Tuesday 31 January 2023

Companies of Rockhome

source

 "Family is of course always family, but business is business!"

Dwarf companies are primarily business ventures. Many are unconnected to the seven great clans of Rockhome, though of the seven, Syrklist clan is the one most likely to be associated with these companies with its tradition of trading and craftsmanship.

They cover a range of sectors and business types, from manufacturing to warfare to food to finances. Some of the dwarves in these companies will have levels in Darokin Merchant class (from Gaz11: Republic of Darokin), and there is considerable exchange of ideas and practices between the two nations, though there is also some rivalry and certainly business competition.  

The number of employees and staff in each can vary greatly from small local outfits to what are known in Rockhome as Great Enterprises (what we would call corporations). 

Muldennir & Sons

  • Field: Architecture, Engineering & Construction
  • Staff: 210 (not including casual labour)
  • Based: Dengar
  • Notes: Muldennir & Sons provide advice, expertise & plans for construction projects especially fortifications and stronghold defenses. They usually hire labourers locally for each job. Although they draw talent from all across Rockhome there is a disproportionate number of dwarves from Skarrad clan in the company. They are often invited to dwarf strongholds to give assessments on improvements that could be made to keep the place better - safer, but also more productive and perhaps neater and more impressive.If their suggestions are accepted, then several members will stay and oversee the work, usually by stronghold residents. 

Mithril-Helm Defenses

  • Field: Mercenaries & Security
  • Staff: 440 (4 squadrons of 100 each + 40 as headquarters)
  • Based: Stahl
  • Notes: All members are at least 3rd level dwarf fighters. They tend to take defensive contracts and prefer to operate within Rockhome, so usually end up defending fellow dwarves. Each squadron has its own dwarf cleric and scout and can deploy as a self-contained fighting force. As mercenaries they charge a weekly fee, so they are usually hired when a stronghold or town is expecting trouble or is already under attack.If they are hired to attack a target, they only accept jobs against humanoid lairs, never dwarf or human controlled locations. 

Deeplake Transport

  • Field: Waterborne Transport
  • Staff: 60 + 10 boats
  • Based: Kurdal (+ Stahl)
  • Notes: Deeplake Transport provides ferries for both passengers and trade goods across both Lake Klintest & Lake Stahl. Their head office is in Kurdal but also have a branch office in Stahl. Although most of the company is law-abiding, there are rumours that some members are skilled at smuggling, usually taxable goods rather than outright banned items. 

Stormstrikers

  • Field: Treasure Hunting
  • Staff: 63
  • Based: Evemur
  • Notes: The Stormstrikers are essentially an oversized band of adventurers who go after treasure in monster lairs, ancient tombs and abandoned strongholds. They don't have traditional customers, only targets. They are currently considering Tarrag Duun as their next major project. They are open-minded about who would prove useful and will hire human thieves and mages as required. The Stormstrikers are wide-ranging in what they will go after, both geographically and in types of target, but they are always careful not to become bandits and robbers - no active human or dwarf locations are even considered. For large ruins they can deploy their whole force but for single tombs or smaller monstrous lairs they will deploy smaller teams of 5 to 10 members (rather like a classic adventuring party, but with a disproportionate number of dwarves). 

Belgaard Traders

  • Field: Wholesale & retail of various trade goods
  • Staff: 2,300
  • Based: Dengar
  • Notes: This is one of Rockhome's Great Enterprises, and has outlets in every town and city. They buy, transport & sell goods to & from small strongholds & big cities acting as the middleman. They generally use their own transport and security, and have very well-organized caravans. Although they normally operate within Rockhome they have recently started venturing into Soderfjord, Vestland and Ylaruam. They buy and sell a wide range of items, including weapons, clothing, food, tools and books. Most recently they have set up outlets in rougher borderland towns that sell adventuring equipment, weapons and armour, and will buy gems and jewelry at a reasonable rate. 

Eddilnor & Edga's Specialist Foods

  • Field: Luxury & exotic food & drink
  • Staff: 350
  • Based: Dengar
  • Notes: Most strongholds are self sufficient for basic food stuffs (bread, beer etc). Eddilnor and Edga buy and sell luxury food (usually ready to eat, not just ingredients) both within Rockhome and further afield, including chocolate, tea, mead, cheese, jam, pickles, fine wines, dried fruit & salted meats, from Ierendi, Thyatis, Sind, Five Shires and even Norwold. They have teamed up with some human mages (not Glantrians!) to use spells that preserve food for weeks longer than normal, although some dwarf customers are suspicious of this new preserved food. Eddilnor & Edga send out traders across the Known World and they will sometimes hire guards and adventurers to look out for them if venturing into dangerous realms. 

