Friday 31 December 2021

Chaos Warriors

(art by kunka, source)

If the Sith from Star Wars are an important inspiration for chaotic clerics, then Chaos Warriors from Warhammer are similar inspiration for chaotic fighters. As I mentioned in an early post, Warhammer Fantasy (both Roleplay and Battle) have been an influence in how I have imagined the forces of Chaos in the Known World. 

These ferocious foot soldiers of darkness strike fear into the souls of decent folk for their appetites for death and destruction are never fully satisfied, only temporarily sated. Their pact with the forces of Chaos has given them unnatural strength and power, but at the cost of their souls. 

I do not expect all chaotic fighters to be like this - as with chaotic clerics, many will have a more mundane appearance and often pass as ordinary soldiers. However, they also miss out on some distinct advantages. 


Those who become full Chaos Warriors are often from Hule, the chaos-tainted land to the west of the Known World beyond the Great Waste, acting as the commanders and elite troops of the clerics who rule that accursed realm. Outside of Hule, chaos warriors are outnumbered by normal chaotic fighters, but they may be found as warlords or captains of bands of raiders. An entire company of them are found in Derothgar (the Fortress of the Damned). 

It is strongly recommended that becoming a proper Chaos Warrior is restricted to NPCs only as they can be terribly powerful. The main advantages of being a chaos warrior include:

  • Reduced XP requirements (-30%) per level so characters gain levels quicker
  • Henchmen can be replaced with monstrous followers (of chaotic alignment, and of less HD than the chaos warrior). 
  • Access to demonic weapons, armour and other magic items of chaotic nature (to be detailed later)
  • Starting at 3rd level, every 3 levels the Chaos Warrior gets a permanent +1 increase to any ability score, to a maximum of 18 in each ability score. 
  • Other aspects (hit points per level, rolls to hit, saving throws etc.) as normal fighters. 

In Warhammer, Chaos warriors may dedicate themselves to one of the four Chaos Gods (Tzeentch, Khorne, Slaanesh and Nurgle) who in turn bestow their own particular boons to their follower that are characteristic of each god.  I won't be using these Chaos Gods in Karameikos (though feel free to use them if you want) - the general assumption is that most chaos warriors are dedicated to Chaos in general. However, it is possible that a chaos warrior may be a follower of a Prince of Chaos. This is usually purely cosmetic/storytelling but the DM may decide that being a follower of a particular Chaos Prince may bring specific benefits. 

Monday 27 December 2021

My ideas about X6: Quagmire

 


I have two useful resources here: a PDF copy of X6: Quagmire and my physical copy of Champions of Mystara (CoM), especially the Explorer's Manual which gives an overview of lands in the near west of the Known World (Sind, the Great Waste, the Serpent Peninsula and Thanegia Island). It would have been nice if the folks at TSR had joined the two up a bit better but X6 was written in 1984 while CoM in 1993, between which the entire Gazetteer series had been released as well as other development of Mystara. 

CoM recognises this mismatch and quite bluntly advises DMs to use the bits of X6 they can use and discard the bits that no longer fit into the more developed Serpent Peninsula. It also recommends setting X6 at a different age (425BC instead of the current 1000AC), turning X6 into a 1-shot adventure or else requiring time travel. I am not particularly comfortable with this change in century - I would like to have it in 1000AC with the rest of my campaign. 

For me it is not just a matter of fitting the adventure into what we now accept as the Serpent Peninsula but also expanding on the possibilities. 32 page modules are small, convenient packages where an author can give to DMs the basics of an adventure, but I often feel there is potentially so much more to be explored but could not be fitted into this format. This adventure, after all, introduces a whole new region nearly 1000 miles from north to south. 

My ideas include:

The leadership of the spiral town of Quagmire has rejected the rulership of Yavdlom and denounced their rulership by fortune telling as dark witchcraft. In return, Yavdlom has withdrawn any help from these ungrateful heretics, leaving Quagmire to fend for itself. 

As in the module the two main disasters befalling the city of Quagmire are the sinking of the town and also being besieged by lizardmen who have sunk Quagmire's sailing boats, thus stranding the townsfolk in their conical town. Most of the town leadership refuse to ask Yavdlom for help, though as things have gotten worse, dissent about this attitude is growing. In desperation, the inhabitants have sent an appeal to the people of the Known World, particularly traders and adventurers in Ierendi, Sind, Darokin and Karameikos - this is the plea on the parchment read out to players. 

In my version  the nation of  Yavdlom controls Thanegia Island, but has lost control of the Serpent Peninsula to the increasing numbers of lizardmen who have taken over the Okwonga Lowlands. The towns marked on the map in the Okwonga Lowlands I now consider to be abandoned ruins. Dkiki Mamazzi (the sea between the mainland peninsula and Thanegia island) and its islands are disputed, with lizardman raiders trying to establish footholds on different islands, such as this Lizard King's Encampment. Quagmire is on the front line of this conflict.  

For the people of Quagmire the most urgent priority is food and fresh water. However, the town leadership admits that the town is no longer habitable as it is sinking into the sea, so evacuation is a second priority. This is when differences of opinion about Yavdlom surface. About half the population want to travel to Thanegia island, and try to reconcile with the prophets of Yav. But the other half, particularly the leaders, want to find a new home, perhaps further north up the peninsula.  They have heard of Thanopolis, a spiral city just like Quagmire. Unlike the official module which places Thanopolis where Tanakumba, capital of Yavdlom currently is, I'm going to move Thanopolis to where Kabonero is, on the west coast of the Nakakande Rainforest. It is still infested with monsters (I would still use the encounters in the module for Thanopolis) and needs clearing out but at least it is geologically stable and the lizardmen will not expect the humans to be there. 

Given both the quantities of food and water required and also the number of Quagmire residents to be relocated, a sea vessel seems necessary. According to the module there are 12 men, 14 women, and 16 children (42 people total). This is actually very small for the population of what is described as a city (although I describe it as a town, I am not sure if it even qualifies as that). Nonetheless, feeding and watering them then transporting them somewhere safer is going to require quite a logistical effort. 

Should there be more buildings, conically spiralled or more conventionally shaped, in either Quagmire or Thanopolis? I think for a single adventure the one spiraled construction is enough. It might be more realistic for a proper city to have maybe a dozen such structures plus other normal buildings, but the characters are far from home after a long and probably difficult voyage and are not ready for a protracted dungeon crawl. And in each building there may be more human survivors - how many refugees can the PCs cope with on their vessel? Nonetheless, should the players and DM be okay about this, then expanding the cities is an interesting project that could develop into a mini-campaign. For Quagmire, given its sinking situation, smaller building will already be fully submerged. 

The sunken city, on the western side of Dkiki Mamazzi, is interesting but is not particularly necessary for the rest of the adventure. It is out of the way of the expected paths the PCs might take, there are no human survivors there (though there is a single human captive - I'm not sure why the mermen are holding her there) and it cannot be reclaimed as a refuge for evacuees. The mermen there  do not seem like worthy adversaries. That combined with the problems associated with an underwater dungeon (breathing, fire-based spells, spellbooks getting damp) make it seem more trouble than it is worth. But rather than being a fault, I see it as an opportunity for development. This could be the heart of a major merfolk settlement. A Hulean merchant ship passing through Dkiki Mamazzi got into a fight with some mermen and lost badly. Kazandra Slagomann is the sole survivor. More importantly the mermen now take a dim view of any human ships passing through their waters, whether for trade,warfare or humanitarian efforts. The PCs need to find and negotiate with the merman king at the top of this city tower. This will require considerable diplomacy and understanding what the mermen want rather than brute force. They may even release Kazandra as a sign of goodwill and offer assistance to the people of Quagmire if negotiations go well. What would really help is dealing with a predatory band of chaotic shark-kin who have developed a taste for merfolk flesh.  

