon tribe. They are also junior leaders, looking after their own family and answering to the tribal chieftain.

The tribal chieftains are the largest dakons, and are a fearsome sight when roused to anger. 
Dakons' relations with humans are wary but not aggressive. They will leave humans alone and are not interested in trade. The Yavi people of Yavdlom generally treat the dakons with respect and also leave them alone - on occasions that there is a clash between the two races, a delegation of silverbacks, sometimes with a tribal chieftain, will meet with the humans and in their simple common tongue will try to establish what happened, who the culprits are and what should be done.




The Curse of the Carnivorous Apes

Despite the beliefs of the ignorant, the monstrous simians known as carnivorous apes are not actually a separate species - they are a cursed and degenerate form of dakon, ones that have fallen to the fell powers of Chaos. Although most dakons are peaceful, cooperative and quite kind to their kindred, occasionally a dakon will behave terribly, in a way that humans would describe as evil. Murdering another dakon, man-eating or worst of all cannibalism of other dakons will trigger a transformation into a carnivorous ape. The cursed dakon is immediately shunned and chased out of their tribe into the depths of the jungle. They grow in height and weight, becoming more muscular, and their teeth and claws grow larger to suit their new diet.  However, their intelligence, at least with regards to language and peaceful interactions deteriorates - they are often solitary, or at most hunt in packs of 2-5 apes. They still retain their cunning and this is put to brutal use in tracking, hunting and ambushing new prey. As their names and origins suggest, carnivorous apes will eat a wide variety of flesh but seem to prefer human prey over four-legged animals. A very few will get into the habit of hunting dakons, but then the dakon leaders will form a hunting party  of war chiefs and silverbacks with the task of destroying this once-dakon monster. Such cannibalistic apes do not survive long. 

Can carnivorous apes breed with each other? Fortunately not, at least not in Mystara. The transformation is of an individual, not their blood line. 

Most Yavi humans understand the difference between a normal dakon and a carnivorous ape, and if a carnivorous ape attacks, the dakons in general are spared retaliation. Only the ignorant or the mad will confuse the two apes. 

Art by Dave Trampier from 1st Ed AD&D
Monster Manual
In combat carnivorous apes attack with their claws, similar to dakons, but also have a terrible bite. Furthermore if both claws hit a single target, the carnivorous ape will rend the target, pulling it apart for an extra 1d8+1 damage. 

NameCarnivorous Ape
Armour Class6
Hit Dice5+5
Avg. Hit Points28
Movement120ft/climb 60ft
THAC015
Attacks2 claws/1 bite
Damage1d6+1/1d6+1/1d6+1
No. Appearing1 or 1d4+1
Morale10
Save AsF5
AlignmentChaotic
IntelligenceAverage (8-10)
Size & TypeLarge Monstrosity
XP Value225



Saturday, 17 October 2026

Merchant Mages of Honor Island

 Honor Island is an island in the Ierendi chain that is occupied by mages - over 2000 of them plus 4000 goblin "servants" that are effectively slaves dwelling principally in the sole town of Filtot. The island does not have significant topsoil for growing crops so all food has to be imported from elsewhere. Fortunately Honor Island is well placed for trading with the southern coast of Brun. Another complicating factor is the mages are quite secretive and territorial and rarely allow visitors, therefore nearly all trade with other nations is done by merchants of Honor Island visiting other ports. 

To this end there has arisen a company of 43 spellcasters of various levels of power who are also merchants. They generally work together, with different mages specialising in different food stuffs and beverages, and usually developing contacts and trading partners in different ports, thus minimising competition within the company. They describe themselves simply as the Merchant Mages of Honor Island, though there are a few clerics mixed in among them. 

source

Filtot has a harbour that is primarily for keeping the fireships safe - these are the 12 naval combat ships that are capable of incinerating their opponents with powerful magic and alchemy, clad in iron and propelled by magi-tech. However, there is also room for other vessels, and the merchant mages operate a fleet of 20 or so craft, about half of which are normal surface sailing ships but the rest are skyships, capable of flying over land or sea. 

Notable NPCs

Exendamius

21st level magic user, human male, align neutral

Str 8, Int 18, Wis 12, Dex 12, Con 10, Cha 15

Exendamius is from Thyatis and is proud of his heritage. He moved to Honor Island mainly to be with those who understood his obsession with magic, and he is still very much a scholar of the arcane arts. However, his father was a merchant who travelled northern Thyatis (Kerendas, Thyatis City and Port Lucinius), transporting goods from city to city. He has inherited some of his father's business sense, and sails his ship, The Sapphire Swordfish, between Thyatis and Honor Island. He spends so much time at sea that his ship has a library and study built into it so that he can continue his magical research even when away from Honor Island. When in Thyatis he will often seek out and talk to mages about their magical research, spells and items. Although he does this out of curiousity, some Thyatian mages wonder if he is a spy from Honor Island or even spying for Alphatia. Other Thyatian mages will happily chat to Exendamius as he is not very discrete about Honor Island and the magical research going on there. 


Tarrama the Swift

11th level magic user, human female, align chaotic

Str 10, Int 16, Wis 14, Dex 13, Con 10, Cha 11

Tarrama is shifty and some would say amoral. However, this makes her blend in well in the pirate ports of Ierendi, particularly in Vlaad, though she also frequently visits Ierendi City. She mostly trades in fruit and vegetables grown in the Ierendi Islands but she has enough shady contacts that she can get her hands on anything (as long as she can make a decent profit). Her skyship, The Nightflyer, is originally from Alphatia but was taken by Thyatian adventurers over the Isle of Dawn (some would say by piracy and hijacking) and then sold to Tarrama. She has a mixture of human and goblin crew - the goblins are clearly subservient and the officers are all human but nonetheless the goblins are treated as crew, not slaves. 


Lucius Blagavescu

14th level magic user/elemental mage, human male, align neutral

Str 13, Int 16, Wis 9, Dex 14, Con 13, Cha 14

Lucius grew up in Specularum and started his training in the Magicians Guild. However, he quit and moved to Honor Island when he found that mages of Karameikos were not interested in elemental magic. He plies his normal sailing ship between Honor Island and various ports around the northern Sea of Dread, particularly Specularum but also Shireton in the Five Shires and Athenos in southern Darokin, picking up various beverages such as elven wine, dwarven beer, Thyatian brandy and halfling mead. Although he behaves well while onboard his ship, he has been known to get completely drunk while at port, and his first mate, an Ierendian mage called Vierex (8th level MU, human male, neutral) has to haul him back to his quarters.  


