Sunday, 28 May 2023

The Book of Hidden Dimensions

source

There are many spells that are beyond the standard spells of the magical colleges, and they come from many sources. The Alphatian wizard Nebulon lived and worked over a century ago in the city of Shiell and he studied non-Euclidian geometry - impossible spaces and shapes. He wrote of his findings and new spells in a book, the Book of Hidden Dimensions. His students and apprentices made several copies of this and at least one of these copies found itself on the Floating City of Aalthir

The book itself contains quite a lot of mathematical theory and equations that non-wizards probably would never understand and even most wizards would find it difficult to wrap their heads around the concepts Nebulon tried to explain. Note that generally speaking Nebulon was interested in altering and manipulating dimensions not the Planes of existence so spells that involve the planes (such as Gate and Contact Other Plane) are not addressed. Nebulon himself modified some spells to make use of extra dimensions rather than planes of existence, such as his version of Leomund's Secret Chest. 

There is also a section on magic items that caught Nebulon's attention, including several pages on how to create a Bag of Holding and something known as a Portable Hole. 

The main attraction of the Book of Hidden Dimensions is the collection of spells in the second half. Some of these are well-established, others have been borrowed from other worlds while a few are of Nebulon's own making. The spells include:

  • Haste (3rd level)
  • Slow (3rd level)
  • Dimension Door (4th level)
  • Teleport (5th level)
  • Teleport Any Object (7th level, Companion Rules, doubles as Teleport Without Error)
  • Magic Door (7th level, Companion Rules)
  • Summon Object (7th level, Companion Rules)
  • Timestop (9th level, Rules Cyclopedia)

All of these are established spells that many wizards in Alphatia and beyond are at least aware of and usually have access to. There are also two modified versions of existing spells that suited Nebulon's sensibilities:

Passwall (5th level spell). This modified version does not actually affect the wall, but creates two connected dimensional portals on either side of the wall, so rather than making the wall section disappear, it simply creates an interdimensional shortcut to bypass the wall. 

Maze (8th level spell, Companion Rules). This modified version of the Maze spell does not use the Astral Plane as the usual version does but uses a convoluted pocket dimension that the trapped creature must find its way out of. While the creature is trapped in the pocket dimension, other people observe a vertical shimmering line where the target was when they were hit by the spell. On escaping the maze the target creature emerges from this shimmering line which then promptly closes up. 

 Then there are spells that Nebulon has acquired from other worlds and modified to suit his tastes:

  • Deeppockets (2nd level Wizard spell, 2E AD&D PHB)
    Range: Touch
    Duration: 12 hours + 1 hour per caster level
    Area of Effect: 1 Garment
    This spell allows the caster to enchant a specially prepared robe or coat so as to hold far more in its pockets than it normally could. A finely sewn gown, robe or coat of high quality material with unusually large pockets is required. The spell is cast on the garment and its pockets become extradimensional spaces similar to Bags of Holding. The garment can hold a total of 100lb/1000cn weight without any noticable change in wearer's encumbrance or shape (i.e. the extradimensional space negates both weight and volume of anything in the enchanted pockets).Any items placed in it must be able to fit into the pocket slits (maximum 1ft x 1ft in any two dimensions). If at the end of the spell's duration there are items still in the pockets, they are dumped onto the ground next to the caster as the spell expires. The garment is reusable.  
  • Rope Trick (2nd level MU spell, 1E AD&D PHB)
    Range: Touch
    Duration: 2 turns/level
    Area of Effect: Special
    When this spell is cast upon a piece of rope from 5' to 30' long, one end of the rope rises up until the whole hangs perpendicular as if affixed at the upper end. The upper end is in fact fastened to an extradimenional space. The spellcaster and up to seven others can climb up the rope and disappear into this space of safety where no creature can find them. The rope can be taken into the extradimensional space if fewer than 8 persons have climbed into the space, otherwise it stays hanging in the air. Spells cannot be cast across the dimensional interface, nor can area effects cross it. Those in the extradimenional space can see out of it as if there is a 3' x 5' window centred on the rope. The persons in the extradimensional space must climb down prior to the end of the spell or they are dropped from the height at which they entered the space. The rope can be climbed by only one person at  a time. Note that the rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Also not that creating or taking extradimensiona paces into an existing extradimensional space is hazardous.  
  • Leomund's Secret Chest (5th level MU spell, 1E AD&D PHB, modified from original)
    Range: Special
    Duration: 60 days
    Area of Effect: 1 chest about 2' x 3' x 3'
    This spell enables a specially constructed chest to be hidden within an extradimensional space (in the original this was hidden in the Ethereal Plane). The large chest must be exceptionally well crafted and expensive, constructed for the caster by master craftsmen - the cost of such a chest is never less than 5000gp. Once it is constructed the magic user must have a tiny replica (of the same material and perfect in every detail) made so that the miniature appears to be a perfect copy. The chests themselves are nonmagical and may be fitted with locks, wards and so on as any normal chest. While touching the chest and holding the miniature, the caster chants the spell. This causes the large chest to vanish into the extradimensional space. The chest can contain one cubic foot of material per level of the magic user no matter what its apparent size. Living things make it 75% likely that the spell will fail so the chest is typically used for securing valuable spellbooks, magic items, gems etc. As long as the spellcaster has the small duplicate of the chst he can recall the large one from the extradimensional space whenever the chest is required. If the miniature of the chst is lost or destroyed there is no way, not even with a Wish spell, that the large chest can return. If the large chest is not retrieved before the spell duration elapses there is a cumulative chance of 5% per day beyond the end of the spell that the large chest is lost.     
  • Duo Dimension (7th level MU spell, 1E AD&D PHB, modified from original to ignore references to the Astral Plane)
    Range: 0 (Caster only)
    Duration: 3 rounds + 1 round per level of caster
    Area of Effect: Caster only
    A dui-dimension spell cuases the caster to have only two dimensions - height and width but no depth. He is thus effectively invisible when turned sideways. This can only be detected by  True Seeing (as it is not the same as normal invisibility). In addition the caster can pass through the thinnest of spaces as long as these have the proper height - going between a door and its frame is a simple matter. The wiard can perform all actions normally. He can turn and become invisible, move  and appear again. The caster can cast other spells while in this state. Note that when turned the wizard cannot be affected by any form of attack but when visible he is subject to double the amount of damage for an attack, e.g. a dagger thrust would cause 2d4 damage if it struck a duo-dimensional wizard.  
  • Morden's Magnificent Mansion (7th level Wizard spell, 2E AD&D PHB)
    Range: 10 yards
    Duration: 1 hour/level
    Area of Effect: 300sq ft/level
    By means of this spell the wizard conjures up an extradimensional dwelling, entrance to which can only be gained at a single point on the plane from which the spell was cast. From the entry point those creatures observing the area see only a faint shimmering in the air in an area 4' wide x 8' high The caster controls entry to the mansion and the portal is open or shut on his command. Once observers have passed beyond the entrance they beohold a magnificent foyer and numerous chambers beyond. The place is furnished and contains sufficinet food stuffs for a 9 course banquet for 12 people per level of the caster. There is also a staff of Unseen Servants obedient and ready to wait on those who enter. The atmosphere is fresh, clean and warm. Since the mansion can be entered only through its special portal, no outside conditions can affect the mansion or those inside. Rest and relaxation within the mansion is nromal but the food is not. It seems excellent and filling as long as one is within the palace. The food cannot be taken outside the mansion. Once guests are outside , however, the effects of the mansion's food disappear immediately, and if guests in the mansion have not eaten real food within a reasonable timespan, ravenous hunger strikes and the effects of fatigue and starvation apply as decided by the DM. 
  • Phase Door (7th level MU spell, 1E AD&D PHB)
    Range: Touch
    Duration: 1 usage/2 levels
    Area of Effect: Special
    When this spell is cast the wizard attunes his body and a a section of wall is affected as if by a Passwall spell. The phase dorr is invisible to all creatures save the spellcaster, and only he can use the space or passage the spell creates, disappearing when the phase door is entered, and appearing when it is exited. If the caster desires, one other creature of man size or less can be taken through the door. This counts as two uses of the door. The door does not pass light, sound or spell effects, nor can the caster see through it without using it. Thus the spell can provide an escape route. The phase door lasts for one usage for every two levels of experience of the spellcaster. It can dispelled only by a casting of dispel magic from a higher level magic user. 