Dorrian Greeb Financial Services

  • Field: Accounting and Moneylending
  • Staff: 110
  • Based: Stahl
  • Notes: Dorrian Greeb are called in when dwarves get into financial trouble. Firstly they assess the problem including assets, debts, income and costs, If there are no solutions, Dorrian Greeb act as insolvency agents. If the situation is salvageble, Dorrian Greeb will lend money (with interest appropriate to the situation). They have a bad reputation as being avaricious vultures preying on vulnerable citizens - this is not entirely undeserved, as some staff and managers are cynical and  ruthless, earning the nickname "Greeby bastards".   Nonetheless, they are (grudgingly) credited with saving various dwarf businesses from mismanagement or bad luck, and their assessment of business situations is widely trusted. Although Dorrian Greeb is a money-making business in itself, the management knows that it depends heavily on a reputation of sticking to the rules and not making bad situations worse.  

image by artdeepmind, source


Tuesday 24 January 2023

Logos Locations #2: The Abandoned Shrine of Hurothain

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. I hope this will be an ongoing series within this blog.

Background to The Abandoned Shrine of Hurothain

This place is situated on an underground river about a mile from Torrag Halstoron in south-west Rockhome.  Three centuries ago this was the home of a powerful dwarven cleric and mystic called Hurothain who regularly communed with his patron, Kagyar, the god of the dwarves. He also maintained it as a waystation for dwarves travelling by boat up and down the subterranean river (there were mines of silver and gold further along and miners and prospectors would regularly stop here).  When Hurothain died, his followers all received dreams where they were instructed by Kagyar to build a shrine here on top of Hurothain's tomb. This would increase the likelihood of Hurothain becoming a saint. They also created eleven large hexagonal pillars reaching up into the ceiling of the cavern, with each side depicting scenes from both Hurothain's life and work and also scenes from the stories of Kagyar. Until fifty years ago this was a popular place for dwarf clerics to visit. But then Torrag Halstoron fell to chaos-worshipping dwarves and this shrine was sacked and defiled at the same time, and the slain inhabitants cursed to remain as undead.

This mini-adventure is aimed at characters of levels 4-7. The player characters' involvement in this could be one of several options: 
  • Reclaiming the shrine: Dwarf leaders and clerics ask that the PCs destroy any hostile monsters and undead in the location so that dwarf clerics can safely move back in.
  • Retrieving the bones of Saint Hurothain: If reclaiming the whole site seems difficult then retrieving the mortal remains of Hurothain is the next best thing - they are located in area 6a. 
  • Just Passing Through: The PCs are simply travelling along the subterranean river when they come across the site with its grand pillars. 

Map and key to the Abandoned Shrine of Hurothain

Cartography by Dyson Logos, source


1) The Subterranean River. This river is relatively calm, flowing steadily from east to west (from right to left on the map). It is about 20ft wide and 10ft deep in the middle of the stream, and can be navigated by small boats, dingies and canoes. Along the bank are the eleven hexagonal pillars described above. 

1a) This is the lair of a giant octopus that will not attack boats but will go after anyone wading or swimming in the river. AC 7, HD 8 (hp 45), Mv 90ft/Swim 120ft, THAC0 12, Att 8 tentacles/1 bite for 1d3 x 8/1d6, Save F4, Ml 7, Align N, XP 650
Once a tentacle hits in combat it will entangle an opponent and reduce their to hit rolls by 1 (to maximum of -8). A character may try to sever a tentacle and will succeed when any single hit with an edged weapon does 6 or more damage.  Once a day the octopus can release a squirt of black ink which is a non-magical form of darkness 10' radius for 2d4 rounds which it will use to escape if it is seriously hurt or fails a morale check. 

1b) This is the lair of 2 giant eels (borrowed from AD&D) AC 6, HD 5 (hp 23), Mv Swim 90ft, THAC0 15, Att 1 bite for 3d6, Save F3, Ml 10, Align N, XP 175

2) The south bank is composed of gravel and shingle, and is the lair of a cluster of 6 giant toads: AC 7, HD 2+2 (9 hp each), Mv 90ft, Swim 90ft, THAC0 17, Att 1 bite for 1d4+1, Save F1, Ml 6, Align N, XP 25 each. Camouflage:giant toads will surprise opponents on 1-3 on d6. Sticky tongue: A giant toad can shoot its tongue out to 15ft and drag dwarf-sized or smaller creatures into its mouth. Swallow whole: on a hit roll of 20 a giant toad may swallow a dwarf-sized or smaller opponent whole, the opponent taking 1d6 damage per round until dead or freed.

3) The Fungal Meadow: This area is covered in a variety of fungi (marked as green dots on the map). As well as many non-dangerous fungi, there are also 2 shriekers and 4 tiger beetles that are attracted to any shrieking.
Shrieker: AC 7, HD 3 (hp 8, 16), Mv 9ft, THAC0 N/A, Att none, Save F1, Ml 12, Align N, XP 35 each. Shrieking will start if there is light within 60ft or movement within 30ft, and has  a chance to attract wandering monsters, or in this case attract the tiger beetles
Tiger Beetle: AC 3, HD 3+1 (hp 7, 11, 12, 17), Mv 150ft, THAC0 16, Att 1 bite for 2d6, Save F2, Ml 9, XP 50 each

4) The Fungal Garden: Similar to area 3 but without any monsters, and the fungi are a little shorter. 

