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, 125xp
    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



  

Monday, 15 November 2021

Dragons of the Black Peaks

 

(art by Sinto-risky, source)

The range of mountains that form the natural border between the north of the Grand Duchy of Karameikos and the east of the Republic of Darokin is known as the Black Peak Mountains. It is a wild and rugged range, with few safe passes from one nation to the other, and many monsters live here. Foremost among these is a family of red dragons - they are the top predators of the mountainous ecosystem. 

Most dragons only grow to the size and power described in the Basic rule-book (10 HD for red dragons). however, there is a ceremony that dragons can perform that requires the accumulation of large amounts of treasure, especially gold, that enables a dragon to molt like a snake and shed its outer skin and grow to new sizes (large and huge dragons as described in the Companion rules). This is one of the drivers for dragons to acquire and hoard as much treasure as possible. 

In the Black Peaks there are two known Large red dragons, a male (Krysothrax the Invincible) and a female (Berrisharala the Terrifying). Although not really a mated pair (red dragons don't form proper bonds with other creatures, even other red dragons) they have mated a number of times over the centuries and most of the other red dragons in the range are their offspring, and they tolerate each other's presence surprisingly well (other red dragons have been known to fight each other to the death in territorial disputes).  

(art by Rudy Siswanto, source)

Krysothrax the Invincible is a large male red dragon that has made his lair northwest of Threshold, north of the Lost Valley of the Hutaka, just over the official border in Darokin. He has full powers of speech (Common, Draconic, Ogrish and Orcish) and spell-casting (as outlined in Rules Compendium (5 x 1st, 4 x 2nd, 3 x 3rd, 2 x 4th). It is know that he has acquired a number of unique spell books and is quite interested in magic and arcane matters. If he corners a magic user and does not feel threatened by the human, he may not eat them immediately if the magic user strikes up a conversation about unique and unusual spells from Glantri and Alphatia. He has an assortment of monstrous minions - most of whom are controlled not by magic but by fear. Foremost among these is a tribe of ogres (including juveniles, several leaders and an ogre chief), but also a number of hellhounds and a doppelganger who is under a Charm Monster spell and now acts as Krysothrax's main spy among human communities, including Threshold and Selenica. Krysothrax spends much of his time sleeping. Despite the rules indicating red dragons spending only 10% of their time sleeping, for Krysothrax this is more like 40%. However, he has placed Magic Mouth spells at strategic locations in his lair and his ogre minions have permission to wake him if there is a serious threat, so he is unlikely to be completely caught off guard. 

Berrisharala the Terrifying is a large female red dragon that lives close to the source of the Magos River. Unlike Krysothrax she does not cast spells but makes up for this by allowing two of her daughters (Erithrica and Berrylia, small female red dragons) to share her lair. She speaks Common, Draconic and Orcish, and also has a tribe of orc minions (at least 80 of them, including a chief and a shaman) who live in the passageways and chambers that riddle the sides of her cave. Berrisharala is notorious for her raids on human settlements, sometimes for food, sometimes for treasure, sometimes as retaliation for an attack on her by adventurers, and sometimes just because she is in one of those moods. Threshold, Luln and Wereskalot have all felt her fury over the last two centuries though she never totally obliterates a town. 

Other, smaller red dragons are dotted around both the Black Peaks themselves and also the wide stretch of foothills either side of the actual mountains. One red dragon, the offspring of Krysothrax, has made his home underneath The Hill, near the village of Guido's Fort - his name is Malthoriax and he can both speak and cast spells. Another, Borvodor the Tyrantess, has begun receiving payments from the Black Eagle Barony, partly to dissuade her from attacking the Barony but also for her to take the Black Eagle's side if war breaks out with Karameikos. These smaller dragons tend to be less experienced, less intelligent and sometimes more animalistic, though there is a lot of variation. The more intelligent ones are likely to be cautious and make use of monstrous followers. These are also the ones who become aware of the ceremony to become Large (and then Huge) dragons.  

