Tuesday 23 April 2024

Eldritch Crystals

Eldritch crystals are briefly described in this post:

source

Another thing I am considering is Eldritch crystals. These are fragments of magical monoliths shattered when the Blackmoorians attacked the Arvorians and scattered when Blackmoor was destroyed in the Great Rain of Fire. They are still full of magical power and could be used to fuel mighty rituals that could either open the dimensional prisons that hold the Scions, or else permanently shut them. Eldritch crystals appear as green, blue or cyan glowing gems, usually of rough and uncut form. Although they look nice as ornamental stones in broaches or other jewelry, any mage casting Detect Magic will realize they are no ordinary mineral, though the exact nature of their magic is not clear. They are sought after by Arvorians, particularly those who are eager to free their alien masters.  However, human mages and elves would love to get their hands on them, as eldritch crystals can be used to power certain magic items.  

I have also introduced them in several adventures, namely

However, I have not really described what they do in terms of game mechanics. And I think I want to keep them flexible in that regard. 

In terms of game writing these eldritch crystals are mostly inspired by two different sources. 

Firstly in Warhammer Fantasy there is Warpstone, a sought-after powerful magical substance. It particularly becomes prominent in the Mordheim game where a meteorite of warpstone strikes the city, causing devestation but also leaving incredibly valuable fragments scattered around the city for brave adventurers to find. Warpstone can be used to power various items, and the Skaven (Warhammer rat-men) are especially skilled at using warpstone in terrible weapons and devices. However, it is also dangerous to handle and can be both poisonous and a mutagen (causing mutations). 

Secondly in various computer games there are multiple forms of currency. Often this is in the form of a "regular" currency for mundane purchases and "premium" currency for high-value transactions, with the premium currency often obtained via real money transactions. 

I have sometimes felt with D&D that after a while at high levels the pursuit of treasure for treasure's sake can seem a little boring. Yes, it can give you experience points, and that is the main reason the PCs seek out treasure troves. But in game terms once you have bought a stronghold and whatever magic items may be available on the market, there is only so much one can do with big piles of silver and gold. Eldritch crystals are intended to be the next level of currency, the premium currency at least among Norwold's Arvorians. At least the players and DM do not have to pay real money to use them in play...

Some eldritch crystals, like warpstone that inspired it, can be toxic and mutagenic - these are often called corrupted eldritch crystals. This is particularly demonstrated in Scenario #7: The Glowing Gemstone where this particularly baleful eldritch crystal has caused mutations in several of the orcs that have come into contact with it. A layer of lead or abjuration magic is sufficient to dampen this damaging aura, and such unpleasant crystals are often held in either lead-lined boxes or in containers with abjuration enchantments. On the other hand other samples are relatively harmless and can be handled without special precautions, at least for short periods. 

I have not come up with specific rules on mutations, whether caused by corrupted eldritch crystals or other reasons, but I have been inspired by Warhammer (the now-rare Slaves to Darkness hardback gives a massive random table), Gamma World and Judge Dredd games, all of which offer ideas for mutations. The form and game effects of such mutations is up to the DM to adjudicate. 

So why do Arvorians and other intelligent beings seek out such potentially hazardous crystals? Because when used correctly in the creation of magic items such as wands and staves, the eldritch crystals can replace the usual charges with a renewable power source, Most wands and staffs have a certain number of charges when created, usually 20 for wands and a staff up to 30 charges. Each use of the wand or staff drains a charge, and when the item has no more charges left it is completely expended and becomes useless. However, if an eldritch crystal is used to power the wand or staff, it no longer has charges but frequency of use, usually once per day, once every 12 hours or once every 8 hours, depending on the size and purity of the crystal. Interestingly for those wands and staves where the user can see the eldritch crystal they can see that the colour leaves the crystal which turns grey when it is used, and the colour gradually returns to the crystal over the course of the next few hours. 