5) The Shrine: This room is dominated by a statue on a plinth of two figures, a dwarf in armour kneeling (Hurothain) and a larger dwarf blessing him (Kagyar). However, this area has been defiled and there is an aura of Chaos. Lurking behind the statue is a dwarf-shaped 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. 

6) Clerics' Quarters: This room is the lair of a dwarven wight (previously a priest at the shrine). Although compelled to attack mortals, at the same time he begs for them to destroy his monstrous form and set his soul free. Wight: AC 5, HD 3* (hp 16), 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.

6a) This is both the living quarters of the previous clerics, and also the resting place of the mortal remains of Hurothain: There is a table with a 2ft x 2ft casket holding the bones and skull of the revered dwarf. Underneath this table is another casket, holding the shrine wealth of 1600gp, 50pp, 5 gems (deep red garnets) worth 100gp each and a silver and azurite holy symbol of Kagyar on a silver chain, worth 650gp (it still functions as a cleric's holy symbol), as well as 2 scrolls of clerical spells. One has Cure Disease, Speak with Animals and Hold Person, the other has Cure Light Wounds x2 and Transfusion.  

7) This dark pool is over 30ft deep. However, it contain neither monsters nor treasure. 

7a) This is a stream about 7ft wide and about 3ft deep, with lots of boulders and rocks making it unnavigable by boat. However, it can be waded (assuming human size - dwarves, halflings and gnomes may struggle to keep their heads above water). The banks of this stream within the main cavern are home to a small swarm of 10 cave locusts (AC 4, HD 2, hp 7 each, Mv 60ft fly 180ft, THAC0 18, Att 1 bite for 1d2 or 1 bump for 1d4 or 1 spit (special), Save F2, Ml 5, Align N, XP 20, immune to poisons, spit causes target to be rendered helpless for 1 turn, see description in rules for full details).  

8) Traders Quarters: This room in the lair of a Tarantella spider (AC 5, HD 4* (hp 22), Mv 120ft, Att 1 bite for 1d8 + poison, Save F2, Ml 8, Align N, XP 125. Dancing poison: anyone bitten by a tarantella must save vs poison or start dancing. Anyone seeing the initial target dancing must also save vs spells or start dancing in the same way. Dancing characters suffer -4 to hit and +4 penalty to AC. The poison lasts for 2d6 turns but dancers will drop from exhaustion after 5 turns and they will be helpless on the ground). In the small side room to the south there is the traders' wealth: 5100sp, 440gp, 6 rolls of fine silk worth 50gp each, 4 packets of rare cooking spices (50gp each) and 17 bundles of incense (worth 30gp each)

9) The tavern: This place has become dilapidated and apparently abandoned. However, it is still haunted by the former dwarf landlord, now a wight: 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.

10) Murder hole passage: Anyone passing through here will be shot at by the crossbow zombies in areas 11 & 12

11) Guard quarters: Here are 4 dwarf zombies - two are equipped with crossbows and will fire a bolt each at characters in area 10, the other 2 are equipped with dwarf-sized banded armour. 2 Crossbow zombies: AC 8, HD 2 (hp 9 each), Mv 120ft, Att 1 weapon or 1 crossbow (range 120ft) for 1d8 or 1d6, Save F1, Ml 12, Align C, XP 20, equipment: sword, crossbow, 5 bolts.
2 Armoured zombies: AC 3, HD 2 (hp 9 each), Mv 60ft, Att 1 weapon for 1d8, Save F1, Ml 12, Align C, XP 20, equipment: banded armour, sword

12) Sergeants quarters: Here are 3 dwarf zombies all armed with crossbows who will shoot at anyone in area 10. They will reload by the time anyone enters this area . Lying on the bed is the dwarf sergeant, apparently a dessicated corpse. It has turned into a Coffer Corpse (borrowed from AD&D). 
3 Crossbow zombies: AC 8, HD 2 (hp 9 each), Mv 120ft, Att 1 weapon or 1 crossbow (range 120ft) for 1d8 or 1d6, Save F1, Ml 12, Align C, XP 20, equipment: sword, crossbow, 5 bolts.
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. 

13) Dinng room: Empty apart from table and chairs

14) Captains Quarters: The dwarf captain has now become a 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. The captain is still vaguely aware of what has happened and apologizes even as he attacks, saying that he is compelled to by the curse. Destroying the wraith will set the captain's soul free. 
The captain still has his treasure here: 9700sp, 2000gp, 200pp & a large opal gem worth 1000gp. 

