Sunday 31 October 2021

The Forces of Law, Neutrality and Chaos, and Immortals

(illustration by Erol Otus)

In a previous post about the Cult of Chaos I mentioned that there were no actual deities or immortals, only the primal forces of the universe, Law and Chaos, and that clerics drew their powers and spells from these unknowable and opposing forces.

My reason for doing this is that the pantheon of immortals in Mystara is scattered among many books. And I don't have a copy of Mentzer's Set 5: Immortal Rules or Wrath of the Immortals, and am unlikely to buy one soon. Most campaign settings (such as Dragonlance, Greyhawk, Forgotten Realms and quite a few non-D&D campaign settings) have the core members of their pantheons described in the introduction to the campaign settings (World of Greyhawk boxed set or Living Greyhawk Gazetteer, Forgotten Realms campaign setting). When deities are introduced  from the start, it is easier for me to get used to them and incorporate them into my own ideas for the setting. But B/X Mystara has been created patchwork style, with the Expert boxed set, the gazetteers, various modules, magazine articles (Voyage of the Princess Ark etc.) and supplements such as Wrath of the Immortals.  Rather than trying to gather all the deities and immortals from these disparate sources (many of which I do not own), I decided it was a lot simpler just to do away with them altogether

But now I am going to allow immortals as well as abstract forces. So why the change of heart? I am reconsidering this in the light of a comment on this post here by Irrational Atheist

The forces of Law and Chaos are still very much the main conflicting forces and philosophies. However, immortals are ascended beings that personify and represent these forces, including the balance between the two, Neutrality. If a specific immortal is given as the patron of a cleric or the creator of a holy relic or the subject of veneration at a shrine or temple  that is fine - the immortal probably does exist. However, if a cleric or a temple exists and no immortal or deity is mentioned, then the abstract forces of Law, Chaos and Neutrality are assumed to be the default. 

For a while I was thinking about having demon lords brought over from AD&D as immortals (Orcus, Demogorgon, Lolth and Graazt are iconic villains) but it is not clear what they were before they ascended and became immortals. So either I have immortals that were never mortals but maybe conceived out of raw Chaos, or else they were mortals but have radically transformed during (or possibly before?) ascension to immortality.  I think I'll put these demons lords on hold. 

Saints, Exalted and Chaos Princes

Where do saints fit in? Saints are mentioned but never properly explained, at least not in the rules I have. There is a discussion here on the Piazza that has got me thinking about this subject. 

(illustration by Larry Elmore)

For this campaign Saints are lawful, Exalted are neutral and Chaos Princes are, as you might guess, chaotic. They all have ascended from the Material Plane but are are only minor immortals, and their mortal origins are widely recognised by worshippers. They do not have the world-altering powers that higher immortals have. Nonetheless, they can grant spells and power over undead to clerical followers. In terms of game rules clerics who follow them are no different from clerics who directly worship and draw on the philosophies of Law, Chaos and Neutrality. The main difference is in roleplaying and story-telling. The saints, exalted and chaos princes still have their personalities, and represent and emphasise different aspects of their alignments. Their clerics and churches may adopt particular clothing, insignia, habits and taboos. 

In the gazetteer series there are mentions of revered historical characters who, as far as I am concerned, have become immortal saints/exalted/chaos princes. For example:

Gaz1: The Grand Duchy of Karameikos, the legendary King Halav is now a saint in the service of the forces of Law. His clerics emphasise duty, loyalty and good leadership, and are all members of the Church of Traladara

Gaz2: The Emirates of Ylaruam, the prophet Al-Kalim is a saint for the forces of Law. His particular way of Lawfulness is known as the Way of the Eternal Truth and his followers focus on honesty and the truth. 

Gaz6: The Dwarves of Rockhome. This does actually mention a specific immortal, Kagyar. Dwarf clerics may follow him, or simply be dedicated to their alignment and its primordial forces. 

B4: The Lost City. The three Cynidicean deities, Gorm, Usamigaras and Madarua, are all minor immortals (who ascended centuries ago while Nithia still ruled). The monstrous creature Zargon is not immortal but still encourages Cynidiceans to worship him. Chaotic clerics who follow him (such as Darius) know that he is not the true source of their clerical powers - they draw directly on Chaos itself. Of course, if Zargon knew of a way to become a Chaos Prince, it might be very tempted.

X3: The Curse of Xanathon mentions several religions. Cretia is the chaos princess of mischief and discord. The Spuming Nooga is a Neutral exalted of the sea, worshipped by sailors and fishermen. 

This is by no means an exhaustive list and I'm sure many more can be added from other sources, including the DM's imagination. The general idea is not to list out a big, complete pantheon but simply put forward a framework to allow immortals when they are specifically needed in a campaign. In other cases the DM does not have to worry too much about what deity each temple, shrine or cleric is dedicated to. So for example the chaotic clerics in B2: The Keep on the Borderlands, I am leaving as just worshipping Chaos in general. 

Thursday 28 October 2021

The Reclusium of Serenity


(art by DominiquevVelsen , source)

This monastery is in the hills of Karameikos, north of Luln, not far from the Achelos River. It is extremely well fortified, divided between two great pillars of rock. In a way it is two monasteries close to each other. The Reclusium is where lawful clerics can get away from the clamours of city life and the dangers and hardships of adventuring, and just find peace and quiet. 

A number of clerics here have retired and are no longer involved in the active running of the church of Law or its various missions.  Others have been permanently damaged in some way (energy drained, cursed or the like) and had their careers cut short. The northern Reclusium is inhabited by females and is run by Mother Superior Berriana (C9, human female, lawful), while the southern Reclusium is run by Father Superior Dominicus (C9, human male, lawful). During the daytime they mix freely but at night they are separated by gender. 

