Thursday, 6 February 2025

Logos Location #12: Berresford’s Ruined Tower


Based on original cartography by Dyson Logos; 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 is a B/X D&D adventure for a party of  characters of levels 2-4 set in Norwold. It is a place that the PCs may look for after finding clues in the Ruined Arvorian Outpost, particularly if they rescue Berresford.   

This tower was built on a rocky outcrop on the west bank of a small river (too small to show on the campaign map) by early Alphatian settlers as a military outpost called Ironspire Tower, keeping an eye on creatures threatening the settlements on the shores of the Great Bay of Norwold. About 40 years ago (961 AC) the Alphatians were exploring around the area when they stumbled on a lair of Arvorians (perhaps Iseldek’s Drop?) and a battle ensued. The Alphatians retreated back to this tower, but the Arvorians followed them. All the Alphatians were slain and the Arvorians adopted it as their own, placing a squad of their junior members there and also recruiting local humanoids to bolster their forces.   

About a month ago a human trapper called Berresford rediscovered this tower that had been forgotten about. Thanks to great luck and skill he sneaked into the ground floor and found an amulet with a glowing gemstone inside, and then fled before the inhabitants could catch him. On his way back to Barathmir  he encountered a hunting party of the Alvini pack of lupins and mentioned the tower and the gemstone. He also encountered a wandering trader called Maevig Trostober, and he sold the amulet with the gemstone to her, with the promise he would find more from where that came from. Unfortunately this time the inhabitants of the tower were more alert: Berresford was captured and taken to the Ruined Arvorian Outpost for further interrogation where he is currently held until the PCs rescue him. 


Based on original cartography by Dyson Logos; source

As usual commonly used monster stat blocks are given at the end of the dungeon room descriptions. 

Ground Floor

1) 4 shield orcs + 3 crossbow orcs stand guard here, under orders to attack any non-orc, non-arvorian creatures that try to enter. The crossbows are already loaded so the crossbow orcs will shoot first then close in for melee. 

2) 5 shield orcs + 1 orc veteran warrior guard the stairwell. 
Orc Veteran Warrior: AC 5, Mv 90ft, HD 2 (10hp), THAC0 18, Att 1 battleaxe for 1d8+1, Save F2, Ml 8, Align C, 20 XP, equipment: Chain mail, Battleaxe, 25gp, 33sp

Upper Floor

3) This room has the stairwell going down as well as a round table with 7 stools. There are 4 crossbow orcs here, all with light crossbows, 10 quarrels and shortswords. The crossbows are already loaded so the orcs will try to shoot them before closing for melee with shortswords. 

4) This room has an orc subchief here with 2 shield orcs as henchmen. He is the leader of all the orcs in this building though he still answers to the Arvorians. This room also has a table with two large benches, as well as barrels of foodstuffs here. On the north wall is a ladder leading up to the top floor. Under the subchief’s bed there is a leather sack containing the orcs treasure: 1200sp, 400gp and 4 aquamarine gems worth 100gp each. 
Orc Subchief: AC 5, Mv 90ft, HD 3 (15hp) THAC0 16, Att 1 Sword +1 for 1d8+2, Save F3, Ml 10, Align C, 35 XP, equipment: Sword +1, Chain mail, dagger   

Top Floor

5) This is the observation post of the tower, with battlements around the walls and a flimsy wooden roof overhead that only keeps some of the rain and snow off. There are 6 crossbow orcs with light crossbows, 10 quarrels and hand axes. The crossbows are already loaded so the orcs will try to shoot them before closing for melee with hand axes.

6) This area has battlements along the wall and is open to the sky. There are no monsters here although a giant hawk has been known to roam the area, picking prey off when clearly above the trees. 




Based on original cartography by Dyson Logos; source

Upper Dungeon

7) Here are 7 skeletons, all with hand weapons. They have been instructed to kill any humans, elves or lupins. This means they will initially ignore any dwarves, halflings and gnomes though if attacked they will retaliate. 

8) 4 skeletons stand guard here with an Arvorian Junior Priest (Eldritch Crusader 3rd level) who commands them and the skeletons in room 7. She will command the skeletons to attack any intruders - she has encountered Berresford and other humans and decided she doesn’t like them. She is second in command here, answering only to the Arvorian leader in #14
Junior Priest: AC 3, Mv 60ft, HD C3 (12 hp), THAC0 18, Att 1 mace for 1d6+1 or by spell, Save C3, Ml 9, Align C, 50 XP, equipment: Banded armour, shield, mace, unholy symbol, amulet of undead command, 30gp, 15pp, Spells: Cure Light Wounds, Darkness

9) Stairs down to the lower dungeon. This is guarded by 2 zombie wolves, commanded by the Arvorian in room 8. 
Zombie Wolf: AC 6, Mv 90ft, HD 3+2 (hp 17, 14), THAC0 16, Att 1 bite for 1d6+1, Save F2, Ml 12, Align C, 50 XP, Spec Quality: undead - immune to poison, disease & mind-affecting spells, turned by clerics as ghouls. 

10) The Armoury. This has no creatures but boxes and barrels of supplies including shields, crossbows, hand axes and leather armour for orcs, and maces and scale mail for the Arvorians. 

Lower Dungeon

11) 4 Arvorian Acolytes (Eldritch Crusader 1st level) who will attack any strangers

12) Empty apart from beds for Arvorians

13) 3 Arvorian Acolytes (Eldritch Crusader 1st level) + 2 giant shrew the Arvorians have trained as a pet. The arvorians know about the secret door to #15 but are unlikely to use it. 
Giant Shrew: AC 4, Mv 180ft, HD 1, hp 3, 7, THAC0 19, Att 2 bites for 1d6/1d6, Save F1, Ml 10, Align N, 10 XP. Giant shrews get +1 to initiative rolls. 

