Wednesday, 25 December 2024

An Updated Map for my Norwold Campaign

Merry Christmas to all my readers!

Over the last few years I have written various blog posts about a possible campaign in Norwold. This has included various short adventures, locations and NPCs. I feel as a matter of clarification I ought to show these on a map (my additions are magenta text in a white box). The original map is by Robin (from the Piazza Mystara forum), known as 6inchnails on DeviantArt where her map collection is. 

8 miles per hex, based on original map by sixinchnails, source

In my mind the default starting town is still Barathmir, where novice adventurers can set out to explore the harsh wilderness and ancient ruins or else visit other settlements. 

Locations added to the map from previous posts include:

New locations include:

  • Ironclub ogres
  • Berresford's Ruined Tower (mentioned in The Ruined Arvorian Outpost)
  • Sassdranthor: This was formerly an Arvorian lair, but has been taken over by undead creatures. Dorsennos, the sinister lord of Westria, is believed to be involved.  
  • The Ear-Ripper Orcs and Splinteraxe village which were mentioned in the blog post on Latela

Further locations may be added to this map later as I add them to the blog. 

The City of Madness and locations within it are outside the borders of the main campaign map and lie 600 miles further north-east where the Everwinter Lands meet the nearly-frozen sea as shown by this overview map.

8 miles per hex, source 6inchnails



Friday, 20 December 2024

Scenario #13: The Mammoth-Helm Clan


Introduction and Background

This is a B/X D&D adventure intended for a party of characters of about levels 7-9, higher level than most adventures detailed on this blog. It borrows some monsters described in an earlier blog post as well as some other monsters from Fighting Fantasty and AD&D. Also unlike most of my scenarios set in Norwold, this does not involve the Arvorians

North of the Great Bay of Norwold, where the Lothbarth Taiga meets the tundra the Mammoth-Helm clan of frost giants have made their lair. They are brutal and savage, and recently they have stepped up their raids on human and halfling settlements. It is also possible for them to join in large-scale giantish incursions into the Kingdom of Alpha (such as that described in CM1: Test of the Warlords). 

It may seem unusual for frost giants to live in a forest, but these ones describe themselves as Taiga frost giants, capable of enduring warmer climates than their high-arctic brethren who usually avoid areas above freezing. The Lothbarth Forest is as far north as coniferous forests can be, and it is frozen for more than half the year, so the taiga frost giants only need to cope with the short summer months. 

These giants have got complacent, and do not bother to hide the tracks to their lair, which is underground. The architecture of their underground lair is very neat and orthogonal, with lots of right-angles and smooth walls, implying that the frost giants did not make it themselves but took it over from previous occupants, or else they had magical help in excavating it. The one really convenient thing about this dungeon is that most of the rooms and chambers are 20ft tall, meaning the frost giants can walk around freely without stooping. 

Key to the map: 

1) Entrance Hall: A small white dragon guards the entrance here. It has been subdued and captured by the giants who are conveniently immune to its breath weapon. It will attack any creature other than frost giants unless restrained by a frost giant. The frost giants have allowed it a paltry hoard to satiate its desire for treasure, a pile of 2000sp and 5500cp.

White Dragon: AC 3, Mv 90ft/Fly 240ft, HD 6**, 28hp, THAC0 14, Att 2 claws/1 bite for 1d4/1d4/2d8 or breath weapon, Save F6, Ml 8, Align N, 725xp
Breath weapon: cone of frost 80ft long and 30ft wide at furthest, doing damage equal to dragon's current hit points. Save vs Dragons Breath for half damage

2) Frost giant guard post: A single frost giant (hp 40) here will investigate if the dragon in room #1 causes a disturbance. He has 2 throwing boulders to hand, and he may call on the ogres in room #15 to help if he realises he is in trouble.  

3) Empty apart from chewed bones of various species.

4) The Warriors Chamber: This large chamber has 4 large beds, an 8ft high table on which are 6 throwing boulders, and is home to 4 frost giants (3 male, 1 female, hp 37, 40, 44, 50) who will attack any intruders. 

