Sunday, 5 November 2023

Northern Darokin

Original Cartography by Thorfin Tait
Northern Darokin is a brutal frontier, and occasionally a warzone. It is where the forces of Law and Chaos confront each other and frequently do battle, in the forms of the armies of Darokin and the humanoid hordes from the Broken Lands and Dwarfgate mountains, informally known as the Orc Lands. 

Many of the settlements on the map are described in Gaz11 The Republic of Darokin, though new ones with magenta symbols are my own additions. These are:

  • Bronzesword Keep: This is a relatively small tower that has been recaptured and lost several times over in fighting between Darokin soldiers and orcish tribes. It is currently held by orcs, and is detailed in this post here.
  • Derothgar is refered to by chaos cultists as the Fortress of Chaos,and it holds many of those who worship Chaos including chaos warriors, twisted summoners and chaotic clerics. It is detailed in this post here. The Darokin military is not actually aware of its existence - discovering it could provoke a change in strategy. 
  • Ectar Tower: This outpost is currently held by the Darokin military but is often attacked or temporarily besieged, usually by orcs but occasionally by other chaotic humanoids. 
  • Pitmann Manse was once the home to the Pitmann family but has been abandoned since the family was afflicted by an evil curse. It is detailed in this post
  • Villgarion's Lair is the den of a large male red dragon that ranges far and wide, sometimes raiding northern Darokin, Rockhome, the Broken Lands or even as far as Glantri. Villgarion is known to have both gnolls and orcs under his sway. Although he has not sworn any allegience to the forces of Chaos, it is believed that powerful wizards from Derothgar have parlayed with him both to leave Derothgar alone and also attack mutual enemies. 
  • Caverns of Blazing Death: These volcanic caves are dormant on the surface but the deeper one goes the hotter and more geologicaly active they get. About half a mile below the surface there are lakes of lava and some of the tunnels are hot enough to kill humans without magical protection from heat. Fire giants, fire salamanders, elementals and hellhounds can all be found here. The fire giants occasionally emerge onto the surface to raid both Darokin and the Broken Lands. 
  • Trollhaunt is a network of caves dominated by trolls, including leaders and troll shamans rarely seen by adventurers. It would seem that these are exiles from the Broken Lands, though that does not make them allies of any civilized folk. As well as numerous trolls there also seem to be various other dungeon-dwelling creatures including a roost of gargoyles who have come to an understanding with the trolls, and an infestation of carrion crawlers/ 


Friday, 27 October 2023

New Clerical Spells

 

source

Here are a collection of spells for use by clerics. 

1st level spells

Lesser Requiem 

Level: 1
Range: 20ft
Duration: Permanent

This spell blesses a dead body, so that it cannot be animated as a skeleton or zombie. This does not affect existing undead creatures, and those slain by undead creatures and doomed to rise as one of them are not affected by Lesser Requiem either (for example this spell will not prevent someone slain by a spectre from rising as a spectre, but see Greater Requiem for a solution to this problem). This spell is usually used by Lawful clerics, often as part of funeral ceremonies. Necromancers and chaotic clerics despise this spell and those that use it, depriving them of valuable resources for creating undead minions. 

Vigour

Level: 1
Range: Touch
Duration: 1 turn

This spell grants a temporary boost to the target’s hit points - 2hp + 1hp/level of the casting cleric. The cleric can cast this on himself or any willing creature. The temporary hit points are lost first instead of the creature’s normal hit points if it sustains damage. Any remaining temporary hit points disappear at the end of the spell’s duration.  Note that this does not count as healing, and if this spell is cast on someone who is already damaged, then at the end of the spell they will return to their damaged level of hit points. 

2nd level spells

Detect Deceased

Level: 2
Range: 60’
Duration: 1 turn

This spell enables the caster to detect the presence of dead bodies of halfling-size or larger within 60ft of the caster. This does not detect undead creatures. The main use of this is by chaotic spell casters looking to reanimate bodies as skeletons and zombies. However, it has also been used after disasters such as floods and earthquakes to retrieve bodies for burial. 

Watchdog

Level: 2
Range: 0 (60’ detection radius)
Duration: 4 hours + 1 hour/level of caster

This spell conjures a magical entity that appears to be a ghostly dog for the duration of the spell. This watchdog will stand guard at the position of casting and will bark loudly if a creature approaches within 60’. The watchdog cannot enter combat or attack anyone - its main purpose is to alert the cleric and their allies. When the spell is cast, the watchdog will make a note of who the cleric’s allies are - it will disregard these and not bark at them. The watchdog has good hearing and sense of smell, and invisible, camouflaged or hidden creatures approaching will require the watchdog to make a roll equal to the cleric’s own save vs spells. If the save is successful the watchdog has sensed the invisible or hidden creature and starts barking. Otherwise the intruder is undetected. The minimum size of creature that alerts the watchdog is up to DM’s discretion but generally anything equal to or larger than a giant centipede or giant rat is enough.  The watchdog cannot discern intentions, so it will bark at friendly and neutral creatures as well as hostile ones. 

3rd Level Spells

Greater Requiem

Level: 3
Range: 20ft
Duration: Permanent

This spell prevents a dead body from becoming any sort of undead. Unlike its lesser variant Requiem this spell will prevent those slain by wights, wraiths, spectres and vampires from becoming the same sort of undead as their slayers if cast before the new undead is spawned. Those slain by other types of undead are up to the DM’s discretion. As per Requiem, this spell also prevents animation as zombies or skeletons. 

