Thursday 30 March 2023

Chaos Cults of Darokin City

artist unknown, source

Darokin City is the capital city and most populous of the Republic of Darokin. It has about 54,000 folks residing and many more visiting from both other cities of Darokin and outside of the great nation. The vast majority of the inhabitants are law-abiding and well-intentioned. They might be financially minded, perhaps even greedy, but that's just Darokin for you. But the rot of Chaos has long-reaching tendrils and Darokin City is certainly within reach. Among the population there are those to whom Chaos has a dangerous appeal, and a number of twisted Chaos cults have established themselves in the city. None of the major merchant houses of Darokin are completely taken over, but a number of high-ranking merchants belonging to the houses have thrown their lot in with the forces of darkness - they will often try to influence the decisions and actions of their merchant houses to further both their own aims and also those of Chaos. Few cultists have joined because they believe that Chaos is good for the rest of the world - the vast majority of these have joined for selfish reasons. Ambition, magical power, wealth, pleasures of the flesh, vengeance, anger and sadism can all draw people to cults and philosophies that encourage these traits and motives. 

The Black Rabbits

The Black Rabbits is the seemingly innocuous name for an exclusive club renowned for its extravagant parties for the rich and famous of Darokin City. It is based in the Bunny Warren, a high-class hotel and venue for feasts and balls. The Black Rabbits have various levels of membership - the higher in the hierarchy (or as insiders say, the deeper into the warren), the pleasures get more extreme and the secrets get darker. The first level is access to civilized parties and soires, hosted either at the Bunny Warren or sometimes senior members stately homes. The second level gives access to sex parties and courtesans, often accompanied by plenty of alcohol and other stimulants. The third is where some serious vetting takes place, including interviews with senior members and tests of loyalty. But once at the third level it becomes clear that there are links to a chaotic patron, known only as the Shadowy Princesss. This is actually a Chaos Princess originally Vestallia the Lewd, a chaotic cleric from over a century ago who not only had wild tastes in pleasure but also  enjoyed recruiting and corrupting others to join her decadent way of life. The final fourth level in the Black Rabbits involves joining in with rituals to worship the Shadowy Princess, which cannot be described on this page. The Black Rabbits may not seem an immediate danger but they are capable of bribing, influencing and blackmailing many people in power. And anyone kidnapped for use in their dark rituals will face a terrible fate. 

Senior members of the Black Rabbits include:

  • Yevlin Mauntea (human male MU5/Merch5, align C): Cousin of the current Chancellor, socialite and renowned bon-viveur and playboy. Yevlin is the cult leader.
  • Tamara Vanathis (human female, Th7, align C): Madam and manager of several brothels in Darokin City.  She is an expert in blackmail and extortion. 
  • Paulia Franich (human female, C5, align C): Disowned niece of the head of Franich house, who disgraced her family and now lives with Tamara. Paulia is the cult's chief cleric, philosopher and proselytizer. 

The Bloody Shanks

The Bloody Shanks are violent street criminals who have a big grudge against rich people. In some ways they might seem quite left-wing but they don't really care about social justice or the downtrodden - they are just envious that other people are rich and they are determined to take the wealth by force. The Bloody Shanks have a core membership of 30 members, and have a number of affiliated street gangs. Nearly all are working class, and many are thieves and fighters. The clerics among them denounce the rich, especially merchants, as all evil bastards who deserve to die and are too weak to hold onto their money. Some of the members do have legitimate grievances against certain wealthy individuals, but they will take their anger out on any member of the merchant class or nobility. The Inner Circle are devoted worshippers of Chaos. Although most of the Bloody Shanks are scattered among the tenements and slums of the dirtier parts of Darokin City, the headquarters is believed to be underneath a slaughterhouse. Every full moon a human sacrifice takes place - preferably a hated merchant, though they will make do with anyone, including the street thug who was supposed to kidnap a merchant but botched it. It incentivizes other cultists to do better next time.  Unlike some other cults described here the City Watch has some awareness of the Bloody Shanks though they are currrently seen as a particularly nasty street gang rather than a cult of Chaos - bloody robbery-murders especially those with gratuitous violence are a recognised modus operandi of this group. It is ironic, and certainly kept from most of the Bloody Shanks, that the accumulated loot from these robberies has actually made the inner circle quite rich. What the rank and file would think of this if they knew is uncertain. 

Senior members of the Bloody Shanks include:

  • Golfrak the Angry (human male, C10, align C): Often mistaken for a fighter, he is a hulking brute with a horrible anger-management issue. Other cultists are quite rightly terrified of him. 
  • Galnish Shivblade (halfling male halfling scout 6, align C):  Although a vicious little bastard, Galnish still finds himself being the reasonable one compared to Golfrak and often has to deal with issues and messes caused by Golfrak's rages. 
  • Melshia Megs (human female, T6, align C): Melshia has considerable skill as a thief and also has contacts with various gangs around the city. Unlike Golfrak she is far more motivated by avarice - she tends to kill only when they are in the way of her getting rich.  