Finally there are a collection of spells created by Nebulon himself: 

Nebulon's Hideaway

Spell Level: 5
Duration: 1 hour per caster level
Range: 10'
Area of Effect: 20' x 20' x 20' (in another dimension)
This spell creates a temporary extradimensional space about 20' x 20' x 20' with a door that can be opened or closed by the caster, which can be placed against a wall or in the middle of the ground. When the door is closed, it is invisible and intangible - only a True Seeing spell will reveal it.  As the Hideaway is extradimensional, it ignores normal geometry so the area behind the portal in normal space is entirely unaffected. Characters can enter or leave the Hideaway as often as needed (with the caster controling the door) for the spell's duration. Although empty and unfurnished, the Hideaway is kept at a steady room temperature making it a haven in hostile environments. As with Phase Door and Morden's Magnificent Mansion, spells cannot be cast into or out of the door nor can spell effects pass through. 


Nebulon's Permanent Chamber (Reversible)

Spell Level: 8
Duration: Permanent
Range: 10'
Area of Effect: Special
This improved version of Nebulon's Hideaway creates a permanent extradimensional space of up to 10' x 10' x 10' per level of the caster (so a 16th level magic user could create a chamber 40' x 40' x 10' (16000 cubic ft). The doorway to this extradimensional chamber is permanently open but it may be secured by mundane or other magical means. Each casting of this spell requires a component - a perfect cube of some precious gem such as sapphire, emerald or diamond worth 1000gp, which is consumed in the casting. The walls on the inside of the chamber take on the hue of the gemstone used. 
It is possible to use multiple castings to join several chambers together in the same extradimensional space, perhaps creating an entire extradimensional complex. There is also a reverse of this spell, Delete Chamber, which will destroy a chamber created by this spell - this and a Wish spell are the two only ways to actually destroy Nebulon's Permanent Chamber. Anything inanimate still inside a Chamber when it is deleted has a 50% chance of being dumped immediately where the door was (i.e expelled into the normal dimensions) or 50% chance of disappearing forever (expelled into other, far dimensions). Living things and other monsters are always dumped into normal dimensions (so deleting a Chamber is not a way to kill a creature).    

Nebulon's Joined Doorways

Spell Level: 6
Duration: 1 turn per caster level
Range: 60'
Area of Effect: 2 doorways 6' x 3' each

This spell allows two doorways up to 60' apart to be joined by an extradimensional connection. The two doorways must initially be mundane and must have been seen by the caster. The extradimensional connection cannot be created in the middle of an empty space - there must be a physical door frame or archway to anchor it. Once connected, stepping into one doorway means immediately stepping out of the other one. The doorways are two way and the spell itself does not offer any restriction of who can or cannot enter, though the caster can end the spell at will. This spell has a duration of 1 turn per caster but higher level magic users can use a Permanence spell on the first doorway once cast to make the spell effect permanent. This spell can be used as a prepared escape route or for magical burglaries. Since the distance between the doorways can be vertical, it can be a shortcut between levels of a dungeon or storeys of a building.


Source

Monday, 22 May 2023

A Trio of Lesser Demons

These three species of demon are presented as adversaries that may be allied to forces of Chaos in Mystara. Although I have not really settled on a cosmology for my version of Mystara it is clear that these are not of the mortal realm. Although demons have never been a central part of B/X but more associated with 1st Edition AD&D, I believe they can fit into adventures based in Mystara. I have already introduced some species of demon as part of the Fighting Fantasy monster conversions, namely the Fire Demon, the Ice Demon and the Fire Imp.    

