Tuesday 29 August 2023

Logos Location #5: The Hex Temple under the City of Madness

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 is a short adventure using the B/X D&D rules for characters of levels 6-8

The Hex Temple is found in the City of Madness, the ruined city of the Arvorians in northern Norwold. It is only just below the surface, accessed in building 6a in the southwest corner where the western wall meets the coast. Despite the surface of the city being generally abandoned, this underground temple is definitely inhabited by the Arvorians and their monstrous minions.  The Arvorians who tend this temple are competent and dangerous, having proven themselves worthy through tests and trials (and are therefore all of 4th level or higher). Since the Arvorians are individual enough to each have their own stat blocks, they have also been given first names to distinguish one from another (though family names, lineage names and titles have been omitted for brevity). 
Hooks for investigating the hex temple:
  • The PCs are trying to find out about the Arvorians' masters (the Scions of the Outer Dark) and have found from obscure sources that this underground temple contains a library (room 10) where books on such matters are kept.
  • An Alphatian mage in Alpha has heard of a weird monstrosity that is like an ooze but with multiple eyes and mouths (room 5). The mage wants brave adventurers to bring back a sample of its flesh.
  • The Arvorians of the City of Madness have been launching raids against the Lupins of the northern bay area. The lupins suggest to the PCs that a retaliatory strike might make the Arvorians think twice about such aggressive behaviour. The hex temple is an obvious target. 
  • Rumour has it that the chief minotaur (room 14) in the temple possesses a precious crown that could be sold for thousands of gold pieces. 


Cartography by Dyson Logos, source

Key to the Map:

  1. Entrance Hall. Stairs descending into the hall, 2 ogres (see below for stats) + 2 Arvorians (4th level Arcane Knights) standing guard Arvorian #1 (Garrill): AC 4, Mv 60', HD 4(d6)*, hp 18, THAC0 18, Att 1 polearm for 1d10 or 1 spell, Save MU4, Ml 8, Align C, XP 125, Equip: Banded Armour, Polearm, dagger, 25pp. Spells: Magic Missile, Adhesive Slime, Web, Hold Person, Detect Invisibility. Arvorian #2 (Ephrion): AC 3, Mv 60', HD 4(d6)*, hp 12, THAC0 17, Att 1 sword for 1d8+1 or 1 spell, Save MU4, Ml 8, Align C, XP 125 Equip: Banded Armour, Sword +1, Shield, dagger, 20pp, Spells: Magic Missile, Charm Person, Mirror Image, Stinking Cloud

  2. The Lower Hex Chamber: The main feature here is a pool of water with what seems to be a sinkhole in the middle and a continous flow of water from the ceiling down to the centre of the pool. At the bottom of the pool is a drowned Arvorian. His banded armour and sword have rusted but his shield is made of Orichalcum and is a Shield +1.

    1. Raised part of upper hex chamber: Here is a 5-headed hydra, tamed by the Arvorians to act as a guard. It will not attack Arvorians or ogres but will attack any other humanoid. Hydra: AC 5, Mv120', HD 5, hp 22, THAC0 15, Att 5 bites for 1d10 each, Save F5, Ml 9, Align N, XP 175.

  3. 3 ogres plus 5 crude oversized beds. This is where off-duty ogres hang out.

  4. The circular chamber: This room has 1 Arvorian captain (6th level Arcane Knight) and 2 other Arvorians (4th level Eldritch crusaders).  Arvorian Captain (Ullia): AC 2, Mv 60', HD 6(d6)*, hp 21, THAC0 15, Att 1 two-handed sword for 1d10+2 or spell, Save MU6, Ml 9, Align C, XP 500, Equip: Plate Mail +1, Two-handed sword +1, dagger, Potion of Healing (1d6+1hp), 35pp, Spells: Sleep, Charm Monster, Entrapping Slime, Levitate, Acid Ball, Dispel Magic Arvorian #1 (Braggoth): AC 3, Mv 60', HD 4(d6)*, hp 12, THAC0 17, Att 1 sword for 1d8 or spell, Save MU4, Ml 8, Align C, XP 125, Equip: Banded Armour, Sword, Shield, Dagger, 15pp, Spells: Detect Magic, Detect Law, Hold Person, Bless Arvorian #2 (Mirril): AC 4, HD4(d6)*. hp 13, THAC0 18, Att 1 polearm for 1d10 or by spell, Save C4, Ml 9, Align C, XP 125, Equip: Banded armour, Polearm (Bill-Guisarme), Dagger, 18pp, Spells: Cure Light Wounds x2, Silence 15'r, Aura of Shadows