If travelling by land down the Serpent Peninsula, the PC party may pass through the land of the Ulimwengu. The Nakakande rain forest includes ruins of settlements and forts of the Sheyallia Elves, who fled after conflict with humans around 515BC. Some of these have been taken over by lizardfolk while others are haunted by the spirits of slain elves who may not be happy to see human intruders. 

The encounters given in the module are good starters, but there will also be other random encounters - either use the random encounter tables in the back of the module or else select encounters (either monstrous or environmental) suitable to both the character party and the terrain they are travelling through. I know I am nitpicking here, but the herd of wild mules should be changed to wild onagers - mules are sterile hybrids of horses and donkeys deliberately created by humans (though I would still use the combat stats for a mule). 

The new monsters at the back of the module seem underused. This may be another consequence of fitting a big wide-ranging adventure into a 32-page booklet, but it does seem odd that they give the stats and description for monsters like the pocket dragon and hunting spider but then they have no set encounter and only a single mention in the random encounters table. 

The lizardman forces include many allied races, including gatormen*, caymen*, lizard kings** and bullywugs** (frog men). Various giant lizards, crocodiles, hydras and dinosaurs have been tamed and put to use by the lizardman forces, and both black and green dragons may deign to assist in return for plenty of treasure and humans for food. Although not directly involved in this conflict with the humans, there are marine humanoids in the area as well, particularly mermen, tritons* and shark-kin*.
* see Creature Collection for stats for these species 
** see AD&D Fiend Folio for stats for these species

The lizardman forces are not exactly united. Some tribes are distinctly neutral and will only attack humans and demihumans if they either feel angry or very hungry. However, others (especially those who are led by gatormen and lizard kings) are chaotic in alignment and can be very cruel and rapacious towards any not of their own species. This can be seen in their spellcasters - neutral lizardfolk have druid-like shamans who draw their powers from the natural world and cast spells focused on animals, plants and the elements. Chaotic lizardfolk shamans are closer to chaos cultists in the magic they work. 

I was thinking of including converted creatures from Warhammer Fantasy Battle's Lizardman army books and they can certainly be used for inspiration. In Warhammer the lizardmen are actually opposed to Chaos, so I would put them with the neutral lizardfolk. Skinks, sauruses, cold ones and even slann could be found in ancient pyramidal cities deep in the Nakakande jungle. Of course, just because the Slann are opposed to Chaos does not rule out their own inscrutable motives for sending their lizardman armies against human settlements such as Quagmire. 

The sinking of Quagmire could be investigated. Is this a natural phenomenon and why has it started recently? Is it either caused by mortals (is it even possible to undermine a construction like Quagmire?) or perhaps immortals? Certainly some of the inhabitants, unhappy with the schism between Quagmire and Yavdlom, believe the sinking of Quagmire is divine retribution for turning their backs on the prophets of Yav. Given the high-fantasy nature of Mystara, some might even look for ways to reverse the sinking and stabilise the town, though this may require powerful magic. 

Although not directly connected to the module, the island of Thanegia is quite substantial in size and population, and although the people of Yav have removed the worst monsters, there are plenty of wild animals including dinosaurs roaming what I consider to be borderland jungle and swamp (not quite wilderness, not quite civilised). Rogue dinosaurs, bandits, outbreaks of werepanther lycanthropy (treat as weretigers but chaotic not neutral) and jungle kobolds (a subrace of kobolds particularly skilled at climbing trees) are all potential hooks for adventures. Perhaps the Cult of Chaos from Hule has subverted and corrupted native Yavs and established cult cells here?  And also watch out for the two types of ape. The dakons are quite intelligent and only attack if provoked, but the carnivorous apes live up to their name and are the reason apes have a reputation for savagery and ferocity.

The great prophet Yav is treated as a Lawful Saint in this campaign - he has achieved immortality and can grant spells to cleric followers. 

Thursday 23 December 2021

Monsters of Fighting Fantasy: The Citadel of Chaos

This post continues from the first one where I converted the monsters from Ian Livingstone's Forest of Doom from Fighting Fantasy stats to B/X D&D. Here I am having another go, using Steve Jackson's Citadel of Chaos. All illustrations are by the incomparable Russ Nicholson whose work has brought many scenes from the Fighting Fantasy series to life. 

Rhino-man

Name Rhino-man
Armor Class3
Hit Dice (Avg hp) 7+7 (38 hp)
Movement 90’
No Attacks 1 weapon+ 1 horn
THAC0 11
Damage1d8+2/1d4+2
No Enc 1d4
Save as F6
Morale 11
Alignment Chaotic
TreasureC
Size/Type Large Humanoid
Intelligence7-9 (low)
XP value
450

In combat Rhino-men are front line warriors who will charge an opponent whenever possible (20’ - 60’ away, straight line to reach target). A charging rhino-man gets an extra +2 to hit and double damage with both horn and spear.

Rhino-men are twisted and angry humanoids created by chaotic wizardry. It is not believed they can reproduce themselves. Balthus Dire, the villainous inhabitant of the Citadel of Chaos, is known to have a number in his service.

Due to their sensitive noses and good hearing, rhino-men cannot normally be surprised and have a 10% per round chance to detect invisible or hidden creatures.

Rhino-men are, despite their alignment, brave and loyal, and together with their senses, are excellent guards. They are omnivorous, grazing on grass or leaves, or devouring their fallen enemies.

They have a strange, hateful rivalry with minotaurs - the two will never work together and will attack each other unless a powerful leader keeps them apart.

Venomous Hydra

NameVenomous Hydra
Armor Class5
Hit Dice (Avg hp) 5-10** (hp varies), 
*** if lernaean
Movement 90’/swim 60'
No Attacks 1 bite per head
THAC0 15 or better
Damage1d6+poison per head
No Enc 1
Save as F3-F5 (half HD)
Morale 11
Alignment Unaligned
TreasureNone
Size/Type Large magical beast
Intelligence2-3 (animal)
XP value 425 (5HD) or more

Venomous hydrae may be related to normal hydrae though there are some obvious differences . Firstly each head can deliver a venomous bite that requires a save vs poison or die within 1d4 rounds as well as normal physical damage. Like normal hydrae each head has 8hp separate from the body. For most venomous hydras if opponent attacks are aimed at each head and inflict more than 8hp then that head is destroyed. If either the hydra loses all its heads or its body suffers fatal damage (reduced to 0 hp or below) then it dies.

Secondly venomous hydrae have no legs - they slither on their bellies like snakes. They are adept at swimming if necessary.

Thirdly venomous hydrae are rarely (5% chance) capable of regenerating lost heads - those that can are known as Lernaean venomous hydrae. Attacks can be aimed at the lernaean hydra's heads as usual and if that head suffers 8hp or more damage it is temporarily destroyed. But in 2 rounds that destroyed head is replaced by 2 more heads. Also a lernaean venomous hydra's body regenerates at 2hp per round. They can only be killed by fire or acid which, like with trolls, prevents regeneration (either by the body or heads). 

Venomous hydrae usually live in swamps and jungles but some are captured and placed in dungeons where they thrive. They are typically the top predators in their domain - only those who can slay it from afar (such as dragons with their breath weapons) or those immune to poison (such as undead) have a chance of defeating them.

