Monday, 22 August 2022

The Abandoned Palace of Al'Jaboorzi

artist unknown, source
This massive edifice was once the palace of a powerful but frivilous emir who spent his realm's wealth creating this palace in the middle of the desert. Al'Jaboorzi may have been the legitimate ruler of Abbashan but he was by no means a good ruler - this now-crumbling manse stands as testimony to his foolishness. 

The palace is located about half-way between Abbashan and Jaboor in the Emirate of Abbashan and was constructed between 805AC and 817AC, It was an active, thriving palace for only 10 years before being caught between a three-way battle between the forces of Al-Kalim on their war of conversion and conquest, Thyatian forces trying to hold onto their territories and Alphatian raiders just trying to cause havoc. There were running skirmishes through magnificent halls, luxurious dining rooms and once-peaceful courtyards. Soldiers charged, mages cast powerful spells and clerics healed the injured and joined in with the melee, while palace servants ran for their lives. After several weeks the palace was partially looted by the various forces and then abandoned, leaving the dead where they lay.

Various groups have moved in and tried to claim ownership of the palace, but it is so vast and sprawling that it would take a regiment to properly occupy and control this ruin. The Whip-scorpion Raiders, a band of human bandits and brigands have made the northwest corner their base. This has one major asset - a well for drinking water, and the Whip-Scorpions guard it jealously. These bandits will raid caravans and travellers between Jaboor and Abbashan. Interestingly they have occasionally traded some of their water if force of arms is not appropriate for dealing with others. Also some regularly disguise themselves as normal traders and travel in pairs to both Abbashan and Jaboor to gather information. 

Higher up, in the towers and minarets, a necromantic priest of Chaos is believed to have re-animated and summoned various types of undead, including those slain during the palace's demise. Anyone venturing higher than the 5th floor will encounter skeletons, zombies and even skeletal giant rats. Lower down in the southwest corner there are a number of gnoll bands that have formed a loose coalition, though given their in-fighting they cannot be considered a single group.  They hate and despise all humans and will skirmish with the Whip-Scorpion Raiders. 

There are many parts of the palace that are left to vermin and wildlife, as well as strange monsters that have wandered in. One of the minarets has become the lair to a family of desert wyverns (slimmer, pale brown but mostly the same as normal wyverns) that roam the desert looking for sheep, camels and the occasional lone human. 

The wealth that the Palace of Al'Jaboorzi contains can only be guessed at. Although partially looted during the battle that ended its time as a proper palace, many items of value were left behind - either they were too bulky or were not recognised as valuable. The current inhabitants have more time to examine the contents, at least within the territories they control, and both the Whip-Scorpion bandits and the gnoll packs have accumulated considerable wealth from the palace interior, supplemented by raiding and robbing travellers. 

Saturday, 13 August 2022

The Port Town of Jaboor

 

Image by Flaviobolla, source

Jaboor is a port town on the east coast of Ylaruam, in the Emirate of Abbashan, with a current population of 4500. As well as a port for ships to load and unload, there is also a marketplace and a huge mosque to Al-Kalim and The Eternal Truth that dominates the skyline with its four minarets.

There are tensions within the population. Until seven years ago (AC993) Jaboor was an independent sheikdom that paid fealty to the Sultan in Ylaruman city. Although not huge or an economic powerhouse, it was prosperous in its own local way, trading with many other nations and towns on the Sea of Dawn.  

Then the town was taken over by the Emir of Abbashan, who has different ideas about governance.  The Emir and his court are not cosmopolitan traders but culturally Alasiyan, desert nomads. They tend to be more religious, conservative and wary of outsiders than their coastal countrymen. 

This is exemplified by Al-Fassaad - a clique of conservative guardsmen drawn from the desert nomads who have taken it upon themselves to be the moral guardians of Jaboor. Al-Fassaad is not an official organisation - more of an informal society within the town guard. They disapprove of many things including foreigners, luxury, greed, laziness, impiety and anything about sex.  They can harass or prosecute people they disapprove of  and have shoved merchants and foreigners around and even knocked over merchant stalls of they view the wares as decadent or sinful. Al-Fassaad is not just in Jaboor but has supporters in Abbashan and Fabia as well, but in Jaboor they have become more obvious because there are more people and things for them to get angry about. There are even rumours about Al-Fassaad tipping off desert bandits about merchant caravans travelling between Abbashan and Jaboor, especially if Al-Fassaad thinks that Abbashan would be better off without whatever is being traded. 