Eldritch crystals can be used for creating and powering other magic items and this again is up to the DM to adjudicate. Eldritch crystals have particular affinity to other planes of existence where they are believed to draw their energies from. This affinity makes them particularly suited for creating portals, gates and summoning devices, including the gates the Arvorians are seeking to create and open to allow their dark masters, the Scions of the Outer Dark, to enter Mystara. Arvorians are so set on this task that they are prepared to kill anyone who they think has eldritch crystals, and they will gather and hoard these crystals with a fierce desire that resembles a dragon's lust for gold. Would Arvorians be prepared to trade with human adventurers for eldritch crystals? Yes, if circumstances warrant, especially if bargaining is easier than violent robbery. 

Eldritch crystals tend not to have fixed values in gold coins - they are not recognised by most civilized merchants in the same way that emeralds, sapphires and diamonds are, although a merchant may well offer up to 500gp if they think it is a nice gemstone. However, some powerful mages will be prepared to offer considerable sums in exchange for eldritch crystals, particularly if they understand how to use them in magic item creation - anything from 1000gp to 10,000gp depending on size and purity. At least three archmages in Alpha now wield magic staves powered by eldritch crystals - two created the staves themselves (one a staff of wizardry, the other a staff of commanding but one has looted a staff of power of Arvorian craftsmanship), so there are a few humans who understand the crystals' usefulness.  

Tuesday 9 April 2024

Logos Location #8: Monastery of the Fire Opal

    Source


Introduction and Background

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. 

This abandoned monastery is in the Thyatian territory of Davania, not far from Herakanthia and the town of Cittinova. It was built about 150 years ago by enthusiastic followers of Vanya, a warrior immortal popular in Thyatis and for 70 years it survived as an outpost of Thyatian civilization in the brutal Davanian jungle. However, 80 years ago a combination of a virulent jungle fever and increased attacks by wildlife and vermin decimated the resident monks and lay brothers, and the survivors (less than half the usual inhabitants) retreated to Cittinova, leaving the monastery to the jungle. 

What could encourage adventurers to explore the Monastery?

  • The monastery was named after a fabulous gem worth many thousands of gold coins. It was set into a statue of Vanya and when the monks retreated they left it in place. Retrieving it for the church of Vanya would put PCs in their good graces, or it could be sold to a wealthy merchant. 
  • A number of Thyatian citizens have gone missing from both Scimitar Fort and Cittinova, last seen heading with strangers into the jungle towards the Monastery. The sheriff of Cittinova fears for their safety and wants adventures to find out what has happened, and if they came to harm then prevent others from sharing their fate. 
  • Before the monastery was abandoned it had accumulated donations of money to fund a new wing. However, the money was never spent and it is believed it is still somewhere in the ruins. 


Map of Thyatian possessions on the Davanian Coast
Scale is 72 miles per hex



The lower level has dinosaurs, wildlife and vermin, upper level taken over by araneas & bugbears. Note that many of the areas have windows, so if the PCs enter during daytime these are fairly well lit. 