Calacorm  

Name Calacorm
Armor Class6
Hit Dice (Avg hp) 3+3 (16hp)
Movement 120'
No Attacks 2 weapons or 2 bites
THAC0 17
Damage1d6+1/1d6+1 (weapons)
or 1d4/1d4 (bites)
No Enc 1d4 (squad)
Save as F3
Morale 8
Alignment Chaotic
TreasureS
Size/Type Medium Humanoid
Intelligence7-9 (low)
XP value 75

Calacorms are relatives of the lizardmen but are clearly distinguished by their two heads.They are ambidextrous (each head controls one arm) so they usually wield two weapons such as shortswords or hand axes, with +1 to damage because of their strength. However, if unarmed they will bite with their lizard-like teeth for 1d4 damage each. Calacorms, by virtue of their two heads, roll for surprise twice and take the best score. Similarly they roll for initiative twice and take the best score. 

Calacorms are not the smartest creatures and are often given menial tasks, such as jailors or guards, where their alertness can be put to good use. They are believed to have been derived from normal lizardmen experimented on and transformed by chaotic wizardry (perhaps the same that produced the rhino-men, see above).  


Ganjee *

Name Ganjee
Armor Class 7
Hit Dice (Avg hp) 5* (22hp)
Movement 150' fly
No Attacks 1 flung object
THAC0 15
Damage1d6
No Enc 1d8
Save as F5
Morale 8
AlignmentChaotic
TreasureA
Size/Type Small Undead
Intelligence13-14 (High)
XP value 400
Ganjees are evil undead spirits returned from death to torment the living. Like vampires they are repelled by a strongly presented holy symbol, and clerics can turn them as if they were specters. 
A ganjee can cast Dispel Magic once per day to prevent opponents from casting spells, and can also cast Darkness at will. 
When they appear, it is as a floating ghostly disembodied head that terrifies most creatures - any creature first seeing a ganjee not immune to mind-affecting magic must save vs spells or be affected as if by a Fear spell. They can use this to panic their prey into  running blindly into obstacles and traps (particularly when combined with their magical darkness). They can also use a form of telekinesis to fling objects at opponents like a poltergeist (for 1d6 damage). 
Ganjees are immune to normal and silver weapons, requiring magic weapons (+1 or better) to be harmed. They are incorporeal, like wraiths and spectres, and can pass through solid doors and walls. 

Gark

NameGark
Armor Class 7 (or see below)
Hit Dice (Avg hp) 4+4 (22hp)
Movement 120'
No Attacks 1 weapon
THAC0 15
Damage1d8+2
No Enc 1d8
Save as F4
Morale 10
Alignment Chaotic
TreasureC
Size/Type Medium humanoid
Intelligence7-9 (Low)
XP value 125
Garks are believed to be a cross between goblins and giants. Due to the size difference of the parents, it is believed that chaotic sorcery has been used to make this possible, perhaps related to how rhino-men (q.v.) are generated. Garks are sterile and cannot reproduce themselves. Garks stand 7' tall, and are tough and muscular humanoids. Their goblin heritage clearly shows in their faces, and they are sometimes mistaken for strong hobgoblins. Garks speak goblin and orcish, and because of their strength and combat prowess they sometimes lead goblinoid troops in battle. However, off the battlefield they are short-tempered and brutish, and not good at strategy or management. Note that the AC given is for an unarmoured gark (they have naturally tough skin from their giant side) but if expecting trouble a gark can don human-sized armour. Their tough skin gives any armour an additional -1 bonus, so a gark wearing chainmail would have AC4, or AC3 with a shield. Garks can use any human-sized weapon, and often select two-handed battleaxes, which they wield with great strength (+2 to damage with whatever weapon). 

Sunday 19 December 2021

Monsters of Fighting Fantasy: The Forest of Doom


I have always enjoyed the Fighting Fantasy books, started by Steve Jackson and Ian Livingstone with the seminal Warlock of Firetop Mountain. This has overlapped with my love of D&D and it is only natural that there is some cross-pollination. I'm sure hundreds of other gamers have done similar conversions but I am still going to present my attempts at bringing FF monsters into B/X D&D. This collection is from the 3rd in the series, The Forest of Doom by Ian Livingstone. All the black & white illustrations are by Malcolm Barter.

Stingworm



Name Stingworm
Armor Class 7
Hit Dice (Avg hp) 3* (14hp)
Movement 90’/30’ burrow
No Attacks 1 sting
THAC0 17
Damage1d6+poison
No Enc 1d8
Save as F2
Morale 8
Alignment Unaligned
TreasureNone
Size/Type Medium Vermin
Intelligence1 (non)
XP value 50

Stingworms are invertebrate carnivores and scavengers found in natural caverns and dungeons, preferably with a soil or dirt floor rather than solid stone. They are large worms about 12’ long and as heavy as a man, with soft grey skin. They can burrow through soil and mud with ease and can use this to ambush creatures walking over their territory. 

They have 12” long sting at the end of their tails that can pierce for 1d6 damage, and the target must save vs poison or take 4d6 poison damage.

In the Known World, stingworms are found in subterranean realms including megadungeons and the underrealms, particularly where the local ecosystem such as a fungal forest has created a soft floor that the stingworm can dig into. Their soft flesh is a delicacy among dungeon-dwellers (particularly troglodytes) and as such hunting them is a dangerous but worthwhile pursuit..


Fishfolk



Name Fishfolk
Armor Class 5
Hit Dice (Avg hp) 2+2 (11hp)
Movement 90’/90' swim
No Attacks 1 weapon
THAC0 17
Damageby weapon (1d6)
No Enc 1d4 (patrol) or 3d8 (lair)
Save as F2
Morale 8
Alignment Neutral or Chaotic
TreasureNone (C in lair)
Size/Type Medium Humanoid
Intelligence9-10 (average)
XP value 25

Fishfolk (whose own name for themselves is unpronounceable by humans) are omnivorous humanoids derived from freshwater fish in a similar way that rakastas are derived from cats and lizardfolk are derived from lizards. They are amphibious (their gills can cope with breathing air) but need to return to the water every hour or so before their gills dry out (after which the fishman will take 1hp damage per turn). They live in freshwater, both on the surface and underground, and prefer large bodies of water (big rivers and lakes) where they have sufficient room to hide from enemies and find food. If a tribe stays in a location for long enough their scale colouration will change so subterranean fishfolk are often white, surface river-dwelling fishfolk are often light blue or light cyan, and lake-dwelling fishfolk are often muddy brown.
In combat there is no distinction between the genders - females fight as well as males. If encountered in their lair there will be a leader of unusual size with 4+4HD and +1 to damage rolls.

In Mystara fishfolk find themselves competing with nixies above ground and troglodytes below ground. Orcs and goblins will kill fishfolk for food when they can - apparently they taste like sushi. They have their own language that few other creatures have learned, and it is difficult for humans to pronounce some of the sounds. They sometimes speak of lost tribes of fishfolk. It is said that one tribe went so deep into the underrealms they went insane and started calling themselves Kuo-Toa. Another went downstream and adapted to the ocean life and became the Locathah, but there was a civil war among the locathah, and half of them became evil and hateful and called themselves Sahuagin. Such stories are too wild to be true...

Fire Demon


NameFire Demon
Armor Class1
Hit Dice (Avg hp)14** (63hp)
Movement120’/180’ fly
No Attacks1 whip/1 sword
THAC09
Damage 2d4 + entangling/2d8+1d6
No Enc 1
Save asF14
Morale10
Alignment Chaotic
TreasureH
Size/Type Large Outsider
Intelligence15 (exceptional)
XP value 3250

Fire demons are big (12' tall) powerful chaotic creatures of shadow and flame from the Planes of Chaos that tend to dominate lesser creatures, especially when they are here on the material plane. 

