Sunday, 11 May 2025

Agthand’s Bastion

art by Andreas Rocha, source

 This stronghold in the north of Norwold is a collaboration between two people who would not normally work together: an Alphatian mage and a dwarf from Rockhome. Agthand's bastion is the closest haven to the legendary City of Madness. It was established 50 years ago when Agthand Nickelhelm, a dwarven prospector, found mithril bars in the possession of a barbarian from much further north than the Great Bay of Norwold. Further investigation led him north close to the City of Madness, where he found both a series of ancient mines first excavated by the Arvorians and their humanoid slaves and then Ulliza, an Alphatian mage who had come to this forsaken place to investigate the Arvorians. After an initial tense stand-off the dwarf and mage realised that neither was aggressive and that they could pool their resources. They established a temporary base inside what they named as Black Yeti Mine, clearing out the top level. Ulliza found evidence of the Arvorians civilization and Agthand found already-mined mithril ore in minecarts and some mithril scraps in the smelters. Ulliza sent magical messages to both her apprentices in Alphatia and Agthand’s colleagues in Rockhome and they gathered in Black Yeti Mine. Then construction of the bastion began on an icy hilltop not far from the mine, using both magic (Stone Shape and Wall of Stone) and dwarven craftsmanship.  

Frost giants, white dragons and other wandering monsters of the Everwinter Lands are constant threats and although the mages and dwarves can deal with such creatures when prepared, it does mean that vigilance must be constant. It was only 10 years ago that a pair of Remorhazes attacked the bastion, killing several defenders. The weather is at least as brutal as the monsters, and all residents of the bastion have to be careful not to be caught out in a blizzard or get lost while wandering the Everwinter Lands. The bastion has adequate insulation so those inside can stay warm, assisted by coal dug locally by the dwarves. 

Another threat is that the Arvorians of the City of Madness have become aware of the Bastion, and although most are not interested in the nearby presence of humans and dwarves, there are some that have started investigating whether the bastion represents a threat to Arvorian superiority over the region. 

There are now 25 dwarves and 10 mages in the bastion, and they have formed two distinct social groups. They are not yet rival factions, and most of the time get on fine, but there has been friction. 

Food is an important matter, and there are three main sources of sustenance: Firstly Ulliza has created a portal back to her home town of Sanaz north of Shiell. There are almost daily mule-loads of food travelling through this portal. Secondly the dwarves have become quite good at hunting the local wildlife including reindeer and muskoxen. This is risky on account of both the vicious weather and also other creatures that might be encountered - winter wolves are known to follow the herds on the tundra. Thirdly an enterprising dwarf has set up a fungus farm in a disused chamber in Black Yeti Mine. The dwarves are quite used to this sort of mushroom diet but the mages have not yet acquired the taste, and instead wait for the mule to come through the portal. It is worth noting that the portal to Sanaz can only be used twice per day, once in and once out, therefore it is not used frivilously. 

Trade in such an isolated outpost is limited unless one wishes to trade with Alphatians, in which case the portal to Sanaz is ideal. This leaves the dwarves in a bit of a quandary - many of the miners would like to sell the mithril and other precious minerals back to their fellow dwarves back in Rockhome, but that means a risky two month voyage by sea along the Sea of Dawn and overland through Soderfjord to Rockhome, and then back again to north-most Norwold. The less patriotic dwarves have travelled through the portal and sold their product in Sanaz, deciding that these wizards are not nearly as bad as the ones in Glantri. although all wizards are a bit peculiar and should be treated with caution. The inhabitants of Sanaz likewise appreciate this new source of precious metals. 

There is spare accomodation in the bastion, and adventurers wanting to stay here are welcome as long as they both pay for bed and board (10gp per person per night), and pull their weight when there are urgent tasks to be done or threats to be fended off. Similarly a basic level of good behaviour and respect is expected from any guests. Nonetheless, if adventurers heed these requirements, then Agthand's Bastion is an excellent base from which to venture out to explore Arvorian ruins. 