Every year the Reclusium takes in a batch of teenagers who want to join the church and for the following 2 years they are taught and trained in all sorts of aspects of being a cleric (sacred texts, prayer and meditation, combat fitness, blunt weapons training). At the end of their stay, those who have stayed the course are now 1st level clerics, known in the Church of Law as Acolytes, and are then sent on their ways, often directed towards churches and temples of Law within towns and cities (Luln, Specularum, Threshold etc). Other newly ordained acolytes try their luck with the adventuring life, with varied results. 

Access to the two halves of the Reclusium is via a pair of helical paths that wind their way up the sides of the buttes. There is no natural water source at the top, so the clerics either magically create water or send their acolytes in training down to the nearby river to gather water and bring it back. They grow grow vegetables in the gardens on top and also have herds of sheep and goats they take down to the pastures every day, then shepherd them back up the narrow paths to safety every evening. There are also merchants and traders who visit, bringing other supplies from further afield. 

Relationships with adventurers are mixed, and new adventurers are viewed with caution, The clerics in general are no-nonsense and don't put up with any violent, abusive or criminal behaviour. However, well-behaved adventurers can expect a certain amount of hospitality and help, including healing spells. The southern half has an inn for non-clerical travelers with reasonable prices. Female visitors are encouraged to stay in the northern half with the female clerics. The Reclusium is one of the few civilized places close to the mysterious Quasqueton, stronghold of the secretive adventurers Rogahn and Zelligar, and as such adventurers will sometimes use this as a jumping off point, though it is still about 20 miles away from the dungeon, so not suitable for a daily commute. 

The northern half has an extensive library, mostly theology and philosophy but also books on folklore, history, ancient languages, the planes of existence and, guarded under lock and key, a restricted section detailing the foul machinations of the forces of Chaos, including both monstrous and human servants. Some of the clerics who work in the library are capable of acting as sages, especially with regards to religion and the history of the Church of Law. Senior Sister Desmendia (C6, human female, lawful) the librarian is always looking out for new, rare books of suitable subject matter, and has some authority to offer either money or clerical services in kind if a book is deemed worth acquiring. 

In terms of defence, the location of the two halves of the reclusium on top of two pillars of rock is sufficient to deter most would-be raiders. Although the youths training to be acolytes are still treated as Normal Men, some of the clerics are still capable of wielding their warhammers, and can still cast clerical spells. The clerics are lucky enough to have 2 pairs of guardian hounds (1 pair in each half).  There are also some unusual allies they can call on in times of need, including a friendly gold dragon who lives in the nearby hills and occasionally visits in the guise of a golden-bearded dwarf, and some actual dwarves who have established a mining settlement (Grulven's Prospect) a few miles away on top of a large copper ore deposit.   

Tuesday 26 October 2021

Guardian Hound

Guardian Hound

Armour Class: 7
Hit Dice:     3+3*
Move:         180'
Attack:       1 bite
Damage:       2d4 + gripping bite
No App:       1d6
Save As:      F3
Morale:       10 (but see below)
Treasure:     None
Alignment:    Lawful
Intelligence: Semi (3-4)
XP Value:     75

Guardian Hounds are magical dogs that aid and protect lawful humans and demihumans. It is believed that they were gifted to the Church of Law by an immortal. (In Kaelaross, this would be the god of protection and defence, Rhondus). Their appearance varies, some are like Alsatians, or St Bernards or great danes, but they are usually the size of a large dog. Although they have many characteristics similar to normal dogs, they are not natural animals, and spells that specifically affect normal animals will generally not affect guardian hounds. 

Guardian hounds have excellent senses, particularly scent and hearing. They can follow a scent trail as well as a bloodhound, and can effectively detect invisibility in 30' range as long as the invisible creature is not using magic to hide its scent or sound (invisibility combined with magical silence will fool the guardian hound). A guardian hound can also detect evil (as the spell, detecting evil intentions rather than chaotic alignment) in 30' range. Guardian hounds cannot speak but can bark, howl or whine like normal dogs to let their masters and friends know that something is up. 

In combat a guardian hound will bite its opponent. If it hits, it will lock its jaws onto the target and can automatically inflict 2d4 damage per round thereafter until one or the other is dead. If the guardian hound has gripped a small-sized creature (including halflings, dwarfs, gnomes, kobolds and goblins), the target must make a strength check to move at half speed or else be unable to move. If the target is man-sized (including elves and orcs) the target can move at half-speed, dragging the guardian hound with them. Large and bigger creatures can move with impunity, dragging the hound with them. 

Normally a guardian hound's morale is 10 but this can be raised to 11 if they are taken on regular walks, given balls or sticks to chase and retrieve, and repeatedly asked "Who's a good boy? Who's a good boy?"

Friday 22 October 2021

Tomb of the Frost Shamans

 A few weeks ago a map for the lost dwarven fortress of Tarrag Duun included an undescribed location on the map - the Tomb of the Frost Shamans, north of Castellan Keep and deep in the Altan Tepes mountains, near the border with Darokin and Ylaruam.. 


This is the place where the frost giants of the region have buried their most revered leaders and shamans for the last five centuries. It is carved deep into a frozen mountainside high up among the snow-crusted peaks.

Although Karameikos is considered suitable for low-level adventures (it is where most of the B adventures are situated), this location and its inhabitants should be considered much higher level - characters of levels 12-15 are suggested. 

The upper level is inhabited by one of the strongest frost giant clans of the Altan Tepes, the Hruggnir clan (roughly translates as dwarf-chewers). At least 30 strong, they have held this prestigious site by strength, guile and fervour born of the absolute belief that they are the best of giant-kind and they deserve, and are destined, to rule here. They have fought off other frost giant clans, cloud giants, white dragons, hundreds of dwarves and the occasional human adventuring party, thus confirming their zealous superiority. 

