Saturday 26 February 2022

Monsters of Fighting Fantasy: Caverns of the Snow Witch

 Caverns of the Snow Witch is the 9th in the Fighting Fantasy adventure game book series, written by Ian Livingstone and distinctively illustrated by Gary Ward and Edward Crosby. As the title suggests, the action takes place mostly in a cold mountainous environment, with quite a few cold-dwelling monsters. 

Banshee Ghoul 

NameBanshee Ghoul
Armor Class2
Hit Dice (Avg hp)10+10**
Movement90’
No Attacks2 claws/1 bite
THAC09
Damage1d8/1d8/1d8 
No Enc1d4
Save asF`0
Morale10
AlignmentChaotic
TreasureD
Size/TypeMedium Undead
Intelligence12 (very)
XP value2300
The Banshee Ghoul has similarities to the true Banshee (see the Companion Set), but is a different sort of undead. The banshee ghoul can be easily recognised by its single nostril and single sharp tooth. When first encountered a Banshee Ghoul will start wailing but won't attack immediately. Anyone within 60' hearing the wail must save vs spells or become overcome with fear and attempt to flee. This is also the banshee ghoul's cue to attack. Anyone attacked while under the influence of the banshee ghoul's fear can fight back but at -2 to hit and damage due to panic and fear-induced weakness. Although anyone affected can try to save vs spells every round, the banshee ghoul will continue wailing while in combat, requiring a new save for those currently unaffected by the fear.  Magical silence (such as a cleric's Silence 15' radius) is very effective at neutralising the banshee ghoul's wail. 
Banshee ghouls are immune to normal weapons (+1 or better magic weapons needed to hit) as well as the usual undead immunities (including poison, disease, death magic, Sleep & Charm spells). 
Banshee ghouls are believed to be created when an evil woman dies of grief or heartbreak though some particularly chaotic clerics may also know of spells to create them. 

Bird-man 

NameBird-man
Armor Class6
Hit Dice (Avg hp)4+4 (22hp)
Movement90’/Fly 180'
No Attacks4 claws 
THAC015
Damage1d6/1d6/1d6/1d6
No Enc3d8
Save asF5
Morale8
AlignmentNeutral or Chaotic
TreasureC
Size/TypeMedium Humanoid
Intelligence12 (very)
XP value125
Bird-men dwell in mountains and steep hills and are omnivorous, feeding on animals, fruit, seeds and insects. Most tribes of bird-men leave other humanoids alone, and usually fly away if approached. But some tribes have become chaotic predatory man-eaters, hunting and killing lone travellers. If attacking, a birdman will try to dive from a distance of 60' onto their prey. This means they can only attack with their hind talons but they get +2 to hit and do double damage (2d6 per talon attack) in the first round as they slam into their prey. Furthermore, a successful dive attack will knock their opponent prone. 
Bird-men live in flocks of up to 24 strong and nest in groups on rocky outcrops and tops of cliffs. They have no serious need for treasure but like magpies they like shiny trinkets and will decorate their lairs with sparkling coins, jewelry and gems. A bird-man's hands are dextrous enough to use tools and they can construct simple things, but they eschew weapons, preferring their natural talons. 
In Mystara bird-men are found in the highest mountains of Brun, including the Altan Tepes and the Amsorak mountains though they are few and far between. 


Crystal Warrior 

NameCrystal Warrior
Armor Class3
Hit Dice (Avg hp)8* (36hp)
Movement60’
No Attacks1 weapon
THAC012
Damage3d6
No Enc1
Save asF4
Morale12
AlignmentUnaligned
Treasurenone
Size/TypeLarge Construct
Intelligence1 (animal)
XP value1200
Crystal Warriors are constructs perhaps related to crystal living statues (from the Basic set). They appear as humanoids carved out of clear quartz and like golems and other constructs they are often left to guard areas of importance - although the crystal guardian will not have treasure of its own, it may well be left to guard the treasure of its creator. A crystal warrior will obey the orders of its creator, though this needs to be simple and clear as crystal warriors are not good at discretion or understanding the intent behind a command. 
Crystal warriors are formidable in combat, attacking with razor-sharp crystalline weapons. They are immune to sharp and pointed weapons such as swords, spears and axes - only blunt bludgeoning weapons such as hammers and maces can harm them. Even then the weapon must be of +2 or greater enchantment. Crystal warriors are immune to fire, acid and cold but are still vulnerable to lightning and electrical attacks. As a construct, a crystal warrior is immune to disease, poison, death magic and mind-affecting spells. They are also fearless and fight to the last unless specifically instructed to stop. 
The method of creating crystal warriors is not widely known, and is believed to have originated in Alphatia where an archmage created a squadron of them to guard his mansion and gardens. 

Ice Demon

NameIce Demon
Armor Class2
Hit Dice (Avg hp)14+4* (67hp)
Movement120’, fly 180'
No Attacks2 fists or breath
THAC08
Damage2d6/2d6 + stun or 4d10 + paralysis
No Enc1
Save asF15
Morale10
AlignmentChaotic
TreasureD
Size/TypeHuge Outsider
Intelligence15 (High)
XP value200
Ice demons are among the most powerful of lesser demons, and usually dwell in Noreesis Vale, a particularly frigid Plane of Chaos, though they sometimes deign to visit the Material Plane to lord over pathetic chaos-worshipping mortals. They are rivals with Fire Demons and the two will often attack each other on sight. 
In combat Ice Demons can punch opponents with their mighty fists. Anyone hit by an ice demon's fist must save vs paralysis or be stunned for 1d4 rounds from a combination of concussion and cold shock. Every other round an ice demon may use its breath weapon, a cone of cold that extends from the ice demon's mouth out to 30' and is 20' wide at the end. Anyone in that area must save vs dragon breath or suffer 4d10 cold damage and be paralysed by cold for 1d4 rounds. Ice demons have massive bat-like wings and can fly if necessary. 
Ice demons are immune to normal weapons and require +1 or better magic weapons to hit. They are also immune to poison, disease and cold damage. Ice demons speak Common and Demonic but can also communicate via telepathy with any intelligent being. 