    source

  5. Shrine of Vergillos, Scion of the Outer Darkness, patron of Arvorian magic-users and Arcane Knights. This chamber is guarded by a Gibbering Mouther (from AD&D Monster Manual II) that will attack any creature that is not an Arvorian. In the centre is a white marble statue of Vergillos as an Arvorian spellcaster. Gibbering Mouther: AC 1, Mv 30', HD 4+3*, hp 20, THAC0 15, Att 6 bites for 1 each or babble or flaring spittle, Save F5, Ml 12, Align C, XP 200, Flaring spittle: Gibbering mouther can spit up to 10ft - this is not aimed at an enemy but the stone floor. On hitting the floor the spit briefly incandescese, giving a bright burst of light. Anyone within 10ft of where the spit lands must save vs paralyzation or be blinded for 1 round. Babbling: If a gibbering mouther spends a round babbling instead of attacking, anyone within 60' will hear this mind-assaulting noise and must save vs spells or be affected as if by a Confusion spell for that round. The gibbering mouther can continue to babble for multiple rounds, and a new save must be made each round by each creature that can hear it. The gibbering mouther has accumulated a hoard of offerings from the Arvorians, 3 x 300gp gems, 7 x 100gp gems and 50 x 30gp gems of various types.

  6. Arvorian Quarters. This is where a number of Arvorians sleep and eat. Currently just one Arvorian Eldritch Crusader (5th level) is here Arvorian Eldritch Crusade (Vannalla): AC 3, Mv 60', HD 5(d6)*, hp 20, THAC0 16, Att 1 polearm for 1d10+1 or spell, Save C5, Ml 9, Align C, XP 400, Equipment: Plate Mail, Unholy Symbol, Polearm, Dagger, 26pp, Spells: Cure Light Wounds, Light, Aura of Shadows, Hold Person, Paranoia

  7. 4 ogres + 3 juvenile ogres are here along with a number of oversized crude beds and a butchered musk-ox hanging from the ceiling. Juvenile Ogres: AC 6, Mv 90', HD 2+1, hp 6, 7, 9, THAC0 17, Att 1 club for 1d8, Save F2, Ml 6, Align C, XP 25 each

  8. Store room, with dozens of boxes and barrels of food and drink, some of which (for the Arvorians) is actually quite high quality. The room is guarded by an iron living statue Iron Living Statue AC 2, Mv 30', HD 4, hp 20, THAC0 16, Att 2 fists + special for 1d8/1d8, Save F4, Ml 12, Align Neutral, XP 125 Metal absorption: If a character hits the iron living statue with a non-magical metal weapon, the character must make a save vs spells or else the weapon is partially absorbed by the statue, and cannot be used again until the living statue is killed

  9. Ogre leader's room: This room is home to the Ogre leader + 2 normal ogres. There is a large pile of hides and furs that the leader uses as a bed. Buried underneath it all is the ogres' treasure stash all in a large leather sack: 2600gp, 460pp, 4 x 500gp gems (small emeralds) Ogre Leader: AC4, Mv 90', HD 6+2, hp 32, THAC0 13, Att 1 axe for 1d10+2, Save F6, Ml 10, Align C, XP 350, equip: large-sized studded leather armour, oversized battleaxe, shortsword

  10.  Library: 2 large bookshelves are here. These contain numerous books on various topics, written mostly in Arvorian but a few in elvish, dwarvish and old Blackmoorian, including:

    A Short History of the Arvorian People (written in Arvorian language, 150pages, weighs 2lb, bound in Mammoth leather, worth 600gp to specialist collectors & academics, 100gp to less educated merchants). This summarises Arvorian history (from their own viewpoint) from before the fall of Blackmoor through to the fall of Nithia. 