Dragons may be super-predators but their tendency to sleep for weeks or even months at a time will reduce the impact they have on the local ecosystem. In this case the giant goats, imperial ibexes and yaks of the Black Peak mountains generally provide sufficient food and the red dragons do not need to regularly attack human settlements, at least not for food Such raids on towns and villages are usually for gold. Older, more experienced dragons are aware that this could provoke a response involving potentially dangerous adventurers, so they will often raid further afield so that they cannot be easily tracked back to their lairs. Generally speaking a small red dragon will claim a territory of about 350 square miles. An 8 mile hex has an area of about 55 miles so this is about 7 hexes on the map of Karameikos (one central hex + 6 surrounding hexes). 

Red dragons are not the only draconic race to dwell in the Black Peaks. Different colours of dragons may have preferred terrains but they are by no means restricted to them - so blue dragons may prefer plains and deserts but they can still occasionally be found in mountains or even forests. Two small green dragons are known to dwell on the Darokin side of the Black Peak Mountains, while at least one gold dragon (Nahektus the Sagacious, small male gold dragon) is known to live in these parts, visiting the Reclusium of Serenity as a golden-bearded dwarf. The senior clerics there know of his true nature but are discrete about this. Down in the foothills either side of the actual mountains there are believed to be several blue dragons. Although powerful compared to most humans, these blue dragons stay out of the way of red dragons. Further to the east where the mountains become the Altan Tepes there are a few black and white dragons as well. At least one black dragon has taken up residence in the ruined dwarven stronghold of Tarrag Duun

Thursday, 11 November 2021

The Sith Empire and the Cult of Chaos

 I've been playing Star Wars: The Old Republic (SWTOR) recently, and I've been enjoying it. In the movies there are no more than 2 proper Sith lords at any one time, a master (usually Darth Sidious/Emperor Palpatine) and an apprentice (first Darth Maul, then Darth Tyrannus then Darth Vader). However, this Rule of Two has not always been in place, and in SWTOR (set centuries before the movies) there are hundreds of Sith lords running an empire. I find them a fascinating source of inspiration for villains. 

Their philosophy is not far from what I envision a large-scale organised Cult of Chaos to be like, with a shared philosophy of ambition, self-will, passion and hatred being the main driving forces, just about kept in check by discipline and fear of retribution. Compassion and empathy are despised - other people are there to serve you, not the other way round, and might makes right. If a chaotic cleric views another as his superior, it is because he fears their wrath. The only rules worth following are the ones you cannot get away with breaking. There is quite a lot of political manoeuvring and  backstabbing (occasionally literal) but generally they still stay united enough to stand together against hated foes (such as the Jedi, or perhaps the Church of Law). 

The most powerful Chaos Lords are like boogeymen who normal folk are terrified of and are figureheads and rallying cries for the forces of the Empire. I expect powerful Chaos Clerics could become Princes of Chaos and become revered by thousands of Chaos worshippers. They may develop unique chaotic clerical spells or magic items for chaotic clerics. 

Clerics of chaos do not have anything as iconic as red lightsabers, but there is no reason they could not have impressive and scary appearances, with ornate armour and their own signature weapons - perhaps distinctive warhammers or maces. Just because a magic item uses the same stats as a Mace+2, it doesn't always have to look like an ordinary mace.  Also their complexion, eyes and voice could slowly change as the power of Chaos corrupts their bodies. 

Artwork by AllyPeep, source

I don't think that all chaotic clerics need to follow this style. Some may be much more secretive and less theatrical. My current idea (which I may change or develop further) is that the clerics from the Hagiocracy of Hule are similar to the Sith of SWTOR, with their Chaos-worshipping hierarchy ruling a wide territory. They will often set out from Hule and infiltrate the Known World or perhaps lead raiding forces. Other clerics and cultists of chaos may be much more low key, primarily because in the majority of the Known World open worship of Chaos is at least frowned upon and often illegal. Here chaos worshippers within civilized areas have to blend in or risk arrest and execution, for example the cell of Chaos cultists in my version of Penhaligon  

So why join the Cult of Chaos?