There are three known mines that the dwarves have discovered:

Black Yeti Mine is safe on the upper two levels, and has been in use since Agthand and Ulliza arrived here. There are known to be at least two more levels, both with infestation problems, particularly slimes and oozes on the fourth level and a band of orcs on the third, who may have a passage into a deeper network of caves. Nonetheless, there are profitable veins of both mithril and silver that the dwarves work, 

Odragg's Delve is another mine of Arvorian origin.  It has veins of silver and a coal seam that is useful to the bastion for staying warm, cooking food and smelting some of the easier metals. The first level is now safe but the second and lower levels are not, with both kobolds and giant rats pestering the miners. There also seem to be various items abandoned by the Arvorians, which the mages in the bastion find intriguing, 

Minotaur Maw is considered very dangerous, although the mithril found there still makes it tempting. A band of white-furred minotaurs attack anyone else who ventures in here and have killed two dwarf prospectors. Interestingly the dwarves have reported the severed heads of Arvorians mounted outside the entrance to the mine, so even the Arvorians occasionally fall prey to the minotaurs. 

NPCs of Agthand's Bastion

Agthand Nickelhelm: Dwarf leader and entrepreneur. Male dwarf Warrior 7th level, align Neutral, Str 15, Int 13, Wis 10, Dex 10, Con 16, Cha 14. Equipment: Banded armour +1, Shield +1 +2 vs normal missiles, Cloak of Cold Protection, Hand axe +2, Pick Axe of Speed (doubles rate of excavation of non-living matter). Agthand is the co-founder of Agthand’s Bastion and leader of the dwarves there. He is also the head of business and the treasurer, paying, hiring and firing the dwarves in his employment and also arranging business deals selling the metals and minerals extracted by his team. 

Ulliza of Sanaz: Alphatian mage leader, chief researcher, female human Magic User 16th level, align Neutral, Str 7, Int 17, Wis 12, Con 10, Cha 13, Equipment: Staff of Wizardry, Crystal Ball, Dagger +2, Ring of Spell Storing, Broom of Flying. Whereas Agthand views this situation as a business opportunity, Ulliza sees it as a research project. She became aware of the Arvorians after talking to some lupins outside of Barathmir and has had several encounters with the ancient race, none of which were friendly. She is putting together information about the history of the Arvorians and their current plans. To this end she has gathered a team of research assistants (Alphatian mages) to help her. She feels responsible for her team and will try to make sure they do not upset the dwarves or get into danger. Ulliza is the creator of the magic portal to Alphatia that has proved a lifeline and important trading route - one thing she has not told anyone else is that she has the ability to destroy the portal. She would only do this if the bastion was overrun and the enemy threatened to pour into Alphatia. 

Borddrad Marblehall: chief engineer. Male dwarf warrior 6th level, align Lawful, Str 14, Int 14, Wis 13, Dex 10, Con 13, Cha 10. Equipment: Chain mail +2, Warhammer +1 +2 vs goblinoids. Borddrad supervises all manner of engineering matters, including the construction of the Bastion, the safe  excavation of the mines and the forges and smelters that turn ore into metal. He is well respected by Agthand and the other dwarves and the mages certainly view him as an expert in his field.  One personal connection is that he is friends with  Orrinor Whitebeard of Ragnadir’s Air Transport Company. He has suggested to Agthand that the Rockhome based skyships could be used for either trade or emergency transport though this has not been acted on yet. 

Delzarrion of Shiell: head of security. Human male magic user 12th level, align Neutral, Str 10, Int 17, Wis 13, Dex 7, Con 7, Cha 12. Equipment: Robe of Protection +2, Amulet of ESP, Wand of Lightning, Wand of Illusion. Delzarrion has been placed by Ulliza as the head of security for the Bastion, which has not sat well with some dwarves who do not entirely trust Alphatian wizards. Nonetheless he has helped keep the bastion safe over the years. He is primarily focused on external threats such as frost giants and humanoid war bands and tends not to think about trouble from within the bastion. This means he has not paid much attention to Durth Heavyhammer. 