Night Stalker

NameNight Stalker
Armor Class5
Hit Dice (Avg hp)6 (27hp)
Movement120’
No Attacks2 claws/1 bite 
THAC014
Damage1d4/1d4/2d8 
No Enc1d8
Save asF6
Morale8
AlignmentChaotic
TreasureC
Size/TypeMedium Humanoid
Intelligence10 (Average)
XP value275
Night stalkers are predatory humanoids that are particularly frightening and ghoulish. They prefer to operate in darkness, so are often found in dungeons and caverns, or else at night in borderland areas. They disguise themselves with robes and carry a lantern and from a distance appear to be human - this is part of the night stalker's ruse to lure prey close. Once a humanoid comes close enough the night stalker throws back the hood on its robe to reveal its hideous face - any humanoid in 10' must save vs Spells or be stunned for 1d4 rounds during which the night stalker will attack and try to kill its prey before it can defend itself or flee. 


Tusked Yeti

NameTusked Yeti
Armor Class6
Hit Dice (Avg hp)10+10* (55hp)
Movement120’
No Attacks2 claws/1 bite 
THAC09
Damage2d4/2d4/3d6 
No Enc1d8
Save asF5
Morale9
AlignmentUnaligned
TreasureD
Size/TypeLarge magical beast
Intelligence3-4 (semi-)
XP value900
Tusked yeti are arctic predators, with features of ape and bear all rolled into one body with shaggy white fur. They are capable ambushers and will sometimes burrow under the snow, bursting out when unsuspecting prey wanders by, surprising most creatures on 1-4 on d6. 
Tusked yeti are immune to all cold damage. 
They are sometimes found as pets of either frost giants or white dragons and are known to inhabit the wilder parts of Norwold. .


Tuesday 22 February 2022

Dungeons as Infestations

source


Lots of dungeons are old, at least within their game world. Among published modules B1: Into the Unknown and  B4: The Lost City deal with old ruins that have not been civilized for a while. In my own development of Mystara I have also added Tarrag Duun and the Tombs of Allaktos, both of which have substantial histories. And outside of Mystara there are other classic dungeons with long histories such as Castle Greyhawk and Undermountain. There are others which were civilised but have been recently taken over by the forces of Chaos, such as B3: The Palace of the Silver Princess and X2: Castle Amber. 

Finally there are those that have been created recently specifically by the forces of Chaos as strongholds and footholds in the lands of humanity and their demihuman allies. These dungeons can be viewed as infestations. Although it is not specifically described as such, I believe that the Caves of Chaos in B2: The Keep on the Borderlands is a good example - the caves are a base for the encroaching forces of Chaos where humanoids such as goblins, orcs and gnolls can gather and prepare for attacks. And like other infestations, it needs to be dealt with otherwise it will spread - first the dungeon at that location will expand, with more areas being excavated and more creatures moving in, and possibly more levels being added. Secondly once the dungeon starts getting crowded, creatures will split off and find new locations to establish new lairs. 

As the dungeon and its population grows, resources are needed, particularly food and weapons. Although a few dungeons may be self-sufficient in that regard (particularly if they have a vein of metallic ore within the dungeon, or a fungal grotto that can be farmed for food), the dungeon inhabitants are more likely to raid villages and caravans for these and other materials. Besides, it is not in the nature of chaotic monsters to work for a living if they can take what they want from human villagers. 

Just as an aside, I've started wondering what the Caves of Chaos would look like if the humanoids kept digging and multiplying? The DM would probably need multiple maps for different levels as cave complexes are dug over the top and underneath each other (in the original B2 map, the cave complexes may be at different elevations but they are not directly above or below each other). In the original, the humanoid forces may be sufficient to threaten impertinent adventurers, but not enough to threaten the keep. If the gathering forces are not dealt with, they may become strong enough to shift that balance of power.   

The Twisted Summoner class I presented earlier is ideal for setting up these sorts of "infestation" dungeons. The kobolds that are the first chaotic minions to be summoned are capable of dungeon excavation, construction, trap-setting and other labour. As the twisted summoner becomes more powerful, more monsters are summoned and more rooms and levels can be added. The twisted summoner may attract apprentices who can then add their own minions to the dungeon population. And once an apprentice twisted summoner is ready (or perhaps flees the dungeon for his life) he can move elsewhere and set up his own dungeon stronghold, and thus the infestation spreads to another area. An example of this is my own Scenario #4 which is low level but still illustrates a twisted summoner setting up his own dungeon, with kobold labourers, hobgoblin troops and the potential to expand as the twisted summoner becomes more powerful. 

Other chaotic humans may move in, such as chaotic clerics and chaos warriors. The twisted summoner may not be setting up the dungeon on his own initiative but on orders from powerful leaders of the Cult of Chaos to provide a stronghold from which cult members may operate against civilization and the forces of Law. 

An alternative to twisted summoners would be the Deepspawn from the Forgotten Realms. These horrible creatures can spawn other biological monsters of different species once they have "sampled" (i.e. devoured) one of that species. I have come up with  system where deepspawn can be scaled by HD and size which also gives limits to the size and power of the creatures it can spawn - a 4HD deepswawn is medium sized and can only spawn small creatures of up to 2HD, while a 20HD deepspawn is gargantuan in size and can spawn huge creatures up to 10HD. At their largest size (24HD, gargantuan) the deepspawn can spawn huge creatures of up to 12HD, which includes 12-headed hydra, fire giants and small red dragons. Fortunately they are restricted to living things, so undead, elementals, outsiders and constructs cannot be spawned. Deepspawn still need the raw organic materials to produce their spawn, and are voracious omnivores, sending out their existing spawn to bring back all sorts of food. 

Deepspawn (by Baxa)

The one major thing that this concept does not involve is treasure. That is not to say that treasure cannot exist in these infestation dungeons but merely that there is no requirement that it must exist. But for the sake of player expectations I would include treasure as plunder from the gathering expeditions launched from the dungeon - as well as bringing back food, metal and timber the raiders from the dungeon may bring back coins, tradeable goods and the occasional magic item. 

Example of a growing dungeon

Stage 1 is really just a hideout for Julgor the apprentice, with just 3 chambers. He has fled here after a band of self-righteous adventurers slew his master in their previous lair, and he only survived by pretending to be a captive villager. 