The counterpoint to Al-Fassaad is House Paranthi, a collection of merchant traders that started as a family business but now has non-family associates. They take a very different view and consider the desert nomads and Al-Fassaad as interfering fanatics. House Paranthi does business with a wide range of buyers and suppliers, including those in other Ylari cities (Surra Man Raa, Tameronikas & Cubia), Thyatis (Tel Akbir and Retebius), the Northern Reaches (Soderfjord city) and even further across the seas, to the Isle of Dawn, Norwold and the Sea of Dread. House Paranthi is observant of the Eternal Truth enough to stay out of trouble but no more than necessary. House Paranthi is primarily a business, and does what is necessary to both protect its interests and make money. They feel harassed by Al-Fassaad and would look kindly on any adventurers who could undermine or discredit these over-zealous town guards. 

The Sheik of Jaboor feels miserable and dejected. He believes that he has become merely a figurehead, obliged to pass on the orders from Abbashan. Although he does not believe he can successfully rebel and break away, he is looking for something to bolster his authority and standing especially with the Emir. However, there is intrigue among his inner circle. His treasurer has been compromised by a Thyatian agent who found evidence of accounting irregularities. The treasurer is now suggesting that Thyatian assistance might help against the dominance of Alasiyan nomads and is also encouraging increased trade with Thyatis. Meanwhile his wife's maid is actually an agent for the Emir in Abbashan - currently the maid is simply listening in and passing information back to the Emir but could do more if ordered to.    

As well as factionalism and intrigue within the town there are some external threats that are less subtle:

  • A pack of gnolls has set up camp a few miles out of town in a desert cave. As well as gnoll warriors and a gnoll shaman, they have tamed a pack of giant hyenas (stats as worgs). 
  • A small oasis has become the home of human bandits led by a Twisted Summoner who also has his own  contingent of summoned monstrous minions. Two of the bandits regularly enter Jaboor disguised as desert nomads, and gather information about targets for the bandits, as well as buying supplies that could not be stolen.  
  • A wadi has become the lair of a particular breed of basilisk that is slightly less lethal than others of their kind - their gaze only paralyses, rather than petrifies. But their touch or bite still turns victims to stone. A sage in Jaboor is fascinated by these reports and would pay hansomely for a basilisk corpse, preferably undamaged, so that the biological causes of these changed abilities can be investigated. 
  •  Out to sea both mermen and human fishermen have clashed with a colony of crabmen. Although not exactly evil, they are voracious and are destroying the local fishing stocks. The crabmen have set up residence in underwater caves set into chasms along the sea floor. The fishermen want the crabmen destroyed, while the mermen are looking for a more peaceful resolution. 
  • Out in the desert towards Abbashan there is the abandoned Palace of Al'Jaboorzi, a huge ruin that is now home to bandits, gnolls, necromancers and worse. 
  • There are rumours in town of a chaotic cult that worships snakes. At least some of the cultists are believed to be humans within town. The authorities in Ylaruam city are sending a cleric of the Eternal Truth, Reverend Tormond, to investigate. 

Sunday, 7 August 2022

Scenario #7: The Glowing Gemstone

Background

This is a short adventure for characters of levels 1-2, and is intended to get PCs involved in the strange goings on in Norwold. 
Maevig Trostober (human female, T2, neutral) is a wandering trader, visiting the new colonies, Alpha, the Hin in Leeha and the elves of the woodlands. Recently on one of her trips out into the forests she bought an unusual amulet off a trapper who had found it in some ancient fortification while wandering in the woods. The centerpiece of the amulet is an emerald-green gem that glows. This makes it both very pretty but also raises questions about its true nature. 
However, on her way back she and her pack mule were waylaid by a band of orcs. She escaped with her life, but her mule was not so lucky. She has lost nearly everything except her life but has eventually reached the safety of Barathmir. Once there she asks around for adventurers to help her retrieve her valuable from the orcs. From Maevig's description of her robbers, the captain of the guard (Gunningham) confirms these sound like orcs that have become bolder in their raids, not just stealing livestock but also killing shepherds and farmers. Dealing with these orc raiders now would prevent further damage and death. 
The orcs' lair can be found not far from where Maevig was attacked, 5 miles from Barathmir, with the entrance being a cottage-like building set up against a hillside, with the sides merging into the sloping ground. 

