Friday, 26 July 2024

Minor Artefacts and Relics of Mystara

Book of Vergilloss Source


Artefacts in General

The following items are considered both powerful and of great religious significance. Although some of them were crafted with the intention of being magic items, their real importance comes from their close association with somebody who has transcended from mortality into immortality, as a saint, exalted or chaos prince. Beyond the items’ immediate magical effects they are held in great esteem by the followers of the original owner who ascended - they are concrete evidence of the acendant’s new power and divinity. Some of them are held in secure shrines, only being taken out and used or shown to common folk on special occasions or emergencies. Others have been lost, waiting to be reclaimed.

There are some unique magic items that are almost but not quite artefacts. These include the Screaming Standard and the dread sword Widowmaker both found in Kamroth’s Cairn. These are both difficult to destroy and are both powerful items in their own right. But they do not have the close association with an ascended immortal (Kamroth, who used both items, never became a Chaos Prince, despite his efforts). Such items are sometimes known as quasi-artefacts.

In terms of game rules there are 2 main approaches to artefacts - the AD&D approach and the Masters Rules approach. In both cases there seems to be an expectation that the artefact should have a long list of powers (decided by the DM), some of which may end up being irrelevant to either the artefact's origins or current use, as well as drawbacks/penalties and means of destruction. In this post I am ignoring the power points (PP) used in the Masters Rules. I have decided in most cases here not to give each artefact a long list of powers but to tailor its use to how it was used by the immortal that possessed it. These are meant to be minor artefacts and relics - long lists of powers regulated by power points can always be used for major relics and artefacts. Similarly the drawback I have chosen is often a forcible shift in attitude towards the outlook of the immortal, at least in one particular aspect. Anyone using these artefacts is effectively coming into contact with the immortal's power and this will inevitably influence ones behaviour.  Destroying an artefact is never easy, and in some cases there is only one very specific and typically nigh-impossible method. The exact method for each artefact is not given here, but I am sure that DMs can come up with their own equivalent of casting it into the fires of Mount Doom. 

The introduction of artefacts should not be happenstance - despite tables in the 1st Edition DMG there is no chance of encountering an artefact as yet another random magic item in a treasure hoard. Finding an artefact should require at least a significant adventure, perhaps even a campaign. So should these be limited to 30th to 36th level characters? After all as far as BECMI is concerned, artefacts are introduced in the Masters Rules. I would give each artefact a suggested minimum level. If a character is below that minimum then they simply do not encounter it. Or perhaps they find it but cannot use any of its powers. There is also the possibility of artefacts allowing higher level characters to access certain powers and effects that low-level characters cannot access, a sort of tiered approach. There may well be other restrictions such as alignment, class, gender, race and the like - immortals and their artefacts can be quite picky about who can use their tremendous powers. 

Some artefacts will have their own sentience, and like some intelligent swords, have their own ideas of what they should do. Others are tools of the immortal that imbued it with power, and the connection with that immortal means that the immortal will keep an eye on how the artefact is being used, and either enable or disable the powers of the artefact depending on their judgement of the current wielder.  

Artefacts of the Known World

The Hammer of Hurothain: This is a warhammer that was wielded by the dwarven warrior-saint Hurothain. It was carried by a succession of dwarven patriarchs as both a powerful weapon and a demonstration of their high standing. However, one patriarch took it along to Tarrag Duun, shortly before that stronghold fell. There are conflicting rumours about where it might be now. Some dwarves reckon it is still deep inside the lower levels of Tarrag Duun. Others believe the patriarch with the Hammer of Hurothain marched out with the dwarven army only to be ambushed by frost giants and their humanoid allies. The hammer was taken as a trophy by a frost giant chief and is now in the Tomb of the Frost Shamans
Requirements for use: Wielder must be a Lawful dwarf of at least 6th level, either a dwarf warrior or dwarf cleric. Hurothain reserves the right to restrict powers if the wielder behaves badly towards other dwarves or brings dwarves into disrepute. Hurothain believes those who wield the warhammer should set a good example for other dwarves to follow. 