Centipede Demon

No. Appearing1-4
HabitatRuins and Planes of Chaos
Armour Class2
Hit Dice (hp)5+5 ** (27 hp)
Movement90’ (30’)
Attack4 claws
THAC015
Damage1d4 x 4
Special AbilitiesInvisibility, spell- casting, immune to normal weapons
Morale10
Save asMU 5
TreasureStandard
AlignmentChaotic
Intelligence18 (genius)
Size/TypeSmall Outsider
XP575
Centipede demons are advisors and sages to mortal followers of Chaos. They appear as giant centipedes perhaps 3' long with a bald human head on top. Though apparently helpful to those who summon them, they are demons and always seek to cause corruption, damnation and misery. Though usually solitary they do occasionally band together. They may also have mortal followers, either willing or charmed, who will act as servants and bodyguards.

Centipede demons, if forced into combat, attack with their sharp front legs tipped with blade-like claws. They are also immune to normal weapons - silver or magical weapons or spells are needed to hit these demons. They are also immune to poison and disease. However, they prefer to avoid combat, through negotiation or spell use. Centipede demons can use spells as if a 7th level magic user and can turn invisible once per hour for up to an hour as a spell-like ability. Like the spell of the same name, this invisibility is disrupted if the centipede demon attacks magically or physically. Centipede demons often stay invisible most of the time and chaos followers only hear the demon’s hissing sibilant instructions and knowledge. Centipede demons do not care for treasure themselves but they recognise its use in bribing and paying mortal creatures. Thus some will gather coins and trinkets.

Typical spell list:
1st level: Charm Person x2, Magic Missile, Wall of Fog, Ventriloquism
2nd level: Web, Levitate
3rd level: Dispel Magic, Fireball
4th level: Confusion

Serelinzu (Horned Demon)

No. Appearing1d6
HabitatRuins and Planes of Chaos
Armour Class2
Hit Dice (hp)8+16 * (52 hp)
Movement120’ (40’)
Attack4 weapons
THAC011
Damageby weapon+1 x 4
Special AbilitiesCharm Monster, 120' infravision, immune to normal weapons
Morale12
Save asF8
TreasureStandard
AlignmentChaotic
Intelligence12 (very)
Size/TypeMedium Outsider
XP1200

Serulinzu, also sometimes known as Horned Demons, are the sergeants of the Planes of Chaos - they gather and lead small groups of demons against whatever foes are available. They appear as ugly four-armed humanoids with sparse clothing and a pair of horns on their heads. 

They have the ability to Charm Monster, but this only works on chaotic creatures. They can have up to 4 charmed monsters or characters under their control at any one time. In combat horned demons use their four arms to wield any combination of weapons, usually one in each hand. Being demons, serulinzu are immune to normal weapons and can only be hit by silver, magic weapons or spells. They are also immune to disease and poison.  

It is known that twisted summoners have summoned horned demons to act as fiendish lieutenants, using their Charm Monster abilities to extend the number of monsters under the summoner’s sway. They can also charm goblinoid leaders, giving them lordship over tribes of humanoids. Like centipede demons they do not covet treasure for its own sake but recognise its usefulness for influencing mortals. 

Bladed Demon  

No. Appearing1d4
HabitatPlanes of Chaos, Ruins
Armour Class2
Hit Dice (hp)10+10 (55 hp)
MovementFly 240’ (80’)
Attack8 blades
THAC09
Damage1d6 x 8
Special AbilitiesWhirlwind, Dimension Door, immune to normal weapons
Morale12 (Fearless)
Save asF10
Treasure Typenil/incidental
AlignmentChaotic
Intelligence11-12 (Very)
Size/TypeMedium Outsider
XP1600
Bladed Demons are weird and malevolent creatures from the Planes of Chaos that vaguely resemble octopi. They float and fly by magic and have no limbs for movement, only eight tentacles tipped with blades for slashing at their foes as well as a snarling humanoid face where the octopus beak would be. 

Once a day a bladed demon can enter a whirling frenzy for 1 round in which all enemies in 10’ of the demon automatically suffer 2d8+2 damage from the demon’s blades. Bladed demons are also able to use Dimension Door (240’ distance, 1/turn) and detect Law and Detect Magic both at will. They are immune to normal weapons and only take half damage from non-magical silver weapons. As with other demons they are immune to poison and disease.

Bladed demons are the shock troops of demonic armies, flying in fast and getting into close combat. They have some sense of tactics and cunning but are short tempered, violent and rarely negotiate. When summoned to the material plane they are often used as assassins or as terrifying combatants, slicing most mortals limb from limb with impunity.