The amulet contains a green-glowing eldritch crystal, one of the ancient power sources that the Arvorians used to power their magic and rituals. However, it is very dangerous, emitting magical radiation that corrupts and mutates nearby creatures. The amulet is constructed and enchanted to contain the corrupting radiation from the crystal - as long as it is within the amulet, the eldritch crystal is relatively safe. The orc shaman of the tribe did not know this until he found out the hard way that he should not remove the crystal from its containing amulet. He and two other orcs have now become mutants - however, the shaman has now put the crystal back into the amulet.  





Key to Map

(note that stats used more than once - orc and orc leader - are given at the bottom of this key). 
  1. Entrance hall: No monsters but trapped with a tripwire across the floor near the entrance door linked to a series of bells. This will alert the orcs in the guard posts (areas 2 & 3 who will investigate). 
  2. North guard post: 3 orcs (hp 6, 3, 5)
  3. South guard post: 2 orcs (hp 2, 5)
  4. 2 orcs (hp 4, 2) + 1 orc leader (hp 8). They will let the other orcs in areas 2 & 3 investigate any alarm in area 1, but will  emerge and join in if their fellow orcs yell for help.  
  5. 4 giant ferrets (AC 5, Move 150', HD 1+1, hp 5, 6, 3, 3, THAC0 19, Att 1 bite for 1d8, save as F1, Ml 8, Align N, XP 15 each). These ferrets are partially tamed by orcs but will attack any other humanoids. They are not yet trained enough to guard the entrance. 
  6. Living chamber: 10 orcs (hp 6, 6, 5, 5, 4, 4, 3, 3, 2, 2) are gathered around a campfire with a roasting pig on it. 
  7. Empty
  8. Training hall: 4 orcs (hp 5, 7, 5, 3) + 1 orc leader (hp 8) are using spears and hand axes against wooden dummies. There are also some wooden training weapons on hooks on the wall. 
  9. Orc chief's lair: Orc chief (AC 5, Mv 90', HD 4, hp 15, THAC0 16, Att 1 weapon for 1d6+2, Save as F4, Ml 10, Int 10, Align C, 75xp) who wears a chain mail shirt and wields a magical mace +1. In a chest in the corner is the tribe's main treasure: 800gp, 5500sp and 4 amethyst gems worth 100gp each. 
  10. Second living chamber holds 6 orcs (hp 7, 4, 6, 6, 2, 3) and 8 crude straw mattresses on the floor where orcs sleep. 
  11. Store room: This room contains various boxes and barrels of food and drink. Most of it is of little value (maybe 5sp each for barrels of salted meat) but among them is a cask of fine Thyatian wine worth 200gp to a connoiseur. Also here is a bundle of furs and hides seized from Maevig by the orcs. The bundle weighs 500cn/50lb and is worth 300gp in total. Generous characters might hand this back to Maevig. 
  12. Rubbish dump: 9 giant rats (AC 7, Move 120', HD 1/2, hp 2 each, THAC0 20, Att 1 bite for 1d3, save as F1, Ml 8, align C, XP 7 each). This room is absolutely foul with piles of filth in the corners. The rats are defensive - they won't attack intruders immediately but will try to scare humanoids away but will retaliate if attacked or intruders won't leave. There is nothing of value here.  
  13. Shaman's shrine: This room contains the mutated orc shaman (AC 6, Mv 120', HD 2, hp 10, THAC0 19, Att 2 weapons for 1d6/1d6, or spell, Save as C2,  Ml 8, align C, XP 30). The shaman is clearly not normal, having sprouted both a third leg and a third arm (which wields his second weapon). His studded leather armour has been heavily modified to accommodate this new body. In addition one side of the shaman's face is covered in gross warts and pustules. Despite this the shaman can still cast spells and has prepared both Darkness and Cure/Cause Light Wounds.  In the northwest corner there is the shaman's shrine and idol of a fierce orcish warrior deity. Around the idol's neck is the amulet with its glowing eldritch crystal. In addition the shaman has his own  treasure in a sack behind the idol: 2300sp, a jade gem worth 300gp and a bejeweled silver dagger (non-magical but still effective against creatures vulnerable to silver weapons) worth 300gp. 