Frost Giants by Jesper Ejsing source: https://www.artstation.com/artwork/XBmnn

As well as normal frost giants, there are frost giant leaders, shamans and their chief, Jarl Krunthaass the Vicious, and various monstrous pets, including a pack of Winter Wolves as guards and hunting companions (borrowed from AD&D) and a pair of Frost Salamanders. 

The Hruggnir clan is not automatically hostile to other frost giants, and if another clan seeks to bury a respected member here, they may do so with the Hruggnir's permission (usually involving offers of food, treasure or temporary allegiance). 

Beneath this lair of living frost giants are the catacombs, where their honoured dead are laid to rest - great champions, war-chiefs, shamans and rune-carvers. They are often buried with great treasure (both magical and monetary) to demonstrate their prowess and position. However, woe betide anyone, frost giant or other species, that enters with theft or desecration on their mind, for those giants buried in this tomb can rise as undead when they are disturbed. The warriors and chiefs, known as Frozen Gaunts,  have paralytic strikes similar to ghouls except their targets are frozen rigid - this need not be direct contact with the undead giant's peeling skin but can be transmitted through their weapons. Meanwhile the undead giant shaman, sometimes known as Frozen Horrors, can drain energy levels like wights or wraiths with strikes from their huge iron maces, and they can still call upon the powers of Chaos for clerical spells. And finally there is also a retinue of animated frost giant skeletons ready to defend the tomb at the undead shamans' commands.

Because decay happens so slowly here, it may not be obvious to intruders that the catacomb inhabitants are undead - just gaunt, unhealthy-looking frost giants with weird black eyeballs and occasionally fatal-looking wounds. Despite being in close proximity to the living frost giants, the undead giants are unlikely to help them - the frost giant philosophy of self-sufficiency, might makes right and selfishness means that the frost giants are expected to hold their own and defend their territory without asking for help.

Monster Name    Frost Giant Leader    Frost Giant Shaman
Armour Class    2                     4
Hit Dice        12+5                  11+3*
Move            120' (40')            120'(40')
Attack          1 weapon  or boulder  1 weapon or spell
Damage          4d6+2 or 3d6          4d6 or special
No Appearing    1                     1
Save As         Fighter 12            Cleric 11
Morale          11                    10
Treasure Type   E + 5000gp            E + 5000gp
Alignment       Chaotic               Chaotic
Intelligence    Average (10)          Very (12)
XP              1100                  1900

Frost giant leaders are bigger, burlier frost giants who are able to bully their kin around. Like normal frost giants they can throw boulders for 3d6 damage up to 200' away. They tend to have better armour than other giants, similar to over-sized banded armour.

Frost giant shamans are the priests and spiritual leaders of frost giants. They look almost the same as normal frost giants except they tend to wear chaotic symbols as amulets and wield huge clubs, maces or hammers (no edged or pointed weapons). They can cast clerical spells as if clerics of levels 2-5, and they usually prepare spells suitable for chaotic clerics. Typical spells include Hold Person, Rage, Darkness and Blight (reversal of Bless). 

Monster Name    Frozen Gaunt*         Frozen Horror*
Armour Class    0                     0
Hit Dice        14*                   12*
Move            120' (40')            120'(40')
Attack          1 weapon              1 weapon or spell
Damage          4d6+2 + paralysis     4d6 + level drain or special
No Appearing    1                     1
Save As         Fighter 14            Cleric 12
Morale          12                    12
Treasure Type   E + 5000gp            E + 5000gp
Alignment       Chaotic               Chaotic
Intelligence    Average (10)          Very (12)
XP              2300                  1900

Frozen gaunts are undead frost giant leaders and champions. They look like frost giants but in various states of decay (though in their usual arctic habitat this decay can be very slow). Like frost giant leaders they wear huge sets of banded armour and wield massive weapons. They are powerful undead and cannot be hit by normal weapons; +1 or better enchantments are needed to hit a frost gaunt. If a frost gaunt strikes an opponent (either with its weapon or a bare fist) the target must save vs paralyzation or be frozen stiff for 2d4 turns. A paralysed opponent can be attacked at +4 to hit.

Frozen Horrors are undead frost giant shamans. They still retain some spellcasting ability and can cast spells as chaotic clerics of levels 2-5 (possibly higher at DM's discretion). Like frost gaunts, frozen horrors are immune to normal weapons and opponents need +1 or better magic weapons to hit. Any successful hit by a Frozen Horror will drain an opponent of 1 experience level as if by a wight (or 1 HD if not a character).
As undead, both Frozen Gaunts and Frozen Horrors are immune to Sleep, Charm, death magic and poison. They can both be turned by clerics as if Haunts (see D&D Companion Set). Although as undead they are hateful and inimical to life, they may allow living frost giants to pass unscathed as long as the frost giants are respectful and do not attack or steal. Any other species can expect no mercy. 


Tuesday 19 October 2021

The Twisted Summoner NPC class

 One of my previous posts, the one with the Summon Chaotic Minion spells, has prompted quite a bit of discussion on the Piazza forum, and I am now rethinking my previous approach. 

Originally my idea was for a new subclass of magic user, the Twisted Summoner, who would specialise in summoning and controlling chaotic monsters. But I changed this idea to simply the series of spells for summoning monsters of increasing power and hit dice as spell level increased. 

Folks on the forum have raised interesting and valid points, and so I am offering the original approach as an alternative: the Twisted Summoner NPC class. 

The Concept

Twisted summoners are the archetypal dungeon building evil wizards. Chaotic wizards are notorious for building underground lairs and filling them with a menagerie of horrible monsters that according to  normal rules of ecology should not be living so close to each other. From Halaster's Undermountain in the Forgotten Realms to Zagyg's Castle Greyhawk and Keraptis' White Plume Mountain in the Flanaess and the legendary Warlock of Firetop Mountain, the twisted summoner takes the idea of a dungeon-building wizard surrounded by monstrous minions and runs with it. 