Fire demons are perpetually wreathed in flames, and anyone in melee (within 10') with one suffers 1d6 fire damage per round merely by proximity. Fire demons are enchanted beings and are immune to normal and silver weapons - opponents need magical weapons of +1 or better to hurt a fire demon. Fire demons are, of course, immune to all fire damage as well as diseases and poisons. A fire demon usually attacks with a flaming sword which does 2d8 cutting damage as well as 1d6 fire damage, while their whips cause 2d4 fire damage and also entangle their opponents (use rules for whips from Companion set or Rules Compendium if possible). Once per hour a fire demon can cast Wall of Fire or Fireball (both as if 14th level caster).

In Mystara fire demons are among the more powerful of planar entities known as lesser demons. It is possible for powerful spellcasters to summon forth a fire demon and try to compel it to do their bidding, though at great risk should the caster lose control. Twisted summoners have had more success, but there are still a few fire demons roaming the world free. They often subjugate tribes of orcs or goblins and use them as troops in the endless war of Law versus Chaos.

Shape Changer
(illustration by Iain McCraig)

NameShape Changer
Armor Class6
Hit Dice (Avg hp)6+3
Movement120’
No Attacks2 claws/1 bite
THAC013
Damage1d4/1d4/1d6
No Enc1
Save asF6
Morale10
AlignmentChaotic
TreasureC
Size/TypeMedium Humanoid
Intelligence7-9 (Low)
XP value350

This devious reptilian creature has similar powers to a doppelganger in that it can change its outward appearance to that of any medium humanoid. It will appear as some harmless person, perhaps a damsel in distress or a lone traveller vulnerable to bandits, and can imitate voices as well. However, unlike doppelgangers, shape changers are not very patient or clever, and often reveal their true natures as soon as potential prey comes close. Shape changers do not have the same level of skill at imitating behaviours and attitudes, and sometimes struggle to speak as their disguise would be expected to. Their natural form is of a hideous green reptilian humanoid with bony spikes on its head and back, and a long forked tongue. They are not particularly skilled with artificial weapons and prefer to stick with their claws and teeth. 

In Mystara they are found in the borderlands where few humans and demihumans are encountered, but just enough for the shape changer's abilities to come in use in ambushing prey. Being reptilian they prefer warm climates but can cope with the temperate climes of Karameikos, Darokin and nearby realms. It is rumoured that some have been captured by the clerics of Hule who are deciding how best to use them. 

Apeman

NameApeman
Armor Class7
Hit Dice (Avg hp)3+3 (17hp)
Movement120’/60’ climb
No Attacks1 club/1 bite
THAC017
Damage2d4/ 1d4
No Enc1d8
Save asF3
Morale8
AlignmentNeutral
TreasureU
Size/TypeMedium humanoid
Intelligence7-9 (low)
XP value50
Apemen are the bestial, degenerate cousins of Neanderthals. Although strong and agile, they are not as intelligent as normal humans or even neanderthals who at least have some culture in the form of cave art and spoken language. Apemen have not coped well with the current age and have been pushed aside and driven away by more intelligent and organised creatures, including humans, dwarves, orcs and goblins. Now they are found in the most rugged and inhospitable places such as dense jungle and tropical rugged hills, and they are wary and frequently hostile to any intruders. Apemen can climb trees and cliffs almost as well as monkeys and true apes. They do not have a true language and have difficulty with speaking common and putting together proper sentences, and their communication tends to be about immediate events and needs rather than planning for the future or describing the past. 

Thursday 16 December 2021

World Portals

World Portal

9th level Magic User Spell
Range: 20'
Duration: 1 turn
Effect: 1 portal (up to 10' x 10')

This spell requires a specially created archway at least 6' high and 4' wide, up to 10' x 10', usually of precious metals and finely wrought (5000gp cost). This has a 95% chance of surviving the casting for reuse. When cast, an interdimensional portal is created within the archway that leads to another world on the Material Plane (not to be confused with other planes of existence). 

Similar to a teleport spell, the chance of success is based on how familiar the caster is with the destination:

  • Known only to caster by name - 30%
  • Caster has read a brief description - 50%
  • Caster has detailed description, or frequent conversation with a native - 70%
  • Caster has visited briefly (1 day or less) - 80%
  • Caster has spent more than a day - 90%
  • Caster is a native of the destination - 100%

Failure means that the caster successfully opens a portal to the wrong world. Unlike Teleportation there is no chance of either materialising in solid earth or high up in the air, but finding oneself on the wrong world is problematic enough. The exact location also depends on the caster's knowledge, but generally if they specify a particular place as well the world they want to reach, then if the caster gets the right world, they will reach that location. If a wide area is described, the portal may open in any part of that area, as long as it is relatively safe - once again DM discretion applies. If no location is specified, the portal may open anywhere in the world. 

The portal stays open for 1 turn, after which it closes, possibly stranding any characters and creatures in the other world. The World Portal is two-way and while it is in effect a similar portal appears on the destination world that characters and creatures can pass through back to where the spell was cast. If the precious archway has survived, it can be used again for a second casting to enable the travellers to come back. Once the caster has opened a World Portal to a location on another world they get an additional +20% chance of success of opening a new World Portal connecting to that same location. So if the caster has a detailed description and successfully opens a World Portal on the correct world (70% chance) , any subsequent World Portals to that world and that location are at 90% chance of success (70% + 20%). If the caster steps through the portal even briefly and observes  the destination portal's surroundings before stepping back through before the portal closes, the chance of success for that caster reopening the portal at that location goes up to 100% (80% +20%). 

image by Larry Elmore, source

Worlds beyond Mystara

I'm not going to issue any hard and fast rules - this is really up to the DM. You can go homebrew, use  published D&D worlds or worlds from other game systems. You can even include a mythical version of Earth. The limits are really your imagination (and how much work or improvisation you are ready for).  My inclination is to stick to worlds that are compatible with (or at least not too difficult to convert to)  the rules that you are using - in my case B/X D&D. Worlds that spring to my mind as destinations for World Portal spells include:

  • Tekumel - world of the Empire of the Petal Throne, created by MAR Barker
  • Thunder Rift 
  • Alphatia, the previous homeworld of the Empire of Alphatia
  • Arduin - created by David Hargrave
  • Titan - Home of the Fighting Fantasy books by Ian Livingstone and Steve Jackson
  • Averoigne - setting for weird fantasy created by Clark Ashton Smith and also featured in X2: Castle Amber
  • Kaelaross - My own homebrew world detailed in the early posts of this blog
  • Gamma World - Radically different sci-fi setting but the rules are quite similar

If you as DM are willing to stretch the definition of World and allow the World Portal spell to reach other settings connected to Mystara then it could be a useful spell for reaching Dave Arneson's Blackmoor setting (same planet but different continent and different century), or the Hollow World setting (same planet, but on the inside rather than the outside), or one of the planets or moons of Mystaraspace. 

This spell is 9th level so it cannot be made permanent by the Permanence spell, though if the DM wanted, there might be other ways of keeping the World Portal open for longer than 1 turn (perhaps a carefully worded Wish spell, or Immortal intervention). Characters stranded on a different world are in a difficult situation but not necessarily lost forever. Solutions that spring to my mind include:

  • If the caster is also stranded (they went through the world portal but did not return home when the spell expired) then casting a second World Portal spell to get back home requires two things: that the caster has the spell memorised (probably involving studying from the caster's spellbook - was that brought through the portal as well?)  and acquiring a suitable archway for a second casting. Getting the right world is an automatic success. 
  • A Wish spell is powerful enough to bring any creatures back to their home world. 
  • A Word of Recall spell will work for a high-level cleric, but ONLY the cleric. 
  • A Spelljammer ship would carry the PCs back home, but that does depend on whether the destination world has spelljamming visitors. Even if the PCs do find one, it would be an epic voyage across the Crystal Spheres, like Homer's Odyssey. 
  • Other magical gates and portals do exist - both Gygax and Greenwood had them in their home worlds (Greyhawk and Forgotten Realms). Whether they take the PCs back to the correct homeworld is another matter...