Thelmai Whiteshield: Chaplain & medic. Female Dwarf cleric 7th level, align Lawful, Str 13, Int 10, Wis 16, Dex 10, Con 16, Cha 12. Equipment: Warhammer +2, Shield +1, Banded Armour +1, Holy Symbol. Thelmai looks after the health and wellbeing of all within the Bastion, providing healing magic and spiritual solace. Thelmai does not know much about the Arvorians but from what she gathers from Ulliza and the other mages she has decided the Arvorians are trouble and should be dealt with.

Durth Heavyhammer/Akranthis. Spy. Male Arvorian Arcane Knight 5th level, align Chaotic, Str 12, Int 15, Wis 10, Dex 13, Con 10, Cha 12. Equipment: Ring of Disguise, banded armour, hand axe, Shortsword +2, Durth Heavyhammer is apparently a dwarf miner who prefers not to sleep in the bastion but in Black Yeti Mine instead. He is considered an odd fellow by the other dwarves but they accept that he is just like that. In actuality Durth Heavyhammer is a cover used by an Arvorian called Akranthis, a spy who is finding out about the bastion and its dwarves and mages. He has been tasked with finding out about the bastion’s defences and combat capabilities. However, Akranthis has become quite distracted by Alphatian magic and on various occasions has spent time talking to Alphatian mages about their spellcasting and magic items in a way that is quite unusual for a dwarf. Akranthis’s Ring of Disguise allows him to appear as Durth Heavyhammer for up to eight hours at a time, or for 10 minutes per day to appear as any small or medium humanoid as a Change Self spell. Akranthis has been infiltrating the Bastion for just over a year. 






Sunday, 4 May 2025

Logos Location #13: The Sunken Tomb

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 2-4 set in the Great Marsh of Soderfjord.

Much of the lower level of this dungeon is partially flooded, with water about 2ft deep covering the floor. This means that dwarves and halflings fight at -2 to hit while nearly submerged, and all characters wade at half their normal movement. 

This tomb was created by the ancient Mogreth civilization but the human Nithians discovered it and added their own dead to the lower level. The walls are covered in friezes and engravings of strange reptilian beings, serpent folk and more recognisable lizard men. The previously human undead creatures are dressed as ancient Nithians but the lizard-zombies are far stranger. Room 10 was set up and enchanted by the Nithians to protect their buried dead from the necromantic influence of Mogreth sorcery. 

Possible hooks that might encourage the PCs to investigate the tomb include:
  • A junior mage has heard from his master's divinations that there is a book of rare spells on the upper floor of this tomb (actually in area 14d). He would pay the PCs a fair price for it intact and in a readable condition. 
  • The local cleric has heard of a horrible monster with a long slimy tongue that has emerged from this tomb to attack human patrols trying to keep the swamp safe. If the PCs could slay the creature and bring its corpse back for study they would be rewarded. The slavering-tongue ghoul is in room 12.  
  • There is a scholar who has become aware of the ancient Nithian empire and believes the tomb to be a site of great archaeological importance. The scholar wants to investigate the tomb herself but she is well aware that there may be various monsters, so she would like to hire the PCs as bodyguards. 
  • The PCs hear from a frightened would-be tomb robber that he and his fellows tried to loot the tomb as they had been told by reliable divination that it held much treasure. However, his friends paid dearly for finding out why nobody had previously plundered the tomb. 