14) Arvorian Leaders Quarters. An Arvorian Eldritch Crusader (4th level) dwells here and he commands all the Arvorians and orcs in the ruined tower. As well as his bed and a chest of clothes there is a table with a drawer. Inside are 400gp, 320pp, a peridot gem worth 400gp and a trio of small (coin-sized) softly glowing green crystals  that are actually eldritch crystals (no fixed monetary value but desired by the Arvorians). There is also a crude map that shows the location of this and several other Arvorian bases in the northern Great Bay area, including the ruined Arvorian Outpost and Iseldek's Drop
Arvorian Leader: AC 3, Mv 60ft, HD C4, 14 hp, THAC0 17, Att 1 Mace +1 for 1d6+1 or by spell, Save C4, Ml 10, Align C, 125 XP, equipment: banded armour, shield, Mace +1, unholy symbol, Spells: Hold Person, Cure Light Wounds, Darkness

15) Secret Compartment sits between two secret doors, one leading to #13, the other to #16. 

16) Empty apart from some fungi and mushrooms though the toads (16a) may occasionally climb out of the water here. 
16a) 2 giant toads lurk in this pool. If they fail a morale check they will try to swim along the submerged passage (#17) to escape. 
Giant Toad: AC 7, Mv 90ft/Swim 90ft, HD 2+2, hp 7, 10, THAC0 17, Att 1 tongue (see below) or 1 bite for 1d4+1, Save F1, Ml 6, Align N, 25 XP
Spec ability: tongue: 15ft range, no damage but drags small-sized target to toad for automatic bite Swallow small targets whole on natural 20, causing 1d6 damage per round

The submerged section: Areas 17, 18 & 19 are entirely submerged with no air to breathe. Navigating this without drowning will probably take magical aid. The Arvorians have left this section alone as two of their members have drowned trying to explore these places. It is quite understandable if PCs also completely leave this part of the dungeon alone, particularly if they realise the very real risk of drowning while fighting underwater and in the dark. The length completely underwater from 16a (the toad pool) to 20 (the watery cave with the crayfish) is about 170ft and in complete darkness.  And there is no telling if anyone trying to swim this length will take a wrong turn and end up face to face with an aquatic ghoul while running out of oxygen….

17) The submerged passage. The water goes all the way up to the ceiling. 

18) Lair of the Lacedon. A single aquatic ghoul dwells here. It feeds mostly on creatures in the river. The Arvorians are aware a ghoul is sometimes seen in the river at night but do not realise it has made its lair here. 
Ghoul: AC 6, Mv 90ft/Swim 90ft, HD 2*, 10 hp, THAC0 18, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis, Save F2, Ml 12, Align C, 25 XP. Paralysis: each hit requires the target to save vs paralysis or be paralysed for 2d4 turns

19) More submerged passage. No fixed encounters here though the lacedon (#18) and giant toads (#16a) occasionally pass through here.

20) The watery cave: 1 giant crayfish (borrowed from AD&D) lurks here, feeding on any creatures that wander into the cave from the river. In the water there is a sunken rowing boat that still holds the skeletons of 2 humans who tried to escape when the Arvorians attacked. They tried to make off with 3500sp & 430gp but didn't get far. The loose coins are now scattered over the waterlogged boat wreck. The southern end connects to #19 the submerged passage.  
Giant Crayfish: AC 4, Mv 60ft/Swim 180ft, HD 4+4, 20hp, THAC0 15, Att 2 claws for 2d6/2d6, Save F2, Ml 10, Align N, 125 XP

21) 5 stirges roost here among the bones of various creatures. Scattered among the bones are some incidental treasure: 250sp, 33gp and a non-magical ring of silver and clear quartz worth 100gp
Stirge: AC 7, Mv 30ft/Fly 150ft, HD 1*, hp 5, 4, 3, 6, 2, THAC0 17 first attack, 19 thereafter, Att 1 proboscis for 1d3+ drain (automatic 1d3 damage per round thereafter), Save F1, Ml 9, Align N, 13 XP

22) Cave Mouth: This opens up on the river bank underneath the surface tower as noted on the ground floor map. 

Commonly used monster stat blocks

Arvorian Acolyte: AC 5, Mv 90ft HD C1, 4 hp each, THAC0 19, Att 1 mace for 1d6, Save C1, Ml 8, Align C, 10 XP, equipment: Scale mail, shield, mace, 20sp 

Shield Orc: AC 6, HD 1, Mv 90ft, HD 1, hp 5 each, THAC0 19, Att 1 hand axe for 1d6, Save F1, Ml 7, Align C, 10 XP, equipment: leather armour, shield, hand axe, 10sp 

Crossbow Orc: AC 7, Mv 90ft, HD 1, hp 4 each, THAC0 19, Att 1 crossbow bolt (range 80/160/240) for 1d6 or hand axe (melee) for 1d6, Save F1, Ml 7, Align C, 10 XP, equipment: leather armour, light crossbow, 10 bolts, hand axe, 10sp

Skeleton: AC 7, Mv 60ft, HD 1, hp 5 each, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, 10 XP, undead (immune to sleep, charm & mind affecting spells, immune to poison & disease)

Beyond this adventure

Although intended as a side-quest in case PCs follow up on Berresford’s account of where he found the eldritch crystal, this could be part of a longer chain of scenarios. The most obvious pointer for further adventures is the map found in the table of the Arvorian Leader in room #14. This map is loosely based on this one but not nearly as detailed. As well as the locations mentioned, the map could also indicate where to find more Arvorian bases created by the DM, or, if the adventurers are more interested in money, where treasure troves may be found. 

Wednesday, 29 January 2025

Messing around with 5.5E D&D


This is just an experiment and it probably won’t go anywhere but here it goes. It might even get further than my aborted Pathfinder project which I have now deleted, but I’m not going to put money on that. I have recently bought the new Player’s Handbook, and although it has no official name, I’m going to refer to this edition as 5.5E, and I’m curious as to how it feels. However, I am not going to create a whole new blog, and although this blog “Tales of Kaelaross” is mainly focused on B/X & BECMI D&D, it is my blog and if I want to diverge into later editions I will, such as now. 