  • For wielders of 6th - 11th level the warhammer acts as a warhammer +3 of throwing that does 2d6 +3 damage per hit (plus strength bonuses). Futhermore the wielder can use the hammer to detect enemies as if Detect Evil (60ft range) 1/round and also Detect Traps 1/turn. 
  • For wielders of 12th level the warhammer acts as a warhammer +4 of throwing that does 3d6 +4 damage per hit (plus strength bonuses). As well as Detect Evil and Detect Traps, the wielder may also use Commune spell 1/day and also 1/day cast Fear spell on all chaotic humanoids within 60ft radius.  
  • The Hammer of Hurothain always radiates what the dwarves call an anti-wizard zone, 20ft radius. In this zone magic user spells and items that replicate magic user spells do not work. Furthermore magic user spells cast from outside this zone but targetting someone in the zone are neutralised when they reach the zone. Clerical magic and monstrous magical abilities are not affected.  
  • Any wielder of the Hammer of Hurothain feels increasingly compelled to seek out and destroy the enemies of Kagyar, patron immortal of the dwarves. This starts off with suggested ideas but the longer the character wields the hammer, the more it becomes a compulsion like a Quest spell. 

The Robe of Saint Askelon the Healer is found in Corunglain in the temple of the lawful saint of the same name. It is usually kept in a magically protected vault downstairs in a sidechamber to the crypt, and is only brought out once a year or in dire emergencies. It is a simple white woollen robe similar to a priests's cassock that fits almost any human.  
Requirements for use: The wearer must be a Lawful or Neutral cleric, either human or dwarf, of 10th level or higher. 

  • For wearers of 10th-19th level the robe enables them to cast Cure Light Wounds 1/round, Cure Moderate Wounds 1/hour and Cure Disease 1/hour.  The robe provides the wearer with an effective AC of 0 without any encumbrance from wearing the robe and the robe also gives the wearer +5 to all saving throws and regeneration of 3hp/round unless reduced to -10 hp or below. 
  • For wearers of 20th level and above the robe also enables them to cast Circle of Regeneration 1/hour, Neutralise Poison 1/hour and Restore 1/day and also provides immunity from both energy level drain (such as from undead) and also immunity to death magic (clerical spells Finger of Death and Obliteration and the mage spells Death Spell and Power Word Kill are all negated by the robe). 
  • The wearer of the robe becomes increasingly pacifist in their outlook and more reluctant to hurt other creatures. For every week the robe is worn, the wearer gets -1 to hit and damage. After a month or so it stabilizes at -6 to hit and damage. 

Treggel’s Executioner: This battleaxe was the favoured weapon of a champion of Chaos, a mighty and terrifying warrior who ascended to become a Chaos Prince. Futhermore it whispers dark ideas to anyone foolhardy enough to wield it. Any lawful creature that touches the weapon (whether hit in combat or simply trying to pick the axe up) must save vs paralysation or be paralysed for 1d4 hours.  
Requirements for use: The wielder must be a Chaotic Fighter of 10th level or higher

  • Wielders of levels 10-20: Treggel's Executioner  functions as a Battleaxe +4 +6 vs lawful creatures. On a natural (unadjusted) 20 to hit the axe decapitates the target. For anything except a construct or a troll this means instant death (similar to a Vorpal sword). 
  • Wielders of at least 21st level: Treggel's Executioner is intelligent and has Intelligence 15, Ego 18 with a special purpose of slaying lawful creatures. 
  • The axe also has a malevolent desire to slay as many creatures as it can and to taste their blood on its blade, and any wielder gradually shares this bloodlust. The wielder becomes akin to a berserker, unable to withdraw from an active battle and not always able to tell ally from foe. A wisdom check is needed to tell friend from foe in the middle of a battle.  

Art by Dyson Logos, Source

The Abacus of Bassallia was used by Bassallia while she was a mortal merchant prince in Darokin. She gave it to one of her proteges shortly before she ascended to become an Exemplar. It is useless in combat but when used for an hour in a quiet office or study it allows the user to understand the current supplies and demands of any city over 5000 inhabitants, including which goods are going cheap and which goods command a high price. So for example if the user focuses on Selenica while studying the abacus they might find that spices and scroll-writing supplies are in high demand but copper from nearby mountains is plentiful and cheap. It cannot predict the future, only current trade conditions. Furthermore for each week the user possesses the abacus they gain 1 level in the Darokin Merchant class, up to level 10 after 10 weeks. These levels are lost if the user loses possession of the abacus, losing 1 level per week. The abacus is believed to be in possession of one of the heads of a powerful merchant house of Darokin who uses it regularly to spot profitable opportunities. The downside is the user becomes increasingly obsessed with business and profit, with romance, patriotism, religion, family and friends no longer seeming important. 
Source

The Book of Vergilloss: Gifted to Ashtarath, one of the most powerful Arvorian Arcane Knights by the Scion of the Outer Dark known as Vergillos. Ashtarath himself ascended to become a Chaos Prince and imbued some of his own essence into the book along with that of his otherworldly patron, Vergilloss. This book contains the rituals necessary to open interdimensional portals to the prisons where the Scions of the Outer Dark are held. The book is externally of normal size yet it contains far more pages than its closed size would suggest - dimensional magic is used to include many more pages than the normal 3 dimensions would allow. This artefact is closely guarded by the most powerful Arvorians as it is key to their overall strategy of bringing their abominable masters into Mystara to destroy the other races, especially the hated successors to Blackmoor, the humans. 
Requirements for use: The reader must be an Arvorian Arcane Knight or human Magic User of at least 12th level. 