15) Barracks: This room contains 6 Armoured zombies: AC 3, HD 2 (hp 9 each), Mv 60ft, Att 1 weapon for 1d8, Save F1, Ml 12, Align C, XP 20, equipment: banded armour, sword

Wednesday 18 January 2023

Apep and the Serpent People

Way back in the ancient history of Mystara there was a civilization of reptilian humanoids in what was Nithia and is now Ylaruam - the Mogreth Empire of Lizardfolk. They were led by the mysterious and malevolent serpent people. 

Apep the Serpent of Chaos

Apep was the patron deity of the Mogreth civilization, as old as Mystara itself and intimately tied to Chaos and the Sphere of Entropy. Also known as Apophis or Ouboros, it does not have any apparent gender, and seems utterly detatched from the thoughts, feelings and emotions of mortals. It only sought chaos, disorder and decay of the entire universe. In this respect it is similar to likeminded entropic immortals such as Alphaks, Orcus, Thanatos and Demogorgon. 

Apep's followers are nearly always reptilian - serpent people, lizardfolk and the like. Very few mammalian humanoids are desperate or insane enough to follow Apep. They are always chaotic and revel in disorder and destruction, though they realise they need a certain amount of structure to continue their mission - an organised army can cause more destruction than a leaderless mob. 

During the age of the Nithian Empire, the cult of Apep's main mission was not overt destruction but subversive corruption - tempting and coercing powerful members of the human nations with offers of wealth, forbidden magic and the occasional threat of horrible death. This worked very well and it is believed by some sages that the cult of Apep contributed to the collapse of Nithia around 500BC. The vile soul magic practiced by sorcerers at Allaktos  was started by the cult of Apep, possibly granted by Apep itself. This is not to say that Apep's cult was the only force of chaos in ancient Nithia, but it was certainly a major one, perhaps the preeminent faction of Chaos in Nithia. 

The Serpent People

Image by Ben Wootton, source


NameSerpent-man
Armor Class6 or better
Hit Dice (Avg hp)4+4* (22hp) or better up to 20+20* (110hp)
Movement90’/Swim 90'
No Attacks1 weapon + 1 bite or by spell
THAC015 or better
Damageby weapon/1d6+ poison or by spell
No Enc3d4 (patrol) or more.
Save asF4 or better
Morale8
AlignmentChaotic
TreasureE
Size/TypeMedium Humanoid
Intelligence12 (very) or better
XP value200 or more

Serpent people look like a hybrid of human and snake, with humanoid arms and broad chests, but serpentine lower bodies without legs and a cobra-like head. Serpent people are dangerous, intelligent adversaries who can use spells as if magic users of half their actual hit dice. The most basic serpent warrior has the stats above and can use spells as if a 2nd level magic user. More advanced individuals gain hit dice and commensurate spell-casting abilities. Serpent people are adaptable as far as magic items are concerned and will pick up and use anything that a human fighter or magic user can, except anything worn on legs or feet, while some human head gear may not fit well. A typical serpent-folk will wield a battleaxe (1d8 damage) in battle. Of far more concern for opponents is their bite - anyone bitten by a serpent-man must save vs poison or suffer 2d4 damage per round until the poison is neutralized.  The venom of the serpent people is said to be quite agonizing as it kills those bitten. 

Serpent folk are quick to make use of other reptilian races - lizardmen, gatormen, even kobolds are all considered servants of the Serpentine empire, and any encounter with serpent people will include some of these other races - roll on the table below: 

Roll (1d20)Entourage
1-4Kobolds (1d4 per serpent folk)
5-12Lizardman (1 per serpent folk)
13-14Two-Headed Lizardman (1 every 3 serpent folk)
15-16Calacorm (1 every 2 serpent folk)
17Gatorman (1 every 4 serpent folk, from Creature Collection)
18-19Rattler Snakeman (1 per serpent folk)
20Lizard King (1 every 4 serpent folk, borrowed from AD&D)

The rattler snakemen mentioned in the table above are believed to be a degenerate subrace of serpent folk - not as clever or magically gifted but still useful in combat. They are believed to form their own lairs within serpent-folk strongholds. 

Serpent folk and the Serpent Peninsula

There are no more serpent people on the surface of Ylaruam - deeper below the surface where the subterranian Nithian river runs through limestone caverns in bedrock there are believed to be pockets of isolated serpent-folk, often with their lizardmen footsoldiers - the last remnants of the once-mighty Mogreth Empire. In the largest and grandest ruins of the Mogreth civilization there are undead serpentmen who lead the undead lizardmen when their resting places are disturbed. Although the modern Ylari are aware of undead lizardmen, none have encounterd the undead serpent people and lived to tell of it.  