5th level Spells

Circle of Regeneration/Circle of Decay

Level: 5
Range: Caster only
Duration: 1 turn + 1 round per level of cleric

When Circle of Regeneration is cast an aura appears, centred on the casting cleric and reaching out 30’ radius, which is visible as pale green luminescence with clear borders. Any friends and allies of the cleric within this circle are healed 1hp per round for as long as they stay within the circle. Hence a 10th level cleric casting this spell can heal anyone staying within the area up to 20hp (10 rounds/turn + 1 round/level = 20 rounds) . 

Circle of Decay is the chaotic reverse of this spell, and generates a sickly purple-mauve aura, again 30’ radius centred on the cleric. All creatures apart from the cleric suffer 1hp/round while they are in the circle. Circle of Decay is based on death magic, and any creature immune to death magic such as undead and constructs are immune to this spell. 

A quick overview of clerical spells on this blog and their sources

Spells in Bold are generally used by chaotic clerics, and are often the reverse of normal clerical spells. Their use by Lawful clerics is frowned on and Neutral clerics should use them sparingly or else risk being corrupted by Chaos. Also note that spells marked as found in the Rules Cyclopedia can also be found in the various Mentzer-edited BECMI series of rules (6th level spells in Companion Rules, and 7th level spells in Masters Rules). There are other spells in various B/X and BECM sources such as gazetteers, adventures and the like. but I don't assume that readers will have these materials so including them in games is up to the group and its DM.  

1st level spells

  • Blood Loan (blog post)
  • Cause Fear (Expert rulebook)
  • Cause Light Wounds (Expert rulebook)
  • Cure Light Wounds (Basic rulebook)
  • Darkness (Expert rulebook)
  • Detect Evil (Basic rulebook)
  • Detect Magic (Basic rulebook)
  • Lesser Requiem (this blog post)
  • Light (Basic rulebook)
  • Protection from Evil (Basic rulebook)
  • Purify Food and Water (Basic rulebook)
  • Rage (blog post)
  • Remove Fear (Basic rulebook)
  • Resist Cold (Basic rulebook)
  • Vigour (this blog post)

2nd level spells

  • Aura of Shadows (blog post)
  • Bless (Expert rulebook)
  • Blight (Expert rulebook)
  • Detect Chaos (blog post)
  • Detect Deceased (this blog post)
  • Find Traps (Expert rulebook)
  • Know Alignment (Expert rulebook)
  • Hold Person (Expert rulebook)
  • Resist Fire (Expert rulebook)
  • Silence 15’ radius (Expert rulebook)
  • Snake Charm (Expert rulebook)
  • Speak with Animals (Expert rulebook)
  • Watchdog (this blog post)

3rd level spells

  • Cause Disease (Expert rulebook)
  • Champion of Chaos (blog post)
  • Continual Darkness (Expert rulebook)
  • Continual Light (Expert rulebook)
  • Cure Blindness (Rules Cyclopedia)
  • Cure Disease (Expert rulebook)
  • Curse (Expert rulebook)
  • Greater Requiem (this blog post)
  • Growth of Animal (Expert rulebook)
  • Locate Object (Expert rulebook)
  • Paranoia (blog post)
  • Remove Curse (Expert rulebook)
  • Speak with Dead (Rules Cyclopedia)
  • Striking (Expert rulebook)
  • Transfusion (blog post)

4th level spells

  • Animate Dead (Rules Cyclopedia)
  • Cause Serious Wounds (Expert rulebook)
  • Create Water (Expert rulebook)
  • Cure Insanity (blog post)
  • Cure Serious Wounds (Expert rulebook)
  • Dispel Magic (Rules Cyclopedia)
  • Neutralise Poison (Expert rulebook)
  • Poison (Rules Cyclopedia)
  • Protection from Evil 10’ radius (Expert rulebook)
  • Speak with Plants (Expert rulebook)
  • Sticks to Snakes (Expert rulebook)

5th level spells

  • Cause Critical Wounds (Rules Cyclopedia)
  • Circle of Decay (this blog post)
  • Circle of Regeneration (this blog post)
  • Commune (Expert rulebook)
  • Create Food (Expert rulebook)
  • Cure Critical Wounds (Rules Cyclopedia)
  • Dispel Evil (Expert rulebook)
  • Finger of Death (Expert rulebook)
  • Insect Plague (Expert rulebook)
  • Quest (Expert rulebook)
  • Remove Quest (Expert rulebook)
  • Raise Dead (Expert rulebook)
  • Truesight (Rules Cyclopedia)

6th level spells

  • Aerial Servant (Rules Cyclopedia)
  • Animate Objects (Rules Cyclopedia)
  • Babble  (Rules Cyclopedia)
  • Barrier (Rules Cyclopedia)
  • Create Normal Animals (Rules Cyclopedia)
  • Cureall (Rules Cyclopedia)
  • Find the Path (Rules Cyclopedia)
  • Remove Barrier  (Rules Cyclopedia)
  • Speak with Monsters (Rules Cyclopedia)
  • Word of Recall (Rules Cyclopedia)

7th level spells

  • Earthquake (Rules Cyclopedia)
  • HolyWord (Rules Cyclopedia)
  • Life Drain (Rules Cyclopedia)
  • Obliterate (Rules Cyclopedia)
  • Raise Dead Fully (Rules Cyclopedia)
  • Restore (Rules Cyclopedia)
  • Survival (Rules Cyclopedia)
  • Travel (Rules Cyclopedia)
  • Wish (Rules Cyclopedia)
  • Wizardry (Rules Cyclopedia)
Art by Magnus Noren, source


Thursday, 19 October 2023

Logos Location #6: The Curse of the Pitmann Manse

Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. If you enjoy this, take a look at other entries in this ongoing series within this blog.