Twisted Summoners are chaotic magic users who have offered their services to the powers of Chaos in return for dominion over monsters. An NPC magic user may make the bargain with either abstract forces of Chaos or with a specific chaotic entity such as an Immortal of the Sphere of Entropy, or a demon lord, or whatever fits the DM's campaign. This bargain can be made either at 1st level or higher, and this is the point when the magic user becomes a Twisted Summoner. The change is permanent and cannot be undone.  

Despite their chaotic alignment, some twisted summoners do team up and pool their resources. The usual selfishness, greed and untrustworthiness of their alignment is still there but is suppressed (or at least put on hold) while it is in the twisted summoners' own interests to join forces. This is particularly true at low levels where a 1st level summoner with 4 kobold minions may easily succumb to a novice adventuring party or even a patrol of orcs, but 3 x 1st level twisted summoners and 12 kobolds may fend off such enemies. 

The Rules

Twisted Summoners are like normal magic users in many ways - they have d4 hit points per level, make saving throws and attacks as magic users, and use equipment and magic items as magic users. They also draw on the same spell lists as normal magic users and can cast the same number of spells at each spell level per day.  

The major difference between twisted summoners and normal magic users is that twisted summoners can cast the various Summon Chaotic Minion spells and control the summoned creatures. Twisted summoners alone have a pool of effective hit dice they can use to control monsters - other magic users might be able to learn and cast the spell and bring forth the various chaotic creatures but they cannot control them. As first described in the spell description for all these spells a twisted summoner can control up to their level doubled. So a 3rd level twisted summoner can control up to 6 effective hit dice at any one time, such as 2 kobolds (1/2 hd each) + 3 orcs (1 hd each) + 1 gnoll (2 hd). A creature summoned by one of these spells counts towards this total until it is killed or dismissed. When dismissing a summoned minion from his control, the twisted summoner may choose to either send it back to the plane that it was summoned from, or else it stays on the material plane and it simply wanders off. Although released from magical control, it may still come to some arrangement with the summoner.

Twisted Summoner
 Level
Hit Dice Total Effective Hit Dice
of controllable monsters
Best Summon Chaotic Minion spell
1 1d4 2 Summon Kobold Minion 
2 2d4 4 Summon Kobold Minion
3 3d4 6 Summon Chaotic Minion I
4 4d4 8 Summon Chaotic Minion I
5 5d4 10 Summon Chaotic Minion II
6 6d4 12 Summon Chaotic Minion II
7 7d4 14 Summon Chaotic Minion III
8 8d4 16 Summon Chaotic Minion III
9 9d4 18 Summon Chaotic Minion IV
10 9d4+1 20 Summon Chaotic Minion IV
11 9d4+2 22 Summon Chaotic Minion V
12 9d4+3 24 Summon Chaotic Minion V
13 9d4+4 26 Summon Chaotic Minion V
14 9d4+5 28 Summon Chaotic Minion V
15 9d4+6 30 Summon Chaotic Minion VI
16 9d4+7 32 Summon Chaotic Minion VI
17 9d4+8 34 Summon Chaotic Minion VII
18 9d4+9 36 Summon Chaotic Minion VII
19 9d4+10 38 Summon Chaotic Minion VIII
20 9d4+11 40 Summon Chaotic Minion VIII

The Monsters

Optional increased variety of monsters, listed by effective HD:

SpellEffective Hit Dice Possible Monsters
Summon Kobold Minion  1/2
  • Kobold
Summon Chaotic Minion I  1
  • goblin
  • hobgoblin
  • orc
Summon Chaotic Minion II  2
  • gnoll
  • chaotic lizardman
  • chaotic stirge
Summon Chaotic Minion III  3
  • bugbear
  • gremlin
  • shadow
  • troglodyte
Summon Chaotic Minion IV  4
  • harpy
  • lycanthrope, wererat
  • ogre
  • chaotic carrion crawler
  • chaotic rhagodessa
Summon Chaotic Minion IV  5
  • doppelganger
  • gargoyle
  • lycanthrope, werewolf
  • thoul
  • chaotic owlbear
Summon Chaotic Minion V  6
  • hellhound (4** HD)
  • medusa
  • minotaur
  • chaotic rust monster
Summon Chaotic Minion V  7
  • manticore
  • troll
  • chaotic rust monster
  • chaotic displacer beast
Summon Chaotic Minion VI  8
  • giant, hill
  • wyvern
  • chaotic basilisk
Summon Chaotic Minion VI  9
  • dragon, small black
  • gorgon
  • mujina
  • chaotic fire salamander
Summon Chaotic Minion VII  10
  • dragon, small green
  • manscorpion
  • chaotic hydra, 9-headed
Summon Chaotic Minion VII  11
  • chimera
  • devilswine
  • efreeti
  • giant, frost
  • malfera
Summon Chaotic Minion VIII  12
  • dragon, small red
  • giant, fire
  • chaotic planar spider (10** HD)
Summon Chaotic Minion VIII  13
  • salamander, frost
  • chaotic hydra, 12-head regenerating
This expanded list of monsters includes some from the Rules Compendium that are not in the Moldvay/Cook B/X rules, as well as chaotic versions of monsters that are normally neutral. As this is an NPC class, the DM can rule out or add monsters as seen fit. The list of monsters still excludes undead and natural animals (whether normal or giant). 

Kobolds are considered the workforce of a twisted summoner's lair, and are capable of mining, setting  traps, simple forms of craftsmanship and construction and gathering food and fuel. They are still cowardly and will fight only if desperate or directly ordered to do so by the twisted summoner. 



