Thursday 27 January 2022

Notable Gnomes of Highforge

Highforge is the gnome-dominated town in the middle of Karameikos between the Windrush and Hillfollow rivers. Rather than a full description and map, I will simply describe some of the more significant gnomish members of the community, using my new Gnome Warrior and Gnome Trickster classes. 

In terms of age, I am going with the numbers in 1E AD&D DMG:

  • Young adult 50-90
  • Mature: 91-300
  • Middle Aged: 301-450
  • Old: 451-600
  • Venerable: 600-750

Tershimal Hieronymous

10th level Gnome Warrior male, align Neutral
Str 16, Int 12, Wis 14, Dex 13, Con 10, Cha 14
AC 0, HP 36, THAC0 9, Dam 1d8+4, Save as Dw10, Ml 8 (11 vs undead)
Equipment: Mithril Plate mail +2, Dawnstriker (normal Sword +2 +4 vs undead, casts Light at will), 2 potions of extra healing, Scarab of Protection (6 charges).

Appearance: Tershimal is 3'10" and 330 years old, with coper-brown skin and iron-grey hair and goatee, balding on top. He is instantly recognsiable because he is missing a left ear and has a large sHe is  As far as gnomes go, he is fit and muscular. He usually wears his mithril armour and carries his sword slung over his back. 
Personality: Tershimal is surprisingly dark and intense for a gnome. He has been through tragedy and loss, with half of his family dying at the hands of a vampire and its ghoul minions. He is now on a personal crusade to destroy as many undead as possible. He has even gone on a year-long quest to find the right weapon for the job - Dawnstriker, a broadsword that he wields in two hands. 

Dorfus Hilltopper, King of Highforge

12th level gnome warrior male, align Lawful
Str 13, Int 13, Wis 14, Dex 10, Con 16, Cha 16
AC 0, HP 44, THAC0 9, Dam 1d6+3, Save as Dw12, Ml 10
Equipment: Chain mail +3, Shortsword +2, Boots of Speed, Ring of Protection +2, Medallion of ESP 30' range
Appearance: Dorfus Hilltopper is tall for a gnome: 4'2". He is now getting quite plump and well-fed and is 360 years old . He has coppery skin and golden brown hair, including a handlebar moustache that joins up with his sideburns. He usually wears smart robes, only donning his armour if he expects trouble. But he always has his ring of protection and sword strapped on. 
Personality: Dorfus is a charming and hale fellow, who makes friends easily. He is widely considered a good king, certainly by gnomes across Karameikos and to an extent by humans and dwarves. He is smart and experienced enough to know how to deal with different races, including elves, halflings, dwarves and humans of different nations. He is the current head of the Hilltopper clan that can trace its ancestry back over two thousand years to the retreat of the Hutaakans and the end of the Traldar golden age. He is not particularly ambitious, and for the moment is content to maintain Highforge as it is. 

Humberdan Ambereye

4th level gnome trickster, male, align Neutral

source
Str 8. Int 16, Wis 10, Dex 13, Con 10, Cha 14AC 6, hp 9, THAC0 19, Dam 1d6, Save as Th4, Ml 6
Equipment: Leather armour, shortsword +1, sling + 10 bullets, gemcutting kit
Spells: Light, Simple Illusion, Ventriloquism, Mirror Image, Wall of Fog
Appearance: Humberdan is 3'4" tall, and quite old even for a gnome (536 years if you have to know). He has silvery white hair and long beard, and is bald on top. He has an intense, often scowling expression on his face, though this is usually a matter of concentration rather than annoyance. He typically dresses in loose fitting leather armour robes lined with pockets filled with useful things like gem-cutting tools.
Personality: Humberdan Ambereye is an expert in gems and mineralogy and takes his profession very seriously. He is interested in reports that dwarves in Grulven's Prospect have found a unique gem and is looking for agents to investigate this. Humberdan is financially astute, and as well as appreciating gemstones for their own beauty, he is well aware of their value to other people. 


Norberten Trollscorcher
Image by Eric Belisle, source

9th level Gnome Warrior, male, align Lawful
Str 16, Int 9, Wis 12, Dex 15, Con 14, Cha 12
AC 0 (-2 vs missiles), 39hp, THAC0 8, Dam 1d6+3, Save Dw9, Ml 10
Equipment: Mithril Shortsword +2, Banded Armour +2, Shield +1 +3 vs missiles, 
Appearance: Unusually for a gnome, Norberten prefers to be clean-shaven. He is 3'8", solidly built for a gnome and 133 years old. He often goes around fully equipped for battle with his sword, shield and banded armour. He is often quite serious and does not often smile. 
Personality: Norberten Trollscorcher is a gnomish warrior and adventurer who has made a name for himself after defending a gnome burrow from a marauding troll. He loves Highforge but refuses to be tied down to a formal military role

Egglethorpe Critterchatter

Image by Nicolás S. Astete  source
7th level Gnome Trickster, female, align Neutral
Str 7, Int 16, Wis 14, Dex 13, Con 8, Cha 14
AC 6, 20hp, THAC0 14, Dam 1d6, Save Th7, Ml 10
Equipment: Staff of Wizardry, Ring of Protection +2 
Appearance: Egglethorpe is old, even for a gnome - approximately 620 years though she has lost count. She has silver-white hair tied up in a bun. She doesn't bother with armour these days - if in trouble she just uses her trickster spells to disappear.
Personality: Egglethorpe Critterchatter prefers wandering the woods, talking to squirrels and badgers. She also talks to elves, halflings, druids and sylvan creatures that have accepted her as friendly. She hates orcs and goblins but also gets angry with human destruction of the wilderness and will use her trickster spells to annoy or scare away human woodcutters or intrusive farmers. 