Lower Level
  1. The Atrium. This partially flooded room is dark and creepy with moss and fungi hanging from the ceiling but apart from a few harmless frogs there are no creatures of note here. To the east there is a dead end with dirt and rubble piled up. 
  2. The Rat Lair: This room has a pack of 13 giant rats that will attack any intruders. If more than half are killed the rest must check morale and may try to flee. This room has a small tunnel above the water in the northern wall that leads to room 4 but only halflings, gnomes and giant rats can fit through. There is also a false door on the west wall that was put there to symbolize the passage to the next world.  
    Giant Rat: AC 7, Mv 120ft/swim 60ft, HD 1/2 (2hp each), THAC0 20, Att 1 bite for 1d3 + possible disease, Save NM, Ml 8, align N, 6xp
  3. The Double Tomb. This chamber has two raised platforms above the water on either side of the south entrance. The east platform (b) has the smashed remains of a coffin, but the west platform (a) has an intact sarcophagus. If the lid is disturbed the 2 ghouls inside awaken and will attack those who disturb the ghoul’s repose. Inside the ghouls’ sarcophagus are 2600sp, 300gp and a Ring of Fire Resistance.
    Ghoul: AC 6, Mv 90ft, HD 2* (hp 6, 11), THAC0 18, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis, Save F2, Ml 12, align C, 25xp
  4. The Dais Room. Most of this room is covered in water apart from a dais on the west side. This is the lair of 2 giant toads. On top of the dais is an altar on which there is a ceremonial dagger of silver (effective against lycanthropes) worth 100gp and a silver medallion  with engraved Nithian hieroglyphs worth 100gp.
    Giant toad: AC 7, Mv 90ft/Swim 60ft HD 2+2 (11 hp each), THAC0 17, Att 1 bite for 1d4+1 or tongue (range 15ft, drags small creatures to toad). Swallows small creatures whole on natural 20. Save F1, Ml 6, Align N, 35xp
  5. This room has lots of rubble lying around and an uneven floor beneath the water. On the east wall there are 2 alcoves above the water level. In the middle of the room is a sarcophagus. However, this room has already been plundered and there is nothing of value here. 
  6. The Lower Crypts: The entrance to this room is partially blocked by a large sarcophagus, though there is space to climb over the top of the stone coffer to get in and out of this room. This room has 6 alcoves, all above the water level. In each alcove are various forms of undead that will shamble towards any intruders that enters the room.
    a) 2 Zombies: AC 8, Mv 60ft, HD 2 (9 hp each), THAC0 18 (always attacks last), Att 1 slam for 1d8, Save F2, Ml 12, Align C, 20xp
    b) 1 Bloated zombie: AC 7, HD 2 (9 hp each), THAC0 18 (always attack last), Att 2 claws for 1d4/1d4, Save F2, Ml 12, Align C, 25xp When defeated the bloated zombie causes 1d6 acid damage to all creatures in 10ft radius.
    c) 2 skeletons: AC 7, Mv 60ft, HD 1 (5 hp each), THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, 10xp
    d) 2 zombie wolves. Also in this alcove there is an intact wooden coffin. Inside is an inanimate skeleton with a silver and pearl necklace worth 400gp and a silver tiara worth 500gp.
    Zombie Wolf: AC 6, Move 120ft, HD 3+2 (18 hp each), THAC0 16, Att 1 bite for 1d6+1, Save F3, Ml 12, Align C, 50xp
    e) 1 bloated zombie, stats as alcove b
    f) 3 skeletons (stats as in alcove c). Also in this alcove there is a stone sarcophagus. If it is opened there is a Bone Warrior inside that will jump out and attack. The bone warrior wields a Sword +1 and a Shield +1.
    Bone warrior: AC 5, Mv 120ft, HD 3 (15 hp), THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align C, 35xp
  7. The preparation room. This room is a bit above the water level. There are 2 tables here and on the sides is a shelf with both surgical instruments (now long rusted into uselessness) and several jars of preservatives (one of salt, one of natron and one of formaldehyde). To the north of this room is the stairs that lead to the upper level. 