  • For readers of 12th-24th level the Book of Vergilloss contains all the spells in the Rules Cyclopedia, which the reader may prepare and memorise as normal (character level restrictions to how many spells of what level still apply). Furthermore the book contains many non-standard spells that may not have been encountered before. 
  • For readers of 25th level and higher the book contains rituals that enable psychic contact with and even summoning of the dreaded Scions of the Outer Dark. It is fortunate for everyone else that these rituals require large numbers of Eldritch Crystals for their successful consumation. 
  • The price of using the book is insanity. Over a period of months the reader will become increasingly paranoid and detached from reality. How this manifests in game play will vary but those who have held onto the Book of Vergilloss will be troubled by delusions of grandeur, obsessive manias and a paranoid fear that everyone is out to get them and to steal the book from them. 



Friday, 19 July 2024

Traldar and Traladara Ruins in Karameikos

The Priory of Kells, source

I am going back to where this blog started - Karameikos. One of my earliest posts since I restarted the blog is about dungeons in Karameikos. That post didn’t really offer new ideas, only a quick overview of the official version, noting that there were not many official mentions of dungeons in Gaz1: The Grand Duchy of Karameikos,  but that would not stop an imaginative DM from placing plenty of their own around. 

Going back through the history section of the gazetteer I noticed that there are large gaps in the history. Like blank spaces on the map, I see this less as a lack of information and more as a blank canvas, spaces in the timeline where the DM can add their own events and changes. There are only 19 entries in the official timeline for Karameikos that stretches over 3000 years. Clearly for the sake of page count and simplicity for new readers I can understand why TSR kept the history very concise. But it does raise questions in my mind of what lesser events may have happened that were omitted for the sake of brevity. 

Nonetheless I have spotted things in the gazetter that I hadn’t last time round. Kelvin for example is a very Thyatian town, named after one of Duke Stefan’s loyal lieutenants. However, underneath are Traldar ruins, possibly forming a dungeon beneath Kelvin. Penhaligon has no such mention of Traldar or Traladaran ruins but I would certainly consider the possibility. Outside Threshold there is a ruined village of Hutaakan origin. Although I would expect soldiers from Threshold to regularly sweep the surface ruins for monsters before they start to threaten townsfolk, I can imagine they would avoid that flight of stairs that leads down into the dark, leaving such matters to foolhardy adventurers. I still have not tackled the ruined village of Krakatos and whatever might lie beneath. 

The Traladarans as Mystaran Celts?

Although the Traladarans have eastern European sounding names (particularly Yugoslav and Romanian) I am really not familiar with bronze-age Romania. I don't know anyone outside of those countries who does, and if they do, they probably don’t play D&D. However, my next best point of reference is western European Celts. I don’t think these are what the writers had in mind when describing the Traladara, but they are something I can at least have some concept of. And it fits in with them rubbing shoulders with and then being taken over by the much more powerful Byzantine/Roman Thyatian Empire to the East. The Celts also had their own distinct culture, art and legends but were not quite as civilized as the Romans, not developing their own cities or writing. This fits with the Traladara not having large cities, and their legends seem to have been recorded by Thyatian scholars, not their own. Western Celts had actually mastered iron smelting, and so were more iron age than bronze age - this could be reflected in traditional Traladara weapons and armour. 

Of course the Celts and Romans had a much more violent history, from the Gauls sacking Rome in 390BC to Julius Ceasar’s bloody conquest of Gaul, his foray into Britain and then Claudius’ conquest of Celtic Britain and the destruction of the druids and finally Boudicca’s sacking of Verulanium followed by the brutal Roman suppression of her revolt. I can imagine that there would have been similar clashes between Traladarans and Thyatians over the centuries since AC 0 as Karameikos would be an obvious target for Thyatian expansion and conquest. 