  1. The Atrium: 3 human bandits + 2 kobolds. The kobolds are under the control of Julgor, while the 3 bandits have simply joined Julgor as he can provide a hideout. 
  2. 5 kobolds. This room also has 8 small (kobold-sized) straw mattresses. The kobolds are all armed with daggers (1d4 damage) and 2 of them also have slings + 10 stones each. In a corner is a large box with tools including small pick axes, shovels and buckets. 
  3. Julgor the abandoned apprentice, 2nd level twisted summoner. This room also has Julgor's bed and a chest of belongings including his treasure and spellbook. 

Stage 2 sees Julgor and his kobolds expand the dungeon. The spoil heaps outside demonstrate the work the kobolds have done. 

  1. The Atrium is now a guard post with 2 human bandits and 1 orc on duty. 
  2. 4 bandits are settled in this new room with 4 crude straw mattresses and a small fire in the centre of the room, and a sack of loot. If the alarm goes up they will rush out and help their mates in area 1. As previously, the bandits are here out of mutual agreement rather than magical control. 
  3. 1 orc boss and 2 wolves are here. The orc boss (stats as gnoll) controls the wolves and can get them to stay or to attack. The orc boss is under the twisted summoner's control but the wolves are not. 
  4. What was formerly Julgor's quarters has now become the orcs' den. In here are 2 orcs, with 4 straw mattresses. There is a dead sheep that is due to be butchered for food. 
  5. Julgor's new quarters. Julgor the Summoner is now a 4th level Twisted Summoner. He has moved his furnishings in here and has also picked up a rather nice bronze statue which he uses as a coat and hat stand. He has got the kobolds to fit his chest of belongings with a poison dart trap. 
  6. The kobold quarters have moved here. There are now just 5 kobolds but one of them has survived long enough in Julgor's service to become quite skilled and tough (1HD).  There are 6 kobold-sized straw mattresses here.
  7. Supplies room. In here are boxes of food, tools, weapons and the like, as well as several barrels of nice wine looted from an inn that was sacked a few weeks ago, and 3 dead sheep (the bandits attacked a shepherd and his flock). 

Stage 3 continues in a similar vein, with more rooms added and Julgor now reaching 6th level. Some of the inhabitants are magically controlled, others are here by other arrangements. He still keeps a contingent of kobold labourers and has plans on making moves on a local village. The traps and alarms are becoming more sophisticated but a mercenary ogre is proving difficult to control - Julgor thinks it may have been a mistake to hire him, and is considering fireballing the brute. 



Wednesday 16 February 2022

The Battle of Duke's Road Keep

 

Image by Doug Chaffee (source)
A terrible disaster has been narrowly averted! Just a few days ago Duke's Road Keep, in northern Karameikos, close to the border with Darokin, was assaulted by a powerful force of orcs and ogres. In several places the curtain wall was breached though thankfully the inner keep held. The garrison of Karameikan soldiers and various allies held out until the chaotic humanoids gave up and slunk back to their caves.  

What is Officially Said about Duke's Road Keep 

From Gaz1: The Grand Duchy of Karameikos:

Duke's Road Keep: This fort lies in the mountain pass on the Duke's Road, right at the border between Karameikos and Darokin. Though also mountainous and cold, this is a more cheerful place because of the constant traffic passing through from Selenica to points south. This fort is garrisoned by the Fourth Division, Duke's Road Battalion (nicknamed "The Goblin-Crushers" for their successful military operations carried out against the mountain goblins).

My ideas about what has happened:

A band of 30 dwarf prospectors were the first to spot the orc and ogre horde advancing from the east through the mountain valleys. The dwarves hurried to the keep on their ponies, both for their own protection and also to warn the humans. However, they in turn were spotted by the orcs, and there were several running skirmishes with worg-riding orc scouts trying to stop them. 12 dwarves made it back to the keep, raising the alarm and allowing an hour to organise the defences - this was only possible because 8 other dwarves decided to make a heroic last stand in a narrow gorge, blocking the worgs and their orcish riders for as long as they could before they were overwhelmed. 

The garrison sent riders in each direction of the Duke's Road, warning travellers and caravans of the impending attack. Two caravans made the decision it was safer to stay in the keep than be caught out on the open road by the savage raiders. One caravan heading north to Darokin tried to outrun the orcs but their burnt and bloodied remains were found a few days later. 

Estimates from survivors in the keep put the enemy forces at about 2000 orcs, and at least 120 ogres. About 2/3rds of the orcs were just regular infantry, with spears, axes and shields, but there were companies of orcs with crossbows and shortbows, as well as 100 surviving worg-riders. They came well-prepared for an assault, with many orcs carrying siege ladders to scale the walls, and goblin slaves hauling carts carrying ballistae, catapults and their respective ammunitions. Some of the goblins were carrying shovels, pick-axes and other mining equipment. 

The Dukes Road Keep defenders were 244 soldiers of the Karameikan Army, 4th Division, Duke's Road Battalion ("The Goblin-Crushers"), plus 120 resident civilians (of whom 33 could pick up weapons and fight), 43 caravan guards from the two caravans sheltering in the keep, the 12 surviving dwarf prospectors who first spotted the attacking orcs, the resident chaplain Theodocius (human male 6th level cleric, Lawful) and his 3 adepts (2nd level clerics, Lawful) and a band of adventurers who were on their way to Castellan Keep, looking for fortune and glory.

The battle was brutal and bloody, and went on from the initial attacks at dusk through the night until dawn. Siege ladders were put against battlements and the human defenders desperately tried to kill or knock the orc assailants off the ladders before they could get a firm foothold on the parapets.Toppling a siege ladder over (often with orcs still climbing it) would rouse a cheer from the humans.  Arrows , quarrels and ballista bolts were exchanged by both sides. The orcs were very exposed and were usually not organised enough to form a shield wall against the incoming arrows. 

The gatehouse came under attack from ogres wielding a tree trunk as an improvised battering ram, and the portcullis and gate were eventually smashed down, but before the orcs and ogres could charge in the mage from the visiting adventuring party, Vericonia (human female, 6th level MU, Neutral) used her prized possession, a Wand of Webs, which held the attackers in its sticky webs as they tried to get through the gatehouse, leaving them immobile and vulnerable to counterattack by the defenders. Despite the orcs and ogres hacking or burning some of the webs, Vericonia kept using her wand, making the gatehouse main entrance impassable with multiple web spells. 