The Lords in Scarlet

art by Roman Anokhin, source
The Lords in Scarlet are those who use forbidden Chaotic magic to gain power, both arcane and political. They are mostly magic-users, include a number of Twisted Summoners. Their social backgrounds vary - there are some from the great merchant houses while others are from humbler homes. But they are all very ambitious - money, power, magic and influence are all the driving forces behind this cult. The Lords in Scarlet take a long-term view of their plans - obviously it is nice if they gain a promotion, or access to new spells, but their eventual goal is to infiltrate and control the upper echelons of Darokin City, including the government, the merchant houses, the army, the diplomatic service and other institutions. They also seek to undermine and discredit those organisations and individuals they cannot win over - lawful churches in particular. There are 20 regular members of the Lords in Scarlet - at their official meetings they wear red robes and red masks over their faces so as to grant some anonymity, though the well-established members have worked out who each other are, and some know each other because of how they were recruited and initiated. Some members and associates of the Lords in Scarlet are not whole-heartedly devoted to Chaos - they see joining this cult as more of a means to an end, a way of acquiring more power, money and influence. The cult leaders take this in their stride - it is why most of them joined in the first place.     

Senior members of the Lords in Scarlet include:

  • Carnex Callidon (human male, MU10/Merch5, align C): A senior merchant of Pennydown House though not a family member. Carnex is fascinated by magic and how it can manipulate people, and he will do what it takes to acquire more spells and items. He is the cult leader. 
  • Altharzius Brune (human male, F6, align C): A captain in the III Legion 1st Army, he is often looking out for opportunities to recruit for the cult within the army. He is of course ambitious and thinks he ought to be a Colonel by now.   
  • Yebbedi (human female, TwSum10, align C): Yebbedi is a visiting professor of zoology and monster studies at Darokin College. She has bought a mansion outside the city where strange growls and howls can be heard at night. She is also the cult's political strategist 

Other chaotic groups of Darokin City

The Syndicate is not a cult in itself but is a gathering of the most senior members of the Chaos Cults in Darokin City and further afield. This is generally to deal with disputes and avoid unnecessary conflict, which seems surprisingly civilized and reasonable given who the members are with their selfish and individualistic attitudes. But most chaos cultists have a certain amount of pragmatism and self-preservation - few are crazy enough to deliberately pick fights with other cultists when they have enough problems with lawful authorities. But the Syndicate is believed to have tipped off both lawful churches in Darokin and the City Guard to a particularly violent cult (the Rabid Wolves) that was drawing unnecessary attention to itself by staging gladitorial combat between cultists and kidnapped citizens and then leaving the loser's body in the streets. After the cult was raided and most of the members killed or arrested, the few Rabid Wolves that escaped found out about the tip-offs and have sworn vengeance on all other chaos cultists.

The Syndicate (and some other cult members) are aware of other chaotic cultists in other cities and even other nations, including one with a dungeon in the pirate port of Vlaad in Ierendi, one in Penhaligon and even one in Castellan Keep (the Keep on the Borderlands). Futhermore the leaders have occasionally visited Derothgar the fortress of Chaos in the Orc lands and although they are not direct subordinates of Baelforg the Soulripper they readily acknowledge his superiority and power.

There are other smaller cults in Darokin both in the city and in the wider nation. Some stay as secretive as possible, a few try to become big enough to demand a seat at the Syndicate's table. A few leave Darokin City (perhaps after being threatened by the Syndicate or found out by the City Guard)  - Akorros and Athenos are both home to chaotic cults that have fled Darokin City.  



Thursday 23 March 2023

Logos Location #3: An Outpost Too Far

 

Original cartography by Dyson Logos, source

On the borderlands between the Republic of Darokin and the monster-infested Orclands north of Alfheim there are various ruins and remains of the ongoing conflict between civilization and the forces of Chaos. One of these is Bronzesword Keep, a small outpost a few miles north of Fort Nell that is often the centre of skirmishes and raids. It has changed hands and been captured, recaptured, sacked and rebuilt often enough that many officers in Fort Nell refer to it as "an outpost too far". In the last attack by a band of orcs about a month ago one of the casualties was a young army captain Filippus who had just returned back from a scouting mission from the Orclands. Surviving Darokinians who reached Fort Nell have postulated that the orcs who attacked Bronzesword Keep that day were actually chasing Captain Filippus, perhaps trying to stop him from passing on critical information. He had a scroll which he showed to the outpost commander though both were killed before the information reached Fort Nell. 