Nalthargia

5th level magic user, human female, align neutral

Str 8, Int 14, Wis 13, Dex 11, Con 13, Cha 17

Nalthargia is a native of Honor Island. Although she can cast some basic spells and is therefore accepted into Honor Island society, she finds her real talent is in talking to people. She uses this primarily for trade and bargaining, but she also sometimes finds herself as an informal diplomat, passing messages and requests on from Honor Island's ruling council. Her skyship, Filtot's Hand, often travels further than most merchant mages - she will sometimes travel to Alphatia, Glantri and Ochalea.  


Venthan of the Ocean

15th level cleric, human male, align neutral

Str 14, Int 11, Wis 17, Dex 9, Con 9, Cha 13

Venthan is a reminder that not all the spellcasters of Honor Island are magic users - a significant number are clerics, and Venthan is a follower of Proteus, the Immortal of the Oceans. His voyages in his ship The Song of Proteus have taken him south and east, and he has developed trade contacts in the Thyatian settlements on the northern coast of Davania, particularly Cittinova, where he buys various tropical fruits, spices and herbs only found in the Davanian jungles. His expeditions have also taken him to Ochalea (excellent for tea, rice and noodles) and the southern Isle of Dawn. The Song of Proteus has a crew of 20, of whom 10 are goblins. Unusually for an Honor Islander, Venthan treats them well although never as equals. The goblins realise that compared to their fellows back on Honor Island they are in a very good situation and thus are surprisingly loyal to Venthan. His bo'sun, an elemental mage called Saskallia (human female, 12th level magic user/elemental mage, align neutral) is not so sure of this liberal management style but keeps her mouth shut.

 

Caltoni Inkwell

16th level magic user, human female, align Neutral

Str 8, Int 16, Wis 14, Dex 10, Con 8, Cha 14

Caltoni is a native of Honor Island and well-respected in Filtot. She owns and runs a skyship, the Joyous Dolphin and is now middle-aged with silver-grey hair in a bun and several pairs of spectacles perched on her nose or forehead at the same time (one pair lets her Read Magic at will). Caltoni has left the food trade to younger merchant mages and now specialises in stationery and magical supplies, particularly scroll vellum, spellbooks, quills, ink and spell components. These are all things that cannot be created on Honor Island without magic. She has dabbled in alchemical supplies and does still occasionally trade in glassware and straightforward laboratory equipment but has had to draw the line at refusing to trade in ingredients and reagents. Things like petroleum, green dragon chlorine and black pudding acid are dangerous to her and her crew, while others are repugnant (otyugh faeces? Nope, it stinks out the whole ship no matter how it is stored) or morally unacceptable (elf blood for a potion of longevity, when she has several elves from Minrothad in her crew). 




Saturday, 10 October 2026

X3 Curse of Xanathon - Notes and Ideas

 


I like this module. It is a good compromise between the event/plot based investigations of B6: The Veiled Society and more traditional map-based modules such as B2 and X1. It takes place in and around Rhoona, in the Northern Reaches, an area I have touched on but not really done many posts for. 

The plot revolves around the Duke of Rhoona going mad and making insane decrees, including upsetting the neighbouring dwarves of Rockhome. The Ethengarian cult of Cretia and a treacherous right-hand man called Draco are behind this and it is up to the PCs to investigate. It is primarily a matter of following clues in documents from one location to another. If the PCs need help, either healing or advice, the Temple of Forsetti  (a lawful norse immortal) is their best ally in resolving the situation

The Ducal Barracks

The Ducal Barracks are where the PCs start off thanks to an angry dwarf and a cleric of Forsetti in disguise.   In most adventures, PCs are discouraged from picking fights with the town guard, and this is no exception. I would treat this as an exercise in stealth, diplomacy and roleplaying. If it turns into mass combat then I would consider something has gone wrong. 

One thing I would have liked to have seen in the barracks is an indication of the loyalties and motivations of some of the NPCs. My suggestions in this regard would be:

  • Magic User in room 19: Genthar (align Chaotic) is in on the plot with Draco and will attack any intruders or anyone investigating the plot. He is quite paranoid and the soldiers in the barracks don't like him. He is sure they are all plotting to kill him anyway. 
  • Weaponmaster in room 20: Arrakanthus (align Neutral) is just a professional doing his job. He is actually from Thyatis. He has no knowledge of Draco's plot but is paid well so has no reason to hurt his employer. 
  • Thief in room 21: Murgillen (align Chaotic) is in on the plot with Draco but rather than attacking straight away he will feign cooperation until he has good opportunity to strike with surprise. 
  • Officer in room 22: Lieutenant Worben (align Neutral) is ignorant of the plot and only cares for the welfare of his men. 
  • Captain in room 25: Captain Vernheim (align Neutral) is ignorant of the plot and only cares for the welfare of his men. 
  • Commander in room 27: Commander Berrelin (align Chaotic) is in on the plot and will try to attack those asking awkward questions or those who do not give sound reasons for being in the barracks. 

The regular soldiers and sergeants know nothing of the plot and are not particularly hostile though they may ask the PCs what they are doing here. 

The Temple of Cretia

I find the open presence of a chaotic temple in a civilized town quite unusual although it is probably tolerated due to cultural allowances for the Ethengar enclave in Rhoona. At least on the outside the chaotic church is behaving itself, though investigation will reveal the insidious plot to undermine the duchy. My suggestion is that the majority of townsfolk don’t consider Cretia and her followers to be outright chaotic like the notorious cult of Chaos that bedevils many other realms - these Cretia folk seem to be a lot more reasonable. Although not the same cult of Chaos as that found say in Hule or the Caves of Chaos, nonetheless the cult of Cretia considers them allies and occasional rivals, with similar goals and philosophies.  They are just better at fitting into polite society. 

In terms of adventure, the Temple of Cretia is a little more combative than the Ducal Barracks, and although roleplay and negotiation can get the party past some NPCs, others will treat the PCs as threatening intruders and fight regardless. The fight with Xanathon at the end of this location is one that the PCs cannot win - let’s hope the PCs realise this in time before too many of them die. It is quite convenient that he offers clues to overcoming his invulnerability as arrogant boasts. 