  • Ambition. The Cult of Chaos offers great opportunities for those willing to do what it takes to seize and hold onto power
  • Hatred and Anger. Some people just want to watch the world burn, or maybe they have great hatred against specific groups or institutions. The Church of Law is always preaching peace and serenity but this does not always sit well. The Cult of Chaos offers an alternative viewpoint.
  • Propensity for cruelty. Although some will go into conventional armies or maybe mercenary companies, the Cult of Chaos has a willingness to take on those who revel in bloodshed and bullying, even those who have difficulty controlling their sadistic urges. 
  • Rebellion and defiance. Joining the Cult of Chaos may well be sticking it to conventional authorities, especially nagging or suffocating parents, and over-zealous and self-righteous  aspects of the church of Law. 
  • The Winning Side. This is by no means true across the whole of Mystara, but in areas such as Hule the forces of Chaos certainly have the upper hand. It is only natural that many folks want to join what they believe to be the winning side.  


Monday, 8 November 2021

Quasqueton

 


To me, B1: In Search of the Unknown is a bit odd.  Although it is full of nostalgia, especially with the old-school black & white illustrations by Dave Sutherland, I personally do not consider it a classic. It seems to have been written for the Holmes Blue basic boxed set and as such it falls in between Moldvay's Basic D&D and Gygax's 1E AD&D. Looking at the pre-gen PCs on the players' sheet, it is clear that race and class are two distinct aspects of character generation.

In terms of running the adventure, it is an out and out dungeon crawl. No NPCs pleading for help, no quests or the like. There is a background that talks of two powerful adventurers, the wizard Zelligar and the fighter Rogahn setting up their lair here and then disappearing, and some random rumours (a few of which are false) but that's about it. Whether this appeals to you and your group will definitely depend on your tastes. Personally I find it a bit dry but certainly not a deal-breaker. 

The map of the 1st level is convoluted. It is meant to confuse intruders (including the PCs' party) and quite possibly the DM. I reckon it dates back to the idea when mapping was considered an extremely important point of play and one of the players in the group would be the official mapper. Being the mapper in this dungeon is an honour I could do without. Weird thing is that this is meant to be a beginner's dungeon. What the hell does an advanced dungeon look like?! I'm pretty sure there were times when Zelligar himself got lost and confused in his own home.  Or at least fed up with wandering around miles of twisting corridors.

Another aspect that may have seemed a good idea at the time but has not aged well for me is the blank spaces where DMs fill in the encounters. At first I thought this was whatever came to the DM's mind, but at the end of the module is a list of 25 monster encounters and 34 treasures, and the DM is expected to place some of these (up to 20 monster encounters and 25 treasures) in the various rooms. This has the effect that there won't be clusters of the same monster species, unlike B2's Caves of Chaos where one cave system was dominated by orcs, another by kobolds etc., giving a sense of tribal territories. 

As this is one of the earliest modules published, I suspect the folks at TSR were still working out what DMs actually wanted from published modules and thought that DMs would want to fill out the encounter areas to their own tastes. Another possible answer is replayability - the players taking different characters through Quasqueton a second time may roughly remember the room descriptions but  the monsters and treasures will be quite different. These days it is generally accepted that the module authors should provide all the main encounters and if the DM doesn't like them, he is entitled to change whatever encounters he sees fit.  

The rooms are for the most part quite detailed, with all those on the upper level at least getting a paragraph of description and some a lot more. This is probably the best bit of the module, giving the areas lots of detail, including some traps and tricks (teleport rooms, pools of strange liquids) as well as some unconventional treasures that are usually not very portable - after defeating the monsters the PCs may change from being swashbuckling adventurers to furniture removal men. I don't think these heavy items of treasure are a bad idea, but if players do realise their value it may change the pace of the adventure. 