Saturday 16 October 2021

Feelings and ideas about Ylaruam

 I'll be honest - Ylaruam seems a bit shoe-horned into Mystara. It's further north than Karameikos, Thyatis and Darokin, yet it is hotter in climate. Furthermore other nations are lush with vegetation, or at least have enough rainfall for plains and agriculture. The forests of Karameikos, the grasslands of Thyatis and the lake-filled valleys of Rockhome all strongly contrast with this parched desert that is sitting right next to the sea. It seems very abrupt, perhaps even out of place. 

However, there is a major saving grace that I stumbled across on in Gaz2: The Emirates of Ylaruam, on p8 (bottom of the left column):

Third, the official religion of the [Nithian] Empire, the Magian Fire Worshippers, revered powerful beings from the Elemental Plane of Fire. Conflicts between these fire beings and beings from the Elemental Plane of Water resulted in an imbalance in the availability of these elements in this region, intensifying the effects of the increasingly arid climate...

The idea of a magical aura, residual from the time of prolific elemental magic, that increases the heat and reduces the water, is something I can be comfortable with. This is not a desert because of the laws of nature, but despite the laws of nature. This is magic on a national scale. In my head-canon this can sometimes be seen by those in the most parched areas of the desert at sunrise and sunset - the colours are unusually vivid, with streaks of bright orange, peach-pink and golden yellow across the sky even when there are no clouds, as if the sun is setting the sky itself on fire. 

The gazetteer also mentions how the River Nithia was driven underground by geological upheavals, thus precipitating the collapse of the Nithian Empire that relied upon the river for agriculture, transport and fishing. Although in the gazetteer this is given as a purely natural phenomenon, I would not be surprised if elemental earth magic was involved. Perhaps the Nithians' water supply was deliberately cut off? Or maybe the forces wielding the earth magic had other reasons for causing the upheaval, and the disappearance of the Nithia was merely collateral damage. 

The river Nithia was not totally destroyed - it still flows underground. Its presence can be deduced by the way the oases in the desert are continually replenished despite the aforementioned aridity. Ylaruam itself, Sulba, Tel Al Kebir, Abbashan and the like all rely on this water welling up from the ground. Is it possible to access these underground waterways? Yes but if you are trying to get there through an oasis, you need to be able to breathe water as you swim down to the aquifers, at least for an hour or so. You had better hope that the cracks in the rock through which water flows are wide enough for you and your equipment. It is possible to find more airy ways down to the Nithia, but since these caves and potholes do not have water at the surface, it is not obvious to any travellers or explorers that this is where they may lead. 

This is the cross section from the classic module B4: The Lost City which, as I noted previously, is set in the deserts of Ylaruam. That body of water in the huge cavern that the underground city is on the shores of? That is a branch of the now-subterranean River Nithia. Follow it downstream and see where else it leads - I dare you. 


Wednesday 13 October 2021

Scenario 3: The Raiders of Guido's Fort


In recent months monsters and humanoid tribes in the hills around Penhaligon have become more active and aggressive, with goblin, orc and hobgoblin bandits and raiders becoming bolder in their attacks on travelers and villages. Lady Arteris of Penhaligon has been sending out patrols of soldiers out to these villages until a week ago when orc raiders were spotted outside the town itself. Lady Arteris has since pulled all her forces back to town in expectation of a major attack by orcs and goblins.

One village in particular is vulnerable to the depredations of the chaotic monsters - Guido's Fort to the north of Penhaligon. Despite the name, Guido's Fort is not well fortified (the name is almost a joke), with only a wooden palisade - its main defence is the fast-flowing Hillfollow river. Some of the villagers call it the River Shrill but few call it that outside the village. The villagers of Guido's Fort are particularly worried about a build-up of hobgoblin and goblin forces around an abandoned monastery  across the river on a small mountain known as "The Hill". 
 
Lady Arteris has asked the PCs to help. A messenger was sent to Guido's Fort but has failed to return and Arteris is concerned for the village, while at the same time reluctant to strip defenders from the town. She asks that the PCs investigate and, if they deem it suitable, deal with any problems the villagers are facing.


   
The journey to Guido's fort is 18 miles along the river and not easy - as well as wandering wild animals, there are bands of orcs, hobgoblins and goblins roaming around. 

Around the half-way mark the PCs come across the bodies of a horse and rider shot with goblin arrows - this is the messenger sent by Lady Arteris. He made it to the village but was killed on the return journey. He still has his leather armour and shortsword. In his saddlebag is the message:
Guido's Fort is in grave danger from hobgoblins and the like, and urgently requires reinforcements if it is not to be overwhelmed and the people slaughtered. Time is of the essence as we do not know when the final attack will occur. Hurry before it is too late!
 Within a mile of the village along the river path there is a roadblock of 4 goblins and 2 hobgoblins who have felled 2 large trees down across the path. They will attack any humans who approach from either direction. 2 of the goblins have shortbows and 10 arrows each. 
2 Hobgoblins: AC 6, Mv 90', HD 1+1, hp 4, 6, Att 1 weapon for 1d8, Ml 8, Save F1,  Align C, XP 15 each, leather armour, shield, swords, 3d6sp each
4 Goblins: AC 6, Mv 60', HD 1-1, hp 3, 4, 5, 6, Att 1 weapon for 1d6 (spear or shortbow), Ml 8, Save NM,  Align C, XP 10 each, leather armour, shield, hand axes, shortbow, 10 arrows, 3d6sp each

If the PCs make it through the roadblock to the village, they find it in a desperate situation. There are only 10 militia men left (AC7, F1, hp 4 each, Att 1 spear for 1d6, align N, Ml 6, equipment: leather armour, spear, dagger), plus 70 non-combatants (including women, children and the elderly). Their captain has fled and their sergeant and 12 comrades have been killed. The village is effectively under siege, with humanoid forces cutting off routes of escape in all directions. The goblins have even stolen the villagers' river boats so the river has become a  barrier rather than a route.