The Shrine of Cretia and Beyond

It would have been nice to have a wilderness map here, but I understand that there may not have been enough room in the book. The PCs need to travel out of Rhoona into the nearby mountains to find the Shrine of Cretia (not the same as the Temple of Cretia!). I have modified a map from the Vaults of Pandius to indicate where I think the Shrine of Cretia should be.  This does not match up perfectly with the description of the journey but I think it will do for some DMs. 

based on cartography by Ramelin and
Thorfinn Tait (source)


This is even more of a conventional dungeon than the Temple, with carrion crawlers, undead and ogres among the potential encounters. In here is the diamond that holds Xanathon’s essence and therefore enables the PCs to actually harm him. 

 Once the PCs have this they must return to town and defeat both Xanathon and Draco in a final showdown at the Ducal Palace. If successful the Duke is restored to sanity and he can start to repair some of the damage done by the Curse of Xanathon. 

After the adventure I have ideas of adventurers being asked to investigate the Ruined Temple of Loki to the southeast of Rhoona which will lead onto the Lost Runestones of Soderfjord. 




Saturday, 3 October 2026

The Lost Runestones of Soderfjord

source: Wikipedia

Soderfjord has long been a fractured land, with no overall rulership, just different jarls competing, fighting and occasionally allying with each other in their small fiefs. Compared to Ostland and Vestland, Soderfjord is a lesson in why strong kingship is important for a realm. And yet, it need not have been that way. 

Nearly three hundred years ago in 614AC the Kingdom of Vestland was formed. Around the same time, clerics of the Norse pantheon of immortals had created a stone circle in the forests outside Soderfjord city. Each stone was dedicated to a norse immortal, and if a prospective ruler stood in the centre of the circle while clerics conducted a special ceremony, each stone would glow with its immortal's approval or stay dark and dull if the would-be ruler was considered a poor choice. 

  • Odin's stone glowed when the candidate was wise and capable at rulership
  • Thor's stone glowed when the candidate was competent in war and generalship
  • Tyr's stone glowed when the candidate could dispense justice and establish good laws
  • Balder's stone glowed when the candidate was articulate, charismatic and diplomatic. 

The high cleric of Loki, Gulli Garnesson, argued that a stone for his patron should be erected, to detect if the candidate was capable of trickery and deception, but the other clerics refused and declared such traits were unseemly for a king of the Northern Reaches. High cleric Gulli took this as a personal slight and as a slight against Loki and so plotted revenge.  

In 623 AC the stone circle had been completed and a gathering of the Jarls at the stones was organised, to find the best new king for the land of Soderfjord. But the night before the ceremony, the four stones were ripped out of the earth where they had been set, and were nowhere to be seen. These stones were about 6ft high and weighed about a ton each, so either powerful magic or monstrous strength must have been involved. Giant-sized footprints around what was left of the stone circle suggested the latter. The ceremony was abandoned and the jarls went back to fighting each other while Soderfjord stayed in near-anarchy. 

This of course was the work of agents of Loki, orchestrated by high cleric Gulli Garnesson. After the rejection of his proposal of a stone for Loki, he went to various bands and factions that would be threatened by a strong unified Soderfjord, and asked them to help steal and keep hold of the stones. 

The hill giants had taken the stone of Thor, the trolls had taken the stone of Balder, the cult of Chaos had taken the stone of Tyr and the stone of Odin was now held by the red dragon Vraximar the Flamescourge.  Four separate foes, and four separate hiding places. To keep the stones extra secure, the cult of Loki had hired the molder dwarves, the Modrigswerg, to construct cunning vaults within each lair that the monstrous inhabitants would not have been able to craft by themselves. 

For over two hundred and seventy years the stones have been forgotten while the Jarls of Soderfjord squabble between themselves. 

However, adventurers have been directed to a ruined temple of Loki after finding clues in a Shrine of Cretia (a chaotic immortal of the Ethengarians). If the temple of Loki is investigated, the adventurers will find the old journal of Gulli Garnesson, including his account of what happened to the runestones that he and his monstrous allies stole. 
The adventurers may either figure out for themselves or ask advice from a priest (such as Erik of Forsetta) about what the journal is about and its significance. 

Author's Notes 

I envision this as a possible follow-on from X3: The Curse of Xanathon. The cult of Loki and the cult of Cretia in Rhoona (currently led by Xanathon) are allied in causing problems and mischief in the Northern Reaches, both the town of Rhoona in Vestland and the Soderfjord Jarldoms. If the adventurers successfully thwart the cult of Cretia and Xanathon, then they have the opportunity to find and retrieve the Runestones using the journal as their main guide. Of course the journal was written 270 years ago around the time the stones were stolen, so things may have changed significantly but it is at least as starting point. 

Ideally I'd like to do this as a series of scenarios here on the blog, with a progression something like:

  • The Ruined Temple of Loki and Garnesson's Journal
  • The Trolls and the runestone of Balder
  • The Hill Giants and the runestone of Thor
  • The Cult of Chaos and the runestone of Tyr
  • The Red Dragon and the runestone of Odin
However, we shall see how things develop. As can be seen from the foes I am contemplating mid to high level adventures. 
If successful, and all four runestones are recovered then ceremonies can begin to take place to find a suitable high king of Soderfjord. 

What if certain jarls are against finding the runestones? They know they don't measure up to the standards of the immortals of the runestones (although they might find favour with Loki). And they don't want to be held accountable by a high king - they would rather be petty tyrants in their own Jarldoms than vassals to a liege lord. This could result in these jarls sending their own adventuring bands to either destroy the runestones or destroy the journal and anyone who carries it. Rival adventuring parties are an interesting twist I have not yet written about. 


source


Saturday, 26 September 2026

Scenario #18: Foul Things Under Retebius - Lair of the Soul Breakers



This is a short adventure using the B/X rules and aimed at a character party of levels 3-5. It is set in Retebius in Thyatis, and is a follow-on to the post about chaos cults in the city. This is a dungeon adventure under the streets of Retebius, and I am assuming that the PCs have discovered that a chaos cult is using the sewers as their hideout through investigations and encounters around the city. Exactly how the PCs discover this is up to the DM - this adventure starts once the PCs drop down into the sewers.