In real world history, Roman expansion into the Celtic world was a combination of factors, including bloody conquest, trade, culture and political alliances. What Traladaran chief fighting off rival chiefs in Traladara would turn down an offer of gold coins and forged iron weapons from Thyatis? All the Thyatians want in return is a little cooperation if their mutual enemies start attacking Thyatian interests on the south coast of Traladara. There were limits to Roman expansion - Hadrian’s Wall between northern England and Scotland is the biggest and most spectacular example of this. Romans also never had a military presence in Ireland, though the discovery of Roman coins in Dublin shows that they certainly traded there. In fact that’s how I see Specularum: As Marilenev Port it was Traladara’s main trading centre where the majority of foreign traders were Thyatian. As well as Thyatian goods and coins, they also brought over Thyatian ideas about architecture and city planning. The city of Specularum mapped out in the Gazetteer was not just built within the 30 years since Duke Stefan Karameikos arrived.  After the Roman invasion of Britain a new group emerged - the Romano-Britons, of Celtic ancestry and retaining some aspects of their heritage but adopting a lot of Roman culture, dress and attitudes. I imagine current Karameikos and Karameikians to be a similar amalgamation of cultures. 

Of course Mystara is not the real world, and two things that the Traladarans had to deal with that Celts did not were obviously effective magic (clerics and magic users) and monsters (lycanthropes, undead, humanoid tribes and the occasional dragon). Although the Celts of western Europe were fighting among themselves while also fighting the Roman Empire, I can imagine the Traladarans fighting off humanoid hordes such as the goblins migrating into the Dymrak Forest, the orcs encroaching from the Black Peaks and of course the hated gnolls, whose near-genocidal wars a thousand years ago brought the collapse of the ancient Traldar culture and the dark age from which the more recent Traladara culture emerged. In fact, this is probably the main reason they were less violent towards the Thyatians - both viewed the orcs, goblins and gnolls as a common enemy. Trading weapons and armour and diplomatic favours was more about fighting off these humanoids than neighbouring Traladarans.

There are also less barbaric demihumans - the gnomes around Highforge, the Callarrii Elves, halfling settlers from the Five Shires and dwarves migrating from Rockhome during its expansionist phase settling in the Altan Tepes, including Tarrag Duun. All of these would have had their own interactions with both the Thyatians and the Traladarans.  I imagine the Traladarans would have considerable respect, even awe, for the elves. The Thyatians would probably prefer the gruff, no-nonsense work ethic of the dwarves, The halflings were not considered particularly dangerous but they were good farmers and boasted an excellent cuisine. 

In terms of magic there are far fewer references in the gazetteer. Zirchev, King Halav’s right-hand man, was a wizard of great power. But the Traladarans do not have much of a magical tradition, certainly not compared to Glantri, Alphatia or even Thyatis. Nonetheless I can imagine the Circle of Zirchev as a network of Traladaran human mages who learnt magic use from the elves. Whether they are still around today or were absorbed into the more modern orders of mages in Karameikos is not clear. Perhaps they form a secret pro-Traladaran group within the Specularum Magician's Guild?

Celtic druids linking into D&D druids in old Traladara feels like a blog post for another time. And I am seriously considering this. However, the gazetteer does not mention druids but does talk about the Church of Traladara and the veneration of King Halav. One sect, the Church of Halav, has gone so far as to equate the current Duke Stefan with the ancient King Halav. The Church of Traladara seems more relaxed and less zealous than the Church of Karameikos from Thyatis. In terms of the struggle between Law and Chaos, in this campaign both the Church of Traladara and the Church of Karameikos are considered denominations of the Church of Law. They both have Lawful outlooks on life and behaviour.  They may not always agree with each other, and like real world sects there may be hardliners in each insisting that their version of Law is the correct one and everyone else is wrong. But when it comes to dealing with the Cult of Chaos and chaotic monsters the majority of both the Church of Traladara and the Church of Karameikos can put their differences aside to fight their common foe. In terms of immortals, the Church of Karameikos follows Law as a principle and as a cosmic force, while the Church of Traladara focuses on King Halav as an immortal - he has indeed ascended to become a Lawful saint, and is able to grant clerical spells and the ability to turn undead to his clerics. Queen Petra and Zirchev the Mage are lesser immortals, but are still able to grant clerical abilities to clerics who devote themselves to these two. In previous writings on this blog I have made references to the Church of Law in and around the Grand Duchy of Karameikos. I think it is simple to say that unless specific immortals and saints are mentioned the Church of Law involved will be the Church of Karameikos. 