Belden the trader can buy and sell most things under 50gp but for more expensive deals (gems, jewelry etc) he would recommend his friends in Penhaligon, if the PCs can get there.
The Lion's Den inn is still open for business and the PCs can stay there should they wish. 

But during the night, an attack is launched. There are 2 squads - one with 6 hobgoblins bearing torches and hollering, banging on the north gate, the other squad of 10 goblins being very quiet, sneaky and using ladders to climb over the south gate. The militia (as the humanoids anticipated) will rush to the north. How this plays out is up to the PCs and DM. 
6 Hobgoblins: AC 6, Mv 90', HD 1+1, hp 4, 4, 5,6, 7, 8, Att 1 weapon for 1d8, Ml 8, Save F1,  Align C, XP 15 each, leather armour, shield, swords, 3d6sp each
10 Goblins: AC 6, Mv 60', HD 1-1, hp 3, 3, 4, 4, 5, 5, 6,, 6, 7, 7, Att 1 weapon for 1d6, Ml 8, Save NM,  Align C, XP 10 each, leather armour, shield, hand axes, 3d6sp each

The good news is that if either of the enemy squads are wiped out they leave the river boat (one boat per squad) on which they arrived. If either squad flees the village (failed morale check etc) they will try to take a riverboat back to the west bank.

If the party is strong enough, the villagers suggest crossing over the river and confronting the hobgoblin forces based in the ruined monastery on The Hill. This should lead to module B5: The Horror on the Hill. 


If the party is not that strong (perhaps inexperienced or few in numbers), the villagers suggest an alternative. A single-storey castle was built just 3 miles to the north of the village. Named after the eccentric nobleman who commissioned it but then disappeared, Castle Caldwell has been abandoned for over 50 years but right now it seems a more defensible refuge than the village itself. If the PCs could clear monstrous squatters out of it, so the villagers can take refuge there, it would be an improvement on their current situation. 

More nobly inclined PCs may try to evacuate the villagers - if they have recaptured a river boat, they can transport 10 people at a time downriver, 4 hours journey to Penhaligon, 12 hours back upstream to Guido's Fort. However, the longer they stay in the village, the more likely further goblinoid raids are, of similar strength to the one on the first night, though perhaps varying tactics.

Saturday 9 October 2021

Summoning Chaotic Minions

Among the mages of chaotic cults there are a series of spells that are being propagated. These spells allow chaotic mages to summon and control numbers of monsters to serve them. These are not simply short appearances for a single combat, but prolonged servitude. All of these spells have a long casting time (1 turn to cast) so are not suitable for the middle of combat. 

These series of spells all use a concept of effective hit dice to determine how powerful a monster is. This is simply the monster's hit dice plus the number of asterisks after the hit dice (indicating special abilities). Additional hit points are ignored. Thus a hobgoblin (1+1 HD) has an effective hit dice of 1, while a small green dragon (7** HD) has an effective Hit Dice of 9. 

Across all these spells a magic user can control up to their M-U level doubled. So a 3rd level magic user can control up to 6 effective hit dice at any one time. A creature summoned by one of these spells counts towards this total until it is killed or dismissed. When dismissing a summoned minion from his control, the magic user may choose to either send it back to the plane that it was summoned from, or else it stays on the material plane and it simply wanders off. Although released from magical control, it may still come to some arrangement with the mage. 

Summon Kobold Minion
Spell level: 1
Duration: Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single kobold to serve the magic user. Although not particularly good at fighting (AC 7, Mv 90', HD 1/2 (3hp), Att 1 weapon for 1d4, Save NM, Ml 6, Al C), the kobold has a range of uses outside of combat, especially mining and excavating, as well as trap setting, building and dungeon maintenance. A kobold can excavate about 40 cubic feet of rock per day. 

Summon Chaotic Minion I
Spell level: 2
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 1 effective HD. This can be one of:
  • Goblin
  • Hobgoblin
  • Orc

Summon Chaotic Minion II
Spell level: 3
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 2 effective HD. This can be one of:
  • Gnoll
  • Troglodyte
Summon Chaotic Minion III
Spell level: 4
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 3 effective HD. This can be one of:
  • Bugbear
  • Shadow
Summon Chaotic Minion IV
Spell level: 5
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 4-5 effective HD. This can be one of:
4 effective HD
  • Ogre
  • Wererat
  • Harpy
5 effective HD
  • Werewolf
  • Doppelganger
  • Gargoyle
Summon Chaotic Minion V
Spell level: 6
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 6-7 effective HD. This can be one of:
6 effective HD
  • Minotaur
  • Medusa
7 effective HD
  • 5HD** Hellhound
  • Troll
Summon Chaotic MinionVI
Spell level: 7
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 8-9 effective HD. This can be one of:
8 effective HD
  • Hill Giant
  • Wyvern
9 effective HD
  • Small Black Dragon
  • Gorgon
Summon Chaotic Minion VII
Spell level: 8
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 10-11 effective HD. This can be one of:
10 effective HD
  • Small Green Dragon
11 effective HD
  • Frost Giant
  • Chimera
  • Devil Swine
  • Efreeti
Summon Chaotic Minion VIII
Spell level: 9
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 12-13 effective HD. This can be one of:
12 effective HD
  • Small Red Dragon
  • Fire Giant
13 effective HD
  • Frost Salamander
Note that none of these monsters are either undead - that is the domain of clerics, not magic users. Since these monsters are alive, they need to feed, drink and sleep. 
The monsters listed here are the ones that magic users can always summon with the appropriate spell and available effective hit dice. Others may be added to the list at the DM's discretion, such as chaotic versions of normally neutral species (such as lizardfolk, owlbears and basilisks) as well as creatures beyond the core rulebooks. 
I am aware that these spells could be dangerous, perhaps unbalancing, if they were in the hands of PCs. I leave it to the DMs to decide how this is handled. 