Image by Larry Elmore, source

Saturday 11 December 2021

The Disappeared Fort of Tandallos

 

art by JJCanvassource

A fortress thought lost has reappeared about a week ago in the southern foothills of Ylaruam, in the Emirate of Nicostenia, close to the border of Thyatis. This has puzzled and alarmed the governments of both nations - large fortifications should not just appear out of thin air. 

The fort of Tandallos was built between 190AC and 205AC while Thyatis was expanding into what would later become Ylaruam, and it has the style of old Thyatian architecture. Between 200AC and 396AC it was occupied by Thyatian troops. But in 396AC the fort became infected with plague rats feeding off the stores and provisions. Although clerics could temporarily cure soldiers and other staff of the plague, eradicating the rats that kept spreading the plague was much more difficult, and soldiers kept getting re-infected with the plague only weeks after a cleric had cured them. Infections rose and soldiers were getting sick and dying faster than the clerics could cope with, and the clerics got sick and had to cast curing spells on themselves. Eventually the generals in Thyatis City decided to temporarily abandon the fort until the plague rats had run out of food.  

And then Tandallos Fort disappeared. Nobody except one person knew what happened. A powerful Alphatian wizard, Zembrig, had not caused the plague (the plague rats were a natural occurrence) but was quick to take advantage of the empty fort. Furthermore Zembrig had visited other worlds and had seen many new spells unfamiliar to most mages on Mystara. One that caught his imagination was Mirage Arcana, which created a large-scale illusion that could hide structures. He took this and by dint of intense magical research he created a stronger, bigger version that he called Greater Mirage (7th level spell) that hid the whole of Tandallos Fort, making the terrain seem similar to what it was before the Thyatians built the fort. This would normally last 1 hour per level of the caster. But Zembrig also had a scroll of a Permanence spell which he used to keep the illusion hiding the fort for ever. 

During his occupancy of the fort, Zembrig used other illusion and enchantment spells to keep snoopers and intruders away, including Thyatian soldiers who almost remembered where they had been garrisoned, and after 20 years the Thyatian Empire had all but given up on reclaiming their disappeared fort. Zembrig turned the fort into his own personal fiefdom, but died in 444AC, despite numerous potions of Longevity, possibly from the same plague that drove the Thyatians away fifty years previously. 

Just over a week ago (in the current year 1000AC) a caravan was passing near the site, away from the normal trade route, when a dog with the caravan chased after a jackrabbit. The dog's owner, a mage of minor ability, saw the rabbit vanish, then the dog vanish as each entered the Greater Mirage, and saw the dog reappear, jackrabbit in her jaws, as she came out of the Greater Mirage. The mage entered the illusion and realised what it was hiding, although he himself could only observe. Going back to the caravan he made a careful note of where this illusion was and when the caravan was in Thyatis he informed a powerful wizard in the College of Lucinius who came along with him and this time successfully dispelled the Permanance spell. Fort Tandallos has now reappeared.

This has led to different  ideas about what to do with the fort. As far as the Emir of Nicostenia is concerned, it is in his lands and belongs to him. If the Thyatians want it back, they should have kept a better eye on it instead of losing it in the first place. His realm is sovereign and its borders are inviolable. His fellow Emirs (at least those who are aware of the reappearance) will back him up on this, at least diplomatically and possibly militarily. 

The Thyatians don't quite see it like that. It's their fort, they built it, and just a week ago they rediscovered it, and they are keeping it. If that means shifting the border so that Thyatia now includes the fort, that's fine by the Thyatians. Both sides are moving armed forces to seize the fort. It is still a defensible position, so whoever gets their troops in first will have a military advantage. 

So where do adventurers fit into all of this? Both sides will want adventurers to check out the fort's interior, making sure it is safe and not haunted by horrible monsters before they send their troops in. Also, various wizards are interested in Zembrig's research and spellbooks, especially this Greater Mirage spell. They would be willing to pay handsomely for usable inscriptions of this spell. 

What is in the fort at the moment? Mostly vermin, including a colony of driver ants, a few rhagodessas and giant scorpions. There are also some weird acid-spitting creatures called ankhegs that Zembrig brought back during his travels. But this may not be all, and Zembrig may have left some unpleasant surprises of his own for unwanted visitors, including some plague rats held in Temporal Stasis. 

Tuesday 7 December 2021

My Ideas about the Town of Luln

What is officially said in Gaz1: The Grand Duchy of Karameikos

From the Player's Section of Gaz1

Luln, a town of 5000 citizens, is a ramshackle community of refugees who have fled the Black Eagle Barony and Fort Doom. It's poised between the armies of the Black Eagle Barony and Karameikos, and is a small, struggling community. Its townmaster is Mistress Sascia; she is gradually organising the village into a permanent, fortified community and there is speculation that she is trying to acquire a noble title. 

In  the DM's Section

Luln
Ruler: Mistress Sascia (see her writeup in the "Characters" section).
Population: 5000
Laws: None in addition to the Duke's Law

Notes: Luln, as described earlier, is a farming town halfway between civilisation and the Black Eagle Barony. It is held together, more or less, by the leadership of Mistress Sascia; it's founded on rich soil near a forest teaming with wildlife, and if only the Black Eagle Barony would stop raiding and oppressing it, Luln could turn into a good place to live.

Also from Gaz1:
Mistress Sascia is 12th level Fighter, lawful
The 5th Division has forces at Radlebb Keep (3 hexes/24 miles from Luln). 5th Div Radlebb Guard Battalion - 244 personnel.

Other Sources of Information
Similar to my approach with Penhaligon, I won't do my own map of Luln (there is no town map of Luln in the Gazetteer either), but I shall borrow one from the Vaults of Pandius, in this case a rather nice one by religion (source here)
I also like the overview of the town the same author has described on this page, though I am not sure how much of it to use. Not all of it fits with my own ideas. 