5) First Family chamber: This chamber has 1 frost giant female and 4 juvenile frost giants (hp 18, 20, 21, 26). The juveniles will be reluctant to fight and will only do so if they have no choice. Note that the juveniles are small enough to fit into the 10ft high corridors used by the ogre servants. 

Juvenile frost giant: AC 7, Mv 90ft, HD 5+1, hp 25 average, THAC0 16, Att 1 club for 1d10, Spec Abil: Immune to cold damage, Save F5, Ml 5,  Align C, 225xp

6) Meat Storage: In here are the carcasses of various animals including carribou, giant elk, giant boar and musk-oxen, all hanging from hooks on the ceiling. The cold in here keeps them relatively fresh.  

7) Second Family Chamber: This contains 2 frost giant females and 3 juvenile frost giants

Juvenile frost giant: AC 7, Mv 90ft, HD 5+1, hp 25 average, THAC0 16, Att 1 club for 1d10, Spec Abil: Immune to cold damage, Save F5, Ml 5,  Align C, 225xp

8) The Wolf Pen: This chamber holds 4 dire wolves (hp 14, 20, 21, 23) and a white-furred wolf that seems odd. It is in fact a winter wolf, (borrowed from AD&D), much more intelligent and cruel and with a magical freezing breath. The winter wolf has become the alpha of this pack, although it submits to the superiority of the frost giants (who are immune to its breath weapon). 

Dire Wolf: AC 6, Mv 150ft, HD 4+1, THAC0 15, Att 1 bite for 2d4, Save F2, Ml 8, Align N, 125xp

Winter Wolf: AC 5, Mv 180ft, HD 6*, 30hp, THAC0 14, Att 1 bite for 2d4 or breath weapon, Save F6, Ml 9, Align C, 500xp
Breath weapon can be used once per turn and is a cone of frost, 10ft long, 10ft wide at furthest, causing  4d6 cold damage to all caught in the blast. Successful save vs Dragons Breath reduces it to half damage. 

9) The Wolf-master's quarter: These two frost giants (hp female 44, male 51)  both have whistles and can command the wolves and winter wolf in room #8. They are a mated pair and will not willingly abandon each other. The male has a sack on his belt with 2,400gp and 200pp. Near their beds are 4 throwing boulders.

10) The Frost Giant Chief's Den: This big chamber is home to the frost giant chief Mammoth-Helm himself, plus two female frost giants (his consorts, hp 40, 43). Next to his double bed there is a chest. On top of the chest are 3 throwing boulders, and inside is the clan's treasure: 24,000gp, 76,000sp, 1200pp and 10 items of jewelry worth a total of 11,000gp. Around Mammoth-Helm's neck is a Medallion of ESP which he has figured out how to use, and helps keep his underlings in line. He also wears a giant-sized helmet topped with the tips of a pair of mammoth tusks-viking style, and trimmed with silver, worth 500gp. 

Frost Giant Chief Mammoth-Helm (stats as Frost Giant Leader): AC 2, Mv 120ft, HD 12+5,70hp, THAC0 7, Att 1 giant axe for 4d6+2 or throw boulder (range 200ft) for 3d6, Spec Abil: Immune to cold damage, Save F12, Ml 11, Align C, 1100xp

11) The Armoury: Here is a frost giant bladesmith and 3 ogre servants. There is also a magical furnace in the centre of the room that stays hot without refueling, and on one side an oversized (6ft tall, 8ft long) anvil. Hanging on the walls are 5 suits of giant-sized chain mail (which is what most of the giants in this dungeon wear), 6 giant-sized battleaxes, and 3 giant-sized bastard swords. The bladesmith is respected for his ability to tolerate the heat from the magical furnace - other giants find room temperature difficult enough. As such he wears a golden circlet on his head with a large ruby embedded in it, worth 2000gp even though it is much too large for humans to wear. Also rather than throwing boulders, this frost giant instead has two human-sized battleaxes tucked in his belt that he uses as throwing axes for 1d8+2 damage. 