Wednesday 6 October 2021

Ideas about Penhaligon

 This town on the Hillfollow river in Karameikos has a short writeup in Gaz1. 

Penhaligon
Ruler: Lady Arteris Penhaligon. She is a 9th level fighter; age 29, brown hair and eyes.
Population: 3750
Laws: None in addition to the Duke's Law.
Notes: This is a fortified town half-way between Kelvin and the border pass leading to Selenica. It was founded 30 years ago by Lord Arturus Penhaligon, a friend of Duke Stefan's. It is now ruled by his daughter, Lady Arteris, who was confirmed in her father's title upon his death 4 years ago. Penhaligon village acts as a way-station for travellers coming to and from Selenica. It suffers its share of non-human attacks but trade and travel revenues are brisk and Penhaligon is not in any immediate danger of falling. 

It is strategically situated on the Duke's Road heading north along the Hillfollow River to the Altan Tepes mountains and then into Darokin and the trading town of Selenica. As such there is much mercantile traffic passing through, as well as soldiers heading to and from Duke's Road Keep. 

I was going to try my own map of the town but then found this rather nice one by Robert Sampson on the Vaults of Pandius: 



And I also found this document by Brian Caraway in the Vaults as well. Rather than replacing or repeating it, I'm going to add to his description. His description is, however, for another edition of D&D (I suspect 2nd Edition AD&D as clerics are described as priests). 

Some ideas I have for the town: 

The Selenica Co-operative are a group of Darokinian merchants (use the Merchant class from Gaz11: The Republic of Darokin if you have it) who are stretching their influence and business beyond their homeland and into Ylaraum, Rockhome and Karameikos. They have banded together to share information, caravan security and negotiating power. They are currently establishing a regular flow of trade from their home in Selenica down the Duke's Road through Penhaligon and Kelvin to Specularum. In Penhaligon there are 2 members: Beltorphix (Dw2/Mer2, al N, male) and Maddrasso (MU4//Mer2, al L, female) who buy and sell both within the town and peaceful natives in the nearby hills (dwarves, gnomes and a few humans). As well as buying loot from adventures (as long as it was obtained lawfully), they can introduce adventurers to other merchants within the Co-operative. 

The Order of the Green Claw: Following the events a few years ago when a green dragon tried to take over the town, the bravest warriors have formed an order of knights whose specific purpose is to hunt down and kill particularly dangerous monsters, such as dragons, that might threaten Penhaligon and its citizens. Although not officially part of Penhaligon's military, Lady Arteris has allowed them to establish a base in the town. The knights are all lawful and neutral human fighters, but assistant members can be of any class (including demihumans) as long as they are not chaotic. All members are expected to be of at least some competence in their class (3rd level or higher). There are currently 15 knights and 10 assistant members, led by Darrius Swordslice (F8, al L, male). 

The town has a problem with lycanthropy, There is a pack of 3 wererats in the river quarter - they have been restrained because they don't want to attract attention but they will take the occasional bargeman, beggar or solo traveller. They are based in the Three Legged Goblin pub. Equally disquieting are the reports of a big bristling pig that attacked and killed a housewife and also a goatherd in one of the outlying villages before mysteriously disappearing. People suspect a wereboar but it is in fact a devilswine who has set up as a local butcher in Tarnow Village.

There is a cell of chaos worshippers in Penhaligon but rather than causing havoc, they keep a low profile. Their main aims are to gather information and to raise money. When they do kill, it is usually to protect their covers. They keep an eye on troop movements, powerful adventurers and other potential threats - one of them is a sergeant in the local garrison (Sergeant Berrisforth, F3, al C, male). They also do what they can to raise funds - this includes blackmail, burglary and embezzelment. The leader is Perrion Letterer (C3, al C, male), who is the assistant to the town treasurer and has become quite skilled at skimming off money from the town coffers. The money and the information go to their superiors outside Penhaligon, somewhere in the hills. 


Sunday 3 October 2021

My Ideas about B2: The Keep on the Borderlands

 

This was the first module I owned, simply because it was included in the first set of D&D rules I was given, the Moldvay Basic set. I ran it (with varying degrees of success) with school friends and family members. As I discussed previously, I am going with the official line that this is set in and around Castellan Keep in northeast Karameikos

One of the things I have come to realise is that it is a sandbox adventure: once the party arrives at the keep, they can do whatever they want - there is no pre-set plot. Traditionally the party are expected to set up base in the Keep and then explore the nearby Caves of Chaos. In fact several times in running it, players have assumed the Keep was the place they were meant to attack. This may have been a lack of exposition on my part as DM - I started the PCs off in front of the Keep gatehouse without explanation. Did I do this wrong? Did the players do it wrong? Maybe, but the module is flexible enough to allow that. Rather than requiring the PCs to behave in certain ways, the module just presents how things are. This has been an important influence in how I view (and sometimes create) map-based adventures.

The Cult of Chaos has become a faction within the region, as exemplified by the treacherous chaotic priest and his acolytes within the keep (building 7b) cave K (the Shrine of Evil Chaos) among the Caves of Chaos, and the camp of chaotic raiders (area 3 in the wilderness). 