But by far the most significant existing population of the Serpent People is on the aptly named Serpent Peninsula, south of the Great Waste of Sind. This has become the stronghold of the serpent people, particularly the southern tip of the peninsula, the Nakakande Jungle where it looks out over the enclosed sea of Dkiki Mamazzi. Here the serpent folk and their servants and slaves have erected huge imposing cities of carved stone. Interestingly some of them have pyramids similar to those found in Nithian ruins, though these ones are definitely stepped into tiers. Scholars are not certain of the significance of this. 

The population of the serpent people has not grown much - they are a long-lived, slow-breeding race that can live for up to 3 centuries each. But their servant races, particularly lizard men, have multiplied. Some explorers have had multiple encounters with lizardmen raiding around the Dkiki Mamazzi (including the sinking city of Quagmire, and this lizardman outpost here) but have not encountered the serpent people - they will often assume that the lizardmen are doing this on their own initiative, or maybe commanded by lizard kings and gator men. Very few humans have any idea that the serpent people are still the power and the intellect behind the rise of the lizardman nation in the Nakakande Jungle.  

Sunday 8 January 2023

Logos Location #1: The Cult Basement


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. I hope this will be an ongoing series within this blog. 

Background to The Cult Basement

I am locationg this in Vlaad, a pirate town in my version of Ierendi, though it would probably fit into most civilized cities that a cult might infiltrate. On the surface (areas 1-8) it is a merchant's house that welcomes visitors, apparently well-to-do, despite the rough and dangerous city it is in. Beneath it there is an extensive cellar where a Cult of Chaos is based (areas 9-21). 