12) Chapel of the Frozen Lord: This grim place has four large columns of ice reaching all the way up to the ceiling (20ft high). Embedded in the ice are the severed heads of various humanoid victims - human, dwarf, elf, ogre, bugbear and even two frost giant heads. Against the south wall is a huge 20ft tall statue carved in bluish-grey stone reaching up to the ceiling portraying a bow-legged, bald frost giant wielding a massive hammer. At the base of the statue is a name in giantish runes: Kostchtchie. Although this place has no specific malevolent effects on trespassers, anyone using Detect Evil or Detect Chaos will sense something unpleasant and hateful. 

13) The Chamber of the Old One: In here is what seems to be an icy statue of a demon with treasure scattered around its base. It is in fact an Ice Demon and will attack once intruders get close enough. The ice demon has 7,300gp, 11,000sp and 6 gems worth 300gp each (large perfect amethysts) scattered on the floor. It is visiting the material plane to encourage these frost giants in their attacks on civilization. Despite the frost giants being immune to its breath weapon the ice demon can still intimidate all of the frost giants, including the chief and the shamans. 

Ice Demon: AC 2, Mv 120ft/Fly 180ft, HD 14+4*, 70hp, THAC0 5, Att 2 fists for 2d6/2d6+ stun or breath weapon, Spec Abil: Ice demons are immune to normal weapons and require +1 or better magic weapons to hit. . They are also immune to poison, disease and cold damage. Save: F15, Ml 12, Align C, XP 2300
Breath weapon: Every other round an ice demon may use its breath weapon, a cone of cold that extends from the ice demon's mouth out to 30' and is 20' wide at the end. Anyone in that area must save vs dragon breath or suffer 4d10 cold damage and be paralysed by cold for 1d4 rounds.
Ice demons, as summoned beings from another plane, can be kept at bay by Protection From Evil spells.

14) The  Shamans' Quarters. In here are two frost giant shamans, one male (55hp), one female (50hp). They both have a sack on their belts containing 1000gp each and platinum unholy symbols around their necks worth 500gp each. 
Frost Giant Shaman: AC 4, Mv 120ft, HD 11+3, THAC0 8, Att 1 axe for 4d6 or 1 spell, Save C11, Ml 10, Align C, 1900xp
Male shaman spells: Protection from Evil, Rage, Hold Person
Female shaman spells: Detect Magic, Cure Light Wounds, Aura of Shadows

The Ogre Quarters: The following rooms and corridors are only 10ft tall, and therefore the frost giants have great difficulty squeezing into them. The ogres within might find the rooms a bit cramped but recognise that  the frost giants cannot follow them in here, so they feel a bit safer and have a little more privacy. 

15) 3 ogres (hp 16, 14, 20) are here, with many fur blankets and badly tanned hides to keep them warm. They may assist the frost giant in room #2 if called on. 

16) The Ogre hearth. Here are 6 ogres (3 males hp 24, 24, 17, 3 females hp 28, 21, 18) and 6 juvenile ogres(hp 6, 9, 9, 10, 10, 12) . They are huddled around a fire pit that they keep burning. In one corner there is a pile of dead branches and relatively dry wood. 

Juvenile ogre: AC 6, Mv 90ft, HD 2+1, THAC0 17, Att 1 club for 1d8, Save F2, Ml 7, Align C, 25xp 

17) Rorg the Ogre Boss lives here. He has stayed leader of this band of ogres by strength, cunning and not picking fights with the frost giants (a fatal mistake as his deceased predecessor discovered…). It is possible if this dungeon is attacked by adventurers he will try to point out (either in giantish or broken common) that the ogres aren’t the real threat and they are being kept as unwilling servants by the giants (only partially true). Nonetheless if attacked he will defend himself. He has a sack of treasure that he has managed to keep out of the frost giants’ hands, and has told them the ogres have no treasure of their own. The sack contains 4500gp, 1100pp and an ornate golden crown with sapphires worth 2000gp. 