  14. Mutant orcs. These 2 orcs were assisting the shaman when he briefly released the eldritch crystal from the safety of the amulet, and have shared similar afflictions. Brakk now has 9" tusks sprouting from the side of his mouth which he is learning to use in combat. He also now has a mane of shocking green hair. Voss has been reduced in height due to his legs suddenly shrinking to half their normal size but he is also covered in crocodile-like scales that give him additional protection. 
    Brakk (mutant orc): AC 6, Mv 90', HD 1 , hp 6, THAC0 19, Att 1 weapon/1 tusk for 1d6/1d3, Save as F1, Ml 8, align C, XP 10. Brakk wields a hand-axe and has studded leather armour, and has 10sp treasure.
    Voss (mutant orc): AC 4, Mv 30', HD 1, hp 6, THAC0 19, Att 1 weapon for 1d6, save as F1, Ml 8, align C, XP 10, Voss wields a mace and uses his new mutated hide instead of armour. He has 15sp treasure. 
  15. Slave quarters: 10 kobolds (AC 7, Mv 60', HD 1/2, hp 3 each, THAC0 20, Att 1 dagger for 1d4, Save as NM, Ml 6, align C, XP 5) + 3 orcs (hp 4, 3, 5) as guards. Despite their lowly status, the kobolds have been allowed to have any copper pieces the orcs come across and as such they have accumulated 760cp which they keep in a earthenware vase in a corner. There are also various food scraps and pieces of bedding and dirty blankets. 
  16. 1 giant toad (AC 7, HD 2+2, hp 11, THAC0 18, Att 1 bite for 1d4+1 or tongue for special, Save as F1, Ml 6, align N, XP 35. It has a sticky tongue that can shoot out to 15' and drag dwarf-size or smaller creatures to it to be bitten. On a to hit roll of 20 small prey will be swallowed whole, taking 1d6 damage each round thereafter. The kobolds in area 15 are rightly terrified of this creature and refer to it as "the slimy death". There are 3 kobold skulls and assorted small bones around the toad's lair as well as a single small amber gem worth 50gp. 
  17. Empty
  18. Empty
  19. 2 giant bats (AC 5, Mv fly 180'/crawl 30', HD 2, hp 6, 9, THAC0 18, Att 1 bite for 1d4, save as F1. Ml 8, Align C, XP 20 each). The bats can come and go using a vertical chimney that connects this cave to the outside. 
Commonly used stats: 
 Orc (normal):  AC 6, Move 90', HD 1, THAC0 19, Att 1 spear for 1d6, Ml 8, Align C, XP 10 each
Equipment: Leather armour, shield, spear, 10sp each

Orc leader: AC 6, Move 90', HD 1 (8hp) THAC0 19, Att 1 axe for 1d6+1, Ml 8, Align C, XP 15 each
Equipment: Leather armounr, shield, hand axe, 20sp each

Conclusion

Successfully retrieving the amulet with the glowing crystal will earn a reward from Maevig of 600gp to be shared among the party. 
If the PCs were so foolish as to open up the amulet and remove the gem then the mutations that affect the PCs are up to the DM (both Gamma World and Warhammer Realms of Chaos offer ideas for mutations). A generous DM may allow the mutations to be undone with a Remove Curse spell or something more powerful (such as Restoration or Regeneration spells). 
The amulet will generate a lot of interest from the more learned and erudite members of Barathmir, especially Sorsoni the Mysterious and also Father Rythorn. When asked (either by PCs or by Sorsoni), Maevig reveals that she bought it from a trapper called Berresford who operates in the woods north of Barathmir. Sorsoni suggests that this Berresford should be asked to point the way to the ruins in which he found the amulet. This course of action would require a party of brave volunteers to go into the woods and find this trapper....