Saturday, 13 May 2023

Scenario #10: The Desecrated Temple of Umsettu

Image by David Roberts, source

This short dungeon is written for an adventuring party of levels 3-5 and is set in the hills north of Cinsa-Men-Noo in northern Ylaruam.  Note there are several monsters that are immune to non-magical weapons so any party venturing in here will need at least 1 magic weapon, preferably several. 

Umsettu was a benevolent deity of ancient Nithia, a cow-headed goddess of livestock and grazing lands. This temple of hers still stands in the desert of northern Ylaruam, not far from Cinsa-Men-Noo. However, in the last hundred years it has been taken over and befouled by forces of the undead under the command of Anashfet

So what brings adventurers to this temple? 
  • Local goatherds have actually seen the ruined temple, and mentioned it in taverns near Cinsa-Men-Noo. And everybody knows that those old ruins contain lots of ancient treasure.
  • A merchant arriving at Cinsa-Men-Noo has only half his caravan left after being attacked by skeletal raiders. The undead attackers weren't even interested in the goods he was carrying, just killing the people and draft animals. The skeletal raiders stopped and retreated back from the road to the hills in the northwest. Their trail should not be hard to follow. 
  • A concerned cleric of the Eternal Truth is worried about reports of undead creatures appearing in the hills to the north-west. More specifically he is aware that this could be a pattern. Rumours from goatherds of an ancient temple in the hills is a good starting point.  Is there a master plan or common cause behind these undead?  