Cartography by Dyson Logos, source

Key to Map

  1. Reception Area: There is a Magic Mouth spell that greets everyone. For established residents it greets by name, but for strangers it asks that they stay here while someone arrives to welcome them (which may not be a friendly welcome). Brevin (room 5) will hear the Magic Mouth spell and respond appropriately. 
  2. Bed chamber & washing area. Here are two senior cultists who maintain a veneer of harmless normality on the surface level - Borgross and Meia
    Borgross: AC 4, HD Ftr4, hp 15, Mv 90', THAC0 15, Att 1 sword for 1d8+2, Ml 10, Save F4, Align C, XP 125, Str 14, Int 10, Wis 8, Dex 10, Con 10, Cha 13, Equipment: Chain Mail, Sword +1, Ring of Protection +1, Merchant's Clothes over chain mail, purse with 24pp
    Meia: AC 8, HD MU4, hp 12, Mv 120', THAC0 18, Att 1 dagger for 1d4 or 1 spell, Save MU4, Ml 9 Align C, XP 125, Str 9, Int 16, Wis 12, Dex 13, Con 11, Cha 12, Equipment: Merchant Clothes, 3 x dagger, spellbook, copper & quartz pendant worth 80gp. Memorised spells: Magic Missile, Shield, Web, Mirror Image (spellbook also contains Read Magic, Ventriloquism, Magic Mouth and Wizard Lock)
    These two will try to usher visitors away peacefully but if the PCs are persistent or threatening then Borgross and Meia will attack 
  3. Living Room: This room contains comfortable table, chairs and a harpsichord (worth 140gp but as heavy and bulky as a small piano)
  4. Study: This room has a large bookcase on the west side and desk and chair on the east. No sensitive documents are kept here, but some of the books are about chaotic philosophy, which careful inspection might reveal.
  5. Lounge. This area has a large table, chairs and a drinks cabinet. Brevin stays here, alert to anyone setting off the Magic Mouth spell in room 1. Like Meia and Borgross in room 2, he will try to shoo visitors away peacefully, attacking only if they are persistent or aggressive. He is not that clever, but if confused he will try to ask Borgross and Meia for advice or assistance. 
    Brevin: AC 4, HD Ftr5, hp 24, Mv 90', THAC0 12, Att 1 battleaxe for 1d8+3, Save F5, Ml 10, Align C, XP 225, Str 16, Int 9, Wis 10, Dex 14, Con 13, Cha 8,  Equipment: chain mail, Battleaxe +1, 2 throwing axes, merchant clothes over chain mail, purse with 28pp
    The drapes on the east side of the room covering the stairs have an illusion covering them making it look like a brick wall. However, this is purely visual, and any touching will reveal the illusion. 
  6. Kitchen 
  7. Dining Room. This room is dominated by the serious, scowling portrait in oil paints of an old man (actually the founder of the cult, Karrageth) and the painting is still possessed by his spirit. Karrageth can talk, move (within the frame) and listen. Furthermore the portrait has a continuous Know Alignment spell - anyone entering the room must save vs spells or Karrageth will know their alignment, and will begin denouncing them if they are of Lawful alignment. Karrageth is consulted when vetting potential cult members. If the portrait is attacked, Karrageth is unleashed as a wraith who will attack anyone not in the cult. 
    Karrageth's Wraith: AC 3, HD 4** hp 11, Mv 120'/Fly 240', THAC0 16, Att 1 touch for 1d6 + energy drain (1 level per hit), Save F4, Ml 12, Align C, XP 175, spec abil: As undead, wraiths are immune to Charm, Hold & Sleep spells, as well as poison, disease & aging. Wraiths are incorporeal and require magic weapons of +1 or better enchantment to hit.  
  8. Conference room. Long table & many chairs. 
  9. 4 cult guards are resting here on their beds. 
    Cult Guard: AC 5, HD F3, hp 13 11, 10, 8, Mv 90', THAC0 17, Att 1 sword for 1d8, Save F3, Ml 9, Align C, XP 35, Equipment: Chain mail. sword, dagger, 20gp each
  10. This hallway has a mirror dominating the wall on the east end. Anyone looking into the mirror will see a monstrous, deformed version of themselves. This is merely an illusion used to entertain the cultists and scare visitors. 
  11. The Library has a high ceiling and many bookshelves reaching up to 15ft above the floor as well as ladders to reach the upper shelves. The ceiling is obscured by cobwebs among which lurk 2 giant Black Widow spiders. They will attack anyone who climbs on the ladders.
    Black Widow Spider: AC 6, HD 3*, hp 10 (male), 15 (female), Mv 60'/climb 120' in webs, THAC0 17, Att 1 bite for 2d6 + poison (save or die in 1 turn), Save F2, Ml 8, Align N, XP 50
    11a. Here is Zeephus the Librarian, a chaos cultist who has been granted the power to control the black widow spiders - he uses them both for his own protection and also to guard the books. Nobody can browse the books without him keeping the black widows at bay. If intruders get into a fight with the spiders he may join in.
    Zeephus: AC 3, HD Clr4, hp 16, Mv 90', THAC0 18, Att 1 warhammer for 1d6 or by spell, Save C4, Ml 8, Align C, XP 125, Str 10, Int 13, Wis 14, Dex 14, Con 14, Cha 7, Equipment: Chain mail, warhammer, shield, unholy symbol, cult robes, 20pp, wrought silver ring worth 200gp. Memorised spells: Hold Person, Cure Light Wounds, Detect Magic
  12. Food stores for the cult. As this is set in a city, the food is quite fresh and reasonable quality
  13. The Summoning Room. This is a high-vaulted room with five sides, five pillars and a large pentagram in the centre. In here terrible rituals are conducted to contact foul beings from the planes of Chaos. One such creature has travelled to the material plane and is lurking among the pillars, a Fire Imp (introduced in this post). It will attack any intruders (and possibly any cultists it doesn't like). 
    Fire Imp: AC 7, HD 5*, hp 25, Mv 60'/fly 150', THAC0 15, Att 2 claws for 1d4/1d4 or 1 breath for 3d8 (useable every other turn, no roll to hit, just save vs dragon breath for half damage), Save F6, Ml 10, Align C, XP 400. Fire imps are immune to normal weapons and require magic weapons to be damaged (+1 bonus or better).
  14. Study/office, currently unoccupied
  15. Quarters of senior cultists. Grelgor & Arania will both attack people they don't recognise unless accompanied by someone they trust.
    Grelgor: AC 3, HD Ftr5, hp 30, Mv 60', THAC0 13, Att 1 2-handed sword for 1d10 +2, Save F5, Ml 10, Align C, XP 225, Str 13, Int 10, Wis 8, Dex 10, Con 16, Cha 13, Equipment: Plate Mail, Two Handed Sword +1, cult robes, 22pp
    Arania: AC 2, HD Clr5, hp 19, Mv 60', THAC0 16, Att 1 mace for 1d6+1, Save C5, Ml 10, Align C, XP 300, Str 10, Int 13, Wis 15, Dex 10, Con 12, Cha 16, Equipment: Plate mail, shield, Mace +1 +2 vs Elementals, Unholy Symbol, Cult Robes, purse with 32pp. Memorized spells: Cure Light Wounds, Light, Hold Person, Aura of Shadows
  16. Head cultist Araphon is here. The dark powers he worships have granted him power to command the hydra in room 20 - as such only Araphon can access the treasure chamber in room 21 without getting attacked. 
    Araphon: AC 1, HD Clr6, hp 30, Mv 60', THAC0 14, Att 1 mace for 1d6+2, Save C6, Ml 12, Align C, XP 500, Str 14, Int 14, Wis 16, Dex 10, Con 16, Cha 16, Equipment: Plate Mail +1, Shield, Mace +1, Unholy symbol, cult robes, gold chain of office worth 350gp. Memorized spells: Darkness x2, Cause Light Wounds, Hold Person, Aura of Shadows, Paranoia
    a) Pit dropping down 30' to area 20, shrouded in magical darkness. Anyone entering this area without precautions will fall down and suffer 3d6 falling damage. 
  17. Adept Dormitory 6 chaos Adepts are stationed here though there are more beds (some recruits were recently lost).. 
    Chaos Adepts: AC 4, HD Clr2, hp 10, 9, 8, 7, 6, 5, Mv 90', THAC0 19, Att 1 mace for 1d6, Dave C2, Ml 9, Align C, XP 20, Equipment: Chain mail, shield, mace, unholy symbol, cult robes, 10gp each. Memorized spells: Cure Light Wounds.
  18. Refectory: This dining hall has a long table and benches as well as a ghoulish candelabra in the centre made from human bones and skulls. If it is touched, it emits a loud scream then announces that a mysterious and subtle curse has been activated. This has no particular effects, and is merely a mischievous use of Meia's Magic Mouth spell. DMs should feel free to mess with players by rolling dice behind screens without saying why. 
  19. Ladders descending down 3 30ft chutes to area 20
  20. The Hydra Lair. Here is a 6-headed hydra that is used by the cultists to sacrifice victims (including captured intruders and recalcitrant cult recruits). It will only obey Araphon the head of the cult. 
    6-Headed Hydra: AC 5, HD 6, hp 31, Mv 120', THAC0 14, Att 6 bites for 1d10 each, Save F6, Ml 9, Align N, XP 275, For every 8 points of damage the hydra takes, 1 head is destroyed and will no longer attack. 
  21. Treasure Chamber: There are boxes and chests of treasure here. The trove consists of 15,000cp, 26,000sp, 4200gp, 120pp, 10 gems worth 100gp each (a set of polished amber stones), a silver and coral necklace worth 600gp and a golden goblet studded with amethyst worth 700gp. There is also a Wand of Magic Missiles (20 charges) but nobody in the cult has figured out what the command word for it is, so it is in the treasure chamber for safe keeping. 