About the Sewers

The sewers under Retebius are tubular, about 7’ radius on the inside and made of brickwork. They are never completely dry - there is a minimum of 1’ of filthy water in the sewers and after rainfall this can rise to 3’ (difficult for halflings to keep their heads clear). The sewers smell disgusting as would be expected - a lot of human waste, food scraps and animal droppings end up here. They are generally unlit - anyone venturing down will have to bring their own source of light. However, areas where human cultists live will be illuminated by fish-oil lamps or lanterns with a Continual Light spell cast on it. The openings to the actual lairs of the chaotic creatures are raised 2’ above the sewer floor and also slope up away from the actual sewers for a few feet so a raised sewage level will not overflow into the lairs.

As can be seen from the map there are sewers leading off the edges. Although whatever is down these fetid passages is not relevant to this adventure, nonetheless creative DMs may well add their own encounters elsewhere in the sewer system of Retebius.   

All inhabitants of the sewers and attached dungeon rooms, human or otherwise, should be considered hostile to intruders unless specifically stated otherwise.

Wandering monsters in the sewers (roll d10, number range after name is number encountered):

  1. Beetle, Giant Fire (1d6) AC 4, HD 1+2, hp 6, Mv 120’, THAC0 18, Att 1 bite for 2d4, Save F1, Ml 7, Align N, XP 15
  2. Carrion Crawler (1) AC 7, HD 3+1*, hp 15, Mv 120’, THAC0 16, Att 8 tentacles for 0+ paralysis or 1 bite for 1, Save F2, Ml 9, Align N, XP 75 (tentacle hit causes paralysis unless saved, paralysis lasts 1d4 turns).
  3. Cultist Guards (1d8), AC 5, Ftr1, hp 5, Mv 120’, THAC0 19, Att 1 weapon for 1d8, Save F1, Ml 8, Align C, XP 15, equipment: Chainmail, Battleaxe, Dagger, 3d6sp. These are human cultists patrolling the sewers in their cultist garb.
  4. Gray Ooze (1) AC 8, HD 3*, hp 13, Mv 10’, THAC0 17, Att 1 acidic slam for 2d8 + destroy armour, continuous damage after first attack, Save F2, Ml 12, Align N, XP 50. Acid attack destroys non-magical armour in 1 round, magical armour in 1 turn. Gray ooze sticks to the target after successful attack, causing automatic 2d8 damage/rnd. Immune to fire & cold.
  5. Lizard, Giant Gecko (1) AC 5, HD 3+1, hp 14, Mv 120'/climb 90', THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50
  6. Lizardman (1d3) AC 5, HD 2+1, hp 10, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25 (note that these lizardmen are unusual in being chaotic, not neutral alignment)
  7. Rats, Giant (2d6) AC 7, HD ½ , hp 3, Mv 120', THAC0 20, Att 1 bite for 1d3 + disease, Save NM, Ml 8, Align N, XP 5
  8. Skeletons (1d6+1, animated by cultists): AC 7, HD 1, hp 4 each, Mv 60’, THAC0 19, Att 1 weapon for 1d6 dam, Save F1, Ml 12, Align C, XP 10
  9. Stirge (1d4) AC 7, HD 1, hp 5, Mv 30', Fly 180', THAC0 19, Att 1 for 1d3 +drain, Save F2. Ml 9, Al N, XP 13. Drain causes 1d3 damage per round (automatically hits). Stirges get +2 to initial attack due to dive speed
  10. Toad, Giant (1) AC 7, HD 2+2, hp 11, Mv 90’, THAC0 17, Att 1 tongue (no damage but pulls creatures within 15’ to toad) or bite for 1d4+1, Save F1, Ml 6, Align N, XP 25
The keyed areas are split up into 5 main sections, each with their own senior cult member in charge. 
  • Orgolo's Domain (rooms 1-6)
  • Lizardmen and Melhania's Domain (rooms 8-13)
  • Melbeek's Domain (rooms 14-16)
  • Raeshad's Domain (rooms 17-22)
  • Troglodyte Domain (rooms 23-26)

Key to the map


1) Guard post - This room holds 4 skeletons + 1 chaotic acolyte (Clr2). They attack intruders on sight.
Skeletons: AC 7, HD 1, hp 4 each, Mv 60’, THAC0 19, Att 1 weapon for 1d6 dam, Ml 12, Align C, XP 10
Chaotic Acolyte: AC 4, Clr 2, hp 5, Mv 90’, THAC0 19, Att 1 weapon for 1d6 dam, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, mace, unholy symbol, purse with 32sp. Spells: Darkness (rev of Light))

2) Supplies: This room is filled with boxes and barrels of foodstuffs, including dried fruit, dried bread and barrels of wine and beer, most of which has been stolen or looted from townsfolk.

3) Chapel of Chaos - 1 Chaotic priest (Clr3) + 2 chaotic acolytes (Clr2). Towering over the north wall of this unhallowed place is a demonic statue, crude and non-magical but still scary. Kneeling in front of it, contemplating the nature of Chaos, is one of the leaders of the cult, Gemella the Brutal, and two of her acolytes. The chapel is lit by a silver candelabra worth 300gp.
Gemella the Brutal (Clr3 human female) is responsible for recruitment and training of new human cultists. She is considering approaching some gladiators in the city.
Chaotic Priest (Gemella the Brutal): AC 2, Clr 3, hp 12, Mv 60’, THAC0 18, Att 1 weapon for 1d6+1 or spell, Ml 10, Align C, XP 50 (Equipment: Plate mail, Shield, Mace, Unholy symbol, Potion of Levitation, purse with 34gp, 12sp + pale blue zircon gem worth 50gp, Spells: Command, Cure Light Wounds).
Chaotic Acolytes: AC 4, Clr 2, hp 6, 8, Mv 90’, THAC0 19, Att 1 weapon for 1d6+1 dam, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, mace, unholy symbol, purses with 20sp & 16sp. Spells: Darkness (rev of Light) or Cure Light Wounds)

4) Kitchen. In here is a Chaotic warrior (Ftr2). This room has lots of pots, pans, knives and other utensils hanging on the walls or sitting on wobbly crude shelves. There is a wooden stove where a pot of mysterious stew is cooking. The chaotic warrior is the cook for the cult and he wields a large meat cleaver (treated as a sword).
Chaotic Warrior: AC 5, Ftr 2, hp 10, Mv 90’, THAC0 18, Att 1 weapon for 1d8+1, Ml 10, Align C, XP 20, (Equipment: chain mail, meat-cleaver (treat as sword), unholy symbol, 40sp).