As was previously stated, the orcs and ogres managed to overrun the outer walls in three places, mainly thanks to the siege ladders. This forced the defenders back to the central keep. However, the orcs did not get their siege equipment over the walls and so the siege artillery could not aim at the keep. At one point the orcs tried to swarm over the keep like angry ants but this was when the defenders used the flaming oil, poured over from the inner keep's ramparts and scorching anything near the base of the keep's walls. Over a hundred orcs and a dozen ogres were burnt within that minute, and it was at that point that some orcs began to retreat, despite the exhortations and threats of their commanders and chiefs. 

In a final attempt to break the defenders, the great ogre chief Wolfripper started smashing at the inner keep's door with his huge axe, and to the defenders' consternation he was successfully chopping his way in.  At this point the battalion commander Tyllion of Kelvin (human male, 7th level fighter, Lawful) opened what was left of the door and took on the ogre chief in single combat. It was a closely fought battle, with both inflicting terrible wounds on each other. Wolfripper let out a terrible roar that chilled the blood of all the defenders, but although some flinched or were rooted to the spot in fear, the commander was unfazed and landed the final blow, slicing Wolfripper's neck open. Weak from his wounds and exhaustion, he collapsed in the broken doorway. As a dozen ogres charged at the doorway, a lightning bolt shot out from the keep, over the prone body of  Tyllion and blasted half of the ogres into ashes. "I've been waiting for the right opportunity to use that spell" said Vericonia, the mage of the adventuring party. At this point the remaining ogres turned and fled. Seeing their bigger, stronger allies falling back and knowing the defenders had powerful magic the orcs decided to follow in kind. 

It has been 3 days since the battle. Clerics have been healing the wounded, administered last rites to the dead and dying and praying for guidance. Many graves have been dug. Of the defenders, 86 soldiers, 16 caravan guards, 4 dwarfs and 101 civilians have survived. Tyllion the commander has also survived though he is still recuperating from his duel with the ogre chief and now bears some impressive scars. Repairs are being made to the curtain walls and other stonework damaged by catapults and the like. Outside the Keep, on the other side of the Duke's Road, a horrible pile of nearly a thousand orc and ogre corpses now festers. 

If the PCs arrive at Duke's Road Keep, they may have missed the main battle but there are plenty of tasks and missions. 

  • Surviving orcs and ogres have regressed back to petty banditry, waylaying travellers on the Duke's Road. They need to be dealt with in an uncompromising way. 
  • Theodocius the Chaplain is convinced that the orcs and ogres would not have come up with this attack by themselves. They are opportunistic, dull and selfish, usually content with attacking farmsteads and caravans. Theodocius wants adventurers to go after an ogre or orc chief and find out who organised this attack. The strategic importance of Duke's Road Keep cannot be ignored. 
  • Tyllion the commander wants emissaries to travel to Highforge where a renowned dwarf architect and military engineer Darreldor Steelhammer (male Dw 5, neutral) is employed by the gnomes. Tyllion wants him to come over to Duke's Road Keep to advise on improving the defences. 
  • Fenrir Bronzehelm (male Dw4, lawful) is one of the few surviving dwarves. He wants the PCs to retrieve the bodies of his fallen comrades, especially those who made a last stand in the narrow gorge. They deserve a decent dwarven burial. 
  • The ogre chief Wolfripper, slain at the climax of the battle, regularly paid fealty and food to the frost giants of the Tomb of the Frost Shamans. When he does not deliver in a month's time, they will send a squad of 3 frost giants to investigate. Is it possible to deal with these frost giants peacefully? Can they be deceived or deterred? 
  • Orc corpses have gone missing from the pile on the other side of the Duke's Road. This is compounded by reports of orcish zombies stumbling west into the Black Peaks. Clearly some necromancy is at work but who and why? Is this necromacer in alliance with the orcs or do they have their own agenda?
  • Surviving ogres of Wolfripper's own personal band were seen retreating northwest and are believed to be holed up in a natural limestone cave. They are led by Spinestomper, an ogre leader and Wolfripper's right-hand brute. Tyllion wants the ogre threat to be finished off. 
  • Tyllion cannot be sure that another attack is not being prepared and wants the defences to be strengthened as quickly as possible. Although he has sent messengers to the Duke in Specularum for reinforcements, he also wants adventurers to escort his treasurer to Selenica to negotiate a deal with the Mercenaries' Guild. The good news is that some merchants who use the Dukes Road regularly could be persuaded to contribute to the costs of the mercenary soldiers.
  • Plorbios the Plump, (human male 2nd level fighter/3rd level merchant, neutral) was the leader of one of the caravans that sheltered in the keep during the battle, and he found himself fighting for his life along side the caravan guards and soldiers. He survived but his merchandise was lost and now he fears bankruptcy. He was moving 20 rolls of fine Pearl Island silk from Specularum to Selenica, but the silk was seized and taken by some enterprising orcs. At a value of 2000gp per roll he is willing to pay a 50% finders fee (1000gp per roll) to anyone who can retrieve his silk and save his business. 
  • A silver and ivory necklace around one of the slain orc chiefs' neck has been identified by Plorbios the Plump as being the same design as the orcs in the Orclands north of Selenica and Hobart Keep. Could orcs be travelling from the Orclands in northeast Darokin to Karameikos? If so, how? How many of the 2000 orcs were from there, instead of local tribes in the Altan Tepes?
  • Theodocius and his sole surviving adept are very overworked. He would like adventurers to travel to the Reclusium of Serenity in the northwest of Karameikos to ask if they can spare any clerics to help with the healing. 
  • The oil that proved so crucial when the inner keep was under attack has been used up, and new supplies need to be found. The best oil is found in the Emirates of Ylaruam, particularly the city of Sulba. But who would be prepared to travel all that way and bring the oil back?
  • What happened to the gang of goblin sappers, seen at the start of the battle? Although they may have simply fled, it is also possible that they are mining away somewhere near the keep, possibly tunnelling under it. Tyllion would like this matter investigated. 
source


Monday 14 February 2022

My ideas about the villages of Rifllian & Kota-Hutan

 What is officially said in Gaz1: The Grand Duchy of Karameikos on p.39

Rifllian

Ruler: Prestelle (Chief Trader). She is a third level elf and a shrewd trader

Population: 1700, chiefly Callarii elves

Laws: When dealing with human visitors, the Callarii follow the Duke's Law, but in their own affairs follow elvish custom. 