The exact nature of the scroll is up to the DM but it could well be a map, sketched by Captain Filippus showing various features, humanoid settlements and hazards. It might even show the approximate location of Derothgar if the brave captain had managed to reach that far. 

Key to the map:

1) The Courtyard: This area is open to the sky. 
2) The south Tower: 4 orcs + 1 orc leader 
3) The Barracks: 6 orcs are camped here using the human beds. 
4) The Storeroom & kitchen: Here is an orc leader plus campfire and the orcs' stores (which are definitely not appetising to humans and probably not edible). 
5) The Hallway: Empty apart from an unlit chandelier. However, orcs pass through here so it doesn't stay empty for long. 
6) Officer's Quarters: Here is the orc captain commanding this captured outpost. He has a chest that contains both the orcs' treasure as well as the scroll with Captain Filippus' information on it. The treasure is 2230sp, 520gp, 4 quartz crystal gems worth 20gp each and a set of 4 engraved bronze plates worth 40gp each
7) The NCO quarters: Home to 3 orc veterans who are equipped with scavenged chain mail armour as an upgrade from the usual leather armour. 
8) The Kennels: Here are 3 wolves, hungry and ready to attack any non-orc that opens the door, 

Stat blocks:

Orc (normal):  AC 6, Move 90', HD 1, THAC0 19, Att 1 spear for 1d6, Ml 8, Align C, XP 10 each
Equipment: Leather armour, shield, spear, 10sp each

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

Orc Veteran: AC 4, Move 90', HD 1 (8hp) THAC0 19, Att 1 axe for 1d6+1, Ml 8, Align C, XP 15 each
Equipment: Chain Mail, shield, hand axe, 20sp each

Orc Captain: AC 4, Move 90', HD 3 (20hp) THAC0 16, Att 1 sword for 1d8+2, Ml 10, Align C, XP 50
Equipment: Chain Mail, shield, sword +1

Wolf: AC 7, Move 180', HD 2+2 (10hp each), THAC0 17, Att 1 bite for 1d6, Ml 8, Align N, XP 25

Friday 17 March 2023

My new Pathfinder Blog!

Posts on this blog have become more sporadic and less regular. For that I apologize. My focus has been elsewhere, namely on my new Pathfinder 1E blog, The City-States of Sorquos, This also introduces my own homebrew setting that started out aimed at D&D 3.0 and has since evolved for adventures using Pathfinder 1E. For what it's worth, Pathfinder 1E is based on D&D 3.5 so it should still work with D&D 3.x.  Feel free to check it out, and if you like it, let others know about it. 

Wednesday 1 March 2023

Goblin Traps of Zugguth Peak

The goblins of Zugguth Peak are master trap-makers - the underhand, treacherous nature of their mechanical malevolent marvels have earned them a notoriety both across southern Rockhome and also other goblin and humanoid tribes beyond, even as far as the Broken Lands. They even have a demigod of traps and trickery,  Choroth Brogg.

Although there are numerous permutations and varieties of booby-traps built by these goblins, they tend to approach the design from a fairly standard methodology. The main trap types include:

  • Pits
    • Hidden/covered pit
    • Pits with spikes & blades
    • Pits with hostile creatures
    • Pits with unpleasant substances - lava, acid etc. 
  • Blade & Spear traps
    • Tripwire activated
    • Pressure plate activated
    • Door activated
    • Scythe traps
    • From the walls
    • Or from the floor or ceiling
  • Crossbow & Dart Traps
    • Tripwire activated
    • Pressure plate activated
    • Door activated
    • Poisonous? Other injected chemicals?
    • One-shot or automatic reloading?
  • Deadfalls
    • Ceiling Blocks
    • Boulders
    • Unpleasant substances - lava or acid
  • Trapped Items
    • Poison
    • Static electricity
    • magical curse
    • Connected to trap mechanism
  • Gasses
    • Lethal
    • Paralyzing
    • Sleeping
    • Nauseating
    • Unusual magical/alchemical effects
  • Misdirection and containment
    • Chutes
    • Rotating rooms
    • One-way doors
    • Elevator rooms

The Lure: Goblin traps often prey on human emotions, using human behaviour to encourage their victims to walk into the trap. These include:

  • Greed: A big pile of treasure or a locked chest
  • Ego: Something that could prove the target is the best
  • Fear: Avoiding one danger but stumbling into a worse one
  • Compassion: Trying to help another person, either another party member or something that appears to be an NPC
  • Anger: Insults, taunts and nuisances
  • Laziness: Not bothering with hard work or due diligence

One important factor that most goblins consider is that they don't want to fall victim to their own traps (a few goblins forget this, while others are crazy enough not to care). Thus many traps will either have a secret way around them or else a way of temporarily disabling them. This is particularly important if the trap is in a crowded goblin lair. Often the lure described above will help differentiate between goblins who know what the lure actually is or does, and intruding humans who don't. 

