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. 

This dungeon adventure is suitable for a party of characters of about 5th level.

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. 

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