    The Upper Level
  8. The Circular Crypt. This circular chamber has a large solid pillar of stone about 10ft wide in the middle of it. There are 7 burial alcoves (a-g). Alcoves a, c, g & i all have 2 zombies each standing guard that will attack creatures entering this room (8 zombies total). Alcoves b & f both have intact sarcophagi. The sarcophagus in alcove b is empty but the one in alcove f has a false bottom - breaking it reveals 2300sp & 500gp. 
    Zombie: AC 8, Mv 60ft, HD 2 (9 hp each), THAC0 18 (always attacks last), Att 1 slam for 1d8, Save F2, Ml 12, Align C, 20xp
  9. This room has 5 shallow alcoves that hold stone statues of ancient and unrecognised immortals. The statues themselves are not magical and have no effect but anyone lingering in the room for more than a turn will feel a sense of unease. Anyone behaving irreverently or disrespectfully (stealing the statues, vandalism etc) must make a save vs spells or suffer the effects of a Confusion spell. 
  10. 2 Mogreth Lizard Zombies are on guard here. They will attack any intruders and have 2 javelins each .
    Mogreth Lizard-Zombie: AC 6, Mv 60ft, HD 3+1 (15 hp each), THAC0 16, Att 2 claws/1 bite for 1d3/1d3/1d6, or javelins (range 20’/40’/80’) for 1d6+1 Save F3, Ml 12, Align C, 50xp 
  11. Partially Excavated room. This room has a clearly unfinished northern wall and lots of rubble and boulders against that side. It seems there was an attempt at creating several alcoves here before work stopped. 
  12. 1 Slavering-Tongue Ghoul lurks here and will attack anyone. It guards a chest of treasure containing 1200gp, 3000sp and 5 gems (moonstones) worth 50 gp each.
    Slavering-Tongue Ghoul:  AC 6, Mv 120ft, HD 4+4 (22 hp), THAC0 15, Att 2 claws/1 tongue for 1d6/1d6/2d4 + tongue will grapple if it hits, Save F4, Ml 12, Align C, 200 xp
  13. The circular chamber. This room has a shrieker in the middle and anyone entering will trigger it. The shrieks will attract the undead in the various alcoves of area 14. As the DM you could track the zombies movement per round of this encounter or assume that at the start of the 3rd round against the shrieker the lizard-zombies appear at the steps to the south, east and west.
    Shrieker: AC 7, Mv 9ft, HD 3 (13 hp), THAC0 none, Shriek attracts monsters, Save F2, Ml 12, Align N, 20xp 
  14. The Crescent Corridor. This has 6 alcoves off it. Each alcove holds a Mogreth Lizard-zombie (6 lizard-zombies) that will attack any intruders and will shamble towards the shrieker in area 13 if it raises the alarm. Alcoves a, d & f all have treasure -
    a) has a large ceiling slab fallen down in front of it but both the zombie and most humanoids can squeeze through. Inside is an earthenware pot with 4200sp and a bronze statuette of a cow-headed deity worth 400gp. 
    d) has an intact sarcophagus but opening it unleashes an explosive rune that will cause 6d4 fire damage to all within 10ft of the sarcophagus - save vs spells for half damage. A thief has a normal chance to detect this rune as a trap, while a detect magic spell will also reveal something magical within the sarcophagus . There is also a locked iron chest that protects its contents from the explosive rune and it contains a Wand of Phantasmal Force, powered not by normal wand charges but by an eldritch crystal that can be used twice per day, and also a spellbook with the spells Explosive Rune, Rope Trick and Caustic Bolt as well as some more familiar spells including Magic Missile, Charm Person, Ventriloquism, Locate Object, ESP and Wizard Lock
    f) has a wooden coffin that contains 5300sp and 4 gems (green beryls) worth 100gp each.  
    Mogreth Lizard-Zombie: AC 6, Mv 60ft, HD 3+1 (15 hp each), THAC0 16, Att 2 claws/1 bite for 1d3/1d3/1d6, or javelins (range 20’/40’/80’) for 1d6+1 Save F3, Ml 12, Align C, 50xp