Rorg the Ogre Boss: AC 4, Mv 90ft, HD 6+2, hp 30, THAC0 13, Att 1 large morning star for 1d10+2, Save F6, Ml 10, Align C, 350xp

18) 1 tusked yeti is kept here by the frost giants. The ogres are supposed to look after it but they are actually quite scared of it. It will attack any humans or demihumans and can get aggressive with ogres, though it is submissive towards the frost giants. 

Tusked Yeti: AC 6, Mv 120ft, HD 10+10, THAC0 9, Att 2 claws/1 bite for 2d4/2d4/3d6, Spec Abil: Immune to Cold damage, Save F5, Ml  9, 900xp

19)  3 ogres (2 male, hp 22, 17, 1 female, hp 17)  are here, and are worried about the yeti next door, despite the frost giants insistence they should look after it. 

20) 4 ogres (hp 17, 19, 19, 20)  + 2 juvenile ogres (hp 8, 10) huddled around a fire pit with a butchered wild boar on a spit. 

Juvenile ogre: AC 6, Mv 90ft, HD 2+1, THAC0 17, Att 1 club for 1d8, Save F2, Ml 7, Align C, 25xp 

21) A minotaur has joined the frost giant clan and now acts as tracker, helping the frost giants find prey in the forest. It does not like the ogres but has to put up with them. The minotaur has accumulated a collection of ivory tusks from various creatures including mammoths, mastodon, giant boar and walruses. These include 6 large mammoth tusks worth 600gp each, 10 smaller mastodon tusks worth 400gp each and 6 walrus tusks worth 200gp each. The minotaur also has a sack with 3600sp and 600gp. Although the minotaur knows it cannot take on the tusked yeti in room #18, it notices the yeti has very fine tusks. 

Minotaur: AC 6, Mv 120ft, HD 6, 27hp, Att 1 gore/1 bite for 1d6/1d6, Save F6, Ml 12, Align C, 275xp


Commonly used stats:

Frost Giant: AC 4, Mv 120ft, HD 10+1 (46hp average),  THAC0 9, Att 1 giant weapon for 4d6 damage or 1 thrown boulder (range 200ft) for 3d6 damage, Spec Abil: Immune to Cold damage, Save F10, Ml 9, 900xp

Ogre: AC 5, Mv 90ft, HD 4+1 (19hp average), THAC0 15, Att 1 club for 1d10, Save F4, Ml 9, Align C, 125xp


Art by Sebastian Horoszko, source

Thursday, 12 December 2024

Thoughts about Gaz7: The Northern Reaches

 

I like this one. It is in contrast in tone and adventure style to Gaz9: The Minrothad Guilds. Here it shows the brutal, perhaps bloodthirsty, streak in the culture of this land, with lots of opportunity for conflict and adventure, which seems to be in stark contrast to the rather peaceful and boring Minrothad islands.

I’ve gone through the player’s pull-out section. I like the descriptions of the land and the people, the laws and attitudes. The rules I take with a pinch of salt and I may not incorporate them all as written.
  • The personality traits I think are interesting suggestions but I would more likely to use them as guidelines for the DM to roleplay NPCs, rather than as actual game mechanics. 
  • The skills are something I have noticed in other gazetteers but not really paid much attention to. But it’s nice for rounding out a PC or NPC. 
  • The list of Norse names is always useful. 
  • The part on clerics and their rune magic is interesting and I would certainly use this for NPCs. In fact part of me wants to start creating new runes right away but I ought to see how the published runes work first. They are not just simple spells. However, I am also wary of game balance issues - the Know Runes spell does involve a ritual of considerable hardship and risk but after that the cleric with runes has power that clerics from other lands simply do not have access to.
One aspect that I noticed is the introduction of a pantheon of deities that many other gazetteers simply do not address.  This is the classic Norse pantheon, with Odin, Thor, Frey and Loki. My head goes off on different directions with this one. What about the other Norse deities, described in Deities and Demigods? Tyr, Balder, Frigga and Heimdall could all be brought in.  
But also how do these gods fit in with immortals that were previously mortals who found the path to immortality? My gut instinct is to put these ones in a different category: Elder Immortals, who were never human.  
Although not exactly the same pantheon, the category of Elder Immortal can also include Kagyar from the Dwarves of Rockhome and Apep from the Nithian (i.e. Egyptian) pantheon. In fact, if I am to take the Norse pantheon on board in this campaign it opens up the possibility of other pantheons in other nations and regions, which changes the focus away from Law vs Chaos that has been the predominant religious and metaphysical conflict so far in this campaign. Would these Norse immortals take sides in Law vs Chaos? Or do they ignore it, staying neutral in an uncaring way? Loki and Hel are chaotic, while Tyr is Lawful but even then that does not mean they are integrally tied to these cosmic forces but merely an indication of their behaviour and attitutes, like most mortals. 