Of course all this comparing Celts with Traladarans comes with a caveat that applies to all the cultures in Mystara - they may be inspired by real world historical nations and cultures but should not be considered accurate replicas. Darokin is not the same as Rennaisance Italy, the Northern Reaches are not the same as Viking Scandinavia and Nithia is not the same as ancient Egypt. After all, Karameikos has knights in shining armour and crenellated castles, even on the cover of the Gazetteer. So whatever the Traladarans may borrow from Roman-era Celts, they should not be considered historically accurate. 

Traladaran Ruins

So what does this mean in terms of Traladaran ruins? Here are some rough ideas that I could develop further:

source

Burial Cairns and Tumuli. These can be classic dungeons, either relatively small and simple like their real-world equivalents or being extensive catacombs with a Traladaran/Celtic flavour. 

Standing Stones: Like Avebury or Stonehenge, these upright stones usually larger than a man are occasionally solitary but often in a circle. They are built on powerful confluxes of mystical energy, also known as ley lines. The exact effects are up to the DM but those who are aligned to the purpose of these standing stones their spellcasting is enhanced. 

source

Hill Forts, either abandoned or still occupied. These are (or were) Traladaran settlements defended by earthwork ditches and wooden pallisades. If properly maintained by their inhabitants they still offer good military defences against conventional attacks from bandits or goblinoids. 

source

Shrines and Chapels to Halav, Petra and Zirchev have been built since the revival of Traladara culture 600 years ago. Some of these are still in use, tended by a cleric or two and maybe with some parishioners from local villages and farmsteads. Others will have fallen into ruin - whether through lack of faith or struck by some disaster. Reclaiming these lost places of worship would boost the adventurers’ status at least among those Traladarans who follow the old ways. 

Thyatian outposts from before the Karameikos takeover. These would be both military and economic in use, with soldiers providing safety for traders. This is inspired by some of the Roman forts on Hadrian’s Wall where a lot of trading took place. Some might still be maintained by what would now be the forces of Duke Stefan Karameikos while others have fallen into ruin perhaps after being sacked. 

Battlefields are not exactly ruins but hold the remains of many fallen warriors and whatever possessions have survived the ravages of time. Of course in D&D the big worry here is undead creatures, especially when dark, chaotic magic is involved.


So where are these Traladaran features found in Karameikos? At the moment I am not going to put a whole lot of them on the map of Karameikos. However, I am reserving the option of placing them as and when they are needed by adventures or other blog posts. Similarly events in Traladaran history may not have been important enough to be included in the Gazetteer timeline but could still be part of the background of places, items and adventures the PCs may encounter.  


Friday, 12 July 2024

Scenario 12: The Shaman’s Tomb

 

Introduction & Background

This is a short adventure for a party of adventurers of levels 2-3, using the B/X D&D rules. Although nominally set in Karameikos, perhaps near Castellan Keep, this could be set anywhere there are dwarven mines, including Rockhome, near Selenica in Darokin or even in Norwold. 

Balannir Hammerhand, a dwarf mine-owner  is looking for help. His main business asset, a copper mine, has been overrun by undead, and many of his employees have been slain. He has asked that adventurers assist in reclaiming the mine. Balannir is willing to pay the party 1000gp to destroy the undead. 

What Balannir does not know is that his miners have accidentally tunnelled into the tomb of a particularly nasty orc shaman, who was protected by a tomb guard of undead orcs.  These undead are inimicable to all intelligent life, and have slain or chased away the dwarves though a few are still trapped alive in the mine. Rescuing surviving dwarves will give the PCs 50xp per dwarf. 

Key to the map

1) 6 skeletons, formerly orcs, standing over the body of a slain dwarf. The skeletons will attack on sight. 

2) 2 dwarf miners who are terrified. They will be grateful for being rescued though they cannot offer much in return. 

3) A minecart is here, partly filled with copper ore. Lurking behind the cart is a giant crab spider that will rush out and attack if the cart is disturbed.
Giant Crab Spider: AC 7, Mv 120ft, HD 2*, hp 9, THAC0 18, Att 1 bite for 1d8 + poison, Save as F1, Ml 7, Align N, XP 25 
The poison of a crab spider requires the victim to save vs poison at +2 or die in 1d4 turns. 

4) The Grand Chamber. This large circular chamber has a 20’ high ceiling and various exiting tunnels. Guarding it are 6 skeletons (former orcs) and 2 gnoll zombies. There are 3 minecarts here, two are empty but one is full of copper ore. 