Sunday, 27 April 2025

New Undead Monsters

Slavering-tongue ghoul

Slavering-Tongue Ghoul

Armour Class

6

Hit Dice

4+4*

Avg. Hit Points

22

Movement

120ft

THAC0

15

Attacks

2 claws + 1 tongue

Damage

1d6/1d6/2d4

No Appearing

1d6

Morale

12

Save As

F4

Alignment

Chaotic

Intelligence

10 (Average)

Size & Type

Medium Undead

XP Value

200


These undead creatures resemble regular ghouls, but for their obviously enlarged tentacle-like tongues that drool with horrific slime. In combat they attack with their two claws and their tongues. Their claws do normal slashing damage but if their tongues hit a creature of ogre size (large) or smaller their target must save vs paralysis or the tongue will wrap around them and grip them. Any hit by the tongue does 2d4 acid damage and if the tongue has gripped their opponent then no further roll to hit is needed - the tongue both holds the target close to the ghoul and automatically inflicts 2d4 acid damage per round. Claw attacks against the gripped target are at +2 to hit. 
Slavering-tongue ghouls are only hit by magic, fire and silvered or magic weapons. They are immune to acid, normal weapons, cold, poison and disease. As they are undead they are also immune to Sleep and Charm spells. Anyone slain by a slavering-tongue ghoul will become one in 2d6 nights after death. Slavering-tongue ghouls can be turned by clerics as if wraiths. 
These horrible creatures are usually found in Norwold, near or in Arvorian ruins, so the few sages that know of them speculate that they have been created by Arvorian chaos magic or perhaps one of the Scions of the Outer Dark.  

Ancient Heretic

 art by Inkary source

Ancient Heretic

Armour Class

5

Hit Dice

8*

Avg. Hit Points

36

Movement

90ft

THAC0

12

Attacks

2 fists

Damage

2d6/2d6

No Appearing

1

Morale

12

Save As

C8

Alignment

Chaotic

Intelligence

14 (Exceptional)

Size & Type

Medium Undead

XP Value

1200


Ancient Heretics appear as mummified high priests of Nithia and may be mistaken for normal mummies. These were once priests of the Nithian gods who turned from their patrons towards Chaos. This betrayal brought the curse of Undeath onto them. They hate anyone who worships conventional immortals and despise followers of Law. 

In combat an ancient heretic will attack with its fists, each of which will inflict 1d6 bludgeoning and 1d6 necrotic (negative energy) damage. They are immune to non-magical weapons, requiring +1 or better enchantments to hit. As they are undead they are immune to disease, poison, Sleep and Charm spells and the like. 

Once per day an ancient heretic may use Animate Dead to create animated skeletons or zombies from corpses, which they can then command. An ancient heretic may thus command up to 16HD of animated undead at a time. Although more intelligent undead such as wights, wraiths and mummies are not compelled to obey an ancient heretic, they may still ally themselves to this monster. In combat an ancient heretic will try to make full use of its minions and allies. 

Any cleric, druid, shaman or other divine magic spellcaster within 60ft of an Ancient Heretic must make a Wisdom check in order to cast any spells for each spell attempted. Failure means that the ancient heretic’s aura of Apostasy has temporarily disrupted the cleric’s connection with their deity. Ancient Heretics are immune to turning by clerics and any attempt to do so requires the cleric to save vs spells or be stunned by the Aura of Apostasy for 1d4 rounds as doubt and despair suddenly rush into the cleric’s soul. 


Spectral Ronin 

Spectral Ronin

Armour Class

2

Hit Dice

6*

Avg. Hit Points

27

Movement

90ft

THAC0

13

Attacks

1 bastard sword

Damage

2d6+2

No. Appearing

1d8

Morale

10

Save As

F6

Alignment

Chaotic

Intelligence

10 (Average)

Size & Type

Medium Undead

XP Value

500


Spectral Ronin are undead found in the Pearl Islands. They are formed from the hateful spirits of disgraced samurai, unable to find peace after death. Many of them died in a state of cowardice, trying to flee the field of battle to save their lives and failing to even do that. 