I’m already involved in an ongoing 5E game and some of us are buying the new books, so this is kind of seeing whether this is good for actual play, as well as whether I could do blog posts about it. 

Creating a Character

So let’s start with a new character and see what character creation is like.

On p33 we have the steps for creating a character. Unlike older editions, here you select class and species/race and then assign ability scores as you see fit. I’m going to go for options that are simply not available in BECMI, just to keep things interesting. 

1) Choose a class: I’m going with warlock. As we are starting at 1st level I don’t worry about subclass now (although Archfey patron is interesting and I would choose that if this character reached 3rd level). Starting abilities are: 1 Eldritch Invocation (I’m going with Armour of Shadows which allows casting of Mage Armour) and Pact Magic, giving me 2 cantrips and 2 prepared spells: cantrips are Eldritch Blast and Minor Illusion, prepared spells are Charm Person and Witch Bolt.

2) Determine Origin: Dragonborn (copper) as species. He’s male. For background I’ll say he’s been a hermit, out on the edges of the forest. Being a copper dragonborn he gets acid breath weapon, damage resistance to acid and 60ft darkvision.   Being a hermit gives him the Healer feat, Medicine & Religion skills and some equipment. As a hermit he also gets +1 to Con, Wis & Cha. 

3) Determine ability scores: I’m going with the standard array, partly because I’m lazy, partly because it is relatively new to me and I want to experiment. These are 15, 14, 13, 12, 10, 8. I’ll arrange them as Str 8 (-1), Dex 12 (+1), Con 10 (0), Int 13 (+1), Wis 14 (+2), Cha 15 (+2). However, the bonus from hermit background means he is now Str 8 (-1), Dex 12 (+1), Con 11 (0), Int 13 (+1). Wis 15 (+2), Cha 16 (+3). This used to be from race/species but now it's from background. 

4) Alignment: Chaotic Good. Partly inherited from his copper dragon heritage, partly from being friends with some of the fey on the edge of the forest. He enjoys freedom and takes a relaxed view of authority. 

5) Fill in the details. Quite a broad step covering a range of details, but here are the salient points:

  • Proficiency bonus and saving throws: As he's 1st level my warlock gets a proficiency bonus of +2, and warlocks get this bonus to Wisdom and Charisma saving throws
  • Skills: As a hermit he already gets Medicine and Religion, and as a warlock I'm also going to give him Arcana and Investigation. The +2 proficiency bonus applies here as well. 
  • Passive Perception is 10 + Wis modifier = 12
  • Hit Points: Warlocks are beefier than I remember, and now have d8 hit dice, so my warlock starts with 8hp. 
  • Equipment: As a warlock he's going for the default package of leather armour, sickle, 2 daggers, arcane focus (orb), Book of occult lore, scholar's pack (Backpack, book, ink, ink pen, lamp, 10 flasks of oil, 10 sheets of parchment + tinderbox) + 15gp. As a hermit he also gets a quarterstaff, herbalism kit, book of philosophy, bedroll, lamp, 3 flasks of oil, travellers clothes and 16gp . As my warlock has feeble strength but okay dexterity I'm going to rely more on the daggers than the sickle or quarterstaff as daggers are finesse weapons and therefore can use dexterity bonus even in melee. Mind you, the 1d8 damage of using a quarterstaff in 2 hands makes it almost worth it, even if his low strength makes it 1d8-1. 
  • Name: Balthion
Interesting that the designers have dropped the ideals, bonds, flaws and personality archetypes for the backgrounds in 5.0. I suspect these simply did not catch on with the player base - personally we've never used them in our group. 
  
So my new character can be summarised as:
Strength8 (-1)NameBalthionMovement:30ft
Dexterity13 (+1)ClassWarlockSizeMedium
Constitution11 (0)Subclass-AC12
Intelligence13 (+1)Level1HP8
Wisdom15 (+2)BackgroundHermitHit Dice1
Charisma16 (+3)SpeciesDragonborn, CopperProfic Bonus+2
AlignmentChaotic Goodmelee to hit+1 (+2 profic, -1 Str)
GenderMaleSpell to hit+5 (+2 profic, +3 Cha)
Species Features
Class FeaturesEquipment
Breath Weapon: Acid
Eldritch InvocationsArmour of ShadowsLeather Armour
Damage Resistance to Acid
Cantrips (2)Eldritch BlastSickle
Darkvision 60ft range
Minor Illusion2 daggers
Prepared Spells (2)Charm Person
Book of Occult Lore
Skills:FeatsWitch Bolt
Book of Philosophy
MedicineHealerSpell Slots:1
Arcane Focus (orb)
ReligionBackpack
Arcana

book
InvestigationPassive Perception12ink
SavingThrowProficWisdom, Charismaink quill
LanguagesDraconic2 lamps
Sylvan13 flasks of oil
Common
10 sheets of parchment
Money:31gpherbalism kit
bed roll
travellers clothes

This whole process took about 2 hours, partly because I'm still finding my way around the new PHB, and also checking various rules that might have changed. I also have not settled on a standard way of laying out the character sheet, so this may change from character to character. 
I will admit this is a lot slower than creating characters with BECMI but then again this has a lot more options, such as subclasses, class and species being separate and the addition of feats, skills and backgrounds. It will be interesting getting used to this. 

The implied setting

I've got various campaign world settings on my bookshelf, but none really exactly match the range of races and classes seen in the new PHB. When you introduce new races/species, such as dragonborn, it raises the question of where do they live, whether they have suddenly appeared in the world or if they were always there but only just now being noticed. Shoehorning dragonborn and goliaths into an established setting like Greyhawk just feels wrong to me. 