Key to the map

  1. The Entrance Hall: This is guarded by 10 skeletons5 skeleton archers. The two statues next to the entrance are of Umsettu, a cow-headed Nithian goddess, far too peaceful and serene to be a minotaur. 
    Skeleton: AC 7, Mv 60', HD 1, hp 5 each, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, XP 10, equipment: hand axe or spear
    Skeleton Archer: AC 7, Mv 60', HD 1, hp 5 each, THAC0 19, Att 1 weapon for 1d6 or 1 arrow for 1d6 (range 120'), Save F1, Ml 12, Align C, XP 10, equipment: hand axe, shortbow, quiver + 10 arrows
  2. Empty apart from jars of very old wheat and barley
  3. 12 skeletal rats, previously giant rats that had been feeding on the offerings of wheat and fruit left in the temple.
    Skeletal Rat: AC 7, Mv 90', HD 1/2, hp 2 each, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 12, Align C, XP 5
  4. Empty though there are murals of Umsettu overseeing shepherds and cattle farmers. 
  5. This room is trapped with blinding gas. Anyone opening the door will break the glass jar with the gas (although a thief inspecting the door has +10% to Find Traps to detect this as it is not well hidden). Unlesss disarmed anyone in 10' of the door must save vs poison or be blinded for 2d4 turns (-4 to hit, -2 penalty to AC) . Furthermore inside there are 5 skeletons that will emerge and attack anyone once the door is opened. 
    Skeleton: AC 7, Mv 60', HD 1, hp 5 each, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, XP 10, equipment: hand axe or spear
  6. 2 skeletal centaurs are here with shields and bronze-like swords & spears. They will attack any who open the door. They were former allies of Umsettu now corrupted against her in undeath. They both wield magic weapons of Orichalcum - one has a Spear +1 and the other has a Shortsword +1. These could prove useful against later monsters. Also on the floor is a sack with 1600sp. 
    Skeletal Centaur: AC 6, Mv 150', HD 4, hp 19, 22, THAC0 16, Att 1 weapon/2 hooves for 1d6+1/1d6/1d6, Save F4, Ml 12, Align C, XP 75, equipment: spear, shortsword shield
  7. The great Fane. This grand chamber is haunted by 3 shadows that lurk in the dimly lit south end. At the north end is the altar of Umsettu with three statues behind it. The central one is Umsettu the cow-headed goddess herself, while to the left is her cohort a goat-headed male figure and to the right a pharonic figure. All three statues are about 10' tall and standing on 2' high plinths, looking imposing, except they have been defaced and vandalized although the area is still lit by magical Continual Light above the altar. On the altar are 2 candelabras of wrought silver worth 150gp each.  
    Shadow: AC 7, Mv 90', HD 2+2* hp 7, 11, 12, THAC0 17, Att 1 touch for 1d4 + strength drain (1 strength point per hit, lasts 8 turns), immune to charm & sleep, immune to non-magical weapons, surprise opponents on 1-5 on d6, Save F2, Ml 12, Align C, XP 35 each  
  8. Passageway
  9. High Priest's chamber. This room is now occupied by a mummy who is dressed in Nithian priestly regalia. However, those familiar with Nithian religion will note that the mummy's symbols are of Chaos not  Umsettu. Rather than a bed, the mummy has a sarcophagus. Next to it is a chest containing its treasure: 240pp, 2200gp and 4 gems (opals) worth 300gp each. The mummy also wears an amulet of silver and turquoise worth 200gp. It is engraved with Nithian Hieroglyphs that say that this person is a lieutenant or henchman of Anashfet. Although Read Languages may be needed to decipher this, it will indicate that this undead infestation is part of a wider movement. 
    Mummy: AC 3, Mv 60', HD 5+1*, hp 24, THAC0 14, Att 1 fist for 1d12+ disease (Mummy's rot prevents all magical and natural healing until magically cured), Spec Def: Mummies are only vulnerable to fire, spells and magic weapons (+1 or better) and these all do half damage, Save F5, Ml 12, Align C, XP 400.  
  10. 3 ghouls are feasting on the carcass of a desert antelope they have dragged in here. 
    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
  11. Empty
  12. 2 Bone Warriors: 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 
  13. Crossbow trap aimed at west door (to the Great Fane). Anyone entering or exiting this way will be shot at by a series of 4 crossbows, each with THAC0 10 and doing 2d4 damage. However, anyone entering from a different direction will not set off the traps. The crossbows are attached to the ceiling pointing down towards the west door but are poorly hidden and any character will spot them if they look around the room.   
  14. Empty
  15. 6 skeletons are here standing guard. 
    Skeleton: AC 7, Mv 60', HD 1, hp 5 each, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, XP 10, equipment: hand axe or spear
  16. The great pool. This room is dominated by a large pool of fresh water and on the north wall there is a sign in ancient hieroglyphs - "Pray to Umsettu before drinking the water!" The good news is that it is safe to drink. The bad news is there is a water elemental inhabiting it, merging with the water. If one or more of the PCs pray out loud to Umsettu the elemental will reveal itself peacefully. If the PCs leave the pool alone the water elemental stays hidden but if they enter the pool or drink from it without praying, the elemental assumes they are intruders and will attack. The elemental can speak a halting form of Common and it is possible to convince it that the PCs are not enemies of Umsettu. The elemental is loyal to Umsettu and hates the undead infestation of her temple - if the PCs show that they are intent on destroying the undead the elemental will let them leave this room in peace. The elemental will leave the pool to chase intruders around the room but will not leave the room (so retreat is an option). Incidentally scattered along the west side of the pool are shattered skulls and bones - the remains of undead that came into conflict with the elemental. In the pool (which is 5' deep) there is a metal box that contains a single ruby worth 1000gp. However, the elemental considers this to be an offering to Umsettu and will react violently if adventurers try to take it. 
    Water Elemental: AC 2, Mv 60', swim 180', HD 8, hp 30, THAC0 12, Att 1 slam for 1d8 (2d8 if opponent is in water such as the pool), Special Defenses: Immune to non-magical weapons (+1 or better weapons needed to hit), Save F8, Ml 12, Align N, XP 1200 (DM's discretion 600xp instead for dealing with elemental in non-violent manner).  
  17. Empty
  18. 10 skeletons
    Skeleton: AC 7, Mv 60', HD 1, hp 5 each, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, XP 10, equipment: hand axe or spear
  19. Empty
  20. Temple Guards - 3 Bone Warriors guard a bronze statuette of Umsettu worth 1300gp though it does weigh 120lb/1200cn. 
    Bone Warrior: AC 5, Mv 120', HD 3, hp 10, 15, 20, THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align C, XP 35