5) Quarters of the Chaos Curate (Clr5). This room is well-appointed with a comfy bed, table, chair and desk (all looted from the town above). Underneath the bed is a loose flagstone with a sack of treasure (2630gp, 3200sp, 1 bejeweled silver dagger worth 250gp (still effective against lycanthropes and wights)).
Orgolo the Foul (Clr5 human male) is the leader of the cult and the most powerful cleric, and is primarily responsible for animating the undead in the sewer.
Chaos Curate (Orgolo the Foul): AC 1, Clr 5, hp 17, Mv 60’, THAC0 15, Att 1 weapon for 1d6+2 or spell, Ml 12, Align C, XP 300 (Equipment: plate mail, shield +1, mace +1, unholy symbol, amulet of animation (see below) Spells: Hold Person, Bane (rev. of Bless), Darkness, Cure Light Wounds)

6) Dormitory + 2 chaotic guards (Ftr1). This dorm is filled with 6 bunk beds (for up to 12 humans). The guards here have a 50% chance to not wear their chain mail (AC 9 instead of AC 5), unless they have advanced warning of enemies approaching. 
Chaotic Guard: AC 5, Ftr 1, hp 5, 7, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purses with 7sp & 10sp).

7) Guard post - 3 zombies + 1 chaotic acolyte (Clr2) guard this room and will attack anyone they don't recognise. The acolyte can give the zombies basic orders. 
Chaotic Acolyte: AC 4, Clr 2, hp 7, Mv 90’, THAC0 19, Att 1 weapon for 1d6 dam, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, mace, unholy symbol, purse with 25sp. Spell: Command)
Zombies: AC 8, HD 2, hp 9, 7, 4, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

8) Guard Post - 2 chaotic guards (Ftr1) + 1 lizardman
Chaotic Guard: AC 5, Ftr 1, hp 5, 5, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purse with 14sp, 16sp)
Lizardman: AC 5, HD 2+1, hp 10, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25

9) Lizardfolk bedding/nest - 3 lizardmen. This is the heart of the lizardfollk quarters in the sewers and is filled with piles of dirty straw. The three lizardfolk here will attack. 
Lizardman: AC 5, HD 2+1, hp 9, 8, 5, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25

10) 1 chaotic warrior (Ftr2) + 2 chaotic guards and 6 beds for humans. This is another quarters for human rank and file of the cult including cult acolytes and guards. The chaotic warrior and guards each have a 50% chance of not wearing their armour (AC 9 not 4) here unless they have warning of approaching enemies. 
Chaotic Warrior: AC 4, Ftr2, hp 9, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, sword, dagger, unholy symbol, purse with 10sp).
Chaotic Guard: AC 5, Ftr 1, hp 5, 5, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purse with 14sp, 16sp)

11) 1 chaotic swordswoman (Ftr3) and pet giant ferret. This room also has her bed and a table. She wears her treasure - 2 non-magical necklaces worth 125gp and 150gp and 3 non-magical rings worth 50gp, 75gp and 85gp respectively 
Melhania the Huntress (Ftr3 human female) is the main raid leader of the cult and is most familiar with the city above ground. She occasionally travels the city in daylight, dressed as an adventurer and acting the part.
Chaotic Swordswoman (Melhania the Huntress): AC 3, Ftr3, hp 16, Mv 90’, THAC0 16, Att 1 weapon (sword) for 1d8+2 or 1 arrow for 1d6, Ml 10, Align C, XP 35 (Equipment: Chain mail +1, Sword +1, longbow, 20 arrows, quiver, unholy symbol.)
Giant Ferret: AC 5, HD 1+1, hp 6, Mv 150’, THAC0 18, Att 1 bite for 1d8, Save F1, Ml 8, Align N, XP 15

12) Lizardman leader (4HD) + pet giant gecko. In the corner of this room is a sack with 620gp +1400sp, the accumulated wealth of these chaotic lizardfolk.
Lizardman leader: AC 5, HD 4+2, hp 17, Mv 120’, THAC0 16, Att 1 weapon for 1d8+1, Ml 10, Align C, XP 125 (Equipment: Battleaxe)
Giant gecko: AC 5, HD 3+1, hp 14, Mv 120'/climb 90', THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50

13) Guard post - 2 lizardmen
Lizardmen: AC 5, HD 2+1, hp 11, 10, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25

14) 4 skeletons + 2 zombies
Skeletons: AC 7, HD 1, hp 3, 3, 5, 7, Mv 60’, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, XP 10
Zombies: AC 8, HD 2, hp 11, 5, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Save F1, Ml 12, Align C, XP 20

15) 1 chaotic vicar (Clr4) + 2 zombies. This room has a bed, a table and a chest. Inside the chest is Melbeek’s treasure (120gp, 1100sp and a spherical carnelian gem worth 100gp).  
Melbeek the Sadistic - (Clr4 human male) speaks the languages of Lizardfolk and Troglodytes, and as such is important in keeping the reptilian hired muscle under control.
Chaotic Vicar (Melbeek the Sadistic): AC 3, Clr 4, hp 20, Mv 120’, THAC0 16, Att 1 weapon for 1d6+1 or 1 spell, Ml 10, Align C, XP 125 (Equipment: Chain Mail +1, Mace +1, Shield, Unholy Symbol, Potion of Gaseous Form; Spells: Cure Light Wounds, Darkness, Hold Person)
Zombies: AC 8, HD 2, hp 8, 11, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

16) Shrine of Chaos + 2 ghouls. This unlit room has a 3’ tall pedestal on which there is a blackened skull. This was the head of a powerful champion of Chaos from a long time ago and it still retains mystical properties. Any chaotic character who touches it with reverence will receive a Bless spell that lasts for 1d4+1 hours. Any chaotic character who touches it without caring about it will be the subject of a Quest spell (saving throw allowed) that compels them to aid the cause of Chaos in some way. If a neutral character touches the skull, it emits a loud scream and the character is affected as if by a Fear spell (save vs spells at -2). Any Lawful character touching it both triggers the loud scream and Fear spell plus must make an additional saving throw vs spells or suffer the effect of a Bane spell for 1d4+1 hours. The ghouls will attack anyone not wearing an unholy symbol of Chaos.
Ghouls: AC 6, HD 2, hp 5, 4, Mv 90’, THAC0 18, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis (save vs paralysis, lasts for 2d4 turns), Ml 9, Align C, XP 25