Example Traps

Sideswiper

This is a fairly simple one - there is an open or poorly hidden pit with spikes in the floor of the passageway. Anyone falling in takes 1d6 falling and 2d6 impaling damge. However, it does not take up the whole width of the passage - there is a 2ft wide path on one side against the wall. This way around the pit is not as safe as it may appear - anyone taking this route will step on the pressureplate that then triggers the spear trap in the wall. Anyone who triggers this must make two dexterity checks - the first one is to avoid the emerging spears - failure results in 2d6 impaling damage. The second dexterity check is to stay on the path and not fall into the pit. It is possible for a person to fail both - getting stabbed by the spears which also push them into the pit for 5d6 damage (2d6 for wall spears, 1d6 for falling, 2d6 for spikes at the bottom of the pit). The goblins have a simple way around this trap - they have a large plank of wood that acts as a bridge over the pit while avoiding the pressureplate. 


Stepping Stones
This trap involves a large pool of water at least 10ft deep. Across this pool there are a row of what seem to be stepping stones. Poking the first one or two reveals they seem to be stable - they are held in place by metal rods and can hold the weight of a person. However, the central  ones are made of painted wood and held in place by dark-coloured twine - they are definitely not stable. If a character crossing the pool insists on poking each stepping stone then they will safely realise the next stone is not stable enough to step on. Anyone who assumes that because the first one was okay they can just walk across carefree will almost certainly fall into the pool as the wooden stepping stone completely gives way. Goblins being goblins, drowning the enemy is not enough, and the chances are that the pool contains some hungry aquatic monster. Giant octopi are quite popular in these sorts of traps, though piranhas, electric eels and giant crayfish are all acceptable substitutes. Of course, drowning is still a risk, and encumbrance and armour weight suddenly become very important. Tying a rope around a character can help, at least in terms of drowning, but anyone entering the pool (such as avoiding the stones and swimming across) can attract the attention of the monstrous inhabitant. 


The Sword in the Stone
This one plays to the ego of intruders which goblins find hilarious. The trap is set in a room with a boulder on the floor. Stuck in this boulder is the upper half of a magnificent sword. Next to the boulder is a sign in Common that reads "Whomsoever pulleth the sword from the stone shall be worthy!" though it does not say worthy of what. Careful studying the ceiling will reveal a slightly different rectangle  shape about 6ft x 8ft,  immediately above the sword. The sword's hilt glistens. If a character attempts to pull the sword out, ask if they are firstly wearing gloves/gauntlets or are barehanded and secondly whether they use one hand or both. The glistening of the sword hilt is not magic or polish but a strong adhesive (goblin superglue!) and anyone grasping the sword hilt will find themselves stuck. Furthermore the sword is attached to a trigger mechanism. Pulling it (either to free the sword, or just to free their hands from the sticky hilt) opens up the trapdoor immediately above the sword, dropping a swarm of angry black widow spiders (or similar, such as scorpions or centipedes) onto whoever is grasping the sword. The party will find themselves fighting for their lives, possibly with their strongest warrior stuck to the sword hilt. Strong alcohol will dissolve the adhesive in 1 turn (but not quick enough in the middle of combat with spiders). If the character grasping the sword was wearing gloves or gauntlets, the hand-wear can be left in place while hands are safely withdrawn.  Note that the sword is actually worthless - its blade has been drilled through to attach wires that link to the ceiling trapdoor. 


The Tilting Room
This involves a rectangular room with doors at either end. Close to each door (to the side or above) there is a lever. This does not trigger the trap but disables it for 1 turn by activating a lock that holds the floor in place. If this lever is not pulled the trap will be active. The first half of the room seems normal but once the characters reach halfway they step over the fulcrum. At this point dexterity checks are required. Although complex calculations involving who weighs what and where they are on the floor could be carried out, a simpler rule of thumb would be that anyone who makes a dex check gets back to the first half of the room. However, if more party members fail than succeed, then the room floor tilts and this is irrevocable as characters slide down to the exit half of the floor, tilting the floor further. Thus even those who have successfully retreated to the starting side of the room are rolled down into whatever awaits - a spiked pit is a common favourite (1d6 falling damage + 2d6 piercing damage). And once the intruders are all in, the floor tilts back to its horizontal position - good luck getting out of that! Goblins just remember to pull the lever to lock the floor.