Similarly with classes, particularly where they are distinct enough from each other that it would be awkward to say they had previously been treated as this other class. Paladins and Barbarians in 5.5E have their own sets of abilities that set them apart from fighters, and similarly warlocks and sorcerers are distinct from wizards. Even if an inhabitant of the setting does not understand the game mechanics that separate classes, they would understand that a bard is not a rogue. So I'm not going to use Mystara - that stays B/X & BECMI. 

Another aspect of 5.5E is that even 1st level characters start off with a range of abilities that your medieval peasant would be in awe and fear of - just look at my boy Balthion with his invocation and prepared spells that would put a B/X 3rd level magic user to shame. People have said that in later editions the heroes are more like superheroes. Is this a form of inflation, or power creep to keep min-maxing players interested? 
My solution? Create a new setting. Embrace the newness. And have some leeway to introduce new species, classes, subclasses, backgrounds and the like. 

In fact I might go as far as to say the best way to approach this is the idea that 5.5E is a separate game. Yes there are some similarities inherited through the lineage of various D&D editions, but I should accept that a lot of the time a 1:1 conversion between this and B/X either will not work or will require a lot of fudging. The two systems can borrow ideas from each other, not as compatible editions but in the same way I might borrow ideas from WHFRP, Earthdawn or Stormbringer RPGs. I know that some DMs would argue they are more compatible than the completely separate systems I’ve mentioned but it is easier for me to assume they are different systems and then be happily surprised when conversion is simple than assume they are compatible and then get slowed down and frustrated when the relevant mechanics are quite different.   

For the sake of simplicity let's call this new world Xerros. In Xerros about 1% of the population across a range of species have a special gift, a spark of potential. They are known as the Spirit Touched. The other 99% are often referred to as Mundanes. The Spirit Touched are able to gain levels as PC classes, while the mundanes do not; all player characters are assumed to be Spirit Touched. 

Many NPCs, such as merchants, footsoldiers, bar tenders and beggars, will be mundane (and have accordingly weaker game stats, similar to the standard stat blocks for NPCs at the back of the 2014 Monster Manual), but a few will be  spirit-touched - these will often be the peers, superiors, tutors, rivals and enemies of PCs and are just as capable as the PCs of rising to power and glory or notoriety. As such NPCs of significance are more likely to be spirit-touched and have levels in character classes. In fact, rather than using Monster Manual style standard stat blocks, I would like as many spirit-touched NPCs as feasible to be constructed in the same way as player characters, using the rules in the PHB. 

I'm not committing myself to anything major here but it could be interesting to see where this goes. 



Thursday, 23 January 2025

The Temple of Chaos Divided: The First Dungeon Level

 

1st Level Central Hub

As explained in the introduction and surface ruins, the Temple of Chaos Divided is a megadungeon with multiple levels. Each level has a central hub, and is surrounded by geomorphs (190ft x 190ft each)

The groups within this map include:

  • The Kobolds are a few of the descendents of kobolds used as menial labour by the Twisted Summoners that lived deeper in lower levels. Some of these were set free when their master died, others were abandoned as their master sought more powerful minons. The result is a feral population of these small scaly dog-men.  They are not particularly interested in the worship of Chaos but are quite opportunistic, doing what it takes to survive. They generally leave the various chaos cultists alone. There are two bands on this map, one led by Arrix, the other by Nilgo. They tend to leave each other alone but there is an understanding that in the event of a major attack, the two bands of kobolds will join forces, or at least accept survivors of the other band. 
  • The Temple of Chaos Grandiose is one of the Temple's factions of Chaos worshippers, and they are trying to establish a presence on the first level hub and perhaps control access to and from the surface. They have allies and followers on the surface so may not automatically attack adventurers unless it is clear they are not on the cultists' side. They are mostly human but have some orcs in their ranks as well. 
  • The Lizardmen were originally inhabitants of an underground lake that connects to Lymewood's village well. They came to this dungeon level as mercenaries, hired muscle to bolster one of the factions. But when they were not paid in either coin or food they drove off their would-be masters (so probably not the Temple of Chaos Grandiose) and have made their own home here around the pool in 1.13. They have no interest in worshipping Chaos but are always looking out for more food, including careless humans...

Wandering monsters are rolled for every 2 turns and occur in a 1 in 10. If wandering monsters occur, roll on the table below. Combat stats are found either in the key or in the common monster stats section. 

D10Monster
1-3Kobolds, 2d4
4Chaotic Guards, 2d4
5Chaotic Acolyte
6-7Giant Rat, 2d6
8-9Lizard folk, 1d4
10Orcs, 1d6

Key to the map

1.1) The Main Stairway. This chamber has a spiral staircase going up to the ruined tower in the surface ruins. The room is large but empty of creatures although if the PCs wait here long enough there will be chaotic humans and other creatures passing through. 

1.2) The Chapel of Chaos. This place of worship holds 2 chaotic guards, a chaotic adept and 6 normal people. In the two northern corners are monstrous statues about the size of a man carved from black basalt. The chaotic humans are all very junior members of the Temple of Chaos Grandiose - the six normal humans are not residents of the dungeon but live outside and are visiting to pay respects and confirm their allegience. If they see the PCs they will be hesitant as they are not sure if the PCs are part of the Cult of Chaos or its enemies. The guards and adept are more likely to fight back if attacked while the normal people will only fight as a last resort. 
Chaotic Guard: AC 5, Mv 90ft, HD F1 (hp 4 & 6), THAC0 18, Att 1 weapon for 1d6+1, Save F1, Ml 7, Align C, XP 10, equipment: scale armour, spear, shield, 10sp each
Chaotic Adept: AC 4, Mv 90ft, HD C2 (hp 10), THAC0 19, Att 1 weapon for 1d6, Save C3, Ml 8, Align C, XP 20, equipment: chain mail, mace, shield, unholy symbol of Chaos, 10gp, spells: Detect Magic
Normal Human: AC 9, Mv 120ft, HD 1/2 (hp 3 each) THAC0 20, Att 1 weapon for 1d4, Save NM, Ml 6, Align C, XP 5, equipment: dagger or club, simple clothes