    The Masters Behind the Veil (written in Arvorian language, 100 pages, weighs 1lb, bound in wolf leather, worth 600gp to specialist collectors & academics, 40gp to less educated merchants). This book discusses both the Scions of the Outer Dark and also the Great Old Ones that they serve. 

    Cooking on the Northern Frontier (written in Common tongue, 40 pages, weighs 1lb, bound in cow leather, worth 30gp). This is a collection of recipes using meat, herbs and other ingredients found around the Great Bay of Norwood. 

    Nightmares of the North (written in Elvish, 60 pages, weighs 1lb, bound in cow leather, worth 160gp to specialist collectors & academics, 40gp to less educated merchants). An elf traveller’s experiences exploring the land of the Arvorians and gradually realising what their beliefs and motivations are.

    The Dribbling Codex (written in arcane script, Read Magic needed to understand. 190 pages, including all spells described here, worth 2000gp to any magic user or merchant who trades with magic users). This is a copy, not original, and the formulae for both the Acid Ball spell and Rock-Eating Slime spell are incorrect - a mage can use Read Magic to work out what the spell is trying to do but the spell cannot be cast with the incorrect formula written in this book)

    Maharrath’s Amusing Distractions (written in Arvorian language, 200pages, weighs 2lb, bound in human skin, worth 100gp to most merchants). This is basically a torture manual, describing how to inflict physical, emotional and mental pain on prisoners for information extraction, religious ritual or entertainment. 

    Chaos Cults and the Great Old Ones (written in Arvorian language, 220 pages, weighs 2lb, bound in wolf hide, worth 100gp to most merchants, 1000gp to chaos cultists). This is a religious and philosophical discussion about the similarities and differences between human chaos cultists with their chaotic philosophy and the Arvorians’ worship of the Great Old Ones and Scions of the Outer Dark.

  11. 2 Arvorian Eldritch Crusaders, 1 x 4th level, 1x 6th level, 2 Arvorian Arcane Knights (2 x 4th level). This roughly triangular chamber is the sleeping quarters for some of the Arvorians. Eldritch Crusader #1 (Obroth): AC 4, Mv 90’, HD 4(d6)*, hp 20, THAC0 17, Att 1 polearm for 1d10+1 or by spell, Save C4, Ml 8, Align C, XP 125, Equip: Banded Armour, Polearm (Lochaber Axe), Dagger, 18pp, spells: Cure Light Wounds, Darkness, Hold Person, Speak with Animal Eldritch Crusader #2 (Brullios): AC 2, Mv 90’, HD 6(d6)*, hp 22, THAC0 16, Att 1 sword for 1d8+1 or by spell, Save C6, Ml 8, Align C, XP 500, Equip: Sword +1 +2 vs Elementals, Banded Armour +1, Shield, Dagger, Unholy Symbol, 40pp, Spells: Cure Light Wounds, Detect Law, Hold Person, Silence 15’ r, Striking, Continual Darkness Arcane Knight #1 (Errestus): AC 3, Mv 90’, HD 4(d6)*, hp 17, THAC0 18, Att 1 sword for 1d8 or by spell, Save MU4, Ml 9, Align C, XP 125, Equip: Banded Armour, Shield, Sword, Dagger, 20pp, Spells: Magic Missile, Ventriloquism, Mirror Image, Phantasmal Force Arcane Knight #2 (Xennith): AC 3, Mv 90’, HD 4(d6)*, hp 15, THAC0 17, Att 1 sword for 1d8+1 or by spell, Save MU4, Ml 9, Align C, XP 125, Equip: Banded Armour, Shield, Sword +1, Dagger, 16pp, Spells: Charm Person, Comprehend Languages, Entrapping Slime, Stinking Cloud