Ground level is levels 5-7, Upper Level is 6-8

 Ground Floor map by Dyson Logos, source

Key to Ground Level Map

Source: AD&D MMII, illustration Jim Holloway

  1. The Crypt Entrance: Leads to the Crypt Dungeons. Although this surface-level building is empty, the staircase leads down into the subterranean crypts, which are not detailed here, and could be fleshed out by the DM.
  2. The North Entrance: This porch is covered and has a flagstone floor but the north side is open to the jungle. 
  3. The Tower Stairwell, leading up to area 14. There are 2 Tarantella Spiders (AC 5, Mv 120’, HD 4*, hp 17, 20, THAC0 16, Att 1 bite for 1d8 + poison, Save F2, Ml 8, Align N, XP 125, see rules for effects of tarantella venom) lurking here. Up in the northwest corner of the ceiling is a large (3’ diameter) ball of sticky silk that seems to writhe. Opening it releases 20 tarantella spiderlings, stats same as giant centipede, (AC9, Mv 60', HD 1/2 (2 hp each), THAC0 20, Att 1 bite for 0 + poison, Save NM, Ml 7, Align N, XP 7, see rules for effects of giant centipede poison), but appearing as spiders with a leg-span of 1ft. Slumped in a corner is the body of a hapless jungle elf. She has been drained by the tarantellas and is now a withered husk but still has both a shortbow +1 and a dagger +2
  4. The Kitchen:  This place has been cleared out of anything useful or edible - the tables the basin and the stove remain as well as shelves on the side. Some smashed crockery is on the floor. 
  5. Empty
  6. Storeroom/Pantry and Stairs up to area 17. Lurking here is a giant rattlesnake (AC 5, Mv 120', HD 4* (hp 16), THAC0 16, Att 1 bite for 1d4 + poison, Save F2, Ml 8, Align N, XP 125). 
  7. Lower Dormitory: This room has 6 bunk beds, previously the sleeping space for the 12 acolytes. Now it is occupied by 2 Deinonychuses (AC 4, Mv 210', HD 4+1 (hp 17, 19), THAC0 16 (rear talons 14), Att 2 claws/1 bite/2 rear talons for 1d2/1d2/2d4/2d6/2d6, Save F2, Ml 9, Align N, XP 200) that can come and go through the door on the west wall that has been broken down, leading to the outside. There are various body parts of previous meals here. One of the flagstones is loose and wobbly and can be found if the area is carefully searched. Underneath the previous clerics left a sack of 3400sp they deemed too weighty to take with them when they fled.  
  8. The South Entrance: Empty
  9. The Grand Hall: A giant Horned Chameleon (AC 2, Mv 120', HD 5*, (hp 30),  THAC0 15, Att 1 bite/1 horn for 2d4/1d6, Save F3, Ml 7, Align N, XP 300, see rules for chameleon's camouflage and sticky tongue)  lurks here, ready to ambush unwary prey. There are also scraps of smashed wooden furniture and the remains of the chameleon’s previous victims, one of whom was a Thyatian adventurer. His body still has a silver and pearl amulet worth 500gp.  
  10. The Pillared Hall with stairs leading to area 22. The two large square pillars are engraved with the philosophy of Vanya, the patron immortal of this monastery. 
  11. The Cloisters: This is a series of eight monastic cells, small and cramped.There is nothing valuable in any of the cells.
    b) has a mass of dense webs across the ceiling, hiding 2 giant Black Widow spiders (AC 6, Mv 60'/120' in web, HD 3* (hp 15, 12), THAC0 17, Att 1 bite for 2d6 + poison, Save F2, Ml 8, Align N, XP 50). 
    f) has 10 giant rats (AC 7, Mv 120', HD 1/2 (hp 2 each), THAC0 20, Att 1 bite for 1d3 + possible disease, Save F1, Ml 8, Align N, XP 5). They have made their nest underneath a wooden bed.    
  12. The Refectory. The tables and benches that the clerics and monks ate off are still intact. In here is a single Deinonychus (AC 4, Mv 210', HD 4+1 (hp 21), THAC0 16 (rear talons 14), Att 2 claws/1 bite/2 rear talons for 1d2/1d2/2d4/2d6/2d6, Save F2, Ml 9, Align N, XP 200)
  13. The Veranda: paved area raised about 6’ off the ground, open to the jungle air. On here there is a patch of long grass and a single large mushroom growing on the flagstones. The grass is Grab Grass (AC 9, Mv 0, HD 6 (hp 29), THAC0 14, Att 1 grab for special, Save NM, Ml 12, Align N, XP 225) and the mushroom is a shrieker  (AC 7, Mv 9', HD 3 (20hp) No attacks, but shrieks, Save F1, Ml 12, Align N, XP 35). If the shrieker starts shrieking it will attract the Deinonychus from room 12 as well as wandering monsters from the jungle. The Deinonychus has had several narrow escapes from the Grab Grass and will not willingly get too close, prefering to attack adventurers who are struggling to free their entangled comrades. 
    Upper Floors map by Dyson Logos, source