1.3) Stairs down. This large chamber is guarded by 3 orcs and a chaotic acolyte of the Temple of Chaos Grandiose. They try to ascertain the identity and intentions of anyone seeking to go down the stairs to the second dungeon level, but are not particularly thorough or bright. 
Orc: AC 6, Mv 90ft, HD 1 (hp 4, 3, 6), THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 7, Align C, XP 10, equipment: leather armour, shield, hand axe, 10sp each
Chaotic Acolyte: AC 5, Mv 90ft, HD C1, (hp 3), THAC0 19, Att 1 weapon for 1d6, Save C1, Ml 8, Align C, XP 10, equipment: scale armour, mace, shield, unholy symbol of Chaos, 14sp

1.4) Empty

1.5) Pit Trap: This covered pit covers the width of this corridor and is 10ft deep. It is covered with flimsy canvas painted like stone, so is not immediately obvious but any weight more than 50lb will cause the canvas to tear and anything on it will drop down, taking 1d6 falling damage. Thieves get +25% when trying to detect this trap, and dwarves can spot this on a 1-2 on d6 if actively looking. At the bottom of the pit is the skeletal remains of a would-be adventurer who still grasps a functional though non-magical sword and wears human-sized scale mail. In his purse is 52gp and a turquoise gem worth 50gp. 

1.6) 3 kobolds + 4 kobold slingers are stationed here. They are part of Arrix's small tribe

1.7) 4 kobolds + barrels of food supplies and camp fire. They answer to Arrix the kobold leader

1.8) Arrix the Kobold leader + 5 kobolds + 3000sp + 8000cp treasure in a sack in the corner.  
Arrix the Kobold Leader: AC 5, Mv 60ft, HD 2 (12hp), THAC0 18, Att 1 weapon for 1d4+1, Save F2, Ml 8, Align C, XP 20, Equipment: chainmail armour (halfling-sized), Dagger +1 

1.9) 4 kobolds + 2 kobold slingers, part of Arrix's band. 

1.10) Empty apart from smashed furniture

1.11) 10 giant rats are based here. They have chewed a hole in the bottom of the southeastern door (observant adventurers may notice this before they open it). They will attack if anyone disturbs their lair (a pile of detritus and bones). In amongst the mess is a single zircon worth 200gp.
Giant Rat: AC 7, Mv 60ft/swim 120ft, HD 1/2 (2hp each), THAC0 20, Att 1 bite for 1d3 + possible disease, Save NM, Ml 7, Align N, XP 5

1.12) Empty apart from 3 inanimate humanoid skeletons.

1.13) 2 lizard folk +1 lizard folk leader bathing in a pool 5ft deep. They regard the pool as not just their territory but a vital resource to be defended. The leader is clearly bigger and stronger than the others and can also speak a halting, simple common as well as being fluent in lizardfolk language. As a sign of his position he also wears a golden chain around his neck that is worth 200gp.

Lizard Folk Leader: AC 5, Move 60ft/swim 120ft, HD 4+2 (22 hp), THAC0 15, Att 1 weapon for 1d6+2, Save F4, Ml 12, Align N, XP 125, equipment: large mace, gold chain

1.14) 4 lizard folk including 2 females guarding a clutch of eggs each

1.15) 2 lizard folk + several earthenware pots containing 500gp + 3200sp treasure

1.16) Empty

1.17) 2 chaotic guards who may assist the chaotic humans in the Chapel of Chaos (#1.2) if they hear the sound of combat. They are part of the Temple of Chaos Grandiose. 
Chaotic Guard: AC 5, Mv 90ft, HD F1 (hp 5 each), THAC0 18, Att 1 weapon for 1d6+1, Save F1, Ml 7, Align C, XP 10, equipment: scale armour, spear, shield, 10sp each

1.18) 2 orc guards who answer to Vilnaadu
Orc: AC 6, Mv 90ft, HD 1 (hp 3, 6), THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 7, Align C, XP 10, equipment: leather armour, shield, hand axe, 10sp each

1.19) Vilnaadu the Seer, 2nd level mage, plus bed, books and a locked box. Nominally part of the Temple of Chaos Grandiose, his allegience is actually quite loose, and may negotiate with adventurers, claiming that he is not really a cultist but just hangs out here. He commands the orcs in #1.18. The locked box under the is opened by a key that Vilnaadu has in his pocket and it contains 120gp, 45pp and a large amethyst worth 150gp. 
Vilnaadu the Seer: AC 8, Mv 120ft, HD M2 (5hp), THAC0 19 (18 when throwing), Att 1 throwing dagger for 1d4 or by spell, Save M2, Ml 6, Align C, XP 25, Equipment: 5 throwing daggers, key to locked box, Spellbook (contains Read Magic, Detect Magic, Magic Missile, Charm Person, Comprehend Languages), Scroll of Spells: Web, Sleep, Ventriloquism 

1.20) The Room of Hypnotic Colours: This room is filled with swirling, glowing colourful patterns on the wall, a form of permanent illusion and enchantment. Anyone spending more than a turn in this room must save vs spells or become dazed for 2d4 turns, during which they cannot cast spells, and are at -2 to hit and further saving throws and can only move at half their normal rate. The residents of the dungeon who know about this room (including Vilnaadu) will hurry through it without stopping, often with their eyes closed. 