My own ideas

  • Luln is a hotbed of intrigue with agents of both the Grand Duke and the Black Eagle trying to outwit each other. 
  • There is a hideout of the Iron Ring in the woods nearby. Iron Ring bandits and slavers prey on unwary travellers and townsfolk who wander too far from safety. Slavery is still an institution both in the Empire of Thyatis and in the Black Eagle Barony, as well as further abroad. The Iron Ring have agents within the town. 
  • The Fellowship of the White Dove is nominally a resistance group based in Luln with the objective of eventually overthrowing the Black Eagle von Hendriks in favour of someone less insane and evil. However, it has become thoroughly infiltrated by Black Eagle spies so that any activities it attempts are swiftly countered by Black Eagle Barony troops and agents. 
  • Randallos is an elf (male E5, al C),  who claims to recruit for the Fellowship of the White Dove and seeks out idealistic kids and young men. He actually works for the Iron Ring and anyone ‘recruited’ will actually be drugged, captured and sold into slavery. 
  • Adventurers are ideal for missions into the Black Eagle Barony due to plausible deniability - there should be nothing to tie them to the government of Karameikos or Luln should they be caught. 
  • Refugees from Black Eagle Barony started arriving 20 years ago. Before then Luln was primarily Traladaran and only 800 strong. Many of them are former slaves though others have fled the regime for other reasons. 
  • Currently there are a lot of unemployed and dispossessed people. While some others are trying to settle down and make a home here. others are looking to move on to somewhere safer or even fight back against the Black Eagle forces. 
  • The Luln Street Runners are an informal thieves' guild, really just a street gang. They have no interest in politics or espionage and simply make money by various forms of theft. They are led by Eldarii Lightfinger (human female, T12, al C). 
  • Tormius Sevarak (human male, T7, al C) is playing a complex game. He is superficially a merchant who fled Fort Doom after the Baron threatened to seize him and all his assets due to tax discrepancies. He actually passes information about Luln and its traders and economy onto the Black Eagle's spies. But his true loyalty is the Cult of Chaos and he is the leader of a cell of cultists in the town. He and other cultists view the Baron as a melodramatic fool but nonetheless quite a useful ally in bringing Chaos to Karameikos.   
  • Access to the sea would be useful, and would open up trade with the Five Shires, Ierendi and the rest of the Known World. An ambitious merchant wants to set up a dock in the Blight Swamp, on the estuary of the Achelos River, 22 miles from Luln itself, in an attempt to get trade around the Black Eagle Barony. The Black Eagle is not going to let this be easy. And the Blight Swamp is not the easiest of places for a construction project. 
  • Baelwist the Vigilant (human male, T12, al N) is Mistress Sascia's spymaster but he knows that keeping the enemy spies out of Luln is nearly impossible given the number of refugees. Nonetheless, he does what he can. He knows the Fellowship of the White Dove is not very effective but does not realise how badly it has been undermined.
  • Although Luln does not have any soldiers of the Karamekian army garrisoned in the town, it does have a militia of 150 part-time soldiers (all F1) who can be mustered in an emergency by the captain of the town guard, Broston Hardbristle (dwarf male, Dw8, al L). They are not well organised and have a variety of different weapons (spears, hand axes, shortbows and a few two-handed lumber axes) and armour (mostly leather armour, some chain mail, or sometimes just a shield). 
  • In the event of a major attack on the town, messengers will be sent to Radlebb Keep with a call for help. Of course this is at least a day's march each way. Agents of the Black Eagle are aware of this and have their own plans, including intercepting any messengers. 
  • Daelvar's Company is a band of 7 adventurers who have settled in Luln. Although primarily interested in looting lairs of monsters, they are occasionally hired by the town council to help deal with threats to the town. Daelvar's Company includes:
    • Daelvar the Valiant, human male, F6, al L (noble and just, but with an overinflated ego and sometimes a bit full of himself)
    • Merriamar, human female, MU6, al N (an escaped slave who has a fierce hatred of the Black Eagle Barony)
    • Torsioss the Quester, human male, C7, al L (regularly carries out missions for the Church of Law, dragging the rest of the party with him)
    • Perrii the Gnollslayer, human female, F6, al L (planner and strategist, suffers from bouts of melancholia, very accurate with her magical longbow)
    • Telthilis Eaglebrow, elf male Elf Ranger 5, al N (owes Perrii and Torsioss a debt of honour after they saved him and his family from Black Eagle forces)
    • Gordolla, dwarf female Dwarf Cleric 5, al L (primarily interested in rescuing fellow dwarves from the Black Eagle Barony)
    • Zircon, human male, T6, al N (in it for the money, but also secretly fancies Merriamar and wants to impress her)
  • There are growing tensions between the humans of Luln and the sylvan folk in the surrounding woods due to the pressure for more food, lumber and living space resulting in the forest being cut back. A few weeks ago centaurs attacked and injured some woodcutters in the woods, chasing them back to town, while a band of sprites caused a hunters's quiver of arrows to turn into long earthworms. The town council would like this to be resolved, preferably peacefully, before it escalates and people get killed.
  • There are a series of tunnels underneath the town. They were originally excavated by an alliance of kobolds and wererats but these creatures were supposedly exterminated by adventurers and the town guard over a year ago. However, something inhuman was seen scurrying into one of the tunnel entrances just the other night. 
  • A band of ogres has moved into the nearby hills, setting up camp in a ruined hamlet. The Iron Ring are interested in recruiting them as mercenary muscle, with the occasional unsalable captive thrown in as extra food. 

Friday 3 December 2021

Gnome Trickster Spells

These are all spells intended for use by the gnomish trickster, detailed here. It is up to the DM whether or not normal magic users can learn and cast these spells. As one might expect from their creators, these spells are all illusions to fool and outwit opponents. 

art by Matasmic, source here

Level 1

Simple Illusion

Range: 20'
Duration: 1 turn per level
Effect: 3' x 3' x 3' or else 6' x 6'

This spell creates a purely visual illusion about 3' x 3' x 3' in size if projecting into the air, or 6' x 6' if cast on a flat surface. It must be static, and although it can be of a living thing, it will not move (even within the confines of the area of effect). The illusion cannot emit any noise and can easily be revealed by attempting to touch the illusion - like a hologram the toucher's hand passes straight through it. If cast on a flat surface (such as a floor or a door) it can give the perception of depth on the other side though again touch will dispel any deception (e.g. if it is used to create an illusory pit on the floor, 6' x 6', the illusion would make the pit seem real enough as the viewer approached, but any touch would reveal it is just a floor). 

Level 3

Creature Illusion

Range: 60'
Duration: 1 round per level
Effect: 20' x 20' x 20'

This in-depth illusion can be of any creature the caster has seen. The spell includes sound, smell and even the sensation of radiated heat or cold or vibrations. The illusion can move around and behave as the caster wishes, though it must be within 60' of the the caster who must maintain concentration while controlling the illusion. However, the illusion itself cannot do any damage nor can it exert any actual force against real objects. The size of the illusory creature must be 20' or less in all directions (though this does allow for most giants, small dragons and the front part of a purple worm emerging from a burrow). Uniforms and clothing can also be generated, though the illusion will not speak any languages the cast does not know,  and replicating specific individuals is not feasible - the facial features and voice don't seem quite right. 

Level 4

Group Disguise

Range: 60'
Duration: 1 round per level
Effect: Selected creatures within 30' radius

This spell allows the caster to change the appearances of selected creatures within 30' radius of him. If the creature is unwilling, it gets a saving throw vs spells at +2. Willing creatures forego the saving throw. Voice, clothing, smell and other features are changed. Height can be apparently altered by +/- 30% (so a 6' tall human could seem to be a 4'3" goblin, or an 7'10" tall bugbear). This does not alter any actual stats or abilities (e.g. illusory wings do not enable flight). The caster must maintain moderate concentration for the duration of the spell - they can move along with the group and can speak but cannot fight or cast any other spell. In the event of combat the illusion can be maintained as long as the caster maintains concentration and neither fights, nor gets wounded nor casts another spell. 

Impersonate

Range: touch'
Duration: 1 turn per level
Effect: 1 selected humanoid

This spell allows the caster or another willing humanoid to appear as a different individual, including speech, smell and clothing, and changing apparent height by +/-30%. The success of this spell depends on both the caster's familiarity with the person being impersonated versus the observer's familiarity. Recognising the illusion for what it is requires an intelligence check by the observer. If the observer is more familiar than the caster, they get between +1 to +4 bonus to the int check. Conversely if the caster is more familiar then the observer's int check is at -1 to -4 penalty. As this is an illusion spell, it does not give the disguised creature either any special abilities, nor any knowledge personal to the imitated individual. The caster can disguise another creature as the caster, in which case it will be a very convincing illusion (-5 to observer's intelligence check). 