Shandrae Hillwanderer
6th level Gnome Warrior, female, align Neutral
Str 15, Int 12, Wis 10, Dex 16, Con 13, Cha 10
AC 1, hp 29, THAC0 12 (melee) for 1d6+3 or 11 (missile) for 1d6+1, Save Dw6,  Ml 8, 
Equipment: Chain mail +2, shortsword +1 +3 vs giants, shortbow, quiver + 20 arrows +1, Ring of Levitation
Appearance: Shandrae is quite young for a gnome (92 years old!) and is 3'9", and of athletic build. She has coppery red hair which she keeps in a plait and has fair freckly skin. She has several scars on her arms and legs from various fights. She often wears her armour and weapons, even when going around town, as she does not want to be caught off guard. 
Personality: Shandrae Hillwanderer is a prospector looking for gems across the hills and mountains of northern Karameikos who has become familiar with the area and is something of a local guide. She knows both which races and tribes inhabit where, as well as notable locations such as Quasqueton, Guido's Fort and even the Frost Shamans Tomb. However, unless it is clearly for the good of fellow gnomes, she does not do this guiding for free.

Gnimthel Bluerock


image by WillOBrien source
6th level Gnome Trickster, male, align Neutral
Str 9, Int 15, Wis 12, Dex 15, Con 10, Cha 13
AC 5, hp 20, THAC0 15 (melee) for 1d4+1, 15 (missile) for 1d6
Equipment: Leather Armour +1, Light Crossbow + 20 bolts, dagger +1, ring of Spider Climbing, 2 x potion of healing
Appearance: Gnimthel is a young rogue of a gnome, 95 years old and slim build, with a constant grin on his face only partially hidden by a well-trimmed beard without a moustache. He has light brown hair and fair skin. He always wears his leather armour which looks very similar to a leather overcoat and his dagger tucked underneath in his belt. He only carries his crossbow when expecting trouble. 
Personality: Gnimthel Bluerock is the leader of a band of gnomish ne'er-do-wells who use their trickster skills to take money and valuables, usually from humans and dwarves, though when they steal from other gnomes, the target "deserves" it in their eyes.



Sunday 23 January 2022

Monsters of Fighting Fantasy: Island of the Lizard King

Island of the Lizard King is the seventh in the Fighting Fantasy series and is set on a tropical island where the main foes are, as the title suggests, lizardmen. A lot of these foes seem suited to the Serpent Peninsula and Thanigoth archipelago. In my own notes on X6: Quagmire I have suggested that the lizardmen threatening the city are part of a larger force of lizardfolk and other cold-blooded races. 

There are some monsters from this book that I am not giving stat blocks to because I think they are better fitted by existing monster stats. For the Lizard King himself, I would use the lizard king stats from 1E AD&D Fiend Folio. For the black lion (the pet that accompanies the lizard king) I would use stats for a sabertooth tiger. 

Grannit 

Name Grannit
Armor Class3
Hit Dice (Avg hp) 2+2 (11hp)
Movement 60’/30’ burrow
No Attacks 1 bite
THAC0 17
Damage1d6
No Enc 1d10
Save as F2
Morale 8
Alignment Unaligned
TreasureNone
Size/Type Small Vermin
Intelligence3 (animal)
XP value 25
Grannits are small but vicious underground predators found in cave systems. They scuttle around in groups and although their mouths are not particularly large, they can chew their way through soft stone. Their carapaces, particularly over their torsos, are remarkably tough, as if made of stone. They are also well camouflaged, and opponents  entering the grannits area are surprised on 1-4 in 6. 

Gonchong

Name Gonchong
Armor Class 7
Hit Dice (Avg hp) 1* (4hp)
Movement 90’
No Attacks 1 proboscis
THAC0 17
Damage1
No Enc 1
Save as MU 1
Morale 8
AlignmentChaotic
TreasureAs host
Size/Type Tiny magical beast
Intelligence14 (Highly)
XP value 50
These symbiotic parasites attach themselves to the scalps of powerful predators to feed on their blood and cerebral fluids. They insert a proboscis into the skull, both to draw on brain fluids and also to control their hosts' minds. This would be horrible enough but the gonchong also gives the host extra strength and stamina to become better killers so as to feed itself and therefore feed the gonchong. The host must be a living creature with a discernible brain and head. Once attached the host only partially retains its mind - the gonchong can override any thoughts or decisions the host has. In return the host gets +2 to all damage rolls as the gonchong's steroid-like hormones enhance the hosts' muscles, and also the host gets +2 hp per hit dice, so a lizardman that normally has 2+1 HD and does 2-7 damage would have 2+5 HD and do 4-9 (1d6+3)  damage if a gonchong were attached to it. 
If detached from the host, the gonchong scuttles about on its legs like a large bony tick, trying to attach itself to a new host. It will make a normal attack but if it rolls a 18-20 (natural 20 needed if the opponent is wearing a metal helmet - a natural 20 by the gonchong means it has knocked off or got underneath the helmet) it has jumped onto the opponent and successfully attached itself to the scalp with its proboscis. Any PC under the influence of a gonchong is considered an NPC to be controlled by the DM (in the role of the gonchong). 
Removing a gonchong from an incapacitated host (the gonchong will not let the host allow itself to be rid of it - the gonchong commands the host to protect it at all costs, including the hosts' life) requires the use of a Charm Monster spell (or similar mind control) on the gonchong to persuade it to let go  of the host willingly. Any attempt to forcibly remove it and it will swirl its proboscis around the host's brain, automatically killing the host before it detaches itself and tries to find a new host (possibly whoever is trying to remove it). 
Gonchongs are intelligent, vicious, mean creatures that can be deliberately cruel to their hosts, forcing them to hurt loved ones or destroy treasured possessions. Any decent creature that knows of gonchongs will try to destroy them on sight.

Hill Troll 

Name Hill Troll
Armor Class6
Hit Dice (Avg hp) 8+4* (40hp)
Movement 90’
No Attacks 2 fists
THAC0 12
Damage1d8+2/1d8+2
No Enc 1d4
Save as F8
Morale 10
Alignment Chaotic
TreasureE
Size/Type Huge Giant
Intelligence7 (low)
XP value 1200
Hill trolls are believed to be hybrids between trolls and hill giants. They are not smart but they are very tough and strong, capable of ripping a man limb from limb. Their troll heritage means that once injured they begin to regenerate at +1 hp per round - slower than normal trolls but they can still come back from apparent death unless they are burnt with fire or acid (like normal trolls both of these prevent regeneration). Although not as skilled at boulder throwing as hill giants, a hill troll can pick up and fling rocks at opponents up to 100' range, causing 2d6 damage if it hits. Hill trolls can usually speak a rough version of giantish, and although they are usually loners they can sometimes be found among hill giants. Trolls, even their parent, hate and reject them. Strangely enough, although they are hybrids of two separate species, hill trolls can breed. 