Notes: This is the post where humans come to trade with Callarii elves, trading raw materials and good horses for supplies, equipment and items of elvish craftsmanship. Humans will feel most comfortable in the Silver Swan Inn, which is run (chiefly for human visitors) by Stubbs Platterman, a halfling (first level). 

Image by panjoool, source

Kota-Hutan

Kota-Hutan does not have an official description, though it is mentioned by name in B7: Rahasia as the elven village from which the elf maidens have been kidnapped. 

My ideas: 

B7: Rahasia - Kota-Hutan is the elven village. The Temple of Gray Mountain is where the Rahib lives. No location is given within the module, so I am placing it in the Radlebb Woods, west of Rifllian. 

Elwyn's Sanctuary is a short adventure included in B9: Castle Caldwell and Beyond. As far as this campaign is concerned, Elwyn's Sanctuary is in the hills northwest of Rifllian and southwest of Verge. 

Both the Rahib and Elwyn are part of the Cult of Chaos. The Rahib has actually travelled from Hule on orders from his superiors in the Cult of Chaos to destabilise the elves of Karameikos. 

Humans of Karameikos consider Rifllian as the capital of the Callarii elves. This amuses the elves, as they do not feel the need to have a centre of government - each village and each family is mostly autonomous, and in matters that affect many villages and families there is a gathering of elders at an agreed location (sometimes Rifllian, usually somewhere else). Prestelle does not consider herself to be a ruler, but more of a spokesperson and diplomat. 

However, the elves will agree that Rifllian is an important trade hub, and it is no coincidence that it is close to both Highforge and Kelvin, and close to the main river system of Karameikos which makes trade with Threshold and Specularum easier. Although humans are the main trading visitors, dwarves, gnomes and halflings all occasionally do business here. 

Rifllian has an informal artisans' quarter, where much of the crafting goes on - carpenters, jewellers, leatherworkers, bowyers and weaponsmiths can all be found along Crafts Avenue. There is also the marketplace where most traders visit and deals are made, but sometimes a trader will have a particular craftsman in mind and will go straight to Crafts Avenue. 

Rifllian has no standing army but has a militia system - nearly all elves capable of combat also have a day job, but when the alarm call goes out (either external raiders or internal crime) about a third of the elven population (about 500 elves) can don armour and pick up weapons, ready for action. Of these about half are elven spellswords (fighter/mages), while the other half are elven rangers

Pardelli the Falconer (5th level Elf Ranger, Lawful, male) breeds hawks that act as messengers and spotters for the elves of Rifllian. He is believed to possess a Ring of Animal Control that works only on birds. Although it does not live in the village of Rifllian, there is a giant hawk nearby that Pardelli seems to have a good friendship with. 

The Callarii elves generally get on well with other elves, including their eastern neighbours the Vyalia elves and the elves of Alfheim. The Callarii elves are not quite as academic and cultured as those of Alfheim, who consider them a bit simple and rustic, stuck in their corner of Karameikos, rubbing shoulders with uncouth humans. The Alfheim elves sometimes nickname the Callarii "wood elves" - in turn the Callarii consider the Alfheim elves to be a bit haughty and high and mighty, and sometimes refer to them as "high elves". 

The Nehelli tribe of centaurs has been acting strangely recently. Previously they have been willing to trade with elves and even directly with humans (using Rifllian as neutral ground) but now they have been acting aggressively, chasing other races, including elves, out of their tribal territory (the woods south of Rifllian) and shunning contact with the outside world. The elders of Rifllian would like adventurers to investigate, preferably without casualties on either side. Do the centaurs have a legitimate grievance, or are more sinister forces at work? 

The Elvish Truebloods are elf supremacists who resent human intrusion into what they see as their territory. They are similar in methods to chaos cultists and mostly blend in with the rest of the elven population, with members in Rifllian and Kota-Hutan (such as Parnassa Highbrow). Other members who cannot stomach the presence of inferior races (humans, dwarves, halflings) have retreated to a hideout deep in the woods called the Tower of Aelarda Starria. The Elvish Truebloods do not consider themselves chaos worshippers (and despise actual chaos cultists) but many of them act and think in a chaotic way, fuelled by racial pride, hatred of inferior races and fear of the future of elves (not so much extinction so much as dilution and pollution of their bloodlines and culture, and elves gradually being reduced to the level of mere humans).  They claim to be inspired by another group of elves from another world who call themselves "Eldreth Veluuthra". They have not yet acted openly against humans or their elf friends but the time will come. 

Kota-Hutan has a population of about 300 elves and a number of elven NPCs:
  • Galthriel Moonbeam (3rd level Elf Ranger, Neutral, female) is the village's main scout and will lead patrols in the nearby woods, deterring or defeating intruding goblins, orcs and gnolls. 
  • Alhandria (3rd level Elf Spellsword, Lawful, female) is the village's main spokesperson. She often travels to meet other elven elders and is friends with Prestelle in Rifllian
  • Vellorion Blackbow (2nd level Elf Ranger, Lawful, male) is the resident bowyer and fletcher, and is always on the lookout for good quality but responsibly sourced timber for his famous longbows.
  • Callithor Dragoneye (2nd level Elf Spellsword, Chaotic, male) is a trader and traveller, visiting Kelvin, Highforge and Threshold. However, he is also a Chaos cultist and even works with the Rahib on occasions (kidnapping the elf maidens required tip-offs from this treacherous elf). 
  • Parnassa Highbrow (2nd level Elf Spellsword, Chaotic, female) is a member of the Elvish Truebloods. Although not openly hostile to non-elf visitors (at least not when it would be foolish to be so) she is quite condescending and arrogant. She quietly reports any non-elven visitors to her superiors deep in the Radlebb woods at the Tower of Aelarda Starria.
 As well as the Rahib in the Temple of Gray Mountain, Kota-Hutan is also threatened by the Black Viper tribe of orcs who have recently hired a band of gnoll mercenaries. This is the reason why the elves of Kota-Hutan want adventurers to enter the Temple of Gray Mountain - they cannot spare the defenders who may be needed in the event of an orc and gnoll attack.  

source




Wednesday 9 February 2022

Adventures in Alphatia

 I've been flicking through my copy of "Dawn of the Emperors", the Gazetteer-like boxed set that covers the two great current empires of Mystara, Alphatia and Thyatis. 