17) Guard post - 4 chaotic guards (Ftr1)
Chaos Guard: AC 5, Ftr 1, hp 8, 6, 3, 3, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol)

18) Chaotic Hero, Raeshad the Unforgiven (Ftr4) + 2 chaotic warriors (Ftr2). This room is Raeshad’s quarters and has his bed, table and collection of weapons. Under his bed is a locked wooden chest (the key is around Raeshad’s neck) that contains 950gp, 1500sp and four tourmaline gems worth 100gp each.
Raeshad the Unforgiven (Ftr4 human male) is the most senior fighter in the cult and as such maintains command (or at least intimidation) over the other chaotic fighters.
Chaotic Hero (Raeshad the Unforgiven): AC 2, Ftr4, hp 24, Mv 60’, THAC0 17, Att 1 sword for 1d8+2, Ml 10, Align C, XP 125 (Equipment: plate mail, Sword +1, shield, unholy symbol, key to treasure chest under bed)
Chaotic Warrior: AC 4, Ftr2, hp 9, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 20 (Equipment: chain mail, shield, sword, dagger, unholy symbol, purse with 26sp & 22sp).

19) Armoury & training room - 2 chaotic guards (Ftr1) + 2 chaotic warriors (Ftr2)
Chaos Guard: AC 5, Ftr 1, hp 6, 4, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purses with 15sp & 13sp)
Chaotic Warrior: AC 4, Ftr2, hp 12, 10, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 20 (Equipment: chain mail, shield, sword, dagger, unholy symbol, purses with 16sp & 25sp).

20) Bunks & beds for humans, currently uninhabited. 

21) Guard post - 2 chaotic guards + 1 chaotic warrior + pet giant gecko
Chaotic Guard: AC 5, Ftr 1, hp 3, 5, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purses with 11sp & 10sp)
Chaotic Warrior: AC 4, Ftr2, hp 9, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 20 (Equipment: chain mail, shield, sword, dagger, unholy symbol, 20sp & 22sp).
Giant gecko: AC 5, HD 3+1, hp 14, Mv120'/climb 90', THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50

22) Pit (10’ deep) with 1 gray ooze & fake treasure chest at the far end on a ledge at floor level. Anyone falling into the pit suffers 1d6 damage and is attacked by the ooze. The pit is used for disposing of dead bodies the cultists consider too risky to allow to float around in the sewers.
Gray ooze: AC 8, HD 3, hp 15, Mv 10’, THAC0 17, Att 1 slam for 2d8, Save F2, Ml 12, Align N, XP 50 After the first hit, the ooze sticks to its victim, automatically destroying any normal armor and continuing to inflict 2d8 points of damage each round.

23) Troglodyte guard post with 2 troglodytes
Troglodyte: AC 6, HD 2, hp 5, 10, Mv 120’, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F2, Ml 9, Align C, XP 25

24) 3 troglodytes + nesting material
Troglodyte: AC 6, HD 2, hp 5, 10, Mv 120’, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F2, Ml 9, Align C, XP 25

25) 3 troglodytes
Troglodyte: AC 6, HD 2, hp 5, 10, Mv 120’, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F2, Ml 9, Align C, XP 25

26) 1 troglodyte leader + pet giant toad. The troglodyte leader has a leather sack hanging from the wall that contains the troglodyte band’s treasure: 26pp, 600gp, 2500sp and a Scroll of Protection from Lycanthropes.
Troglodyte leader: AC 6, HD 3, hp 12,THAC0 17, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F3, Ml 12, Align C, XP 50
Giant Toad: AC 7, HD 2+2, hp 12, Mv 90’, Att 1 bite for 1d4+1 or 1 tongue for special, Save F1, Ml 6, Align N, XP 25

New Magic Item

Amulet of Animation. This dark amulet pulses with chaotic evil auras. Any chaotic cleric can use it to animate undead (as per the spell), animating a new corpse once per day. The cleric can control and maintain 2 animated undead per level (thus a 5th level cleric can control 10 skeletons or zombies using this amulet). Beyond that the cleric must decide whether the excess undead are left to roam freely (out of his control) or else deanimated (collapsing back as dead corpses). The amulet is useless in the hands of any other character class. If a lawful cleric holds onto this amulet, they suffer apathy and lethargy that causes -1 penalty to hit and -1 to saving throws.

Saturday, 19 September 2026

Worlds And Planes beyond Mystara

Art by Jeff Easley, from Companion Set, DM's Companion

I’ve been thinking a bit about this campaign I’ve been writing about, and wondering.
Is it getting rather parochial? Sticking to eastern Brun and the Sea of Dread?
Is it rather bland and generic, looking back to Tolkien, Moorcock, Howard and the other classic authors a bit too much? Sticking too close to the early modules and campaign books?
Is it a bit timid, sticking to established campaign formats? Adventurers based in a village or town delving into ruins filled with monsters and treasure, occasionally interacting with the rest of the world by thwarting villainous schemes.

New Worlds

Branching into new worlds offers opportunities for major changes in various aspects of the game.

  • How does society work and where do the adventurers fit into it? 
  • Changes to how magic works?
  • Changes to how clerics and deities work?
  • New Races? Are humans still dominant? 
  • New Technologies? Or perhaps regression to primitivism?
  • New threats and types of monsters and enemy factions?
  • New biomes and environments?

In my mind there is not much point visiting other worlds if they are going to be similar quasi-European generic fantasy with slightly different geography. Yes you could visit Middle Earth, Forgotten Realms or Greyhawk but is it sufficiently different from Mystara to be worthwhile? I suppose you could take the PCs there just to interact with famous NPCs (such as Gandalf, Elminster or Mordenkainen) or visit famous locations (such as the Mines of Moria, or Undermountain or Castle Greyhawk). But I suspect the novelty of that may wear off in a few sessions.  