  14. Tower stair well, leading both down to area 3 and up to area 26
  15. East Balcony: This is open to the jungle air. Lurking here is large pteranodon (AC 6, Mv 60'/fly 240', HD 5 (22hp), THAC0 15, Att 1 beak for 1d12, Save F3, Ml 8, Align N, XP 175), using this raised balcony as its roost. In its nest are 3 red spinels worth 200gp each (600gp total).
  16. East Dormitory. This series of cells is similar to the cloisters (area 11). Cells C and E are home to one normal Aranea each (AC 7, Mv 150'/climb 150', HD 3** (hp 13 & 15), THAC0 17, Att 1 bite for 1d6+ poison or 1 spell (special), Save MU3, Ml 7, Align C, XP 100) . The one in cell C can cast Magic Missile, Charm Person, Mirror Image, the one in cell E can cast Magic Missile, Hold Portal and Levitate
  17. East Stairs, leading both down to area 6 and up to 28. This room holds a single Tarantella spider (AC 5, Mv 120’, HD 4*, hp 22, THAC0 16, Att 1 bite for 1d8 + poison, Save F2, Ml 8, Align N, XP 125, see rules for effects of tarantella venom)
  18. Meditation  chamber: This chamber is open to the jungle air. There are 2 normal araneas here  (AC 7, Mv 150'/climb 150', HD 3** (hp 9, 12), THAC0 17, Att 1 bite for 1d6+ poison or 1 spell (special), Save MU3, Ml 7, Align C, XP 100). First one can cast Light, Ventriloquism and Mirror Image, the second one can cast Hold Portal, Shield and Phantasmal Force
  19. West Dormitory: This series of cells has a bugbear in each (5 bugbears total) (AC 5, Mv 90', HD 3+1, hp 19, 9, 16, 22, 15, THAC0 16,  Att 1 sword for 1d8+1, Save F3, Ml 9, Align C, XP 50, equipment 14sp each +1 longsword, improved chance to surprise) . Any disturbance in one cell will alert the bugbears in the other cells. 
  20. West Balcony. Empty 
  21. Training Hall. This now serves as the bugbear’s shared space, with a campfire and some meat from jungle animals. There are 3 normal bugbears  (AC 5, Mv 90', HD 3+1, hp 19, 9, 16, 22, 15, THAC0 16,  Att 1 sword for 1d8+1, Save F3, Ml 9, Align C, XP 50, equipment 14sp each +1 longsword, improved chance to surprise) and 2 juvenile bugbears (AC 6, Mv90', HD 1+1, hp 4, 6, THAC0 18, Att 1 shortsword for 1d6, Save F1, Ml 8, Align C, XP 25) here. 
  22. Stairwell down to area 10
  23. Assistant Bishop’s Quarters: This is now the quarters of the Bugbear leader (AC 4, Mv 90', HD 5+2, hp 29, THAC0 13, Att 1 battleaxe for 1d8+2 or throwing axe (r 60') for 1d6, Save F5, Ml 10, Align C, XP 225, equipment: Battleaxe +1, 3 throwing axes) who has a chest of treasure containing 2400sp, 3000gp and 1100pp. 
  24. Canon’s Quarters: 2 bugbears now live here (AC 5, Mv 90', HD 3+1, hp 13, 14, THAC0 16,  Att 1 sword for 1d8+1, Save F3, Ml 9, Align C, XP 50, equipment 14sp each +1 longsword, improved chance to surprise) . 
  25. High Cleric’s Quarters. This room is divided by a heavy tapestry-like curtain. In the main area are 2 normal araneas (AC 7, Mv 150'/climb 150', HD 3** (hp 9, 12), THAC0 17, Att 1 bite for 1d6+ poison or 1 spell (special), Save MU3, Ml 7, Align C, XP 100). First one can cast Charm Person, Ventriloquism and Mirror Image, the second one can cast Hold Portal, Magic Missile and Phantasmal Force.