Introduction & Background

This is a B/X D&D adventure for characters of levels 4-7. Magic and silver weapons are recommended for use against undead. 

Pitmann Manse is a Manor House in northern Darokin, east of Cornuglain and close to the Orc Lands. However, it is not tribal humanoids that trouble it. The mansion was abandoned 25 years ago when five family members were afflicted by a terrible curse that turned them into undead monsters. Several servants and a daughter in law escaped to Cornuglain to bear the shocking news but none have returned since. 

However, the PCs are approached by Vondall Pitmann, the brother of the head of the household and uncle to several afflicted members. He has only recently found out what has happened to his brother’s family and he is willing to pay for adventurers to lay their souls to rest and lift the curse. He believes that his brother fell under the sway of a charismatic cleric of Chaos called Father Brazzock who offered the Pitmann family amulets that were said to give protection against many forms of harm. Five of these amulets were accepted and worn, though more were offered by the cleric - some family members (including the daughter in law who escaped) declined, being rightly suspicious of such an offer. 

Vondall asks the PCs to defeat the undead that were once his family, collect the amulets and find a way to destroy the amulets, thus releasing their souls. If the amulets are not properly destroyed, the cursed family will rise again within a week, their souls still in torment of Undeath. A reward of 6000gp, to be shared among surviving party members, is on offer once a lawful cleric has independently confirmed the lifting of the curse. There is also treasure to be found within the manse. 

The amulets must be destroyed by dissolving them in acid mixed with holy water. Conveniently enough there is a sufficient amount of acid in the alchemy lab in the basement. This can be found out by reading Bryron Pitmann's journal from his study in room 3. 

Cartography by Dyson Logos (source here)

Key to Map:

Ground Level

1) Entrance hall: Empty

2) Rear Hall & stairs down: 4 bloated zombies (formerly house servants) are shambling around here in a mockery of house cleaning. They will attack any living creatures that enter. 
Bloated Zombie: AC 7, Mv 60', HD 2*, hp 6, 7, 9, 9, THAC0 18, Att 2 claws for 1d4/1d4,  Save F2, Ml 12, Align C, XP 30, When destroyed bloated zombies spray everyone in a 10' radius with acid, causing 1d6 damage. As undead, bloated zombies are immune to Charm, Sleep, poison and disease. 

3) Study & Living Room. This room used to be well-furnished but has now fallen into decay. Against the south wall there are various book shelves filled with books, papers and folders. Against the north wall is a grand desk on which sits the journal of Bryron Pitmann. In the last few pages he explains that the amulets that the cursed members of the family wear can only be destroyed with acid mixed with holy water. 

4) Fountain Stairwell & stairs up. In the fountain there are 2 bone warriors that will rise up out of the water and attack when living creatures (such as the PCs) enter the room. 
Bone Warrior: AC 5, Mv 120', HD 3, hp 12, 15, THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align C, XP 35 

5) Walled Garden. Now overgrown with long grass and weeds, the walled garden is haunted by Mellina Pitmann, the former lady of the manor now transformed into a beautiful but terrifying wraith. She is accompanied by 3 zombie wolves (actually formerly her three pet alsatians).  Mellina wears one of the cursed amulets (which magically stays around her neck despite her being incorporeal). 
Wraith (AC 3, HD 4** (hp 20), Mv 120ft fly 240ft, Att 1 touch for 1d6+ energy drain, Save F4, Ml 12, Align C, XP 175). Wraiths are immune to normal weapons and silver weapons only do half damage. Each hit from a wraith will drain 1 level from a character. 
Zombie Wolf: AC 6, Mv 120', HD 3+2, hp 15, 13, 16, THAC0 17, Att 1 bite for 1d6+1, Save F3, Ml 12, Align C, XP 50

6) Kitchen: The Cook has now become a ghoul. Any food here has long since rotted. 
Ghoul: AC 6, Mv 90', HD 2*, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis (save or be paralysed for 2d4 turns), Save F2, Ml 12, Align C, XP 25

6a) Store Cupboard: This room contains 11 skeletal rats that will attack any intruders.  
Skeletal Rat: AC 7, HD 1/2, hp 2 each, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 12, Align C, XP 5

7) Dining Room: This room has a dozen chairs around a long fine table. The window to the west has been broken and now 4 giant bats are hanging from the two chandeliers.  They will attack but have low morale and if one of them is killed or there is another reason to check morale they will try to fly out through the broken window. 
Giant Bat: AC 6, Mv 15'/Fly 150', HD 2, hp 6, 6, 10, 11, THAC0 18, Att 1 bite for 1d4, Save F1, Ml 6, Align N, XP 20 

8) Grand Library: Here is Bryron Pitmann, the master of the house and now a wraith. Like his wife Mellina (area 5) he has a cursed amulet hanging around his neck despite being incorporeal. He will attack any living intruders. The library is filled with bookshelves and about 400 books in total. Most of these are riddled with bookworms and beetles, and are worthless, but 55 of them are still in good condition, saleable at an average of 20gp each (1100gp value total) and weighing 1lb each.  
Wraith (AC 3, HD 4** (hp 20), Mv 120ft fly 240ft, Att 1 touch for 1d6+ energy drain, Save F4, Ml 12, Align C, XP 175). Wraiths are immune to normal weapons and silver weapons only do half damage. Each hit from a wraith will drain 1 level from a character. 