  12. Bridge of Statues: This room is filled with water 20’ deep. There is a wide bridge across it, with 13 statues of Arvorian heroes and leaders raised up out of the water on either side of it. The bridge is clear but the water contains a combination of monsters - firstly a water elemental that will try to drag and knock intruders off the bridge into the water, and secondly a pack of 5 mako sharks that will devour any who fall into the water. The bottom of the pool is littered with the bones of victims and can be searched once monsters are defeated. On the bottom are 125gp, 43pp, a gem worth 2000gp (flawless ruby) and a Medallion of Protection from ESP Water Elemental: AC 2, Mv 60' land/180' swim, HD 8, hp 40, THAC0 12, Att 1 slam for 2d8 or 3d8 if opponent in water, Save F12, Ml 12, Align C, XP 650. Elementals are immune to non-magic weapons (+1 or better weapons needed to hit). Mako Shark: AC 4, Mv Swim 180', HD 4, hp 10, 14, 15, 15, 17, Att 1 bite for 2d6, Save F2, Ml 8, Align N, XP 75 each

  13. 3 minotaurs are gathered here in the main living chamber of the Minotaurs in this temple.

  14. The Minotaur boss has made his lair here in this narrow junction controlling entrance to the Upper Hex Chamber. Around his neck is the key to his treasure chest that sits in the corner. The chest contains 3300gp, 7,700sp and a platinum and sapphire crown worth 6000gp

    Minotaur boss: AC 4, Mv 120’, HD 9, hp 37, THAC0 11, Att 1 battle axe for 1d10+3, Save F9, Ml 12, Align C, XP 900, equip: oversized battle axe, key to chest

  15. Upper Hex Chamber: This room is guarded by a pair of Arvorians (1x 6th level Eldritch Crusader and 1 x 6th level arcane knight) plus a pair of slimy pets. At the back of this room near the source pool is a locked chest containing valuable materials: 40 ingots of hellforged iron (used in many Arvorian magic weapons and armour, worth 100gp per ingot) and 6 eldritch crystals worth 500gp each. Hargor has the key to the chest.

    Arvorian Eldritch Crusader (Mellakor): AC 2, Mv 90’ HD 6(d6)*, hp 21, THAC0 17, Att 1 sword for 1d8 or by spell, Save MU6, Ml 8, Align C, XP 500, Equip: Banded Armour +1, Shield, Sword, Unholy Symbol, 36pp, Ring of Slime Control (allows wielded to command and control up to 12HD of ooze-type monsters), Spells: Detect Law, Light, Aura of Shadows, Silence 15’ r, Paranoia, Cure/Cause Disease

    Arvorian Arcane Knight (Hargor): AC 1, Mv 60’, HD 6(d6)*, hp 19, THAC0 16, Att Mace for 1d6+3 or by spell, Save MU6, align C, XP 500, Equip: Plate Mail, Shield +1, Mace +2, dagger, , key to locked chest, 40pp, spells: Charm Person, Magic Missile, Phantasmal Force, Mirror Image, Acid Ball, Dispel Magic

    Gelatinous Cube: AC 8, Mv 60’, HD 4, hp 15, THAC0 16, Att 1 slam for 2d4 + paralysis (save vs Paralysis or be paralysed for 2d4 turns), Save F2, Ml 12, Align N, XP 125 (Gelatinous cubes are immune to mind-affecting spells such as Sleep or Charm, and immune to cold & lightning damage)

    Ochre Jelly: AC 8, Mv 30’, HD 5, hp 21, THAC0 15, Att 1 slam for 2d6, Save F3, Ml 12, Align N, XP 400, Attacks with weapons or lightning will split the ochre jelly into 1d4+1 smaller jellies (2HD, 7hp). Ochre jellies are also immune to mind-affecting spells such as sleep and charm.

    1. The source pool: This raised pool contains a crystal sphere that has a connection to the elemental plane of Water, and as such there is a continuous flow of water like a small stream from the sphere. It is guarded by a water elemental under the control of the Arvorians: Water Elemental: AC 2, Mv 60' land/180' swim, HD 8, hp 40, THAC0 12, Att 1 slam for 2d8 or 3d8 if opponent in water, Save F12, Ml 12, Align C, XP 650. Elementals are 

      immune to non-magic weapons (+1 or better weapons needed to hit).