Hirelings and henchmen take up the last few pages, and these are expected to be hired to bulk out a small party of PCs. Although I am absolutely okay with this, I am not so sure about the very random way they are generated here. DM discretion applies. 

My suggestions?

  • Keep the background with Zelligar and Rogahn, the location within Karameikos and the name Quasqueton. I have placed it near Grulven's Prospect
  • Redo the maps (especially the upper level) in a way that does not drive people mad. I have discovered a pretty good alternative map in this discussion on Dragonsfoot
  • Keep some of the more interesting encounter areas such as the coloured pools and laboratory and place them in the redone maps. 
  • Filling out the rest of the encounter areas could take time, but thanks to the absence of set monsters and treasures in the module you were going to do this bit anyway. This can be done randomly or rationally: randomly would be quicker and perhaps suit the fun-house aspect of the dungeon better though some of the results may not make sense. By all means use the encounters from the back of the module as a source of quick ideas, but don't feel limited to them. 
  • Feel free to add reasons for adventurers exploring Quasqueton and drop them casually as rumours in the local tavern among the list of existing rumours. To keep the PCs happy, at least some of these should be true. Rogahn's powerful magical sword? Zelligar's extensive library of spellbooks? A captured merchant in need of rescuing? 


Friday, 5 November 2021

Grulven's Prospect

 This is a relatively new mining village of 60 folks, set up about 3 years ago. It is in the hills north of Luln between the Reclusium of Serenity and the strange, possibly abandoned, stronghold called Quasqueton


It is a hamlet of basic, dwarf-made huts surrounded by a defensive ditch and palisade, and a large mine dug into the hillside. Grulven's Prospect was established right on top of a large deposit of copper ore that the community leader, Grulven, found. As well as copper ore itself, there is also a certain amount of copper-related fancy gems, namely malachite and chrysocolla, which the miners will put to one side. The main market for their copper is Luln in the south as the journey there is about 48 miles through the hills. However, they do also travel further afield including west towards Threshold and  Highforge, which are twice the distance and without established roads (at least by the most direct route). 

Grulven's Prospect has been subject to several raids by nearby goblin tribes as well as a band of ogres. These have been fended off but the dwarfs are on their guard, aware that they are in the wilderness and are fairly isolated. They have contacts with the Reclusium of Serenity and the two communities can help each other out if needed. About half the residents here are combatants (normally in dwarven communities a third are combatants, but Grulven's Prospect has fewer children and elderly).

Some of the dwarves are turning the upper chambers of the mine into living quarters - this is an indication of long-term residence and is encouraged by Durrian Buhrodar who sees this as the start of a new dwarven community. Those who are in the huts are here for the short term. 

Grulven's Prospect is only 8 miles from Quasqueton, and if adventurers want to use the settlement as a base from which to explore Quasqueton that is fine. But the dwarves expect the PCs to pay for all services - Grulven himself will point out this is a business, not a charity. If they want charity, they should try the Reclusium of Serenity with all their preaching and hymns....

There are a number of NPCs here who may be of interest

Grulven Granitefist the mine owner is a businessman, pragmatic and down to earth but also bossy and considers all others to be his employees working on his property. Nonetheless he has a good sense of geology and engineering, and is one of the best miners outside Rockhome. 
Str 16, Int 12, Wis 10, Dex 9, Con 16, Cha 13
AC 5, Mv 60', HD Dw5, hp 31, Att 1 pickaxe or light crossbow for 1d6+2 or 1d6, Ml 10, Al N
Equipment: Chain mail, pickaxe, light crossbow, 10 bolts, 30gp

Yakkob Goldenrune the soldier. Responsible for security, especially outside raiders such as goblins. If needed he will also deal with matters of internal discipline. 
Str 14, Int 10, Wis 12, Dex 10, Con 14, Cha 10
AC 4, Mv 60;, HD Dw5, hp 29, Att 1 battleaxe or 1 throwing axe for 1d8+1 or 1d6, Ml 10, Al L
Equipment: Chain mail +1, battleaxe, 3 throwing axes, 35gp, 2 potions of healing