Basement Level

9) Storeroom: This room is full of broken boxes and barrels. There are 6 skeletal rats lurking here.
Skeletal Rat: AC 7, HD 1/2, hp 2 each, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 12, Align C, XP 5

10) Wine Cellar. This area is empty apart from six large wine racks. Many of the bottles have been smashed but there are 23 intact bottles, weighing 2lb each and average value of 25gp each (575gp total). There is also a single bottle of holy water marked as “Blessed Water from the Reclusium of Serenity”. This is sufficient to mix with acid and dissolve the cursed amulets. 

11) The Alchemy Lab. This room is the lair of Tommas Pitmann, the younger brother of Bryron Pitmann. He has become a wight, and he has a cursed amulet around his neck. In life he was interested in alchemy and has built up quite a laboratory. Of particular interest to those seeking to lift the family curse and destroy the cursed amulets there is a 1 gallon glass container marked “Black Dragon Acid”, filled with yellowish viscous acid with a very pungent smell when the lid is removed. If holy water is mixed with this then the PCs can drop the cursed amulets into this and properly destroy them. Anyone touching it suffers 1d4 damage per round of touching. There is a single large table and several shelves filled with both ingredients and equipment such as condensers, test tube racks, pestles and mortars, conical flasks and tiny burners. Tommas is vaguely aware that the acid is of use in destroying the amulet around his neck but the nature of the curse means he is unable to bring himself to do it himself. 
Wight: AC 5, HD 3* (hp 12), Mv 90ft, Att 1 touch for 1 energy level drain, Save F3, Ml 12, Align C, XP 65 Wights are immune to normal weapons but can be hit by silver or magic weapons. Anyone hit by a wight loses a level. 

12) The Crypt is where previous family members were buried. Most of them have stayed at rest, but Blatholrag Pitmann, the grandfather, has returned as a mummy (though he does not look like the classic Egyptian mummy but more like a peat bog mummy). Unlike other family members, he is not wearing an amulet, and he will not return from destruction if the curse is not broken. 
Mummy: AC 3, Mv 60', HD 5+1*, hp 24, THAC0 14, Att 1 fist for 1d12+ disease Save F5, Ml 12, Align C, XP 400 Mummy's rot prevents all magical and natural healing until magically cured,  Mummies are only vulnerable to fire, spells and magic weapons (+1 or better) and these all do half damage. Mummies are also undead and as such immune to sleep, charm, poison and disease

Upstairs Levels

13) The Landing: Empty apart from a ladder leading up to room 19 and stairs down to room 4.
  
14) Upper Corridor: There are 2 zombie wolves (formerly pet hounds). 
Zombie Wolf: AC 6, Mv 120', HD 3+2, hp 15, 13, 16, THAC0 17, Att 1 bite for 1d6+1, Save F3, Ml 12, Align C, XP 50

15) Master Bedroom: Empty

16) The Dormitory: Here is Cyntheria Pitmann, the daughter, now a wight, with a cursed amulet around her neck. She attacks any living intruder. 
Wight: AC 5, HD 3* (hp 12), Mv 90ft, Att 1 touch for 1 energy level drain, Save F3, Ml 12, Align C, XP 65 Wights are immune to normal weapons but can be hit by silver or magic weapons. Anyone hit by a wight loses a level. 

17) The Balcony: This overlooks the library (area 8) where Bryron Pitmann lurks. If PCs have not already dealt with him when they enter this area, he will float up from the ground floor to this balcony and attack. 

18) The Upper Study: This is the haunt of Malthor Pitmann, the son of Byron and Mellina, He has become  a coffer corpse (borrowed from 1E AD&D Fiend Folio). Like other members of the family he has a cursed amulet around his neck. 
Coffer corpse: AC 8, HD 2** (hp 10),  Mv 60ft, THAC0 18, Att 1 claw for 1d8, Save F2, Ml 12, Align Chaotic, XP 30, Normal weapons only appear to do damage, and if struck by a normal weapon for more than 6hp damage, the coffer corpse will collapse, apparently defeated. However, it will rise up the next round and all involved in melee against it must save vs spells or flee in fear for 1d4 rounds. This coffer corpse attacks with its bare hands, and if it hits it has locked its grasp onto its target's throat doing 1d6 damage per round (automatically hitting) thereafter until defeated. 

19) The Upper Bedroom includes the ladder down to room 13. In here is Father Brazzock, the chaotic cleric who started this whole curse by giving the Pitmanns the cursed amulets. Although still alive, he is trapped here and has become increasingly insane. If the PCs attempt to talk to him he will swing wildly between hateful aggression and desperation to get out. He may initially appear to be cooperative, lying and saying that he was trying to lift the curse but got trapped here. He will turn on the PCs as soon as he thinks he has a chance.  Father Brazzock has a treasure stash of 250gp, 120pp and a large perfect peridot gem worth 750gp in a bag under his bed. 
Chaotic Cleric: AC 3, Mv 90' HD C6, hp 20, THAC0 15, Att 1 mace for 1d6+2 or by spell. Save C6, Ml 9, Align C, XP 350, Equipment: Banded Armour, Shield, Mace +1, Unholy Symbol. Spells: Cure Light Wounds, Detect Law, Hold Person, Aura of Shadows, Cure/Cause Disease



Wednesday, 4 October 2023

AD&D Modules in this Campaign

Those of you who follow this blog may have noticed I am familiar with AD&D (both editions!) as well as D&D 3E and 5E (I skipped 4E and joined the nascent OSR). I am aware of at least some of the modules released for the various editions, and while I have placed B/X modules generally where they are suggested in official material, AD&D and later editions do not have official adventures based in Mystara. One question that has occurred to me is should I import modules from other editions and worlds into B/X Mystara? 