Razorjaw 

Name young Razorjawadult Razorjaw
Armor Class 7 7
Hit Dice (Avg hp) 3+3 (17hp)10+10 (55hp)
Movement 90’/30’ burrow90’/30’ burrow
No Attacks 1 bite1 bite
THAC0 1610
Damage1d6+13d6
No Enc 1d81
Save as F2F5
Morale 88
Alignment UnalignedUnaligned
TreasureNoneNone
Size/Type Medium VerminHuge Vermin
Intelligence1 (non)1 (non)
XP value 50900
Razorjaws are large red and black wormlike invertebrates, the young are about 20' long and 1' wide while the adults are much larger. They reproduce asexually and an adult can lay a batch of eggs every year, usually in a hot, volcanic area. Razorjaws are immune to heat and fire and the young take advantage of this to hide in volcanic areas that larger predators may be reluctant to enter and their bright red and black colouration acts as a sort of camouflage. Razorjaws have a special lunge attack - on their first attack in combat a razorjaw will throw itself at an opponent's face or throat. This attack is at +2 to hit and does double damage on a successful hit. Razorjaws are themselves omnivorous predators and will attack any creature smaller than them as well as plant matter if flesh is not available. 

Slime Sucker

Name Slime Sucket
Armor Class 7
Hit Dice (Avg hp) 8 (36 hp)
Movement 120’/60’ swim
No Attacks 2 tentacles
THAC0 12
Damage1d8/1d8 + grasp
No Enc 1d3
Save as F4
Morale 8
Alignment Unaligned
TreasureNone
Size/Type Large Vermin
Intelligence1 (non)
XP value 650
Slime suckers are primordial creatures perhaps related to squid and octopi - certainly their tentacles are similar, though slime suckers only have 6 of them - 4 for walking and 2 for grabbing prey. Slime suckers live in swamps, marshes and estuaries and are completely amphibious, breathing air and water with equal ease. They attack with their two front tentacles. If both tentacles hit the same opponent and it is smaller than the slime sucker (man-sized or less) it lifts the target up to its maw to bite it at +4 to hit (THAC0 8) and 2d4+2 damage.  The slime sucker may either hold onto the opponent to bite it again next round or drop it to attack another opponent. 

Two-headed Lizardman 

Name Two-Headed Lizardman
Armor Class5
Hit Dice (Avg hp) 4+2 (20hp)
Movement 90’/60’ swim
No Attacks 2 weapons/2 bites
THAC0 16
Damage1d6+1/1d6+1/1d4/1d4
No Enc 1d8
Save as F4
Morale 10
Alignment Chaotic
TreasureS
Size/Type Medium Humanoid
Intelligence6-8 (low)
XP value 125
These mutant horrors are derived from normal lizardmen but are much worse. They attack with both weapons wielded ambidextrously (each head controls an arm) while also trying to bite their opponents.  They are only surprised on 1 in 6. They are bigger and more vicious than normal lizardmen and a two-headed lizardman may take over a lizardman group. Two-headed lizardmen speak saurian. In normal circumstances only 1 in 1000 lizardman eggs produce a two-headed lizardman but when around chaotic influences such as chaotic shrines or a chaotic lizardman shaman takes over the tribe, the chances jump to perhaps 1 in 50. They have a tendency to bicker with themselves, though among mature specimens this does not result in self-inflicted violence.  This is a matter of natural selection - those lizardmen whose heads try to kill each other simply don't live long enough to reach maturity. 

War Cyclops

NameWar Cyclops
Armor Class 2
Hit Dice (Avg hp) 8+8 (44hp)
Movement 120'
No Attacks 1 weapon
THAC0 11
Damage3d6+2
No Enc 1
Save as F8
Morale 12
Alignment Chaotic
TreasureC +1000gp
Size/Type Huge Giant
Intelligence7-9 (low)
XP value 775


Believed to be a deliberate cross between normal cyclopes and hill giants, war cyclopes are huge ferocious brutes found in armies of Chaos and the retinues of powerful chaotic leaders including twisted summoners. They stand 12’ tall and in battle wield a single huge weapon such as an axe, sword or trident. They are poor at judging distances, so rarely use missiles (and then at -3 to hit). Without armour a war cyclops is AC 7 but they are often equipped with oversized plate mail or banded armour, hence AC 2. A war cyclops is single minded in its ferocity and tenacity - in combat it is immune to mind-affecting spells such as Charm, Hold or Fear effects, and never check morale.

It is fortunate that no female war cyclopes have been seen, and they are not believed to be a true breeding species. However, they band together with each other and when true cyclopes are around, war cyclopes will respect and follow them. War Cyclopes speak a crude form of Giantish. 

Wednesday 19 January 2022

Selenica, the Crossroad City

 

(map by Giovanni Bondini translation and additions by Simone Neri, source here)

Selenica is a city of 39,000 people in eastern Darokin, not far from the Emirates of Ylaruam,, Alfheim, the Grand Duchy of Karameikos and the dwarf Kingdom of Rockhome. It is in a unique position, not only being close to the borders of those other 4 nations but also being reasonably close to Thyatis, the Five Shires and the Northern Reaches. It is ideally placed for overland trade, and not only do Darokinian merchants set out from here, but foreign merchants also come here, bringing their wares from far away. But as well as the massive mercantile economy, there is also a significant military and diplomatic presence here in Selenica. The city is close to the notorious Orclands in the mountainous northeast of Darokin and although Fort Hobart stands between the orcs and Selenica, the city has enough defences should threats come from either a different direction or bypass Fort Hobart. 