The main way I envision PCs getting from Mystara to the new world is through World Portals, but other methods may well be possible, including Spelljamming or powerful spells, or divine intervention. Back in the World Portals post I also listed a range of possible worlds to visit, some of which might require some conversion to B/X rules. I don't feel the need to reiterate the list but it still stands. Some of these (Tekumel, Kaelaross and the Dying Earth) can be accessed via the world portals in Nehirill's Tower, though getting into the tower is a quest in itself. 

Mystara has its own solar system and according to the Vaults of Pandius it has two moons plus the equivalents of Mars, Venus and the other planets. Although some Mystara fans have done great work on these, I think I will keep these planets undefined at the moment.  Having said that I like the idea of them being utterly alien, with flora, wildlife and denizens being quite unlike anything on Earth. Yes this will require more effort, but if it's going to be a different planet, I want it to feel like it. 

My current ideas about spelljamming and space flight within this campaign are that skyships, used by the Alphatians, Heldannic Knights and a few other nations, are good for within Mystara’s atmosphere. However, to go beyond, one needs a spelljamming helm. This powerful magic item is like a throne that is embedded into the hull of the ship that a spellcaster (cleric, mage etc) sits on, and it allows a ship (either sky ship or even a conventional sea vessel) to maintain an atmosphere around it so that the crew do not suffocate in the vacuum of space, and also it generates artificial gravity, allowing the crew to stay onboard, rather than float away. It also allows the spellcaster in the spelljamming helm to propel the craft at considerable speeds that make crossing the void to distant worlds within the same star system a matter of days’ travel and to other star systems in a year or so. Those who are familiar with the Spelljammer setting may say that this is not how spelljamming works, and officially they are quite right - this is my version of it. But this is my campaign, and you DMs may do as you wish, using the official Spelljammer mechanics or my quick and dirty version. 

And I may have been overly dismissive in my introduction here: early modules and Appendix N literature have certainly involved travel between worlds on occasions: The Lion, the Witch and the Wardrobe, Three Hearts and Three Lions, the Barsoom series and the Thomas Covenant series involve protagonists from this world finding themselves in new and fantastic lands. Similarly some of the classic modules also use this trope: X2 Castle Amber has the PCs finding a portal to Averoigne (Clark Ashton Smith's fantasy version of medieval France) while Q1 Queen of the Demonweb Pits is certainly a planar adventure and there is one section where PCs find portals to many different worlds. So there is definitely a precedent. 

New Planes

This is where things can get very weird and function very differently. I’ve already taken a brief look at the Elemental planes and the Ethereal plane. These are very different from the Prime Material plane in themselves and various magics are needed to move, function and sometimes just survive on these planes. The BECMI Companion Rules on p18 of the DM's book gives a good overview of this including the Ethereal and elemental planes. It also introduces vortexes and wormholes as connections between planes.  I am certainly keeping these established planes broadly as described. 

But if you look at 2nd Edition AD&D’s Planescape you get an idea of what the planes of existence can really be like. 

  • Beliefs shape the plane, or the plane is formed from raw magic. 
  • Dimensions and time can be distorted or loop back on themselves. Tesseracts, non-euclidean geometry and bizzare Escher-style architecture could be found. 
  • Alice in Wonderland style surrealism. In film terms think of Inception meets Tenet meets The Matrix meets Doctor Strange: Multiverse of Madness. 

This is where normal D&D rules could seem inadequate, and I start looking at completely different rules systems. However, I don’t think I want to go there. This is supposed to be a D&D blog, based on the B/X Moldvay Cook Marsh rules. Therefore any planes of existence I explore here should fit in with these rules (albeit with possible alterations and modifications). I don’t have a copy of the Mentzer D&D Immortal rules but I suspect they would help deal with these sorts of planes of Existence. It is not coincidental that the Immortal rules are considered to be almost a separate set of rules from the previous BECM sets.  

Way back in the early days of this blog I outlined the cosmology of Kaelaross, including its planes of Law and planes of Chaos. I think these should still be optional, accessible if the DM allows it and provides suitable magic. The entry for the Malfera in the D&D Rules Cyclopedia mention that they are from the Dimension of Nightmares; My headcannon is that this is one of the Planes of Chaos. Similarly the Soul Eater in the Creature Catalogue is also summoned from another (unspecified) dimension which I assume is also the Nightmare Dimension and thus from the Planes of Chaos. 

Going Forward with this Idea

I still want this blog to be primarily focused on Mystara, but not exclusively. I might well start posts on other worlds and planes but I expect these will be for the purposes of short excursions to these places, not with any intentions of running entire campaigns there. Interplanetary and interplanar campaigns could be seen as an alternative for high-level characters who are not interested in settling down and establishing a dominion. Low levels are for exploring dungeons, mid levels for exploring the wilderness, high levels for exploring beyond Mystara. 

I have been toying with the idea of ressurecting Kaelaross, the homebrew world I created when I first started this blog (which bears that world's name). Mystara would be where civilization and Law are still fairly strong, while Kaelaross would be a severe example of what could happen if Chaos really invaded and had the upper hand (though not total dominance). We shall see whether I start getting serious about bringing Kaelaross back. 

 

Saturday, 12 September 2026

Nehirill’s Tower


 Nehirill's Tower is in the Selenica Pass, just inside the Ylari border. Although now named after its current owner, it is much older than her, constructed by a wizard of Ylaruam who wanted to conduct his research in peace but still have some connection to civilization. On the outside it is a relatively conventional if rather tall and impressive tower standing about 200ft high and with a mostly square base and tower shape. There are known to be 4 human inhabitants although nobody outside the tower knows if there are any more, human or otherwise. 

Travellers who have approached the tower have been warded off by elementals (usually earth or air), sometimes accompanied by a human mage, one of Nehirill’s apprentices. One foolish adventuring band thought that there were riches and magic in the tower to plunder, and tried fighting their way past a pack of elementals. They were stopped in their tracks by a second wave, this time of constructs including a bone golem and a pair of iron living statues. The two survivors (out of an initial six) were escorted back to the main road and informed that next time there would be no survivors. A less violent encounter was had by an enthusiastic merchant of Selenica who wanted to show the wizards her wares. She was informed by an apprentice mage (with two earth elementals at his side) that they did not conduct trade at the tower, but they would meet her at the nearby village of Orstinel if she was serious. She did stay at Orstinel for a few days before deciding her prospective customers were a no-show, and headed back to Selenica. However, before she left, she did talk to locals and found that the apprentice with a scarred face did sometimes turn up, perhaps once a month, for supplies. 