Lasting Illusion

Range: 60'
Duration: Permanent until dispelled
Effect: 20' x 20' x 20'

The illusion created by this spell is effectively permanent once the caster has set it in place. The illusion can move in a pre-set way but will not react to any attempts to interact. An illusory monster can snore or pace up and down but will not fight back, and an illusory scything blade swinging across a corridor will not stop swinging if a solid thing is put in its path. The lasting illusion includes sight, sound, smell and some feeling (heat, cold, vibration etc). 



Monday 29 November 2021

Gnome Warriors and Tricksters

 Gnomes are small demihumans, reminiscent of dwarves but slimmer and about the size of halflings. In the Basic rules gnomes are treated as monsters rather than a character race. I offer two classes to change this - the gnome warrior and the gnome trickster. Although I have included XP per level, I would still suggest they be kept as NPCs as they have not been properly play-tested. 


The Gnome Warrior

The gnome warrior is similar to the dwarf class given in the B/X rules and I suggest using that as the template (including to hit rolls, saving throws and experience required per level up to 12th level, and infravision). They can detect sloping passages, stonework traps and shifting walls just as well as their dwarven cousins. They can also use infravision out to 60' range. They have the following exceptions:

  • They are slighter in build so only have d6 hit points per level, not the dwarves' d8 hp per level.
  • Their prime requisites are strength and dexterity. If a gnome warrior has both strength and dexterity above 13 they get +10% to earned experience.
  • They cannot use two-handed axes or polearms (and like dwarves they cannot use longbows or two-handed swords). They can use bastard swords (from the Companion rules) but only with two hands. 
  • Like halflings, gnome warriors get -2 bonus to AC when against large creatures due to their small size and nimbleness. 
  • Gnomes can talk with small burrowing mammals, such as rabbits, badgers, gophers, weasels and the like.

The Gnome Trickster

Gnome Tricksters are a combination of thief and magic user and, as their name suggests, they are adept at illusion and trickery. They are their gnome clans' scouts, spies and occasional criminals, always looking to outwit and befuddle larger opponents. 

Gnome Tricksters are able to use all thief abilities as if a thief  of the same level except for backstabbing. They can also cast spells in a way similar to a magic user, though they use a different spell list from magic users and elves. 

Gnome tricksters use the same saving throws and to hit tables as thieves, and can wear leather armour and cast their spells at the same time. However, they are small and are restricted in their weapons - they can only use daggers, shortswords and slings (if the Companion rules are also used then blowpipes are also suitable). Their prime requisites are Intelligence and Dexterity, and a gnome trickster with 13 or more in both abilities gets a +10% bonus to earned XP. 

As gnomes, tricksters can both use infravision as dwarves and also talk with small burrowing mammals. They also get -2 bonus to AC if fighting large opponents. They do not have the same sense of stone and masonry as their warrior kindred. 


Gnome Trickster spell list


Those spell names that match spells from the magic-user/elf and cleric lists are the same spells (ones without asterisks). The description of new spells with unfamiliar names (single asterisks *) will be presented here on this blog soon (now on this page https://kaelaross.blogspot.com/2021/12/gnome-trickster-spells.html). Spells with 2 asterisks ** are borrowed from 1st Edition AD&D Player's Handbook (usually the Illusionist spell list). For those who do not have this resource I suggest downloading a copy of the OSRIC rules. 




Thursday 25 November 2021

The Ruins of Allaktos

(art by Arthur Yuan, source https://www.artstation.com/artwork/B1OqEk
 

Deep in the north of the Ylaruam desert is a forbidden place, Allaktos, once a headquarters for a coven of vile sorcerers, now their tomb. One of the centres of Nithian sorcery, Allaktos was abandoned when Nithian civilization collapsed, with the last living human inhabitants fleeing in 510BC as the land dried up and the desert encroached. Those that remained were either not human or not living... 

The sorcerers here practiced a particularly foul type of magic known as Soul Magic. It required sacrifices, not just of human lives but also souls. Those sacrificed during soul magic rituals could no longer be raised from the dead nor did their souls find their way to the afterlife. They were utterly consumed. Soul magic was very powerful and allowed the casters to bring forth creatures from alien planes of existence and do the caster's bidding. 

But this soul magic was not without consequences. First of all with each sacrifice and soul magic ritual the caster would lose a little sanity. Not obvious at first, such as a nervous tick or quickness to anger, or a weird imagination. But then the delusions and paranoia would creep in. After a dozen or more ritual castings, megalomania and narcissism were common symptoms. Towards the end the caster would lose all grip on reality and suffer from hallucinations and be unable to tell dreams from waking. 

There were other, external consequences as well. Both mortals and immortals were outraged by the practice of soul magic. Even immortals that were less than benevolent to their worshippers still expected to receive their souls. Being deprived of those on their mortal worshippers' deaths was an unacceptable theft of their dues.  For the people in the vicinity of the sorcerer, there was both the loss and outrage of the murder of their loved ones and neighbours, and also the element of preventing further sacrifices. 

Although not the only motivation, the practice of soul magic in Allaktos contributed to the Immortals turning their backs on Nithia as a whole in 500BC. But the sick secrets of soul magic were not destroyed. They had been written down on spellbooks of papyrus and sealed in ancient tombs next to the sarcophagi of their wretched owners. 

Some of the particularly brutal Nithians who guarded the sorcerers were transformed into manscorpions. They now roam the ruins, and occasionally raid nomad and dervish encampments nearby. The ruins are also inhabited by a coven of Nagpas, who were once the apprentices of the sorcerers, transformed as punishment for their part in blasphemous magic. The nagpas and the manscorpions have formed an unholy alliance to defend their ruins. 


Deeper inside the ruins are undead of many types, including mummies, spectres and liches. Many of the liches, having practiced soul magic during their lifetimes, are now quite mad and extremely unpredictable, but still capable of wielding ancient and terrible spells. They also act as undead lieges, and when they are aware of the situation they can command the lesser undead as a general commands an army. 

However, this is not enough to deter one particular group of chaos cultists. They have found out enough about soul magic to whet their appetites and stoke their ambitions. These cultists are launching an expedition from their base in the Altan Tepes north of Thyatis across the desert to the ruins of Allaktos, where they hope to seize the papyrus scrolls and use soul magic for themselves. The forces of Law are determined to stop this and may hire experienced adventurers to intercept the cultists and perhaps destroy the spellbooks and papyrus scrolls so nobody can use soul magic ever again  

Monday 22 November 2021

Scenario #4, Lair of the Twisted Summoner

(A short adventure for a party of 1st level characters) 

When Old man Lukus died of old age it was uncertain who should take possession of his farmstead near Threshold. Lukus was a bounty hunter almost up until he died, hunting orcs and goblins. The Threshold town council decided that it should be sold off, with any profits going to the council. Before it is sold, the council ask the PCs to check out the farmhouse to make sure that there is nothing too valuable nor too dangerous in their new acquisition before they sell it on.

Old man Lukus was supposed to have an older brother, but nobody knew the brother's name or where he could be found. He was supposed to have stayed with Lukus for a while ten years ago but nobody noticed him leave or knew where he went to. 

In fact, the brother, Vermix, is still inside the property, or more precisely underneath it. He is a Twisted Summoner and has used his minions to excavate a considerable lair underneath the farm. The stairs down to the dungeon are in the main farmhouse. Visitors to the farm will notice that the herd of 20 sheep are alive and well in their pen - someone has been tending them - Vermix has been keeping them as a supply of food, with the kobolds shepherding the sheep.