5) This chamber has evidence of recent mining, including copper ore on the ground and abandoned picks. There is also a slain dwarf on the floor. 

6) 2 zombie gnolls standing over a slain dwarf. 

7) 12 giant rats have made their nest here under an upturned minecart. They will squeek loudly at intruders and if anyone approaches within 20ft of the minecart the rats will rush out and attack. Behind the minecart is the (inanimate) skeleton of a dwarf. It still has 3 pieces of clear quartz, each worth 50gp.
Giant Rat: AC 7, Mv 120ft, HD 1/2, hp 2, THAC0 20, Att 1 bite for 1d3 + disease, Save as F1, Ml 8, Align C, XP 7. Anyone bitten by a giant rat has a 1 in 20 chance of needing to make a save vs poison or else contract a nasty disease. 

8) Foreman’s post. This chamber has a table, chair and chest as well as a lantern that still has a Continual Light spell cast on it (a gift from a mage). A drawer in the table has 25gp in it, while the chest just has written documents including financial records. 

9) Cowering in here is a surviving dwarf miner

10) 4 skeletons (former orcs) and 2 dead dwarves

11) 3 giant bats hang from the ceiling here. They are irritable and will attack if disturbed. On the ground here is a dead dwarf still clasping a sack of 320gp (the dwarf miners’ wages from the Foremans’ post #8 - this dwarf tried to steal the payroll when the mine descended into chaos but was chased and killed here).
Giant Bat: AC 6, Mv crawl 30ft/fly 180ft, HD 2, hp 10, 8, 7, THAC0 18, Att 1 bite for 1d4, Save as F1, Ml 8, Align N, XP 20

12) 4 dead dwarves, 3 skeletons (former orcs) and 1 zombie gnoll. In the middle of this chamber is a wooden pillar. Any dwarf or engineer will understand it is holding up the central part of the ceiling. It has an effective AC 6 hp 4. If it is destroyed then there will be a partial collapse of the ceiling, causing 2d6 damage from falling rocks to anyone failing a save vs wands. Clever PCs might use this to their advantage to damage the undead. 

13) The breach. Here are 2 dead dwarves and 2 zombie gnolls standing guard.

14) The ante chamber: Filled with noxious gas. Any living thing entering must save vs poison or be incapacitated for 1d6 rounds (unable to fight or concentrate enough for spellcasting, and movement is at half speed). A new save is required every turn the PCs spend in this ante chamber. The gas is similar to tear gas, causing gagging, vomiting, running eyes and nose and serious disorientation. 

15) The Shaman’s tomb. The orc shaman has now become a wight with clerical spells and he still has 3 skeletons as a personal guard. In a series of earthenware bowls there is the shaman's treasure: 4500sp, 400gp and 2 beryl gems worth 100gp each as well as 2 scrolls: one holds 3 clerical spells: Cure Light Wounds, Purify Food & Drink and Detect Chaos. The other one is a Scroll of Protection from Elementals. 
Shaman Wight: AC 5, Move 90ft, HD 3**, hp 20, THAC0 17, Att 1 touch or 1 spell, Damage: Energy drain or as spell. Save as C3. ML 12, Align C, XP 65
Spells prepared: Hold Person, Cause Light Wounds, Darkness
Wights are immune to normal weapons (silver or magic weapons or spells needed to hit). Their hit will drain 1 level from the target. As undead, wights are immune to sleep, charm and other mind-affecting spells as well as diseases and poison. 

Art by OpenArt, source

Commonly used creature stats:

Dwarf Miner: AC 7, Mv 60ft, HD 1, hp 5, THAC0 19, Att 1 improvised weapon for 1d4, Save as Dw1, Ml 6, Align L, XP 50 if rescued, equipment: leather overalls, shovel or pick-axe. 
Note that dwarves have 60ft infravision and have a chance to detect unusual stonework. 

Skeleton: AC 7, Mv 60ft, HD 1, hp 5, THAC0 19, Att 1 weapon for 1d6, Save as F1, Ml 12, Align C, XP 10
As undead skeletons are immune to sleep, charm and other mind-affecting spells as well as diseases and poison. 

Zombie Gnoll: AC 7, Mv 60ft, HD 3, hp 15, THAC0 17, Att 1 weapon for 1d8+1, Save as F2, Ml 12, Align C, XP 35
Zombie gnolls always lose initiative. As undead, zombie gnolls are immune to sleep, charm and other mind-affecting spells as well as diseases and poison. 