The three nations of the Northern Reaches, old-fashioned and brutal Ostland, the more civilized Vestland and the fragmented and somewhat anarchic Soderfjord Jarldoms, offer three different environments in which to set adventure, but all of them seem to offer plenty of excitement and opportunities for brave heroes. The raiding culture and reliance on strength and combat prowess over law, trade and diplomacy, particularly in Ostland, makes for great human opponents who fight first and ask questions later. I would say in terms of alignment that even if the raiders think they are simply carrying on a tradition that they have held for centuries, to anyone else (especially those targeted by them) these norse raiders are no better than orcs, goblins or chaos warriors - indeed their actions are seen as chaotic at least in outcome if not in philosophy. This raises the question in my mind: were vikings the original murder-hobos? I’m sure the monks of Lindisfarne would say yes. 

And yet there is also opportunity for diplomacy, trade and perhaps espionage. The Ethengar Khanate, the Heldannic Knights and the Emirates of Ylaruam are all neighbours who at least want to keep an eye on the Northern Reaches, maybe do business with them and perhaps even influence the decisions of the leaders. Vestland is trying to shift from a raiding culture to a trading culture, and while not everyone in Vestland agrees with this change, it is perhaps safer to do business here than in either Ostland or the Jarldoms. Of course, a merchant may well hire adventurers to protect him and his interests from those who prefer the old ways. 
Trade links extend all over the Sea of Dawn and can take merchants and adventurers far afield, from Norwold to Thyatis, from Alphatia to the Pearl Islands. This reflects real-life vikings who found themselves in North Africa, Ireland, England, France, Sicily, Russia, Greenland, Byzantium and even Nova Scotia in North America, trading, plundering, colonising and fighting as mercenaries as the opportunities presented themselves. In some ways I see vikings as the ultimate opportunists, roaming around, judging situations and settlements and deciding what is best for themselves. 

The  non-human races of the Northern Reaches, particularly gnolls, trolls, kobolds, gnomes and dwarves, are all mentioned and briefly discussed. The first three (trolls, gnolls and kobolds) are perpetual foes of the humans, making the mountainous borderlands to the west and south very dangerous. Although expeditions against them might be a tad simplisitc, perhaps even hack and slash, it is at least straightforward and always available as a way of finding loot and action. 

The dwarves, including the Modrigswerg (moulder dwarves) and gnomes are a different matter, and although it is possible that some may be hostile, it is usually much more a matter of how the PCs approach them. Dwarves are much like those in Rockhome and many are descended from the dwarves of Rockhome. Gnomes are not given as much description having driven to near extinction by kobolds but I like to think of them as similar to rock gnomes found in Karameikos, with warriors and tricksters. I don't feel tinker gnomes fit this setting. They would be very rare, and perhaps not even having their own settlements, but as enclaves and refugees with dwarf clans. I suspect the author of Gaz7 (Ken Rolston) did not expect any gnomes to have survived. 