A spectral Ronin can scream once per day. Any living creature within 120ft who hears the scream must save vs spells or be affected as if by a Fear spell, attempting to flee for 2d4 turns as they are seized by the same terror and panic as the ronin was in its last living moments. After its scream the spectral ronin will rush into melee wielding its ghostly katana that can inflict wounds just as a solid sword would. 

Spectral Ronin can be turned by clerics (and Sohei) as if they were mummies. They are immune to normal weapons but can be hit by magic weapons of +1 or better enchantment. As they are undead they are immune to disease, poison and sleep and charm spells. 

Unlike most undead, spectral ronin do occasionally need to check morale in combat. If they fail they will flee for 2d6 rounds before regaining their composure and returning to combat, ashamed that their cowardice in life is still there in undeath and fighting with even greater ferocity (+2 to hit and damage due to rage). 


Mogreth Lizard-Zombie
source

Mogreth Lizard-Zombie
Armour Class6
Hit Dice3+1
Avg. Hit Points15
Movement60ft/Swim 60ft
THAC016
Attacks2 claws/1 bite
Damage1d3/1d3/1d6

No. Appearing

2d10

Morale12
Save AsF3
AlignmentChaotic
Intelligence0 (Non-)
Size & TypeMedium Undead
XP Value50

First mentioned in Gaz2 The Emirates of Ylaruam, these undead reptiles are the remains of the inhabitants of the pre-human Mogreth civilization that occupied what is now Ylaruam long before even the Nithian empire ruled the area. They were the footsoldiers and general population of the ruling serpent folk, and were often entombed with their masters. The humans who inhabit Ylaruam generally do not know of the Mogreth civilization but occasionally encounter these zombies when digging down into Mogreth burial chambers. These have been found in both the town of Kirkuk as described in the Gazetteer, and also in Cinsa-Men-Noo. Both of these towns have been built over the top of Mogreth sites that contain these lizard-zombies. 

As well as using their claws and teeth in close combat, about half of any encountered will also be carrying 1d6 javelins that they can throw (range 20ft/40ft/80ft, dam 1d6+1). Mogreth lizard-zombies can be turned as if they were ghouls. As undead they are immune to poison, disease and Sleep and Charm spells. 


Vermin-Vomiter

Vermin-Vomiter

Armour Class

5

Hit Dice

8*

Avg. Hit Points

36

Movement

90ft

THAC0

12

Attacks

2 fists

Damage

1d6+2/1d6+2

No. Appearing

1

Morale

12

Save As

F8

Alignment

Chaotic

Intelligence

3 (Semi-)

Size & Type

Large Undead

XP Value

650 + 5 per skeletal rat


Vermin-Vomiters are created from reanimated ogres and giant rats. They appear as zombie ogres though often with bloated, distended torsos that seem to writhe. They are barely aware of anything except their urge to kill and destroy living things but have slightly more intelligence than most zombies. When encountered there is a 50% chance they will already have 2d4 skeletal rats skittering around their feet. 

In combat the vermin-vomiter will lash out with its fists that will smash any foes within reach. Perhaps more disturbingly though is that once per round a skeletal rat will emerge from the vermin-vomiter’s mouth and attack its foes. If a Vermin-vomiter is slain, then its final retribution is its belly bursting open and 2d6 skeletal rats rushing out to attack anyone in the vicinity. Vermin-vomiters can be turned by clerics as if they were mummies. However, any skeletal rats in their vicinity are targeted by the cleric’s turning attempt before the vermin-vomiter. As undead, vermin-vomiters are immune to sleep, charm, poison and disease.  Unlike many greater undead, vermin-vomiters can be harmed by non-magic weapons, though this does hasten their unleashing the rats within.