Thursday, 4 July 2024

Supernatural Agents of Law

There are many creatures that actively follow the cosmic force of Chaos. Ranging from miserable kobolds  and corrupt humans to demons and Chaos Princes, the agents of Chaos are both diverse and widespread, found in every realm of Mystara. 

But what about the agents of Law? The most common ones are humans and demihumans. Human and dwarf clerics and halfling defenders are foremost among the agents of Law. By way of divination and communing, lawful clerics may receive guidance from their lawful patron immortals or saints. Whether they act on this or can persuade others to do so is another matter. Other civilized folk will also act as champions of Law and when Chaos gathers its forces, it is usually humans, dwarves and elves who must confront these ravening hordes to protect their peaceful realms. Although a lot of the time this is about just protecting their nations and lands from invaders, sometimes the folks involved are aware they are taking part in the great conflict of Law against Chaos. As well as massed armies there are agents who will try to find and root out the agents of Chaos within society. The city watch, investigators, witch-hunters and adventurers are all often involved as agents of Law in a smaller scale of conflict. Whether they are doing this as part of the cosmic struggle or simply protecting their community from malevolent cultists can vary.  

The non-human agents of Law are far fewer than their chaotic counterparts, at least on the Material Plane. Here I should distinguish between non-human creatures that happen to be lawful and creatures that actively champion the cause of Law. Gold dragons, storm giants, rocs and werebears are generally lawful, as are pegasi, blink dogs and a few other creatures. But most of them are not involved in the cosmic conflict of Law against Chaos, and simply behave in a lawful manner. 

Gold dragons (from the D&D Basic set) are among the most powerful and long-lived lawful monsters and they will sometimes get involved, talking to adventurers (usually while polymorphed into a less threatening form). They also consider it their duty to counter the predations and destruction of chaotic dragons, particularly when such dragons threaten major cities or the balance of power. Although rare even by dragon standards, gold dragons are comfortable in any habitat and as such might be found anywhere One gold dragon is known to occasionally visit the Reclusium of Serenity in Karameikos while polymorphed into a dwarf with a golden beard, while another is believed to live in the hills to the north of Cinsa-Men-Noo in northern Ylaruam. A small colony lives in the Icereach mountain range in Norwold, to the west of the Great Bay, where they compete with the more numerous dragons of other species. . 

Art by Sayrin70, source

Hsiao (from the Rules Cyclopedia and Masters Rules Set), the philosopher owls are rare and like unicorns they tend to avoid civilization for the most part, living in deep forests.  Like unicorns they often have contact with  other sylvan creatures. But they are always observant, both with their owl-like senses and clerical divination, for the machinations of Chaos. And when they do spot a threat that needs to be dealt with they may deal with it themselves or they may ask certain trusted clerics, druids or elves. Hsiao may well have regular contact with humans and demihumans they trust, usually those who are lawful themselves, or neutral with an interest in preserving nature and the status quo.   

Unicorns (from the Expert Rules set) differ from their equine cousins the pegasi in that the pegasi may be gentle and benevolent, but they tend not to view the wider picture - a pegasus is only slightly smarter than a good-natured horse. Unicorns are wise enough to be aware of the cosmic conflict and the increasing threat of Chaos in Mystara. However, they are still very skittish around humans and prefer to be around sylvan creatures such as dryads, centaurs and pixies. They tend to be the ambassadors for Law within the fey community, and when they do talk to civilized folk it tends to be with elves and halflings who both have a better connection to nature than humans or dwarves. The fact that they are sometimes hunted for their magical horns makes them all the more wary of mortals. There are a few unicorns found in Alfheim, and one is thought to roam in the woods of the Callarii Elvies in Karameikos.     

Helion (from the Companion Rules Set): These beings from the Plane of Fire tend not to venture onto the Material Plane except in unusual or urgent situations - they are preoccupied with keeping the forces of Chaos on the Plane of Fire contained by combatting the Efreet and their allies.  

Art by Jeff Easley from D&D Masters Rules Set

Archon (from the Rules Cyclopedia and Masters Rules Set): These extra-planar servants of Law are the most dedicated opponents of Chaos. Some serve Law itself, while others are the lieutenants, messengers and servants of lawful immortals. I'm actually going to change the females from their description in both the Masters Rules set and also the Rules Cyclopedia. In this campaign the archon females no longer have the bull heads that breathe fire and are simply the female equivalent of the male (possibly with robes over the torso for modesty). Archons are generally visitors not residents of the Material Plane and only stay here when dealing with a long-term problem or else trapped by powerful magics. 