Selenica has quite a substantial write-up in Gaz11: The Republic of Darokin so I won't repeat it all here. Here are some of my own ideas: 
  • Street crime is not as prevalent as in other cities - there is no Thieves Guild (see below) and there is a substantial city watch. However, not all the watch are above bribery, and the merchants houses pay the biggest bribes, so some of the watch are more loyal to particular merchant houses than to impartially upholding the law. These crooked watch members rarely do the dirty work themselves, but will turn a blind eye or redirect patrols while agents and thieves working for merchant houses go after the assets of rivals. 
  • The Central Bank of Selenica is a prime target for the boldest thieves looking to make a reputation for themselves. However, the vaults are not actually underneath the bank but in a demiplane in the Ethereal plane, and can only be accessed by a portal guarded by an array of different traps and constructed creatures that obey the bank manager's commands. 
  • The city is surrounded by a large stone wall studded with watchtowers. The defences are manned by troops from Fort Hobart - typically a legion of 1160 soldiers and officers. There are also 300 city watchmen who are more focused on crime than military invasion but they can join in a fight if necessary. There is also the Mercenaries Guild (see below) as well as various armed citizens who can rush to the ramparts in an emergency.
  • The sewers under the city are substantial and extensive. The good news is that compared to less advanced cities, Selenica looks and smells clean, with animal and human waste draining down off the streets into the sewers. The bad news is that the sewers are frequently infested with various scavenging monsters that may emerge from the sewers and attack the townsfolk. Carrion Crawlers, Otyughs (see AD&D Monster Manual), giant rats, gelatinous cubes and ochre jellies have all caused problems in the sewers over the decades. 
  • Although Selenica is not a very religious city, it does have a few temples including one dedicated to King Halav (popular with resident and visiting Karameikans),  two smaller temples of Kagyar maintained by dwarven clerics, a mosque to the great prophet Al-Kalim of Ylaruam, a veritable cathedral to Bassallia (a Neutral Exalted, a merchant princess of Darokin who became an Exalted by becoming a Polymath - she is considered a patron demigoddess of merchants and traders), one Church of Law and one Temple of Neutrality. Worshipping Chaos is strictly forbidden and chaos cultists can expect to be executed if found guilty. 
  • As well as the two main merchant houses of the city (Al-Azrad and Hallonica) there are other smaller merchant houses and companies. Some of these have banded together to form the Selenica Cooperative, an affiliation of Darokin merchants and traders who have decided to work together by sharing caravan guards, business contacts, warnings of threats to trade or life and useful services (translators, wheelwrights, mule-handlers). They are of course based in Selenica, but they have trading posts in various big cities and towns in eastern Brun, including Penhaligon and Specularum.   
  • Selenica is an excellent base from which to go on adventures. All types of mundane equipment (except large sea vessels) are available here, as well as quite a few magic items. There is also a variety of services such as sages, animal trainers, alchemists and lots of mercenaries, and experts in adventuring classes who can train adventurers as they advance in power. Clerics in the various temples can cure diseases, remove curses and even raise the dead - all for a donation to the temple coffers. And of course there are plenty of merchants who will buy loot from adventurers. Some of these will be careful not to handle stolen goods - they don't want to be labelled fences. But others are not so fussy. 
  • The Selenica Arcane College is not as extensive or powerful as some of the establishments in Glantri or Alphatia but they have an adequate spell library with all the standard spells and some new ones as well. They also will identify magic items for a modest fee (50gp per item). The Dean Marius Borrisus (human male, MU19, neutral) is of Alphatian descent and still corresponds with family in Alphatia while the vice dean of arcane research Tellerine Sapphire (human female, MU16, lawful) is good friends with members of the Magician's Guild of Specularum and the world famous Glantri Great School of Magic. Whatever conflicts may be between mages of different nations, the Selenica Arcana College is viewed as something of a neutral meeting ground.
  • Hippogriffs are sometimes seen flying around one of the towers in the south of the city. This is the home of Corrigescu's Aerial Travel. An enterprising Karameikian, Yakob Corrigescu (human male MU10/Mer4, neutral), has tamed a clutch of 4 hippogriffs and has trained riders. Although expensive, they are an excellent way of travelling all over the Known World, with each hippogriff carrying Corrigescu's own rider and one paying passenger, and can fly up to 72 miles per day.
  • The guilds have become quite powerful, including the Wainwrights' (wagon makers) Guild, the Coopers'  (barrel-makers) Guild and the Muleteers' (mule-handlers) Guild. Although not quite as powerful as the merchant houses that use their services, the merchants are careful not to upset the guilds as any merchant barred from the guilds' services will find business more difficult than usual.  The Mercenaries' Guild and the Bodyguards' Guild are rivals, each vying for the lucrative caravan guard business, so a merchant would have to anger both guilds to be refused caravan guards. 
  • The Mercenaries' Guild is a useful contact for adventurers, as they are sometimes contacted with job requests that are too dangerous or specialized for either the Darokinian army or the Bodyguards' Guild. It can also marshal more conventional armed forces, and if the city is in real danger then perhaps 900 armed men (of various types) can be hired to bolster the city defences. 
  • The Darokin Diplomatic Corps (DDC) maintains a large office here, with diplomats and trade emissaries travelling out to nearby countries, typically joining a trade caravan. The DDC sometimes gets involved in internal disputes as well, between merchant houses, or guilds or civil powers and the military. About 30 diplomats are based here at any one time. 
  • Selenica is officially part of Darokin but it is far from Darokin city, and often acts and seems like an independent city-state. The current Lord Mayor Thanya Berrigord (human female, Ftr12/Mer6 neutral) considers it easier to ask forgiveness than permission from the government in Darokin. She has even developed her own contacts with both the dwarves of Rockhome and the elves of Alfheim. These aren't proper diplomatic relations but more like back-channels. Although Thanya does not intend to announce secession or full independence, she does expect Darokin City to allow her city a certain level of autonomy. She has actually used the DDC based in Selenica to negotiate aspects of this so as not to antagonise the central government. 
  • As an international hub of trade and diplomacy, there is inevitably a certain amount of espionage as well. Nearly every nation in the Known World has some sort of agent keeping an eye on things in Selenica - even if things do not happen directly in the city, news will reach Selenica quicker than most cities. It is not just nations either - merchant houses and other groups will have their own people watching other people. Usually this is just a matter of gathering information, but sometimes it escalates into more direct action, in which case adventurers may get involved as expendable proxies. The DDC is not officially an intelligence agency, but it is still often alerted to the more drastic activities of various agents. The DDC and the City Watch in turn may hire adventurers to stop these activities, or at least keep the peace within the city. 
  • Currently there is no proper Thieves Guild - it was banned, with senior members arrested and executed and its headquarters ransacked after it tried to assassinate senior city officials (and succeeded in killing the deputy Lord Mayor and the Captain of the city watch) in an attempted coup on 24 years ago (976 AC). However, some members survived and there are gangs of thieves run by former guild members around the city. They keep a low profile, and the surviving former guild members have a deep hatred and distrust of Glantrian wizards - according to them, the coup was not simply the Thieves' Guild acting on its own, but in partnership with a circle of renegade Glantrian wizards. These wizards failed to go through with their part of the plan and instead teleported out of the city, leaving the Thieves Guild on its own in a battle with the city government. 
  • The city does not have a river running through it, so its main source of fresh water is a series of deep wells that go down into the bedrock to some subterranean lake. Generally speaking this is simply accepted without question, but every now and then the buckets hauled up contain something more than fresh water - a blind white fish, a weird sort of aquatic fungus, some organic detritus or the severed hand of a scaly humanoid (admittedly the last one has only happened once but it immediately caused a commotion). A sage wants to hire adventurers to go down to the bottom of the well and investigate this underground lake. 