    25a) Behind the curtain there is an aranea mother (AC 6, Mv 120’/150’ in web, HD 6**, hp 30, THAC0 14, Att 1 bite for 1d6 + poison or by spell, Save MU6, Ml 7, Align C, XP 725, spells known (2x 1st L, 2x 2nd L, 2x 3rd L): Ventriloquism, Charm Person, Mirror Image, Wizard Lock, Fly, Dispel Magic). If she is alerted to intruders she will shapeshift into a jungle elf, pretend to be captive and try to gain the intruders’ trust before attacking at a suitable opportunity, typically starting with her natural Web ability. Underneath a large chest containing mothy clothes there are loose floorboards, under which is a sack with the aranea mother’s treasure: 6500sp, 1200gp and a spellbook containing all the spells the aranea mother knows. 
  26. Tower room, with stairs leading to both area 14 and 27 
  27. Tower Roof: This roofspace is home to 5 pterodactyls (AC 7, Mv 30’/Fly 180, HD 1, hp 4 each, THAC0 19, Att 1 beak for 1d3, Save F1, Ml 7, Align C, XP 10). If two or more are killed the survivors will fly away into the jungle.  
  28. Bastion Chamber. This is home to 3 normal araneas (AC 7, Mv 150'/climb 150', HD 3** (hp 9, 12), THAC0 17, Att 1 bite for 1d6+ poison or 1 spell (special), Save MU3, Ml 7, Align C, XP 100). First one can cast Shield, Ventriloquism and Invisibility, the second one can cast Hold Portal, Magic Missile and Levitate, third one can cast Magic Missile, Light and Rope Trick and 10 aranea spiderlings (AC 8, Mv 120’/Climb 120’, HD 1*, 4 hp each, THAC0 19, Att 1 bite for 1d2 + poison (as giant centipede), Save F1, Ml 8, Align C, XP 15).
    In the middle of this chamber is a marble statue of Vanya, goddess of this monastery, holding in her marble hands a magnificent fire opal, after which this place is named. The fire opal is worth 5000gp on the open market, or 7000gp if sold directly to the Church of Vanya (for whom it has great religious value).  
  29. Bastion Cloisters: This now holds the araneas captives, held for both information and food. None have weapons or armour. XP rewards for safely returning these NPCs to Cittinova are up to the DM but it is suggested 100xp per rescued captive. The captives are:
    • Varallin Arrowshot, 3rd level Elven Ranger, elf male,  a hunter for the Golden Frog tribe of Jungle elves
    • Barnabus Boartrotter, 2nd level Fighter, human male, a Thyatian mercenary from Cittinova who got lost while supposedly escorting a trade caravan. 
    • Bellisaria Claudo, 3rd level cleric of Vanya, human female, a priestess of Vanya who was investigating the monastery to see if it could be reclaimed by her church
    • Darrus Shortshiv, 2nd level Halfling scout, halfling male, a trader who normally travels between Cittinova and Scimitar Fort
    • Tarrana, 2nd level elven spellsword, elf female, a jungle elf who was curious about the ruins and was caught snooping around by the bugbears.
  30. Bastion Roof: This is now home to an aranea mother (AC 6, Mv 120’/150’ in web, HD 6**, hp 30, THAC0 14, Att 1 bite for 1d6 + poison or by spell, Save MU6, Ml 7, Align C, XP 725, spells known (2x 1st L, 2x 2nd L, 2x 3rd L): Magic Missile, Shield, Mirror Image, Phantasmal Force, Lightning Bolt (6d6 damage), Dispel Magic). Unlike her sister in area 25a this one is not subtle and won’t bother with shapechanging, instead immediately attacking with her web ability and spells. If there is loud fighting below her in area 28 she may come down the stairs, investigate and aid her children. Her nest on the roof includes a weatherproof chest that contains her spellbook (including all the spells she knows).