  16. 2 minotaurs are standing guard as the bodyguards of Abraxx. Abraxx will probably notice the minotaurs being attacked and will join in.

    1. 1 Arcane Knight (8th level). Abraxx is the leader of this temple - all Arvorians, water elementals, ogres and Minotaurs answer to him. This raised platform is his personal quarters, including bed, chest and writing desk. The chest contains his personal treasure: 980pp, 10 x 300gp gems, 3 x 1000gp gems, a gold sceptre studded with beryls worth 2000gp and a silver and mithril helmet with fine engraving worth 1500gp (not magical). Abraxx the Arcane Knight: AC -2, Mv 60' HD 8(d6)*, THAC0 12, Att 1 sword for 1d8+3 or by spell, Save MU8, Ml 11, Align C, XP 1200, Equip: Plate Mail +2, Shield +2, Sword +2, Dagger +2, Amulet of Elemental Control (as Staff of Elemental Command, summons and controls an 8-HD elemental once per day), Spells: Sleep, Magic Missile, Read Languages, Mirror Image, Stinking Cloud, Locate Object, Acid Ball, Haste, Wall of Fire, Polymorph Other

  17.  The High Chapel: 2 eldritch crusaders (both 4th level) and a bone golem stand guard here watching over this malevolent chapel. The east wall behind the altar on the dais is covered in a trio of tapestries that depict the Arvorians defeating various enemies and are each worth 200gp (though they weigh 80lb each). Similarly on the altar there are 2 golden candelabras worth 500gp each, an engraved golden bowl worth 200gp and a gold and hellforged iron knife with a ruby in the pommel worth 800gp. However, any non-arvorian touching the altar must save vs magic or suffer the effects of a Feeblemind spell until either a Dispel Magic or Remove Curse spell is used (or Cure Insanity spell) Arvorian Eldritch Crusader #1 (Zerrick): AC 4, Mv 90', HD 4(d6)*, hp 18, THAC0 18, Att 1 polearm for 1d10 or by spell, Save C4, Ml 8, Align C, XP 125, Equip: banded armour, polearm (glaive), dagger, unholy symbol, 20pp, spells: Cure Light Wounds, Detect Magic, Hold Person, Aura of Shadows Arvorian Eldritch Crusader #2 (Porvia): AC 3, Mv 90', HD 4(d6)*, hp 16, THAC0 17, Att 1 sword for 1d8+1 or by spell, Save C4, Ml 8, Align C, XP 125, Equip: banded armour, sword, shield, dagger, unholy symbol, 19pp, spells: Cure Light Wounds, Light, Silence 15'r, Speak with Animals Bone Golem: AC2, Mv 120', HD 8, hp 29, THAC0 12, Att 4 swords for 1d8 each, Save F4, Ml 12, Align N, XP 650

  18. 2 minotaurs + 1 eldritch crusader (6th level) guard this entrance to the upper level. This room also has a series of 5 tapestries across the northern wall depicting Arvorians worshipping strange beings (Scions of the Outer Dark), Each tapestry is worth 200gp each and weighs 100lb. Arvorian Eldritch Crusader (Ethoron): AC 2, Mv 90', HD 6(d6)*, hp 27, THAC0 16, Att 1 two-handed sword for 1d10+1 or by spell, Save C6, Ml 10, Align C, XP 500, Equip: Banded Armour +2, Two-Handed Sword +1, dagger, unholy symbol, 31pp, spells: Cure Light Wounds, Detect Law, Silence 15'r, Bane (reversed Bless), Continual Darkness, Paranoia



Stats for commonly encountered monsters

Ogre: AC 5, Mv 90ft, HD 4+1 (19hp each), THAC0 15, Att 1 club for 1d10, Save F4, Ml 10, Align C, XP 125, equipment: oversized club, 2d6gp

Minotaur: AC 6, Mv 120ft, HD 6 (27 hp each), THAC0 14, Att 1bite/1 gore for 1d6/1d6, Save F6, Ml 12, Align C, XP 275


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