Saturday 15 January 2022

Derothgar, the Fortress of the Damned and the Horned Crown of Chaos

 

art by Richard Wright (source)

Deep in the Orclands in the northeast of Darokin stands Derothgar, the Fortress of the Damned. It is a stronghold of all sorts of creatures and monstrosities, including humanoids, undead and chaos cultists, depraved humans who have thrown their lot in with the forces of darkness (including chaotic clerics. chaos warriors and twisted summoners). Very few civilized folk know of its existence, because it is surrounded by so many orc and goblin tribes and also the huge dome of non-detection that prevents scrying and clairaudience within a mile radius of the fortress. 

At the heart of this evil fortress is the leader, Baelforg the Soulripper (human male, 25th level Cleric, align Chaotic). He is the commander of Derothgar and its inhabitants. and he does this by means of a unique artifact, the Horned Crown of Chaos. Forged in the long lost past, perhaps of Nithian design, perhaps even older, from soon after the fall of legendary Blackmoor, the Horned Crown of Chaos offers its wearer some unique powers:

  • Long range telepathy with selected subordinates and lieutenants (up to 20 individuals may be connected to the crown), allowing two-way conversations up to 500 miles range
  • Charm person or monster within 60 yards, 1/turn, (-4 to save if target is chaotic, +4 to save if target is lawful)
  • Wearer's charisma is raised to 18 in the eyes of chaotic creatures and characters
  • The wearer can cast Geas spell 1/day on any chaotic target, -4 to save.

Baelforg rarely leaves the fortress and never sets the crown down - he even sleeps with it on. He sees himself as the puppet master, pulling strings from a safe distance and behind his curtain of non-detection. He is telepathically connected to henchmen and local commanders dotted around the Known World and is one of the most influential characters in the Known World, yet only a select few know that he even exists. He has a hand in many chaotic cults and strongholds across Darokin, Karameikos, Ylaruam, Rockhome and Glantri. Technically Baelforg answers to his masters in Hule - he is their regional overseer for south-east Brun - but in effect he is almost autonomous, and he prefers it that way. He has also been discretely investigating how he might ascend as a Prince of Chaos

Derothgar is like an iceberg - the visible part above ground is only a small part of the whole. Below the ground are 20 levels - it is a megadungeon. As a fortress it relies on not being found - once adventurers know its location it is not as secure as one might think. Getting into the outer layers is feasible as there are three official entrances on the ground floor, and various unsecured windows. However, once in, the sheer size and complexity of the structure becomes a defence in itself. It is never straightforward to get from one place to anywhere else, and although the guards and garrisons are disjointed and uncoordinated, there are a lot of them.  The surface levels that form the above-ground fortress contain more chaotic humans, while the underground dungeon levels contain more undead and other monstrous horrors. Right at the heart of the lowest dungeon level there is believed to be several permanent portals to some of the planes of Chaos, including Urdunor - the prevalence of Hellforged Iron worn on senior commanders confirms this. 

Derothgar is not intended to be a beginners' dungeon - even its upper levels are expected to be for characters of levels 7 and up. And there is no nearby town to rest and heal wounds, or sell loot, so regular expeditions here will require carefully planned logistics and possibly some sort of magical transport.

Thanks to Needles and his Swords & Stitchery blog for this post here which helped solidify my ideas for this post. 


Tuesday 11 January 2022

Marvellous Materials of Mystara for Miscellaneous Magic

When PCs find magic items, particularly weapons and armour, they are immediately interested in how powerful it is and what special powers it has. Appearance and background of new treasures are a secondary consideration if even that. However, should a PC want to know what his new Sword +2 looks like, there are a quite a few options for making it interesting. This list of suggestions is by no means exhaustive and I am sure there are other weird and wonderful substances that can be used - nonetheless here are some materials used across my version of Mystara that can be used in the creation of magic items.