Does it fit into Mystara?

It could be argued that one of the things that makes a campaign world special and memorable is the adventures set within the world. This is how PCs and therefore players experience the campaign world. By copying and pasting adventures from Greyhawk or Forgotten Realms into Mystara, am I homogenising the game into a generic-fantasy mess? The adventures I have written on this blog in the last few years  have been with the Mystara campaign in mind. There are some published adventures that, while good in their own right, are too closely tied to their original world for me to comfortably convert them to use in Mystara. The Dragonlance modules in particular fit this category, as does WGA modules (the Falcon trilogy set in the City of Greyhawk, and Vecna Lives) and the FRE1-3 (Forgotten Realms Avatar trilogy set in the Time of Troubles). I would happily borrow ideas, maps, names, monsters and even encounters, but not try to convert the whole module.  

Are the rules and characters relatively compatible with B/X D&D? 

There is also the aspect of different rules, particularly for player characters and therefore NPCs. B/X proudly sticks to the peculiar idea of Race as Class, and there are only 4 classes for humans. AD&D and later editions have class and race as separate (albeit AD&D has restrictions on some combinations). Furthermore AD&D introduces classes that have no direct equivalents in B/X D&D - and although the Companion rules introduce the Paladin and the Druid, and Mystics are introduced in the Rules Cyclopedia, these “classes” function very differently from the Paladin, Druid and Monk of AD&D.  If an adventure relies on these different classes, not to mention rangers, barbarians, bards, assassins and illusionists, it probably won’t convert very well to B/X D&D. Similarly class/race combinations such as elven clerics, dwarf thieves and halfling druids may be found in AD&D but would be difficult to stat out if one stuck to the B/X rulebooks. One could create new B/X classes to describe such characters (as I have done with elven rangers, dwarf clerics, halfling defenders (a variant of halfling clerics) and gnomes) but this seems like a lot of work for just converting a module. There are other aspects of the AD&D rules that do not have equivalents in B/X. Psionics and magic resistance are things that are not found in B/X and an adventure that relies heavily on one of these might seem odd in Mystara. 

Do the monsters work in Mystara and B/X D&D?

Monsters usually fare better at being converted though there may be raised eyebrows at some creatures from the Monster Manual or Fiend Folio appearing in Mystara. With the AD&D great wheel of the outer planes relying on the two-axis alignment of Law vs Chaos and Good vs Evil, the role and philosophy of devils, daemons/yugoloths and slaad may be difficult to fit into the single axis Law (=Good) vs Chaos (=Evil) that is found in B/X. I think it is interesting that the early B/X editions (Moldvay & Cook) shied away from anything like demons, though with Mentzer's BECMI some creatures from the Plane of Nightmares appeared as quasi-demons (Malferas, Nightmares and Soul Eaters). I actually have no problem with the concept of demons travelling from the Planes of Chaos to Mystara, so in terms of lore any AD&D module that uses demons can still work. 

Nonetheless, the original idea of a module was for a fairly self-contained adventure or dungeon that could be dropped into and used in a campaign with minimal fuss and work. And those adventures that neither rely too much on the campaign setting nor on rules for characters can work in this regard.  

source

My Ideas for Particular AD&D Modules

This list is not comprehensive, and is really based on my own familiarity. As far as the rest of this blog and my variant of Mystara is concerned, these modules and settings do not exist, and I do not expect to reference them in later blog posts about the campaign.  So here are my quick ideas about particular modules:

  • S1 Tomb of Horrors: Acerak was a particularly chaotic and malevolent Alphatian mage who created his infamous tomb in the rugged mountains on the borders of Ylaruam and Soderfjord Jarldoms. 
  • S2 White Plume Mountain:This volcanic mountain and its associated dungeon is found in a small uncharted island between Aloysius Island and Roister Island in the southern seas of Ierendi
  • S3 Expedition to the Barrier Peaks: The Barrier Peaks are a nickname for what are officially the Amsorak mountains to the northwest of Darokin and west of the Principalities of Glantri. The strange "magic" found in the dungeon is similar in many ways to the weird technomagic of Blackmoor. Some wizards and sages are curious and want adventurers to return samples of these artefacts. 
  • S4 Lost Caverns of Tsojcanth: Tsojcanth was the mountainous lair of a particularly nasty and chaotic Glantrian witch called Iggwilv, set in the Wendarian Ranges north of Klantyre, on the northern border of Glantri. She may well have been involved in the Cult of Chaos. 
  • T1-4 The Village of Hommlet and the Temple of Elemental Evil. Something of a borderline case but if it turns into a Temple of Elemental Chaos, it becomes better suited to this campaign. The Village of Hommlet and the ruined moathouse are in northern Karameikos near Threshold, while the actual Temple is further north in the Black Peaks. Iuz and Zuggtomoy are either turned into or replaced with a Prince and Princess of Chaos
  • C1 The Lost Shrine of Tamoachan. This could be set in the jungles of Davania, perhaps not far from Herakanthia
  • C2 The Ghost Tower of Inverness only appears occasionally on the west coast of Hattias, in southern Thyatis, not far from the town of Grey Bay. 
  • D1-3 & Q1 Against the Drow: The drow are so distinctive to AD&D and are markedly different to the Shadow Elves of Mystara that I'm not sure if this is suitable for conversion. Nonetheless, a DM playing fast and loose with lore could say that the drow are a different, rival subrace of elves from the Shadow Elves, or perhaps split away from the less psychopathic shadow elves when both were driven underground by the surface elves.  
  • G1-3 Against the Giants: These start with the Steading of the Hill Giant Chief in Vestland of the Northern Reaches., the Rift of the Frost Giant Jarl further north in the Mengul Mountains west of Heldannic Freehold, and the Hall of the Fire Giant King back south underneath the Three Fires Volcanoes in the northeastern tip of Glantri. 
  • A1-4 Scourge of the Slavelords: Rather than terrorizing Woolley Bay, the slavers are the scourge of the southern shores of Brun where the continent meets the Sea of Dread. Karameikos, the Five Shires and Darokin are all raided. The slavers have been able to set up lairs around the islands of Ierendi, especially the volcanic islands. 
  • H1-4 The Bloodstone Modules: Probably best set in Norwold and geared towards Companion level characters. 
  • I1 Dwellers in the Forbidden City: Northern Davania, far from the shore. The city could be and abandoned attempt by Thyatis to establish a colonial city, or perhaps it was built by a lost civilization older than the Thyatians, perhaps the same one that created the Lost Shrine of Tamoachan. . 
  • I3-5 Pharaoh Trilogy: Set in northern Ylaruam, using the ruins of the forgotten Nithian Empire. 
  • L1 The Secret of Bone Hill. Lendore Isle is a small isle in the Minrothad cluster, and Restenford is on the southern coast. There is some trade with Minrothad City and the Baron of Restenford nominally pays fealty but for the most part it is left to its own devices. 
  • U1-3 The Sinister Secret of Saltmarsh, Danger at Dunwater & the Final Enemy are all set in and around Aloysius Island in the southern waters of Ierendi. 

I'm sure that readers will have their own ideas on where these modules could be placed, and also their own favourite modules that I have not listed here. Others may feel that converting some modules to B/X is too much work. This is all fine because I am not taking this post too seriously nor am I going to include these modules in further blog posts about this Mystara campaign. They are merely suggestions if you are so inclined.  

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Thursday, 21 September 2023

Herakanthia the Jungle Outpost

Map of Thyatian possessions on the Davanian Coast
Scale is 72 miles per hex

The Thyatian hold in Davania is primarily the two towns of Cittinova and Raven Scarp. However, they have also established a number of smaller outposts on and near the coast, including Herakanthia. Founded 50 years ago by the adventuring swordswoman Heraka this has proven to be a useful base camp for exploring the jungle, sitting about 50 miles south of Cittinova but still only an hour’s walk to the coast 



Herakanthia has 240 inhabitants, and is surrounded by a ditch and wooden palisade, with a single guarded gate. It sits on a hilltop and the residents have cleared away trees and bushes so that approaching creatures can be seen easily. There is a path east to the coast that is maintained and at the nearby beach (2 miles along the path) there are 12 large boats - mainly for trade and passengers to Cittinova but also as a potential means of evacuation if the whole outpost is in mortal danger. The sea along the coast is also the main trade route to Cittinova and Raven Scarp - the jungle is too dense, rugged and dangerous for overland routes. 

There is a standing garrison of 50 soldiers, some local to Davania others drafted from the Thyatian homeland. They are all equipped with crossbows, polearms and chain mail. Other residents will join in with defence as they are able to - there was a notable incident ten years ago when a pair of Allosauruses broke through the palisade and killed several people, and everyone who could wield a spear or pitchfork had to form an impromptu phalanx to drive the dinosaurs off.   

At the base of the hill that the outpost stands on are a dozen acres of farmed land where wheat, maize and vegetables are grown. This is a mixed success - sometimes it provides plenty of food, but other times the crops are hit by various tropical blights, devoured by insects or trampled by huge wandering beasts. Hunting and foraging are important sources of food but this is always done as an organised expedition - wandering around alone in the jungles of Davania is extremely dangerous, and even with armed escorts, violent encounters happen - the Thyatians know that they are not the top of the food chain. Fishing in the nearby sea is possible but the seas have their own dangers, so at the first sign of large marine creatures or bad weather the fishermen will head for shore. Food security is a significant concern for the people of Herakanthia. 

Notes on levels: Davania is a dangerous place, and as such I am assuming that adventures set here are either Expert or Companion level (for PCs of levels 5-20). Dinosaurs, dragons, Araneas, Kopru and the like are all threats that novice adventurers are not expected to deal with. 

Non Player Characters of Herakanthia

Keltrakis: human female 15th level magic user, neutral. Keltrakis has been tasked with maintaining Herakanthia by the governor in Cittinova, and she intends to prove her worth. She is competent enough  but she does tend to view every challenge and danger from the point of view of her seniors in the Thyatian administration. Trade, finances, food and security are her main concerns. She is a skilled mage and when the situation calls for it, she can bring her magic to bear on problems and threats - she slew a marauding Dimetrodon with a lightning bolt early in her tenure here, which impressed the residents. 