Monday 2 January 2023

Goblins of Zugguth Peak

source

Zugguth Peak has been mentioned as a major goblin stronghold in Southern Rockhome. It is the centre of goblin activity in the area and a nexus of information between the senior chiefs in the Broken Lands and the goblin tribes in southern Rockhome. 

Geography of Zugguth Peak

Zugguth Peak is not the tallest in the region but it has the most caves and caverns, and this is what has attracted so many goblins to it. The mountain itself is 15,000ft above sea level and snow is on the top throughout the year. The lower slopes have various forms of alpine vegetation including gorse, heather, sedges and stubby pine trees, which goats, including some great rams, browse on. These goats are preyed on both by the goblins and more natural predators including mountain lions, giant hawks and brown bears. Although rare, there have been sightings of more ferocious creatures including cave bears, griffons and wyverns. 

Some parts of the mountainside are covered in scree slopes (sloping loose rocks and gravel). These are generally not naturally generated but are spoil, the discarded by-product of goblins digging deeper into the mountain. Sometimes these have been partially covered and colonised by small plants and this might give the impression of solidity, but these scree slopes are unstable. Anyone walking on them may cause the scree to slip, possibly causing a landslide and taking the climber with it.

Inside the mountain there is a mixture of natural limestone caves, shale and slate. There are small quantities of copper ore and tin ore which the goblins exploit to make bronze items. The goblins have occupied most of the limestone caverns and have excavated a lot of new tunnels and chambers as the scree slopes show. Although there were dozens of naturally generated entrances to the cave systems, the goblins have blocked up all but four of them. These four entrances into the mountain are now heavily guarded and trapped. According to the goblins who have been interrogated there are 7 main tiers of caves and tunnels. Each tier is perhaps 300ft vertically and will include one main level and several sublevels, although calling them levels gives an incorrect impression of flatness - each level usually includes lots of stairs, slopes and occasional steep drops. 

  • Tier 1: the top tier opens out onto the snowline on the surface. This tier includes a number of shrines and temples to goblin demigods and Maglubiyet (see below). 
  • Tier 2 has command headquarters and barracks
  • Tier 3 has tin mines as well as smelting furnaces
  • Tier 4 has expansive fungal caverns where food for the goblins is grown
  • Tier 5 has prisons, torture chambers and a gladiatorial arena, and the top of a subterranean chasm a mile long, 100' wide and immeasurably deep. 
  • Tier 6 is the lowest tier with direct access to the surface and is at the base of the mountain.It is filled with workshops and storerooms as well as copper ore mines. It has rope bridges across the chasm. 
  • Tier 7 the bottom tier is below the base of the mountain has not been described by goblins captured so far - they will only say it is full of nightmares. It is accessed by rope ladders down the wall of the chasm from tier 6.

The number of goblins within Zugguth Peak is not known but it is at least 1500, of whom at least half are combatants. Their living quarters are dotted throughout the top 6 levels. As well as goblins there are a smattering of other humanoid races, including about 100 hobgoblin mercenaries, as well as many non-humanoid animals and monsters. 