Adamantite is the strongest metal known to mortals and is exceptionally rare. Some say it cannot be found in nature and is only given as gifts by immortals who alone have the power to craft it. It is similar to mithril but has a slight bluish hue to it. Any weapon or armour made from adamantite is at least +3 in enchantment though it may be even better. It is the metal that legendary blades are made of, and is sometimes found as a Sword of Sharpness or Vorpal Blade. Adamantite cannot be broken by simple physical strength - any armour made from it cannot be pierced through the actual metal, only gaps or weak points between the adamantite. However it can be corroded or rusted and is still vulnerable to rust monster attacks (Adamantite is mentioned but not really described in 1st Ed AD&D DMG)

Cinnabryl is a strange substance found in the Savage Coast, west of Hule. It is similar to steel but is reddish in colour and importantly for those on the Savage Coast, it wards off the effects of the Red Curse that affects those in the region. The exact details, powers and effects of Cinnabryl and its derivative, Red Steel, are best explained in other, official resources.  It is rare and highly valued, especially in the Savage Coast because of its protective properties, and as such is hardly ever found in Karameikos or surrounding nations. Although I do not expect it to be used much in this campaign, it does exist. (Regular Mystara fans know of Cinnabryl from both the Voyages of the Princess Ark and the Savage Coast campaign setting). 

Crocodile Hide is found as a common form of armour in Yavdlom on Thanegia Island. The belly of crocodiles can be tanned and cured to make leather armour, while the knobbly back with its bony scutes is as effective as scale mail. Although entirely organic and non-metallic (thus usable by druids), crocodile scute armour is stiff and inflexible, not suitable for thieves. It is the hide from giant crocodiles (specimens over 20' long) that make the best magical scale mail, including Armour of Swimming(Scale Mail +2 that allows the wearer to swim at 120' per round). 


Ent-heart Wood is prized by druids for it combines the properties of wood and metal. It is from the heart of the largest ancient treants but can only be harvested if the treant dies peacefully from old age. Violent death causes the treant to release a chemical that spoils its heartwood. Ent-heart wood burns in fire, but it is light as normal wood and a lot stronger. It can be given a point or an edge and it will hold it as well as bronze. It can be used to create spears, daggers and hand axes that are entirely wooden and therefore usable by druids. Similarly it can be enchanted so it is used in certain magical staffs, particularly those suitable for druidic use. Ent-heart is not quite good enough to make sword blades that can withstand the rigors of combat nor is it dense enough to make proper warhammers or maces - such items made from Ent-heart Wood are treated as clubs (albeit very good quality clubs). 

Hellforged Iron is not of Mystara, but comes from one of the Planes of Chaos known as Urdunor. It is a black, sinister metal, perhaps the evil counterpart of Mithril. On Mystara it is very difficult to either shape or enchant but on its native Plane of Chaos it is easier to use, and so most of the items made from Hellforged Iron are crafted on Urdunor. Such weapons and armour are often imbued with chaotic, foul enchantments favoured by Chaos Cultists, and like mithril, any weapon or armour made of it is automatically enchanted at least +1 magic bonus. Although the use of Hellforged Iron is not an inherently chaotic act, it is most often used by those of chaotic alignment. It is often fashioned into baroque, spikey and scary styles of armour that are worn by chaotic clerics and chaos warriors who want to appear more imposing and dramatic. It is still a form of iron and as such is affected by rust monsters and iron living statues.  

Huge Dragon Scales are, as the name suggests, found on the bodies of huge dragons. Unfortunately these massive monsters are not in the habit of giving them away freely. Although they can be used "raw", they will decay over time unless properly treated with preservatives and cured. Once this is done they will make excellent plates for plate mail and also small shields. Huge dragon scales are lighter than the equivalent amount of iron or steel though not so easy to reshape. Note that other dragons and those who respect dragons will not be happy about part of a dragon being worn as part of an upstart human's outfit. 

Mithril, also sometimes known as Truesilver, is a rare metal, more precious than gold but harder than steel and as light as aluminium. It is found deep in the earth and dwarves are often the ones who mine it. Both they and elves value it highly. It is very hard to work - it can be wrought like iron but it takes a lot more effort to hammer it into shape. Any weapon or armour made of Mithril is automatically considered to have a +1 magical bonus, but further enchantments can be added - indeed, most Swords of Sharpness are made of Mithril, and it is also used in legendary Elven Chainmail. When finished, an item of Mithril shines like silver but cuts quicker and deeper than steel. Mithril is actually more like silver than iron and is immune to rust monsters and iron living statues.  (My apologies to Tolkein, but some of his stuff is too good to leave alone). 


image by BrittonLaRoche (source)

Neptunium is found in deep ocean trenches. It looks dull grey like old iron and things made out of it are generally not particularly pretty. But it is resistant to all sorts of corrosion especially in seawater. It also has the property that it can be wrought into shape underwater, even without a heat source, though this process of fashioning the item is slow, hard work and tedious requiring many strikes on the anvil. It is highly prized by underwater races such as sea elves, merfolk, shark-kin and the like, especially when as a finished product. Neptunium can be enchanted as well as any iron or steel item. Helms of Water Breathing are often fashioned out of Neptunium (though of course additional enchantments are required), as well as magic tridents and bowls of commanding water elementals. Neptunium generally does not rust, but if attacked by a rust monster the wearer/wielder is allowed a save vs wands & staves - if successful the neptunium item survives the rust monster attack - if not the neptunium turns to a weird greenish-yellow rust, destroying the item but the rust monster won't like the taste - neptunium tastes wrong to rust monsters.  (This Neptunium is my own creation, no relation except in name to the real life heavy element Neptunium)

Orichalcum is similar to bronze. with a yellow-brown sheen, but is tougher and stronger, having similar properties of iron. Although not exactly superior to iron, it is sometimes available to cultures that have not mastered iron, such as those in Bronze Age cultures such as ancient Nithians. They can be enchanted and magic weapons and armour of Nithian make is often forged from Orichalcum. The skills and methods for making Orichalcum are not widely known, and such items are highly prized. Because of it's bronze-like nature, orichalcum is unaffected by either rust monsters, iron living statues or magnetism.  (Orichalcum is mentioned in real world ancient Greek writings but scholars are not really sure what it actually was.) 


Friday 7 January 2022

Monsters of Fighting Fantasy: City of Thieves

 As one might expect from an urban adventure, this Fighting Fantasy game book relies more on human foes rather than monsters. However, there are a few interesting creatures that I think are worth converting to B/X D&D. All illustrations are by Iain McCaig. 