Borrowed From 1st edition AD&D

Shedu are the keepers of ancient lore and wisdom. If you have the AD&D stats for shedu from the AD&D Monster Manual, I would suggest dropping the psionic abilities and replacing them with the spells of a 9th level magic user (the shedu only need verbal components). Shedu are rare and are found in abandoned shrines and temples of Law as well as libraries and archives that hold the knowledge the shedu are tasked with curating. While archons, as messengers of immortals, may visit mortals, shedu tend to stay where they are and let the mortals find them if the knowledge they hold is important enough.  At least three are known to dwell around Ylaruam, particularly near Nithian ruins, warding treasure hunters away from ancient evil that should stay buried. Another has been encountered in the Great Waste to the west of Sind, though nobody knows what it is guarding, and the shedu is not revealing anything.  

Lammasu are thought to be related to sphinxes. Some sages have postulated that the sphinxes have diverged over their incredibly long history (sphinxes as a race are believed to be as old as dragons). The consistently lawful ones have become lammasu while the most chaotic ones have degenerated into manticores. The lammasu have become the healers and protectors of Law. Rather than combatting Chaos and evil directly the lammasu help and support those that do, including mortal adventurers. If a band of lawful adventurers is in desperate need of help in the face of overwhelming chaotic enemies, it is possible that the cosmic force of Law may send a lammasu to aid the mortals. Of course, no adventurer should ever rely on this  - lammasu only appear very rarely and only to those who most deserve their aid.  

Ki-Rin: Sometimes known as dragon horses, ki-rin have a strong affinity for the air and although they are usually resident on the Planes of Law, when visiting the Material Plane they tend to rest on cloud islands among the rocs, cloud giants and storm giants. They are fierce combatants as well as powerful spellcasters, and are more likely to confront chaotic monsters directly. 

Couatl: These feathered serpents are found in warmer climates, usually south of Brun such as the Serpent Peninsula and the jungles of Davania. If you have the AD&D stats for couatls from the AD&D Monster Manual I would suggest dropping the psionic abilities and instead replacing them with the ability to become invisible 3/day and cast silence 15ft radius 3/day. In Mystara couatls have become the scouts and spies for the forces of Law, investigating possible chaotic threats.  

Devas, Planetars and Solars (from AD&D Monster Manual II): These angelic beings are mostly replaced by Archons (see above). However, when they are found they are not races unto themselves but the manifestation of the edicts of Law. They are the will of the forces of Law made physical. As such they do not seem to have much personality and although polite to mortals they can seem almost robotic. 

Hollyphants (from AD&D Monster Manual II): These weird little creatures tend to be a lot more cheerful and talkative than some of the other creatures here, and although they have significant combat abilities (including shooting sun-sparkles from their trunks) their main role is to bring hope to those in despair. The war against Chaos has been waged for a long time and mortals may feel despondent, overwhelmed or insignificant. What is the point of defeating one evil coven of chaos cultists when another one will spring up elsewhere? Hollyphants can encourage lawful creatures to fight the good fight, that every effort will contribute, and to enjoy the small victories - a village saved, a plague cured or a rampaging monster stopped in its tracks is worth celebrating. Chaotic creatures find hollyphants incredibly annoying, trite and corny. 

With all of these creatures from BECMI and AD&D I would suggest that they can advance in hit dice in a way similar to PCs advancing in class levels. Their size and damage is unaltered but their spell casting improves with increased hit dice. This is of course entirely at the DM's discretion. And although my current list of clerical spells is a bit longer than the official rules, the DM is certainly welcome to bring in new spells from other sources when it seems a suitable choice for one of these agents of Law. 

The DM is at liberty to use or ignore these creatures as they wish. They could be used as patrons for lawful adventurers, as advisors, or in a pinch, a divine intervention as an alternative to a Total Party Kill (though only if the PCs deserve to be rescued - if the PCs got themselves into a stupidly deadly situation the forces of Law feel less obliged to intervene). I personally don’t think these should be used in place of PCs being pro-active and problem solving - they are not there to do the PCs work and thinking for them. Perhaps one of these creatures has been captured by the forces of Chaos, or is being hunted by powerful chaotic creatures and needs the PCs’ help. They could even be used as opponents if the PCs are neutral or chaotic in alignment, particularly if there is ignorance and misunderstanding. If the PCs are investigating ancient ruins and come across a Shedu guarding the shrine of knowledge they might not recognise it as such. And even if they do, the Shedu would not take kindly to thuggish humans plundering its abode.