Goblin NPCs

art by VladOgorodnyk, source

Here I am reusing some old ideas I had way back years ago: the Goblin Warrior and the Goblin Shaman. I should warn readers that these classes have not been playtested. They are an extention of the idea of race as class, and are intended as NPCs only.  I admit this is quite a departure from the humanoid advancement in Gaz10: The Orcs of Thar, where humanoids like goblins generally do not have a class but advance in hit dice as monsters. 

Grashfal the Overlord (male Goblin Warrior 10, AC 3, hp 42, THAC0 10, Att 2 weapons for 1d8+3/1d4+3, Save Ftr10, Ml 10,  align C, Str 15, Int 13, Wis 12, Dex 12, Con 10, Cha 14 (18 to goblins), Equipment: Banded Armour +1, Sword +2 +4 vs dwarves, dagger +2, 2 x potion of healing). Because of the goblin warrior ability to dual-wield, he uses both the sword and dagger at the same time. Grashfal is the goblin overlord of Zugguth Peak and all its residents answer to him. He came to power the usual goblin way - overthrowing and killing his predecessor. 

Murgogo (male Goblin Shaman 10, AC 4, hp 30, THAC0 13, Att 1 staff for 1d6 or 1 spell, Save Clr10, Ml 10 Str 10, Int 16, Wis 14, Dex 10, Con 8, Cha 9 (13 to goblins), Equipment: Chain Mail +1, Staff of Striking, Amulet of ESP, 3 x potions of healing).
Murgogo is the most senior shaman in Zugguth Peak and is Grashfal's most trusted advisor. He also advised Grashfal's predecessor, but switched loyalties when it seemed convenient. Murgogo does not want to rule the goblins directly - he knows the position is far too risky. So he has become the power behind the goblin throne. He is at the top of the hierarchy of shamans of Maglubiyet in Zugguth Peak and as Maglubiyet rules the goblin demigods, he expects all other shamans to defer to him.  

Karrukko Shortshiv (female Goblin Shaman 7, AC 3, hp 23, THAC0 17, Att 1 spear for 1d6+1 or spell, Save C7, Ml 8, align C, Str 10, Int 13, Wis 15, Dex 16, Con 10, Cha 8 (12 to goblins), Equipment: Chain Mail, Spear +1 +2 vs gnomes & halflings,  Spells:  Darkness, Cure/Cause Light Wounds, Hold Person, Charm Normal Animal, Cause Blindness
Karrukko is a senior shaman of Maggatha Grooth (see below). and is the foremost trainer of wolves, dire wolves and worgs in Zugguth Peak. She always has her favourite trio of dire wolves at her side. She trusts wolves and worgs more than she trusts other goblins (which is probably sensible). 

Goblin Religion in Zugguth Peak

Goblins have one supreme immortal, Maglubiyet, the lord of goblinkind. He is considered far more powerful and important than any of the goblin demigods mentioned below. 

Every once in a while maybe once in a generation across the whole of Brun, a truly exceptional goblin may become so powerful both in terms of personal prowess and influence among other goblins, that the great goblin god, Maglubiyet, notices them and elevates them to the level of minor immortal. They are not refered to by goblins as Chaos Princes but as Goblin Demigods, though it is the same process and status. All are Chaotic in alignment though they have different attitudes and agendas.  

  • Uthaka Vex - Goblin demigoddess of lairs, strongholds and defences. She also encourages tribal loyalty and protecting lairs and fellow goblins from outsiders and common enemies. A goblin shaman of Uthaka Vex can raise the morale of goblins within line of sight of the shaman who are defending their lair by +2. 
  • Choroth Brogg - The inventor of traps. He is both malicious and a genius and teaches goblin followers the skills needed to set the most lethal and cunning traps. A goblin shaman of Choroth Brogg can find/remove traps as a thief of the same level. 
  • Gashalogg Buthiak - The Tactical Commander is the patron of goblin chiefs and leaders, and encourages his followers to fight cleverly, not to foolishly waste their lives. Shamans of Gashalogg Buthiak can use any weapon except polearms, two-handed swords & longbows. 
  • Maggatha Grooth - The Tamer of Wild Beasts. She sees all monster and animals as potentially useful and she will teach her followers how to use them as steeds, guards and pets. Shamans of Maggatha Grooth can use Charm Normal Animal as a 2nd level shaman spell.
  • Bevedd Durken - The Delver in the Depths. He is interested in exploring the underground, especially the deep dark limestone caverns, for minerals, fungi, new lairs and enemies to fight and plunder. Goblin miners and prospectors revere Bevedd Durken, as do those who collect and use cave fungi. A shaman who worships Bevedd Durken has enhanced infravision out to 120'. 

Although all of these goblin demigods are chaotic to varying degrees, there are some goblins who are total Chaos Cultists, worshipping Chaos in its most absolute form. Goblin shamans usually worship Maglubyet or have a demigod patron that they follow and who grants them spells in return, though as mentioned above there are those that worship Chaos itself.