Lizardine 

Name Lizardine
Armor Class6
Hit Dice (Avg hp) 4+4* (22hp)
Movement 90’
No Attacks 2 claws/1 bite or breath
THAC0 15
Damage1d3/1d3/1d8 or 3d6
No Enc 1d8
Save as F5
Morale 8
AlignmentNeutral or Chaotic
TreasureD
Size/Type Medium Dragon
Intelligence12 (very)
XP value 200

Lizardines are a strange hybrid of dragon and lizardman. They are intelligent and capable of living in cities, though because of their monstrous appearance they tend to go for places where civilized folk won't bother them. Some have settled in the violent and volatile pirate cities of Ierendi. Lizardines can speak Common, Lizardman and Draconic. They appreciate treasure though are not as covetous as dragons, and they are willing to trade some of their treasure if it seems a good deal. Lizardines are good at appraisal, and are sometimes found as merchants of valuable things, such as gems, jewellery and magic trinkets. But woe betide anyone trying to rob them, for they hate thieves and similar-minded ne'er-do-wells bitterly and will attack ferociously if they feel wronged. 

In combat a lizardine can claw and bite its opponents, or once per turn it can breathe fire. This does 3d6 fire damage to all in a cone 20' long and 10' wide at its furthest. This breath weapon does not require a roll to hit but a save verses dragon breath will mean those in its area of effect will take half damage.

Serpent Queen 

Name Serpent Queen
Armor Class 7
Hit Dice (Avg hp) 3* (14hp)
Movement 90’
No Attacks 1 dagger/1 bite
THAC0 17
Damage1d4/1d6+poison
No Enc 1
Save as F3
Morale 12
Alignment Chaotic
TreasureD
Size/Type Medium Humanoid
Intelligence12 (Very)
XP value 75

The Serpent Queen is not a species but a unique individual, formerly a beautiful but vain princess now cursed to live as a monster. She can speak Common and Draconic but she has become so bitter and hateful of her current state that it is difficult to reason with her. She was on a trading ship that stopped off on the Serpent Peninsula to trade with the elusive Ulimwengu where she stole a silver serpentine circlet that supposedly made the wearer as beautiful as possible. But she did not think to ask by whose standards of beauty. Once the ship had departed in a hurry she put the circlet on and was transformed into the Serpent Queen. After killing several crew members she calmed down and the remaining crew dropped her off at the Pirate port of Vlad in Ierendi where she remains.  

In combat the Serpent Queen bites as well as attacking with a dagger. Anyone hit by her bite must save vs poison or die in 1d4 rounds. 

Fire Imp

Name Fire Imp
Armor Class 7
Hit Dice (Avg hp) 5* (23hp)
Movement 60’/150’ fly
No Attacks 2 claws or 1 breath
THAC0 15
Damage1d4/1d4 or 3d8
No Enc 1d4
Save as F6
Morale 10
Alignment Chaotic
TreasureNone
Size/Type Medium Outsider
Intelligence6-8 (Low)
XP value 400

The fire imp is a lesser demon, from the Planes of Chaos, occasionally found as minions of Fire Demons. How the fire imps travel across the planes and arrive on the Material plane is uncertain, though in some cases they have been summoned by chaotic mortals. Once they have arrived here they are difficult to control and seem to delight in setting things on fire, including buildings, books and people. 

In combat a fire imp will try to either scratch with its two wing-claws  or breathe fire (its preferred method) which it can do once every other round. The flames emerge as a cone, 10' long and 5' at the base, and is usually aimed at one opponent at a time. The breath weapon automatically hits for 3d8 damage but a save vs dragons breath will reduce damage by half. Fire imps are immune to normal weapons and require magic weapons to be damaged (+1 bonus or better). 

Monday 3 January 2022

Scenario #5: Slave Raiders!

This is a short scenario for a party of characters of levels 3-5 and could be a prelude to either X1: The Isle of Dread or X6: Quagmire. If the PCs play this right, they could end up with a large sailing ship. 

The pirate raiders of the port city of Nula in Ierendi are known to occasionally raid coastal communities for plunder and food. However, recently they have found a sinister and lucrative trade in slaves, joining up with slave traders of Thyatis, many of whom are not fussy about where the stock comes from. 

The PCs are in a coastal village, probably Sulescu Village in southern Karameikos though other places will work as well. A ship appears on the sea, heading straight for the village, and it does not look like a typical merchant cog - more like a warship. It is the Ocean Manticore, the ship of Vladivar Carriolis, a banished Karameikian nobleman turned pirate, and he and his crew are looking for slaves and plunder. 

The PCs could quite easily abandon the villagers to their terrible fate. But it might be worth reminding the PCs that pirates may well have already gathered treasure on their ship, and no-one else would object if the PCs plundered the plunderers. 


Sulescu village has a population of 950 and does not need much of a militia. Being far from the humanoid tribes that usually raid from the hinterlands and relatively close to Specularum the village has only wooden palisades and a squad of 20 militia men (all F1, 4 hp each, leather armour, spears & shortbows). Vladivar Carriolis has decided to attack during daytime as he remembers rumours that the mysterious Lord Zemiros Sulescu dislikes sunlight and is often asleep during the day. 

The Ocean Manticore has 3 longboats (usually stored on the top deck). However,  since the village has a pier going out into deep water, the pirates will dock at the pier and come ashore that way. 

There are 4 teams of pirates each led by a pirate slaver, who spread out into the village, causing havoc and capturing as many villagers as possible, as well as grabbing obvious valuable loot.  