Durrian Buhrodar the dwarf cleric. Wants to build this place into a new home for dwarves to rival Tarrag Duun. He reminds the dwarves here of their history and wider kindred throughout the Known World, that they are part of something bigger. He is proud of his Rockhome heritage. 
Str 14, Int 11, Wis 16, Dex 8, Con 16, Cha 10
AC 6, Mv 90', HD DwCl 4,  hp 20, Att 1 warhammer for 1d6+2 or spell, Ml 12, Al L
Equipment: Chain mail, warhammer +1, holy symbol, 10gp. 
Spells: Hold Person, Cure Light Wounds, Detect Magic

Borlia Goldenrune, the merchant is the hamlet's informal diplomat and cousin of Yakkob. She regularly visits Luln to sell copper and occasionally further afield including Highforge, Specularum and even Darokin where she learned her merchant skills. She often brings supplies including food and steel tools and equipment back to Grulven's Prospect. She is quite happy to hire adventurers as guards on her journeys around Karameikos. 
Str 10, Int 14, Wis 13, Dex 10, Con 14, Cha 15
AC 7, Mv 90' HD Dw2, Att 1 handaxe for 1d6, Ml 9, Al N
Equipment: Leather armour, hand axe, 2 draft horses + wagon, 1120gp

Meltheria the gem-cutter buys all the raw gems and crystals the miners dig up along with the ore, and she prepares them for sale onwards (usually via Borlia). She is is not happy here in Grulven's Prospect but seems to have fled here from Highforge after an unpleasant incident. She refuses to talk about it.  
Str 9, Int 12, Wis 9, Dex 15, Con 14, Cha 10
AC 7, Mv 90;, HD Dw2, Att 1 handaxe for 1d6, Ml 6, Al N
Equipment: Leather armour, hand axe, 

Barriun Granitefist the forge-worker is Grulven's nephew and responsible for smelting the copper. Always on the lookout for new sources of fuel to keep the fires burning. He has heard of a mineable seam of coal towards Quasqueton and would like someone to investigate.
Str 14, Int 9, Wis 10, Dex 11, Con 16, Cha 8
AC 5, Mv 90', HD Dw3, Att 1 warhammer for 1d6+1, Ml 8, Al L
Equipment: chain mail, warhammer, dagger

Maegalharth the brewer runs a tavern, the Golden Griffon. It has no proper guest rooms but travellers can sleep in the bar room on the benches and tables.  Although he buys some food and drink from Borlia he also looks for locally produced supplies, including hunting wild game and gathering wild fruit and vegetables. He keeps his establishment open to all visitors except elves. He hates elves. 
Str 12, Int 13, Wis 8, Dex 13, Con 13, Cha 14
AC 5, Mv 90', HD Dw2, Att 1 shortsword for 1d6, Ml 8, Al N
Equipment: Chain mail, shortsword, dagger.

Tuesday, 2 November 2021

Major Changes to Ierendi

 Generally speaking I like Mystara a lot. It has a huge variety of cultures, landscape and species. There is inevitably some hit-and-miss here - I don't like everything, and Ierendi is something of a miss for me. Tourist resorts are neither medieval nor are they heroic fantasy. The whole concept of Ierendi just doesn't really work for me. Tourism is really a 20th century thing when mechanised transport (trains, cars, steam liners and eventually airliners) became widespread. Before then it was much more of an elite thing, such as the Grand Tour of Europe that the noble and the wealthy would sometimes do during the Enlightenment.  Not enough to sustain an entire nation.

However, I believe Ierendi can be made interesting.

For the sake of those who want and expect Ierendi to stay as an over-sized Disney World, I will leave Ierendi City and Ierendi Island alone. They stay the vacation getaways approximately as advertised. The other islands, however, are far less welcoming. 