1.21) Empty

1.22) 6 kobolds + 2 kobold slingers. They are loyal to Nilgo the kobold shaman (room 1.24)

1.23) 4 kobolds + 2 giant ferrets (kobold pets). There is a pit in the middle of this room, 10ft deep (1d6 falling damage) that the dungeon inhabitants will use as a temporary prison. On the edge of the pit is a 20ft length of knotted rope. In here are 3 villagers and 1 chaotic cultist who will claim to be a caravan guard seized as his caravan passed near the temple. In fact he has fallen foul of superiors in the forces of Chaos and has been handed over to the kobolds. 
Giant Ferret: AC 5, Mv 150ft, HD 1+1 (hp 6, 4), THAC0 18, Att 1 bite for 1d8, Save F1, Ml 8, Align N, 15 XP
Villagers: AC 9, Mv 120ft, HD 1/2 (2 hp each), THAC0 20 Att 1 fist for 1, Save NM, Ml 5, Align N, 5 XP
Chaotic Cultist: AC 9, Mv 120ft, HD F1 (hp 4), THAC0 19, Att 1 fist for 1, Save F1, Ml 6, Align C, 10 XP

1.24) 3 kobolds + 3 giant ferrets (the kobolds pets) + Nilgo the kobold shaman who keeps this band's treasure in a locked chest in the southeast corner of this room and holds the key on a thong around his neck. The chest contains: 4600cp, 3200sp, 400gp and a Potion of Healing
Giant Ferret: AC 5, Mv 150ft, HD 1+1 (hp 6, 4), THAC0 18, Att 1 bite for 1d8, Save F1, Ml 8, Align N, 15 XP
Nilgo the kobold shaman: AC 6, Mv 60ft, HD C2 (5hp), THAC0 19, Att 1 mace for 1d6 or spell, Save C2, Ml 7, Align C, 25xp, equipment: leather armour, mace, unholy symbol of chaos, key to locked chest. Spells: Light/Darkness

1.25) This room is dominated by a pool 10ft deep with a statue rising up out of the middle, though there is a  dry walkway around the west and south edge. The bronze statue is of a nude female 5ft tall and is actually highly electrified - anyone touching it while in the pool suffers 2d4 electrical damage. Anyone touching it with a pole or other long wooden object from the dry floor will take no damage but feel a tingling buzzing sensation in their hands.Touching it with a long metal pole that can conduct electricity results in the full 2d4 damage. Rumour has it this bizarre trap is the unfortunate remains of a human maid who served one of the powerful mages deeper in the dungeon but who was caught stealing from her master. 

1.26) Empty

1.27) 2 crab spiders dwell here. They will attack anything that disturbs their lair. On the floor are the dessicated husks of three kobolds, an orc and a chaotic priest who still clutches a Mace +1 and an Unholy Symbol (of the Temple of Chaos Grandiose), as well as a non-magical amulet of silver and topaz worth 300gp. 
Crab Spider: AC 7, Mv 120ft, HD 2* (5 & 8hp), THAC0 18, Att 1 bite for 1d8+ poison (save vs poison or die in 1d4 turns), Save F1, Ml 7, Align N, XP 25

1.28) Empty

Common Monster Stats

Kobold: AC 7, Mv 60ft, HD 1/2 (2hp each), THAC0 20, Att 1 weapon for 1d4, Save NM, Ml 6, Align C, XP 5, equipment: dagger (slingers also have slings + 10 stones each)

Lizard Folk: AC 5, Mv 60ft/Swim 120ft, HD 2+1 (10hp each), THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 10, Align N, XP 25, Equipment: hand axe, shortsword or spear



Friday, 17 January 2025

The Temple of Chaos Divided: The Village of Lymewood

8 miles per hex, original cartography by Thorfinn Tait, source

Lymewood is the nearest civilised settlement to the megadungeon known as the Temple of Chaos Divided, and is a village of about 220 inhabitants, nearly all Alphatian human. It is in northern Alphatia, about 23 miles north of the city of Shiell along the main road, and is also a day's travel from the towns of Sanaz and Naughwayne.  The infamous temple is only 6 miles southwest along a rough track and most folks can reach the temple on foot within 2 hours of leaving Lymewood. 

As described in the background to the temple, in AC 760 (1760 Alphatian Reckoning) a vicious army of monsters and chaotic humans emerged from the Temple of Chaos Divided and began laying waste to the surrounding countryside, with Lymewood being its first objective. Fortunately for the inhabitants the local archmage was able to evacuate them to Shiell using a Polymorph Object spell to increase the size of her magic carpet so that all 80 villagers could climb on. The livestock and buildings of Lymewood were mostly destroyed by the horde of Chaos. 

The army of monsters and chaotic humans was defeated at the walls of Shiell and then the counter attack was launched against the temple. Although the surface structures (described in the previous blog post) were cleared out and burnt, the underground dungeons were a different matter. So the authorities of Shiell decided to keep a watch on the Temple of Chaos Divided, and the best place to do that was Lymewood. Assisting with the rebuilding, two new major buildings were added: Lymewood Outpost, for mages who oppose Chaos, and the Lymewood Bastion, where lawful clerics could maintain a strong presence. While this was going on the farmers and other common folk rebuilt their cottages, shops and barns. 



Key to map of Lymewood

1) The Lymewood Bastion. This imposing church is actually built on the ruins of the old Lymewood chapel that was sacked 240 years ago. It is surrounded by a 10ft high stone wall with battlements and has several wooden buildings (including a stable and a privy) within the compound. The clerics are primarily there to keep an eye on the ruins of the temple in case chaotic creatures emerge again. However, Mother-Adjunct Melrania has become the de facto vicar of Lymewood and some of the clerics posted here have joined her in assisting the community. The clerics will provide magical healing and other helpful magic for a moderate fee of 100gp per spell level, unless it is clear the recipients are combatting the forces of Chaos (in which case spells are only half price, 50gp/spell level). The resident clerics include:

  • Mother-Superior Aquillia, 10th level cleric, human female, lawful
  • Mother-Adjunct Melrania, 8th level cleric, human female, lawful
  • Curate Munroth, 5th level cleric, human male, lawful
  • 3 priests (3rd level clerics, all human & lawful)
  • 6 Adepts (2nd level clerics, all human & lawful)
  • 5 Acolytes (1st level clerics, all human & lawful)