Alphatia is ruled by a monarch (currently Empress Eriadna, 36th level Magic User, human female, Neutral) and also a grand council of 1000 mages. What struck me is on p6 of the Player's Guide to Alphatia it says:

"The Grand Council is the other ruling body. Every user of magic who achieves ultimate mastery (36th level)  can be on the council - though not everyone is, because the number of Counsellors is limited to 1000."

That means in Alphatia there are at least 1000 magic users of 36th level And people say that the Forgotten Realms has a problem with high level NPCs running around the place...

Image by ManthosLappas, source

I am sure this would affect the tone of any adventures there, unlike in Karameikos, Darokin or even Thyatis knowing that the local prince or a councillor may appear, do something drastic like cast Meteor Swarm and then disappear, like wand-wielding demigods. 

I was watching a Youtube video from online MystaraCon and they briefly mentioned Alphatia, and I believe Bruce Heard said that if he redid it, perhaps he would make Alphatia more fractured, less united. If Alphatia as a nation got its act together, it could steamroller any opposing force, including Thyatis and Glantri (probably both at the same time). But Alphatian wizards have chaotic tendencies. This is a different take on Chaos from the Chaos Cultists I have talked about previously, and in AD&D terms I would say most Alphatian wizards are  Chaotic Neutral rather than Chaotic Evil. They are simply too individualistic, selfish and recalcitrant to do as the Empress commands. I imagine politics at the top of Alphatian society as being less about following rules and more about expediency and détente - managing relations with peers when both of you are powerful enough to kill each other but you are not sure if either of you can be bothered. 

Distractions from the duties of rulership include:

  • Other wizards and their machinations - the biggest and most obvious threat to an Alphatian archmage is another Alphatian wizard
  • Magical Research
  • Explorations and personal Expeditions
  • Zzonga Fruit (a highly addictive fruit that induces a mind-numbing and apathy-inducing daze).

Sometimes it seems Alphatia is barely an Empire, and is only a bad Imperial decree away from becoming a sort of magical anarchy, with dozens, perhaps hundreds of small archmage-ruled dominions vying for supremacy over each other while a helpless imperial court looks on in despair.

Is it possible for archmages to work together? Yes. But given the range of magical tricks, deceptions, countermeasures and forms of surveillance available to a 36th level archmage, trust would be a very valuable commodity.  I would say that alignment plays a part here - Lawful archmages and wizards are both more trustworthy and more trusting than Neutral ones, who in turn are more trusting and trustworthy than Chaotic wizards. The idea of a network of Lawful and a few Neutral archmages who realise it is in their long-term interests to not work against each other and perhaps even co-operate (especially when a common cause is found) could be a stabilising factor holding the Empire together. There may even be some Alphatian patriots who consider the well-being of the Alphatian Empire to be as important as their own desires and plans. They are the ones who organise Imperial military expeditions and other situations where Alphatia needs to get its act together. 

Is it possible to use Alphatia as a campaign-spanning setting, taking characters from 1st to 36th level? Yes, particularly if there are corners of Alphatia where the ruling wizards are not taking their responsibilities properly (which could be nearly half of the Empire). Or maybe the archmage has the PCs on hand as his trouble-shooters - he is their patron, they are his agents helping him to keep his realm quiet enough that he can focus on his magical research. 

One thing I am aware of is that in other nations as the PCs become more powerful, perhaps Name level (9th level) and ready to build their own strongholds and dominions, they are often among the strongest and most capable characters for miles around. In Alphatia they will always be in the shadow of archmages, some of whom will be very close by. It will take a long time before the PCs feel like they are epic heroes rather than tiptoeing around archmages who could disintegrate them with a spell if so provoked or inclined. 

And of course the social and legal distinctions between magic users and the great unwashed means that any balanced party with a mix of characters will find Alphatian society distinctly skewed in the favour of any magic users, elves or clerics. This may annoy some players who have previously considered adventuring parties as all equals and peers, at least in social matters. 

So although I believe a campaign starting at 1st level can be done, it will feel quite different. 
Perhaps Alphatia is better used in other ways? 

Firstly as a homeland of powerful and unpredictable wizards who can travel across Mystara and do whatever they like, acting as villains, patrons, bargainers, foils and the like in adventures far afield.

Secondly, as a source of wondrous magic, from magical rings to armadas of flying ships, to newly invented spells

Thirdly as a high-level adventure setting with Companion or Master level characters venturing into Alphatia to complete a quest and dealing with Alphatian society and its very powerful NPCs, some of whom will have to be negotiated with or maybe avoided entirely. 

Another thought has occurred. Generally Alphatian wizards and archmages are selfish and willful but generally not malicious. What if the Cult of Chaos (which is definitely AD&D chaotic evil, not chaotic neutral) tried to change that? Converting a powerful wizard to their cause would be useful. Converting an entire nation of thousands of wizards to the Cult of Chaos would be world-changing. 

In fact I would not be surprised if some Alphatian wizards had not already become twisted summoners, particularly those around the Kingdom of Blackheart and the dread Ugly Woods. If you want to do experiments on monsters, it is easier to summon your own rather than trying to capture them alive.  But of course, that would require striking an insidious bargain with the forces of Chaos. Although some wizards might hesitate at such a dark path to power, other wizards would leap at the opportunity. Once enough wizards have been converted, then they start going after strategic targets, including members of the Imperial court and councilors loyal to the Empress, as well as those pesky lawful wizards who actually support the Empress. If they won't convert, they will be destroyed. It's time to show Alphatia the joys of anarchy...