Ierendi was founded first by condemed castaways, then as a prison colony and now the government offers Letters of Marque to legitimize piracy. This is the direction I'm going to take. 

In Gaz4, Ierendi City is the only settlement larger than a village in the whole kingdom. This sounds very odd to me. Let's change things up a bit. 

  • Elegy Island's village of Nula is upped from 600 residents to a city of 12,000
  • Fletcher Island's  village of Vlaad is upped from 1,100 to 20,000 and is now a major city. It has now become a location I have focused on and added detail to on this blog. 
  • Aloysius Island's village of Jortan is upped from 800 to a city of 17,000

And they are NOT tourist destinations. I am basing them on Port Royal in Jamaica and Tortuga off Haiti in the heyday of piracy. 

This is really an opportunity to have dangerous and wild cities. My inspiration for them includes

  • Thieves' World and the city of Sanctuary by Robert Asprin et al. 
  • Lankhmar, from the stories of Fritz Lieber
  • The less reputable cities of Hyboria, where R.E. Howard's Conan would carouse and spend his plunder
  • Mos Eisley, Tatooine, from Star Wars, "a wretched hive of scum and villainy". 
  • Steve Jackson's Kharé, cityport of traps and Ian Livingstone's "City of Thieves", Port Blacksand
  • Ankh-Morpork in Terry Pratchett's Discworld

These three port cities are brutal, chaotic (both in the mundane sense and the alignment) and a haven for ne'er-do-wells from across the Known world. Pirates, mercenaries, pariahs, bandits, rebels, exiles and the dispossessed all find themselves here. Nobody is judged, but everybody should be on their guard. 

The happy tour guides, nice hotels and fun adventures and hunting described in the gazetteer do happen on Ierendi island and this is the face of Ierendi the kingdom wants to present to the world. If anyone hasn't actually been to the other islands of Ierendi, they may well only have heard of this vacation-resort kingdom of sunny beaches and smiling hosts. The three pirate ports of Nula, Vlad and Jortan are something of an embarrassing secret, something not discussed in polite company, especially not when trying to encourage visitors. 

Although there is legitimate trade in these pirate ports, they run alongside far less savoury enterprises. There is a trade in fruit (particularly raisins, bananas, grapefruit and pineapple), baskets, fish and crystals from volcanic activity, but there is also a vigorous trade in fencing pirated goods, illicit substances, cheap rum, ladies of pleasure and even slavery. Self-respecting and decent merchants of Darokin and Minrothrad would not do business here, but not all are so uptight and strict. 

Chaos cults are not openly tolerated, and even the people of these corrupt, crime-ridden and violent cities frown on the open worship of Chaos. However, the people and authorities of these cities are far more likely to turn a blind eye, and if cultists maintain even a thin veneer, they can generally get away with far more than in other, more lawful cities. The cellars, abandoned warehouses and sewers of these cities are littered with hideouts of the followers of Chaos.  

It is not, however, the worshipers of Chaos who hold the balance of power here, but crime lords, including pirate kings, mercenary generals, thieves' guild masters and gangster bosses. Despite their lack of morality, they often provide just enough authority and stability to stop the cities from imploding into total anarchy. These crime lords may not care for mercy, justice or peace, but even they know that rioting and slaughter is bad for business. And if there is one thing they do care about, it is business. 

The pirate ports view Ierendi City with a mixture of contempt and convenience. They consider the folks of Ierendi city to be soft, effete fops, foolishly naive and image-conscious. But at the same time the kingdom of Ierendi gives these cities a level of protection and even legitimacy. Minrothrad, Karameikos, Darokin, the Five Shires and even Thyatis, hesitate from launching punitive attacks on these pirate ports, because to do so would declare war on the Kingdom of Ierendi and its powerful navy. In return, the senior crime lords do not deliberately act against the kingdom or ships flying its flag, though the less-established pirate captains may be less observant of this agreement.