The surrounding wilderness on the map in the module is primarily woodland with a marshy river running through it, while in Gaz1: The Grand Duchy of Karameikos Castellan Keep is set in the Altan Tepes mountains. My explanation for this is that although the module area is surrounded by mountains, the keep, the caves and surrounding forest are within a valley in the mountains. The module wilderness map is 5200 yards * 4000 yards - that's 2.9 miles x 2.2 miles. It could fit within an 8 mile hex as a valley set within the mountains if the DM so wishes. Conveniently there is a river on the Karameikos map with its source starting near the keep, the Castellan River. However, if you are not comfortable with the idea of a forested valley in that particular hex, you could keep the actual Keep and the Caves of Chaos and replace the module's wilderness map with something more mountainous. 

Reading the gazetteer's description of Castellan Keep is interesting:

Castellan Keep: This lonely, cold fort lies in the Altan Tepes mountains, and the only way to reach the fort is by riverboat. The garrison (Fourth Division, Castellan Guard Battalion, "The Mountain Storm"), is supposed to keep an eye on possible invasions from the north and east, and to watch the activities of the frost giants known to live in these wild lands. If you have adventure B2 (The Keep on the Borderland), you can set it here; eliminate the large town the adventure mentions for the area, and leave only the cold and stubborn garrison.

That  last sentence seems a bit odd to me. There is a community within the keep, but I wouldn't call it a large town. Also since there are no given NPCs or maps for a simpler and harsher Castellan Keep, I feel I might as well use the NPCs and map supplied with the module. I think one of the module's few shortcomings is the Keep's inhabitants don't have names, just job descriptions. Despite this the keep has lots of details. As a nod to the gazetteer entry, I would increase the number of troops based at the keep to at least 100 (the rest of the battalion are on leave, or on patrol, or temporarily stationed in outposts). 



Friday 1 October 2021

Tarrag Duun - the Lost Dwarven Fortress

 

Tarrag Duun used to be a bustling dwarven stronghold, with over 3300 dwarven souls. It was founded in the northeast of Karameikos back in AC 302, when the dwarves of Rockhome were colonising outside Rockhome's borders. A band of dwarves from the Torkrest clan followed the Altan Tepes mountains south between Darokin and Ylaurum. They encountered bands of chaotic humanoids who were easily brushed aside but then they ran into much tougher and larger foes - frost giants. The giants killed some of the bravest dwarf warriors and devoured them in front of their horrified kin, who promptly fled. The dwarves took refuge in a cavern with a narrow entrance that the frost giants could not squeeze through. While the giants waited outside, the dwarves looked around their new shelter and recognised ores embedded in the rock - iron and silver.  And the cavern went deeper and deeper into the heart of the earth, with iron and silver ores appearing all along the walls. 

Cut off from Rockhome by the frost giants to the north, the dwarves had to venture south to find food and trading partners - and so they came into contact with the gnomes and humans of the Traldar. The cavern became the mining town of Tarrag Duun, and its defences were made strong and cunning, able to repel a wide range of foes, especially the hated frost giants. 
Trade with Rockhome was sporadically established during the summer months, as the giants retreated up into the colder glacier-covered peaks of the Altan Tepes, allowing the dwarves to travel along the relatively safe\and warm valleys. 
image by Alex Guiness, source

The vast bulk of Tarrag Duun is underground - only a sturdy bastion stands out on the surface, an elaborate gatehouse controlling entrance into the lower halls. 
For over five centuries Tarrag Duun was a thriving community and fortress for the dwarves of Traladar, and the dwarves dug deep and expanded the mines, the living quarters and the fortifications. 
But in AC 830 twin disasters struck. 
Firstly there was a supposed concerted campaign to destroy the frost giants. Allies from Rockhome and other dwarven strongholds were supposed to meet up with Tarrag Duun's finest warriors in one of the deep valleys and then march on the frost giants' glacial dens. But rather than allies, the dwarf soldiers found themselves surrounded by frost giants and their humanoid lackeys - orcs, ogres and gnolls. The chaotic horde rushed down into the valley from all sides and in a mighty battle the dwarves were slain almost completely. Only a dozen survivors escaped, unable to comprehend what had happened but treachery and subterfuge is the most plausible explanation. 
The second tragedy happened less than a week later when miners deep under Tarrag Duun accidentally tunneled into a natural cavern that was home to a major goblin tribe of over 6000 members. This caught both sides by surprise but the goblins seized the initiative and pushed up into Tarrag Duun. Had there been more dwarf warriors surviving from the earlier frost giant ambush, the dwarves might have held back the goblins and perhaps sealed the breach. But the dwarven defences were expecting attacks to come from the surface, not deep below and had too few defenders. And the goblins were aided by monstrous allies, including trolls, minotaurs and a small family of black dragons. The dwarven defences broke, and hundreds of dwarves fled out of the bastion and made their way into Traladar. Many other dwarves died trying to flee or desperately trying to defend their home. 
The majority of the survivors headed south and west, especially Highforge, where the gnomes gave refuge to their dwarf cousins. Some made their way north back to Rockhome where they reported the bad news. 
 
These days (AC 1000) Tarrag Duun is all but forgotten. Only the oldest dwarves remember it, and dreams of reclaiming it for the glory of the dwarves have been abandoned. But occasionally bands of dwarves or other adventurers try their luck, usually starting at Castellan Keep and heading north. Fewer than 1 in 3 such expeditions return but those that do come back say that not only are there still many orcs and goblins there, but that they are bolstered by other, more terrible creatures, including at least one surviving black dragon. Yet these returning adventurers often come back with gold and silver coins of ancient dwarven stamps, and the occasional enchanted dwarf-forged weapon or shield. 

In terms of game design, Tarrag Duun is intended as a multi-level megadungeon, filled with dwarven riches, monstrous denizens and cunning traps (some set by the dwarves long ago, others by more recent residents). It was inspired by (and very loosely based on) the Mines of Moria (from the Fellowship of the Ring) and Erebor, the Lonely Mountain (from the Hobbit).