Saturday 5 February 2022

Languages in this Mystaran Campaign

In this campaign there are still many different languages, but not exactly one per species or intelligent monster type - languages are often shared by different monstrous races. In a similar way, the Common tongue is now split into three regional versions of Common, like Arabic across the middle east, or Spanish across Central and South America. People from different nations or cities may have slight differences in phrases or vocabulary, and may have accents but they will understand each other if they have the same version of Common. 

There are no alignment languages as far as this campaign is concerned - alignment language has not sat well with me. Although within a particular faith or religion this could be understood (e.g. Latin for Catholics, Arabic for Muslims). the idea that monsters would speak the same alignment language does not make sense to me. This part of Moldvay's rules in particular irks me: 

The idea of magically forgetting or learning a language because of a change in attitude just jars with me. 

The major languages in this campaign are:

Alphatian Common: Spoken in Alphatia and its dominions, including Bellissaria and Esterhold. Those outside this area simply refer to it as Alphatian. 

Demonic: Spoken by lesser demons, but also some chaotic monsters that are not proper demons. Minotaurs, medusas, manticores and harpies all speak demonic, and some also speak common. This has implications for the true origins of such monsters. 

Draconic: Spoken by all dragon races (Blue, Black, White, Green, Red, Gold) if the individual dragon can speak. 

Dwarvish: Spoken by dwarves, and is the national language of Rockhome. It is also spoken by gnomes who have a strong accent and sometimes have their own words for things - this has caused some scholars to regard gnomish as its own language, though anyone who speaks dwarvish  can get by when dealing with gnomes (including all dwarf PCs).  

Elvish: Spoken by elves and is the national language of Alfheim. Because of elvish records going back so long, it is one of the oldest languages that is still spoken and written in Mystara and it has not changed much since the days of Blackmoor (think of the gradual change from Shakespearean English to modern English). 

Fey: Spoken by pixies, sprites, dryads, nixies and other faerie folk. Although it sounds rather like elvish to foreign ears, it is its own distinct language. 

Giantish: Spoken by all giant races (Stone, Hill, Frost, Fire, Cloud, Storm) as well as ogres, cyclopes and related creatures. 

Goblinish: Spoken by goblins, hobgoblins, bugbears and kobolds. Can automatically be learned by PC dwarves and elves as a racial ability. It is the second language of the broken lands.,

Hinnish: The language of halflings. It is the national language of the Five Shires. When spoken properly it is accompanied by a lot of hand gestures that form an accompanying sign language. Although not a full language in itself, this hand-signing means that halflings are better at gesturing to each other when silence is required. 

Hule Common: West of the Great Waste, this is the common language, spoken across much of the Savage Coast. Some people of Sind also speak this though Thyatian common is the official language of Sind. 

Orcish: Spoken by orcs, gnolls and also some ogres and trolls, it is the main language of the Broken Lands. Elf PCs can automatically learn this as a racial ability. 

Saurian: Spoken by lizardfolk, troglodytes, Gatormen, Caymen, Calacorms and similar reptilian humanoids. Crucially when up close this language also involves the release of certain pheromones. Although creatures without these pheromones can still be understood, it is clear that they are not "native" speakers. 

Thieves' Cant is not so much a true language on its own so much as a combination of slang, codewords, jargon and the like that thieves can understand but nearby civilians cannot thus keeping the conversation relatively confidential, without sounding obviously foreign. Since it is derived from the Common tongue, each common tongue has its own Thieves Cant, so a thieves guild in Alphatia will speak a different thieves cant from a gang of thieves in Thyatis. 

Thyatian Common: Spoken by humans and demihumans across most of eastern Brun, including Karameikos, Darokin, Ierendi, Minrothad, Glantri, the Northern Reaches, Sind, Ethengar and of course Thyatis and its dominions. 

Yavian: Spoken by the human inhabitants of the Serpent Peninsula including Yavdlom and Ulimwengu (the Karimari) though more travelled members of those nations also speak Thyatian Common. The human natives of the Isle of Dread and Thanigoth Archipelago also speak a dialect of Yavian - native Yavian speakers can just about understand these Thanigothians but those from the nations to the north have to treat Thanigothian as a separate language. 

Thanks to Noisms and his post about languages that helped inspire this post, and also the writers of 3E D&D who decided that not all species require their own languages. 


Tuesday 1 February 2022

Scenario #6: The Lizard King's Encampment

This is for characters of levels 4-7 and is set on one of the islands on the northern edge of Dhiki Namazzi, the sea between the Serpent Peninsula mainland and Thanegia Island. I hope it can be included while running X6: Quagmire, as an example of the bases used by the lizardmen to attack Quagmire and other human settlements on the islands. 

The encampment consists of an outside palisade and wooden outbuildings set against the base of a rocky cliff, and a dungeon set into the cliff.