The Human Inhabitants

Nehirill

15th level magic user, human female, align Chaotic
Str 6, Int 18, Wis 10,  Dex 11, Con 13, Cha 11
Equipment: includes Dweomersilk Robe of the Arcane Scholar, Wand of Paralyzation, Dagger +2, Ring of Telekinesis + other items
Nehirill is originally from Glantri, and moved away after falling afoul of a more senior mage (an unfortunate episode involving stealing valuable spell components and attacks on each others’ apprentices). While on her way to Ylaruam she encountered Elshar who had already taken over this tower but was looking for an apprentice, and Nehirill was accepted.  Nehirill is not interested in rules or ethics, and certainly not in society or other people’s welfare. However, she is very interested in spell research as well as the construction of magical servants. Despite her alignment she is not interested in either the cosmic forces of Chaos or the associated cults - being Glantrian she considers all religions and cults to be tedious god-bothering. She simply does as she wishes, which most of the time is continuing her former mentor’s investigations into dimensional magic. She has considered dismissing her apprentices but she realises that she needs some sort of connection with humanity, and she can just about tolerate her apprentices - although there is a selection process and a number of former apprentices could not handle her. 

Vantheen

10th level magic user, human male, align Neutral
Str 10, Int 16, Wis 12, Dex 10, Con 12, Cha 14
Equipment: includes Staff of Summoning Elementals, Dweomersilk Robe of Protection +2, Wand of Illusions
Vantheen is Nehirill’s right hand man and majordomo. He ensures that things run smoothly at the tower, and is often the first to investigate intruders and visitors near the tower. He has been Nehirill’s apprentice for over 10 years and although the relationship has been strained (he is among the first to admit she can be difficult to deal with) he is still loyal and is adept at taking her behaviour in his stride. 
 

Dormith the Scarred

9th level magic user , human male, align Neutral
Str 11, Int 17, Wis 10, Dex 14, Con 13, Cha 9
Equipment: includes Libram of Golem Construction: Bone Golems, Libram of Living Statue Construction: Iron Living Statues. 
Dormith is instantly recognisable by the disfigured left side of his face, a result of an unfortunate encounter with green slime. Dormith hails from Thyatis and is an escaped slave - part of his enthusiasm in learning magic is to make sure he can defend himself from such treatment and never be a slave again. He has taken on the role of cook and provisioner, and is the most likely of the humans here to visit Orstinel, with horse and pack mule, to buy food and other supplies. As such he is also the most socially aware and despite his acid-scarred face he often gets on well with those who he does business with. 

Duggoon MacCraddock

9th level magic user, human male, alignment Chaotic
Str 14, Int 18, Wis 9, Dex 10, Con 12, Cha 13
Equipment: Wand of Magic Missiles, Ring of Protection +2, Amulet of Construct Control
Duggoon is from Glenmoorloch in Glantri and has known Nehirill for a long time, having fled Glantri together after an attempt to acquire spell components did not go to plan. He has a remarkable affinity for constructed beings, particularly golems and living statues, and Nehirill appreciates this (fewer humans for her to deal with). He understands Nehirill well, and sometimes can cope with her character quirks better than Vantheen or Dormith.  He has also helped  Vantheen deal with intruders (monstrous or humanoid),  and can bring his bone golems to assist alongside Vantheen’s elementals. 

Dimensional Magic and the Tower

Nehirill’s mentor was Elshar the Explorer, a leading researcher into Dimensional Magic, and she put this into practice in the renovation of the tower when she took it over. The first two floors are relatively conventional (for a wizard’s tower) but the higher up one goes, the stranger the architecture becomes. Selected visitors who have been allowed onto the third floor say that it is bigger on the inside than the outside while the fourth floor is utterly bizarre, with infinite staircases that loop back on themselves and gravity acting in odd directions, built with the help of a Glantrian architectural mage, Maurice Esher. In the centre is incredibly weird shifting cube that Nehirill calls a tesseract - she hopes to create a whole new laboratory based on this tesseract shape. According to Dormith (while drunk in a tavern in Orstinel) the fifth floor has numerous rooms that are actually pocket dimensions that, if in just 3 dimensions, would overlap and conflict with each other. The top floors are locked and even the apprentices are only rarely allowed in by Nehirill. Here are the World Portals, somehow made permanent by Elshar the Explorer. The exact number of portals are unknown but at least 3 have been confirmed by the apprentices, with signs over the portals bearing the names Tekumel, Kaelaross and Dying Earth. There may be many more portals as the top floors are considerably more expansive and convoluted than the outer walls of the tower would suggest. 

Player Characters and the Tower

Under normal circumstances the tower is somewhere to be left alone - Nehirill prefers it that way. However, the PCs may well want access to either things within the tower, or perhaps the portals that lead to other worlds. The two main ways through to the tower are by brute force or by negotiation: brute force would require enough combat power to overcome golems, elementals and high level mages - possible at Companion level (14th level +) but not ideal. Negotiation is far more interesting, and although Nehirill is not happy dealing with greedy, stupid adventurers, there are possible situations where she would consent. 

  • Nehirill wants the adventurers to do something beyond the portals for her that she is not happy doing herself or even delegating to her apprentices. This could be something very risky, or something that mages are not good at. 
  • Nehirill has gone through one of the portals and has not returned as expected. The apprentices could seek out adventurers to find and rescue or retrieve Nehirill while they maintain the tower. 
  • Nehirill wants something done in the rest of Mystara (eliminating a threat from Glantri, retrieving a valuable tome from Norwold, or finding a rare spell component in Alphatia). In return she will grant the PCs a one-time use of one of the World Portals (return trip optional). 

It is unlikely that simple bribery with gold or gems will persuade Nehirill to allow adventurers in to her precious, private abode. An unexpected offer of a powerful magic item or spellbook might change her mind, but she is wary enough that unless she has dealt with these adventurers before, she won’t trust them. Approaching via an apprentice such as Vantheen is possible and the apprentices will do their own investigating and divination to assess whether the request is in good faith or treacherous. Even if Nehirill trusts the adventurers, using the world portals will not be a free gift. 


Image by M C Escher, source