Team #1 has 5 pirate raiders, 1 pirate slaver & 2 bugbears

Team #2 has 3 pirate raiders, 1 pirate slaver & 1 bugbear

Team #3 has 4 pirate raiders, 1 pirate slaver & 2 bugbears

 Team #4 has 3 pirate raiders, 1 pirate slaver & 2 bugbears

Pirate raider: AC 6, Mv 120', HD Ftr3 (hp 15 each), Att 1 cutlass (sword) for 1d8, Ml 8, Al Chaotic, XP 50, equipment: leather armour, cutlass (as sword), dagger, manacles, 2d10gp

Pirate slaver: AC 6, Mv 120' HD Ftr4 (hp 20 each), Att 1 cutlass (sword) for 1d8 or 1 bolas (special) or 1 net (special), Ml 9, Al Chaotic, XP 125, equipment: leather armour, cutlass (as sword), dagger,either bolas or net (see Companion Rules for both items), manacles, 3d10gp

Bugbear: AC 5, Mv 90', HD 3+1 (hp 14 each), Att 1 club for 2d4, Ml 9, Al Chaotic, XP 50, equipment: piecemeal armour, spiked club, 2d4gp

They are overseen on the pier by the Master Slaver Jeremmius (AC 4, Mv 90', HD Ftr5, Att 1 sword+1 for 1d8+2 or bullwhip (1d4 or entanglement), Ml 9, Al Chaotic, XP 225, equipment: Chain mail, Sword +1, bullwhip (see Companion Rules), manacles, 34gp) who is accompanied by 2 bugbears as assistants and bodyguards.

If the PCs get onto the Ocean Manticore as it sits at the village pier, this scenario turns from a wide-ranging battle into more of a dungeon crawl (albeit a wooden dungeon on water). The plan above shows the main interiors, except for the two open decks on top of the foc'sle (top front of the ship) and quarterdeck (top rear of the ship). Note that as this is a wooden ship, widespread use of fire as a weapon could set the ship aflame with disastrous consequences. Fireballs and flasks of flaming oil are a bad idea here. Similarly anything that could punch through the hull below the waterline is very dangerous for all onboard.
  1. Open mid-deck - 3 pirate raiders + Captain Vladivar Carriolis: AC 4, Mv 90', HD Ftr 6, Att 1 sword+1 for 1d8+2 or crossbow for 1d6, Ml 10, Al Chaotic, XP 350, Equipment: Chain mail, Sword +1, crossbow, 20 bolts, potion of water breathing, 25gp on person key to treasure chest (see also area 7)
  2. Bugbear quarters - 1 bugbear + 10 oversized hammocks
  3. Bugbear chief (AC 5, Mv 90', HD 5+5, hp 35, Att 1 club for 2d4+1, Ml 10, Al Chaotic, XP 225) who has a chest containing 1200gp, 3500sp and 10 gems (3 x 100gp, 5 x 50gp, 2 x 10gp)
  4. passageway
  5. Bo'sun's quarters: Bo'sun Melloch (AC 5, Mv 90' HD Ftr5, hp 25, Att 1 sword +1 for 1d8+2, Ml 9, Al Chaotic, XP 225, equipment: chain mail, Sword +1, dagger, 25gp)
  6. MidDeck passageway 
  7. Captain's quarters - Vladivar Carriolis is found on the open deck (#1) but his belongings are here, including the main treasure chest. Vladivar has the key on him (see area 1). Inside is 2540gp, 11,600sp, 420pp and 6 gems (3 x100gp, 3x300gp). If the chest is forced or broken open, a mechanism releases poison gas (all in 10' radius save vs poison or die in 1d4 rounds), A thief trying to pick the lock has a normal chance of finding and disabling this trap.  
  8. Master Slaver's quarters - Jeremmius has joined the raid on the village. His sea chest is here and underneath some rather smelly clothes is a silk sack with 430gp and a pair of silver and amber bracers worth 300gp. 
  9. Pirate Slavers's quarters - 1 pirate slaver + 4 hammocks
  10. Ship's cook: Swealter is a wereboar: AC 4, Mv 150', HD 4+1* (hp 20), Att 1 gore for 2d6, Ml 9, Al Neutral, XP 200. As a lycanthrope, Swealter is immune to normal weapons and gets +2 to hit due to his wereboar berserk rage, and can infect humans with wereboar lycanthropy. He has been a wereboar long enough that he has some control over it (though the captain locks him up in his quarters on a full moon). He will transform as soon as combat starts. This room also acts a a basic ship's galley with wood stove and kitchen utensils (pots, pans, spoons, knives etc).  Underneath the clothes in his chest is a leather purse with 34gp +12pp.
  11. Pirate raiders' quarters, empty as they are all either in the raid on the village or on the top deck.
  12. Ship's stores, including food, water and rum on the starboard side and on the port side things like rope, canvas for patching sails, spare timber, a spare anchor and pitch.  
  13. Armoury: In here on various racks and shelves are 10 suits of human-sized leather armour, 2 suits of human-sized chain mail, 10 cutlasses (swords), 3 bugbear clubs (treat as maces in the hands of humans) 4 crossbows, 100 quarrels, 10 sets of manacles, 2 bolas, 2 bullwhips, 4 nets and 6 polearms.  
  14. Additional crew quarters: 1 pirate slaver is in here
  15. Ship's Chaplain Vortiganna (AC 4, Mv 90', HD Cl 4, Att 1 mace (1d6+1) or 1 spell (special), Ml 12, Al Chaotic, XP 125, Equipment: Chain mail, Mace, shield, Unholy Symbol of Chaos, Spells: Hold Person, Cure Light Wounds x 2). In her sea chest she has her own treasure stash of 300gp & 2400sp and a scroll of 3 clerical spells: Speak with Animals, Locate Object and Silence 15' radius. 
  16. Guard quarters: Here are 3 bugbears on guard. 
  17. First slave hold: 3 halflings (captured from the Shires) + 2 human fishermen (normal men from Karameikos) + Oberwald Merrion, (Ftr2/Mer4, Al Neutral) a Darokinian merchant with important connections in Athenos. The pirates were going to just enslave him but they are now thinking about holding him for ransom. 
  18. Second slave hold:  Currently empty (but may be occupied if the Sulescu villagers are captured). 
Note that if the PCs successfully defeat the pirates on the ship, they will have inadvertently acquired a galleon (large sailing ship according to B/X rules). They could sell it to ship merchants for half price (10,000gp - quite a lot of money!) or use it themselves for expeditions to far-off lands like the Thanegoth Archipelago (X1: Isle of Dread) or Serpent Peninsula (X6: Quagmire).