2) The Lymewood Outpost. This is a circular tower about 100ft tall in the style of the classic wizard's abode, with four bulging buttresses reaching up to support the tower for the first 30ft. The mages within have been tasked with keeping an eye on the Temple of Chaos Divided, but generally will not go into the dungeon except perhaps to rescue one of their own. They tend to not hold adventurers in high esteem, and often expect them to die in the dungeon, so they require payment up front for any services rendered. The mages include:

  • Mage Trandocious, 16th level magic user, human male, lawful
  • Mage Ballanfest, 13th level magic user, human male, lawful
  • Mage Carrolina, 13th level magic user, human female, neutral
  • Mage Torrdol, 11th level magic user, human male, neutral
  • Junior Mage Parra, 7th level magic user, human female, lawful
  • Junior Mage Morkoth, 7th level magic user, human male, neutral
  • Darathain the Wanderer, 8th level spellsword, elf male, lawful
  • 10 mage neophytes (2nd or 3rd level magic user, all human, either lawful or neutral)

3) The Shady Oak Inn: Run by Dellegin the Opportune (6th level fighter, human male, neutral), a retired adventurer who made enough of a fortune plundering dungeons to know what's involved in dungeon exploration. He is perhaps the most sympathetic in the village to adventurers as long as they are well behaved and pay their bills. 

4) Myrtle's General Store: selling most things on the equipment list as long as it is below 45gp, so no plate mail or transportation. Myrtle (NM, human female, neutral) regularly makes trips into Shiell to pick up more stock so she can advise those looking for more specialised items where to look in the city. 

5) Village Well. This has an unusually deep shaft, about 100ft down to the water. There are several buckets attached to ropes here as well as a winch mechanism. Those who have descended the shaft have found themselves on the surface of a large underground lake that stretches at least across the area covered by the village though because of its highly irregular and convoluted shape it is difficult to tell from the bottom of the well just how far the underground lake stretches. Some say that it reaches all the way to the Temple of Chaos Divided. 

6) The farmyards hold several buildings each, including cottages for the farmer's family, sheds for livestock and barns for holding hay and gathered crops. Each farmyard is surrounded by a fence robust enough to contain horses, cows and goats. 

7) Algenon's Magical Supplies, selling vellum, ink, books and the more easily acquired spell components. There are even a few basic magic items for sale in the vault such as potions of healing and scrolls of low-level spells. Up in the attic are books of lore and esoterica which Algenon (MU3, human male, neutral) considers his personal collection rather than stock for sale though he may allow respectful and trusted customers to read these books. 

8) The Windmill is run by Balshir (4th level thief, human male, chaotic) and Vagnar (4th level magic user, human female, chaotic), a married couple who are quite crotchety and reclusive. They are in fact spies for the Temple. Generally they just keep an eye on the village and won't do anything too risky. They also charge the farmers a high price to mill wheat which makes them unpopular. 

9) Bornax the Butcher (2nd level fighter, human male, neutral) provides the meat for the villagers. He will also keep any worthwhile hides and sell them to a tanner and leatherworker in Sanaz. 

10) Belrid the village blacksmith (NM, human male, neutral) currently relies on a mundane coal-fired forge but wants to upgrade to a magically heated one. He has heard there may be one deep in the dungeon but certainly cannot retrieve it himself, and would struggle to pay for it if adventurers brought it to the village. 

11) Nanthe's Knitting. Nanthe (NM, human female, lawful) is skilled at preparing and spinning wool then knitting the yarn into a variety of clothing, and many villagers and some clerics wear her knitted garments. Mages consider her knit-ware rather gauche. Most of the wool is sourced from within the village. 

12) Obdool the Beekeeper (NM, human male, lawful) provides the village with honey. He has a magical Ring of Insect Avoidance (from a grateful mage) that means that bees don't sting him, even when he is collecting their honey. His home has a walled flower garden that has four large beehives and a range of flowers for all seasons so the bees can produce honey for most of the year. 

Friday, 10 January 2025

Fortress-Monasteries of the Sohei

The Sohei of the Pearl Islands are warrior-monks, the Pearl Island culture's equivalent of clerics. Although they may often establish shrines in cities and towns, their training and headquarters are fortress-monasteries known locally as shudoin, often in borderland areas between civilization and the wilderness. They are often divided into different religious sects called orders - these are large organisations, though often centred around a single temple or shudoin.

art by Wayne Reynolds, source

The Sohei orders are nominally answerable to the Shogun (the Emperor's representative and second in command), who has delegated the Office of Monastic Affairs to deal with the Sohei. However, sohei can be very stubborn and strong-willed and will sometimes ignore or reject edicts from the Shogun, particularly if they feel strongly on a matter, either out of principle or perhaps honour, so in many ways they are independent. Theoretically the Shogun can assign his chosen abbot as head of a monastery, but unpopular choices have led to sohei protests and uprisings prompting even the Shogun to back down and reconsider. 

Sohei shudoin will often comprise of a quarter being proper sohei (with levels as clerics) and two thirds being lay men-at-arms, often referred to as ikko-ikki (“Devoted League”), who are actually fighters rather than clerics but with a strong sense of religious devotion. The rest of the shudoin are servants who have no character class levels, but are still true believers. The larger fortress-monasteries can thus be a considerable military force, with up to a thousand sohei and ikko-ikki ready to defend their home. 

Sohei are essentially variant clerics, using the XP advancement, to hit chart, d6 hit dice and saving throws as normal clerics. Sohei can use clerical spells and turn undead just like most clerics. They are granted spells through their faith, discipline and spiritual connection. This connection is usually to the cosmic forces of Law, Chaos or Neutrality - sohei tend towards philosophies rather than immortals. However, a few will follow an immortal - often one who was a great and noble leader in the Pearl Islands. Even then, the sohei who are granted spells will often view their immortal patron as a teacher guiding them to a better philosophy and enlightenment rather than a deity to be worshipped in themselves. 