Escallios Parrottalker: elf male 9th level elf ranger, neutral. Escallios is a resident of Herakanthia after leaving his tribe of jungle elves for unspoken reasons. He has proven to be a very knowledgeable native guide to the jungle, advising human Thyatians about dangers and resources. He is still on talking terms with other jungle elves, though there are obvious tensions and awkwardness when dealing with the Bough-Runner tribe which he left a while ago.

Torgonnus the Myrmidon: human male 12th level fighter, lawful. Torgonnus has had a varied career, from conscripted soldier to deserter to gladiator and now freed to become an adventurer. He has arrived in Davania to find out what happened to his father, who joined a wave of settlers from Thyatis seeking new opportunities in Davania. He believes his father was last known to be in a settlement deeper into the jungle than Herakanthia but which lost contact with Cittinova about 10 years ago. Although Torgonnus does not expect to find his father alive, he still needs to know what happened. 

Talsheridon the Brewer: elf male 7th level spell-sword , neutral. Talsheridon is skilled not only as a spellcasting elf but also as an alchemist . He has set up in Herakanthia to gather ingredients from the nearby jungle, particularly rare herbs, flowers and fruits which possess properties that he wants to investigate, and may offer alternative recipes to well-known potions. He can generally look after himself but even he is cautious about venturing into the jungle alone, and is always looking for bodyguards to keep him safe as he forages for components and ingredients. 

Mektra The Opportune: human female, 7th level thief/4th level darokinian merchant, neutral. Originally from Athenos where Darokin meets the sea, Mektra is always on the lookout for things that could be sold for a profit. She usually travels to Cittinova and back but sometimes she will travel further around the Sea of Dread, including Thyatis City, Specularum, Athenos. Minrothad City and other trading ports. She has set up a temporary shop in Herakanthia and will buy and sell to adventurers. 

Orribos the Seeker: human male, 11th level cleric, chaotic. Orribos claims to be a scholar from Ierendi, and he has actually spent some time there. However, he is actually a cleric of chaos from Hule. He is in the jungles of Davania looking for the lost city of Ervvos, from a mysterious pre-Blackmoor civilisation that was somewhere in northern  Davania. He will claim to be interested in the lost city for scholarly reasons though he believes that several powerful artefacts of chaos might be found there. He may try to form an expedition to search for this lost city, casually mentioning abandoned piles of gold and silver to be claimed by anyone entering the city. 

Dubrovia Stoutshield: human female, 7th level cleric, lawful. Dubrovia has been sent to Herakanthia by her superiors in the Church of Law in Cittinova, with instructions to assist the outpost and its inhabitants. Although she is not happy about her posting, she is obeying her orders. She originally came from Thyatis City and she misses the cosmopolitan hustle and bustle of city streets. And although human criminals can be dangerous, she feels far more danger in Davania than in Thyatis City. Her healing and curing spells are much in demand, and although she treats locals free of charge, she may ask for a donation from visitors requiring her spells. 

Mahallia: female aranea grandmother, 9th level magic user, chaotic. Mahallia always appears as an attractive jungle elf (using her natural aranea shape changing ability) when around humans or elves. She does not live in Herakanthia but has a treetop lair a few miles to the west deeper into the jungle. Other residents of Herakanthia do not suspect her true nature and accept her disguise as a regularly visiting elf.  She is here as a spy for a huge colony of aranea known as the Scuttling City far to the south, and is always asking about people moving in and out of the outpost, particularly those that might prove a problem should the araneas attack. Mahallia has befriended the ruler of the outpost Keltrakis through their common love of magic and new spells. She occasionally lets slip a disdain and contempt for humans but most people put that down to elven snobbery. 

 





Friday, 15 September 2023

Araneas of Northern Davania

 What is officially said about Araneas (from my copy of X1: Isle of Dread)

The Araneas are an intelligent giant spider race. They are as large as small ponies and are greenish-brown in color. An aranea is distinguishable from other giant spiders by the massive oddly shaped lump on its back that houses its large brain. Araneas are web spinners and their bite is poisonous. 

The front limbs of an aranea are divided into flexible digits. The aranea use these to grasp prey and manipulate simple tools. In addition the aranea can cast spells as 3rd level magic user (two 1st level spells and one 2nd level spell). They spend most of their time in magical research. 

Araneas live in dense forests or jungles, spinning their web homes high in the trees. Part of each web is roofed with bark, leaves and vines held together with webbing. In the covered part of their lairs the aranea keep their crude tools, magic research and crude "furniture" of web, bones, bark and wood. 

Araneas are the traditional enemies of the phanaton and attack them on sight. They are friendly with bugbears and often hire them to guard the forest beneath their lairs. 


source 


Aranea, NormalAranea, SpiderlingAranea, Mother
Armour Class786
Hit Dice (hp)3** (14 hp)1* (5hp)6** (27 hp)
Movement150', 150' climb 150', 120' in web150', 120' in web
Attack1 bite1 bite1 bite
THAC0171914
Damage1d6+ poison1d2 + poison1d6 + poison
Special Abilitiespoison, spellcastingpoison causes sicknesspoison, spellcasting
No. Appearing1d63d101d2
Morale797
Save asMU3MU1MU6
TreasureDnilD
AlignmentChaoticChaoticChaotic
Intelligence14 (High)7 (low)15 (Exceptional)
Size/Typelarge magical beastsmall magical beastlarge magical beast
XP6515725