The Modrigswerg are a subrace of unpleasant, unhinged dwarves who are still remarkably skilled at creating powerful magic items. As a DM and creator of adventures I reckon they could fill a variety of roles from outright villains to someone the PCs need to negotiate or trade with, to a source of wondrous items that can become either plot McGuffins or rewards for successful quests. They are tricky and truculent, and difficult to work with, and often quite treacherous. Yet their crafting skills make them extremely useful. There is even a paragraph about their skill and imagination in creating dungeon traps - they could probably teach the goblins of Zugguth Peak about how to build really nasty traps.  In terms of AD&D & later editions they have elements of both duergar (their greed and brutality) and derro (their paranoia, mental instability and isolationism). I like them already....

A combination of various subterranean races means that the Northern Reaches, particularly the areas on the mainland, have substantial cave complexes and excavated lairs. Thus the Shadowdeep, Mystara’s underground realm, extends substantially under the mountainous parts of the Northern Reaches. 

At the end of the DM’s book there is a substantial adventure set in the Falun Caverns, formerly a gnome settlement, now overrun with kobolds.  I would be tempted to use my own rules for humanoid NPCs here, with kobold warriors and nobles having levels in the warrior class, and kobold wiccas being replaced by shamans, but to each their own. There are also shorter adventures including “The Defence of Otkel’s Stead” and “The Jarl’s Hall”. 

I can see myself using the Northern Reaches a lot on this blog. 

Thursday, 5 December 2024

Tilphon's Journal of the Shadowdeep, part 1

From the Journal of Tilphon, Professor of Underground Geography at Shiell University, Alphatia

As you probably know, I was asked by the Shiell University to investigate the subterranean realms underneath the continent of Brun, particularly under the south-east quarter that holds such nations as Darokin, Alfheim, Rockhome and the Broken Lands. These underground expanses are often referred to by various names - the Underdark, the Lands Below and Darklands. However, they are most commonly referred to as the Shadowdeep, so that is the name I shall stick with for this journal. 

As one explorer I cannot comprehensively cover such a vast area on my own, so the reader will have to accept that these are simply my own observations - there may well be areas, features and species that I simply have not encountered. I suspect my journal will not be as famous or as studied as that of Prince Haldemmar of Haaken but I would like to think I can contribute something to the great libraries that are one of the greatest prides of our glorious Empire of Alphatia. 

My travels have led me to believe that there are specific realms that constitute the Shadowdeep, and though they are distinctive, they are also connected by tunnels. The realms that I am aware of include:

  • Deep Nithia, including the now-sunken River Nithia underneath the deserts of the Emirates of Ylarum
  • The Lower Broken Lands
  • Realm of the Deep Glaurants under the Five Shires
  • Realm of the Shadow Elves under Darokin, the Broken Lands and Alfheim

There are other minor areas of the Shadowdeep that connect to the greater whole but are not large enough to be considered proper Shadowdeep Realms, particularly

  • The Tunnels under Thyatis City
  • The Falun Caverns under Soderfjord
  • Deep Dengar under the capital of Rockhome

And thus I set off. I decided it was best to travel solo, mainly to avoid logistical issues and also to keep the disturbance I might cause to a minimum. Thus with three Bags of Holding (rations and drink, spellbooks and writing equipment, camping and traveling equipment respectively) and my trusty Staff of the Magi doubling as a walking staff, I set off on my travels. I hitched a ride on skyship from Shiell, not sure if I would see my home city again, to the Isle of Dawn. I took the opportunity of the stay in East Portage to change from the traditional glyph-embroidered silk robes of a senior Alphatian wizard to something a little less attention-seeking - the rather more drab tunic and breeches of a small-time trader. Having been a well-to-do wizard of Alphatia with a good reputation and standing, it felt rather strange to become anonymous - both humbling but also a bit liberating. I took a horse to the border of the Thyatian territories and passed through unnoticed to West Portage, catching a sea vessel to Jaboor in Ylaruam. I forgot how seasick I get on the ocean waves and I was very glad to reach solid land again on 6th Sulamir 2001. 