  1. Entrance hall and guard post: 3 hobgoblins, 2 of whom are controlled by Vermix, the other is not. 
  2. Hobgoblin barracks: 4 hobgoblins, 2 of which are under control.  
  3. Hobgoblin leader (under Vermix's control, normal 1+1HD, 9hp (max)) + pet giant ferret + treasure sack (1 amber gem worth 100gp, 1200sp, 240gp):
  4. Well room, also quarters for 5 kobolds.
  5. Storeroom. No monsters, just food
  6. Kitchen and dining hall. 4 kobolds + 1 hobgoblin, plus a roasting sheep on a spit.
  7. Summoning Room: Large statue of demon with Magic Mouth spell saying in goblinish that Vermix has been chosen to lead them to victory by establishing a mighty fortress here. 
  8. Armoury. No monsters but on racks and shelves there are 3 hobogblin/human sized suits of leather armour, 4 shields, 2 swords, 4 kobold daggers & 3 pick-axes
  9. Prison: 2 hobgoblins are behind bars with another one guarding them. The prisoners, no longer under Vermix's direct control, are reluctant to accept Vermix's non-magical authority over them. The guarding hobgoblin is not magically controlled either but believes that Vermix is worth following for now. 
  10. A pair of enraged gnolls are here. They have not been summoned but charmed, and now the charm person spell has worn off. They have not discovered the secret door on the north wall, and they cannot get over the pit outside the west door. One of them has a pair of bronze and silver bracers on their wrists (worth 40gp each or 90gp as a pair).
    a) This pit is 10' deep and is crudely covered. with dirty grey canvas (breaks if more than 50lb weight applied). Anyone watching out for traps can spot it on 1in 6, while thieves & dwarves looking for traps can spot it on 1-3 in 6. Anyone falling in suffers 1d6 damage. 
  11. Vermix's quarters: 4th level Twisted Summoner. AC 6, Mv 120', hp 11, Att 1 dagger for 1d4 or 1 spell, Save MU4, Ml 10, Align C, 
    Str 10, Int 16, Wis 12, Dex 14, Con 9, Cha 10
    Equipment: robes, spellbook, 4 daggers
    Memorised Spells: Charm Person, Magic Missile, Web, Mirror Image 
    Spellbook:  
    Charm Person, Magic Missile, Read Magic, Detect Magic, Summon Kobold Minion Web, Mirror Image, Summon Chaotic Minion I
    Treasure: 400gp, 3500sp, silver & lapis-lazuli amulet worth 200gp, tapestry worth 400gp hanging on wall (showing a battle between an angel and a demon, with armies of Law & Chaos battling in the background).
    There is also a folder of correspondence between Vermix and an apparently senior chaos cultist, which includes mention of other cells in other settlements including Penhaligon, Castellan Keep and Luln. 

Design notes: 
If Vermix is 4th level Twisted Summoner, then he can control 8HD and can use Summon Chaotic Minion I. Although somewhat limited, Vermix could release minions into the dungeon, making them unreliable but more numerous. 
So he has 4 hobgoblins and a hobgoblin leader (1+1 HD but max hp) + 4 kobolds under his direct command. But also 3 hobgoblins and 6 kobolds not under direct control, but who stick around because they are kept in line by the controlled minions and have nowhere else to go. 


Friday 19 November 2021

Orders of Mages in Karameikos

 Although it does not have the same numbers of magic users as magic-rich nations such as Alphatia and Glantri, The Grand Duchy of Karameikos nonetheless has its share. About 1 in 50 Karameikans have both the intelligence and the aptitude to cast magic-user spells, given the correct training, and about 1 in 100 have actual levels as a magic user of level 1 or higher (most parents want to see if their child has that gift and many of those are willing to pay the tuition fees). With a population of about 300,000 that means there are about 3000 magic users of varying levels of power around Karameikos. Most of those are happy just having a Magic Missile for self-defence, or Charm Person to persuade customers to buy more than they really need. But some of them, particularly those of 3rd level or higher, start to take magic seriously as not just a convenient tool but as a profession and perhaps even a vocation. It is almost inevitable that those with common interests and goals should form into groups. Note that the term Order is used loosely - not all of them are tightly structured. The most notable one include: 

The Circle of the Ancient Owl are a group of wizards who seek magical knowledge. Based in Kelvin, they search for new spells, spellbooks, magic items, alchemical formulae and the like. They are mostly neutral in alignment and are generally friendly towards other mages, willing to trade their knowledge. Although they can deal in gold, they prefer to trade one spell for another or barter with magic items. The circle currently has 12 senior members (levels 9 and up) and 16 junior members (levels 3-8). Joining the circle is possible if the candidate demonstrates suitable power as a mage and offers one or more new spells for the circle's library. 

(art by DevBurmak, source)

The Scintillating Stars are based in Threshold and are concerned with defending Karameikos from monsters, especially chaotic humanoids. The Karameikos army does not have its own magic users but members of the Scintillating Stars will volunteer to join patrols and help combat goblin and orc raiders. Prospective members should be at least 3rd level and need to go as probationary members on at least 5 patrols (to demonstrate they can cope with the outdoors, military discipline, working as part of a team and the confusion of actual combat as well as being able to cast a Sleep spell when required). Once a mage has demonstrated to the soldiers and his mage peers that he can hold his own in a fight he often becomes a trusted and respected member of a patrol. There are 25 full members, led by Gunthorius (human male, MU14, align L) who as a child lost his family in an orc raid but was saved by a local hedge wizard. The membership changes over the years as older members decide they have done their duty or are killed in action, or simply become interested in other aspects of wizardry. 

Malthriggian's Companions are unusual in that most of them are not native Karameikans. They include Alphatians, Glantrians, Thyatians, Ierendians and Ylari. Their reasons for leaving their homes vary but exile or falling out of favour with rulers seems to be a common theme. They have found Karameikos to be a relatively neutral country where they can at least stay for a while. As might be expected, Malthriggian's Companions take a wider view of the world, and will discuss geography, politics, trade and history of many different nations from Norwold to Bellissaria to the Savage Coast. Some have even developed sage-like knowledge in these matters. Although not a spy agency, the Companions do find themselves picking up useful information as they travel the known nations of Mystara, while others have found themselves as unofficial diplomats. Malthriggian himself is a Glantrian wizard (human male, MU20, align N) who met and befriended a number of clerics in his travels, and became disillusioned with Glantri's anti-clerical stance. He moved to Karameikos for a more open-minded society. His girlfriend, Sharresha (human female, MU13, align N), is from the Ylari desert tribes who learned she had a talent for magic after being taught the basics by a wandering Darokinian merchant-mage. Her superstitious tribe expelled her on pain of death for witchcraft. Malthriggian owns a mansion on the outskirts of Specularum to which he invites mages who seem both well-behaved and also in need of a place to stay. 

The Magician's Guild of Specularum. This is based in Specularum and their guildhall is marked on the Specularum map in the gazetteer. Although there is a training wing that takes in untrained folk and turns them into 1st level magic users in about a year, the guild is more about business than education. Members are expected to pay annual fees of 50gp per year, and there are currently 300 members, most of whom are resident in Specularum, and 30 of whom are guild staff helping to run the guild and train apprentice mages. Guild members are also expected to follow the basic rules of any society - only the most antisocial, rebellious or violent magic users (nearly always chaotic in alignment) do not follow these rules and are thus expelled from the guild.In return the mages receive guild benefits:

  • Access to the 12 basic spells at each spell level (MU spells from the core rules)
  • Social and legal assistance if the mage gets into trouble with authorities (up to a limit - the guild can prevent witch-hunts and give character references but won't defend clear murder or wanton destruction)
  • Reduced prices for hiring guild-approved alchemists and sages and other specialists.
  • Occasional access to new spells beyond the core spell list
  • Assistance in matters of arcane lore, including identifying magic items