  1. Gatehouse: 3 lizardfolk are on guard here. The gates are sturdy, simple and wooden, with a sliding bar to lock from the inside.
  2. Watchtowers: These are wooden structures 20' tall with 2 levels each. 2a and 2c have a lizardman each on watch at the top here, but 2b and 2d are empty. Each lizardman has a gong that he should ring if he spots trouble but each one is also asleep 50% of the time. 
  3. Slave Huts, These contain human prisoners, seized from Yavdlom towns and villages, including from the city of Quagmire. The doors are locked from the outside and the slavemaster has the keys. The slaves will be grateful to be set free and even more grateful if given passage to civilised lands. If the PCs free them and help them get away from the compound they should be awarded XP according to their XP value. If treated well, Barteus and Onnoli may offer to become henchmen.
    3a. 4 normal humans,  + 1 2nd level fighter (Barteus, human male, Str 14, Int 10, Wis 8 Dex 13, Con 10, Cha 12,, hp 3 (normally 8), Al L). These are sailors captured from a Minrothrad trading ship that weighed anchor in the wrong bay. 
    3b. 4 normal humans + 1 1st L magic user (Onnoli, human female, Str 8, Int 16, Wis 10, Dex 13, Con 10, Cha 15, hp 1 (normally 3) Al N). These have been captured from the city of Quagmire and can guide PCs to the city. 
    3c. Empty
    3d. 2 normal humans (fishermen from Yavldom)
  4. Dungeon guardroom: In here are 2 lizardfolk and a Calacorm. They have a gong they will ring if they encounter intruders that should alert the slavemaster in room 5
  5. Slavemaster's Quarters. Here is a two-headed lizardman who is in charge of all the slaves in the compound. Underneath a loose flagstone is his treasure: 460gp, 1200sp and 3 amethyst gems worth 100gp each. 
  6. Empty apart from 5 carved murals showing triumphant lizardmen defeating hapless humans. The murals are actually quite artistic (if you don;t mind the subject matter) and could sell for 100gp each, though they weigh 400lb each, 
  7. 2 giant geckos are kept here as guards and pets. 
  8. Lizardman living quarters: Here are 6 lizardfolk (male and female) basking near a wood-fuelled brazier 
    8a. 3 lizardfolk young 
    8b. 5 lizardfolk young 
  9. Eastern bathing pool. Here is a large pool of dirty water where 2 lizardmen are wallowing to keep their skin moist. There are also 7 eggs the size of footballs around the edge of the pool. 
  10. Feasting chamber. Here are the partially devoured remains of various creatures (humanoid and animals) + 2 lizardfolk and 1 giant gecko feasting on what's left of a marsh antelope. 
  11. Northern bathing pool. This is the lair of 3 calacorms
  12. The Deep Pool. The east side of this room is dominated by a pool of water over 20' deep. Inside lurks a giant octopus (AC 7, Mv 60'/120' swim, HD 6, hp 27, THAC0 14, Att 8 x tentacles for 1d3 each, Save F3, Ml 7, Int 2, Al N, XP 275, see Creature Collection for special rules and more details) that will lash out and attack any intruders. Inside the pool is a single exceptionally large amber gem worth 1000gp but it can only be found if someone dives in and searches the bottom of the pool (1 in 20 chance per round without underwater light, 1 in 4 chance per round with underwater light)
  13. 1 gator man (AC 3, Mv 120'/180' swim, HD 7, hp 35, THAC0 13, Att 1 bite/1 weapon for 3d6/1d10+3, Save F7, Ml 10, Int 7, Al C, XP 450, see Creature Collection for more details). It wields a two-handed sword +1. In a ceramic urn up against a wall is the gator man's treasure: 4 gold ingots worth 100gp each, 360gp, 2100sp. a gold and garnet ring worth 300gp, a set of 4 silver goblets worth 80gp each and matching silver pitcher worth 200gp. The gator man is the lizard king's main muscle and battle champion. 
  14. 1 two-headed lizardman + 3 normal lizardfolk
  15. Weapons & stores. This room is full of boxes including various crude swords, clubs and axes, as well as construction and excavation equipment such as ropes, pick-axes, hammers and buckets.
  16. Pit trap and illusory chest: The northeast part of this room is a concealed pit. In the northeast corner there is a the illusion of a treasure chest, brimming over with coins and gems. Magic detection will reveal it is an illusion, and so will trying to touch it - solid things like hands pass through it as if it were a hologram. In terms of noticing the pit, dwarves have a chance to notice the slight change in stonework and Detect Traps spell also works. Thieves get a +20% bonus on Find Traps rolls as it is not properly concealed (of course, the thief must be actively searching for traps). If anyone heavier than 50lb steps onto the trap, it opens up, dropping the creature down into a 30' deep pit for 3d6 damage. After dropping a victim in, the counterweight mechanism starts to close up the trap door (closes in 1d4+1 round) unless it is somehow wedged open. 
  17. 1 Lizard king (AC 3, Mv 150'/120' swim, HD 8, hp 36, THAC0 12, Att 1 weapon for 3d6+2, Save F8, Ml 12, Int 10, Al C, XP 650, see AD&D Fiend Folio for more details)+ chest with 2000gp, 200pp and a golden crown studded with emeralds and peridots worth 1500gp. 
  18. 2 giant geckos
  19. 4 lizardfolk are wallowing in the western bathing pool. Dotted around are 6 football-sized eggs. 
  20. Troglodyte lair: 6 troglodytes (AC 5, Mv 120', HD 2*, hp 9, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench [opponents in melee must save vs poison or suffer -2 to hit from nausea], Save F2, Ml 9, Int 10, Al C, XP 25). Scattered loose in a corner is the gang's treasure: 550gp, 2900sp and a bag of 5 zircon gems worth 50gp each. These troglodytes are mercenaries hired by the lizard king to keep the various inhabitants in line. However, because of the stink they cause, they have been contained in this one room and the door is kept shut in an attempt to keep the smell in. 
  21. Shrine. This room contains a large pool on the south side, about 3' deep and murky and smelly. There is a shiny metal statue in the water of a grotesque lizard-toad thing about 3' high. However, it is highly electrified and anyone touching it will suffer 2d6 lightning damage. Detect Magic will show an unidentifiable aura around the statue while Detect Traps will tell the caster that the statue is a trap. However, it is magical, not mechanical so thieves cannot use find/remove traps skill. The lizardfolk and other reptilian residents believe it to be the image of a chaotic demigod and treat it with great reverence. At the base of the electrified statue is a name carved in the saurian language: "Laogzed"
Wandering monsters - Should the PCs stay in one place too long there is a 1 in 6 chance per turn of encountering wandering monsters - roll 1d10:
1-5: 1d4+1 lizardfolk
6-7: 1 calacorm
8-9: 1 giant gecko
10: 1 two-headed lizardman

Commonly used stats:
Lizardfolk (male or female): AC 5, Mv 60', HD 2+1, hp 10, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 10, Int 6, Al N, XP 25 
Lizardfolk Young: AC 7, Mv 60', HD 1/2, hp 2 THAC0 20, Att 1 bite for 1d2, Save NM, Ml 7, Al N, XP 5
Calacorm, AC 6, Mv 120', HD 3+3, hp 17, THAC0 16, Att 2 weapons for 1d6+1/1d6+1, Save F3, Ml 8, Int 8, Al C, XP 75
Lizard, Giant Gecko: AC 5, Mv 120', HD 3+1, hp 15, THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Int 2, Al N, XP 50
Two-Headed Lizardman: AC 5, Mv 90', HD 4+2, hp 20, THAC0 15, Att 2 weapons/2 bites for 1d6+1/1d6+1/1d4/1d4, Save F4, Ml 10, Int 7, Al C, XP 125