Aranea, GrandmotherAranea, Matriarch
Armour Class54
Hit Dice (hp)9** (39 hp)12** (54 hp)
Movement150', 120' in web150', 120' in web
Attack1 bite1 bite
THAC0118
Damage1d8 + poison1d10 + poison
Special Abilitiessee belowsee below
No. Appearing11
Morale88
Save asMU 9MU 12
TreasureDD
AlignmentChaoticChaotic
Intelligence16 (Exceptional)18 (Genius)
Size/Typelarge magical beasthuge magical beast
XP23002700


Aranea Spiderlings: 1 HD, no spellcasting, bite causes giant centipede like sickness (victim is incapacitated for 1d6+4 days of bed rest).  They can climb up walls and along ceilings faultlessly at normal speed. These are the youngest araneas (less than 10 years old) and are usually about the size of a domestic cat (1' tall and wide, 2' long) 

Normal Aranea: These include all males and the younger females (between 10 and 60 years old). They can cast spells as 3rd level magic users. 

Aranea Mother: Can cast web spell 1/day and use spells as 6th L MU, humanoid form for 1 hour 1/day

Aranea Grandmother: Cast web spell 3/day and use spells as 9th L MU, humanoid form for 3 hours. 1/day  

Aranea Matriarch: cast web spell 3/day and use spells as 12th L MU, humanoid form at will for as long as required. 

All except spiderlings have a lethal venom - anyone bitten by a normal aranea, mother, grandmother or matriarch must save vs poison or die. 

All araneas can spin webs with which to create lairs, block passages and bind helpless victims. Mothers, Grandmothers and Matriarchs can do this fast enough and in sufficient quantity that it is a non-magical equivalent of a Web spell. By pointing their spinnerets (at the rear of their abdomens but they may be stretched and pointed forward under the belly) they can spew forth a mass of sticky strands to entangle foes instantly.

Araneas learn and memorise spells in the same way as magic users, and have their own spell books. Their choice of spells is as varied as any human mage though there does seem to be a tendency to illusion and trickery. They may well use similar spells to those used by Gnome Tricksters. Because of the flammable nature of their lairs they rarely use fire-based spells Araneas are fascinated by magic and see it as being their main path to power, dominating vertebrate races, protecting themselves and acquiring wealth, food and, of course, more magical resources such as magic items and spell books. Although they normally hate humanoids, they will respect and perhaps parlay with someone who shows great magical ability (5th level spells or higher). 

Aranea mothers, grandmothers and matriarchs have all learned the magical ability to transform into a humanoid for a period of time. This is in size and shape only, it does not confer any special racial abilities or knowledge. They do this mainly to infiltrate humanoid settlements and also to trick wandering humanoids into ambushes and traps. The Thyatians have learned to their bitter cost not to rush to the aid of a damsel in distress being attacked by giant spiders - the damsel may well be the leader of the Araneas. Some people have jumped to the incorrect conclusion that araneas are a sort of were-spider, a species of lycanthrope. This is simply not true and nobody bitten by an aranea has been infected by lycanthropy, even if they survive the venom.  

Araneas will sometimes use other spider-like creatures as guards, pets and allies. Rhagodessas are popular guards, as are giant Black Widow spiders. The bugbears mentioned above in the official description are also found in Northern Davania

On the Isle of Dread there is a small population with only one known Aranea grandmother. However, in the larger jungles of Davania Aranea society has become more evolved and prolific, with araneas forming colonies similar in ways to wasp or ant swarms. There is only one highest-ranking, largest female as the queen of the colony - a matriarch for the larger ones with more than a hundred normal Aranea, a dozen mothers and maybe 2 or 3 grandmothers as lieutenants. The smaller colonies will be led by a grandmother and have maybe twenty or so normal araneas and two or three mothers. Loyalty to their female leader is strong but not fanatical - unlike ants or bees most araneas can survive without their leader and can even set up their own colonies.  These colonies form towns in the trees made from wood and bones of victims woven together with webbing to form dozens of dwellings. Although spiderlings live and sleep together, once an aranea can study magic they will require their own dwelling so they can study in quiet. As mentioned previously there are male araneas but they never grow in size and power beyond normal araneas.  

According to the araneas themselves they were first born as hybrids when a large number of planar spiders (see the Rules Cyclopedia) were stranded on Mystara in the jungles of northern Davania and the Thanegoth islands. Due to different dietary requirements the male planar spiders starved to death while the females managed to survive. The female planar spiders mated with native giant spiders, using magic and alchemy to ensure that not only were their offspring able to survive (making use of their sires primitive and more rugged digestive system) but were also fertile, unlike other cross-species hybrids such as mules. These new offspring, the first araneas, lost their mothers’ ability to travel the planes but retained the high intelligence and ability to cast spells. Indeed, through selective breeding where the less intelligent, non-spellcasting areneas were destroyed, soon all of the araneas were capable of using magic.      

An alternative story told by Thyatian scholars is that there were no planar spiders, and that when the Alphatians arrived in northern Davania the ancestors of the Araneas were just giant spiders. But the biomancers among the Alphatian mages were the ones who gave the giant spiders intelligence and extra arm-like limbs, apparently in a misguided attempt to create a servitor race to help the arrogant Alphatian mages. The Aranea had become too smart for that. They stole the Alphatians’ spellbooks and in one terrible night killed all their supposed masters, mostly by adding their own venom to meals prepared for the naive mages. Those humans who resisted the poison were slain by other means. The Alphatian colony was wiped out in one night and the Aranea gained their greatest source of power.