Now my intended direction had become downwards rather than westwards, and I started searching for a suitable entrance to the Shadowdeep. This proved easier than expected: I was told that Jaboor's fresh water comes from wells going down into an underground river. Securing all my equipment and clothing, I dropped down the well using a Feather Fall spell and found myself waist deep in a cold underground watercourse, not too fast but definitely moving. I popped on my goggles of Infravision. The investigation had begun!

10th Sulamir 2001

My exact route is not certain but I am following this river course upstream. This water course is about 50ft wide, which is a lot smaller than I had expected the great river Nithia to be. I suspect this is a different underground river running parallel. I wonder if rather than one river system that all joins up to the Nithia there are numerous independent rivers that don't join until under the Sea of Dawn? The fact that I was able to get down into the river system deep beneath the Emirates almost as soon as I reached these shores indicates that these underground rivers are more widespread than I had expected. 

Various monstrous encounters on the way, but nothing I cannot handle.

Serpent folk - not well documented but clearly very intelligent and capable of magic use. They are hostile to most humans (including me!), which is a pity because as an academic I believe there is much the two species could learn from each other.  Just don't let them get close enough to bite! Chain Lightning spells disposed of them quickly enough. I have picked up one of their spellbooks, which will provide some interesting reading. 

Lizard Men - here they seem to be the footsoldiers and lackeys of the Serpent Folk. I should have brought a reference book about the long lost Mogreth civilization. I am sure that these lizard folk and serpent folk are connected to that period, and perhaps are the remnants of pre-human Nithia. These particular lizard folk are greyish of scaly skin and wield crude swords. 

Troglodytes - Filthy smelly creatures. So far I have encountered two groups of troglodytes in Deep Nithia - one seemed to be independent, the other allied with serpent folk. I am wondering how they fit into the ancient Mogreth civilization? 

13th Sulamir 2001

Travelling upstream has proven cold and tiring, although I should be thankful that the river is low enough for wading to be feasible and the air is breathable. There are side caverns where I have spent the rest periods. I want to call them nights but of course the sun is now irrelevant for timekeeping and I now rely on my gnomish chronographer on my wrist. Anyway, these side caverns are often havens of underground life, with various mushrooms and fungi growing from the rocky walls and floors.  I wish I had brought some way of talking to my peers at Shiell University as these fungi are quite unfamiliar to me, and I don't even know which might be safe to eat. Other creatures are definitely capable of eating them and during my rest periods in these fungal grottos I have seen several fungivorous species grazing. 

Giant Fire Beetles: Often encountered by novice adventurers. I believe they are actually omnivorous rather than purely fungivorous, sometimes scavenging on dead creatures, so I was careful not to get too close. Their characteristic fire glands mess up infravision but look impressive when I remove the goggles. In fact these beetles allowed me to see the fungal grotto lit up. 

Cave Locust: Almost as unpleasant as troglodytes. At least these are not malicious - just don't panic them, they are skittish. I had to use a Wall of Force to protect myself when a nearby swarm of twenty or so cave locusts were frightened by a giant gecko that attempted to catch one. They were bouncing of the Wall of Force and spitting horrible brown sludge at the gecko and at me. More than merely grazers, a swarm of cave locusts can strip a fungal cave down to the bare rock and then move on to the next meal. 

Cave Louse: These seem to be oversized (4ft long, 18 inches wide) woodlice that have adapted to the cave environment. They are pale grey, almost albino, and feed on the fungi found underground. They have hard chitinous shells on top that make it difficult for many predators to wound them, though if they can be flipped over they are very vulnerable. I took the time to sketch one of them. 

Cave Louse, sketched by Tilphon
[Combat stats: AC 2 on top, 7 underneath, Move 60ft, HD 1 (4hp), THAC0 20, Att 1 bite for 1d3, Save NM, Ml 6, Align Neutral, XP 10, TT none, Int 1 (Animal), Size/Type: Small Vermin]

It is clear that while green plants are the basis of ecologies on the surface in woods, plains and swamps, here it is the fungi that feed the fungivores that then are preyed on by more dangerous monsters.