Sohei will often use samurai armour (treated here as banded armour, AC 4), but rather than using maces or warhammers with shields they will use najinatas - these are two-handed polearms that do 1d8 damage; Ikko-ikki will also tend to use naginatas in favour of other weapons. Sohei never use shields. Although some say sohei will use bows and arrows, this is not actually true - their ikko-ikki will, but the clerical sohei will not as their religion forbids it. Since both the lay brothers and the sohei wear the same armour and white cloth head scarves it is not easy to distinguish between the two, particularly in the heat of battle. 

Sohei will find themselves involved in various conflicts, mostly to do with their monasteries. 

  • Order vs Order conflicts: This may be a matter of religious or philosophical argument that has escalated, or it may be something more prosaic such as money, land and converting each other’s followers. 
  • Order vs secular authorities. As noted, although theoretically answerable to the Shogun and his Office of Monastic Affairs, the sohei are often effectively independent, at least in their own opinions. This can lead to violent clashes if a controversial issue is not resolved peacefully. 
  • Orders allying with daimyos or other feudal authorities against other secular groups. Although some sohei strive to remain above feudal politics and conflicts, they have been known to throw their support, both moral and military, behind one feudal lord in order to defeat or at least defend themselves against another who is their common enemy.  
  • Orders against bandits. Sohei are not expected to be policemen or border troops but when they or their lands and people are threatened by brigands they are capable of defending themselves, even launching expeditions to destroy brigand strongholds that threaten their monastic holdings. 
  • Orders against marauding monsters. Similar to the situation with brigands, the sohei are not expected to be dedicated monster hunters (though a rare few are), though they will defend their territories against non-human threats as well. 

Known Orders and Shudoin of the Pearl Islands

These are the largest and most famous orders on the Pearl Islands: there may be others not described here.

Order of the Yellow Pearl

  • Strength: 120 sohei, 400 ikko-ikki, 60 servants
  • Base: Shudoin of the Yellow Pearl, hills south of Kaiko  
  • Member alignment: Always lawful

This popular order is focused on serenity and enlightenment but with an awareness that self-defence and defence of innocent people is necessary. When not in battle gear the sohei and ikko-ikki will often wear saffron-yellow robes. The sohei of the Yellow Pearl have been known to offer healing and curing of diseases at their shrines and temples that may become informal hospitals. They also have been known to counsel the bereaved, the distraught and the emotionally unwell. 

Order of the Eternal Sunrise

  • Strength: 150 sohei, 200 ikko-ikki, 100 servants
  • Base: Temple of the Jade Lotus, north of Kaiko
  • Member alignment: Usually Lawful, sometimes neutral, never chaotic

The Order of the Eternal Sunrise is less militant than some orders, and is focused on knowledge and wisdom. It often assists with record keeping and is famed for its extensive libraries. Its members, especially sohei, are forbidden from deliberately destroying books and records. The sohei sometimes establish schools in towns to teach people reading and writing - places for pupils in these schools are much sought-after. 

Order of the Mandate of the Heavens

  • Strength: 300 sohei, 960 ikko-ikki, 120 servants
  • Base: Steel Shoduin on outskirts of Raisukawa
  • Member alignment: Always lawful

This order is dedicated to the preservation of Law and order, particularly assisting the Shogun and his daimyos against bandits and monsters. They maintain shrines in other major cities and the senior members are often well-travelled around the Pearl Islands. They are probably the only order to always respect the Shogun’s commands, and as such are sometimes seen as his pet clerics, following political directives rather than their own principles. The order can also be culturally conservative, disapproving of changes to procedures, customs or laws and also being wary of foreigners and demihumans. The Order of the Mandate of the Heavens prefers white robes and vestments. 

Order of the Hidden Cobra

  • Strength: 230 sohei, 750 ikko-ikki, 200 servants
  • Base: hidden monastery somewhere on Tekitai island
  • Member alignment: Mostly chaotic, a few neutral

This is perhaps the most sinister order of sohei in the Pearl Islands, and many other sohei and civilians do not trust this order. The members tend towards Chaos and are in regular contact with serpent folk who have made a lair somewhere on Tekitai, possibly directly underneath their hidden monastery. However, they are cautious and do not want to provoke reprisals, so maintain a level of respectability and civility at least around the rest of society. They are found wandering other islands and towns of the Pearl Islands, and may well have other secret hideouts as well as connections to the Yakuza (organised criminals).  

Order of the Snarling Tiger

  • Strength: 450 sohei, 1600 ikko-ikki, 300 servants
  • Base: The Invincible Fortress south of Atsui-Yogan on the slopes of a volcano
  • Member alignment: Mostly neutral, a few chaotic

This order is similar to the Thyatian cult of Vanya, with a focus on martial prowess, conquest, courage and glory. They are often looking to test themselves against foes, both monstrous and human. They are also among the most volatile orders when dealing with the Shogun and other authorities, and have proven to be powerful allies as well as bitter foes. They will sometimes try to push other orders out of a town or province that they want for themselves. They have several different outpost temples in various towns. The Order of the Snarling Tiger will wear orange and black vestments and robes underneath their laquered armour.  The most skilled and courageous will wear skins of tigers or panthers that they themselves have slain. 

Order of the Golden Throne

  • Strength: 140 sohei, 200 ikko-ikki, 40 servants
  • Base: The Resplendent Shudoin, Yunohama, Tennotochi island
  • Member alignment: mostly neutral, a few chaotic and lawful

This order is focused on trade, wealth and prosperity. It encourages artisans, labourers and officials to do their best work, and merchants to spread the produce and benefits. Of course, the Order of the Golden Throne often ends up making a tidy profit as well. Other orders view them as materialistic and greedy, which can be true. But the order is popular among many townsfolk who strive to make a living. The sohei and ikko-ikki of this order are not official police, but they hate and will hunt down bandits and pirates who threaten trade and hard work, and many daimyos appreciate this vigilance. 

Sources:

My main source for this post has been this book:



Japanese Warrior Monks AD 949 - 1603, written by Stephen Turnbull, illustrated by Wayne Reynolds (he of Pathfinder fame!) and published by Osprey publishing